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#ifndef QSGRENDERER_P_H
#define QSGRENDERER_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 "qsgabstractrenderer.h"
#include "qsgabstractrenderer_p.h"
#include "qsgnode.h"
#include "qsgmaterial.h"
#include <QtQuick/private/qsgcontext_p.h>
QT_BEGIN_NAMESPACE
class QSGBindable;
class QSGNodeUpdater;
class QRhiRenderTarget;
class QRhiCommandBuffer;
class QRhiRenderPassDescriptor;
class QRhiResourceUpdateBatch;
Q_QUICK_PRIVATE_EXPORT bool qsg_test_and_clear_fatal_render_error();
Q_QUICK_PRIVATE_EXPORT void qsg_set_fatal_renderer_error();
class Q_QUICK_PRIVATE_EXPORT QSGRenderer : public QSGAbstractRenderer
{
public:
QSGRenderer(QSGRenderContext *context);
virtual ~QSGRenderer();
// Accessed by QSGMaterial[Rhi]Shader::RenderState.
QMatrix4x4 currentProjectionMatrix() const { return m_current_projection_matrix; }
QMatrix4x4 currentModelViewMatrix() const { return m_current_model_view_matrix; }
QMatrix4x4 currentCombinedMatrix() const { return m_current_projection_matrix * m_current_model_view_matrix; }
qreal currentOpacity() const { return m_current_opacity; }
qreal determinant() const { return m_current_determinant; }
void setDevicePixelRatio(qreal ratio) { m_device_pixel_ratio = ratio; }
qreal devicePixelRatio() const { return m_device_pixel_ratio; }
QSGRenderContext *context() const { return m_context; }
bool isMirrored() const;
void renderScene(const QSGBindable &bindable);
void renderScene(uint fboId = 0) override;
void nodeChanged(QSGNode *node, QSGNode::DirtyState state) override;
QSGNodeUpdater *nodeUpdater() const;
void setNodeUpdater(QSGNodeUpdater *updater);
inline QSGMaterialShader::RenderState state(QSGMaterialShader::RenderState::DirtyStates dirty) const;
inline QSGMaterialRhiShader::RenderState rhiState(QSGMaterialRhiShader::RenderState::DirtyStates dirty) const;
virtual void setCustomRenderMode(const QByteArray &) { }
virtual bool hasCustomRenderModeWithContinuousUpdate() const { return false; }
virtual void releaseCachedResources() { }
void clearChangedFlag() { m_changed_emitted = false; }
// Accessed by QSGMaterialRhiShader::RenderState.
QByteArray *currentUniformData() const { return m_current_uniform_data; }
QRhiResourceUpdateBatch *currentResourceUpdateBatch() const { return m_current_resource_update_batch; }
QRhi *currentRhi() const { return m_rhi; }
void setRenderTarget(QRhiRenderTarget *rt) { m_rt = rt; }
QRhiRenderTarget *renderTarget() const { return m_rt; }
void setCommandBuffer(QRhiCommandBuffer *cb) { m_cb = cb; }
QRhiCommandBuffer *commandBuffer() const { return m_cb; }
void setRenderPassDescriptor(QRhiRenderPassDescriptor *rpDesc) { m_rp_desc = rpDesc; }
QRhiRenderPassDescriptor *renderPassDescriptor() const { return m_rp_desc; }
void setRenderPassRecordingCallbacks(QSGRenderContext::RenderPassCallback start,
QSGRenderContext::RenderPassCallback end,
void *userData)
{
m_renderPassRecordingCallbacks.start = start;
m_renderPassRecordingCallbacks.end = end;
m_renderPassRecordingCallbacks.userData = userData;
}
protected:
virtual void render() = 0;
const QSGBindable *bindable() const { return m_bindable; }
virtual void preprocess();
void addNodesToPreprocess(QSGNode *node);
void removeNodesToPreprocess(QSGNode *node);
QMatrix4x4 m_current_projection_matrix; // includes adjustment, where applicable, so can be treated as Y up in NDC always
QMatrix4x4 m_current_projection_matrix_native_ndc; // Vulkan has Y down in normalized device coordinates, others Y up...
QMatrix4x4 m_current_model_view_matrix;
qreal m_current_opacity;
qreal m_current_determinant;
qreal m_device_pixel_ratio;
QSGRenderContext *m_context;
QByteArray *m_current_uniform_data;
QRhiResourceUpdateBatch *m_current_resource_update_batch;
QRhi *m_rhi;
QRhiRenderTarget *m_rt;
QRhiCommandBuffer *m_cb;
QRhiRenderPassDescriptor *m_rp_desc;
struct {
QSGRenderContext::RenderPassCallback start = nullptr;
QSGRenderContext::RenderPassCallback end = nullptr;
void *userData = nullptr;
} m_renderPassRecordingCallbacks;
private:
QSGNodeUpdater *m_node_updater;
QSet<QSGNode *> m_nodes_to_preprocess;
QSet<QSGNode *> m_nodes_dont_preprocess;
const QSGBindable *m_bindable;
uint m_changed_emitted : 1;
uint m_is_rendering : 1;
uint m_is_preprocessing : 1;
};
class Q_QUICK_PRIVATE_EXPORT QSGBindable
{
public:
virtual ~QSGBindable() { }
virtual void bind() const = 0;
virtual void clear(QSGAbstractRenderer::ClearMode mode) const;
virtual void reactivate() const;
};
#if QT_CONFIG(opengl)
class QSGBindableFboId : public QSGBindable
{
public:
QSGBindableFboId(GLuint);
void bind() const override;
private:
GLuint m_id;
};
#endif
QSGMaterialShader::RenderState QSGRenderer::state(QSGMaterialShader::RenderState::DirtyStates dirty) const
{
QSGMaterialShader::RenderState s;
s.m_dirty = dirty;
s.m_data = this;
return s;
}
QSGMaterialRhiShader::RenderState QSGRenderer::rhiState(QSGMaterialRhiShader::RenderState::DirtyStates dirty) const
{
QSGMaterialRhiShader::RenderState s;
s.m_dirty = dirty;
s.m_data = this;
return s;
}
class Q_QUICK_PRIVATE_EXPORT QSGNodeDumper : public QSGNodeVisitor {
public:
static void dump(QSGNode *n);
QSGNodeDumper() {}
void visitNode(QSGNode *n) override;
void visitChildren(QSGNode *n) override;
private:
int m_indent = 0;
};
QT_END_NAMESPACE
#endif