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#ifndef QQUICKGENERICSHADEREFFECT_P_H
#define QQUICKGENERICSHADEREFFECT_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 <QtQuick/qquickitem.h>
#include <private/qtquickglobal_p.h>
#include <private/qsgadaptationlayer_p.h>
#include "qquickshadereffect_p.h"
#include "qquickshadereffectmesh_p.h"

QT_BEGIN_NAMESPACE

class QSignalMapper;

class Q_QUICK_PRIVATE_EXPORT QQuickGenericShaderEffect : public QObject
{
    Q_OBJECT

public:
    QQuickGenericShaderEffect(QQuickShaderEffect *item, QObject *parent = 0);
    ~QQuickGenericShaderEffect();

    QByteArray fragmentShader() const { return m_fragShader; }
    void setFragmentShader(const QByteArray &src);

    QByteArray vertexShader() const { return m_vertShader; }
    void setVertexShader(const QByteArray &src);

    bool blending() const { return m_blending; }
    void setBlending(bool enable);

    QVariant mesh() const;
    void setMesh(const QVariant &mesh);

    QQuickShaderEffect::CullMode cullMode() const { return m_cullMode; }
    void setCullMode(QQuickShaderEffect::CullMode face);

    QString log() const;
    QQuickShaderEffect::Status status() const;

    bool supportsAtlasTextures() const { return m_supportsAtlasTextures; }
    void setSupportsAtlasTextures(bool supports);

    QString parseLog();

    void handleEvent(QEvent *);
    void handleGeometryChanged(const QRectF &newGeometry, const QRectF &oldGeometry);
    QSGNode *handleUpdatePaintNode(QSGNode *, QQuickItem::UpdatePaintNodeData *);
    void handleComponentComplete();
    void handleItemChange(QQuickItem::ItemChange change, const QQuickItem::ItemChangeData &value);
    void maybeUpdateShaders();

private slots:
    void propertyChanged(int mappedId);
    void sourceDestroyed(QObject *object);
    void markGeometryDirtyAndUpdate();
    void markGeometryDirtyAndUpdateIfSupportsAtlas();
    void shaderCodePrepared(bool ok, QSGGuiThreadShaderEffectManager::ShaderInfo::Type typeHint,
                            const QByteArray &src, QSGGuiThreadShaderEffectManager::ShaderInfo *result);

private:
    QSGGuiThreadShaderEffectManager *shaderEffectManager() const;

    enum Shader {
        Vertex,
        Fragment,

        NShader
    };
    bool updateShader(Shader shaderType, const QByteArray &src);
    void updateShaderVars(Shader shaderType);
    void disconnectSignals(Shader shaderType);
    bool sourceIsUnique(QQuickItem *source, Shader typeToSkip, int indexToSkip) const;

    QQuickShaderEffect *m_item;
    QSize m_meshResolution;
    QQuickShaderEffectMesh *m_mesh;
    QQuickGridMesh m_defaultMesh;
    QQuickShaderEffect::CullMode m_cullMode;
    bool m_blending;
    bool m_supportsAtlasTextures;
    mutable QSGGuiThreadShaderEffectManager *m_mgr;
    QByteArray m_fragShader;
    bool m_fragNeedsUpdate;
    QByteArray m_vertShader;
    bool m_vertNeedsUpdate;

    QSGShaderEffectNode::ShaderData m_shaders[NShader];
    QSGShaderEffectNode::DirtyShaderFlags m_dirty;
    QSet<int> m_dirtyConstants[NShader];
    QSet<int> m_dirtyTextures[NShader];
    QSGGuiThreadShaderEffectManager::ShaderInfo *m_inProgress[NShader];

    struct SignalMapper {
        SignalMapper() : mapper(nullptr), active(false) { }
        QSignalMapper *mapper;
        bool active;
    };
    QVector<SignalMapper> m_signalMappers[NShader];
};

QT_END_NAMESPACE

#endif // QQUICKGENERICSHADEREFFECT_P_H
