summaryrefslogtreecommitdiff
path: root/src/quick/items/qquickshadereffectsource.cpp
blob: e076a342dfb178f68fd7fea2d89abfb8a356aa99 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
/****************************************************************************
**
** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies).
** Contact: http://www.qt-project.org/legal
**
** This file is part of the QtQuick module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and Digia.  For licensing terms and
** conditions see http://qt.digia.com/licensing.  For further information
** use the contact form at http://qt.digia.com/contact-us.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 2.1 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPL included in the
** packaging of this file.  Please review the following information to
** ensure the GNU Lesser General Public License version 2.1 requirements
** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
**
** In addition, as a special exception, Digia gives you certain additional
** rights.  These rights are described in the Digia Qt LGPL Exception
** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 3.0 as published by the Free Software
** Foundation and appearing in the file LICENSE.GPL included in the
** packaging of this file.  Please review the following information to
** ensure the GNU General Public License version 3.0 requirements will be
** met: http://www.gnu.org/copyleft/gpl.html.
**
**
** $QT_END_LICENSE$
**
****************************************************************************/

#include "qquickshadereffectsource_p.h"

#include "qquickitem_p.h"
#include "qquickwindow_p.h"
#include <private/qsgadaptationlayer_p.h>
#include <QtQuick/private/qsgrenderer_p.h>
#include <qsgsimplerectnode.h>

#include "qopenglframebufferobject.h"
#include "qmath.h"
#include <QtQuick/private/qsgtexture_p.h>

QT_BEGIN_NAMESPACE

DEFINE_BOOL_CONFIG_OPTION(qmlFboOverlay, QML_FBO_OVERLAY)
DEFINE_BOOL_CONFIG_OPTION(qmlFboFlushBeforeDetach, QML_FBO_FLUSH_BEFORE_DETACH)

namespace
{
    class BindableFbo : public QSGBindable
    {
    public:
        BindableFbo(QOpenGLFramebufferObject *fbo, QSGDepthStencilBuffer *depthStencil);
        virtual ~BindableFbo();
        virtual void bind() const;
    private:
        QOpenGLFramebufferObject *m_fbo;
        QSGDepthStencilBuffer *m_depthStencil;
    };

    BindableFbo::BindableFbo(QOpenGLFramebufferObject *fbo, QSGDepthStencilBuffer *depthStencil)
        : m_fbo(fbo)
        , m_depthStencil(depthStencil)
    {
    }

    BindableFbo::~BindableFbo()
    {
        if (qmlFboFlushBeforeDetach())
            glFlush();
        if (m_depthStencil)
            m_depthStencil->detach();
    }

    void BindableFbo::bind() const
    {
        m_fbo->bind();
        if (m_depthStencil)
            m_depthStencil->attach();
    }
}

class QQuickShaderEffectSourceTextureProvider : public QSGTextureProvider
{
    Q_OBJECT
public:
    QQuickShaderEffectSourceTextureProvider()
        : sourceTexture(0)
        , mipmapFiltering(QSGTexture::None)
        , filtering(QSGTexture::Nearest)
        , horizontalWrap(QSGTexture::ClampToEdge)
        , verticalWrap(QSGTexture::ClampToEdge)
    {
    }

    QSGTexture *texture() const {
        sourceTexture->setMipmapFiltering(mipmapFiltering);
        sourceTexture->setFiltering(filtering);
        sourceTexture->setHorizontalWrapMode(horizontalWrap);
        sourceTexture->setVerticalWrapMode(verticalWrap);
        return sourceTexture;
    }

    QQuickShaderEffectTexture *sourceTexture;

    QSGTexture::Filtering mipmapFiltering;
    QSGTexture::Filtering filtering;
    QSGTexture::WrapMode horizontalWrap;
    QSGTexture::WrapMode verticalWrap;
};
#include "qquickshadereffectsource.moc"


QQuickShaderEffectSourceNode::QQuickShaderEffectSourceNode()
{
    setFlag(UsePreprocess, true);
}

void QQuickShaderEffectSourceNode::markDirtyTexture()
{
    markDirty(DirtyMaterial);
}


QQuickShaderEffectTexture::QQuickShaderEffectTexture(QQuickItem *shaderSource)
    : QSGDynamicTexture()
    , m_item(0)
    , m_device_pixel_ratio(1)
    , m_format(GL_RGBA)
    , m_renderer(0)
    , m_fbo(0)
    , m_secondaryFbo(0)
    , m_transparentTexture(0)
#ifdef QSG_DEBUG_FBO_OVERLAY
    , m_debugOverlay(0)
#endif
    , m_context(QQuickItemPrivate::get(shaderSource)->sceneGraphRenderContext())
    , m_mipmap(false)
    , m_live(true)
    , m_recursive(false)
    , m_dirtyTexture(true)
    , m_multisamplingChecked(false)
    , m_multisampling(false)
    , m_grab(false)
{
}

QQuickShaderEffectTexture::~QQuickShaderEffectTexture()
{
    if (m_renderer)
        disconnect(m_renderer, SIGNAL(sceneGraphChanged()), this, SLOT(markDirtyTexture()));
    delete m_renderer;
    delete m_fbo;
    delete m_secondaryFbo;
#ifdef QSG_DEBUG_FBO_OVERLAY
    delete m_debugOverlay;
#endif
    if (m_transparentTexture)
        glDeleteTextures(1, &m_transparentTexture);
}

int QQuickShaderEffectTexture::textureId() const
{
    return m_fbo ? m_fbo->texture() : 0;
}

bool QQuickShaderEffectTexture::hasAlphaChannel() const
{
    return m_format != GL_RGB;
}

bool QQuickShaderEffectTexture::hasMipmaps() const
{
    return m_mipmap;
}


void QQuickShaderEffectTexture::bind()
{
#ifndef QT_NO_DEBUG
    if (!m_recursive && m_fbo && ((m_multisampling && m_secondaryFbo->isBound()) || m_fbo->isBound()))
        qWarning("ShaderEffectSource: \'recursive\' must be set to true when rendering recursively.");
#endif

    if (!m_fbo && m_format == GL_RGBA) {
        if (m_transparentTexture == 0) {
            glGenTextures(1, &m_transparentTexture);
            glBindTexture(GL_TEXTURE_2D, m_transparentTexture);
            const uint zero = 0;
            glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &zero);
        } else {
            glBindTexture(GL_TEXTURE_2D, m_transparentTexture);
        }
    } else {
        glBindTexture(GL_TEXTURE_2D, m_fbo ? m_fbo->texture() : 0);
        updateBindOptions();
    }
}

bool QQuickShaderEffectTexture::updateTexture()
{
    bool doGrab = (m_live || m_grab) && m_dirtyTexture;
    if (doGrab)
        grab();
    if (m_grab)
        emit scheduledUpdateCompleted();
    m_grab = false;
    return doGrab;
}

void QQuickShaderEffectTexture::setHasMipmaps(bool mipmap)
{
    if (mipmap == m_mipmap)
        return;
    m_mipmap = mipmap;
    if (m_mipmap && m_fbo && !m_fbo->format().mipmap())
        markDirtyTexture();
}


void QQuickShaderEffectTexture::setItem(QSGNode *item)
{
    if (item == m_item)
        return;
    m_item = item;

    if (m_live && !m_item) {
        delete m_fbo;
        delete m_secondaryFbo;
        m_fbo = m_secondaryFbo = 0;
        m_depthStencilBuffer.clear();
    }

    markDirtyTexture();
}

void QQuickShaderEffectTexture::setRect(const QRectF &rect)
{
    if (rect == m_rect)
        return;
    m_rect = rect;
    markDirtyTexture();
}

void QQuickShaderEffectTexture::setSize(const QSize &size)
{
    if (size == m_size)
        return;
    m_size = size;

    if (m_live && m_size.isNull()) {
        delete m_fbo;
        delete m_secondaryFbo;
        m_fbo = m_secondaryFbo = 0;
        m_depthStencilBuffer.clear();
    }

    markDirtyTexture();
}

void QQuickShaderEffectTexture::setFormat(GLenum format)
{
    if (format == m_format)
        return;
    m_format = format;
    markDirtyTexture();
}

void QQuickShaderEffectTexture::setLive(bool live)
{
    if (live == m_live)
        return;
    m_live = live;

    if (m_live && (!m_item || m_size.isNull())) {
        delete m_fbo;
        delete m_secondaryFbo;
        m_fbo = m_secondaryFbo = 0;
        m_depthStencilBuffer.clear();
    }

    markDirtyTexture();
}

void QQuickShaderEffectTexture::scheduleUpdate()
{
    if (m_grab)
        return;
    m_grab = true;
    if (m_dirtyTexture)
        emit updateRequested();
}

void QQuickShaderEffectTexture::setRecursive(bool recursive)
{
    m_recursive = recursive;
}

void QQuickShaderEffectTexture::markDirtyTexture()
{
    m_dirtyTexture = true;
    if (m_live || m_grab)
        emit updateRequested();
}

void QQuickShaderEffectTexture::grab()
{
    if (!m_item || m_size.isNull()) {
        delete m_fbo;
        delete m_secondaryFbo;
        m_fbo = m_secondaryFbo = 0;
        m_depthStencilBuffer.clear();
        m_dirtyTexture = false;
        return;
    }
    QSGNode *root = m_item;
    while (root->firstChild() && root->type() != QSGNode::RootNodeType)
        root = root->firstChild();
    if (root->type() != QSGNode::RootNodeType)
        return;

    if (!m_renderer) {
        m_renderer = m_context->createRenderer();
        connect(m_renderer, SIGNAL(sceneGraphChanged()), this, SLOT(markDirtyTexture()));
    }
    m_renderer->setDevicePixelRatio(m_device_pixel_ratio);
    m_renderer->setRootNode(static_cast<QSGRootNode *>(root));

    bool deleteFboLater = false;
    if (!m_fbo || m_fbo->size() != m_size || m_fbo->format().internalTextureFormat() != m_format
        || (!m_fbo->format().mipmap() && m_mipmap))
    {
        if (!m_multisamplingChecked) {
            if (m_context->openglContext()->format().samples() <= 1) {
                m_multisampling = false;
            } else {
                QList<QByteArray> extensions = QByteArray((const char *)glGetString(GL_EXTENSIONS)).split(' ');
                m_multisampling = extensions.contains("GL_EXT_framebuffer_multisample")
                                && extensions.contains("GL_EXT_framebuffer_blit");
            }
            m_multisamplingChecked = true;
        }
        if (m_multisampling) {
            // Don't delete the FBO right away in case it is used recursively.
            deleteFboLater = true;
            delete m_secondaryFbo;
            QOpenGLFramebufferObjectFormat format;

            format.setInternalTextureFormat(m_format);
            format.setSamples(m_context->openglContext()->format().samples());
            m_secondaryFbo = new QOpenGLFramebufferObject(m_size, format);
            m_depthStencilBuffer = m_context->depthStencilBufferForFbo(m_secondaryFbo);
        } else {
            QOpenGLFramebufferObjectFormat format;
            format.setInternalTextureFormat(m_format);
            format.setMipmap(m_mipmap);
            if (m_recursive) {
                deleteFboLater = true;
                delete m_secondaryFbo;
                m_secondaryFbo = new QOpenGLFramebufferObject(m_size, format);
                glBindTexture(GL_TEXTURE_2D, m_secondaryFbo->texture());
                updateBindOptions(true);
                m_depthStencilBuffer = m_context->depthStencilBufferForFbo(m_secondaryFbo);
            } else {
                delete m_fbo;
                delete m_secondaryFbo;
                m_fbo = new QOpenGLFramebufferObject(m_size, format);
                m_secondaryFbo = 0;
                glBindTexture(GL_TEXTURE_2D, m_fbo->texture());
                updateBindOptions(true);
                m_depthStencilBuffer = m_context->depthStencilBufferForFbo(m_fbo);
            }
        }
    }

    if (m_recursive && !m_secondaryFbo) {
        // m_fbo already created, m_recursive was just set.
        Q_ASSERT(m_fbo);
        Q_ASSERT(!m_multisampling);

        m_secondaryFbo = new QOpenGLFramebufferObject(m_size, m_fbo->format());
        glBindTexture(GL_TEXTURE_2D, m_secondaryFbo->texture());
        updateBindOptions(true);
    }

    // Render texture.
    root->markDirty(QSGNode::DirtyForceUpdate); // Force matrix, clip and opacity update.
    m_renderer->nodeChanged(root, QSGNode::DirtyForceUpdate); // Force render list update.

#ifdef QSG_DEBUG_FBO_OVERLAY
    if (qmlFboOverlay()) {
        if (!m_debugOverlay)
            m_debugOverlay = new QSGSimpleRectNode();
        m_debugOverlay->setRect(QRectF(0, 0, m_size.width(), m_size.height()));
        m_debugOverlay->setColor(QColor(0xff, 0x00, 0x80, 0x40));
        root->appendChildNode(m_debugOverlay);
    }
#endif

    m_dirtyTexture = false;

    QOpenGLContext *ctx = m_context->openglContext();
    m_renderer->setDeviceRect(m_size);
    m_renderer->setViewportRect(m_size);
    QRectF mirrored(m_rect.left(), m_rect.bottom(), m_rect.width(), -m_rect.height());
    m_renderer->setProjectionMatrixToRect(mirrored);
    m_renderer->setClearColor(Qt::transparent);

    if (m_multisampling) {
        m_renderer->renderScene(BindableFbo(m_secondaryFbo, m_depthStencilBuffer.data()));

        if (deleteFboLater) {
            delete m_fbo;
            QOpenGLFramebufferObjectFormat format;
            format.setInternalTextureFormat(m_format);
            format.setAttachment(QOpenGLFramebufferObject::NoAttachment);
            format.setMipmap(m_mipmap);
            format.setSamples(0);
            m_fbo = new QOpenGLFramebufferObject(m_size, format);
            glBindTexture(GL_TEXTURE_2D, m_fbo->texture());
            updateBindOptions(true);
        }

        QRect r(QPoint(), m_size);
        QOpenGLFramebufferObject::blitFramebuffer(m_fbo, r, m_secondaryFbo, r);
    } else {
        if (m_recursive) {
            m_renderer->renderScene(BindableFbo(m_secondaryFbo, m_depthStencilBuffer.data()));

            if (deleteFboLater) {
                delete m_fbo;
                QOpenGLFramebufferObjectFormat format;
                format.setAttachment(QOpenGLFramebufferObject::CombinedDepthStencil);
                format.setInternalTextureFormat(m_format);
                format.setMipmap(m_mipmap);
                m_fbo = new QOpenGLFramebufferObject(m_size, format);
                glBindTexture(GL_TEXTURE_2D, m_fbo->texture());
                updateBindOptions(true);
            }
            qSwap(m_fbo, m_secondaryFbo);
        } else {
            m_renderer->renderScene(BindableFbo(m_fbo, m_depthStencilBuffer.data()));
        }
    }

    if (m_mipmap) {
        glBindTexture(GL_TEXTURE_2D, textureId());
        ctx->functions()->glGenerateMipmap(GL_TEXTURE_2D);
    }

    root->markDirty(QSGNode::DirtyForceUpdate); // Force matrix, clip, opacity and render list update.

#ifdef QSG_DEBUG_FBO_OVERLAY
    if (qmlFboOverlay())
        root->removeChildNode(m_debugOverlay);
#endif
    if (m_recursive)
        markDirtyTexture(); // Continuously update if 'live' and 'recursive'.
}

QImage QQuickShaderEffectTexture::toImage() const
{
    if (m_fbo)
        return m_fbo->toImage();

    return QImage();
}

/*!
    \qmltype ShaderEffectSource
    \instantiates QQuickShaderEffectSource
    \inqmlmodule QtQuick
    \since 5.0
    \inherits Item
    \ingroup qtquick-effects
    \brief Renders a \l {Qt Quick} item into a texture and displays it

    The ShaderEffectSource type renders \l sourceItem into a texture and
    displays it in the scene. \l sourceItem is drawn into the texture as though
    it was a fully opaque root item. Thus \l sourceItem itself can be
    invisible, but still appear in the texture.

    ShaderEffectSource can be used as:
    \list
    \li a texture source in a \l ShaderEffect.
       This allows you to apply custom shader effects to any \l {Qt Quick} item.
    \li a cache for a complex item.
       The complex item can be rendered once into the texture, which can
       then be animated freely without the need to render the complex item
       again every frame.
    \li an opacity layer.
       ShaderEffectSource allows you to apply an opacity to items as a group
       rather than each item individually.
    \endlist

    \table
    \row
    \li \image declarative-shadereffectsource.png
    \li \qml
        import QtQuick 2.0

        Rectangle {
            width: 200
            height: 100
            gradient: Gradient {
                GradientStop { position: 0; color: "white" }
                GradientStop { position: 1; color: "black" }
            }
            Row {
                opacity: 0.5
                Item {
                    id: foo
                    width: 100; height: 100
                    Rectangle { x: 5; y: 5; width: 60; height: 60; color: "red" }
                    Rectangle { x: 20; y: 20; width: 60; height: 60; color: "orange" }
                    Rectangle { x: 35; y: 35; width: 60; height: 60; color: "yellow" }
                }
                ShaderEffectSource {
                    width: 100; height: 100
                    sourceItem: foo
                }
            }
        }
        \endqml
    \endtable

    The ShaderEffectSource type does not redirect any mouse or keyboard
    input to \l sourceItem. If you hide the \l sourceItem by setting
    \l{Item::visible}{visible} to false or \l{Item::opacity}{opacity} to zero,
    it will no longer react to input. In cases where the ShaderEffectSource is
    meant to replace the \l sourceItem, you typically want to hide the
    \l sourceItem while still handling input. For this, you can use
    the \l hideSource property.

    \note If \l sourceItem is a \l Rectangle with border, by default half the
    border width falls outside the texture. To get the whole border, you can
    extend the \l sourceRect.

    \note The ShaderEffectSource relies on FBO multisampling support
    to antialias edges. If the underlying hardware does not support this,
    which is the case for most embedded graphics chips, edges rendered
    inside a ShaderEffectSource will not be antialiased. One way to remedy
    this is to double the size of the effect source and render it with
    \c {smooth: true} (this is the default value of smooth).
    This will be equivalent to 4x multisampling, at the cost of lower performance
    and higher memory use.

    \warning In most cases, using a ShaderEffectSource will decrease
    performance, and in all cases, it will increase video memory usage.
    Rendering through a ShaderEffectSource might also lead to lower quality
    since some OpenGL implementations support multisampled backbuffer,
    but not multisampled framebuffer objects.
*/

QQuickShaderEffectSource::QQuickShaderEffectSource(QQuickItem *parent)
    : QQuickItem(parent)
    , m_provider(0)
    , m_texture(0)
    , m_wrapMode(ClampToEdge)
    , m_sourceItem(0)
    , m_textureSize(0, 0)
    , m_format(RGBA)
    , m_live(true)
    , m_hideSource(false)
    , m_mipmap(false)
    , m_recursive(false)
    , m_grab(true)
{
    setFlag(ItemHasContents);
}

QQuickShaderEffectSource::~QQuickShaderEffectSource()
{
    if (m_texture)
        m_texture->deleteLater();

    if (m_provider)
        m_provider->deleteLater();

    if (m_sourceItem) {
        QQuickItemPrivate *sd = QQuickItemPrivate::get(m_sourceItem);
        sd->removeItemChangeListener(this, QQuickItemPrivate::Geometry);
        sd->derefFromEffectItem(m_hideSource);
        if (window())
            sd->derefWindow();
    }
}

void QQuickShaderEffectSource::ensureTexture()
{
    if (m_texture)
        return;

    Q_ASSERT_X(QQuickItemPrivate::get(this)->window
               && QQuickItemPrivate::get(this)->sceneGraphRenderContext()
               && QThread::currentThread() == QQuickItemPrivate::get(this)->sceneGraphRenderContext()->thread(),
               "QQuickShaderEffectSource::ensureTexture",
               "Cannot be used outside the rendering thread");

    m_texture = new QQuickShaderEffectTexture(this);
    connect(m_texture, SIGNAL(updateRequested()), this, SLOT(update()));
    connect(m_texture, SIGNAL(scheduledUpdateCompleted()), this, SIGNAL(scheduledUpdateCompleted()));
}

QSGTextureProvider *QQuickShaderEffectSource::textureProvider() const
{
    const QQuickItemPrivate *d = QQuickItemPrivate::get(this);
    if (!d->window || !d->sceneGraphRenderContext() || QThread::currentThread() != d->sceneGraphRenderContext()->thread()) {
        qWarning("QQuickShaderEffectSource::textureProvider: can only be queried on the rendering thread of an exposed window");
        return 0;
    }

    if (!m_provider) {
        const_cast<QQuickShaderEffectSource *>(this)->m_provider = new QQuickShaderEffectSourceTextureProvider();
        const_cast<QQuickShaderEffectSource *>(this)->ensureTexture();
        connect(m_texture, SIGNAL(updateRequested()), m_provider, SIGNAL(textureChanged()));
        m_provider->sourceTexture = m_texture;
    }
    return m_provider;
}

/*!
    \qmlproperty enumeration QtQuick::ShaderEffectSource::wrapMode

    This property defines the OpenGL wrap modes associated with the texture.
    Modifying this property makes most sense when the item is used as a
    source texture of a \l ShaderEffect.

    \list
    \li ShaderEffectSource.ClampToEdge - GL_CLAMP_TO_EDGE both horizontally and vertically
    \li ShaderEffectSource.RepeatHorizontally - GL_REPEAT horizontally, GL_CLAMP_TO_EDGE vertically
    \li ShaderEffectSource.RepeatVertically - GL_CLAMP_TO_EDGE horizontally, GL_REPEAT vertically
    \li ShaderEffectSource.Repeat - GL_REPEAT both horizontally and vertically
    \endlist

    \note Some OpenGL ES 2 implementations do not support the GL_REPEAT
    wrap mode with non-power-of-two textures.
*/

QQuickShaderEffectSource::WrapMode QQuickShaderEffectSource::wrapMode() const
{
    return m_wrapMode;
}

void QQuickShaderEffectSource::setWrapMode(WrapMode mode)
{
    if (mode == m_wrapMode)
        return;
    m_wrapMode = mode;
    update();
    emit wrapModeChanged();
}

/*!
    \qmlproperty Item QtQuick::ShaderEffectSource::sourceItem

    This property holds the item to be rendered into the texture.
    Setting this to null while \l live is true, will release the texture
    resources.
*/

QQuickItem *QQuickShaderEffectSource::sourceItem() const
{
    return m_sourceItem;
}

void QQuickShaderEffectSource::itemGeometryChanged(QQuickItem *item, const QRectF &newRect, const QRectF &oldRect)
{
    Q_ASSERT(item == m_sourceItem);
    Q_UNUSED(item);
    if (newRect.size() != oldRect.size())
        update();
}

void QQuickShaderEffectSource::setSourceItem(QQuickItem *item)
{
    if (item == m_sourceItem)
        return;
    if (m_sourceItem) {
        QQuickItemPrivate *d = QQuickItemPrivate::get(m_sourceItem);
        d->derefFromEffectItem(m_hideSource);
        d->removeItemChangeListener(this, QQuickItemPrivate::Geometry);
        disconnect(m_sourceItem, SIGNAL(destroyed(QObject*)), this, SLOT(sourceItemDestroyed(QObject*)));
        if (window())
            d->derefWindow();
    }
    m_sourceItem = item;

    if (item) {
        QQuickItemPrivate *d = QQuickItemPrivate::get(item);
        // 'item' needs a window to get a scene graph node. It usually gets one through its
        // parent, but if the source item is "inline" rather than a reference -- i.e.
        // "sourceItem: Item { }" instead of "sourceItem: foo" -- it will not get a parent.
        // In those cases, 'item' should get the window from 'this'.
        if (window())
            d->refWindow(window());
        d->refFromEffectItem(m_hideSource);
        d->addItemChangeListener(this, QQuickItemPrivate::Geometry);
        connect(m_sourceItem, SIGNAL(destroyed(QObject*)), this, SLOT(sourceItemDestroyed(QObject*)));
    }
    update();
    emit sourceItemChanged();
}

void QQuickShaderEffectSource::sourceItemDestroyed(QObject *item)
{
    Q_ASSERT(item == m_sourceItem);
    Q_UNUSED(item);
    m_sourceItem = 0;
    update();
    emit sourceItemChanged();
}


/*!
    \qmlproperty rect QtQuick::ShaderEffectSource::sourceRect

    This property defines which rectangular area of the \l sourceItem to
    render into the texture. The source rectangle can be larger than
    \l sourceItem itself. If the rectangle is null, which is the default,
    the whole \l sourceItem is rendered to texture.
*/

QRectF QQuickShaderEffectSource::sourceRect() const
{
    return m_sourceRect;
}

void QQuickShaderEffectSource::setSourceRect(const QRectF &rect)
{
    if (rect == m_sourceRect)
        return;
    m_sourceRect = rect;
    update();
    emit sourceRectChanged();
}

/*!
    \qmlproperty size QtQuick::ShaderEffectSource::textureSize

    This property holds the requested size of the texture. If it is empty,
    which is the default, the size of the source rectangle is used.

    \note Some platforms have a limit on how small framebuffer objects can be,
    which means the actual texture size might be larger than the requested
    size.
*/

QSize QQuickShaderEffectSource::textureSize() const
{
    return m_textureSize;
}

void QQuickShaderEffectSource::setTextureSize(const QSize &size)
{
    if (size == m_textureSize)
        return;
    m_textureSize = size;
    update();
    emit textureSizeChanged();
}

/*!
    \qmlproperty enumeration QtQuick::ShaderEffectSource::format

    This property defines the internal OpenGL format of the texture.
    Modifying this property makes most sense when the item is used as a
    source texture of a \l ShaderEffect. Depending on the OpenGL
    implementation, this property might allow you to save some texture memory.

    \list
    \li ShaderEffectSource.Alpha - GL_ALPHA
    \li ShaderEffectSource.RGB - GL_RGB
    \li ShaderEffectSource.RGBA - GL_RGBA
    \endlist

    \note Some OpenGL implementations do not support the GL_ALPHA format.
*/

QQuickShaderEffectSource::Format QQuickShaderEffectSource::format() const
{
    return m_format;
}

void QQuickShaderEffectSource::setFormat(QQuickShaderEffectSource::Format format)
{
    if (format == m_format)
        return;
    m_format = format;
    update();
    emit formatChanged();
}

/*!
    \qmlproperty bool QtQuick::ShaderEffectSource::live

    If this property is true, the texture is updated whenever the
    \l sourceItem updates. Otherwise, it will be a frozen image, even if
    \l sourceItem is assigned a new item. The property is true by default.
*/

bool QQuickShaderEffectSource::live() const
{
    return m_live;
}

void QQuickShaderEffectSource::setLive(bool live)
{
    if (live == m_live)
        return;
    m_live = live;
    update();
    emit liveChanged();
}

/*!
    \qmlproperty bool QtQuick::ShaderEffectSource::hideSource

    If this property is true, the \l sourceItem is hidden, though it will still
    be rendered into the texture. As opposed to hiding the \l sourceItem by
    setting \l{Item::visible}{visible} to false, setting this property to true
    will not prevent mouse or keyboard input from reaching \l sourceItem.
    The property is useful when the ShaderEffectSource is anchored on top of,
    and meant to replace the \l sourceItem.
*/

bool QQuickShaderEffectSource::hideSource() const
{
    return m_hideSource;
}

void QQuickShaderEffectSource::setHideSource(bool hide)
{
    if (hide == m_hideSource)
        return;
    if (m_sourceItem) {
        QQuickItemPrivate::get(m_sourceItem)->refFromEffectItem(hide);
        QQuickItemPrivate::get(m_sourceItem)->derefFromEffectItem(m_hideSource);
    }
    m_hideSource = hide;
    update();
    emit hideSourceChanged();
}

/*!
    \qmlproperty bool QtQuick::ShaderEffectSource::mipmap

    If this property is true, mipmaps are generated for the texture.

    \note Some OpenGL ES 2 implementations do not support mipmapping of
    non-power-of-two textures.
*/

bool QQuickShaderEffectSource::mipmap() const
{
    return m_mipmap;
}

void QQuickShaderEffectSource::setMipmap(bool enabled)
{
    if (enabled == m_mipmap)
        return;
    m_mipmap = enabled;
    update();
    emit mipmapChanged();
}

/*!
    \qmlproperty bool QtQuick::ShaderEffectSource::recursive

    Set this property to true if the ShaderEffectSource has a dependency on
    itself. ShaderEffectSources form a dependency chain, where one
    ShaderEffectSource can be part of the \l sourceItem of another.
    If there is a loop in this chain, a ShaderEffectSource could end up trying
    to render into the same texture it is using as source, which is not allowed
    by OpenGL. When this property is set to true, an extra texture is allocated
    so that ShaderEffectSource can keep a copy of the texture from the previous
    frame. It can then render into one texture and use the texture from the
    previous frame as source.

    Setting both this property and \l live to true will cause the scene graph
    to render continuously. Since the ShaderEffectSource depends on itself,
    updating it means that it immediately becomes dirty again.
*/

bool QQuickShaderEffectSource::recursive() const
{
    return m_recursive;
}

void QQuickShaderEffectSource::setRecursive(bool enabled)
{
    if (enabled == m_recursive)
        return;
    m_recursive = enabled;
    emit recursiveChanged();
}

/*!
    \qmlmethod QtQuick::ShaderEffectSource::scheduleUpdate()

    Schedules a re-rendering of the texture for the next frame.
    Use this to update the texture when \l live is false.
*/

void QQuickShaderEffectSource::scheduleUpdate()
{
    if (m_grab)
        return;
    m_grab = true;
    update();
}

static void get_wrap_mode(QQuickShaderEffectSource::WrapMode mode, QSGTexture::WrapMode *hWrap, QSGTexture::WrapMode *vWrap)
{
    switch (mode) {
    case QQuickShaderEffectSource::RepeatHorizontally:
        *hWrap = QSGTexture::Repeat;
        *vWrap = QSGTexture::ClampToEdge;
        break;
    case QQuickShaderEffectSource::RepeatVertically:
        *vWrap = QSGTexture::Repeat;
        *hWrap = QSGTexture::ClampToEdge;
        break;
    case QQuickShaderEffectSource::Repeat:
        *hWrap = *vWrap = QSGTexture::Repeat;
        break;
    default:
        // QQuickShaderEffectSource::ClampToEdge
        *hWrap = *vWrap = QSGTexture::ClampToEdge;
        break;
    }
}


void QQuickShaderEffectSource::releaseResources()
{
    if (m_texture) {
        m_texture->deleteLater();
        m_texture = 0;
    }
    if (m_provider) {
        m_provider->deleteLater();
        m_provider = 0;
    }
}

QSGNode *QQuickShaderEffectSource::updatePaintNode(QSGNode *oldNode, UpdatePaintNodeData *)
{
    if (!m_sourceItem || m_sourceItem->width() <= 0 || m_sourceItem->height() <= 0) {
        if (m_texture)
            m_texture->setItem(0);
        delete oldNode;
        return 0;
    }

    ensureTexture();

    m_texture->setLive(m_live);
    m_texture->setItem(QQuickItemPrivate::get(m_sourceItem)->itemNode());
    QRectF sourceRect = m_sourceRect.width() == 0 || m_sourceRect.height() == 0
                      ? QRectF(0, 0, m_sourceItem->width(), m_sourceItem->height())
                      : m_sourceRect;
    m_texture->setRect(sourceRect);
    QSize textureSize = m_textureSize.isEmpty()
                      ? QSize(qCeil(qAbs(sourceRect.width())), qCeil(qAbs(sourceRect.height())))
                      : m_textureSize;
    Q_ASSERT(!textureSize.isEmpty());

    QQuickItemPrivate *d = static_cast<QQuickItemPrivate *>(QObjectPrivate::get(this));

    // Crate large textures on high-dpi displays.
    if (sourceItem())
        textureSize *= d->window->devicePixelRatio();

    const QSize minTextureSize = d->sceneGraphContext()->minimumFBOSize();
    // Keep power-of-two by doubling the size.
    while (textureSize.width() < minTextureSize.width())
        textureSize.rwidth() *= 2;
    while (textureSize.height() < minTextureSize.height())
        textureSize.rheight() *= 2;

    m_texture->setDevicePixelRatio(d->window->devicePixelRatio());
    m_texture->setSize(textureSize);
    m_texture->setRecursive(m_recursive);
    m_texture->setFormat(GLenum(m_format));
    m_texture->setHasMipmaps(m_mipmap);

    if (m_grab)
        m_texture->scheduleUpdate();
    m_grab = false;

    QSGTexture::Filtering filtering = QQuickItemPrivate::get(this)->smooth
                                            ? QSGTexture::Linear
                                            : QSGTexture::Nearest;
    QSGTexture::Filtering mmFiltering = m_mipmap ? filtering : QSGTexture::None;
    QSGTexture::WrapMode hWrap, vWrap;
    get_wrap_mode(m_wrapMode, &hWrap, &vWrap);

    if (m_provider) {
        m_provider->mipmapFiltering = mmFiltering;
        m_provider->filtering = filtering;
        m_provider->horizontalWrap = hWrap;
        m_provider->verticalWrap = vWrap;
    }

    // Don't create the paint node if we're not spanning any area
    if (width() == 0 || height() == 0) {
        delete oldNode;
        return 0;
    }

    QQuickShaderEffectSourceNode *node = static_cast<QQuickShaderEffectSourceNode *>(oldNode);
    if (!node) {
        node = new QQuickShaderEffectSourceNode;
        node->setTexture(m_texture);
        connect(m_texture, SIGNAL(updateRequested()), node, SLOT(markDirtyTexture()));
    }

    // If live and recursive, update continuously.
    if (m_live && m_recursive)
        node->markDirty(QSGNode::DirtyMaterial);

    node->setMipmapFiltering(mmFiltering);
    node->setFiltering(filtering);
    node->setHorizontalWrapMode(hWrap);
    node->setVerticalWrapMode(vWrap);
    node->setTargetRect(QRectF(0, 0, width(), height()));
    node->setInnerTargetRect(QRectF(0, 0, width(), height()));
    node->update();

    return node;
}

void QQuickShaderEffectSource::itemChange(ItemChange change, const ItemChangeData &value)
{
    if (change == QQuickItem::ItemSceneChange && m_sourceItem) {
        // See comment in QQuickShaderEffectSource::setSourceItem().
        if (value.window)
            QQuickItemPrivate::get(m_sourceItem)->refWindow(value.window);
        else
            QQuickItemPrivate::get(m_sourceItem)->derefWindow();
    }
    QQuickItem::itemChange(change, value);
}

QT_END_NAMESPACE