/**************************************************************************** ** ** Copyright (C) 2017 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the Qt3D module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** GNU Lesser General Public License Usage ** Alternatively, this file may be used under the terms of the GNU Lesser ** General Public License version 3 as published by the Free Software ** Foundation and appearing in the file LICENSE.LGPL3 included in the ** packaging of this file. Please review the following information to ** ensure the GNU Lesser General Public License version 3 requirements ** will be met: https://www.gnu.org/licenses/lgpl-3.0.html. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 2.0 or (at your option) the GNU General ** Public license version 3 or any later version approved by the KDE Free ** Qt Foundation. The licenses are as published by the Free Software ** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3 ** included in the packaging of this file. Please review the following ** information to ensure the GNU General Public License requirements will ** be met: https://www.gnu.org/licenses/gpl-2.0.html and ** https://www.gnu.org/licenses/gpl-3.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "resourceaccessor_p.h" #include #include #include #include #include #include QT_BEGIN_NAMESPACE namespace Qt3DRender { namespace Render { RenderBackendResourceAccessor::~RenderBackendResourceAccessor() { } ResourceAccessor::ResourceAccessor(AbstractRenderer *renderer, NodeManagers *mgr) : m_renderer(renderer) , m_textureManager(mgr->textureManager()) , m_attachmentManager(mgr->attachmentManager()) , m_entityManager(mgr->renderNodesManager()) { } // called by render plugins from arbitrary thread bool ResourceAccessor::accessResource(ResourceType type, Qt3DCore::QNodeId nodeId, void **handle, QMutex **lock) { switch (type) { // This is purely made so that Scene2D works, this should be completely // redesigned to avoid introducing this kind of coupling and reliance on // OpenGL case RenderBackendResourceAccessor::OGLTextureWrite: Q_FALLTHROUGH(); case RenderBackendResourceAccessor::OGLTextureRead: { if (m_renderer->api() != API::OpenGL) { qWarning() << "Renderer plugin is not compatible with Scene2D"; return false; } return m_renderer->accessOpenGLTexture(nodeId, reinterpret_cast(handle), lock, type == RenderBackendResourceAccessor::OGLTextureRead); } case RenderBackendResourceAccessor::OutputAttachment: { RenderTargetOutput *output = m_attachmentManager->lookupResource(nodeId); if (output) { Attachment **attachmentData = reinterpret_cast(handle); *attachmentData = output->attachment(); return true; } break; } case RenderBackendResourceAccessor::EntityHandle: { Entity *entity = m_entityManager->lookupResource(nodeId); if (entity) { Entity **pEntity = reinterpret_cast(handle); *pEntity = entity; return true; } break; } default: break; } return false; } } // namespace Render } // namespace Qt3DRender QT_END_NAMESPACE