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#ifndef QSGDEFAULTRENDERCONTEXT_H
#define QSGDEFAULTRENDERCONTEXT_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/private/qsgcontext_p.h>
#include <QtQuick/private/qsgdepthstencilbuffer_p.h>

QT_BEGIN_NAMESPACE

class QOpenGLContext;
class QSGMaterialShader;
class QOpenGLFramebufferObject;

namespace QSGAtlasTexture {
    class Manager;
}

class Q_QUICK_PRIVATE_EXPORT QSGDefaultRenderContext : public QSGRenderContext
{
    Q_OBJECT
public:
    QSGDefaultRenderContext(QSGContext *context);

    QOpenGLContext *openglContext() const { return m_gl; }
    bool isValid() const override { return m_gl; }

    void initialize(void *context) override;
    void invalidate() override;
    void renderNextFrame(QSGRenderer *renderer, uint fboId) override;

    QSGDistanceFieldGlyphCache *distanceFieldGlyphCache(const QRawFont &font) override;

    virtual QSharedPointer<QSGDepthStencilBuffer> depthStencilBufferForFbo(QOpenGLFramebufferObject *fbo);
    QSGDepthStencilBufferManager *depthStencilBufferManager();

    QSGTexture *createTexture(const QImage &image, uint flags) const override;
    QSGRenderer *createRenderer() override;
    QSGTexture *compressedTextureForFactory(const QSGCompressedTextureFactory *factory) const override;

    virtual void compileShader(QSGMaterialShader *shader, QSGMaterial *material, const char *vertexCode = nullptr, const char *fragmentCode = nullptr);
    virtual void initializeShader(QSGMaterialShader *shader);

    void setAttachToGraphicsContext(bool attach) override;

    static QSGDefaultRenderContext *from(QOpenGLContext *context);

    bool hasBrokenIndexBufferObjects() const { return m_brokenIBOs; }
    int maxTextureSize() const override { return m_maxTextureSize; }
    bool separateIndexBuffer() const;

protected:
    static QString fontKey(const QRawFont &font);

    QOpenGLContext *m_gl;
    QSGDepthStencilBufferManager *m_depthStencilManager;
    int m_maxTextureSize;
    bool m_brokenIBOs;
    bool m_serializedRender;
    bool m_attachToGLContext;
    QSGAtlasTexture::Manager *m_atlasManager;
};

QT_END_NAMESPACE

#endif // QSGDEFAULTRENDERCONTEXT_H
