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#ifndef QQUICKSHADEREFFECTNODE_P_H
#define QQUICKSHADEREFFECTNODE_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/qsgnode.h>
#include <QtQuick/qsgmaterial.h>
#include <QtQuick/qsgtextureprovider.h>
#include <QtQuick/qquickitem.h>
#include <private/qtquickglobal_p.h>

#include <QtCore/qsharedpointer.h>
#include <QtCore/qpointer.h>

QT_BEGIN_NAMESPACE

struct QQuickShaderEffectMaterialKey {
    enum ShaderType
    {
        VertexShader,
        FragmentShader,
        ShaderTypeCount
    };

    QByteArray sourceCode[ShaderTypeCount];
    const char *className;

    bool operator == (const QQuickShaderEffectMaterialKey &other) const;
    bool operator != (const QQuickShaderEffectMaterialKey &other) const;
};

uint qHash(const QQuickShaderEffectMaterialKey &key);

class QQuickCustomMaterialShader;
class QQuickShaderEffectNode;
class Q_QUICK_PRIVATE_EXPORT QQuickShaderEffectMaterial : public QSGMaterial
{
public:
    struct UniformData
    {
        enum SpecialType { None, Sampler, SubRect, Opacity, Matrix };

        QByteArray name;
        QVariant value;
        SpecialType specialType;

        bool operator == (const UniformData &other) const;
    };

    enum CullMode
    {
        NoCulling,
        BackFaceCulling,
        FrontFaceCulling
    };

    explicit QQuickShaderEffectMaterial(QQuickShaderEffectNode *node = 0);
    QSGMaterialType *type() const Q_DECL_OVERRIDE;
    QSGMaterialShader *createShader() const Q_DECL_OVERRIDE;
    int compare(const QSGMaterial *other) const Q_DECL_OVERRIDE;

    QVector<QByteArray> attributes;
    QVector<UniformData> uniforms[QQuickShaderEffectMaterialKey::ShaderTypeCount];
    QVector<QSGTextureProvider *> textureProviders;
    CullMode cullMode;
    bool geometryUsesTextureSubRect;

    void setProgramSource(const QQuickShaderEffectMaterialKey &source);
    void updateTextures() const;
    void invalidateTextureProvider(QSGTextureProvider *provider);

    static void cleanupMaterialCache();

protected:
    friend class QQuickCustomMaterialShader;

    // Each material needs a unique type to ensure that the renderer has a one
    // and exactly one GL program for every unique set of shader sources.
    // setProgramSource() stores the sources in a cache along with the right
    // type. The type is cleaned up in cleanupMaterialCache() which is called
    // when the GL context is shut down.
    QSGMaterialType *m_type;
    QQuickShaderEffectMaterialKey m_source;

    QQuickShaderEffectNode *m_node;
    bool m_emittedLogChanged;
};


class QSGShaderEffectMesh;

class Q_QUICK_PRIVATE_EXPORT QQuickShaderEffectNode : public QObject, public QSGGeometryNode
{
    Q_OBJECT
public:
    QQuickShaderEffectNode();
    virtual ~QQuickShaderEffectNode();

    void preprocess() Q_DECL_OVERRIDE;

Q_SIGNALS:
    void logAndStatusChanged(const QString &, int status);

private Q_SLOTS:
    void markDirtyTexture();
    void textureProviderDestroyed(QObject *object);
};

QT_END_NAMESPACE

#endif // QQUICKSHADEREFFECTNODE_P_H
