/**************************************************************************** ** ** Copyright (C) 2019 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 QSGRHISHADEREFFECTNODE_P_H #define QSGRHISHADEREFFECTNODE_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 QT_BEGIN_NAMESPACE class QSGDefaultRenderContext; class QSGPlainTexture; class QSGRhiShaderEffectNode; class QSGRhiGuiThreadShaderEffectManager; class QFileSelector; class QSGRhiShaderLinker { public: void reset(const QShader &vs, const QShader &fs); void feedConstants(const QSGShaderEffectNode::ShaderData &shader, const QSet *dirtyIndices = nullptr); void feedSamplers(const QSGShaderEffectNode::ShaderData &shader, const QSet *dirtyIndices = nullptr); void linkTextureSubRects(); void dump(); struct Constant { uint size; QSGShaderEffectNode::VariableData::SpecialType specialType; QVariant value; bool operator==(const Constant &other) const { return size == other.size && specialType == other.specialType && (specialType == QSGShaderEffectNode::VariableData::None ? value == other.value : true); } }; bool m_error; QShader m_vs; QShader m_fs; uint m_constantBufferSize; QHash m_constants; // offset -> Constant QHash m_samplers; // binding -> value (source ref) QHash m_samplerNameMap; // name -> binding }; QDebug operator<<(QDebug debug, const QSGRhiShaderLinker::Constant &c); class QSGRhiShaderEffectMaterial : public QSGMaterial { public: QSGRhiShaderEffectMaterial(QSGRhiShaderEffectNode *node); ~QSGRhiShaderEffectMaterial(); int compare(const QSGMaterial *other) const override; QSGMaterialType *type() const override; QSGMaterialShader *createShader() const override; void updateTextureProviders(bool layoutChange); static const int MAX_BINDINGS = 32; QSGRhiShaderEffectNode *m_node; QSGMaterialType *m_materialType = nullptr; QSGRhiShaderLinker m_linker; QVector m_textureProviders; // [binding] = QSGTextureProvider bool m_geometryUsesTextureSubRect = false; QSGShaderEffectNode::CullMode m_cullMode = QSGShaderEffectNode::NoCulling; bool m_hasCustomVertexShader = false; bool m_hasCustomFragmentShader = false; QShader m_vertexShader; QShader m_fragmentShader; QSGPlainTexture *m_dummyTexture = nullptr; }; class QSGRhiShaderEffectNode : public QObject, public QSGShaderEffectNode { Q_OBJECT public: QSGRhiShaderEffectNode(QSGDefaultRenderContext *rc, QSGRhiGuiThreadShaderEffectManager *mgr); QRectF updateNormalizedTextureSubRect(bool supportsAtlasTextures) override; void syncMaterial(SyncData *syncData) override; void preprocess() override; static void cleanupMaterialTypeCache(); private Q_SLOTS: void handleTextureChange(); void handleTextureProviderDestroyed(QObject *object); private: QSGDefaultRenderContext *m_rc; QSGRhiGuiThreadShaderEffectManager *m_mgr; QSGRhiShaderEffectMaterial m_material; }; class QSGRhiGuiThreadShaderEffectManager : public QSGGuiThreadShaderEffectManager { public: bool hasSeparateSamplerAndTextureObjects() const override; QString log() const override; Status status() const override; void prepareShaderCode(ShaderInfo::Type typeHint, const QByteArray &src, ShaderInfo *result) override; private: bool reflect(ShaderInfo *result); Status m_status = Uncompiled; QFileSelector *m_fileSelector = nullptr; }; QT_END_NAMESPACE #endif // QSGRHISHADEREFFECTNODE_P_H