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// Copyright (C) 2022 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only
// Qt-Security score:significant reason:default
#ifndef QQUICKSHADEREFFECT_P_P_H
#define QQUICKSHADEREFFECT_P_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 <private/qtquickglobal_p.h>
QT_REQUIRE_CONFIG(quick_shadereffect);
#include <private/qquickshadereffect_p.h>
#include <private/qquickitem_p.h>
#include <private/qquickshadereffectmesh_p.h>
QT_BEGIN_NAMESPACE
namespace QtPrivate {
class EffectSlotMapper;
}
class QQuickShaderEffectPrivate : public QQuickItemPrivate
{
Q_DECLARE_PUBLIC(QQuickShaderEffect)
public:
QQuickShaderEffectPrivate();
~QQuickShaderEffectPrivate();
void updatePolish() override;
QUrl fragmentShader() const { return m_fragShader; }
void setFragmentShader(const QUrl &fileUrl);
QUrl vertexShader() const { return m_vertShader; }
void setVertexShader(const QUrl &fileUrl);
bool blending() const { return m_blending; }
void setBlending(bool enable);
QVariant mesh() const;
void setMesh(const QVariant &mesh);
QQuickShaderEffect::CullMode cullMode() const { return m_cullMode; }
void setCullMode(QQuickShaderEffect::CullMode face);
QString log() const;
QQuickShaderEffect::Status status() const;
bool supportsAtlasTextures() const { return m_supportsAtlasTextures; }
void setSupportsAtlasTextures(bool supports);
QString parseLog();
void handleEvent(QEvent *);
void handleGeometryChanged(const QRectF &newGeometry, const QRectF &oldGeometry);
QSGNode *handleUpdatePaintNode(QSGNode *, QQuickItem::UpdatePaintNodeData *);
void handleComponentComplete();
void handleItemChange(QQuickItem::ItemChange change, const QQuickItem::ItemChangeData &value);
void maybeUpdateShaders();
bool updateUniformValue(const QByteArray &name, const QVariant &value,
QSGShaderEffectNode *node);
void propertyChanged(int mappedId);
void sourceDestroyed(QObject *object);
void markGeometryDirtyAndUpdate();
void markGeometryDirtyAndUpdateIfSupportsAtlas();
void shaderCodePrepared(bool ok, QSGGuiThreadShaderEffectManager::ShaderInfo::Type typeHint,
const QUrl &loadUrl, QSGGuiThreadShaderEffectManager::ShaderInfo *result);
private:
QSGGuiThreadShaderEffectManager *shaderEffectManager() const;
enum Shader {
Vertex,
Fragment,
NShader
};
bool updateShader(Shader shaderType, const QUrl &fileUrl);
void updateShaderVars(Shader shaderType);
void disconnectSignals(Shader shaderType);
void clearMappers(Shader shaderType);
std::optional<int> findMappedShaderVariableId(const QByteArray &name) const;
std::optional<int> findMappedShaderVariableId(const QByteArray &name, Shader shaderType) const;
bool sourceIsUnique(QQuickItem *source, Shader typeToSkip, int indexToSkip) const;
bool inDestructor = false;
const QMetaObject *m_itemMetaObject = nullptr;
QSize m_meshResolution;
QQuickShaderEffectMesh *m_mesh;
QMetaObject::Connection m_meshConnection;
QQuickGridMesh m_defaultMesh;
QQuickShaderEffect::CullMode m_cullMode;
bool m_blending;
bool m_supportsAtlasTextures;
mutable QSGGuiThreadShaderEffectManager *m_mgr;
QUrl m_fragShader;
bool m_fragNeedsUpdate;
QUrl m_vertShader;
bool m_vertNeedsUpdate;
QSGShaderEffectNode::ShaderData m_shaders[NShader];
QSGShaderEffectNode::DirtyShaderFlags m_dirty;
QSet<int> m_dirtyConstants[NShader];
QSet<int> m_dirtyTextures[NShader];
QSGGuiThreadShaderEffectManager::ShaderInfo *m_inProgress[NShader];
QList<QtPrivate::EffectSlotMapper *> m_mappers[NShader];
QHash<QQuickItem *, QMetaObject::Connection> m_destroyedConnections;
};
QT_END_NAMESPACE
#endif // QQUICKSHADEREFFECT_P_P_H