blob: 705b8d4f47d1f47765e6054b5b0f9b126c4256dc [file] [log] [blame]
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#ifndef QQUICKOPENGLSHADEREFFECTNODE_P_H
#define QQUICKOPENGLSHADEREFFECTNODE_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 <private/qtquickglobal_p.h>
QT_REQUIRE_CONFIG(quick_shadereffect);
#include <QtQuick/qsgnode.h>
#include <QtQuick/qsgmaterial.h>
#include <QtQuick/qsgtextureprovider.h>
#include <QtQuick/qquickitem.h>
#include <private/qtquickglobal_p.h>
#include <private/qquickshadereffect_p.h>
#include <QtCore/qsharedpointer.h>
#include <QtCore/qpointer.h>
QT_BEGIN_NAMESPACE
struct QQuickOpenGLShaderEffectMaterialKey {
enum ShaderType
{
VertexShader,
FragmentShader,
ShaderTypeCount
};
QByteArray sourceCode[ShaderTypeCount];
bool operator == (const QQuickOpenGLShaderEffectMaterialKey &other) const;
bool operator != (const QQuickOpenGLShaderEffectMaterialKey &other) const;
};
uint qHash(const QQuickOpenGLShaderEffectMaterialKey &key);
class QQuickCustomMaterialShader;
class QQuickOpenGLShaderEffectNode;
class Q_QUICK_PRIVATE_EXPORT QQuickOpenGLShaderEffectMaterial : public QSGMaterial
{
public:
struct UniformData
{
enum SpecialType { None, Sampler, SamplerExternal, SubRect, Opacity, Matrix };
QByteArray name;
QVariant value;
int propertyIndex = -1;
SpecialType specialType;
bool operator == (const UniformData &other) const;
void setValueFromProperty(QObject *item, const QMetaObject *itemMetaObject)
{
if (propertyIndex == -1) {
value = item->property(name);
} else {
value = itemMetaObject->property(propertyIndex).read(item);
}
}
};
explicit QQuickOpenGLShaderEffectMaterial(QQuickOpenGLShaderEffectNode *node = nullptr);
QSGMaterialType *type() const override;
QSGMaterialShader *createShader() const override;
int compare(const QSGMaterial *other) const override;
QVector<QByteArray> attributes;
QVector<UniformData> uniforms[QQuickOpenGLShaderEffectMaterialKey::ShaderTypeCount];
QVector<QSGTextureProvider *> textureProviders;
QQuickShaderEffect::CullMode cullMode;
bool geometryUsesTextureSubRect;
void setProgramSource(const QQuickOpenGLShaderEffectMaterialKey &source);
void updateTextures() const;
void invalidateTextureProvider(const QObject *provider);
static void cleanupMaterialCache();
protected:
friend class QQuickCustomMaterialShader;
// Each material needs a unique type to ensure that the renderer has a one
// and exactly one GL program for every unique set of shader sources.
// setProgramSource() stores the sources in a cache along with the right
// type. The type is cleaned up in cleanupMaterialCache() which is called
// when the GL context is shut down.
QSGMaterialType *m_type;
QQuickOpenGLShaderEffectMaterialKey m_source;
QQuickOpenGLShaderEffectNode *m_node;
bool m_emittedLogChanged;
};
class QSGShaderEffectMesh;
class Q_QUICK_PRIVATE_EXPORT QQuickOpenGLShaderEffectNode : public QObject, public QSGGeometryNode
{
Q_OBJECT
public:
QQuickOpenGLShaderEffectNode();
~QQuickOpenGLShaderEffectNode() override;
void preprocess() override;
Q_SIGNALS:
void logAndStatusChanged(const QString &, int status);
void dirtyTexture();
private Q_SLOTS:
void markDirtyTexture();
void textureProviderDestroyed(QObject *object);
};
QT_END_NAMESPACE
#endif // QQUICKOPENGLSHADEREFFECTNODE_P_H