/**************************************************************************** ** ** Copyright (C) 2015 Klaralvdalens Datakonsult AB (KDAB). ** Copyright (C) 2017 The Qt Company Ltd. ** Contact: http://www.qt.io/licensing/ ** ** This file is part of Qt 3D Studio. ** ** $QT_BEGIN_LICENSE:GPL$ ** 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 The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 3 or (at your option) any later version ** approved by the KDE Free Qt Foundation. The licenses are as published by ** the Free Software Foundation and appearing in the file LICENSE.GPL3 ** included in the packaging of this file. Please review the following ** information to ensure the GNU General Public License requirements will ** be met: https://www.gnu.org/licenses/gpl-3.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #ifndef DRAGONRENDERCOMMAND_P_H #define DRAGONRENDERCOMMAND_P_H // // W A R N I N G // ------------- // // This file is not part of the Qt API. It exists for the convenience // of other Qt classes. This header file may change from version to // version without notice, or even be removed. // // We mean it. // #include #include #include #include QT_BEGIN_NAMESPACE namespace Qt3DRender { namespace Dragon { class Shader; struct LoadedBuffer; class Geometry; class GeometryRenderer; class Material; class Parameter; class Entity; // Map from nameId -> parameter using ParameterNameToIdMap = QHash; using ParameterNameToParameterMap = QHash>; class RenderCommand { public: Immutable m_shader; Immutable m_geometryRenderer; Immutable m_geometry; Immutable m_material; Immutable m_entity; ParameterNameToIdMap m_parameterIds; // added in Dragon // TODO add back render state set Immutable m_renderStateSet; float m_depth = 0.0f; // TODO: Currently only m_depth based sorting is supported in dragonrenderviewjobs. // If StateChangeCost or Material sorting will not be supported, these can be removed. int m_changeCost = 0; uint m_shaderDna = 0; enum CommandType { Draw, Compute }; CommandType m_type = Draw; QHash m_fragOutputs; }; } } QT_END_NAMESPACE #endif // DRAGONRENDERCOMMAND_P_H