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39
40#include "openglvertexarrayobject_p.h"
41#include <submissioncontext_p.h>
42#include <renderer_p.h>
43#include <glresourcemanagers_p.h>
44#include <Qt3DRender/private/managers_p.h>
45
46QT_BEGIN_NAMESPACE
47
48namespace Qt3DRender {
49namespace Render {
50namespace OpenGL {
51
52OpenGLVertexArrayObject::OpenGLVertexArrayObject()
53 : m_ctx(nullptr)
54 , m_specified(false)
55 , m_supportsVao(false)
56{}
57
58void OpenGLVertexArrayObject::bind()
59{
60 Q_ASSERT(m_ctx);
61 if (m_supportsVao) {
62 Q_ASSERT(!m_vao.isNull());
63 Q_ASSERT(m_vao->isCreated());
64 m_vao->bind();
65 } else {
66 // Unbind any other VAO that may have been bound and not released correctly
67 if (m_ctx->m_currentVAO != nullptr && m_ctx->m_currentVAO != this)
68 m_ctx->m_currentVAO->release();
69
70 m_ctx->m_currentVAO = this;
71 // We need to specify array and vertex attributes
72 for (const SubmissionContext::VAOVertexAttribute &attr : qAsConst(t&: m_vertexAttributes))
73 m_ctx->enableAttribute(attr);
74 if (!m_indexAttribute.isNull())
75 m_ctx->bindGLBuffer(buffer: m_ctx->m_renderer->glResourceManagers()->glBufferManager()->data(handle: m_indexAttribute),
76 type: GLBuffer::IndexBuffer);
77 }
78}
79
80void OpenGLVertexArrayObject::release()
81{
82 Q_ASSERT(m_ctx);
83 if (m_supportsVao) {
84 Q_ASSERT(!m_vao.isNull());
85 Q_ASSERT(m_vao->isCreated());
86 m_vao->release();
87 } else {
88 if (m_ctx->m_currentVAO == this) {
89 for (const SubmissionContext::VAOVertexAttribute &attr : qAsConst(t&: m_vertexAttributes))
90 m_ctx->disableAttribute(attr);
91 m_ctx->m_currentVAO = nullptr;
92 }
93 }
94}
95
96// called from Render thread
97void OpenGLVertexArrayObject::create(SubmissionContext *ctx, const VAOIdentifier &key)
98{
99 QMutexLocker lock(&m_mutex);
100
101 Q_ASSERT(!m_ctx && !m_vao);
102
103 m_ctx = ctx;
104 m_supportsVao = m_ctx->supportsVAO();
105 if (m_supportsVao) {
106 m_vao.reset(other: new QOpenGLVertexArrayObject());
107 m_vao->create();
108 }
109 m_owners = key;
110}
111
112VAOIdentifier OpenGLVertexArrayObject::key() const
113{
114 return m_owners;
115}
116
117// called from Render thread
118void OpenGLVertexArrayObject::destroy()
119{
120 QMutexLocker locker(&m_mutex);
121
122 Q_ASSERT(m_ctx);
123 cleanup();
124}
125
126void OpenGLVertexArrayObject::cleanup()
127{
128 m_vao.reset();
129 m_ctx = nullptr;
130 m_specified = false;
131 m_supportsVao = false;
132 m_indexAttribute = SubmissionContext::VAOIndexAttribute();
133 m_vertexAttributes.clear();
134}
135
136// called from job
137bool OpenGLVertexArrayObject::isAbandoned(GeometryManager *geomMgr, GLShaderManager *shaderMgr)
138{
139 QMutexLocker lock(&m_mutex);
140
141 if (!m_ctx)
142 return false;
143
144 const bool geometryExists = (geomMgr->data(handle: m_owners.first) != nullptr);
145 const bool shaderExists = (shaderMgr->lookupResource(shaderId: m_owners.second) != nullptr);
146
147 return !geometryExists || !shaderExists;
148}
149
150void OpenGLVertexArrayObject::saveVertexAttribute(const SubmissionContext::VAOVertexAttribute &attr)
151{
152 // Remove any vertexAttribute already at location
153 for (auto i = m_vertexAttributes.size() - 1; i >= 0; --i) {
154 if (m_vertexAttributes.at(i).location == attr.location) {
155 m_vertexAttributes.removeAt(i);
156 break;
157 }
158 }
159 m_vertexAttributes.push_back(t: attr);
160}
161
162
163} // namespace OpenGL
164} // namespace Render
165} // namespace Qt3DRender
166
167QT_END_NAMESPACE
168

source code of qt3d/src/plugins/renderers/opengl/renderer/openglvertexarrayobject.cpp