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#ifndef QSSG_RENDERER_IMPL_LAYER_RENDER_DATA_H
#define QSSG_RENDERER_IMPL_LAYER_RENDER_DATA_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 <QtQuick3DRuntimeRender/private/qssgrendererimpllayerrenderpreparationdata_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrenderresourcebufferobjects_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrenderresourcetexture2d_p.h>
QT_BEGIN_NAMESPACE
struct QSSGLayerRenderData : public QSSGLayerRenderPreparationData
{
QAtomicInt ref;
// Layers can be rendered offscreen for many reasons; effects, progressive aa,
// or just because a flag forces it. If they are rendered offscreen we can then
// cache the result so we don't render the layer again if it isn't dirty.
QSSGResourceTexture2D m_layerTexture;
QSSGResourceTexture2D m_temporalAATexture;
QSSGResourceTexture2D m_prevTemporalAATexture;
// Sometimes we need to render our depth buffer to a depth texture.
QSSGResourceTexture2D m_layerDepthTexture;
QSSGResourceTexture2D m_layerPrepassDepthTexture;
QSSGResourceTexture2D m_layerSsaoTexture;
// if we render multisampled we need resolve buffers
QSSGResourceTexture2D m_layerMultisampleTexture;
QSSGResourceTexture2D m_layerMultisamplePrepassDepthTexture;
QSSGResourceTexture2D m_layerMultisampleWidgetTexture;
// GPU profiler per layer
QScopedPointer<QSSGRenderGPUProfiler> m_layerProfilerGpu;
QSSGRenderCamera m_sceneCamera;
QVector2D m_sceneDimensions;
// ProgressiveAA algorithm details.
quint32 m_progressiveAAPassIndex;
// Increments every frame regardless to provide appropriate jittering
quint32 m_temporalAAPassIndex;
// Ensures we don't stop on an in-between frame; we will run two frames after the dirty flag
// is clear.
quint32 m_nonDirtyTemporalAAPassIndex;
float m_textScale;
QSSGOption<QVector3D> m_boundingRectColor;
QSSGRenderTextureFormat m_depthBufferFormat;
QSize m_previousDimensions;
QSSGLayerRenderData(QSSGRenderLayer &inLayer, const QSSGRef<QSSGRendererImpl> &inRenderer);
virtual ~QSSGLayerRenderData() override;
void prepareForRender();
// Internal Call
void prepareForRender(const QSize &inViewportDimensions) override;
QSSGRenderTextureFormat getDepthBufferFormat();
QSSGRenderFrameBufferAttachment getFramebufferDepthAttachmentFormat(QSSGRenderTextureFormat depthFormat);
// Render this layer assuming viewport and RT are setup. Just renders exactly this item
// no effects.
void renderClearPass();
void renderDepthPass(bool inEnableTransparentDepthWrite = false);
void renderAoPass();
#ifdef QT_QUICK3D_DEBUG_SHADOWS
void renderDebugDepthMap(QSSGRenderTexture2D *theDepthTex, QSSGRenderTextureCube *theDepthCube);
#endif
void renderShadowMapPass(QSSGResourceFrameBuffer *theFB);
void renderShadowCubeBlurPass(QSSGResourceFrameBuffer *theFB,
const QSSGRef<QSSGRenderTextureCube> &target0,
const QSSGRef<QSSGRenderTextureCube> &target1,
float filterSz,
float clipFar);
void renderShadowMapBlurPass(QSSGResourceFrameBuffer *theFB,
const QSSGRef<QSSGRenderTexture2D> &target0,
const QSSGRef<QSSGRenderTexture2D> &target1,
float filterSz,
float clipFar);
void render(QSSGResourceFrameBuffer *theFB = nullptr);
void resetForFrame() override;
void createGpuProfiler();
void startProfiling(QString &nameID, bool sync);
void endProfiling(QString &nameID);
void startProfiling(const char *nameID, bool sync);
void endProfiling(const char *nameID);
void addVertexCount(quint32 count);
void applyLayerPostEffects(const QSSGRef<QSSGRenderFrameBuffer> &theFB);
void runnableRenderToViewport(const QSSGRef<QSSGRenderFrameBuffer> &theFB);
// test method to render this layer to a given view projection without running the entire
// layer setup system. This assumes the client has setup the viewport, scissor, and render
// target
// the way they want them.
void prepareAndRender(const QMatrix4x4 &inViewProjection);
bool progressiveAARenderRequest() const;
protected:
// Used for both the normal passes and the depth pass.
// When doing the depth pass, we disable blending completely because it does not really make
// sense
// to write blend equations into
void runRenderPass(TRenderRenderableFunction renderFn,
bool inEnableBlending,
bool inEnableDepthWrite,
bool inEnableTransparentDepthWrite,
bool inSortOpaqueRenderables,
quint32 indexLight,
const QSSGRenderCamera &inCamera,
QSSGResourceFrameBuffer *theFB = nullptr);
};
QT_END_NAMESPACE
#endif