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Diffstat (limited to 'src/quick/items/qquickshadereffect_p_p.h')
-rw-r--r-- | src/quick/items/qquickshadereffect_p_p.h | 126 |
1 files changed, 126 insertions, 0 deletions
diff --git a/src/quick/items/qquickshadereffect_p_p.h b/src/quick/items/qquickshadereffect_p_p.h new file mode 100644 index 0000000000..e7224e50a9 --- /dev/null +++ b/src/quick/items/qquickshadereffect_p_p.h @@ -0,0 +1,126 @@ +// Copyright (C) 2022 The Qt Company Ltd. +// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only + +#ifndef QQUICKSHADEREFFECT_P_P_H +#define QQUICKSHADEREFFECT_P_P_H + +// +// W A R N I N G +// ------------- +// +// This file is not part of the Qt API. It exists purely as an +// implementation detail. This header file may change from version to +// version without notice, or even be removed. +// +// We mean it. +// + +#include <private/qtquickglobal_p.h> + +QT_REQUIRE_CONFIG(quick_shadereffect); + +#include <private/qquickshadereffect_p.h> +#include <private/qquickitem_p.h> +#include <private/qquickshadereffectmesh_p.h> + +QT_BEGIN_NAMESPACE + +namespace QtPrivate { +class EffectSlotMapper; +} + +class QQuickShaderEffectPrivate : public QQuickItemPrivate +{ + Q_DECLARE_PUBLIC(QQuickShaderEffect) + +public: + QQuickShaderEffectPrivate(); + ~QQuickShaderEffectPrivate(); + + void updatePolish() override; + + QUrl fragmentShader() const { return m_fragShader; } + void setFragmentShader(const QUrl &fileUrl); + + QUrl vertexShader() const { return m_vertShader; } + void setVertexShader(const QUrl &fileUrl); + + bool blending() const { return m_blending; } + void setBlending(bool enable); + + QVariant mesh() const; + void setMesh(const QVariant &mesh); + + QQuickShaderEffect::CullMode cullMode() const { return m_cullMode; } + void setCullMode(QQuickShaderEffect::CullMode face); + + QString log() const; + QQuickShaderEffect::Status status() const; + + bool supportsAtlasTextures() const { return m_supportsAtlasTextures; } + void setSupportsAtlasTextures(bool supports); + + QString parseLog(); + + void handleEvent(QEvent *); + void handleGeometryChanged(const QRectF &newGeometry, const QRectF &oldGeometry); + QSGNode *handleUpdatePaintNode(QSGNode *, QQuickItem::UpdatePaintNodeData *); + void handleComponentComplete(); + void handleItemChange(QQuickItem::ItemChange change, const QQuickItem::ItemChangeData &value); + void maybeUpdateShaders(); + bool updateUniformValue(const QByteArray &name, const QVariant &value, + QSGShaderEffectNode *node); + + void propertyChanged(int mappedId); + void sourceDestroyed(QObject *object); + void markGeometryDirtyAndUpdate(); + void markGeometryDirtyAndUpdateIfSupportsAtlas(); + void shaderCodePrepared(bool ok, QSGGuiThreadShaderEffectManager::ShaderInfo::Type typeHint, + const QUrl &loadUrl, QSGGuiThreadShaderEffectManager::ShaderInfo *result); + +private: + QSGGuiThreadShaderEffectManager *shaderEffectManager() const; + + enum Shader { + Vertex, + Fragment, + + NShader + }; + bool updateShader(Shader shaderType, const QUrl &fileUrl); + void updateShaderVars(Shader shaderType); + void disconnectSignals(Shader shaderType); + void clearMappers(Shader shaderType); + std::optional<int> findMappedShaderVariableId(const QByteArray &name) const; + std::optional<int> findMappedShaderVariableId(const QByteArray &name, Shader shaderType) const; + bool sourceIsUnique(QQuickItem *source, Shader typeToSkip, int indexToSkip) const; + + bool inDestructor = false; + const QMetaObject *m_itemMetaObject = nullptr; + QSize m_meshResolution; + QQuickShaderEffectMesh *m_mesh; + QMetaObject::Connection m_meshConnection; + QQuickGridMesh m_defaultMesh; + QQuickShaderEffect::CullMode m_cullMode; + bool m_blending; + bool m_supportsAtlasTextures; + mutable QSGGuiThreadShaderEffectManager *m_mgr; + QUrl m_fragShader; + bool m_fragNeedsUpdate; + QUrl m_vertShader; + bool m_vertNeedsUpdate; + + QSGShaderEffectNode::ShaderData m_shaders[NShader]; + QSGShaderEffectNode::DirtyShaderFlags m_dirty; + QSet<int> m_dirtyConstants[NShader]; + QSet<int> m_dirtyTextures[NShader]; + QSGGuiThreadShaderEffectManager::ShaderInfo *m_inProgress[NShader]; + + QVector<QtPrivate::EffectSlotMapper *> m_mappers[NShader]; + + QHash<QQuickItem *, QMetaObject::Connection> m_destroyedConnections; +}; + +QT_END_NAMESPACE + +#endif // QQUICKSHADEREFFECT_P_P_H |