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++ // Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
++ // Copyright (C) 2016 The Qt Company Ltd and/or its subsidiary(-ies).
++ // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only
++
++ #include "renderpass_p.h"
++ #include <Qt3DRender/private/filterkey_p.h>
++ #include <Qt3DRender/qrenderstate.h>
++ #include <Qt3DRender/qrenderpass.h>
++ #include <Qt3DRender/qparameter.h>
++
++ #include <Qt3DRender/private/qrenderpass_p.h>
++ #include <Qt3DRender/private/renderstates_p.h>
++
++ #include <algorithm>
++
++ QT_BEGIN_NAMESPACE
++
++ namespace Qt3DRender {
++ namespace Render {
++
++ using namespace Qt3DCore;
++
++ RenderPass::RenderPass()
++ : BackendNode()
++ {
++ }
++
++ RenderPass::~RenderPass()
++ {
++ }
++
++ void RenderPass::cleanup()
++ {
++ QBackendNode::setEnabled(false);
++ m_renderStates.clear();
++ m_filterKeyList.clear();
++ m_parameterPack.clear();
++ m_shaderUuid = Qt3DCore::QNodeId();
++ }
++
++ void RenderPass::syncFromFrontEnd(const QNode *frontEnd, bool firstTime)
++ {
++ BackendNode::syncFromFrontEnd(frontEnd, firstTime);
++ const QRenderPass *node = qobject_cast<const QRenderPass *>(frontEnd);
++ if (!node)
++ return;
++
++ if ((node->shaderProgram() && node->shaderProgram()->id() != m_shaderUuid) ||
++ (!node->shaderProgram() && !m_shaderUuid.isNull())) {
++ m_shaderUuid = node->shaderProgram() ? node->shaderProgram()->id() : QNodeId{};
++ }
++
++ auto filterList = qIdsForNodes(node->filterKeys());
++ std::sort(std::begin(filterList), std::end(filterList));
++ if (m_filterKeyList != filterList)
++ m_filterKeyList = filterList;
++
++ auto parameters = qIdsForNodes(node->parameters());
++ std::sort(std::begin(parameters), std::end(parameters));
++ if (m_parameterPack.parameters() != parameters)
++ m_parameterPack.setParameters(parameters);
++
++ auto renderStates = qIdsForNodes(node->renderStates());
++ std::sort(std::begin(renderStates), std::end(renderStates));
++ if (m_renderStates != renderStates)
++ m_renderStates = renderStates;
++
++ markDirty(AbstractRenderer::AllDirty);
++ }
++
++ Qt3DCore::QNodeId RenderPass::shaderProgram() const
++ {
++ return m_shaderUuid;
++ }
++
++ QList<Qt3DCore::QNodeId> RenderPass::filterKeys() const
++ {
++ return m_filterKeyList;
++ }
++
++ QList<Qt3DCore::QNodeId> RenderPass::parameters() const
++ {
++ return m_parameterPack.parameters();
++ }
++
++ QList<QNodeId> RenderPass::renderStates() const
++ {
++ return m_renderStates;
++ }
++
++ void RenderPass::appendFilterKey(Qt3DCore::QNodeId filterKeyId)
++ {
++ if (!m_filterKeyList.contains(filterKeyId))
++ m_filterKeyList.append(filterKeyId);
++ }
++
++ void RenderPass::removeFilterKey(Qt3DCore::QNodeId filterKeyId)
++ {
++ m_filterKeyList.removeOne(filterKeyId);
++ }
++
++ void RenderPass::addRenderState(QNodeId renderStateId)
++ {
++ if (!m_renderStates.contains(renderStateId))
++ m_renderStates.push_back(renderStateId);
++ }
++
++ void RenderPass::removeRenderState(QNodeId renderStateId)
++ {
++ m_renderStates.removeOne(renderStateId);
++ }
++
++
++ } // namespace Render
++ } // namespace Qt3DRender
++
++ QT_END_NAMESPACE