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#ifndef QSSG_RENDER_BACKEND_SHADER_PROGRAM_GL_H
#define QSSG_RENDER_BACKEND_SHADER_PROGRAM_GL_H
//
// W A R N I N G
// -------------
//
// This file is not part of the Qt API. It exists purely as an
// implementation detail. This header file may change from version to
// version without notice, or even be removed.
//
// We mean it.
//
#include <QtQuick3DRender/private/qssgrenderbasetypes_p.h>
#include <QtQuick3DUtils/private/qssgutils_p.h>
#include <QtQuick3DUtils/private/qssgoption_p.h>
#include <QtCore/QString>
QT_BEGIN_NAMESPACE
struct QSSGRenderBackendShaderInputEntryGL
{
QByteArray m_attribName; ///< must be the same name as used in the vertex shader
quint32 m_attribLocation; ///< attribute index
quint32 m_type; ///< GL vertex format type @sa GL_FLOAT, GL_INT
quint32 m_numComponents; ///< component count. max 4
};
///< this class handles the shader input variables
class QSSGRenderBackendShaderInputGL
{
public:
///< constructor
QSSGRenderBackendShaderInputGL(QSSGDataRef<QSSGRenderBackendShaderInputEntryGL> entries)
: m_shaderInputEntries(entries)
{
}
///< destructor
~QSSGRenderBackendShaderInputGL()
{
// We need to release the attrib name
for (int idx = 0; idx != m_shaderInputEntries.size(); ++idx)
m_shaderInputEntries[idx] = QSSGRenderBackendShaderInputEntryGL();
}
QSSGRenderBackendShaderInputEntryGL *getEntryByName(const QByteArray &entryName) const
{
for (int idx = 0; idx != m_shaderInputEntries.size(); ++idx) {
if (m_shaderInputEntries[idx].m_attribName == entryName)
return &m_shaderInputEntries.mData[idx];
}
return nullptr;
}
QSSGOption<QSSGRenderBackendShaderInputEntryGL> getEntryByAttribLocation(quint32 attribLocation) const
{
for (int idx = 0; idx != m_shaderInputEntries.size(); ++idx) {
if (m_shaderInputEntries[idx].m_attribLocation == attribLocation)
return m_shaderInputEntries[idx];
}
return QSSGEmpty();
}
QSSGDataRef<QSSGRenderBackendShaderInputEntryGL> m_shaderInputEntries; ///< shader input entries
};
///< this class represents the internals of a GL program
class QSSGRenderBackendShaderProgramGL
{
public:
///< constructor
QSSGRenderBackendShaderProgramGL(quint32 programID) : m_programID(programID), m_shaderInput(nullptr) {}
///< destructor
~QSSGRenderBackendShaderProgramGL()
{
if (m_shaderInput) { // Created with malloc, so release with free!
m_shaderInput->~QSSGRenderBackendShaderInputGL();
::free(m_shaderInput);
}
}
quint32 m_programID; ///< this is the OpenGL object ID
QSSGRenderBackendShaderInputGL *m_shaderInput; ///< pointer to shader input object
};
QT_END_NAMESPACE
#endif