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-rw-r--r--src/quick/items/qquickshadereffectsource.cpp34
1 files changed, 34 insertions, 0 deletions
diff --git a/src/quick/items/qquickshadereffectsource.cpp b/src/quick/items/qquickshadereffectsource.cpp
index bf69fe4277..2effc0d0ae 100644
--- a/src/quick/items/qquickshadereffectsource.cpp
+++ b/src/quick/items/qquickshadereffectsource.cpp
@@ -189,6 +189,7 @@ QQuickShaderEffectSource::QQuickShaderEffectSource(QQuickItem *parent)
, m_mipmap(false)
, m_recursive(false)
, m_grab(true)
+ , m_textureMirroring(MirrorVertically)
{
setFlag(ItemHasContents);
}
@@ -543,6 +544,37 @@ void QQuickShaderEffectSource::setRecursive(bool enabled)
}
/*!
+ \qmlproperty enumeration QtQuick::ShaderEffectSource::textureMirroring
+ \since 5.6
+
+ This property defines how the generated OpenGL texture should be mirrored.
+ The default value is \c{ShaderEffectSource.MirrorVertically}.
+ Custom mirroring can be useful if the generated texture is directly accessed by custom shaders,
+ such as those specified by ShaderEffect. Mirroring has no effect on the UI representation of
+ the ShaderEffectSource item itself.
+
+ \list
+ \li ShaderEffectSource.NoMirroring - No mirroring
+ \li ShaderEffectSource.MirrorHorizontally - The generated texture is flipped along X-axis.
+ \li ShaderEffectSource.MirrorVertically - The generated texture is flipped along Y-axis.
+ \endlist
+*/
+
+QQuickShaderEffectSource::TextureMirroring QQuickShaderEffectSource::textureMirroring() const
+{
+ return QQuickShaderEffectSource::TextureMirroring(m_textureMirroring);
+}
+
+void QQuickShaderEffectSource::setTextureMirroring(TextureMirroring mirroring)
+{
+ if (mirroring == QQuickShaderEffectSource::TextureMirroring(m_textureMirroring))
+ return;
+ m_textureMirroring = mirroring;
+ update();
+ emit textureMirroringChanged();
+}
+
+/*!
\qmlmethod QtQuick::ShaderEffectSource::scheduleUpdate()
Schedules a re-rendering of the texture for the next frame.
@@ -642,6 +674,8 @@ QSGNode *QQuickShaderEffectSource::updatePaintNode(QSGNode *oldNode, UpdatePaint
m_texture->setRecursive(m_recursive);
m_texture->setFormat(GLenum(m_format));
m_texture->setHasMipmaps(m_mipmap);
+ m_texture->setMirrorHorizontal(m_textureMirroring & MirrorHorizontally);
+ m_texture->setMirrorVertical(m_textureMirroring & MirrorVertically);
if (m_grab)
m_texture->scheduleUpdate();