Revision control

Copy as Markdown

// 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 QSSG_RENDER_EFFECT_H
#define QSSG_RENDER_EFFECT_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/qssgrendergraphobject_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrendernode_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrenderimage_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrendershaderlibrarymanager_p.h>
#include <QtCore/QVariant>
QT_BEGIN_NAMESPACE
struct QSSGRenderLayer;
class QSSGCommand;
class QSSGRenderContextInterface;
struct Q_QUICK3DRUNTIMERENDER_EXPORT QSSGRenderEffect : public QSSGRenderGraphObject
{
QSSGRenderEffect();
~QSSGRenderEffect();
void finalizeShaders(const QSSGRenderLayer &layer, QSSGRenderContextInterface *renderContext);
enum class Flags : quint8
{
Dirty = 0x1u,
UsesDepthTexture = 0x2u,
UsesProjectionMatrix = 0x4u,
UsesInverseProjectionMatrix = 0x8u,
UsesViewMatrix = 0x10u,
UsesNormalTexture = 0x20u,
UsesMotionVectorTexture = 0x40u
};
using FlagT = std::underlying_type_t<Flags>;
struct TextureProperty
{
QSSGRenderImage *texImage = nullptr;
QByteArray name;
QSSGRenderShaderValue::Type shaderDataType;
QSSGRenderTextureFilterOp minFilterType = QSSGRenderTextureFilterOp::Linear;
QSSGRenderTextureFilterOp magFilterType = QSSGRenderTextureFilterOp::Linear;
QSSGRenderTextureFilterOp mipFilterType = QSSGRenderTextureFilterOp::Linear;
QSSGRenderTextureCoordOp horizontalClampType = QSSGRenderTextureCoordOp::ClampToEdge;
QSSGRenderTextureCoordOp verticalClampType = QSSGRenderTextureCoordOp::ClampToEdge;
QSSGRenderTextureCoordOp zClampType = QSSGRenderTextureCoordOp::ClampToEdge;
QSSGRenderTextureTypeValue usageType;
};
QVector<TextureProperty> textureProperties;
using Property = QSSGBaseTypeProperty;
using PropertyUniformsList = QList<Property>;
PropertyUniformsList properties;
QSSGRenderEffect *m_nextEffect = nullptr;
void markDirty() { setFlag(QSSGRenderEffect::Flags::Dirty); }
void clearDirty() { setFlag(QSSGRenderEffect::Flags::Dirty, false); }
[[nodiscard]] bool isDirty() const { return testFlag(QSSGRenderEffect::Flags::Dirty); }
void setFlag(QSSGRenderEffect::Flags flag, bool enabled = true);
[[nodiscard]] bool testFlag(QSSGRenderEffect::Flags flag) const { return (flags & FlagT(flag)) != 0; }
QVector<QSSGCommand *> commands; // all owned, these are copies of the gui thread commands
void resetCommands();
const char *className = nullptr;
FlagT flags = FlagT(Flags::Dirty);
bool incompleteBuildTimeObject = false; // Used by the shadergen tool
QSSGRenderTextureFormat::Format outputFormat = QSSGRenderTextureFormat::Unknown;
struct ShaderPrepPassData
{
QByteArray shaderPathKeyPrefix; // to be completed in finalizeShaders
QByteArray vertexShaderCode[2]; // without main(), to be completed in finalizeShaders
QByteArray fragmentShaderCode[2]; // same here
QSSGCustomShaderMetaData vertexMetaData[2];
QSSGCustomShaderMetaData fragmentMetaData[2];
int bindShaderCmdIndex = 0;
};
struct {
bool valid = false;
QVector<ShaderPrepPassData> passes;
} shaderPrepData;
QString debugObjectName;
};
QT_END_NAMESPACE
#endif