diff options
Diffstat (limited to 'src/render/materialsystem/shader.cpp')
-rw-r--r-- | src/render/materialsystem/shader.cpp | 365 |
1 files changed, 37 insertions, 328 deletions
diff --git a/src/render/materialsystem/shader.cpp b/src/render/materialsystem/shader.cpp index 0d4b5edba..00d9d334f 100644 --- a/src/render/materialsystem/shader.cpp +++ b/src/render/materialsystem/shader.cpp @@ -50,6 +50,7 @@ #include <Qt3DRender/private/qshaderprogram_p.h> #include <Qt3DRender/private/stringtoint_p.h> #include <Qt3DCore/qpropertyupdatedchange.h> +#include <Qt3DRender/private/managers_p.h> QT_BEGIN_NAMESPACE @@ -83,47 +84,23 @@ const int Shader::skinningPaletteNameId = StringToInt::lookupId(QLatin1String("s Shader::Shader() : BackendNode(ReadWrite) - , m_isLoaded(false) - , m_dna(0) - , m_oldDna(0) - , m_graphicsContext(nullptr) - , m_status(QShaderProgram::NotReady) , m_requiresFrontendSync(false) + , m_status(QShaderProgram::NotReady) + , m_dirty(false) { m_shaderCode.resize(static_cast<int>(QShaderProgram::Compute) + 1); } Shader::~Shader() { - // TO DO: ShaderProgram is leaked as of now - // Fix that taking care that they may be shared given a same dna - if (m_graphicsContext) - QObject::disconnect(m_contextConnection); } void Shader::cleanup() { - // Remove this shader from the hash in the graphics context so - // nothing tries to use it after it has been recycled - { - QMutexLocker lock(&m_mutex); - if (m_graphicsContext) - m_graphicsContext->removeShaderProgramReference(this); - m_graphicsContext = nullptr; - QObject::disconnect(m_contextConnection); - } - QBackendNode::setEnabled(false); - m_isLoaded = false; - m_dna = 0; - m_oldDna = 0; - m_uniformsNames.clear(); - m_attributesNames.clear(); - m_uniformBlockNames.clear(); - m_uniforms.clear(); - m_attributes.clear(); - m_uniformBlocks.clear(); m_status = QShaderProgram::NotReady; + m_log.clear(); + m_dirty = false; } void Shader::syncFromFrontEnd(const QNode *frontEnd, bool firstTime) @@ -146,300 +123,21 @@ void Shader::syncFromFrontEnd(const QNode *frontEnd, bool firstTime) } } -void Shader::setGraphicsContext(GraphicsContext *context) -{ - QMutexLocker lock(&m_mutex); - m_graphicsContext = context; - if (m_graphicsContext) { - m_contextConnection = QObject::connect(m_graphicsContext->openGLContext(), - &QOpenGLContext::aboutToBeDestroyed, - [this] { setGraphicsContext(nullptr); }); - } -} - -GraphicsContext *Shader::graphicsContext() -{ - QMutexLocker lock(&m_mutex); - return m_graphicsContext; -} - -QVector<QString> Shader::uniformsNames() const -{ - return m_uniformsNames; -} - -QVector<QString> Shader::attributesNames() const -{ - return m_attributesNames; -} - -QVector<QString> Shader::uniformBlockNames() const -{ - return m_uniformBlockNames; -} - -QVector<QString> Shader::storageBlockNames() const -{ - return m_shaderStorageBlockNames; -} - -QVector<QByteArray> Shader::shaderCode() const -{ - return m_shaderCode; -} - void Shader::setShaderCode(QShaderProgram::ShaderType type, const QByteArray &code) { if (code == m_shaderCode[type]) return; m_shaderCode[type] = code; - m_isLoaded = false; - m_status = QShaderProgram::NotReady; - updateDNA(); m_requiresFrontendSync = true; + m_dirty = true; + setStatus(QShaderProgram::NotReady); markDirty(AbstractRenderer::ShadersDirty); } -QHash<QString, ShaderUniform> Shader::activeUniformsForUniformBlock(int blockIndex) const -{ - return m_uniformBlockIndexToShaderUniforms.value(blockIndex); -} - -ShaderUniformBlock Shader::uniformBlockForBlockIndex(int blockIndex) -{ - for (int i = 0, m = m_uniformBlocks.size(); i < m; ++i) { - if (m_uniformBlocks[i].m_index == blockIndex) { - return m_uniformBlocks[i]; - } - } - return ShaderUniformBlock(); -} - -ShaderUniformBlock Shader::uniformBlockForBlockNameId(int blockNameId) -{ - for (int i = 0, m = m_uniformBlocks.size(); i < m; ++i) { - if (m_uniformBlocks[i].m_nameId == blockNameId) { - return m_uniformBlocks[i]; - } - } - return ShaderUniformBlock(); -} - -ShaderUniformBlock Shader::uniformBlockForBlockName(const QString &blockName) -{ - for (int i = 0, m = m_uniformBlocks.size(); i < m; ++i) { - if (m_uniformBlocks[i].m_name == blockName) { - return m_uniformBlocks[i]; - } - } - return ShaderUniformBlock(); -} - -ShaderStorageBlock Shader::storageBlockForBlockIndex(int blockIndex) -{ - for (int i = 0, m = m_shaderStorageBlockNames.size(); i < m; ++i) { - if (m_shaderStorageBlocks[i].m_index == blockIndex) - return m_shaderStorageBlocks[i]; - } - return ShaderStorageBlock(); -} - -ShaderStorageBlock Shader::storageBlockForBlockNameId(int blockNameId) -{ - for (int i = 0, m = m_shaderStorageBlockNames.size(); i < m; ++i) { - if (m_shaderStorageBlocks[i].m_nameId == blockNameId) - return m_shaderStorageBlocks[i]; - } - return ShaderStorageBlock(); -} - -ShaderStorageBlock Shader::storageBlockForBlockName(const QString &blockName) -{ - for (int i = 0, m = m_shaderStorageBlockNames.size(); i < m; ++i) { - if (m_shaderStorageBlocks[i].m_name == blockName) - return m_shaderStorageBlocks[i]; - } - return ShaderStorageBlock(); -} - -void Shader::prepareUniforms(ShaderParameterPack &pack) -{ - const PackUniformHash &values = pack.uniforms(); - - auto it = values.keys.cbegin(); - const auto end = values.keys.cend(); - - while (it != end) { - // Find if there's a uniform with the same name id - for (const ShaderUniform &uniform : qAsConst(m_uniforms)) { - if (uniform.m_nameId == *it) { - pack.setSubmissionUniform(uniform); - break; - } - } - ++it; - } -} - -void Shader::setFragOutputs(const QHash<QString, int> &fragOutputs) -{ - { - QMutexLocker lock(&m_mutex); - m_fragOutputs = fragOutputs; - } - updateDNA(); -} - -const QHash<QString, int> Shader::fragOutputs() const -{ - QMutexLocker lock(&m_mutex); - return m_fragOutputs; -} - -void Shader::updateDNA() -{ - m_oldDna = m_dna; - uint codeHash = qHash(m_shaderCode[QShaderProgram::Vertex] - + m_shaderCode[QShaderProgram::TessellationControl] - + m_shaderCode[QShaderProgram::TessellationEvaluation] - + m_shaderCode[QShaderProgram::Geometry] - + m_shaderCode[QShaderProgram::Fragment] - + m_shaderCode[QShaderProgram::Compute]); - - QMutexLocker locker(&m_mutex); - uint attachmentHash = 0; - QHash<QString, int>::const_iterator it = m_fragOutputs.cbegin(); - QHash<QString, int>::const_iterator end = m_fragOutputs.cend(); - while (it != end) { - attachmentHash += ::qHash(it.value()) + ::qHash(it.key()); - ++it; - } - const ProgramDNA newDNA = codeHash + attachmentHash; - - // Remove reference to shader based on DNA in the ShaderCache - // In turn this will allow to purge the shader program if no other - // Shader backend node references it - // Note: the purge is actually happening occasionally in GraphicsContext::beginDrawing - if (m_graphicsContext && newDNA != m_oldDna) - m_graphicsContext->removeShaderProgramReference(this); - - m_dna = newDNA; -} - -void Shader::initializeUniforms(const QVector<ShaderUniform> &uniformsDescription) -{ - m_uniforms = uniformsDescription; - m_uniformsNames.resize(uniformsDescription.size()); - m_uniformsNamesIds.reserve(uniformsDescription.size()); - m_standardUniformNamesIds.reserve(5); - QHash<QString, ShaderUniform> activeUniformsInDefaultBlock; - - static const QVector<int> standardUniformNameIds = { - modelMatrixNameId, - viewMatrixNameId, - projectionMatrixNameId, - modelViewMatrixNameId, - viewProjectionMatrixNameId, - modelViewProjectionNameId, - mvpNameId, - inverseModelMatrixNameId, - inverseViewMatrixNameId, - inverseProjectionMatrixNameId, - inverseModelViewNameId, - inverseViewProjectionMatrixNameId, - inverseModelViewProjectionNameId, - modelNormalMatrixNameId, - modelViewNormalNameId, - viewportMatrixNameId, - inverseViewportMatrixNameId, - aspectRatioNameId, - exposureNameId, - gammaNameId, - timeNameId, - eyePositionNameId, - skinningPaletteNameId, - }; - - for (int i = 0, m = uniformsDescription.size(); i < m; i++) { - m_uniformsNames[i] = m_uniforms[i].m_name; - const int nameId = StringToInt::lookupId(m_uniformsNames[i]); - m_uniforms[i].m_nameId = nameId; - - // Is the uniform a Qt3D "Standard" uniform or a user defined one? - if (standardUniformNameIds.contains(nameId)) - m_standardUniformNamesIds.push_back(nameId); - else - m_uniformsNamesIds.push_back(nameId); - - if (uniformsDescription[i].m_blockIndex == -1) { // Uniform is in default block - qCDebug(Shaders) << "Active Uniform in Default Block " << uniformsDescription[i].m_name << uniformsDescription[i].m_blockIndex; - activeUniformsInDefaultBlock.insert(uniformsDescription[i].m_name, uniformsDescription[i]); - } - } - m_uniformBlockIndexToShaderUniforms.insert(-1, activeUniformsInDefaultBlock); -} - -void Shader::initializeAttributes(const QVector<ShaderAttribute> &attributesDescription) -{ - m_attributes = attributesDescription; - m_attributesNames.resize(attributesDescription.size()); - m_attributeNamesIds.resize(attributesDescription.size()); - for (int i = 0, m = attributesDescription.size(); i < m; i++) { - m_attributesNames[i] = attributesDescription[i].m_name; - m_attributes[i].m_nameId = StringToInt::lookupId(m_attributesNames[i]); - m_attributeNamesIds[i] = m_attributes[i].m_nameId; - qCDebug(Shaders) << "Active Attribute " << attributesDescription[i].m_name; - } -} - -void Shader::initializeUniformBlocks(const QVector<ShaderUniformBlock> &uniformBlockDescription) -{ - m_uniformBlocks = uniformBlockDescription; - m_uniformBlockNames.resize(uniformBlockDescription.size()); - m_uniformBlockNamesIds.resize(uniformBlockDescription.size()); - for (int i = 0, m = uniformBlockDescription.size(); i < m; ++i) { - m_uniformBlockNames[i] = m_uniformBlocks[i].m_name; - m_uniformBlockNamesIds[i] = StringToInt::lookupId(m_uniformBlockNames[i]); - m_uniformBlocks[i].m_nameId = m_uniformBlockNamesIds[i]; - qCDebug(Shaders) << "Initializing Uniform Block {" << m_uniformBlockNames[i] << "}"; - - // Find all active uniforms for the shader block - QVector<ShaderUniform>::const_iterator uniformsIt = m_uniforms.cbegin(); - const QVector<ShaderUniform>::const_iterator uniformsEnd = m_uniforms.cend(); - - QVector<QString>::const_iterator uniformNamesIt = m_uniformsNames.cbegin(); - const QVector<QString>::const_iterator uniformNamesEnd = m_attributesNames.cend(); - - QHash<QString, ShaderUniform> activeUniformsInBlock; - - while (uniformsIt != uniformsEnd && uniformNamesIt != uniformNamesEnd) { - if (uniformsIt->m_blockIndex == uniformBlockDescription[i].m_index) { - QString uniformName = *uniformNamesIt; - if (!m_uniformBlockNames[i].isEmpty() && !uniformName.startsWith(m_uniformBlockNames[i])) - uniformName = m_uniformBlockNames[i] + QLatin1Char('.') + *uniformNamesIt; - activeUniformsInBlock.insert(uniformName, *uniformsIt); - qCDebug(Shaders) << "Active Uniform Block " << uniformName << " in block " << m_uniformBlockNames[i] << " at index " << uniformsIt->m_blockIndex; - } - ++uniformsIt; - ++uniformNamesIt; - } - m_uniformBlockIndexToShaderUniforms.insert(uniformBlockDescription[i].m_index, activeUniformsInBlock); - } -} - -void Shader::initializeShaderStorageBlocks(const QVector<ShaderStorageBlock> &shaderStorageBlockDescription) +QVector<QByteArray> Shader::shaderCode() const { - m_shaderStorageBlocks = shaderStorageBlockDescription; - m_shaderStorageBlockNames.resize(shaderStorageBlockDescription.size()); - m_shaderStorageBlockNamesIds.resize(shaderStorageBlockDescription.size()); - - for (int i = 0, m = shaderStorageBlockDescription.size(); i < m; ++i) { - m_shaderStorageBlockNames[i] = m_shaderStorageBlocks[i].m_name; - m_shaderStorageBlockNamesIds[i] = StringToInt::lookupId(m_shaderStorageBlockNames[i]); - m_shaderStorageBlocks[i].m_nameId =m_shaderStorageBlockNamesIds[i]; - qCDebug(Shaders) << "Initializing Shader Storage Block {" << m_shaderStorageBlockNames[i] << "}"; - } + return m_shaderCode; } /*! @@ -449,26 +147,11 @@ void Shader::initializeShaderStorageBlocks(const QVector<ShaderStorageBlock> &sh */ void Shader::initializeFromReference(const Shader &other) { - Q_ASSERT(m_dna == other.m_dna); - m_uniformsNamesIds = other.m_uniformsNamesIds; - m_standardUniformNamesIds = other.m_standardUniformNamesIds; - m_uniformsNames = other.m_uniformsNames; - m_uniforms = other.m_uniforms; - m_attributesNames = other.m_attributesNames; - m_attributeNamesIds = other.m_attributeNamesIds; - m_attributes = other.m_attributes; - m_uniformBlockNamesIds = other.m_uniformBlockNamesIds; - m_uniformBlockNames = other.m_uniformBlockNames; - m_uniformBlocks = other.m_uniformBlocks; - m_uniformBlockIndexToShaderUniforms = other.m_uniformBlockIndexToShaderUniforms; - m_fragOutputs = other.m_fragOutputs; - m_shaderStorageBlockNamesIds = other.m_shaderStorageBlockNamesIds; - m_shaderStorageBlockNames = other.m_shaderStorageBlockNames; - m_shaderStorageBlocks = other.m_shaderStorageBlocks; - m_isLoaded = other.m_isLoaded; m_status = other.m_status; m_log = other.m_log; m_requiresFrontendSync = true; + setStatus(other.status()); + setLog(other.log()); } void Shader::setLog(const QString &log) @@ -483,6 +166,32 @@ void Shader::setStatus(QShaderProgram::Status status) m_requiresFrontendSync = true; } +ShaderFunctor::ShaderFunctor(AbstractRenderer *renderer, ShaderManager *manager) + : m_renderer(renderer) + , m_shaderManager(manager) +{ +} + +QBackendNode *ShaderFunctor::create(const QNodeCreatedChangeBasePtr &change) const +{ + Shader *backend = m_shaderManager->getOrCreateResource(change->subjectId()); + backend->setRenderer(m_renderer); + return backend; +} + +QBackendNode *ShaderFunctor::get(QNodeId id) const +{ + return m_shaderManager->lookupResource(id); +} + +void ShaderFunctor::destroy(QNodeId id) const +{ + m_shaderManager->addShaderIdToCleanup(id); + // We only add ourselves to the dirty list + // The actual removal needs to be performed after we have + // destroyed the associated APIShader in the RenderThread +} + } // namespace Render } // namespace Qt3DRender |