/**************************************************************************** ** ** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). ** Contact: http://www.qt-project.org/legal ** ** This file is part of the QtQuick module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL21$ ** 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 Digia. For licensing terms and ** conditions see http://qt.digia.com/licensing. For further information ** use the contact form at http://qt.digia.com/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 2.1 or version 3 as published by the Free ** Software Foundation and appearing in the file LICENSE.LGPLv21 and ** LICENSE.LGPLv3 included in the packaging of this file. Please review the ** following information to ensure the GNU Lesser General Public License ** requirements will be met: https://www.gnu.org/licenses/lgpl.html and ** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. ** ** In addition, as a special exception, Digia gives you certain additional ** rights. These rights are described in the Digia Qt LGPL Exception ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #ifndef QSGRENDERER_P_H #define QSGRENDERER_P_H #include "qsgabstractrenderer.h" #include "qsgabstractrenderer_p.h" #include "qsgnode.h" #include "qsgmaterial.h" #include QT_BEGIN_NAMESPACE class QSGBindable; class QSGNodeUpdater; Q_QUICK_PRIVATE_EXPORT bool qsg_test_and_clear_fatal_render_error(); Q_QUICK_PRIVATE_EXPORT void qsg_set_fatal_renderer_error(); class Q_QUICK_PRIVATE_EXPORT QSGRenderer : public QSGAbstractRenderer { public: QSGRenderer(QSGRenderContext *context); virtual ~QSGRenderer(); // Accessed by QSGMaterialShader::RenderState. QMatrix4x4 currentProjectionMatrix() const { return m_current_projection_matrix; } QMatrix4x4 currentModelViewMatrix() const { return m_current_model_view_matrix; } QMatrix4x4 currentCombinedMatrix() const { return m_current_projection_matrix * m_current_model_view_matrix; } qreal currentOpacity() const { return m_current_opacity; } qreal determinant() const { return m_current_determinant; } void setDevicePixelRatio(qreal ratio) { m_device_pixel_ratio = ratio; } qreal devicePixelRatio() const { return m_device_pixel_ratio; } QSGRenderContext *context() const { return m_context; } bool isMirrored() const; void renderScene(const QSGBindable &bindable); virtual void renderScene(GLuint fboId = 0) Q_DECL_OVERRIDE; virtual void nodeChanged(QSGNode *node, QSGNode::DirtyState state) Q_DECL_OVERRIDE; QSGNodeUpdater *nodeUpdater() const; void setNodeUpdater(QSGNodeUpdater *updater); inline QSGMaterialShader::RenderState state(QSGMaterialShader::RenderState::DirtyStates dirty) const; virtual void setCustomRenderMode(const QByteArray &) { }; void clearChangedFlag() { m_changed_emitted = false; } protected: virtual void render() = 0; const QSGBindable *bindable() const { return m_bindable; } virtual void preprocess(); void addNodesToPreprocess(QSGNode *node); void removeNodesToPreprocess(QSGNode *node); QMatrix4x4 m_current_projection_matrix; QMatrix4x4 m_current_model_view_matrix; qreal m_current_opacity; qreal m_current_determinant; qreal m_device_pixel_ratio; QSGRenderContext *m_context; private: QSGNodeUpdater *m_node_updater; QSet m_nodes_to_preprocess; const QSGBindable *m_bindable; uint m_changed_emitted : 1; uint m_is_rendering : 1; }; class Q_QUICK_PRIVATE_EXPORT QSGBindable { public: virtual ~QSGBindable() { } virtual void bind() const = 0; virtual void clear(QSGAbstractRenderer::ClearMode mode) const; virtual void reactivate() const; }; class QSGBindableFboId : public QSGBindable { public: QSGBindableFboId(GLuint); virtual void bind() const; private: GLuint m_id; }; QSGMaterialShader::RenderState QSGRenderer::state(QSGMaterialShader::RenderState::DirtyStates dirty) const { QSGMaterialShader::RenderState s; s.m_dirty = dirty; s.m_data = this; return s; } class Q_QUICK_PRIVATE_EXPORT QSGNodeDumper : public QSGNodeVisitor { public: static void dump(QSGNode *n); QSGNodeDumper() : m_indent(0) {} void visitNode(QSGNode *n); void visitChildren(QSGNode *n); private: int m_indent; }; QT_END_NAMESPACE #endif