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#ifndef SOFTWARELAYER_H
#define SOFTWARELAYER_H

#include <private/qsgadaptationlayer_p.h>
#include <private/qsgcontext_p.h>

namespace SoftwareContext {
class PixmapRenderer;
}

class SoftwareLayer : public QSGLayer
{
    Q_OBJECT
public:
    SoftwareLayer(QSGRenderContext *renderContext);
    ~SoftwareLayer();

    const QPixmap &pixmap() const { return m_pixmap; }

    // QSGTexture interface
public:
    virtual int textureId() const;
    virtual QSize textureSize() const;
    virtual bool hasAlphaChannel() const;
    virtual bool hasMipmaps() const;
    virtual void bind();

    // QSGDynamicTexture interface
public:
    virtual bool updateTexture();

    // QSGLayer interface
public:
    virtual void setItem(QSGNode *item);
    virtual void setShaderEffectNode(QSGNode *node);
    virtual void setRect(const QRectF &rect);
    virtual void setSize(const QSize &size);
    virtual void scheduleUpdate();
    virtual QImage toImage() const;
    virtual void setLive(bool live);
    virtual void setRecursive(bool recursive);
    virtual void setFormat(GLenum);
    virtual void setHasMipmaps(bool);
    virtual void setDevicePixelRatio(qreal ratio);

public slots:
    virtual void markDirtyTexture();
    virtual void invalidated();

private:
    void grab();

    QSGNode *m_item;
    QSGNode *m_shaderEffectNode;
    QSGRenderContext *m_context;
    SoftwareContext::PixmapRenderer *m_renderer;
    QRectF m_rect;
    QSize m_size;
    QPixmap m_pixmap;
    qreal m_device_pixel_ratio;
    bool m_live;
    bool m_grab;
    bool m_recursive;
    bool m_dirtyTexture;
};

#endif // SOFTWARELAYER_H