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qssgrendereffect_p.h
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1// Copyright (C) 2020 The Qt Company Ltd.
2// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
3// Qt-Security score:significant reason:default
4
5
6#ifndef QSSG_RENDER_EFFECT_H
7#define QSSG_RENDER_EFFECT_H
8
9//
10// W A R N I N G
11// -------------
12//
13// This file is not part of the Qt API. It exists purely as an
14// implementation detail. This header file may change from version to
15// version without notice, or even be removed.
16//
17// We mean it.
18//
19
20#include <QtQuick3DRuntimeRender/private/qssgrendergraphobject_p.h>
21#include <QtQuick3DRuntimeRender/private/qssgrendernode_p.h>
22
23#include <QtQuick3DRuntimeRender/private/qssgrenderimage_p.h>
24#include <QtQuick3DRuntimeRender/private/qssgrendershaderlibrarymanager_p.h>
25
26#include <QtCore/QVariant>
27
28QT_BEGIN_NAMESPACE
29
30struct QSSGRenderLayer;
31class QSSGCommand;
33
34struct Q_QUICK3DRUNTIMERENDER_EXPORT QSSGRenderEffect : public QSSGRenderGraphObject
35{
36 QSSGRenderEffect();
37 ~QSSGRenderEffect();
38
39 void finalizeShaders(const QSSGRenderLayer &layer, QSSGRenderContextInterface *renderContext);
40
41 enum class Flags : quint8
42 {
43 Dirty = 0x1u,
44 UsesDepthTexture = 0x2u,
45 UsesProjectionMatrix = 0x4u,
46 UsesInverseProjectionMatrix = 0x8u,
47 UsesViewMatrix = 0x10u,
48 UsesNormalTexture = 0x20u,
49 UsesMotionVectorTexture = 0x40u
50 };
51 using FlagT = std::underlying_type_t<Flags>;
52
53 struct TextureProperty
54 {
55 QSSGRenderImage *texImage = nullptr;
56 QByteArray name;
57 QSSGRenderShaderValue::Type shaderDataType;
58 QSSGRenderTextureFilterOp minFilterType = QSSGRenderTextureFilterOp::Linear;
59 QSSGRenderTextureFilterOp magFilterType = QSSGRenderTextureFilterOp::Linear;
60 QSSGRenderTextureFilterOp mipFilterType = QSSGRenderTextureFilterOp::Linear;
61 QSSGRenderTextureCoordOp horizontalClampType = QSSGRenderTextureCoordOp::ClampToEdge;
62 QSSGRenderTextureCoordOp verticalClampType = QSSGRenderTextureCoordOp::ClampToEdge;
63 QSSGRenderTextureCoordOp zClampType = QSSGRenderTextureCoordOp::ClampToEdge;
64 QSSGRenderTextureTypeValue usageType;
65 };
66
67 QVector<TextureProperty> textureProperties;
68 using Property = QSSGBaseTypeProperty;
69 using PropertyUniformsList = QList<Property>;
70
71 PropertyUniformsList properties;
72
73 QSSGRenderEffect *m_nextEffect = nullptr;
74
75 void markDirty() { setFlag(QSSGRenderEffect::Flags::Dirty); }
76 void clearDirty() { setFlag(QSSGRenderEffect::Flags::Dirty, false); }
77 [[nodiscard]] bool isDirty() const { return testFlag(QSSGRenderEffect::Flags::Dirty); }
78
79 void setFlag(QSSGRenderEffect::Flags flag, bool enabled = true);
80 [[nodiscard]] bool testFlag(QSSGRenderEffect::Flags flag) const { return (flags & FlagT(flag)) != 0; }
81
82 QVector<QSSGCommand *> commands; // all owned, these are copies of the gui thread commands
83
84 void resetCommands();
85
86 const char *className = nullptr;
87 FlagT flags = FlagT(Flags::Dirty);
88 bool incompleteBuildTimeObject = false; // Used by the shadergen tool
89 QSSGRenderTextureFormat::Format outputFormat = QSSGRenderTextureFormat::Unknown;
90
91 struct ShaderPrepPassData
92 {
93 QByteArray shaderPathKeyPrefix; // to be completed in finalizeShaders
94 QByteArray vertexShaderCode[2]; // without main(), to be completed in finalizeShaders
95 QByteArray fragmentShaderCode[2]; // same here
96 QSSGCustomShaderMetaData vertexMetaData[2];
97 QSSGCustomShaderMetaData fragmentMetaData[2];
98 int bindShaderCmdIndex = 0;
99 };
100
101 struct {
102 bool valid = false;
103 QVector<ShaderPrepPassData> passes;
104 } shaderPrepData;
105
106 QString debugObjectName;
107};
108
109QT_END_NAMESPACE
110
111#endif
friend class QSSGRenderContextInterface