aboutsummaryrefslogtreecommitdiffstats
path: root/src/quick/items/qquickgenericshadereffect.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'src/quick/items/qquickgenericshadereffect.cpp')
-rw-r--r--src/quick/items/qquickgenericshadereffect.cpp663
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"