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#ifndef QSGD3D12MATERIAL_P_H
#define QSGD3D12MATERIAL_P_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 <QtQuick/qsgmaterial.h>
#include "qsgd3d12engine_p.h"
QT_BEGIN_NAMESPACE
class QSGRenderer;
// The D3D renderer works with QSGD3D12Material as the "base" class since
// QSGMaterial and its GL program related bits are not suitable. Also, there is
// no split like with QSGMaterialShader.
typedef QSGMaterialShader::RenderState QSGD3D12MaterialRenderState;
class QSGD3D12Material : public QSGMaterial
{
public:
struct ExtraState {
QVector4D blendFactor;
};
enum UpdateResult {
UpdatedShaders = 0x0001,
UpdatedConstantBuffer = 0x0002,
UpdatedBlendFactor = 0x0004
};
Q_DECLARE_FLAGS(UpdateResults, UpdateResult)
virtual int constantBufferSize() const = 0;
virtual void preparePipeline(QSGD3D12PipelineState *pipelineState) = 0;
virtual UpdateResults updatePipeline(const QSGD3D12MaterialRenderState &state,
QSGD3D12PipelineState *pipelineState,
ExtraState *extraState,
quint8 *constantBuffer) = 0;
private:
QSGMaterialShader *createShader() const override; // dummy, QSGMaterialShader is too GL dependent
};
Q_DECLARE_OPERATORS_FOR_FLAGS(QSGD3D12Material::UpdateResults)
QT_END_NAMESPACE
#endif // QSGD3D12MATERIAL_P_H