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// Copyright (C) 2016 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 QSGRENDERER_P_H
#define QSGRENDERER_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 "qsgabstractrenderer_p_p.h"
#include "qsgnode.h"
#include "qsgmaterial.h"
#include <QtQuick/private/qsgcontext_p.h>
QT_BEGIN_NAMESPACE
class QSGNodeUpdater;
class QRhiRenderTarget;
class QRhiCommandBuffer;
class QRhiRenderPassDescriptor;
class QRhiResourceUpdateBatch;
class Q_QUICK_EXPORT QSGRenderTarget
{
public:
QSGRenderTarget() { }
QSGRenderTarget(QRhiRenderTarget *rt,
QRhiRenderPassDescriptor *rpDesc,
QRhiCommandBuffer *cb)
: rt(rt), rpDesc(rpDesc), cb(cb) { }
explicit QSGRenderTarget(QPaintDevice *paintDevice)
: paintDevice(paintDevice) { }
QRhiRenderTarget *rt = nullptr;
// Store the rp descriptor obj separately, it can (even if often it won't)
// be different from rt->renderPassDescriptor(); e.g. one user is the 2D
// integration in Quick 3D which will use a different, but compatible rp.
QRhiRenderPassDescriptor *rpDesc = nullptr;
QRhiCommandBuffer *cb = nullptr;
QPaintDevice *paintDevice = nullptr;
int multiViewCount = 0;
};
class Q_QUICK_EXPORT QSGRenderer : public QSGAbstractRenderer
{
public:
QSGRenderer(QSGRenderContext *context);
virtual ~QSGRenderer();
// Accessed by QSGMaterial[Rhi]Shader::RenderState.
QMatrix4x4 currentProjectionMatrix(int index) const { return m_current_projection_matrix[index]; }
QMatrix4x4 currentModelViewMatrix() const { return m_current_model_view_matrix; }
QMatrix4x4 currentCombinedMatrix(int index) const { return m_current_projection_matrix[index] * m_current_model_view_matrix; }
qreal currentOpacity() const { return m_current_opacity; }
qreal determinant() const { return m_current_determinant; }
void setDevicePixelRatio(qreal ratio) { m_device_pixel_ratio = ratio; }
qreal devicePixelRatio() const { return m_device_pixel_ratio; }
QSGRenderContext *context() const { return m_context; }
bool isMirrored() const;
void renderScene() override;
void prepareSceneInline() override;
void renderSceneInline() override;
void nodeChanged(QSGNode *node, QSGNode::DirtyState state) override;
QSGNodeUpdater *nodeUpdater() const;
void setNodeUpdater(QSGNodeUpdater *updater);
inline QSGMaterialShader::RenderState state(QSGMaterialShader::RenderState::DirtyStates dirty) const;
virtual void setVisualizationMode(const QByteArray &) { }
virtual bool hasVisualizationModeWithContinuousUpdate() const { return false; }
virtual void releaseCachedResources() { }
void clearChangedFlag() { m_changed_emitted = false; }
// Accessed by QSGMaterialShader::RenderState.
QByteArray *currentUniformData() const { return m_current_uniform_data; }
QRhiResourceUpdateBatch *currentResourceUpdateBatch() const { return m_current_resource_update_batch; }
QRhi *currentRhi() const { return m_rhi; }
void setRenderTarget(const QSGRenderTarget &rt) { m_rt = rt; }
const QSGRenderTarget &renderTarget() const { return m_rt; }
void setRenderPassRecordingCallbacks(QSGRenderContext::RenderPassCallback start,
QSGRenderContext::RenderPassCallback end,
void *userData)
{
m_renderPassRecordingCallbacks.start = start;
m_renderPassRecordingCallbacks.end = end;
m_renderPassRecordingCallbacks.userData = userData;
}
protected:
virtual void render() = 0;
virtual void prepareInline();
virtual void renderInline();
virtual void preprocess();
void addNodesToPreprocess(QSGNode *node);
void removeNodesToPreprocess(QSGNode *node);
QVarLengthArray<QMatrix4x4, 1> m_current_projection_matrix; // includes adjustment, where applicable, so can be treated as Y up in NDC always
QVarLengthArray<QMatrix4x4, 1> m_current_projection_matrix_native_ndc; // Vulkan has Y down in normalized device coordinates, others Y up...
QMatrix4x4 m_current_model_view_matrix;
qreal m_current_opacity;
qreal m_current_determinant;
qreal m_device_pixel_ratio;
QSGRenderContext *m_context;
QByteArray *m_current_uniform_data;
QRhiResourceUpdateBatch *m_current_resource_update_batch;
QRhi *m_rhi;
QSGRenderTarget m_rt;
struct {
QSGRenderContext::RenderPassCallback start = nullptr;
QSGRenderContext::RenderPassCallback end = nullptr;
void *userData = nullptr;
} m_renderPassRecordingCallbacks;
private:
QSGNodeUpdater *m_node_updater;
QSet<QSGNode *> m_nodes_to_preprocess;
QSet<QSGNode *> m_nodes_dont_preprocess;
uint m_changed_emitted : 1;
uint m_is_rendering : 1;
uint m_is_preprocessing : 1;
};
QSGMaterialShader::RenderState QSGRenderer::state(QSGMaterialShader::RenderState::DirtyStates dirty) const
{
QSGMaterialShader::RenderState s;
s.m_dirty = dirty;
s.m_data = this;
return s;
}
class Q_QUICK_EXPORT QSGNodeDumper : public QSGNodeVisitor {
public:
static void dump(QSGNode *n);
QSGNodeDumper() {}
void visitNode(QSGNode *n) override;
void visitChildren(QSGNode *n) override;
private:
int m_indent = 0;
};
QT_END_NAMESPACE
#endif