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++ // Copyright (C) 2020 The Qt Company Ltd.
++ // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
++ // Qt-Security score:significant reason:default
++
++
++ #ifndef QQUICK3DEFFECT_H
++ #define QQUICK3DEFFECT_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 <QtQuick3D/qtquick3dglobal.h>
++ #include <QtQuick3D/private/qquick3dobject_p.h>
++ #include <QtQuick3D/private/qquick3dtexture_p.h>
++
++ #include <QtQuick3DUtils/private/qssgrenderbasetypes_p.h>
++
++ #include <QtQuick3DRuntimeRender/private/qssgrendercommands_p.h>
++
++ #include <QtCore/qvector.h>
++
++ #include <QtQuick3D/private/qquick3dshaderutils_p.h>
++
++ QT_BEGIN_NAMESPACE
++
++ class Q_QUICK3D_EXPORT QQuick3DEffect : public QQuick3DObject
++ {
++ Q_OBJECT
++ Q_PROPERTY(QQmlListProperty<QQuick3DShaderUtilsRenderPass> passes READ passes)
++
++ QML_NAMED_ELEMENT(Effect)
++ public:
++ explicit QQuick3DEffect(QQuick3DObject *parent = nullptr);
++
++ QQmlListProperty<QQuick3DShaderUtilsRenderPass> passes();
++
++ // Passes
++ static void qmlAppendPass(QQmlListProperty<QQuick3DShaderUtilsRenderPass> *list,
++ QQuick3DShaderUtilsRenderPass *pass);
++ static QQuick3DShaderUtilsRenderPass *qmlPassAt(QQmlListProperty<QQuick3DShaderUtilsRenderPass> *list,
++ qsizetype index);
++ static qsizetype qmlPassCount(QQmlListProperty<QQuick3DShaderUtilsRenderPass> *list);
++ static void qmlPassClear(QQmlListProperty<QQuick3DShaderUtilsRenderPass> *list);
++
++ void effectChainDirty();
++
++ protected:
++ QSSGRenderGraphObject *updateSpatialNode(QSSGRenderGraphObject *node) override;
++ void itemChange(QQuick3DObject::ItemChange , const QQuick3DObject::ItemChangeData &) override;
++
++ private Q_SLOTS:
++ void onPropertyDirty();
++ void onTextureDirty();
++ void onPassDirty();
++
++ private:
++ friend class QQuick3DShaderUtilsTextureInput;
++ friend class QQuick3DSceneRenderer;
++
++ enum Dirty {
++ TextureDirty = 0x1,
++ PropertyDirty = 0x2,
++ EffectChainDirty = 0x4
++ };
++
++ void setDynamicTextureMap(QQuick3DShaderUtilsTextureInput *textureMap);
++ void markDirty(QQuick3DEffect::Dirty type);
++
++ quint32 m_dirtyAttributes = 0xffffffff;
++
++ void updateSceneManager(QQuick3DSceneManager *sceneManager);
++
++ QVector<QQuick3DShaderUtilsRenderPass *> m_passes;
++ QSet<QQuick3DShaderUtilsTextureInput *> m_dynamicTextureMaps;
++ };
++
++ QT_END_NAMESPACE
++
++ #endif // QQUICK3DEFFECT_H