m_renderer->setClearColor(Qt::transparent);
if (m_multisampling) {
- m_renderer->renderScene(BindableFbo(m_secondaryFbo));
+ m_renderer->renderScene(QSGBindableFbo(m_secondaryFbo));
if (deleteFboLater) {
delete m_fbo;
QGLFramebufferObject::blitFramebuffer(m_fbo, r, m_secondaryFbo, r);
} else {
if (m_recursive) {
- m_renderer->renderScene(BindableFbo(m_secondaryFbo));
+ m_renderer->renderScene(QSGBindableFbo(m_secondaryFbo));
if (deleteFboLater) {
delete m_fbo;
}
qSwap(m_fbo, m_secondaryFbo);
} else {
- m_renderer->renderScene(BindableFbo(m_fbo));
+ m_renderer->renderScene(QSGBindableFbo(m_fbo));
}
}
static int frameNumber = 0;
#endif
-void Bindable::clear(QSGRenderer::ClearMode mode) const
+void QSGBindable::clear(QSGRenderer::ClearMode mode) const
{
GLuint bits = 0;
if (mode & QSGRenderer::ClearColorBuffer) bits |= GL_COLOR_BUFFER_BIT;
}
// Reactivate the color buffer after switching to the stencil.
-void Bindable::reactivate() const
+void QSGBindable::reactivate() const
{
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
}
-BindableFbo::BindableFbo(QGLFramebufferObject *fbo) : m_fbo(fbo)
+QSGBindableFbo::QSGBindableFbo(QGLFramebufferObject *fbo) : m_fbo(fbo)
{
}
-void BindableFbo::bind() const
+void QSGBindableFbo::bind() const
{
m_fbo->bind();
}
void QSGRenderer::renderScene()
{
- class B : public Bindable
+ class B : public QSGBindable
{
public:
void bind() const { QGLFramebufferObject::bindDefault(); }
renderScene(b);
}
-void QSGRenderer::renderScene(const Bindable &bindable)
+void QSGRenderer::renderScene(const QSGBindable &bindable)
{
if (!m_root_node)
return;
struct QSGMaterialType;
class QGLFramebufferObject;
class TextureReference;
-class Bindable;
+class QSGBindable;
class QSGNodeUpdater;
QSGContext *context();
void renderScene();
- void renderScene(const Bindable &bindable);
+ void renderScene(const QSGBindable &bindable);
virtual void nodeChanged(QSGNode *node, QSGNode::DirtyFlags flags);
virtual void materialChanged(QSGGeometryNode *node, QSGMaterial *from, QSGMaterial *to);
virtual void render() = 0;
QSGRenderer::ClipType updateStencilClip(const QSGClipNode *clip);
- const Bindable *bindable() const { return m_bindable; }
+ const QSGBindable *bindable() const { return m_bindable; }
virtual void preprocess();
QGLShaderProgram m_clip_program;
int m_clip_matrix_id;
- const Bindable *m_bindable;
+ const QSGBindable *m_bindable;
bool m_changed_emitted : 1;
bool m_mirrored : 1;
Q_DECLARE_OPERATORS_FOR_FLAGS(QSGRenderer::ClearMode)
-class Q_DECLARATIVE_EXPORT Bindable
+class Q_DECLARATIVE_EXPORT QSGBindable
{
public:
- virtual ~Bindable() { }
+ virtual ~QSGBindable() { }
virtual void bind() const = 0;
virtual void clear(QSGRenderer::ClearMode mode) const;
virtual void reactivate() const;
};
-class BindableFbo : public Bindable
+class QSGBindableFbo : public QSGBindable
{
public:
- BindableFbo(QGLFramebufferObject *fbo);
+ QSGBindableFbo(QGLFramebufferObject *fbo);
virtual void bind() const;
private:
QGLFramebufferObject *m_fbo;
cleanupTextures();
if (fbo) {
- BindableFbo bindable(fbo);
+ QSGBindableFbo bindable(fbo);
d->renderer->renderScene(bindable);
} else {
d->renderer->renderScene();