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// Copyright (C) 2025 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
// Qt-Security score:significant reason:default
#ifndef QSSGUSERRENDERPASSMANAGER_P_H
#define QSSGUSERRENDERPASSMANAGER_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/qssgrhicontext_p.h>
#include <QtCore/qlist.h>
#include <memory>
QT_BEGIN_NAMESPACE
class QSSGRenderUserPass;
class Q_QUICK3DRUNTIMERENDER_EXPORT QSSGUserRenderPassManager : public std::enable_shared_from_this<QSSGUserRenderPassManager>
{
enum class Private { Initialize };
public:
// A set of user passes (no duplicates)
using UserPassSet = QList<QSSGRenderUserPass *>;
explicit QSSGUserRenderPassManager(Private);
~QSSGUserRenderPassManager();
[[nodiscard]] static std::shared_ptr<QSSGUserRenderPassManager> create()
{
return std::make_shared<QSSGUserRenderPassManager>(Private::Initialize);
}
// Establishes the complete set of scheduled (top-level) passes for the frame
// in one operation. Replacing the set wholesale each sync implicitly drops
// passes that were removed or that flipped to being a sub-pass.
void setScheduledPasses(const UserPassSet &topLevelPasses);
// On-demand scheduling used by the extension/provider path. A sub-pass is
// rejected; a top-level pass is added if not already scheduled. This backs up
// setScheduledPasses on the first frame, before the layer render data (and
// thus the manager) exists at sync time.
void scheduleUserPass(QSSGRenderUserPass *userPasses);
void unscheduleUserPass(const QSSGRenderUserPass *userPasses);
QSSGRhiRenderableTextureV2Ptr getOrCreateRenderableTexture(const QSSGRenderUserPass &userPass);
QSSGRhiRenderableTextureV2Ptr getUserPassTexureResult(const QSSGRenderUserPass &userPass) const;
// Should be called before scheduledUserPasses is called.
void updateUserPassOrder(bool forceUpdate = false);
const UserPassSet &scheduledUserPasses() const { return m_scheduledUserPasses; }
void releaseAll();
void unregisterManagedTexture(QSSGManagedRhiTexture *textureWrapper);
void registerManagedTexture(QSSGManagedRhiTexture *textureWrapper);
static constexpr size_t maxUserPassSlots() { return 16; }
qsizetype acquireUserPassSlot();
void resetForFrame();
private:
Q_DISABLE_COPY_MOVE(QSSGUserRenderPassManager)
friend class QSSGBufferManager;
using TextureWrappers = std::vector<QSSGManagedRhiTexture *>;
using DeferredReleaseTextures = QSet<QRhiTexture *>;
// If return false the texture is not tracked and should be released by caller!!!
[[nodiscard]] bool derefTexture(QRhiTexture *texture);
void refTexture(QRhiTexture *texture);
[[nodiscard]] bool derefTexture(const std::unique_ptr<QRhiTexture> &texture);
void refTexture(const std::unique_ptr<QRhiTexture> &texture);
QHash<const QSSGRenderUserPass *, QSSGRhiRenderableTextureV2Ptr> m_renderPassRenderTargets;
UserPassSet m_scheduledUserPasses;
// Sub-passes we have already warned about when a schedule request was
// rejected; keeps the per-frame provider path from spamming the warning.
QSet<const QSSGRenderUserPass *> m_subPassScheduleWarned;
QHash<QRhiTexture *, size_t> m_trackedTextures;
// We keep a list of these so we can notify them that it's
// time to release their textures.
TextureWrappers m_trackedTextureWrappers;
DeferredReleaseTextures m_deferredReleaseTextures;
size_t m_userPassSlotsUsed = 0;
bool m_passlistDirty = false;
};
using QSSGUserRenderPassManagerPtr = std::shared_ptr<QSSGUserRenderPassManager>;
QT_END_NAMESPACE
#endif // QSSGUSERRENDERPASSMANAGER_P_H