qt6-bb10/src/opengl/qopenglcustomshaderstage.cpp

104 lines
2.8 KiB
C++

// 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
#include "qopenglcustomshaderstage_p.h"
#include "qopenglengineshadermanager_p.h"
#include "qopenglpaintengine_p.h"
#include <private/qpainter_p.h>
#include <QtCore/qpointer.h>
QT_BEGIN_NAMESPACE
class QOpenGLCustomShaderStagePrivate
{
public:
QOpenGLCustomShaderStagePrivate() :
m_manager(nullptr) {}
QPointer<QOpenGLEngineShaderManager> m_manager;
QByteArray m_source;
};
QOpenGLCustomShaderStage::QOpenGLCustomShaderStage()
: d_ptr(new QOpenGLCustomShaderStagePrivate)
{
}
QOpenGLCustomShaderStage::~QOpenGLCustomShaderStage()
{
Q_D(QOpenGLCustomShaderStage);
if (d->m_manager) {
d->m_manager->removeCustomStage();
d->m_manager->sharedShaders->cleanupCustomStage(this);
}
delete d_ptr;
}
void QOpenGLCustomShaderStage::setUniformsDirty()
{
Q_D(QOpenGLCustomShaderStage);
if (d->m_manager)
d->m_manager->setDirty(); // ### Probably a bit overkill!
}
bool QOpenGLCustomShaderStage::setOnPainter(QPainter* p)
{
Q_D(QOpenGLCustomShaderStage);
if (p->paintEngine()->type() != QPaintEngine::OpenGL2) {
qWarning("QOpenGLCustomShaderStage::setOnPainter() - paint engine not OpenGL2");
return false;
}
if (d->m_manager)
qWarning("Custom shader is already set on a painter");
QOpenGL2PaintEngineEx *engine = static_cast<QOpenGL2PaintEngineEx*>(p->paintEngine());
d->m_manager = QOpenGL2PaintEngineExPrivate::shaderManagerForEngine(engine);
Q_ASSERT(d->m_manager);
d->m_manager->setCustomStage(this);
return true;
}
void QOpenGLCustomShaderStage::removeFromPainter(QPainter* p)
{
Q_D(QOpenGLCustomShaderStage);
if (p->paintEngine()->type() != QPaintEngine::OpenGL2)
return;
QOpenGL2PaintEngineEx *engine = static_cast<QOpenGL2PaintEngineEx*>(p->paintEngine());
d->m_manager = QOpenGL2PaintEngineExPrivate::shaderManagerForEngine(engine);
Q_ASSERT(d->m_manager);
// Just set the stage to null, don't call removeCustomStage().
// This should leave the program in a compiled/linked state
// if the next custom shader stage is this one again.
d->m_manager->setCustomStage(nullptr);
d->m_manager = nullptr;
}
QByteArray QOpenGLCustomShaderStage::source() const
{
Q_D(const QOpenGLCustomShaderStage);
return d->m_source;
}
// Called by the shader manager if another custom shader is attached or
// the manager is deleted
void QOpenGLCustomShaderStage::setInactive()
{
Q_D(QOpenGLCustomShaderStage);
d->m_manager = nullptr;
}
void QOpenGLCustomShaderStage::setSource(const QByteArray& s)
{
Q_D(QOpenGLCustomShaderStage);
d->m_source = s;
}
QT_END_NAMESPACE