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++ // Copyright (C) 2008-2012 NVIDIA Corporation.
++ // 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 QSSGRHIEFFECTSYSTEM_P_H
++ #define QSSGRHIEFFECTSYSTEM_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 <QtQuick3DRuntimeRender/private/qssgrendereffect_p.h>
++ #include <QtQuick3DRuntimeRender/private/qssgrhicontext_p.h>
++ #include <QtQuick3DRuntimeRender/private/qssgrendercommands_p.h>
++
++ QT_BEGIN_NAMESPACE
++
++ struct QSSGRhiEffectTexture;
++ class QSSGRenderer;
++
++ class QSSGProgramGenerator;
++ class QSSGShaderLibraryManager;
++ class QSSGShaderCache;
++
++ struct QSSGEffectSceneCacheKey
++ {
++ QByteArray m_shaderPathKey;
++ quintptr m_cmd;
++ int m_ubufIndex;
++
++ size_t m_hashCode = 0;
++
++ static size_t generateHashCode(const QByteArray &shaderPathKey, quintptr cmd, int ubufIndex)
++ {
++ return qHash(shaderPathKey) ^ qHash(cmd) ^ qHash(ubufIndex);
++ }
++
++ void updateHashCode()
++ {
++ m_hashCode = generateHashCode(m_shaderPathKey, m_cmd, m_ubufIndex);
++ }
++
++ bool operator==(const QSSGEffectSceneCacheKey &other) const
++ {
++ return m_shaderPathKey == other.m_shaderPathKey
++ && m_cmd == other.m_cmd
++ && m_ubufIndex == other.m_ubufIndex;
++ }
++ };
++
++ inline size_t qHash(const QSSGEffectSceneCacheKey &key)
++ {
++ return key.m_hashCode;
++ }
++
++ class Q_QUICK3DRUNTIMERENDER_EXPORT QSSGRhiEffectSystem
++ {
++ public:
++ explicit QSSGRhiEffectSystem(const std::shared_ptr<QSSGRenderContextInterface> &sgContext);
++ ~QSSGRhiEffectSystem();
++
++ void setup(QSize outputSize);
++ QRhiTexture *process(const QSSGRenderLayer &layer,
++ QRhiTexture *inTexture,
++ QRhiTexture *inDepthTexture,
++ QRhiTexture *inNormalTexture,
++ QRhiTexture *inMotionVectorTexture);
++
++ static QSSGRenderTextureFormat::Format overriddenOutputFormat(const QSSGRenderEffect *inEffect);
++
++ static QSSGRhiShaderPipelinePtr buildShaderForEffect(const QSSGBindShader &inCmd,
++ QSSGProgramGenerator &generator,
++ QSSGShaderLibraryManager &shaderLib,
++ QSSGShaderCache &shaderCache,
++ bool isYUpInFramebuffer,
++ int viewCount);
++
++ private:
++ void releaseResources();
++ QSSGRhiEffectTexture *doRenderEffect(const QSSGRenderEffect *inEffect,
++ QSSGRhiEffectTexture *inTexture,
++ quint8 viewCount);
++
++ void allocateBufferCmd(const QSSGAllocateBuffer *inCmd, QSSGRhiEffectTexture *inTexture, const QSSGRenderEffect *inEffect, quint8 viewCount);
++ void applyInstanceValueCmd(const QSSGApplyInstanceValue *inCmd, const QSSGRenderEffect *inEffect);
++ void applyValueCmd(const QSSGApplyValue *inCmd, const QSSGRenderEffect *inEffect);
++ void bindShaderCmd(const QSSGBindShader *inCmd, const QSSGRenderEffect *inEffect, quint8 viewCount);
++ void renderCmd(const QSSGRenderEffect *inEffect, QSSGRhiEffectTexture *inTexture, QSSGRhiEffectTexture *target, quint8 viewCount);
++
++ void addCommonEffectUniforms(const QSSGRenderEffect *inEffect, const QSize &inputSize, const QSize &outputSize, quint8 viewCount);
++ void addTextureToShaderPipeline(const QByteArray &name, QRhiTexture *texture, const QSSGRhiSamplerDescription &samplerDesc);
++
++ QSSGRhiEffectTexture *findTexture(const QByteArray &bufferName);
++ QSSGRhiEffectTexture *getTexture(const QByteArray &bufferName, const QSize &size,
++ QRhiTexture::Format format, bool isFinalOutput,
++ const QSSGRenderEffect *inEffect, quint8 viewCount);
++ void releaseTexture(QSSGRhiEffectTexture *texture);
++ void releaseTextures();
++
++ QSize m_outSize;
++ std::shared_ptr<QSSGRenderContextInterface> m_sgContext;
++ QVector<QSSGRhiEffectTexture *> m_textures;
++ QRhiTexture *m_depthTexture = nullptr;
++ QRhiTexture *m_normalTexture = nullptr;
++ QRhiTexture *m_motionVectorTexture = nullptr;
++ QVector2D m_cameraClipRange;
++ QVarLengthArray<QMatrix4x4, 2> m_projectionMatrices;
++ QVarLengthArray<QMatrix4x4, 2> m_viewMatrices;
++ int m_currentUbufIndex = 0;
++ QHash<QSSGEffectSceneCacheKey, QSSGRhiShaderPipelinePtr> m_shaderPipelines;
++ QSSGRhiShaderPipeline *m_currentShaderPipeline = nullptr;
++ char *m_currentUBufData = nullptr;
++ QHash<QByteArray, QSSGRhiTexture> m_currentTextures;
++ QSet<QRhiTextureRenderTarget *> m_pendingClears;
++ };
++
++ QT_END_NAMESPACE
++
++ #endif