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// Copyright (C) 2020 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
#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;
struct 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
};
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;
struct Property
{
Property() = default;
Property(const QByteArray &name, const QByteArray &typeName, const QVariant &value, QSSGRenderShaderValue::Type shaderDataType, int pid = -1)
: name(name), typeName(typeName), value(value), shaderDataType(shaderDataType), pid(pid)
{ }
QByteArray name;
QByteArray typeName;
mutable QVariant value;
QSSGRenderShaderValue::Type shaderDataType;
int pid;
};
QVector<Property> properties;
QSSGRenderEffect *m_nextEffect = nullptr;
void markDirty();
void clearDirty();
[[nodiscard]] inline bool isDirty() const { return ((flags & FlagT(Flags::Dirty)) != 0); }
struct Command {
QSSGCommand *command;
quint8 own : 1;
};
QVector<Command> commands;
void resetCommands();
const char *className = nullptr;
FlagT flags = FlagT(Flags::Dirty);
bool requiresDepthTexture = false;
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
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