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39
40 #include "qsgd3d12context_p.h"
41 #include "qsgd3d12rendercontext_p.h"
42 #include "qsgd3d12internalrectanglenode_p.h"
43 #include "qsgd3d12internalimagenode_p.h"
44 #include "qsgd3d12glyphnode_p.h"
45 #include "qsgd3d12layer_p.h"
46 #include "qsgd3d12shadereffectnode_p.h"
47 #include "qsgd3d12painternode_p.h"
48 #include "qsgd3d12publicnodes_p.h"
49 #include "qsgd3d12spritenode_p.h"
50 #include <QtQuick/qquickwindow.h>
51
52 QT_BEGIN_NAMESPACE
53
createRenderContext()54 QSGRenderContext *QSGD3D12Context::createRenderContext()
55 {
56 return new QSGD3D12RenderContext(this);
57 }
58
createInternalRectangleNode()59 QSGInternalRectangleNode *QSGD3D12Context::createInternalRectangleNode()
60 {
61 return new QSGD3D12InternalRectangleNode;
62 }
63
createInternalImageNode(QSGRenderContext * renderContext)64 QSGInternalImageNode *QSGD3D12Context::createInternalImageNode(QSGRenderContext *renderContext)
65 {
66 Q_UNUSED(renderContext);
67 return new QSGD3D12InternalImageNode;
68 }
69
createPainterNode(QQuickPaintedItem * item)70 QSGPainterNode *QSGD3D12Context::createPainterNode(QQuickPaintedItem *item)
71 {
72 return new QSGD3D12PainterNode(item);
73 }
74
createGlyphNode(QSGRenderContext * renderContext,bool preferNativeGlyphNode)75 QSGGlyphNode *QSGD3D12Context::createGlyphNode(QSGRenderContext *renderContext, bool preferNativeGlyphNode)
76 {
77 Q_UNUSED(preferNativeGlyphNode);
78 // ### distance field text rendering is not supported atm
79
80 QSGD3D12RenderContext *rc = static_cast<QSGD3D12RenderContext *>(renderContext);
81 return new QSGD3D12GlyphNode(rc);
82 }
83
createLayer(QSGRenderContext * renderContext)84 QSGLayer *QSGD3D12Context::createLayer(QSGRenderContext *renderContext)
85 {
86 QSGD3D12RenderContext *rc = static_cast<QSGD3D12RenderContext *>(renderContext);
87 return new QSGD3D12Layer(rc);
88 }
89
createGuiThreadShaderEffectManager()90 QSGGuiThreadShaderEffectManager *QSGD3D12Context::createGuiThreadShaderEffectManager()
91 {
92 return new QSGD3D12GuiThreadShaderEffectManager;
93 }
94
createShaderEffectNode(QSGRenderContext * renderContext,QSGGuiThreadShaderEffectManager * mgr)95 QSGShaderEffectNode *QSGD3D12Context::createShaderEffectNode(QSGRenderContext *renderContext,
96 QSGGuiThreadShaderEffectManager *mgr)
97 {
98 QSGD3D12RenderContext *rc = static_cast<QSGD3D12RenderContext *>(renderContext);
99 QSGD3D12GuiThreadShaderEffectManager *dmgr = static_cast<QSGD3D12GuiThreadShaderEffectManager *>(mgr);
100 return new QSGD3D12ShaderEffectNode(rc, dmgr);
101 }
102
minimumFBOSize() const103 QSize QSGD3D12Context::minimumFBOSize() const
104 {
105 return QSize(16, 16);
106 }
107
defaultSurfaceFormat() const108 QSurfaceFormat QSGD3D12Context::defaultSurfaceFormat() const
109 {
110 QSurfaceFormat format = QSurfaceFormat::defaultFormat();
111
112 if (QQuickWindow::hasDefaultAlphaBuffer())
113 format.setAlphaBufferSize(8);
114
115 return format;
116 }
117
rendererInterface(QSGRenderContext * renderContext)118 QSGRendererInterface *QSGD3D12Context::rendererInterface(QSGRenderContext *renderContext)
119 {
120 return static_cast<QSGD3D12RenderContext *>(renderContext);
121 }
122
createRectangleNode()123 QSGRectangleNode *QSGD3D12Context::createRectangleNode()
124 {
125 return new QSGD3D12RectangleNode;
126 }
127
createImageNode()128 QSGImageNode *QSGD3D12Context::createImageNode()
129 {
130 return new QSGD3D12ImageNode;
131 }
132
createNinePatchNode()133 QSGNinePatchNode *QSGD3D12Context::createNinePatchNode()
134 {
135 return new QSGD3D12NinePatchNode;
136 }
137
createSpriteNode()138 QSGSpriteNode *QSGD3D12Context::createSpriteNode()
139 {
140 return new QSGD3D12SpriteNode;
141 }
142
143 QT_END_NAMESPACE
144