/**************************************************************************** ** ** 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. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #ifndef QQUICKGENERICSHADEREFFECT_P_H #define QQUICKGENERICSHADEREFFECT_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 #include #include #include "qquickshadereffect_p.h" #include "qquickshadereffectmesh_p.h" QT_BEGIN_NAMESPACE class QSignalMapper; class Q_QUICK_PRIVATE_EXPORT QQuickGenericShaderEffect : public QObject { Q_OBJECT public: QQuickGenericShaderEffect(QQuickShaderEffect *item, QObject *parent = nullptr); ~QQuickGenericShaderEffect(); QByteArray fragmentShader() const { return m_fragShader; } void setFragmentShader(const QByteArray &src); QByteArray vertexShader() const { return m_vertShader; } void setVertexShader(const QByteArray &src); 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(); private slots: void propertyChanged(int mappedId); void sourceDestroyed(QObject *object); void markGeometryDirtyAndUpdate(); void markGeometryDirtyAndUpdateIfSupportsAtlas(); void shaderCodePrepared(bool ok, QSGGuiThreadShaderEffectManager::ShaderInfo::Type typeHint, const QByteArray &src, QSGGuiThreadShaderEffectManager::ShaderInfo *result); private: QSGGuiThreadShaderEffectManager *shaderEffectManager() const; enum Shader { Vertex, Fragment, NShader }; bool updateShader(Shader shaderType, const QByteArray &src); void updateShaderVars(Shader shaderType); void disconnectSignals(Shader shaderType); bool sourceIsUnique(QQuickItem *source, Shader typeToSkip, int indexToSkip) const; QQuickShaderEffect *m_item; QSize m_meshResolution; QQuickShaderEffectMesh *m_mesh; QQuickGridMesh m_defaultMesh; QQuickShaderEffect::CullMode m_cullMode; bool m_blending; bool m_supportsAtlasTextures; mutable QSGGuiThreadShaderEffectManager *m_mgr; QByteArray m_fragShader; bool m_fragNeedsUpdate; QByteArray m_vertShader; bool m_vertNeedsUpdate; QSGShaderEffectNode::ShaderData m_shaders[NShader]; QSGShaderEffectNode::DirtyShaderFlags m_dirty; QSet m_dirtyConstants[NShader]; QSet m_dirtyTextures[NShader]; QSGGuiThreadShaderEffectManager::ShaderInfo *m_inProgress[NShader]; struct SignalMapper { SignalMapper() : mapper(nullptr), active(false) { } QSignalMapper *mapper; bool active; }; QVector m_signalMappers[NShader]; }; QT_END_NAMESPACE #endif // QQUICKGENERICSHADEREFFECT_P_H