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-rw-r--r--src/quick/items/qquickgenericshadereffect.cpp473
1 files changed, 457 insertions, 16 deletions
diff --git a/src/quick/items/qquickgenericshadereffect.cpp b/src/quick/items/qquickgenericshadereffect.cpp
index 419acaeb72..769c408672 100644
--- a/src/quick/items/qquickgenericshadereffect.cpp
+++ b/src/quick/items/qquickgenericshadereffect.cpp
@@ -38,11 +38,14 @@
****************************************************************************/
#include <private/qquickgenericshadereffect_p.h>
+#include <private/qquickwindow_p.h>
+#include <private/qquickitem_p.h>
+#include <QSignalMapper>
QT_BEGIN_NAMESPACE
// The generic shader effect is used when the scenegraph backend indicates
-// SupportsShaderEffectV2. This, unlike the monolithic and interconnected (e.g.
+// SupportsShaderEffectNode. This, unlike the monolithic and interconnected (e.g.
// with particles) OpenGL variant, passes most of the work to a scenegraph node
// created via the adaptation layer, thus allowing different implementation in
// the backends.
@@ -51,31 +54,64 @@ QQuickGenericShaderEffect::QQuickGenericShaderEffect(QQuickShaderEffect *item, Q
: QObject(parent)
, m_item(item)
, m_meshResolution(1, 1)
- , m_mesh(0)
+ , m_mesh(nullptr)
, m_cullMode(QQuickShaderEffect::NoCulling)
- , m_status(QQuickShaderEffect::Uncompiled)
, m_blending(true)
, m_supportsAtlasTextures(false)
+ , m_mgr(nullptr)
+ , m_dirty(0)
{
}
QQuickGenericShaderEffect::~QQuickGenericShaderEffect()
{
+ for (int i = 0; i < NShader; ++i) {
+ disconnectSignals(Shader(i));
+ for (const auto &sm : qAsConst(m_signalMappers[i]))
+ delete sm.mapper;
+ }
+
+ delete m_mgr;
}
-void QQuickGenericShaderEffect::setFragmentShader(const QByteArray &code)
+void QQuickGenericShaderEffect::setFragmentShader(const QByteArray &src)
{
- Q_UNUSED(code);
+ if (m_fragShader.constData() == src.constData())
+ return;
+
+ m_fragShader = src;
+ m_dirty |= QSGShaderEffectNode::DirtyShaderFragment;
+
+ if (m_item->isComponentComplete())
+ updateShader(Fragment, src);
+
+ m_item->update();
+ emit m_item->fragmentShaderChanged();
}
-void QQuickGenericShaderEffect::setVertexShader(const QByteArray &code)
+void QQuickGenericShaderEffect::setVertexShader(const QByteArray &src)
{
- Q_UNUSED(code);
+ if (m_vertShader.constData() == src.constData())
+ return;
+
+ m_vertShader = src;
+ m_dirty |= QSGShaderEffectNode::DirtyShaderVertex;
+
+ if (m_item->isComponentComplete())
+ updateShader(Vertex, src);
+
+ m_item->update();
+ emit m_item->vertexShaderChanged();
}
void QQuickGenericShaderEffect::setBlending(bool enable)
{
- Q_UNUSED(enable);
+ if (m_blending == enable)
+ return;
+
+ m_blending = enable;
+ m_item->update();
+ emit m_item->blendingChanged();
}
QVariant QQuickGenericShaderEffect::mesh() const
@@ -86,42 +122,447 @@ QVariant QQuickGenericShaderEffect::mesh() const
void QQuickGenericShaderEffect::setMesh(const QVariant &mesh)
{
- Q_UNUSED(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(markGeometryDirtyAndUpdate()));
+ } 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 a size or an object deriving from QQuickShaderEffectMesh");
+ }
+ m_defaultMesh.setResolution(m_meshResolution);
+ }
+
+ m_dirty |= QSGShaderEffectNode::DirtyShaderMesh;
+ m_item->update();
+
+ emit m_item->meshChanged();
}
void QQuickGenericShaderEffect::setCullMode(QQuickShaderEffect::CullMode face)
{
- Q_UNUSED(face);
+ if (m_cullMode == face)
+ return;
+
+ m_cullMode = face;
+ m_item->update();
+ emit m_item->cullModeChanged();
}
void QQuickGenericShaderEffect::setSupportsAtlasTextures(bool supports)
{
- Q_UNUSED(supports);
+ if (m_supportsAtlasTextures == supports)
+ return;
+
+ m_supportsAtlasTextures = supports;
+ markGeometryDirtyAndUpdate();
+ emit m_item->supportsAtlasTexturesChanged();
+}
+
+QString QQuickGenericShaderEffect::log() const
+{
+ QSGGuiThreadShaderEffectManager *mgr = shaderEffectManager();
+ if (!mgr)
+ return QString();
+
+ return mgr->log();
+}
+
+QQuickShaderEffect::Status QQuickGenericShaderEffect::status() const
+{
+ QSGGuiThreadShaderEffectManager *mgr = shaderEffectManager();
+ if (!mgr)
+ return QQuickShaderEffect::Error;
+
+ return QQuickShaderEffect::Status(mgr->status());
+}
+
+QQuickShaderEffect::ShaderType QQuickGenericShaderEffect::shaderType() const
+{
+ QSGGuiThreadShaderEffectManager *mgr = shaderEffectManager();
+ if (!mgr)
+ return QQuickShaderEffect::HLSL;
+
+ return QQuickShaderEffect::ShaderType(mgr->shaderType());
+}
+
+QQuickShaderEffect::ShaderCompilationType QQuickGenericShaderEffect::shaderCompilationType() const
+{
+ QSGGuiThreadShaderEffectManager *mgr = shaderEffectManager();
+ if (!mgr)
+ return QQuickShaderEffect::OfflineCompilation;
+
+ return QQuickShaderEffect::ShaderCompilationType(mgr->shaderCompilationType());
+}
+
+QQuickShaderEffect::ShaderSourceType QQuickGenericShaderEffect::shaderSourceType() const
+{
+ QSGGuiThreadShaderEffectManager *mgr = shaderEffectManager();
+ if (!mgr)
+ return QQuickShaderEffect::ShaderByteCode;
+
+ return QQuickShaderEffect::ShaderSourceType(mgr->shaderSourceType());
}
void QQuickGenericShaderEffect::handleEvent(QEvent *event)
{
- Q_UNUSED(event);
+ if (event->type() == QEvent::DynamicPropertyChange) {
+ QDynamicPropertyChangeEvent *e = static_cast<QDynamicPropertyChangeEvent *>(event);
+ for (int shaderType = 0; shaderType < NShader; ++shaderType) {
+ const auto &vars(m_shaders[shaderType].shaderInfo.variables);
+ for (int idx = 0; idx < vars.count(); ++idx) {
+ if (vars[idx].name == e->propertyName()) {
+ propertyChanged((shaderType << 16) | idx);
+ break;
+ }
+ }
+ }
+ }
}
void QQuickGenericShaderEffect::handleGeometryChanged(const QRectF &, const QRectF &)
{
+ m_dirty |= QSGShaderEffectNode::DirtyShaderGeometry;
}
QSGNode *QQuickGenericShaderEffect::handleUpdatePaintNode(QSGNode *oldNode, QQuickItem::UpdatePaintNodeData *)
{
- Q_UNUSED(oldNode);
- return nullptr;
+ QSGShaderEffectNode *node = static_cast<QSGShaderEffectNode *>(oldNode);
+
+ if (m_item->width() <= 0 || m_item->height() <= 0) {
+ delete node;
+ return nullptr;
+ }
+
+ // The manager should be already created on the gui thread. Just take that instance.
+ QSGGuiThreadShaderEffectManager *mgr = shaderEffectManager();
+ if (!mgr) {
+ delete node;
+ return nullptr;
+ }
+
+ if (!node) {
+ QSGRenderContext *rc = QQuickWindowPrivate::get(m_item->window())->context;
+ node = rc->sceneGraphContext()->createShaderEffectNode(rc, mgr);
+ m_dirty = QSGShaderEffectNode::DirtyShaderVertex | QSGShaderEffectNode::DirtyShaderFragment
+ | QSGShaderEffectNode::DirtyShaderConstant | QSGShaderEffectNode::DirtyShaderTexture
+ | QSGShaderEffectNode::DirtyShaderGeometry | QSGShaderEffectNode::DirtyShaderMesh;
+ }
+
+ // Dirty mesh and geometry are handled here, the rest is passed on to the node.
+ if (m_dirty & QSGShaderEffectNode::DirtyShaderMesh) {
+ node->setGeometry(nullptr);
+ m_dirty &= ~QSGShaderEffectNode::DirtyShaderMesh;
+ m_dirty |= QSGShaderEffectNode::DirtyShaderGeometry;
+ }
+
+ if (m_dirty & QSGShaderEffectNode::DirtyShaderGeometry) {
+ const QRectF rect(0, 0, m_item->width(), m_item->height());
+ QQuickShaderEffectMesh *mesh = m_mesh ? m_mesh : &m_defaultMesh;
+ QSGGeometry *geometry = node->geometry();
+
+ geometry = mesh->updateGeometry(geometry, 2, 0, node->normalizedTextureSubRect(), rect);
+
+ node->setFlag(QSGNode::OwnsGeometry, false);
+ node->setGeometry(geometry);
+ node->setFlag(QSGNode::OwnsGeometry, true);
+
+ m_dirty &= ~QSGShaderEffectNode::DirtyShaderGeometry;
+ }
+
+ QSGShaderEffectNode::SyncData sd;
+ sd.dirty = m_dirty;
+ sd.cullMode = QSGShaderEffectNode::CullMode(m_cullMode);
+ sd.blending = m_blending;
+ sd.supportsAtlasTextures = m_supportsAtlasTextures;
+ sd.vertexShader = (m_dirty & QSGShaderEffectNode::DirtyShaderVertex) ? &m_shaders[Vertex] : nullptr;
+ sd.fragmentShader = (m_dirty & QSGShaderEffectNode::DirtyShaderFragment) ? &m_shaders[Fragment] : nullptr;
+
+ node->sync(&sd);
+
+ m_dirty = 0;
+
+ return node;
}
void QQuickGenericShaderEffect::handleComponentComplete()
{
+ updateShader(Vertex, m_vertShader);
+ updateShader(Fragment, m_fragShader);
}
void QQuickGenericShaderEffect::handleItemChange(QQuickItem::ItemChange change, const QQuickItem::ItemChangeData &value)
{
- Q_UNUSED(change);
- Q_UNUSED(value);
+ // Move the window ref.
+ if (change == QQuickItem::ItemSceneChange) {
+ for (int shaderType = 0; shaderType < NShader; ++shaderType) {
+ for (const auto &vd : qAsConst(m_shaders[shaderType].varData)) {
+ if (vd.specialType == QSGShaderEffectNode::VariableData::Source) {
+ QQuickItem *source = qobject_cast<QQuickItem *>(qvariant_cast<QObject *>(vd.value));
+ if (source) {
+ if (value.window)
+ QQuickItemPrivate::get(source)->refWindow(value.window);
+ else
+ QQuickItemPrivate::get(source)->derefWindow();
+ }
+ }
+ }
+ }
+ }
+}
+
+QSGGuiThreadShaderEffectManager *QQuickGenericShaderEffect::shaderEffectManager() const
+{
+ if (!m_mgr) {
+ // return null if this is not the gui thread and not already created
+ if (QThread::currentThread() != m_item->thread())
+ return m_mgr;
+ // need a window and a rendercontext (i.e. the scenegraph backend is ready)
+ QQuickWindow *w = m_item->window();
+ if (w && w->isSceneGraphInitialized()) {
+ m_mgr = QQuickWindowPrivate::get(w)->context->sceneGraphContext()->createGuiThreadShaderEffectManager();
+ if (m_mgr) {
+ QObject::connect(m_mgr, SIGNAL(logAndStatusChanged()), m_item, SIGNAL(logChanged()));
+ QObject::connect(m_mgr, SIGNAL(logAndStatusChanged()), m_item, SIGNAL(statusChanged()));
+ QObject::connect(m_mgr, SIGNAL(textureChanged()), this, SLOT(markGeometryDirtyAndUpdateIfSupportsAtlas()));
+ }
+ } else if (!w) {
+ qWarning("ShaderEffect: Backend specifics cannot be queried until the item has a window");
+ } else {
+ qWarning("ShaderEffect: Backend specifics cannot be queried until the scenegraph has initialized");
+ }
+ }
+
+ return m_mgr;
+}
+
+void QQuickGenericShaderEffect::disconnectSignals(Shader shaderType)
+{
+ for (auto &sm : m_signalMappers[shaderType]) {
+ if (sm.active) {
+ sm.active = false;
+ QObject::disconnect(m_item, nullptr, sm.mapper, SLOT(map()));
+ QObject::disconnect(sm.mapper, SIGNAL(mapped(int)), this, SLOT(propertyChanged(int)));
+ }
+ }
+ for (const auto &vd : qAsConst(m_shaders[shaderType].varData)) {
+ if (vd.specialType == QSGShaderEffectNode::VariableData::Source) {
+ QQuickItem *source = qobject_cast<QQuickItem *>(qvariant_cast<QObject *>(vd.value));
+ if (source) {
+ if (m_item->window())
+ QQuickItemPrivate::get(source)->derefWindow();
+ QObject::disconnect(source, SIGNAL(destroyed(QObject*)), this, SLOT(sourceDestroyed(QObject*)));
+ }
+ }
+ }
+}
+
+void QQuickGenericShaderEffect::updateShader(Shader shaderType, const QByteArray &src)
+{
+ QSGGuiThreadShaderEffectManager *mgr = shaderEffectManager();
+ if (!mgr)
+ return;
+
+ disconnectSignals(shaderType);
+
+ m_shaders[shaderType].varData.clear();
+
+ if (src.isEmpty()) {
+ m_shaders[shaderType].valid = false;
+ return;
+ }
+
+ // Figure out what input parameters and variables are used in the shader.
+ // For file-based shader source/bytecode this is where the data is pulled
+ // in from the file.
+ QSGGuiThreadShaderEffectManager::ShaderInfo shaderInfo;
+ if (!mgr->reflect(src, &shaderInfo)) {
+ qWarning("ShaderEffect: shader reflection failed for %s", src.constData());
+ m_shaders[shaderType].valid = false;
+ return;
+ }
+
+ m_shaders[shaderType].shaderInfo = shaderInfo;
+ m_shaders[shaderType].valid = true;
+
+ const int varCount = shaderInfo.variables.count();
+ m_shaders[shaderType].varData.resize(varCount);
+
+ // Reuse signal mappers as much as possible since the mapping is based on
+ // the index and shader type which are both constant.
+ if (m_signalMappers[shaderType].count() < varCount)
+ m_signalMappers[shaderType].resize(varCount);
+
+ const bool texturesSeparate = mgr->hasSeparateSamplerAndTextureObjects();
+
+ // Hook up the signals to get notified about changes for properties that
+ // correspond to variables in the shader.
+ for (int i = 0; i < varCount; ++i) {
+ const auto &v(shaderInfo.variables.at(i));
+ QSGShaderEffectNode::VariableData &vd(m_shaders[shaderType].varData[i]);
+ const bool isSpecial = v.name.startsWith("qt_"); // special names not mapped to properties
+ if (isSpecial) {
+ if (v.name == QByteArrayLiteral("qt_Opacity"))
+ vd.specialType = QSGShaderEffectNode::VariableData::Opacity;
+ else if (v.name == QByteArrayLiteral("qt_Matrix"))
+ vd.specialType = QSGShaderEffectNode::VariableData::Matrix;
+ else if (v.name.startsWith("qt_SubRect_"))
+ vd.specialType = QSGShaderEffectNode::VariableData::SubRect;
+ continue;
+ }
+
+ // The value of a property corresponding to a sampler is the source
+ // item ref, unless there are separate texture objects in which case
+ // the sampler is ignored.
+ if (v.type == QSGGuiThreadShaderEffectManager::ShaderInfo::Sampler) {
+ if (texturesSeparate) {
+ vd.specialType = QSGShaderEffectNode::VariableData::Unused;
+ continue;
+ } else {
+ vd.specialType = QSGShaderEffectNode::VariableData::Source;
+ }
+ } else if (v.type == QSGGuiThreadShaderEffectManager::ShaderInfo::Texture) {
+ Q_ASSERT(texturesSeparate);
+ vd.specialType = QSGShaderEffectNode::VariableData::Source;
+ } else {
+ vd.specialType = QSGShaderEffectNode::VariableData::None;
+ }
+
+ // Find the property on the ShaderEffect item.
+ const int propIdx = m_item->metaObject()->indexOfProperty(v.name.constData());
+ if (propIdx >= 0) {
+ QMetaProperty mp = m_item->metaObject()->property(propIdx);
+ if (!mp.hasNotifySignal())
+ qWarning("ShaderEffect: property '%s' does not have notification method", v.name.constData());
+
+ // Have a QSignalMapper that emits mapped() with an index+type on each property change notify signal.
+ auto &sm(m_signalMappers[shaderType][i]);
+ if (!sm.mapper) {
+ sm.mapper = new QSignalMapper;
+ sm.mapper->setMapping(m_item, i | (shaderType << 16));
+ }
+ sm.active = true;
+ const QByteArray signalName = '2' + mp.notifySignal().methodSignature();
+ QObject::connect(m_item, signalName, sm.mapper, SLOT(map()));
+ QObject::connect(sm.mapper, SIGNAL(mapped(int)), this, SLOT(propertyChanged(int)));
+ } else {
+ // Do not warn for dynamic properties.
+ if (!m_item->property(v.name.constData()).isValid())
+ qWarning("ShaderEffect: '%s' does not have a matching property!", v.name.constData());
+ }
+
+ vd.value = m_item->property(v.name.constData());
+
+ if (vd.specialType == QSGShaderEffectNode::VariableData::Source) {
+ QQuickItem *source = qobject_cast<QQuickItem *>(qvariant_cast<QObject *>(vd.value));
+ if (source) {
+ if (m_item->window())
+ QQuickItemPrivate::get(source)->refWindow(m_item->window());
+ QObject::connect(source, SIGNAL(destroyed(QObject*)), this, SLOT(sourceDestroyed(QObject*)));
+ }
+ }
+ }
+}
+
+bool QQuickGenericShaderEffect::sourceIsUnique(QQuickItem *source, Shader typeToSkip, int indexToSkip) const
+{
+ for (int shaderType = 0; shaderType < NShader; ++shaderType) {
+ for (int idx = 0; idx < m_shaders[shaderType].varData.count(); ++idx) {
+ if (shaderType != typeToSkip || idx != indexToSkip) {
+ const auto &vd(m_shaders[shaderType].varData[idx]);
+ if (vd.specialType == QSGShaderEffectNode::VariableData::Source && qvariant_cast<QObject *>(vd.value) == source)
+ return false;
+ }
+ }
+ }
+ return true;
+}
+
+void QQuickGenericShaderEffect::propertyChanged(int mappedId)
+{
+ const Shader type = Shader(mappedId >> 16);
+ const int idx = mappedId & 0xFFFF;
+ const auto &v(m_shaders[type].shaderInfo.variables[idx]);
+ auto &vd(m_shaders[type].varData[idx]);
+
+ if (vd.specialType == QSGShaderEffectNode::VariableData::Source) {
+ QQuickItem *source = qobject_cast<QQuickItem *>(qvariant_cast<QObject *>(vd.value));
+ if (source) {
+ if (m_item->window())
+ QQuickItemPrivate::get(source)->derefWindow();
+ // QObject::disconnect() will disconnect all matching connections.
+ // If the same source has been attached to two separate
+ // textures/samplers, then changing one of them would trigger both
+ // to be disconnected. So check first.
+ if (sourceIsUnique(source, type, idx))
+ QObject::disconnect(source, SIGNAL(destroyed(QObject*)), this, SLOT(sourceDestroyed(QObject*)));
+ }
+
+ vd.value = m_item->property(v.name.constData());
+
+ source = qobject_cast<QQuickItem *>(qvariant_cast<QObject *>(vd.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 (m_item->window())
+ QQuickItemPrivate::get(source)->refWindow(m_item->window());
+ QObject::connect(source, SIGNAL(destroyed(QObject*)), this, SLOT(sourceDestroyed(QObject*)));
+ }
+
+ m_dirty |= QSGShaderEffectNode::DirtyShaderTexture;
+
+ } else {
+ vd.value = m_item->property(v.name.constData());
+ m_dirty |= QSGShaderEffectNode::DirtyShaderConstant;
+ }
+
+ m_item->update();
+}
+
+void QQuickGenericShaderEffect::sourceDestroyed(QObject *object)
+{
+ for (int shaderType = 0; shaderType < NShader; ++shaderType) {
+ for (auto &vd : m_shaders[shaderType].varData) {
+ if (vd.specialType == QSGShaderEffectNode::VariableData::Source && vd.value.canConvert<QObject *>()) {
+ if (qvariant_cast<QObject *>(vd.value) == object)
+ vd.value = QVariant();
+ }
+ }
+ }
+}
+
+void QQuickGenericShaderEffect::markGeometryDirtyAndUpdate()
+{
+ m_dirty |= QSGShaderEffectNode::DirtyShaderGeometry;
+ m_item->update();
+}
+
+void QQuickGenericShaderEffect::markGeometryDirtyAndUpdateIfSupportsAtlas()
+{
+ if (m_supportsAtlasTextures)
+ markGeometryDirtyAndUpdate();
}
QT_END_NAMESPACE