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+/****************************************************************************
+**
+** Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies).
+** All rights reserved.
+** Contact: Nokia Corporation (qt-info@nokia.com)
+**
+** This file is part of the QtDeclarative module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** No Commercial Usage
+** This file contains pre-release code and may not be distributed.
+** You may use this file in accordance with the terms and conditions
+** contained in the Technology Preview License Agreement accompanying
+** this package.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 2.1 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 2.1 requirements
+** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
+**
+** In addition, as a special exception, Nokia gives you certain additional
+** rights. These rights are described in the Nokia Qt LGPL Exception
+** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
+**
+** If you have questions regarding the use of this file, please contact
+** Nokia at qt-info@nokia.com.
+**
+**
+**
+**
+**
+**
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "qsgshadereffectsource_p.h"
+
+#include "qsgitem_p.h"
+#include "qsgcanvas_p.h"
+#include <private/qsgadaptationlayer_p.h>
+#include <private/qsgrenderer_p.h>
+
+#include "qglframebufferobject.h"
+#include "qmath.h"
+#include <private/qsgtexture_p.h>
+
+QT_BEGIN_NAMESPACE
+
+DEFINE_BOOL_CONFIG_OPTION(qmlFboOverlay, QML_FBO_OVERLAY)
+
+QSGShaderEffectSourceNode::QSGShaderEffectSourceNode()
+{
+ setFlag(UsePreprocess, true);
+}
+
+void QSGShaderEffectSourceNode::markDirtyTexture()
+{
+ markDirty(DirtyMaterial);
+}
+
+
+QSGShaderEffectTexture::QSGShaderEffectTexture(QSGItem *shaderSource)
+ : QSGDynamicTexture()
+ , m_item(0)
+ , m_format(GL_RGBA)
+ , m_shaderSource(shaderSource)
+ , m_renderer(0)
+ , m_fbo(0)
+ , m_secondaryFbo(0)
+#ifdef QSG_DEBUG_FBO_OVERLAY
+ , m_debugOverlay(0)
+#endif
+ , m_mipmap(false)
+ , m_live(true)
+ , m_recursive(false)
+ , m_dirtyTexture(true)
+ , m_multisamplingSupportChecked(false)
+ , m_multisampling(false)
+ , m_grab(false)
+{
+}
+
+QSGShaderEffectTexture::~QSGShaderEffectTexture()
+{
+ delete m_renderer;
+ delete m_fbo;
+ delete m_secondaryFbo;
+#ifdef QSG_DEBUG_FBO_OVERLAY
+ delete m_debugOverlay;
+#endif
+}
+
+
+int QSGShaderEffectTexture::textureId() const
+{
+ return m_fbo ? m_fbo->texture() : 0;
+}
+
+bool QSGShaderEffectTexture::hasAlphaChannel() const
+{
+ return m_format != GL_RGB;
+}
+
+bool QSGShaderEffectTexture::hasMipmaps() const
+{
+ return m_mipmap;
+}
+
+
+void QSGShaderEffectTexture::bind()
+{
+#ifndef QT_NO_DEBUG
+ if (!m_recursive && m_fbo && ((m_multisampling && m_secondaryFbo->isBound()) || m_fbo->isBound()))
+ qWarning("ShaderEffectSource: \'recursive\' must be set to true when rendering recursively.");
+#endif
+ glBindTexture(GL_TEXTURE_2D, m_fbo ? m_fbo->texture() : 0);
+ updateBindOptions();
+}
+
+bool QSGShaderEffectTexture::updateTexture()
+{
+ if ((m_live || m_grab) && m_dirtyTexture) {
+ grab();
+ m_grab = false;
+ return true;
+ }
+ return false;
+}
+
+void QSGShaderEffectTexture::setHasMipmaps(bool mipmap)
+{
+ if (mipmap == m_mipmap)
+ return;
+ m_mipmap = mipmap;
+ if (m_mipmap && m_fbo && !m_fbo->format().mipmap())
+ markDirtyTexture();
+}
+
+
+void QSGShaderEffectTexture::setItem(QSGNode *item)
+{
+ if (item == m_item)
+ return;
+ m_item = item;
+ markDirtyTexture();
+}
+
+void QSGShaderEffectTexture::setRect(const QRectF &rect)
+{
+ if (rect == m_rect)
+ return;
+ m_rect = rect;
+ markDirtyTexture();
+}
+
+void QSGShaderEffectTexture::setSize(const QSize &size)
+{
+ if (size == m_size)
+ return;
+ m_size = size;
+ markDirtyTexture();
+}
+
+void QSGShaderEffectTexture::setFormat(GLenum format)
+{
+ if (format == m_format)
+ return;
+ m_format = format;
+ markDirtyTexture();
+}
+
+void QSGShaderEffectTexture::setLive(bool live)
+{
+ if (live == m_live)
+ return;
+ m_live = live;
+ markDirtyTexture();
+}
+
+void QSGShaderEffectTexture::scheduleUpdate()
+{
+ if (m_grab)
+ return;
+ m_grab = true;
+ if (m_dirtyTexture)
+ emit textureChanged();
+}
+
+void QSGShaderEffectTexture::setRecursive(bool recursive)
+{
+ m_recursive = recursive;
+}
+
+void QSGShaderEffectTexture::markDirtyTexture()
+{
+ m_dirtyTexture = true;
+ if (m_live || m_grab)
+ emit textureChanged();
+}
+
+void QSGShaderEffectTexture::grab()
+{
+ if (!m_item || m_size.isNull()) {
+ delete m_fbo;
+ delete m_secondaryFbo;
+ m_fbo = m_secondaryFbo = 0;
+ m_dirtyTexture = false;
+ return;
+ }
+ QSGNode *root = m_item;
+ while (root->childCount() && root->type() != QSGNode::RootNodeType)
+ root = root->childAtIndex(0);
+ if (root->type() != QSGNode::RootNodeType)
+ return;
+
+ if (m_size.isEmpty()) {
+ delete m_fbo;
+ delete m_secondaryFbo;
+ m_secondaryFbo = m_fbo = 0;
+ return;
+ }
+
+ QSGContext *context = QSGItemPrivate::get(m_shaderSource)->sceneGraphContext();
+
+ if (!m_renderer) {
+ m_renderer = context->createRenderer();
+ connect(m_renderer, SIGNAL(sceneGraphChanged()), this, SLOT(markDirtyTexture()), Qt::DirectConnection);
+ }
+ m_renderer->setRootNode(static_cast<QSGRootNode *>(root));
+
+ bool deleteFboLater = false;
+ if (!m_fbo || m_fbo->size() != m_size || m_fbo->format().internalTextureFormat() != m_format
+ || (!m_fbo->format().mipmap() && m_mipmap))
+ {
+ if (!m_multisamplingSupportChecked) {
+ QList<QByteArray> extensions = QByteArray((const char *)glGetString(GL_EXTENSIONS)).split(' ');
+ m_multisampling = extensions.contains("GL_EXT_framebuffer_multisample")
+ && extensions.contains("GL_EXT_framebuffer_blit");
+ m_multisamplingSupportChecked = true;
+ }
+ if (m_multisampling) {
+ // Don't delete the FBO right away in case it is used recursively.
+ deleteFboLater = true;
+ delete m_secondaryFbo;
+ QGLFramebufferObjectFormat format;
+
+ format.setAttachment(QGLFramebufferObject::CombinedDepthStencil);
+ format.setInternalTextureFormat(m_format);
+ format.setSamples(8);
+ m_secondaryFbo = new QGLFramebufferObject(m_size, format);
+ } else {
+ QGLFramebufferObjectFormat format;
+ format.setAttachment(QGLFramebufferObject::CombinedDepthStencil);
+ format.setInternalTextureFormat(m_format);
+ format.setMipmap(m_mipmap);
+ if (m_recursive) {
+ deleteFboLater = true;
+ delete m_secondaryFbo;
+ m_secondaryFbo = new QGLFramebufferObject(m_size, format);
+ glBindTexture(GL_TEXTURE_2D, m_secondaryFbo->texture());
+ updateBindOptions(true);
+ } else {
+ delete m_fbo;
+ delete m_secondaryFbo;
+ m_fbo = new QGLFramebufferObject(m_size, format);
+ m_secondaryFbo = 0;
+ glBindTexture(GL_TEXTURE_2D, m_fbo->texture());
+ updateBindOptions(true);
+ }
+ }
+ }
+
+ if (m_recursive && !m_secondaryFbo) {
+ // m_fbo already created, m_recursive was just set.
+ Q_ASSERT(m_fbo);
+ Q_ASSERT(!m_multisampling);
+
+ m_secondaryFbo = new QGLFramebufferObject(m_size, m_fbo->format());
+ glBindTexture(GL_TEXTURE_2D, m_secondaryFbo->texture());
+ updateBindOptions(true);
+ }
+
+ // Render texture.
+ root->markDirty(QSGNode::DirtyForceUpdate); // Force matrix, clip and opacity update.
+ m_renderer->nodeChanged(root, QSGNode::DirtyForceUpdate); // Force render list update.
+
+#ifdef QSG_DEBUG_FBO_OVERLAY
+ if (qmlFboOverlay()) {
+ if (!m_debugOverlay)
+ m_debugOverlay = context->createRectangleNode();
+ m_debugOverlay->setRect(QRectF(0, 0, m_size.width(), m_size.height()));
+ m_debugOverlay->setColor(QColor(0xff, 0x00, 0x80, 0x40));
+ m_debugOverlay->setPenColor(QColor());
+ m_debugOverlay->setPenWidth(0);
+ m_debugOverlay->setRadius(0);
+ m_debugOverlay->update();
+ root->appendChildNode(m_debugOverlay);
+ }
+#endif
+
+ m_dirtyTexture = false;
+
+ const QGLContext *ctx = QGLContext::currentContext();
+ m_renderer->setDeviceRect(m_size);
+ m_renderer->setViewportRect(m_size);
+ QRectF mirrored(m_rect.left(), m_rect.bottom(), m_rect.width(), -m_rect.height());
+ m_renderer->setProjectMatrixToRect(mirrored);
+ m_renderer->setClearColor(Qt::transparent);
+
+ if (m_multisampling) {
+ m_renderer->renderScene(BindableFbo(m_secondaryFbo));
+
+ if (deleteFboLater) {
+ delete m_fbo;
+ QGLFramebufferObjectFormat format;
+ format.setInternalTextureFormat(m_format);
+ format.setAttachment(QGLFramebufferObject::NoAttachment);
+ format.setMipmap(m_mipmap);
+ format.setSamples(0);
+ m_fbo = new QGLFramebufferObject(m_size, format);
+ glBindTexture(GL_TEXTURE_2D, m_fbo->texture());
+ updateBindOptions(true);
+ }
+
+ QRect r(QPoint(), m_size);
+ QGLFramebufferObject::blitFramebuffer(m_fbo, r, m_secondaryFbo, r);
+ } else {
+ if (m_recursive) {
+ m_renderer->renderScene(BindableFbo(m_secondaryFbo));
+
+ if (deleteFboLater) {
+ delete m_fbo;
+ QGLFramebufferObjectFormat format;
+ format.setAttachment(QGLFramebufferObject::CombinedDepthStencil);
+ format.setInternalTextureFormat(m_format);
+ format.setMipmap(m_mipmap);
+ m_fbo = new QGLFramebufferObject(m_size, format);
+ glBindTexture(GL_TEXTURE_2D, m_fbo->texture());
+ updateBindOptions(true);
+ }
+ qSwap(m_fbo, m_secondaryFbo);
+ } else {
+ m_renderer->renderScene(BindableFbo(m_fbo));
+ }
+ }
+
+ if (m_mipmap) {
+ glBindTexture(GL_TEXTURE_2D, textureId());
+ ctx->functions()->glGenerateMipmap(GL_TEXTURE_2D);
+ }
+
+ root->markDirty(QSGNode::DirtyForceUpdate); // Force matrix, clip, opacity and render list update.
+
+#ifdef QSG_DEBUG_FBO_OVERLAY
+ if (qmlFboOverlay())
+ root->removeChildNode(m_debugOverlay);
+#endif
+ if (m_recursive)
+ markDirtyTexture(); // Continuously update if 'live' and 'recursive'.
+}
+
+/*!
+ \qmlclass ShaderEffectSource QSGShaderEffectSource
+ \since 5.0
+ \ingroup qml-basic-visual-elements
+ \brief The ShaderEffectSource element renders a QML element into a texture
+ and displays it.
+ \inherits Item
+
+ The ShaderEffectSource element renders \l sourceItem into a texture and
+ displays it in the scene. \l sourceItem is drawn into the texture as though
+ it was a fully opaque root element. Thus \l sourceItem itself can be
+ invisible, but still appear in the texture.
+
+ ShaderEffectSource can be used as:
+ \list
+ \o a texture source in a \l ShaderEffectItem.
+ This allows you to apply custom shader effects to any QML element.
+ \o a cache for a complex element.
+ The complex element can be rendered once into the texture, which can
+ then be animated freely without the need to render the complex element
+ again every frame.
+ \o an opacity layer.
+ ShaderEffectSource allows you to apply an opacity to elements as a group
+ rather than each element individually.
+ \endlist
+
+ \row
+ \o \image declarative-shadereffectsource.png
+ \o \qml
+ import QtQuick 2.0
+
+ Rectangle {
+ width: 200
+ height: 100
+ gradient: Gradient {
+ GradientStop { position: 0; color: "white" }
+ GradientStop { position: 1; color: "black" }
+ }
+ Row {
+ opacity: 0.5
+ Item {
+ id: foo
+ width: 100; height: 100
+ Rectangle { x: 5; y: 5; width: 60; height: 60; color: "red" }
+ Rectangle { x: 20; y: 20; width: 60; height: 60; color: "orange" }
+ Rectangle { x: 35; y: 35; width: 60; height: 60; color: "yellow" }
+ }
+ ShaderEffectSource {
+ width: 100; height: 100
+ sourceItem: foo
+ }
+ }
+ }
+ \endqml
+ \endrow
+
+ The ShaderEffectSource element does not redirect any mouse or keyboard
+ input to \l sourceItem. If you hide the \l sourceItem by setting
+ \l{Item::visible}{visible} to false or \l{Item::opacity}{opacity} to zero,
+ it will no longer react to input. In cases where the ShaderEffectSource is
+ meant to replace the \l sourceItem, you typically want to hide the
+ \l sourceItem while still handling input. For this, you can use
+ the \l hideSource property.
+
+ \note If \l sourceItem is a \l Rectangle with border, by default half the
+ border width falls outside the texture. To get the whole border, you can
+ extend the \l sourceRect.
+
+ \warning In most cases, using a ShaderEffectSource will decrease
+ performance, and in all cases, it will increase video memory usage.
+ Rendering through a ShaderEffectSource might also lead to lower quality
+ since some OpenGL implementations support multisampled backbuffer,
+ but not multisampled framebuffer objects.
+*/
+
+QSGShaderEffectSource::QSGShaderEffectSource(QSGItem *parent)
+ : QSGItem(parent)
+ , m_wrapMode(ClampToEdge)
+ , m_sourceItem(0)
+ , m_textureSize(0, 0)
+ , m_format(RGBA)
+ , m_live(true)
+ , m_hideSource(false)
+ , m_mipmap(false)
+ , m_recursive(false)
+ , m_grab(true)
+{
+ setFlag(ItemHasContents);
+ m_texture = new QSGShaderEffectTexture(this);
+ connect(m_texture, SIGNAL(textureChanged()), this, SIGNAL(textureChanged()), Qt::DirectConnection);
+ connect(m_texture, SIGNAL(textureChanged()), this, SLOT(update()));
+}
+
+QSGShaderEffectSource::~QSGShaderEffectSource()
+{
+ delete m_texture;
+ if (m_sourceItem)
+ QSGItemPrivate::get(m_sourceItem)->derefFromEffectItem(m_hideSource);
+}
+
+/*!
+ \qmlproperty enumeration ShaderEffectSource::wrapMode
+
+ This property defines the OpenGL wrap modes associated with the texture.
+ Modifying this property makes most sense when the element is used as a
+ source texture of a \l ShaderEffectItem.
+
+ \list
+ \o ShaderEffectSource.ClampToEdge - GL_CLAMP_TO_EDGE both horizontally and vertically
+ \o ShaderEffectSource.RepeatHorizontally - GL_REPEAT horizontally, GL_CLAMP_TO_EDGE vertically
+ \o ShaderEffectSource.RepeatVertically - GL_CLAMP_TO_EDGE horizontally, GL_REPEAT vertically
+ \o ShaderEffectSource.Repeat - GL_REPEAT both horizontally and vertically
+ \endlist
+
+ \note Some OpenGL ES 2 implementations do not support the GL_REPEAT
+ wrap mode with non-power-of-two textures.
+*/
+
+QSGShaderEffectSource::WrapMode QSGShaderEffectSource::wrapMode() const
+{
+ return m_wrapMode;
+}
+
+void QSGShaderEffectSource::setWrapMode(WrapMode mode)
+{
+ if (mode == m_wrapMode)
+ return;
+ m_wrapMode = mode;
+ update();
+ emit wrapModeChanged();
+}
+
+/*!
+ \qmlproperty Item ShaderEffectSource::sourceItem
+
+ This property holds the element to be rendered into the texture.
+*/
+
+QSGItem *QSGShaderEffectSource::sourceItem() const
+{
+ return m_sourceItem;
+}
+
+void QSGShaderEffectSource::setSourceItem(QSGItem *item)
+{
+ if (item == m_sourceItem)
+ return;
+ if (m_sourceItem)
+ QSGItemPrivate::get(m_sourceItem)->derefFromEffectItem(m_hideSource);
+ m_sourceItem = item;
+ if (m_sourceItem) {
+ // TODO: Find better solution.
+ // 'm_sourceItem' needs a canvas to get a scenegraph node.
+ // The easiest way to make sure it gets a canvas is to
+ // make it a part of the same item tree as 'this'.
+ if (m_sourceItem->parentItem() == 0) {
+ m_sourceItem->setParentItem(this);
+ m_sourceItem->setVisible(false);
+ }
+ QSGItemPrivate::get(m_sourceItem)->refFromEffectItem(m_hideSource);
+ }
+ update();
+ emit sourceItemChanged();
+}
+
+/*!
+ \qmlproperty rect ShaderEffectSource::sourceRect
+
+ This property defines which rectangular area of the \l sourceItem to
+ render into the texture. The source rectangle can be larger than
+ \l sourceItem itself. If the rectangle is null, which is the default,
+ the whole \l sourceItem is rendered to texture.
+*/
+
+QRectF QSGShaderEffectSource::sourceRect() const
+{
+ return m_sourceRect;
+}
+
+void QSGShaderEffectSource::setSourceRect(const QRectF &rect)
+{
+ if (rect == m_sourceRect)
+ return;
+ m_sourceRect = rect;
+ update();
+ emit sourceRectChanged();
+}
+
+/*!
+ \qmlproperty size ShaderEffectSource::textureSize
+
+ This property holds the size of the texture. If it is empty, which is the
+ default, the size of the source rectangle is used.
+*/
+
+QSize QSGShaderEffectSource::textureSize() const
+{
+ return m_textureSize;
+}
+
+void QSGShaderEffectSource::setTextureSize(const QSize &size)
+{
+ if (size == m_textureSize)
+ return;
+ m_textureSize = size;
+ update();
+ emit textureSizeChanged();
+}
+
+/*!
+ \qmlproperty enumeration ShaderEffectSource::format
+
+ This property defines the internal OpenGL format of the texture.
+ Modifying this property makes most sense when the element is used as a
+ source texture of a \l ShaderEffectItem. Depending on the OpenGL
+ implementation, this property might allow you to save some texture memory.
+
+ \list
+ \o ShaderEffectSource.Alpha - GL_ALPHA
+ \o ShaderEffectSource.RGB - GL_RGB
+ \o ShaderEffectSource.RGBA - GL_RGBA
+ \endlist
+
+ \note Some OpenGL implementations do not support the GL_ALPHA format.
+*/
+
+QSGShaderEffectSource::Format QSGShaderEffectSource::format() const
+{
+ return m_format;
+}
+
+void QSGShaderEffectSource::setFormat(QSGShaderEffectSource::Format format)
+{
+ if (format == m_format)
+ return;
+ m_format = format;
+ update();
+ emit formatChanged();
+}
+
+/*!
+ \qmlproperty bool ShaderEffectSource::live
+
+ If this property is true, the texture is updated whenever the
+ \l sourceItem changes. Otherwise, it will be a frozen image of the
+ \l sourceItem. The property is true by default.
+*/
+
+bool QSGShaderEffectSource::live() const
+{
+ return m_live;
+}
+
+void QSGShaderEffectSource::setLive(bool live)
+{
+ if (live == m_live)
+ return;
+ m_live = live;
+ update();
+ emit liveChanged();
+}
+
+/*!
+ \qmlproperty bool ShaderEffectSource::hideSource
+
+ If this property is true, the \l sourceItem is hidden, though it will still
+ be rendered into the texture. As opposed to hiding the \l sourceItem by
+ setting \l{Item::visible}{visible} to false, setting this property to true
+ will not prevent mouse or keyboard input from reaching \l sourceItem.
+ The property is useful when the ShaderEffectSource is anchored on top of,
+ and meant to replace the \l sourceItem.
+*/
+
+bool QSGShaderEffectSource::hideSource() const
+{
+ return m_hideSource;
+}
+
+void QSGShaderEffectSource::setHideSource(bool hide)
+{
+ if (hide == m_hideSource)
+ return;
+ if (m_sourceItem) {
+ QSGItemPrivate::get(m_sourceItem)->refFromEffectItem(hide);
+ QSGItemPrivate::get(m_sourceItem)->derefFromEffectItem(m_hideSource);
+ }
+ m_hideSource = hide;
+ update();
+ emit hideSourceChanged();
+}
+
+/*!
+ \qmlproperty bool ShaderEffectSource::mipmap
+
+ If this property is true, mipmaps are generated for the texture.
+
+ \note Some OpenGL ES 2 implementations do not support mipmapping of
+ non-power-of-two textures.
+*/
+
+bool QSGShaderEffectSource::mipmap() const
+{
+ return m_mipmap;
+}
+
+void QSGShaderEffectSource::setMipmap(bool enabled)
+{
+ if (enabled == m_mipmap)
+ return;
+ m_mipmap = enabled;
+ update();
+ emit mipmapChanged();
+}
+
+/*!
+ \qmlproperty bool ShaderEffectSource::recursive
+
+ Set this property to true if the ShaderEffectSource has a dependency on
+ itself. ShaderEffectSources form a dependency chain, where one
+ ShaderEffectSource can be part of the \l sourceItem of another.
+ If there is a loop in this chain, a ShaderEffectSource could end up trying
+ to render into the same texture it is using as source, which is not allowed
+ by OpenGL. When this property is set to true, an extra texture is allocated
+ so that ShaderEffectSource can keep a copy of the texture from the previous
+ frame. It can then render into one texture and use the texture from the
+ previous frame as source.
+
+ Setting both this property and \l live to true will cause the scene graph
+ to render continuously. Since the ShaderEffectSource depends on itself,
+ updating it means that it immediately becomes dirty again.
+*/
+
+bool QSGShaderEffectSource::recursive() const
+{
+ return m_recursive;
+}
+
+void QSGShaderEffectSource::setRecursive(bool enabled)
+{
+ if (enabled == m_recursive)
+ return;
+ m_recursive = enabled;
+ emit recursiveChanged();
+}
+
+/*!
+ \qmlmethod ShaderEffectSource::scheduleUpdate()
+
+ Schedules a re-rendering of the texture for the next frame.
+ Use this to update the texture when \l live is false.
+*/
+
+void QSGShaderEffectSource::scheduleUpdate()
+{
+ if (m_grab)
+ return;
+ m_grab = true;
+ update();
+}
+
+static void get_wrap_mode(QSGShaderEffectSource::WrapMode mode, QSGTexture::WrapMode *hWrap, QSGTexture::WrapMode *vWrap)
+{
+ switch (mode) {
+ case QSGShaderEffectSource::RepeatHorizontally:
+ *hWrap = QSGTexture::Repeat;
+ *vWrap = QSGTexture::ClampToEdge;
+ break;
+ case QSGShaderEffectSource::RepeatVertically:
+ *vWrap = QSGTexture::Repeat;
+ *hWrap = QSGTexture::ClampToEdge;
+ break;
+ case QSGShaderEffectSource::Repeat:
+ *hWrap = *vWrap = QSGTexture::Repeat;
+ break;
+ default:
+ // QSGShaderEffectSource::ClampToEdge
+ *hWrap = *vWrap = QSGTexture::ClampToEdge;
+ break;
+ }
+}
+
+
+QSGTexture *QSGShaderEffectSource::texture() const
+{
+ m_texture->setMipmapFiltering(m_mipmap ? QSGTexture::Linear : QSGTexture::None);
+ m_texture->setFiltering(QSGItemPrivate::get(this)->smooth ? QSGTexture::Linear : QSGTexture::Nearest);
+ QSGTexture::WrapMode h, v;
+ get_wrap_mode(m_wrapMode, &h, &v);
+ m_texture->setHorizontalWrapMode(h);
+ m_texture->setVerticalWrapMode(v);
+ return m_texture;
+}
+
+QSGNode *QSGShaderEffectSource::updatePaintNode(QSGNode *oldNode, UpdatePaintNodeData *)
+{
+ if (!m_sourceItem) {
+ delete oldNode;
+ return 0;
+ }
+
+ QSGShaderEffectSourceNode *node = static_cast<QSGShaderEffectSourceNode *>(oldNode);
+ if (!node) {
+ node = new QSGShaderEffectSourceNode;
+ node->setTexture(m_texture);
+ connect(m_texture, SIGNAL(textureChanged()), node, SLOT(markDirtyTexture()), Qt::DirectConnection);
+ }
+
+ // If live and recursive, update continuously.
+ if (m_live && m_recursive)
+ node->markDirty(QSGNode::DirtyMaterial);
+
+ QSGShaderEffectTexture *tex = qobject_cast<QSGShaderEffectTexture *>(m_texture);
+
+ tex->setLive(m_live);
+ tex->setItem(QSGItemPrivate::get(m_sourceItem)->itemNode());
+ QRectF sourceRect = m_sourceRect.isNull()
+ ? QRectF(0, 0, m_sourceItem->width(), m_sourceItem->height())
+ : m_sourceRect;
+ tex->setRect(sourceRect);
+ QSize textureSize = m_textureSize.isEmpty()
+ ? QSize(qCeil(qAbs(sourceRect.width())), qCeil(qAbs(sourceRect.height())))
+ : m_textureSize;
+ tex->setSize(textureSize);
+ tex->setRecursive(m_recursive);
+ tex->setFormat(GLenum(m_format));
+ tex->setHasMipmaps(m_mipmap);
+
+ if (m_grab)
+ tex->scheduleUpdate();
+ m_grab = false;
+
+ QSGTexture::Filtering filtering = QSGItemPrivate::get(this)->smooth
+ ? QSGTexture::Linear
+ : QSGTexture::Nearest;
+ QSGTexture::Filtering mmFiltering = m_mipmap ? filtering : QSGTexture::None;
+ node->setMipmapFiltering(mmFiltering);
+ node->setFiltering(filtering);
+
+ QSGTexture::WrapMode hWrap, vWrap;
+ get_wrap_mode(m_wrapMode, &hWrap, &vWrap);
+
+ node->setHorizontalWrapMode(hWrap);
+ node->setVerticalWrapMode(vWrap);
+ node->setTargetRect(QRectF(0, 0, width(), height()));
+ node->setSourceRect(QRectF(0, 0, 1, 1));
+ node->update();
+
+ return node;
+}
+
+QT_END_NAMESPACE