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diff --git a/src/quick/items/qquickgenericshadereffect.cpp b/src/quick/items/qquickgenericshadereffect.cpp
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+/****************************************************************************
+**
+** 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/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
+// 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.
+
+QQuickGenericShaderEffect::QQuickGenericShaderEffect(QQuickShaderEffect *item, QObject *parent)
+ : QObject(parent)
+ , m_item(item)
+ , m_meshResolution(1, 1)
+ , m_mesh(nullptr)
+ , m_cullMode(QQuickShaderEffect::NoCulling)
+ , m_blending(true)
+ , m_supportsAtlasTextures(false)
+ , m_mgr(nullptr)
+ , m_fragNeedsUpdate(true)
+ , m_vertNeedsUpdate(true)
+ , m_dirty(0)
+{
+ qRegisterMetaType<QSGGuiThreadShaderEffectManager::ShaderInfo::Type>("ShaderInfo::Type");
+ for (int i = 0; i < NShader; ++i)
+ m_inProgress[i] = nullptr;
+}
+
+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 &src)
+{
+ // Compare the actual values since they are often just filenames.
+ // Optimizing by comparing constData() is a bad idea since seemingly static
+ // strings in QML may in fact have different addresses when a binding
+ // triggers assigning the "same" value to the property.
+ if (m_fragShader == src)
+ return;
+
+ m_fragShader = src;
+
+ m_fragNeedsUpdate = true;
+ if (m_item->isComponentComplete())
+ maybeUpdateShaders();
+
+ emit m_item->fragmentShaderChanged();
+}
+
+void QQuickGenericShaderEffect::setVertexShader(const QByteArray &src)
+{
+ if (m_vertShader == src)
+ return;
+
+ m_vertShader = src;
+
+ m_vertNeedsUpdate = true;
+ if (m_item->isComponentComplete())
+ maybeUpdateShaders();
+
+ emit m_item->vertexShaderChanged();
+}
+
+void QQuickGenericShaderEffect::setBlending(bool enable)
+{
+ if (m_blending == enable)
+ return;
+
+ m_blending = enable;
+ m_item->update();
+ emit m_item->blendingChanged();
+}
+
+QVariant QQuickGenericShaderEffect::mesh() const
+{
+ return m_mesh ? qVariantFromValue(static_cast<QObject *>(m_mesh))
+ : qVariantFromValue(m_meshResolution);
+}
+
+void QQuickGenericShaderEffect::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(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)
+{
+ if (m_cullMode == face)
+ return;
+
+ m_cullMode = face;
+ m_item->update();
+ emit m_item->cullModeChanged();
+}
+
+void QQuickGenericShaderEffect::setSupportsAtlasTextures(bool supports)
+{
+ if (m_supportsAtlasTextures == supports)
+ return;
+
+ m_supportsAtlasTextures = supports;
+ markGeometryDirtyAndUpdate();
+ emit m_item->supportsAtlasTexturesChanged();
+}
+
+QString QQuickGenericShaderEffect::parseLog()
+{
+ maybeUpdateShaders();
+ return log();
+}
+
+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::Uncompiled;
+
+ return QQuickShaderEffect::Status(mgr->status());
+}
+
+void QQuickGenericShaderEffect::handleEvent(QEvent *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 *)
+{
+ QSGShaderEffectNode *node = static_cast<QSGShaderEffectNode *>(oldNode);
+
+ if (m_item->width() <= 0 || m_item->height() <= 0) {
+ delete node;
+ return nullptr;
+ }
+
+ // Do not change anything while a new shader is being reflected or compiled.
+ if (m_inProgress[Vertex] || m_inProgress[Fragment])
+ return node;
+
+ // 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::DirtyShaderAll;
+ }
+
+ QSGShaderEffectNode::SyncData sd;
+ sd.dirty = m_dirty;
+ sd.cullMode = QSGShaderEffectNode::CullMode(m_cullMode);
+ sd.blending = m_blending;
+ sd.vertex.shader = &m_shaders[Vertex];
+ sd.vertex.dirtyConstants = &m_dirtyConstants[Vertex];
+ sd.vertex.dirtyTextures = &m_dirtyTextures[Vertex];
+ sd.fragment.shader = &m_shaders[Fragment];
+ sd.fragment.dirtyConstants = &m_dirtyConstants[Fragment];
+ sd.fragment.dirtyTextures = &m_dirtyTextures[Fragment];
+ node->syncMaterial(&sd);
+
+ 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();
+
+ const QRectF srcRect = node->updateNormalizedTextureSubRect(m_supportsAtlasTextures);
+ geometry = mesh->updateGeometry(geometry, 2, 0, srcRect, rect);
+
+ node->setFlag(QSGNode::OwnsGeometry, false);
+ node->setGeometry(geometry);
+ node->setFlag(QSGNode::OwnsGeometry, true);
+
+ m_dirty &= ~QSGShaderEffectNode::DirtyShaderGeometry;
+ }
+
+ m_dirty = 0;
+ for (int i = 0; i < NShader; ++i) {
+ m_dirtyConstants[i].clear();
+ m_dirtyTextures[i].clear();
+ }
+
+ return node;
+}
+
+void QQuickGenericShaderEffect::maybeUpdateShaders()
+{
+ if (m_vertNeedsUpdate)
+ m_vertNeedsUpdate = !updateShader(Vertex, m_vertShader);
+ if (m_fragNeedsUpdate)
+ m_fragNeedsUpdate = !updateShader(Fragment, m_fragShader);
+ if (m_vertNeedsUpdate || m_fragNeedsUpdate) {
+ // This function is invoked either from componentComplete or in a
+ // response to a previous invocation's polish() request. If this is
+ // case #1 then updateShader can fail due to not having a window or
+ // scenegraph ready. Schedule the polish to try again later. In case #2
+ // the backend probably does not have shadereffect support so there is
+ // nothing to do for us here.
+ if (!m_item->window() || !m_item->window()->isSceneGraphInitialized())
+ m_item->polish();
+ }
+}
+
+void QQuickGenericShaderEffect::handleItemChange(QQuickItem::ItemChange change, const QQuickItem::ItemChangeData &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;
+ QQuickWindow *w = m_item->window();
+ if (w) { // note: just the window, don't care about isSceneGraphInitialized() here
+ m_mgr = QQuickWindowPrivate::get(w)->context->sceneGraphContext()->createGuiThreadShaderEffectManager();
+ if (m_mgr) {
+ connect(m_mgr, SIGNAL(logAndStatusChanged()), m_item, SIGNAL(logChanged()));
+ connect(m_mgr, SIGNAL(logAndStatusChanged()), m_item, SIGNAL(statusChanged()));
+ connect(m_mgr, SIGNAL(textureChanged()), this, SLOT(markGeometryDirtyAndUpdateIfSupportsAtlas()));
+ connect(m_mgr, &QSGGuiThreadShaderEffectManager::shaderCodePrepared, this, &QQuickGenericShaderEffect::shaderCodePrepared);
+ }
+ }
+ }
+
+ 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*)));
+ }
+ }
+ }
+}
+
+struct ShaderInfoCache
+{
+ bool contains(const QByteArray &key) const
+ {
+ return m_shaderInfoCache.contains(key);
+ }
+
+ QSGGuiThreadShaderEffectManager::ShaderInfo value(const QByteArray &key) const
+ {
+ return m_shaderInfoCache.value(key);
+ }
+
+ void insert(const QByteArray &key, const QSGGuiThreadShaderEffectManager::ShaderInfo &value)
+ {
+ m_shaderInfoCache.insert(key, value);
+ }
+
+ QHash<QByteArray, QSGGuiThreadShaderEffectManager::ShaderInfo> m_shaderInfoCache;
+};
+
+Q_GLOBAL_STATIC(ShaderInfoCache, shaderInfoCache)
+
+bool QQuickGenericShaderEffect::updateShader(Shader shaderType, const QByteArray &src)
+{
+ QSGGuiThreadShaderEffectManager *mgr = shaderEffectManager();
+ if (!mgr)
+ return false;
+
+ const bool texturesSeparate = mgr->hasSeparateSamplerAndTextureObjects();
+
+ disconnectSignals(shaderType);
+
+ m_shaders[shaderType].shaderInfo = QSGGuiThreadShaderEffectManager::ShaderInfo();
+ m_shaders[shaderType].varData.clear();
+
+ if (!src.isEmpty()) {
+ if (shaderInfoCache()->contains(src)) {
+ m_shaders[shaderType].shaderInfo = shaderInfoCache()->value(src);
+ m_shaders[shaderType].hasShaderCode = true;
+ } else {
+ // Each prepareShaderCode call needs its own work area, hence the
+ // dynamic alloc. If there are calls in progress, let those run to
+ // finish, their results can then simply be ignored because
+ // m_inProgress indicates what we care about.
+ m_inProgress[shaderType] = new QSGGuiThreadShaderEffectManager::ShaderInfo;
+ const QSGGuiThreadShaderEffectManager::ShaderInfo::Type typeHint =
+ shaderType == Vertex ? QSGGuiThreadShaderEffectManager::ShaderInfo::TypeVertex
+ : QSGGuiThreadShaderEffectManager::ShaderInfo::TypeFragment;
+ // 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. Some backends may choose to do
+ // source->bytecode compilation as well in this step.
+ mgr->prepareShaderCode(typeHint, src, m_inProgress[shaderType]);
+ // the rest is handled in shaderCodePrepared()
+ return true;
+ }
+ } else {
+ m_shaders[shaderType].hasShaderCode = false;
+ if (shaderType == Fragment) {
+ // With built-in shaders hasShaderCode is set to false and all
+ // metadata is empty, as it is left up to the node to provide a
+ // built-in default shader and its metadata. However, in case of
+ // the built-in fragment shader the value for 'source' has to be
+ // provided and monitored like with an application-provided shader.
+ QSGGuiThreadShaderEffectManager::ShaderInfo::Variable v;
+ v.name = QByteArrayLiteral("source");
+ v.bindPoint = 0;
+ v.type = texturesSeparate ? QSGGuiThreadShaderEffectManager::ShaderInfo::Texture
+ : QSGGuiThreadShaderEffectManager::ShaderInfo::Sampler;
+ m_shaders[shaderType].shaderInfo.variables.append(v);
+ }
+ }
+
+ updateShaderVars(shaderType);
+ m_dirty |= QSGShaderEffectNode::DirtyShaders;
+ m_item->update();
+ return true;
+}
+
+void QQuickGenericShaderEffect::shaderCodePrepared(bool ok, QSGGuiThreadShaderEffectManager::ShaderInfo::Type typeHint,
+ const QByteArray &src, QSGGuiThreadShaderEffectManager::ShaderInfo *result)
+{
+ const Shader shaderType = typeHint == QSGGuiThreadShaderEffectManager::ShaderInfo::TypeVertex ? Vertex : Fragment;
+
+ // If another call was made to updateShader() for the same shader type in
+ // the meantime then our results are useless, just drop them.
+ if (result != m_inProgress[shaderType]) {
+ delete result;
+ return;
+ }
+
+ m_shaders[shaderType].shaderInfo = *result;
+ delete result;
+ m_inProgress[shaderType] = nullptr;
+
+ if (!ok) {
+ qWarning("ShaderEffect: shader preparation failed for %s\n%s\n", src.constData(), qPrintable(log()));
+ m_shaders[shaderType].hasShaderCode = false;
+ return;
+ }
+
+ m_shaders[shaderType].hasShaderCode = true;
+ shaderInfoCache()->insert(src, m_shaders[shaderType].shaderInfo);
+ updateShaderVars(shaderType);
+ m_dirty |= QSGShaderEffectNode::DirtyShaders;
+ m_item->update();
+}
+
+void QQuickGenericShaderEffect::updateShaderVars(Shader shaderType)
+{
+ QSGGuiThreadShaderEffectManager *mgr = shaderEffectManager();
+ if (!mgr)
+ return;
+
+ const bool texturesSeparate = mgr->hasSeparateSamplerAndTextureObjects();
+
+ const int varCount = m_shaders[shaderType].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);
+
+ // Hook up the signals to get notified about changes for properties that
+ // correspond to variables in the shader. Store also the values.
+ for (int i = 0; i < varCount; ++i) {
+ const auto &v(m_shaders[shaderType].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 (here).
+ 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;
+ m_dirtyTextures[type].insert(idx);
+
+ } else {
+ vd.value = m_item->property(v.name.constData());
+ m_dirty |= QSGShaderEffectNode::DirtyShaderConstant;
+ m_dirtyConstants[type].insert(idx);
+ }
+
+ 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