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// Copyright (C) 2019 Klaralvdalens Datakonsult AB (KDAB).
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only
#include "texturesubmissioncontext_p.h"
#include <graphicscontext_p.h>
#include <gltexture_p.h>
#include <logging_p.h>
QT_BEGIN_NAMESPACE
namespace Qt3DRender {
namespace Render {
namespace OpenGL {
class TextureExtRendererLocker
{
public:
static void lock(GLTexture *tex)
{
if (!tex->isExternalRenderingEnabled())
return;
if (s_lockHash.keys().contains(tex)) {
++s_lockHash[tex];
} else {
tex->externalRenderingLock()->lock();
s_lockHash[tex] = 1;
}
}
static void unlock(GLTexture *tex)
{
if (!tex->isExternalRenderingEnabled())
return;
if (!s_lockHash.keys().contains(tex))
return;
--s_lockHash[tex];
if (s_lockHash[tex] == 0) {
s_lockHash.remove(tex);
tex->externalRenderingLock()->unlock();
}
}
private:
static QHash<GLTexture*, int> s_lockHash;
};
QHash<GLTexture*, int> TextureExtRendererLocker::s_lockHash = QHash<GLTexture*, int>();
TextureSubmissionContext::TextureSubmissionContext()
{
}
TextureSubmissionContext::~TextureSubmissionContext()
{
}
void TextureSubmissionContext::initialize(GraphicsContext *context)
{
m_activeTextures.resize(context->maxTextureUnitsCount());
}
void TextureSubmissionContext::endDrawing()
{
decayTextureScores();
for (size_t i = 0; i < m_activeTextures.size(); ++i)
if (m_activeTextures[i].texture)
TextureExtRendererLocker::unlock(m_activeTextures[i].texture);
}
int TextureSubmissionContext::activateTexture(TextureSubmissionContext::TextureScope scope,
QOpenGLContext *m_gl,
GLTexture *tex)
{
// Returns the texture unit to use for the texture
// This always return a valid unit, unless there are more textures than
// texture unit available for the current material
const int onUnit = assignUnitForTexture(tex);
// check we didn't overflow the available units
if (onUnit == -1)
return -1;
const int sharedTextureId = tex->sharedTextureId();
// We have a valid texture id provided by a shared context
if (sharedTextureId > 0) {
m_gl->functions()->glActiveTexture(GL_TEXTURE0 + onUnit);
const QAbstractTexture::Target target = tex->properties().target;
// For now we know that target values correspond to the GL values
m_gl->functions()->glBindTexture(target, tex->sharedTextureId());
} else {
// Texture must have been created and updated at this point
QOpenGLTexture *glTex = tex->getGLTexture();
if (glTex == nullptr)
return -1;
glTex->bind(uint(onUnit));
}
if (m_activeTextures[onUnit].texture != tex) {
if (m_activeTextures[onUnit].texture)
TextureExtRendererLocker::unlock(m_activeTextures[onUnit].texture);
m_activeTextures[onUnit].texture = tex;
TextureExtRendererLocker::lock(tex);
}
#if defined(QT3D_RENDER_ASPECT_OPENGL_DEBUG)
int err = m_gl->functions()->glGetError();
if (err)
qCWarning(Backend) << "GL error after activating texture" << QString::number(err, 16)
<< tex->getGLTexture()->textureId() << "on unit" << onUnit;
#endif
m_activeTextures[onUnit].score = 200;
m_activeTextures[onUnit].pinned = true;
m_activeTextures[onUnit].scope = scope;
return onUnit;
}
void TextureSubmissionContext::deactivateTexturesWithScope(TextureSubmissionContext::TextureScope ts)
{
for (size_t u=0; u<m_activeTextures.size(); ++u) {
if (!m_activeTextures[u].pinned)
continue; // inactive, ignore
if (m_activeTextures[u].scope == ts) {
m_activeTextures[u].pinned = false;
m_activeTextures[u].score = qMax(m_activeTextures[u].score, 1) - 1;
}
} // of units iteration
}
void TextureSubmissionContext::deactivateTexture(GLTexture* tex)
{
for (size_t u=0; u<m_activeTextures.size(); ++u) {
if (m_activeTextures[u].texture == tex) {
Q_ASSERT(m_activeTextures[u].pinned);
m_activeTextures[u].pinned = false;
return;
}
} // of units iteration
qCWarning(Backend) << Q_FUNC_INFO << "texture not active:" << tex;
}
/*!
\internal
Returns a texture unit for a texture, -1 if all texture units are assigned.
Tries to use the texture unit with the texture that hasn't been used for the longest time
if the texture happens not to be already pinned on a texture unit.
*/
int TextureSubmissionContext::assignUnitForTexture(GLTexture *tex)
{
int lowestScoredUnit = -1;
int lowestScore = 0xfffffff;
for (size_t u=0; u<m_activeTextures.size(); ++u) {
if (m_activeTextures[u].texture == tex)
return int(u);
}
for (size_t u=0; u<m_activeTextures.size(); ++u) {
// No texture is currently active on the texture unit
// we save the texture unit with the texture that has been on there
// the longest time while not being used
if (!m_activeTextures[u].pinned) {
int score = m_activeTextures[u].score;
if (score < lowestScore) {
lowestScore = score;
lowestScoredUnit = int(u);
}
}
} // of units iteration
if (lowestScoredUnit == -1)
qCWarning(Backend) << Q_FUNC_INFO << "No free texture units!";
return lowestScoredUnit;
}
void TextureSubmissionContext::decayTextureScores()
{
for (size_t u = 0; u < m_activeTextures.size(); u++)
m_activeTextures[u].score = qMax(m_activeTextures[u].score - 1, 0);
}
} // namespace OpenGL
} // namespace Render
} // namespace Qt3DRender of namespace
QT_END_NAMESPACE