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Diffstat (limited to 'src/quick/items/qquickgenericshadereffect.cpp')
-rw-r--r-- | src/quick/items/qquickgenericshadereffect.cpp | 663 |
1 files changed, 0 insertions, 663 deletions
diff --git a/src/quick/items/qquickgenericshadereffect.cpp b/src/quick/items/qquickgenericshadereffect.cpp deleted file mode 100644 index 248c2b6ec3..0000000000 --- a/src/quick/items/qquickgenericshadereffect.cpp +++ /dev/null @@ -1,663 +0,0 @@ -/**************************************************************************** -** -** 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(nullptr) -{ - 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, nullptr); - - 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 = nullptr; - 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 == "qt_Opacity") - vd.specialType = QSGShaderEffectNode::VariableData::Opacity; - else if (v.name == "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) { -QT_WARNING_PUSH -QT_WARNING_DISABLE_DEPRECATED - sm.mapper = new QSignalMapper; -QT_WARNING_POP - 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 - -#include "moc_qquickgenericshadereffect_p.cpp" |