forked from qt-creator/qt-creator
Timeline: Properly encapsulate render pass states
We have to make sure that all the nodes get deleted when the states are deleted. Previously, we relied on the RenderState destructor to recursively delete nodes owned by their parents. This is rather hard to understand and can easily fail if we create a pass state without calling TimelineRenderState::assembleNodeTree() afterwards. The best way to deal with this is to properly encapsulate the nodes into the states and add destructors which delete them. Change-Id: I8b1ce16084afc1c85a90609f8f8d889147f7832f Reviewed-by: Joerg Bornemann <joerg.bornemann@theqtcompany.com>
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@@ -40,17 +40,27 @@ public:
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BindingLoopMaterial();
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};
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struct BindingLoopsRenderPassState : public Timeline::TimelineRenderPass::State {
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BindingLoopsRenderPassState() : indexFrom(std::numeric_limits<int>::max()), indexTo(-1) {}
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BindingLoopMaterial material;
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int indexFrom;
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int indexTo;
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class BindingLoopsRenderPassState : public Timeline::TimelineRenderPass::State {
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public:
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BindingLoopsRenderPassState(const QmlProfilerRangeModel *model);
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~BindingLoopsRenderPassState();
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QVector<QSGNode *> m_expandedRows;
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BindingLoopMaterial *material() { return &m_material; }
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void updateIndexes(int from, int to);
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int indexFrom() const { return m_indexFrom; }
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int indexTo() const { return m_indexTo; }
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QSGNode *expandedRow(int row) const { return m_expandedRows[row]; }
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const QVector<QSGNode *> &expandedRows() const { return m_expandedRows; }
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QSGNode *m_collapsedOverlay;
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QSGNode *collapsedOverlay() const { return m_collapsedOverlay; }
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private:
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QVector<QSGNode *> m_expandedRows;
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QSGNode *m_collapsedOverlay;
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BindingLoopMaterial m_material;
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int m_indexFrom;
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int m_indexTo;
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};
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struct Point2DWithOffset {
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@@ -111,14 +121,14 @@ void updateNodes(const QmlProfilerRangeModel *model, int from, int to,
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for (int i = 0; i < model->expandedRowCount(); ++i) {
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BindlingLoopsGeometry &row = expandedPerRow[i];
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if (row.usedVertices > 0) {
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row.allocate(&state->material);
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state->m_expandedRows[i]->appendChildNode(row.node);
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row.allocate(state->material());
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state->expandedRow(i)->appendChildNode(row.node);
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}
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}
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if (collapsed.usedVertices > 0) {
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collapsed.allocate(&state->material);
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state->m_collapsedOverlay->appendChildNode(collapsed.node);
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collapsed.allocate(state->material());
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state->collapsedOverlay()->appendChildNode(collapsed.node);
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}
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int rowHeight = Timeline::TimelineModel::defaultRowHeight();
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@@ -163,25 +173,20 @@ Timeline::TimelineRenderPass::State *QmlProfilerBindingLoopsRenderPass::update(
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return oldState;
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BindingLoopsRenderPassState *state;
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if (oldState == 0) {
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state = new BindingLoopsRenderPassState;
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state->m_expandedRows.reserve(model->expandedRowCount());
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for (int i = 0; i < model->expandedRowCount(); ++i)
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state->m_expandedRows << new QSGNode;
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state->m_collapsedOverlay = new QSGNode;
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} else {
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if (oldState == 0)
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state = new BindingLoopsRenderPassState(model);
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else
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state = static_cast<BindingLoopsRenderPassState *>(oldState);
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}
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if (state->indexFrom < state->indexTo) {
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if (indexFrom < state->indexFrom) {
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for (int i = indexFrom; i < state->indexFrom;
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if (state->indexFrom() < state->indexTo()) {
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if (indexFrom < state->indexFrom()) {
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for (int i = indexFrom; i < state->indexFrom();
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i += BindlingLoopsGeometry::maxEventsPerNode)
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updateNodes(model, i, qMin(i + BindlingLoopsGeometry::maxEventsPerNode,
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state->indexFrom), parentState, state);
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state->indexFrom()), parentState, state);
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}
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if (indexTo > state->indexTo) {
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for (int i = state->indexTo; i < indexTo; i+= BindlingLoopsGeometry::maxEventsPerNode)
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if (indexTo > state->indexTo()) {
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for (int i = state->indexTo(); i < indexTo; i+= BindlingLoopsGeometry::maxEventsPerNode)
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updateNodes(model, i, qMin(i + BindlingLoopsGeometry::maxEventsPerNode, indexTo),
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parentState, state);
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}
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@@ -191,8 +196,7 @@ Timeline::TimelineRenderPass::State *QmlProfilerBindingLoopsRenderPass::update(
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parentState, state);
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}
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state->indexFrom = qMin(state->indexFrom, indexFrom);
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state->indexTo = qMax(state->indexTo, indexTo);
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state->updateIndexes(indexFrom, indexTo);
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return state;
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}
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@@ -354,6 +358,32 @@ void Point2DWithOffset::set(float nx, float ny, float nx2, float ny2)
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x = nx; y = ny; x2 = nx2; y2 = ny2;
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}
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BindingLoopsRenderPassState::BindingLoopsRenderPassState(const QmlProfilerRangeModel *model) :
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m_indexFrom(std::numeric_limits<int>::max()), m_indexTo(-1)
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{
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m_collapsedOverlay = new QSGNode;
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m_collapsedOverlay->setFlag(QSGNode::OwnedByParent, false);
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m_expandedRows.reserve(model->expandedRowCount());
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for (int i = 0; i < model->expandedRowCount(); ++i) {
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QSGNode *node = new QSGNode;
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node->setFlag(QSGNode::OwnedByParent, false);
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m_expandedRows << node;
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}
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}
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BindingLoopsRenderPassState::~BindingLoopsRenderPassState()
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{
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delete m_collapsedOverlay;
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qDeleteAll(m_expandedRows);
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}
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void BindingLoopsRenderPassState::updateIndexes(int from, int to)
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{
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if (from < m_indexFrom)
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m_indexFrom = from;
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if (to > m_indexTo)
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m_indexTo = to;
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}
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}
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}
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