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// Copyright (C) 2016 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 "openglvertexarrayobject_p.h"
#include <submissioncontext_p.h>
#include <renderer_p.h>
#include <glresourcemanagers_p.h>
#include <Qt3DRender/private/managers_p.h>
QT_BEGIN_NAMESPACE
namespace Qt3DRender {
namespace Render {
namespace OpenGL {
OpenGLVertexArrayObject::OpenGLVertexArrayObject()
: m_ctx(nullptr)
, m_specified(false)
, m_supportsVao(false)
{}
void OpenGLVertexArrayObject::bind()
{
Q_ASSERT(m_ctx);
if (m_supportsVao) {
Q_ASSERT(!m_vao.isNull());
Q_ASSERT(m_vao->isCreated());
m_vao->bind();
} else {
// Unbind any other VAO that may have been bound and not released correctly
if (m_ctx->m_currentVAO != nullptr && m_ctx->m_currentVAO != this)
m_ctx->m_currentVAO->release();
m_ctx->m_currentVAO = this;
// We need to specify array and vertex attributes
for (const SubmissionContext::VAOVertexAttribute &attr : m_vertexAttributes)
m_ctx->enableAttribute(attr);
if (!m_indexAttribute.isNull())
m_ctx->bindGLBuffer(m_ctx->m_renderer->glResourceManagers()->glBufferManager()->data(m_indexAttribute),
GLBuffer::IndexBuffer);
}
}
void OpenGLVertexArrayObject::release()
{
Q_ASSERT(m_ctx);
if (m_supportsVao) {
Q_ASSERT(!m_vao.isNull());
Q_ASSERT(m_vao->isCreated());
m_vao->release();
} else {
if (m_ctx->m_currentVAO == this) {
for (const SubmissionContext::VAOVertexAttribute &attr : m_vertexAttributes)
m_ctx->disableAttribute(attr);
m_ctx->m_currentVAO = nullptr;
}
}
}
// called from Render thread
void OpenGLVertexArrayObject::create(SubmissionContext *ctx, const VAOIdentifier &key)
{
QMutexLocker lock(&m_mutex);
Q_ASSERT(!m_ctx && !m_vao);
m_ctx = ctx;
m_supportsVao = m_ctx->supportsVAO();
if (m_supportsVao) {
m_vao.reset(new QOpenGLVertexArrayObject());
m_vao->create();
}
m_owners = key;
}
VAOIdentifier OpenGLVertexArrayObject::key() const
{
return m_owners;
}
// called from Render thread
void OpenGLVertexArrayObject::destroy()
{
QMutexLocker locker(&m_mutex);
Q_ASSERT(m_ctx);
cleanup();
}
void OpenGLVertexArrayObject::cleanup()
{
m_vao.reset();
m_ctx = nullptr;
m_specified = false;
m_supportsVao = false;
m_indexAttribute = SubmissionContext::VAOIndexAttribute();
m_vertexAttributes.clear();
}
// called from job
bool OpenGLVertexArrayObject::isAbandoned(GeometryManager *geomMgr, GLShaderManager *shaderMgr)
{
QMutexLocker lock(&m_mutex);
if (!m_ctx)
return false;
const bool geometryExists = (geomMgr->data(m_owners.first) != nullptr);
const bool shaderExists = (shaderMgr->lookupResource(m_owners.second) != nullptr);
return !geometryExists || !shaderExists;
}
void OpenGLVertexArrayObject::saveVertexAttribute(const SubmissionContext::VAOVertexAttribute &attr)
{
// Remove any vertexAttribute already at location
m_vertexAttributes.erase(std::remove_if(m_vertexAttributes.begin(),
m_vertexAttributes.end(),
[attr](const SubmissionContext::VAOVertexAttribute &a) {
return a.location == attr.location;
}),
m_vertexAttributes.end());
m_vertexAttributes.push_back(attr);
}
} // namespace OpenGL
} // namespace Render
} // namespace Qt3DRender
QT_END_NAMESPACE