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-rw-r--r--src/quick/items/qquickopenglshadereffect.cpp862
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diff --git a/src/quick/items/qquickopenglshadereffect.cpp b/src/quick/items/qquickopenglshadereffect.cpp
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+++ b/src/quick/items/qquickopenglshadereffect.cpp
@@ -0,0 +1,862 @@
+/****************************************************************************
+**
+** 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/qquickopenglshadereffect_p.h>
+
+#include <QtQuick/qsgmaterial.h>
+#include <QtQuick/private/qsgshadersourcebuilder_p.h>
+#include "qquickitem_p.h"
+
+#include <QtQuick/private/qsgcontext_p.h>
+#include <QtQuick/qsgtextureprovider.h>
+#include "qquickwindow.h"
+
+#include "qquickimage_p.h"
+#include "qquickshadereffectsource_p.h"
+#include "qquickshadereffectmesh_p.h"
+
+#include <QtCore/qsignalmapper.h>
+
+QT_BEGIN_NAMESPACE
+
+namespace {
+
+ enum VariableQualifier {
+ AttributeQualifier,
+ UniformQualifier
+ };
+
+ inline bool qt_isalpha(char c)
+ {
+ char ch = c | 0x20;
+ return (ch >= 'a' && ch <= 'z') || c == '_';
+ }
+
+ inline bool qt_isalnum(char c)
+ {
+ return qt_isalpha(c) || (c >= '0' && c <= '9');
+ }
+
+ inline bool qt_isspace(char c)
+ {
+ return c == ' ' || (c >= 0x09 && c <= 0x0d);
+ }
+
+ // Returns -1 if not found, returns index to first character after the name if found.
+ int qt_search_for_variable(const char *s, int length, int index, VariableQualifier &decl,
+ int &typeIndex, int &typeLength,
+ int &nameIndex, int &nameLength,
+ QQuickOpenGLShaderEffectCommon::Key::ShaderType shaderType)
+ {
+ enum Identifier {
+ QualifierIdentifier, // Base state
+ PrecisionIdentifier,
+ TypeIdentifier,
+ NameIdentifier
+ };
+ Identifier expected = QualifierIdentifier;
+ bool compilerDirectiveExpected = index == 0;
+
+ while (index < length) {
+ // Skip whitespace.
+ while (qt_isspace(s[index])) {
+ compilerDirectiveExpected |= s[index] == '\n';
+ ++index;
+ }
+
+ if (qt_isalpha(s[index])) {
+ // Read identifier.
+ int idIndex = index;
+ ++index;
+ while (qt_isalnum(s[index]))
+ ++index;
+ int idLength = index - idIndex;
+
+ const int attrLen = sizeof("attribute") - 1;
+ const int inLen = sizeof("in") - 1;
+ const int uniLen = sizeof("uniform") - 1;
+ const int loLen = sizeof("lowp") - 1;
+ const int medLen = sizeof("mediump") - 1;
+ const int hiLen = sizeof("highp") - 1;
+
+ switch (expected) {
+ case QualifierIdentifier:
+ if (idLength == attrLen && qstrncmp("attribute", s + idIndex, attrLen) == 0) {
+ decl = AttributeQualifier;
+ expected = PrecisionIdentifier;
+ } else if (shaderType == QQuickOpenGLShaderEffectCommon::Key::VertexShader
+ && idLength == inLen && qstrncmp("in", s + idIndex, inLen) == 0) {
+ decl = AttributeQualifier;
+ expected = PrecisionIdentifier;
+ } else if (idLength == uniLen && qstrncmp("uniform", s + idIndex, uniLen) == 0) {
+ decl = UniformQualifier;
+ expected = PrecisionIdentifier;
+ }
+ break;
+ case PrecisionIdentifier:
+ if ((idLength == loLen && qstrncmp("lowp", s + idIndex, loLen) == 0)
+ || (idLength == medLen && qstrncmp("mediump", s + idIndex, medLen) == 0)
+ || (idLength == hiLen && qstrncmp("highp", s + idIndex, hiLen) == 0))
+ {
+ expected = TypeIdentifier;
+ break;
+ }
+ // Fall through.
+ case TypeIdentifier:
+ typeIndex = idIndex;
+ typeLength = idLength;
+ expected = NameIdentifier;
+ break;
+ case NameIdentifier:
+ nameIndex = idIndex;
+ nameLength = idLength;
+ return index; // Attribute or uniform declaration found. Return result.
+ default:
+ break;
+ }
+ } else if (s[index] == '#' && compilerDirectiveExpected) {
+ // Skip compiler directives.
+ ++index;
+ while (index < length && (s[index] != '\n' || s[index - 1] == '\\'))
+ ++index;
+ } else if (s[index] == '/' && s[index + 1] == '/') {
+ // Skip comments.
+ index += 2;
+ while (index < length && s[index] != '\n')
+ ++index;
+ } else if (s[index] == '/' && s[index + 1] == '*') {
+ // Skip comments.
+ index += 2;
+ while (index < length && (s[index] != '*' || s[index + 1] != '/'))
+ ++index;
+ if (index < length)
+ index += 2; // Skip star-slash.
+ } else {
+ expected = QualifierIdentifier;
+ ++index;
+ }
+ compilerDirectiveExpected = false;
+ }
+ return -1;
+ }
+}
+
+
+
+QQuickOpenGLShaderEffectCommon::~QQuickOpenGLShaderEffectCommon()
+{
+ for (int shaderType = 0; shaderType < Key::ShaderTypeCount; ++shaderType)
+ qDeleteAll(signalMappers[shaderType]);
+}
+
+void QQuickOpenGLShaderEffectCommon::disconnectPropertySignals(QQuickItem *item, Key::ShaderType shaderType)
+{
+ for (int i = 0; i < uniformData[shaderType].size(); ++i) {
+ if (signalMappers[shaderType].at(i) == 0)
+ continue;
+ const UniformData &d = uniformData[shaderType].at(i);
+ QSignalMapper *mapper = signalMappers[shaderType].at(i);
+ QObject::disconnect(item, 0, mapper, SLOT(map()));
+ QObject::disconnect(mapper, SIGNAL(mapped(int)), host, SLOT(propertyChanged(int)));
+ if (d.specialType == UniformData::Sampler) {
+ QQuickItem *source = qobject_cast<QQuickItem *>(qvariant_cast<QObject *>(d.value));
+ if (source) {
+ if (item->window())
+ QQuickItemPrivate::get(source)->derefWindow();
+ QObject::disconnect(source, SIGNAL(destroyed(QObject*)), host, SLOT(sourceDestroyed(QObject*)));
+ }
+ }
+ }
+}
+
+void QQuickOpenGLShaderEffectCommon::connectPropertySignals(QQuickItem *item, Key::ShaderType shaderType)
+{
+ for (int i = 0; i < uniformData[shaderType].size(); ++i) {
+ if (signalMappers[shaderType].at(i) == 0)
+ continue;
+ const UniformData &d = uniformData[shaderType].at(i);
+ int pi = item->metaObject()->indexOfProperty(d.name.constData());
+ if (pi >= 0) {
+ QMetaProperty mp = item->metaObject()->property(pi);
+ if (!mp.hasNotifySignal())
+ qWarning("QQuickOpenGLShaderEffect: property '%s' does not have notification method!", d.name.constData());
+ const QByteArray signalName = '2' + mp.notifySignal().methodSignature();
+ QSignalMapper *mapper = signalMappers[shaderType].at(i);
+ QObject::connect(item, signalName, mapper, SLOT(map()));
+ QObject::connect(mapper, SIGNAL(mapped(int)), host, SLOT(propertyChanged(int)));
+ } else {
+ // If the source is set via a dynamic property, like the layer is, then we need this
+ // check to disable the warning.
+ if (!item->property(d.name.constData()).isValid())
+ qWarning("QQuickOpenGLShaderEffect: '%s' does not have a matching property!", d.name.constData());
+ }
+
+ if (d.specialType == UniformData::Sampler) {
+ QQuickItem *source = qobject_cast<QQuickItem *>(qvariant_cast<QObject *>(d.value));
+ if (source) {
+ if (item->window())
+ QQuickItemPrivate::get(source)->refWindow(item->window());
+ QObject::connect(source, SIGNAL(destroyed(QObject*)), host, SLOT(sourceDestroyed(QObject*)));
+ }
+ }
+ }
+}
+
+void QQuickOpenGLShaderEffectCommon::updateParseLog(bool ignoreAttributes)
+{
+ parseLog.clear();
+ if (!ignoreAttributes) {
+ if (!attributes.contains(qtPositionAttributeName())) {
+ parseLog += QLatin1String("Warning: Missing reference to \'");
+ parseLog += QLatin1String(qtPositionAttributeName());
+ parseLog += QLatin1String("\'.\n");
+ }
+ if (!attributes.contains(qtTexCoordAttributeName())) {
+ parseLog += QLatin1String("Warning: Missing reference to \'");
+ parseLog += QLatin1String(qtTexCoordAttributeName());
+ parseLog += QLatin1String("\'.\n");
+ }
+ }
+ bool respectsMatrix = false;
+ bool respectsOpacity = false;
+ for (int i = 0; i < uniformData[Key::VertexShader].size(); ++i)
+ respectsMatrix |= uniformData[Key::VertexShader].at(i).specialType == UniformData::Matrix;
+ for (int shaderType = 0; shaderType < Key::ShaderTypeCount; ++shaderType) {
+ for (int i = 0; i < uniformData[shaderType].size(); ++i)
+ respectsOpacity |= uniformData[shaderType].at(i).specialType == UniformData::Opacity;
+ }
+ if (!respectsMatrix)
+ parseLog += QLatin1String("Warning: Vertex shader is missing reference to \'qt_Matrix\'.\n");
+ if (!respectsOpacity)
+ parseLog += QLatin1String("Warning: Shaders are missing reference to \'qt_Opacity\'.\n");
+}
+
+void QQuickOpenGLShaderEffectCommon::lookThroughShaderCode(QQuickItem *item, Key::ShaderType shaderType, const QByteArray &code)
+{
+ int index = 0;
+ int typeIndex = -1;
+ int typeLength = 0;
+ int nameIndex = -1;
+ int nameLength = 0;
+ const char *s = code.constData();
+ VariableQualifier decl = AttributeQualifier;
+ while ((index = qt_search_for_variable(s, code.size(), index, decl, typeIndex, typeLength,
+ nameIndex, nameLength, shaderType)) != -1)
+ {
+ if (decl == AttributeQualifier) {
+ if (shaderType == Key::VertexShader)
+ attributes.append(QByteArray(s + nameIndex, nameLength));
+ } else {
+ Q_ASSERT(decl == UniformQualifier);
+
+ const int sampLen = sizeof("sampler2D") - 1;
+ const int opLen = sizeof("qt_Opacity") - 1;
+ const int matLen = sizeof("qt_Matrix") - 1;
+ const int srLen = sizeof("qt_SubRect_") - 1;
+
+ UniformData d;
+ QSignalMapper *mapper = 0;
+ d.name = QByteArray(s + nameIndex, nameLength);
+ if (nameLength == opLen && qstrncmp("qt_Opacity", s + nameIndex, opLen) == 0) {
+ d.specialType = UniformData::Opacity;
+ } else if (nameLength == matLen && qstrncmp("qt_Matrix", s + nameIndex, matLen) == 0) {
+ d.specialType = UniformData::Matrix;
+ } else if (nameLength > srLen && qstrncmp("qt_SubRect_", s + nameIndex, srLen) == 0) {
+ d.specialType = UniformData::SubRect;
+ } else {
+ mapper = new QSignalMapper;
+ mapper->setMapping(item, uniformData[shaderType].size() | (shaderType << 16));
+ d.value = item->property(d.name.constData());
+ bool sampler = typeLength == sampLen && qstrncmp("sampler2D", s + typeIndex, sampLen) == 0;
+ d.specialType = sampler ? UniformData::Sampler : UniformData::None;
+ }
+ uniformData[shaderType].append(d);
+ signalMappers[shaderType].append(mapper);
+ }
+ }
+}
+
+void QQuickOpenGLShaderEffectCommon::updateShader(QQuickItem *item, Key::ShaderType shaderType)
+{
+ disconnectPropertySignals(item, shaderType);
+ qDeleteAll(signalMappers[shaderType]);
+ uniformData[shaderType].clear();
+ signalMappers[shaderType].clear();
+ if (shaderType == Key::VertexShader)
+ attributes.clear();
+
+ const QByteArray &code = source.sourceCode[shaderType];
+ if (code.isEmpty()) {
+ // Optimize for default code.
+ if (shaderType == Key::VertexShader) {
+ attributes.append(QByteArray(qtPositionAttributeName()));
+ attributes.append(QByteArray(qtTexCoordAttributeName()));
+ UniformData d;
+ d.name = "qt_Matrix";
+ d.specialType = UniformData::Matrix;
+ uniformData[Key::VertexShader].append(d);
+ signalMappers[Key::VertexShader].append(0);
+ } else if (shaderType == Key::FragmentShader) {
+ UniformData d;
+ d.name = "qt_Opacity";
+ d.specialType = UniformData::Opacity;
+ uniformData[Key::FragmentShader].append(d);
+ signalMappers[Key::FragmentShader].append(0);
+ QSignalMapper *mapper = new QSignalMapper;
+ mapper->setMapping(item, 1 | (Key::FragmentShader << 16));
+ const char *sourceName = "source";
+ d.name = sourceName;
+ d.value = item->property(sourceName);
+ d.specialType = UniformData::Sampler;
+ uniformData[Key::FragmentShader].append(d);
+ signalMappers[Key::FragmentShader].append(mapper);
+ }
+ } else {
+ lookThroughShaderCode(item, shaderType, code);
+ }
+
+ connectPropertySignals(item, shaderType);
+}
+
+void QQuickOpenGLShaderEffectCommon::updateMaterial(QQuickOpenGLShaderEffectNode *node,
+ QQuickOpenGLShaderEffectMaterial *material,
+ bool updateUniforms, bool updateUniformValues,
+ bool updateTextureProviders)
+{
+ if (updateUniforms) {
+ for (int i = 0; i < material->textureProviders.size(); ++i) {
+ QSGTextureProvider *t = material->textureProviders.at(i);
+ if (t) {
+ QObject::disconnect(t, SIGNAL(textureChanged()), node, SLOT(markDirtyTexture()));
+ QObject::disconnect(t, SIGNAL(destroyed(QObject*)), node, SLOT(textureProviderDestroyed(QObject*)));
+ }
+ }
+
+ // First make room in the textureProviders array. Set to proper value further down.
+ int textureProviderCount = 0;
+ for (int shaderType = 0; shaderType < Key::ShaderTypeCount; ++shaderType) {
+ for (int i = 0; i < uniformData[shaderType].size(); ++i) {
+ if (uniformData[shaderType].at(i).specialType == UniformData::Sampler)
+ ++textureProviderCount;
+ }
+ material->uniforms[shaderType] = uniformData[shaderType];
+ }
+ material->textureProviders.fill(0, textureProviderCount);
+ updateUniformValues = false;
+ updateTextureProviders = true;
+ }
+
+ if (updateUniformValues) {
+ for (int shaderType = 0; shaderType < Key::ShaderTypeCount; ++shaderType) {
+ Q_ASSERT(uniformData[shaderType].size() == material->uniforms[shaderType].size());
+ for (int i = 0; i < uniformData[shaderType].size(); ++i)
+ material->uniforms[shaderType][i].value = uniformData[shaderType].at(i).value;
+ }
+ }
+
+ if (updateTextureProviders) {
+ int index = 0;
+ for (int shaderType = 0; shaderType < Key::ShaderTypeCount; ++shaderType) {
+ for (int i = 0; i < uniformData[shaderType].size(); ++i) {
+ const UniformData &d = uniformData[shaderType].at(i);
+ if (d.specialType != UniformData::Sampler)
+ continue;
+ QSGTextureProvider *oldProvider = material->textureProviders.at(index);
+ QSGTextureProvider *newProvider = 0;
+ QQuickItem *source = qobject_cast<QQuickItem *>(qvariant_cast<QObject *>(d.value));
+ if (source && source->isTextureProvider())
+ newProvider = source->textureProvider();
+ if (newProvider != oldProvider) {
+ if (oldProvider) {
+ QObject::disconnect(oldProvider, SIGNAL(textureChanged()), node, SLOT(markDirtyTexture()));
+ QObject::disconnect(oldProvider, SIGNAL(destroyed(QObject*)), node, SLOT(textureProviderDestroyed(QObject*)));
+ }
+ if (newProvider) {
+ Q_ASSERT_X(newProvider->thread() == QThread::currentThread(),
+ "QQuickOpenGLShaderEffect::updatePaintNode",
+ "Texture provider must belong to the rendering thread");
+ QObject::connect(newProvider, SIGNAL(textureChanged()), node, SLOT(markDirtyTexture()));
+ QObject::connect(newProvider, SIGNAL(destroyed(QObject*)), node, SLOT(textureProviderDestroyed(QObject*)));
+ } else {
+ const char *typeName = source ? source->metaObject()->className() : d.value.typeName();
+ qWarning("ShaderEffect: Property '%s' is not assigned a valid texture provider (%s).",
+ d.name.constData(), typeName);
+ }
+ material->textureProviders[index] = newProvider;
+ }
+ ++index;
+ }
+ }
+ Q_ASSERT(index == material->textureProviders.size());
+ }
+}
+
+void QQuickOpenGLShaderEffectCommon::updateWindow(QQuickWindow *window)
+{
+ // See comment in QQuickOpenGLShaderEffectCommon::propertyChanged().
+ if (window) {
+ for (int shaderType = 0; shaderType < Key::ShaderTypeCount; ++shaderType) {
+ for (int i = 0; i < uniformData[shaderType].size(); ++i) {
+ const UniformData &d = uniformData[shaderType].at(i);
+ if (d.specialType == UniformData::Sampler) {
+ QQuickItem *source = qobject_cast<QQuickItem *>(qvariant_cast<QObject *>(d.value));
+ if (source)
+ QQuickItemPrivate::get(source)->refWindow(window);
+ }
+ }
+ }
+ } else {
+ for (int shaderType = 0; shaderType < Key::ShaderTypeCount; ++shaderType) {
+ for (int i = 0; i < uniformData[shaderType].size(); ++i) {
+ const UniformData &d = uniformData[shaderType].at(i);
+ if (d.specialType == UniformData::Sampler) {
+ QQuickItem *source = qobject_cast<QQuickItem *>(qvariant_cast<QObject *>(d.value));
+ if (source)
+ QQuickItemPrivate::get(source)->derefWindow();
+ }
+ }
+ }
+ }
+}
+
+void QQuickOpenGLShaderEffectCommon::sourceDestroyed(QObject *object)
+{
+ for (int shaderType = 0; shaderType < Key::ShaderTypeCount; ++shaderType) {
+ for (int i = 0; i < uniformData[shaderType].size(); ++i) {
+ UniformData &d = uniformData[shaderType][i];
+ if (d.specialType == UniformData::Sampler && d.value.canConvert<QObject *>()) {
+ if (qvariant_cast<QObject *>(d.value) == object)
+ d.value = QVariant();
+ }
+ }
+ }
+}
+
+static bool qquick_uniqueInUniformData(QQuickItem *source, const QVector<QQuickOpenGLShaderEffectMaterial::UniformData> *uniformData, int typeToSkip, int indexToSkip)
+{
+ for (int s=0; s<QQuickOpenGLShaderEffectMaterialKey::ShaderTypeCount; ++s) {
+ for (int i=0; i<uniformData[s].size(); ++i) {
+ if (s == typeToSkip && i == indexToSkip)
+ continue;
+ const QQuickOpenGLShaderEffectMaterial::UniformData &d = uniformData[s][i];
+ if (d.specialType == QQuickOpenGLShaderEffectMaterial::UniformData::Sampler && qvariant_cast<QObject *>(d.value) == source)
+ return false;
+ }
+ }
+ return true;
+}
+
+void QQuickOpenGLShaderEffectCommon::propertyChanged(QQuickItem *item, int mappedId,
+ bool *textureProviderChanged)
+{
+ Key::ShaderType shaderType = Key::ShaderType(mappedId >> 16);
+ int index = mappedId & 0xffff;
+ UniformData &d = uniformData[shaderType][index];
+ if (d.specialType == UniformData::Sampler) {
+ QQuickItem *source = qobject_cast<QQuickItem *>(qvariant_cast<QObject *>(d.value));
+ if (source) {
+ if (item->window())
+ QQuickItemPrivate::get(source)->derefWindow();
+
+ // QObject::disconnect() will disconnect all matching connections. If the same
+ // source has been attached to two separate samplers, then changing one of them
+ // would trigger both to be disconnected. Without the connection we'll end up
+ // with a dangling pointer in the uniformData.
+ if (qquick_uniqueInUniformData(source, uniformData, shaderType, index))
+ QObject::disconnect(source, SIGNAL(destroyed(QObject*)), host, SLOT(sourceDestroyed(QObject*)));
+ }
+
+ d.value = item->property(d.name.constData());
+
+ source = qobject_cast<QQuickItem *>(qvariant_cast<QObject *>(d.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 (item->window())
+ QQuickItemPrivate::get(source)->refWindow(item->window());
+ QObject::connect(source, SIGNAL(destroyed(QObject*)), host, SLOT(sourceDestroyed(QObject*)));
+ }
+ if (textureProviderChanged)
+ *textureProviderChanged = true;
+ } else {
+ d.value = item->property(d.name.constData());
+ if (textureProviderChanged)
+ *textureProviderChanged = false;
+ }
+}
+
+QQuickOpenGLShaderEffect::QQuickOpenGLShaderEffect(QQuickShaderEffect *item, QObject *parent)
+ : QObject(parent)
+ , m_item(item)
+ , m_meshResolution(1, 1)
+ , m_mesh(0)
+ , m_cullMode(QQuickShaderEffect::NoCulling)
+ , m_status(QQuickShaderEffect::Uncompiled)
+ , m_common(this)
+ , m_blending(true)
+ , m_dirtyUniforms(true)
+ , m_dirtyUniformValues(true)
+ , m_dirtyTextureProviders(true)
+ , m_dirtyProgram(true)
+ , m_dirtyParseLog(true)
+ , m_dirtyMesh(true)
+ , m_dirtyGeometry(true)
+ , m_customVertexShader(false)
+ , m_supportsAtlasTextures(false)
+{
+}
+
+QQuickOpenGLShaderEffect::~QQuickOpenGLShaderEffect()
+{
+ for (int shaderType = 0; shaderType < Key::ShaderTypeCount; ++shaderType)
+ m_common.disconnectPropertySignals(m_item, Key::ShaderType(shaderType));
+}
+
+void QQuickOpenGLShaderEffect::setFragmentShader(const QByteArray &code)
+{
+ if (m_common.source.sourceCode[Key::FragmentShader].constData() == code.constData())
+ return;
+ m_common.source.sourceCode[Key::FragmentShader] = code;
+ m_dirtyProgram = true;
+ m_dirtyParseLog = true;
+
+ if (m_item->isComponentComplete())
+ m_common.updateShader(m_item, Key::FragmentShader);
+
+ m_item->update();
+ if (m_status != QQuickShaderEffect::Uncompiled) {
+ m_status = QQuickShaderEffect::Uncompiled;
+ emit m_item->statusChanged();
+ }
+ emit m_item->fragmentShaderChanged();
+}
+
+void QQuickOpenGLShaderEffect::setVertexShader(const QByteArray &code)
+{
+ if (m_common.source.sourceCode[Key::VertexShader].constData() == code.constData())
+ return;
+ m_common.source.sourceCode[Key::VertexShader] = code;
+ m_dirtyProgram = true;
+ m_dirtyParseLog = true;
+ m_customVertexShader = true;
+
+ if (m_item->isComponentComplete())
+ m_common.updateShader(m_item, Key::VertexShader);
+
+ m_item->update();
+ if (m_status != QQuickShaderEffect::Uncompiled) {
+ m_status = QQuickShaderEffect::Uncompiled;
+ emit m_item->statusChanged();
+ }
+ emit m_item->vertexShaderChanged();
+}
+
+void QQuickOpenGLShaderEffect::setBlending(bool enable)
+{
+ if (blending() == enable)
+ return;
+
+ m_blending = enable;
+ m_item->update();
+
+ emit m_item->blendingChanged();
+}
+
+QVariant QQuickOpenGLShaderEffect::mesh() const
+{
+ return m_mesh ? qVariantFromValue(static_cast<QObject *>(m_mesh))
+ : qVariantFromValue(m_meshResolution);
+}
+
+void QQuickOpenGLShaderEffect::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(updateGeometry()));
+ } 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 size or object deriving from QQuickShaderEffectMesh.");
+ }
+ m_defaultMesh.setResolution(m_meshResolution);
+ }
+
+ m_dirtyMesh = true;
+ m_dirtyParseLog = true;
+ m_item->update();
+ emit m_item->meshChanged();
+}
+
+void QQuickOpenGLShaderEffect::setCullMode(QQuickShaderEffect::CullMode face)
+{
+ if (face == m_cullMode)
+ return;
+ m_cullMode = face;
+ m_item->update();
+ emit m_item->cullModeChanged();
+}
+
+void QQuickOpenGLShaderEffect::setSupportsAtlasTextures(bool supports)
+{
+ if (supports == m_supportsAtlasTextures)
+ return;
+ m_supportsAtlasTextures = supports;
+ updateGeometry();
+ emit m_item->supportsAtlasTexturesChanged();
+}
+
+QString QQuickOpenGLShaderEffect::parseLog()
+{
+ if (m_dirtyParseLog) {
+ m_common.updateParseLog(m_mesh != 0);
+ m_dirtyParseLog = false;
+ }
+ return m_common.parseLog;
+}
+
+void QQuickOpenGLShaderEffect::handleEvent(QEvent *event)
+{
+ if (event->type() == QEvent::DynamicPropertyChange) {
+ QDynamicPropertyChangeEvent *e = static_cast<QDynamicPropertyChangeEvent *>(event);
+ for (int shaderType = 0; shaderType < Key::ShaderTypeCount; ++shaderType) {
+ for (int i = 0; i < m_common.uniformData[shaderType].size(); ++i) {
+ if (m_common.uniformData[shaderType].at(i).name == e->propertyName()) {
+ bool textureProviderChanged;
+ m_common.propertyChanged(m_item, (shaderType << 16) | i, &textureProviderChanged);
+ m_dirtyTextureProviders |= textureProviderChanged;
+ m_dirtyUniformValues = true;
+ m_item->update();
+ }
+ }
+ }
+ }
+}
+
+void QQuickOpenGLShaderEffect::updateGeometry()
+{
+ m_dirtyGeometry = true;
+ m_item->update();
+}
+
+void QQuickOpenGLShaderEffect::updateGeometryIfAtlased()
+{
+ if (m_supportsAtlasTextures)
+ updateGeometry();
+}
+
+void QQuickOpenGLShaderEffect::updateLogAndStatus(const QString &log, int status)
+{
+ m_log = parseLog() + log;
+ m_status = QQuickShaderEffect::Status(status);
+ emit m_item->logChanged();
+ emit m_item->statusChanged();
+}
+
+void QQuickOpenGLShaderEffect::sourceDestroyed(QObject *object)
+{
+ m_common.sourceDestroyed(object);
+}
+
+void QQuickOpenGLShaderEffect::propertyChanged(int mappedId)
+{
+ bool textureProviderChanged;
+ m_common.propertyChanged(m_item, mappedId, &textureProviderChanged);
+ m_dirtyTextureProviders |= textureProviderChanged;
+ m_dirtyUniformValues = true;
+ m_item->update();
+}
+
+void QQuickOpenGLShaderEffect::handleGeometryChanged(const QRectF &, const QRectF &)
+{
+ m_dirtyGeometry = true;
+}
+
+QSGNode *QQuickOpenGLShaderEffect::handleUpdatePaintNode(QSGNode *oldNode, QQuickItem::UpdatePaintNodeData *)
+{
+ QQuickOpenGLShaderEffectNode *node = static_cast<QQuickOpenGLShaderEffectNode *>(oldNode);
+
+ // In the case of zero-size or a bad vertex shader, don't try to create a node...
+ if (m_common.attributes.isEmpty() || m_item->width() <= 0 || m_item->height() <= 0) {
+ if (node)
+ delete node;
+ return 0;
+ }
+
+ if (!node) {
+ node = new QQuickOpenGLShaderEffectNode;
+ node->setMaterial(new QQuickOpenGLShaderEffectMaterial(node));
+ node->setFlag(QSGNode::OwnsMaterial, true);
+ m_dirtyProgram = true;
+ m_dirtyUniforms = true;
+ m_dirtyGeometry = true;
+ connect(node, SIGNAL(logAndStatusChanged(QString,int)), this, SLOT(updateLogAndStatus(QString,int)));
+ connect(node, &QQuickOpenGLShaderEffectNode::dirtyTexture,
+ this, &QQuickOpenGLShaderEffect::updateGeometryIfAtlased);
+ }
+
+ QQuickOpenGLShaderEffectMaterial *material = static_cast<QQuickOpenGLShaderEffectMaterial *>(node->material());
+
+ // Update blending
+ if (bool(material->flags() & QSGMaterial::Blending) != m_blending) {
+ material->setFlag(QSGMaterial::Blending, m_blending);
+ node->markDirty(QSGNode::DirtyMaterial);
+ }
+
+ if (int(material->cullMode) != int(m_cullMode)) {
+ material->cullMode = QQuickShaderEffect::CullMode(m_cullMode);
+ node->markDirty(QSGNode::DirtyMaterial);
+ }
+
+ if (m_dirtyProgram) {
+ Key s = m_common.source;
+ QSGShaderSourceBuilder builder;
+ if (s.sourceCode[Key::FragmentShader].isEmpty()) {
+ builder.appendSourceFile(QStringLiteral(":/qt-project.org/items/shaders/shadereffect.frag"));
+ s.sourceCode[Key::FragmentShader] = builder.source();
+ builder.clear();
+ }
+ if (s.sourceCode[Key::VertexShader].isEmpty()) {
+ builder.appendSourceFile(QStringLiteral(":/qt-project.org/items/shaders/shadereffect.vert"));
+ s.sourceCode[Key::VertexShader] = builder.source();
+ }
+
+ material->setProgramSource(s);
+ material->attributes = m_common.attributes;
+ node->markDirty(QSGNode::DirtyMaterial);
+ m_dirtyProgram = false;
+ m_dirtyUniforms = true;
+ }
+
+ if (m_dirtyUniforms || m_dirtyUniformValues || m_dirtyTextureProviders) {
+ m_common.updateMaterial(node, material, m_dirtyUniforms, m_dirtyUniformValues,
+ m_dirtyTextureProviders);
+ node->markDirty(QSGNode::DirtyMaterial);
+ m_dirtyUniforms = m_dirtyUniformValues = m_dirtyTextureProviders = false;
+ }
+
+ QRectF srcRect(0, 0, 1, 1);
+ bool geometryUsesTextureSubRect = false;
+ if (m_supportsAtlasTextures && material->textureProviders.size() == 1) {
+ QSGTextureProvider *provider = material->textureProviders.at(0);
+ if (provider->texture()) {
+ srcRect = provider->texture()->normalizedTextureSubRect();
+ geometryUsesTextureSubRect = true;
+ }
+ }
+
+ if (bool(material->flags() & QSGMaterial::RequiresFullMatrix) != m_customVertexShader) {
+ material->setFlag(QSGMaterial::RequiresFullMatrix, m_customVertexShader);
+ node->markDirty(QSGNode::DirtyMaterial);
+ }
+
+ if (material->geometryUsesTextureSubRect != geometryUsesTextureSubRect) {
+ material->geometryUsesTextureSubRect = geometryUsesTextureSubRect;
+ node->markDirty(QSGNode::DirtyMaterial);
+ }
+
+ if (m_dirtyMesh) {
+ node->setGeometry(0);
+ m_dirtyMesh = false;
+ m_dirtyGeometry = true;
+ }
+
+ if (m_dirtyGeometry) {
+ node->setFlag(QSGNode::OwnsGeometry, false);
+ QSGGeometry *geometry = node->geometry();
+ QRectF rect(0, 0, m_item->width(), m_item->height());
+ QQuickShaderEffectMesh *mesh = m_mesh ? m_mesh : &m_defaultMesh;
+
+ int posIndex = 0;
+ if (!mesh->validateAttributes(m_common.attributes, &posIndex)) {
+ QString log = mesh->log();
+ if (!log.isNull()) {
+ m_log = parseLog();
+ m_log += QLatin1String("*** Mesh ***\n");
+ m_log += log;
+ m_status = QQuickShaderEffect::Error;
+ emit m_item->logChanged();
+ emit m_item->statusChanged();
+ }
+ delete node;
+ return 0;
+ }
+
+ geometry = mesh->updateGeometry(geometry, m_common.attributes.count(), posIndex, srcRect, rect);
+
+ node->setGeometry(geometry);
+ node->setFlag(QSGNode::OwnsGeometry, true);
+
+ m_dirtyGeometry = false;
+ }
+
+ return node;
+}
+
+void QQuickOpenGLShaderEffect::handleComponentComplete()
+{
+ m_common.updateShader(m_item, Key::VertexShader);
+ m_common.updateShader(m_item, Key::FragmentShader);
+}
+
+void QQuickOpenGLShaderEffect::handleItemChange(QQuickItem::ItemChange change, const QQuickItem::ItemChangeData &value)
+{
+ if (change == QQuickItem::ItemSceneChange)
+ m_common.updateWindow(value.window);
+}
+
+QT_END_NAMESPACE