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#ifndef QSGD3D12THREADEDRENDERLOOP_P_H
#define QSGD3D12THREADEDRENDERLOOP_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 <private/qsgrenderloop_p.h>

QT_BEGIN_NAMESPACE

class QSGD3D12Engine;
class QSGD3D12Context;
class QSGD3D12RenderContext;
class QSGD3D12RenderThread;

class QSGD3D12ThreadedRenderLoop : public QSGRenderLoop
{
    Q_OBJECT

public:
    QSGD3D12ThreadedRenderLoop();
    ~QSGD3D12ThreadedRenderLoop();

    void show(QQuickWindow *window) override;
    void hide(QQuickWindow *window) override;
    void resize(QQuickWindow *window) override;

    void windowDestroyed(QQuickWindow *window) override;

    void exposureChanged(QQuickWindow *window) override;

    QImage grab(QQuickWindow *window) override;

    void update(QQuickWindow *window) override;
    void maybeUpdate(QQuickWindow *window) override;
    void handleUpdateRequest(QQuickWindow *window) override;

    QAnimationDriver *animationDriver() const override;

    QSGContext *sceneGraphContext() const override;
    QSGRenderContext *createRenderContext(QSGContext *) const override;

    void releaseResources(QQuickWindow *window) override;
    void postJob(QQuickWindow *window, QRunnable *job) override;

    QSurface::SurfaceType windowSurfaceType() const override;
    bool interleaveIncubation() const override;
    int flags() const override;

    bool event(QEvent *e) override;

public Q_SLOTS:
    void onAnimationStarted();
    void onAnimationStopped();

private:
    struct WindowData {
        QQuickWindow *window;
        QSGD3D12RenderThread *thread;
        uint updateDuringSync : 1;
        uint forceRenderPass : 1;
    };

    void startOrStopAnimationTimer();
    void handleExposure(QQuickWindow *window);
    void handleObscurity(WindowData *w);
    void scheduleUpdate(WindowData *w);
    void handleResourceRelease(WindowData *w, bool destroying);
    void polishAndSync(WindowData *w, bool inExpose);

    QSGD3D12Context *sg;
    QAnimationDriver *anim;
    int animationTimer = 0;
    bool lockedForSync = false;
    QVector<WindowData> windows;

    friend class QSGD3D12RenderThread;
};

QT_END_NAMESPACE

#endif // QSGD3D12THREADEDRENDERLOOP_P_H
