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authorLaszlo Agocs <laszlo.agocs@theqtcompany.com>2016-04-11 14:49:12 +0200
committerLaszlo Agocs <laszlo.agocs@theqtcompany.com>2016-04-13 09:22:16 +0000
commite188a3d864a5310bf18c3ad759a12560013deb64 (patch)
tree14be7dbedfc604833ad5e6e2abdcef7573e9cb95 /src/quick/items/qquickopenglshadereffect.cpp
parent05605d89f9db80bb748c16ea19c566ab0995027e (diff)
Prefix GL-specific shader effect code
Rename the C++ sources and classes. The QML type name remains the same. No changes in functionality. The shader effect, node, material (and uniform animator and particles and bits and pieces here and there...) are highly interconnected and do not follow the usual design practices for Quick and the scenegraph and the adaptation layer. Therefore while we aim for keeping full compatibility for GL apps, other backends will likely get a different ShaderEffect item implementation. The C++ class QQuickShaderEffect itself is currently a dummy with an unchanged API. It is not in use for now but forms the basis for the implementation for other backends. This will be covered in future commits. Change-Id: Ia39ce4b303f8f33e2f241d11e35fa62423e43127 Reviewed-by: Andy Nichols <andy.nichols@theqtcompany.com>
Diffstat (limited to 'src/quick/items/qquickopenglshadereffect.cpp')
-rw-r--r--src/quick/items/qquickopenglshadereffect.cpp865
1 files changed, 865 insertions, 0 deletions
diff --git a/src/quick/items/qquickopenglshadereffect.cpp b/src/quick/items/qquickopenglshadereffect.cpp
new file mode 100644
index 0000000000..8919afd066
--- /dev/null
+++ b/src/quick/items/qquickopenglshadereffect.cpp
@@ -0,0 +1,865 @@
+/****************************************************************************
+**
+** Copyright (C) 2016 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the QtQuick module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or (at your option) the GNU General
+** Public license version 3 or any later version approved by the KDE Free
+** Qt Foundation. The licenses are as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
+** included in the packaging of this file. Please review the following
+** information to ensure the GNU General Public License requirements will
+** be met: https://www.gnu.org/licenses/gpl-2.0.html and
+** https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include <private/qquickopenglshadereffect_p.h>
+
+#include <QtQuick/qsgmaterial.h>
+#include <QtQuick/private/qsgshadersourcebuilder_p.h>
+#include "qquickitem_p.h"
+
+#include <QtQuick/private/qsgcontext_p.h>
+#include <QtQuick/qsgtextureprovider.h>
+#include "qquickwindow.h"
+
+#include "qquickimage_p.h"
+#include "qquickshadereffectsource_p.h"
+#include "qquickshadereffectmesh_p.h"
+
+#include <QtCore/qsignalmapper.h>
+
+QT_BEGIN_NAMESPACE
+
+namespace {
+
+ enum VariableQualifier {
+ AttributeQualifier,
+ UniformQualifier
+ };
+
+ inline bool qt_isalpha(char c)
+ {
+ char ch = c | 0x20;
+ return (ch >= 'a' && ch <= 'z') || c == '_';
+ }
+
+ inline bool qt_isalnum(char c)
+ {
+ return qt_isalpha(c) || (c >= '0' && c <= '9');
+ }
+
+ inline bool qt_isspace(char c)
+ {
+ return c == ' ' || (c >= 0x09 && c <= 0x0d);
+ }
+
+ // Returns -1 if not found, returns index to first character after the name if found.
+ int qt_search_for_variable(const char *s, int length, int index, VariableQualifier &decl,
+ int &typeIndex, int &typeLength,
+ int &nameIndex, int &nameLength,
+ QQuickOpenGLShaderEffectCommon::Key::ShaderType shaderType)
+ {
+ enum Identifier {
+ QualifierIdentifier, // Base state
+ PrecisionIdentifier,
+ TypeIdentifier,
+ NameIdentifier
+ };
+ Identifier expected = QualifierIdentifier;
+ bool compilerDirectiveExpected = index == 0;
+
+ while (index < length) {
+ // Skip whitespace.
+ while (qt_isspace(s[index])) {
+ compilerDirectiveExpected |= s[index] == '\n';
+ ++index;
+ }
+
+ if (qt_isalpha(s[index])) {
+ // Read identifier.
+ int idIndex = index;
+ ++index;
+ while (qt_isalnum(s[index]))
+ ++index;
+ int idLength = index - idIndex;
+
+ const int attrLen = sizeof("attribute") - 1;
+ const int inLen = sizeof("in") - 1;
+ const int uniLen = sizeof("uniform") - 1;
+ const int loLen = sizeof("lowp") - 1;
+ const int medLen = sizeof("mediump") - 1;
+ const int hiLen = sizeof("highp") - 1;
+
+ switch (expected) {
+ case QualifierIdentifier:
+ if (idLength == attrLen && qstrncmp("attribute", s + idIndex, attrLen) == 0) {
+ decl = AttributeQualifier;
+ expected = PrecisionIdentifier;
+ } else if (shaderType == QQuickOpenGLShaderEffectCommon::Key::VertexShader
+ && idLength == inLen && qstrncmp("in", s + idIndex, inLen) == 0) {
+ decl = AttributeQualifier;
+ expected = PrecisionIdentifier;
+ } else if (idLength == uniLen && qstrncmp("uniform", s + idIndex, uniLen) == 0) {
+ decl = UniformQualifier;
+ expected = PrecisionIdentifier;
+ }
+ break;
+ case PrecisionIdentifier:
+ if ((idLength == loLen && qstrncmp("lowp", s + idIndex, loLen) == 0)
+ || (idLength == medLen && qstrncmp("mediump", s + idIndex, medLen) == 0)
+ || (idLength == hiLen && qstrncmp("highp", s + idIndex, hiLen) == 0))
+ {
+ expected = TypeIdentifier;
+ break;
+ }
+ // Fall through.
+ case TypeIdentifier:
+ typeIndex = idIndex;
+ typeLength = idLength;
+ expected = NameIdentifier;
+ break;
+ case NameIdentifier:
+ nameIndex = idIndex;
+ nameLength = idLength;
+ return index; // Attribute or uniform declaration found. Return result.
+ default:
+ break;
+ }
+ } else if (s[index] == '#' && compilerDirectiveExpected) {
+ // Skip compiler directives.
+ ++index;
+ while (index < length && (s[index] != '\n' || s[index - 1] == '\\'))
+ ++index;
+ } else if (s[index] == '/' && s[index + 1] == '/') {
+ // Skip comments.
+ index += 2;
+ while (index < length && s[index] != '\n')
+ ++index;
+ } else if (s[index] == '/' && s[index + 1] == '*') {
+ // Skip comments.
+ index += 2;
+ while (index < length && (s[index] != '*' || s[index + 1] != '/'))
+ ++index;
+ if (index < length)
+ index += 2; // Skip star-slash.
+ } else {
+ expected = QualifierIdentifier;
+ ++index;
+ }
+ compilerDirectiveExpected = false;
+ }
+ return -1;
+ }
+}
+
+
+
+QQuickOpenGLShaderEffectCommon::~QQuickOpenGLShaderEffectCommon()
+{
+ for (int shaderType = 0; shaderType < Key::ShaderTypeCount; ++shaderType)
+ qDeleteAll(signalMappers[shaderType]);
+}
+
+void QQuickOpenGLShaderEffectCommon::disconnectPropertySignals(QQuickItem *item, Key::ShaderType shaderType)
+{
+ for (int i = 0; i < uniformData[shaderType].size(); ++i) {
+ if (signalMappers[shaderType].at(i) == 0)
+ continue;
+ const UniformData &d = uniformData[shaderType].at(i);
+ QSignalMapper *mapper = signalMappers[shaderType].at(i);
+ QObject::disconnect(item, 0, mapper, SLOT(map()));
+ QObject::disconnect(mapper, SIGNAL(mapped(int)), item, SLOT(propertyChanged(int)));
+ if (d.specialType == UniformData::Sampler) {
+ QQuickItem *source = qobject_cast<QQuickItem *>(qvariant_cast<QObject *>(d.value));
+ if (source) {
+ if (item->window())
+ QQuickItemPrivate::get(source)->derefWindow();
+ QObject::disconnect(source, SIGNAL(destroyed(QObject*)), item, SLOT(sourceDestroyed(QObject*)));
+ }
+ }
+ }
+}
+
+void QQuickOpenGLShaderEffectCommon::connectPropertySignals(QQuickItem *item, Key::ShaderType shaderType)
+{
+ for (int i = 0; i < uniformData[shaderType].size(); ++i) {
+ if (signalMappers[shaderType].at(i) == 0)
+ continue;
+ const UniformData &d = uniformData[shaderType].at(i);
+ int pi = item->metaObject()->indexOfProperty(d.name.constData());
+ if (pi >= 0) {
+ QMetaProperty mp = item->metaObject()->property(pi);
+ if (!mp.hasNotifySignal())
+ qWarning("QQuickOpenGLShaderEffect: property '%s' does not have notification method!", d.name.constData());
+ const QByteArray signalName = '2' + mp.notifySignal().methodSignature();
+ QSignalMapper *mapper = signalMappers[shaderType].at(i);
+ QObject::connect(item, signalName, mapper, SLOT(map()));
+ QObject::connect(mapper, SIGNAL(mapped(int)), item, SLOT(propertyChanged(int)));
+ } else {
+ // If the source is set via a dynamic property, like the layer is, then we need this
+ // check to disable the warning.
+ if (!item->property(d.name.constData()).isValid())
+ qWarning("QQuickOpenGLShaderEffect: '%s' does not have a matching property!", d.name.constData());
+ }
+
+ if (d.specialType == UniformData::Sampler) {
+ QQuickItem *source = qobject_cast<QQuickItem *>(qvariant_cast<QObject *>(d.value));
+ if (source) {
+ if (item->window())
+ QQuickItemPrivate::get(source)->refWindow(item->window());
+ QObject::connect(source, SIGNAL(destroyed(QObject*)), item, SLOT(sourceDestroyed(QObject*)));
+ }
+ }
+ }
+}
+
+void QQuickOpenGLShaderEffectCommon::updateParseLog(bool ignoreAttributes)
+{
+ parseLog.clear();
+ if (!ignoreAttributes) {
+ if (!attributes.contains(qtPositionAttributeName())) {
+ parseLog += QLatin1String("Warning: Missing reference to \'");
+ parseLog += QLatin1String(qtPositionAttributeName());
+ parseLog += QLatin1String("\'.\n");
+ }
+ if (!attributes.contains(qtTexCoordAttributeName())) {
+ parseLog += QLatin1String("Warning: Missing reference to \'");
+ parseLog += QLatin1String(qtTexCoordAttributeName());
+ parseLog += QLatin1String("\'.\n");
+ }
+ }
+ bool respectsMatrix = false;
+ bool respectsOpacity = false;
+ for (int i = 0; i < uniformData[Key::VertexShader].size(); ++i)
+ respectsMatrix |= uniformData[Key::VertexShader].at(i).specialType == UniformData::Matrix;
+ for (int shaderType = 0; shaderType < Key::ShaderTypeCount; ++shaderType) {
+ for (int i = 0; i < uniformData[shaderType].size(); ++i)
+ respectsOpacity |= uniformData[shaderType].at(i).specialType == UniformData::Opacity;
+ }
+ if (!respectsMatrix)
+ parseLog += QLatin1String("Warning: Vertex shader is missing reference to \'qt_Matrix\'.\n");
+ if (!respectsOpacity)
+ parseLog += QLatin1String("Warning: Shaders are missing reference to \'qt_Opacity\'.\n");
+}
+
+void QQuickOpenGLShaderEffectCommon::lookThroughShaderCode(QQuickItem *item, Key::ShaderType shaderType, const QByteArray &code)
+{
+ int index = 0;
+ int typeIndex = -1;
+ int typeLength = 0;
+ int nameIndex = -1;
+ int nameLength = 0;
+ const char *s = code.constData();
+ VariableQualifier decl = AttributeQualifier;
+ while ((index = qt_search_for_variable(s, code.size(), index, decl, typeIndex, typeLength,
+ nameIndex, nameLength, shaderType)) != -1)
+ {
+ if (decl == AttributeQualifier) {
+ if (shaderType == Key::VertexShader)
+ attributes.append(QByteArray(s + nameIndex, nameLength));
+ } else {
+ Q_ASSERT(decl == UniformQualifier);
+
+ const int sampLen = sizeof("sampler2D") - 1;
+ const int opLen = sizeof("qt_Opacity") - 1;
+ const int matLen = sizeof("qt_Matrix") - 1;
+ const int srLen = sizeof("qt_SubRect_") - 1;
+
+ UniformData d;
+ QSignalMapper *mapper = 0;
+ d.name = QByteArray(s + nameIndex, nameLength);
+ if (nameLength == opLen && qstrncmp("qt_Opacity", s + nameIndex, opLen) == 0) {
+ d.specialType = UniformData::Opacity;
+ } else if (nameLength == matLen && qstrncmp("qt_Matrix", s + nameIndex, matLen) == 0) {
+ d.specialType = UniformData::Matrix;
+ } else if (nameLength > srLen && qstrncmp("qt_SubRect_", s + nameIndex, srLen) == 0) {
+ d.specialType = UniformData::SubRect;
+ } else {
+ mapper = new QSignalMapper;
+ mapper->setMapping(item, uniformData[shaderType].size() | (shaderType << 16));
+ d.value = item->property(d.name.constData());
+ bool sampler = typeLength == sampLen && qstrncmp("sampler2D", s + typeIndex, sampLen) == 0;
+ d.specialType = sampler ? UniformData::Sampler : UniformData::None;
+ }
+ uniformData[shaderType].append(d);
+ signalMappers[shaderType].append(mapper);
+ }
+ }
+}
+
+void QQuickOpenGLShaderEffectCommon::updateShader(QQuickItem *item, Key::ShaderType shaderType)
+{
+ disconnectPropertySignals(item, shaderType);
+ qDeleteAll(signalMappers[shaderType]);
+ uniformData[shaderType].clear();
+ signalMappers[shaderType].clear();
+ if (shaderType == Key::VertexShader)
+ attributes.clear();
+
+ const QByteArray &code = source.sourceCode[shaderType];
+ if (code.isEmpty()) {
+ // Optimize for default code.
+ if (shaderType == Key::VertexShader) {
+ attributes.append(QByteArray(qtPositionAttributeName()));
+ attributes.append(QByteArray(qtTexCoordAttributeName()));
+ UniformData d;
+ d.name = "qt_Matrix";
+ d.specialType = UniformData::Matrix;
+ uniformData[Key::VertexShader].append(d);
+ signalMappers[Key::VertexShader].append(0);
+ } else if (shaderType == Key::FragmentShader) {
+ UniformData d;
+ d.name = "qt_Opacity";
+ d.specialType = UniformData::Opacity;
+ uniformData[Key::FragmentShader].append(d);
+ signalMappers[Key::FragmentShader].append(0);
+ QSignalMapper *mapper = new QSignalMapper;
+ mapper->setMapping(item, 1 | (Key::FragmentShader << 16));
+ const char *sourceName = "source";
+ d.name = sourceName;
+ d.value = item->property(sourceName);
+ d.specialType = UniformData::Sampler;
+ uniformData[Key::FragmentShader].append(d);
+ signalMappers[Key::FragmentShader].append(mapper);
+ }
+ } else {
+ lookThroughShaderCode(item, shaderType, code);
+ }
+
+ connectPropertySignals(item, shaderType);
+}
+
+void QQuickOpenGLShaderEffectCommon::updateMaterial(QQuickOpenGLShaderEffectNode *node,
+ QQuickOpenGLShaderEffectMaterial *material,
+ bool updateUniforms, bool updateUniformValues,
+ bool updateTextureProviders)
+{
+ if (updateUniforms) {
+ for (int i = 0; i < material->textureProviders.size(); ++i) {
+ QSGTextureProvider *t = material->textureProviders.at(i);
+ if (t) {
+ QObject::disconnect(t, SIGNAL(textureChanged()), node, SLOT(markDirtyTexture()));
+ QObject::disconnect(t, SIGNAL(destroyed(QObject*)), node, SLOT(textureProviderDestroyed(QObject*)));
+ }
+ }
+
+ // First make room in the textureProviders array. Set to proper value further down.
+ int textureProviderCount = 0;
+ for (int shaderType = 0; shaderType < Key::ShaderTypeCount; ++shaderType) {
+ for (int i = 0; i < uniformData[shaderType].size(); ++i) {
+ if (uniformData[shaderType].at(i).specialType == UniformData::Sampler)
+ ++textureProviderCount;
+ }
+ material->uniforms[shaderType] = uniformData[shaderType];
+ }
+ material->textureProviders.fill(0, textureProviderCount);
+ updateUniformValues = false;
+ updateTextureProviders = true;
+ }
+
+ if (updateUniformValues) {
+ for (int shaderType = 0; shaderType < Key::ShaderTypeCount; ++shaderType) {
+ Q_ASSERT(uniformData[shaderType].size() == material->uniforms[shaderType].size());
+ for (int i = 0; i < uniformData[shaderType].size(); ++i)
+ material->uniforms[shaderType][i].value = uniformData[shaderType].at(i).value;
+ }
+ }
+
+ if (updateTextureProviders) {
+ int index = 0;
+ for (int shaderType = 0; shaderType < Key::ShaderTypeCount; ++shaderType) {
+ for (int i = 0; i < uniformData[shaderType].size(); ++i) {
+ const UniformData &d = uniformData[shaderType].at(i);
+ if (d.specialType != UniformData::Sampler)
+ continue;
+ QSGTextureProvider *oldProvider = material->textureProviders.at(index);
+ QSGTextureProvider *newProvider = 0;
+ QQuickItem *source = qobject_cast<QQuickItem *>(qvariant_cast<QObject *>(d.value));
+ if (source && source->isTextureProvider())
+ newProvider = source->textureProvider();
+ if (newProvider != oldProvider) {
+ if (oldProvider) {
+ QObject::disconnect(oldProvider, SIGNAL(textureChanged()), node, SLOT(markDirtyTexture()));
+ QObject::disconnect(oldProvider, SIGNAL(destroyed(QObject*)), node, SLOT(textureProviderDestroyed(QObject*)));
+ }
+ if (newProvider) {
+ Q_ASSERT_X(newProvider->thread() == QThread::currentThread(),
+ "QQuickOpenGLShaderEffect::updatePaintNode",
+ "Texture provider must belong to the rendering thread");
+ QObject::connect(newProvider, SIGNAL(textureChanged()), node, SLOT(markDirtyTexture()));
+ QObject::connect(newProvider, SIGNAL(destroyed(QObject*)), node, SLOT(textureProviderDestroyed(QObject*)));
+ } else {
+ const char *typeName = source ? source->metaObject()->className() : d.value.typeName();
+ qWarning("ShaderEffect: Property '%s' is not assigned a valid texture provider (%s).",
+ d.name.constData(), typeName);
+ }
+ material->textureProviders[index] = newProvider;
+ }
+ ++index;
+ }
+ }
+ Q_ASSERT(index == material->textureProviders.size());
+ }
+}
+
+void QQuickOpenGLShaderEffectCommon::updateWindow(QQuickWindow *window)
+{
+ // See comment in QQuickOpenGLShaderEffectCommon::propertyChanged().
+ if (window) {
+ for (int shaderType = 0; shaderType < Key::ShaderTypeCount; ++shaderType) {
+ for (int i = 0; i < uniformData[shaderType].size(); ++i) {
+ const UniformData &d = uniformData[shaderType].at(i);
+ if (d.specialType == UniformData::Sampler) {
+ QQuickItem *source = qobject_cast<QQuickItem *>(qvariant_cast<QObject *>(d.value));
+ if (source)
+ QQuickItemPrivate::get(source)->refWindow(window);
+ }
+ }
+ }
+ } else {
+ for (int shaderType = 0; shaderType < Key::ShaderTypeCount; ++shaderType) {
+ for (int i = 0; i < uniformData[shaderType].size(); ++i) {
+ const UniformData &d = uniformData[shaderType].at(i);
+ if (d.specialType == UniformData::Sampler) {
+ QQuickItem *source = qobject_cast<QQuickItem *>(qvariant_cast<QObject *>(d.value));
+ if (source)
+ QQuickItemPrivate::get(source)->derefWindow();
+ }
+ }
+ }
+ }
+}
+
+void QQuickOpenGLShaderEffectCommon::sourceDestroyed(QObject *object)
+{
+ for (int shaderType = 0; shaderType < Key::ShaderTypeCount; ++shaderType) {
+ for (int i = 0; i < uniformData[shaderType].size(); ++i) {
+ UniformData &d = uniformData[shaderType][i];
+ if (d.specialType == UniformData::Sampler && d.value.canConvert<QObject *>()) {
+ if (qvariant_cast<QObject *>(d.value) == object)
+ d.value = QVariant();
+ }
+ }
+ }
+}
+
+static bool qquick_uniqueInUniformData(QQuickItem *source, const QVector<QQuickOpenGLShaderEffectMaterial::UniformData> *uniformData, int typeToSkip, int indexToSkip)
+{
+ for (int s=0; s<QQuickOpenGLShaderEffectMaterialKey::ShaderTypeCount; ++s) {
+ for (int i=0; i<uniformData[s].size(); ++i) {
+ if (s == typeToSkip && i == indexToSkip)
+ continue;
+ const QQuickOpenGLShaderEffectMaterial::UniformData &d = uniformData[s][i];
+ if (d.specialType == QQuickOpenGLShaderEffectMaterial::UniformData::Sampler && qvariant_cast<QObject *>(d.value) == source)
+ return false;
+ }
+ }
+ return true;
+}
+
+void QQuickOpenGLShaderEffectCommon::propertyChanged(QQuickItem *item, int mappedId,
+ bool *textureProviderChanged)
+{
+ Key::ShaderType shaderType = Key::ShaderType(mappedId >> 16);
+ int index = mappedId & 0xffff;
+ UniformData &d = uniformData[shaderType][index];
+ if (d.specialType == UniformData::Sampler) {
+ QQuickItem *source = qobject_cast<QQuickItem *>(qvariant_cast<QObject *>(d.value));
+ if (source) {
+ if (item->window())
+ QQuickItemPrivate::get(source)->derefWindow();
+
+ // QObject::disconnect() will disconnect all matching connections. If the same
+ // source has been attached to two separate samplers, then changing one of them
+ // would trigger both to be disconnected. Without the connection we'll end up
+ // with a dangling pointer in the uniformData.
+ if (qquick_uniqueInUniformData(source, uniformData, shaderType, index))
+ QObject::disconnect(source, SIGNAL(destroyed(QObject*)), item, SLOT(sourceDestroyed(QObject*)));
+ }
+
+ d.value = item->property(d.name.constData());
+
+ source = qobject_cast<QQuickItem *>(qvariant_cast<QObject *>(d.value));
+ if (source) {
+ // 'source' needs a window to get a scene graph node. It usually gets one through its
+ // parent, but if the source item is "inline" rather than a reference -- i.e.
+ // "property variant source: Image { }" instead of "property variant source: foo" -- it
+ // will not get a parent. In those cases, 'source' should get the window from 'item'.
+ if (item->window())
+ QQuickItemPrivate::get(source)->refWindow(item->window());
+ QObject::connect(source, SIGNAL(destroyed(QObject*)), item, SLOT(sourceDestroyed(QObject*)));
+ }
+ if (textureProviderChanged)
+ *textureProviderChanged = true;
+ } else {
+ d.value = item->property(d.name.constData());
+ if (textureProviderChanged)
+ *textureProviderChanged = false;
+ }
+}
+
+QQuickOpenGLShaderEffect::QQuickOpenGLShaderEffect(QQuickItem *parent)
+ : QQuickItem(parent)
+ , m_meshResolution(1, 1)
+ , m_mesh(0)
+ , m_cullMode(NoCulling)
+ , m_status(Uncompiled)
+ , m_blending(true)
+ , m_dirtyUniforms(true)
+ , m_dirtyUniformValues(true)
+ , m_dirtyTextureProviders(true)
+ , m_dirtyProgram(true)
+ , m_dirtyParseLog(true)
+ , m_dirtyMesh(true)
+ , m_dirtyGeometry(true)
+ , m_customVertexShader(false)
+ , m_supportsAtlasTextures(false)
+{
+ setFlag(QQuickItem::ItemHasContents);
+}
+
+QQuickOpenGLShaderEffect::~QQuickOpenGLShaderEffect()
+{
+ for (int shaderType = 0; shaderType < Key::ShaderTypeCount; ++shaderType)
+ m_common.disconnectPropertySignals(this, Key::ShaderType(shaderType));
+}
+
+void QQuickOpenGLShaderEffect::setFragmentShader(const QByteArray &code)
+{
+ if (m_common.source.sourceCode[Key::FragmentShader].constData() == code.constData())
+ return;
+ m_common.source.sourceCode[Key::FragmentShader] = code;
+ m_dirtyProgram = true;
+ m_dirtyParseLog = true;
+
+ if (isComponentComplete())
+ m_common.updateShader(this, Key::FragmentShader);
+
+ update();
+ if (m_status != Uncompiled) {
+ m_status = Uncompiled;
+ emit statusChanged();
+ }
+ emit fragmentShaderChanged();
+}
+
+void QQuickOpenGLShaderEffect::setVertexShader(const QByteArray &code)
+{
+ if (m_common.source.sourceCode[Key::VertexShader].constData() == code.constData())
+ return;
+ m_common.source.sourceCode[Key::VertexShader] = code;
+ m_dirtyProgram = true;
+ m_dirtyParseLog = true;
+ m_customVertexShader = true;
+
+ if (isComponentComplete())
+ m_common.updateShader(this, Key::VertexShader);
+
+ update();
+ if (m_status != Uncompiled) {
+ m_status = Uncompiled;
+ emit statusChanged();
+ }
+ emit vertexShaderChanged();
+}
+
+void QQuickOpenGLShaderEffect::setBlending(bool enable)
+{
+ if (blending() == enable)
+ return;
+
+ m_blending = enable;
+ update();
+
+ emit blendingChanged();
+}
+
+QVariant QQuickOpenGLShaderEffect::mesh() const
+{
+ return m_mesh ? qVariantFromValue(static_cast<QObject *>(m_mesh))
+ : qVariantFromValue(m_meshResolution);
+}
+
+void QQuickOpenGLShaderEffect::setMesh(const QVariant &mesh)
+{
+ QQuickShaderEffectMesh *newMesh = qobject_cast<QQuickShaderEffectMesh *>(qvariant_cast<QObject *>(mesh));
+ if (newMesh && newMesh == m_mesh)
+ return;
+ if (m_mesh)
+ disconnect(m_mesh, SIGNAL(geometryChanged()), this, 0);
+ m_mesh = newMesh;
+ if (m_mesh) {
+ connect(m_mesh, SIGNAL(geometryChanged()), this, SLOT(updateGeometry()));
+ } else {
+ if (mesh.canConvert<QSize>()) {
+ m_meshResolution = mesh.toSize();
+ } else {
+ QList<QByteArray> res = mesh.toByteArray().split('x');
+ bool ok = res.size() == 2;
+ if (ok) {
+ int w = res.at(0).toInt(&ok);
+ if (ok) {
+ int h = res.at(1).toInt(&ok);
+ if (ok)
+ m_meshResolution = QSize(w, h);
+ }
+ }
+ if (!ok)
+ qWarning("ShaderEffect: mesh property must be size or object deriving from QQuickOpenGLShaderEffectMesh.");
+ }
+ m_defaultMesh.setResolution(m_meshResolution);
+ }
+
+ m_dirtyMesh = true;
+ m_dirtyParseLog = true;
+ update();
+ emit meshChanged();
+}
+
+void QQuickOpenGLShaderEffect::setCullMode(CullMode face)
+{
+ if (face == m_cullMode)
+ return;
+ m_cullMode = face;
+ update();
+ emit cullModeChanged();
+}
+
+void QQuickOpenGLShaderEffect::setSupportsAtlasTextures(bool supports)
+{
+ if (supports == m_supportsAtlasTextures)
+ return;
+ m_supportsAtlasTextures = supports;
+ updateGeometry();
+ emit supportsAtlasTexturesChanged();
+}
+
+QString QQuickOpenGLShaderEffect::parseLog()
+{
+ if (m_dirtyParseLog) {
+ m_common.updateParseLog(m_mesh != 0);
+ m_dirtyParseLog = false;
+ }
+ return m_common.parseLog;
+}
+
+bool QQuickOpenGLShaderEffect::event(QEvent *event)
+{
+ if (event->type() == QEvent::DynamicPropertyChange) {
+ QDynamicPropertyChangeEvent *e = static_cast<QDynamicPropertyChangeEvent *>(event);
+ for (int shaderType = 0; shaderType < Key::ShaderTypeCount; ++shaderType) {
+ for (int i = 0; i < m_common.uniformData[shaderType].size(); ++i) {
+ if (m_common.uniformData[shaderType].at(i).name == e->propertyName()) {
+ bool textureProviderChanged;
+ m_common.propertyChanged(this, (shaderType << 16) | i, &textureProviderChanged);
+ m_dirtyTextureProviders |= textureProviderChanged;
+ m_dirtyUniformValues = true;
+ update();
+ }
+ }
+ }
+ }
+ return QQuickItem::event(event);
+}
+
+void QQuickOpenGLShaderEffect::updateGeometry()
+{
+ m_dirtyGeometry = true;
+ update();
+}
+
+void QQuickOpenGLShaderEffect::updateGeometryIfAtlased()
+{
+ if (m_supportsAtlasTextures)
+ updateGeometry();
+}
+
+void QQuickOpenGLShaderEffect::updateLogAndStatus(const QString &log, int status)
+{
+ m_log = parseLog() + log;
+ m_status = Status(status);
+ emit logChanged();
+ emit statusChanged();
+}
+
+void QQuickOpenGLShaderEffect::sourceDestroyed(QObject *object)
+{
+ m_common.sourceDestroyed(object);
+}
+
+
+void QQuickOpenGLShaderEffect::propertyChanged(int mappedId)
+{
+ bool textureProviderChanged;
+ m_common.propertyChanged(this, mappedId, &textureProviderChanged);
+ m_dirtyTextureProviders |= textureProviderChanged;
+ m_dirtyUniformValues = true;
+ update();
+}
+
+void QQuickOpenGLShaderEffect::geometryChanged(const QRectF &newGeometry, const QRectF &oldGeometry)
+{
+ m_dirtyGeometry = true;
+ QQuickItem::geometryChanged(newGeometry, oldGeometry);
+}
+
+QSGNode *QQuickOpenGLShaderEffect::updatePaintNode(QSGNode *oldNode, UpdatePaintNodeData *)
+{
+ QQuickOpenGLShaderEffectNode *node = static_cast<QQuickOpenGLShaderEffectNode *>(oldNode);
+
+ // In the case of zero-size or a bad vertex shader, don't try to create a node...
+ if (m_common.attributes.isEmpty() || width() <= 0 || height() <= 0) {
+ if (node)
+ delete node;
+ return 0;
+ }
+
+ if (!node) {
+ node = new QQuickOpenGLShaderEffectNode;
+ node->setMaterial(new QQuickOpenGLShaderEffectMaterial(node));
+ node->setFlag(QSGNode::OwnsMaterial, true);
+ m_dirtyProgram = true;
+ m_dirtyUniforms = true;
+ m_dirtyGeometry = true;
+ connect(node, SIGNAL(logAndStatusChanged(QString,int)), this, SLOT(updateLogAndStatus(QString,int)));
+ connect(node, &QQuickOpenGLShaderEffectNode::dirtyTexture,
+ this, &QQuickOpenGLShaderEffect::updateGeometryIfAtlased);
+ }
+
+ QQuickOpenGLShaderEffectMaterial *material = static_cast<QQuickOpenGLShaderEffectMaterial *>(node->material());
+
+ // Update blending
+ if (bool(material->flags() & QSGMaterial::Blending) != m_blending) {
+ material->setFlag(QSGMaterial::Blending, m_blending);
+ node->markDirty(QSGNode::DirtyMaterial);
+ }
+
+ if (int(material->cullMode) != int(m_cullMode)) {
+ material->cullMode = QQuickShaderEffect::CullMode(m_cullMode);
+ node->markDirty(QSGNode::DirtyMaterial);
+ }
+
+ if (m_dirtyProgram) {
+ Key s = m_common.source;
+ QSGShaderSourceBuilder builder;
+ if (s.sourceCode[Key::FragmentShader].isEmpty()) {
+ builder.appendSourceFile(QStringLiteral(":/qt-project.org/items/shaders/shadereffect.frag"));
+ s.sourceCode[Key::FragmentShader] = builder.source();
+ builder.clear();
+ }
+ if (s.sourceCode[Key::VertexShader].isEmpty()) {
+ builder.appendSourceFile(QStringLiteral(":/qt-project.org/items/shaders/shadereffect.vert"));
+ s.sourceCode[Key::VertexShader] = builder.source();
+ }
+ s.className = metaObject()->className();
+
+ material->setProgramSource(s);
+ material->attributes = m_common.attributes;
+ node->markDirty(QSGNode::DirtyMaterial);
+ m_dirtyProgram = false;
+ m_dirtyUniforms = true;
+ }
+
+ if (m_dirtyUniforms || m_dirtyUniformValues || m_dirtyTextureProviders) {
+ m_common.updateMaterial(node, material, m_dirtyUniforms, m_dirtyUniformValues,
+ m_dirtyTextureProviders);
+ node->markDirty(QSGNode::DirtyMaterial);
+ m_dirtyUniforms = m_dirtyUniformValues = m_dirtyTextureProviders = false;
+ }
+
+ QRectF srcRect(0, 0, 1, 1);
+ bool geometryUsesTextureSubRect = false;
+ if (m_supportsAtlasTextures && material->textureProviders.size() == 1) {
+ QSGTextureProvider *provider = material->textureProviders.at(0);
+ if (provider->texture()) {
+ srcRect = provider->texture()->normalizedTextureSubRect();
+ geometryUsesTextureSubRect = true;
+ }
+ }
+
+ if (bool(material->flags() & QSGMaterial::RequiresFullMatrix) != m_customVertexShader) {
+ material->setFlag(QSGMaterial::RequiresFullMatrix, m_customVertexShader);
+ node->markDirty(QSGNode::DirtyMaterial);
+ }
+
+ if (material->geometryUsesTextureSubRect != geometryUsesTextureSubRect) {
+ material->geometryUsesTextureSubRect = geometryUsesTextureSubRect;
+ node->markDirty(QSGNode::DirtyMaterial);
+ }
+
+ if (m_dirtyMesh) {
+ node->setGeometry(0);
+ m_dirtyMesh = false;
+ m_dirtyGeometry = true;
+ }
+
+ if (m_dirtyGeometry) {
+ node->setFlag(QSGNode::OwnsGeometry, false);
+ QSGGeometry *geometry = node->geometry();
+ QRectF rect(0, 0, width(), height());
+ QQuickShaderEffectMesh *mesh = m_mesh ? m_mesh : &m_defaultMesh;
+
+ geometry = mesh->updateGeometry(geometry, m_common.attributes, srcRect, rect);
+ if (!geometry) {
+ QString log = mesh->log();
+ if (!log.isNull()) {
+ m_log = parseLog();
+ m_log += QLatin1String("*** Mesh ***\n");
+ m_log += log;
+ m_status = Error;
+ emit logChanged();
+ emit statusChanged();
+ }
+ delete node;
+ return 0;
+ }
+
+ node->setGeometry(geometry);
+ node->setFlag(QSGNode::OwnsGeometry, true);
+
+ m_dirtyGeometry = false;
+ }
+
+ return node;
+}
+
+void QQuickOpenGLShaderEffect::componentComplete()
+{
+ m_common.updateShader(this, Key::VertexShader);
+ m_common.updateShader(this, Key::FragmentShader);
+ QQuickItem::componentComplete();
+}
+
+void QQuickOpenGLShaderEffect::itemChange(ItemChange change, const ItemChangeData &value)
+{
+ if (change == QQuickItem::ItemSceneChange)
+ m_common.updateWindow(value.window);
+ QQuickItem::itemChange(change, value);
+}
+
+QT_END_NAMESPACE