/**************************************************************************** ** ** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB). ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the Qt3D module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. 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Please review the following ** information to ensure the GNU General Public License requirements will ** be met: https://www.gnu.org/licenses/gpl-2.0.html and ** https://www.gnu.org/licenses/gpl-3.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #ifndef QT3DRENDER_RENDER_OPENGL_GLSHADER_P_H #define QT3DRENDER_RENDER_OPENGL_GLSHADER_P_H // // W A R N I N G // ------------- // // This file is not part of the Qt API. It exists for the convenience // of other Qt classes. This header file may change from version to // version without notice, or even be removed. // // We mean it. // #include #include #include #include #ifdef QT_BUILD_INTERNAL class tst_BenchShaderParameterPack; #endif QT_BEGIN_NAMESPACE class QOpenGLShaderProgram; namespace Qt3DRender { namespace Render { namespace OpenGL { class Q_AUTOTEST_EXPORT GLShader { public: GLShader(); void setGraphicsContext(GraphicsContext *context); GraphicsContext *graphicsContext(); bool isLoaded() const { return m_isLoaded; } void setLoaded(bool loaded) { m_isLoaded = loaded; } void prepareUniforms(ShaderParameterPack &pack); void setFragOutputs(const QHash &fragOutputs); const QHash fragOutputs() const; inline const QVector &uniformsNamesIds() const { return m_uniformsNamesIds; } inline const QVector &lightUniformsNamesIds() const { return m_lightUniformsNamesIds; } inline const QVector &standardUniformNameIds() const { return m_standardUniformNamesIds; } inline const QVector &uniformBlockNamesIds() const { return m_uniformBlockNamesIds; } inline const QVector &storageBlockNamesIds() const { return m_shaderStorageBlockNamesIds; } inline const QVector &attributeNamesIds() const { return m_attributeNamesIds; } QVector uniformsNames() const; QVector attributesNames() const; QVector uniformBlockNames() const; QVector storageBlockNames() const; inline const QVector &uniforms() const { return m_uniforms; } inline const QVector &attributes() const { return m_attributes; } inline const QVector &uniformBlocks() const { return m_uniformBlocks; } inline const QVector &storageBlocks() const { return m_shaderStorageBlocks; } QHash activeUniformsForUniformBlock(int blockIndex) const; ShaderUniformBlock uniformBlockForBlockIndex(int blockNameId) const noexcept; ShaderUniformBlock uniformBlockForBlockNameId(int blockIndex) const noexcept; ShaderUniformBlock uniformBlockForBlockName(const QString &blockName) const noexcept; ShaderStorageBlock storageBlockForBlockIndex(int blockIndex) const noexcept; ShaderStorageBlock storageBlockForBlockNameId(int blockNameId) const noexcept; ShaderStorageBlock storageBlockForBlockName(const QString &blockName) const noexcept; enum ParameterKind { Uniform, UBO, SSBO, Struct }; ParameterKind categorizeVariable(int nameId) const noexcept; bool hasUniform(int nameId) const noexcept; inline bool hasActiveVariables() const noexcept { return m_hasActiveVariables; } inline int parameterPackSize() const noexcept { return m_parameterPackSize; } QOpenGLShaderProgram *shaderProgram() { return &m_shader; } void setShaderCode(const QVector shaderCode) { m_shaderCode = shaderCode; } QVector shaderCode() const; private: bool m_isLoaded; QOpenGLShaderProgram m_shader; GraphicsContext *m_graphicsContext; QVector m_uniformsNames; QVector m_uniformsNamesIds; QVector m_lightUniformsNamesIds; QVector m_standardUniformNamesIds; QVector m_uniforms; QVector m_attributesNames; QVector m_attributeNamesIds; QVector m_attributes; QVector m_uniformBlockNames; QVector m_uniformBlockNamesIds; QVector m_uniformBlocks; QHash > m_uniformBlockIndexToShaderUniforms; QVector m_shaderStorageBlockNames; QVector m_shaderStorageBlockNamesIds; QVector m_shaderStorageBlocks; QHash m_fragOutputs; QVector m_shaderCode; int m_parameterPackSize; int m_hasActiveVariables; // Private so that only GraphicContext can call it void initializeUniforms(const QVector &uniformsDescription); void initializeAttributes(const QVector &attributesDescription); void initializeUniformBlocks(const QVector &uniformBlockDescription); void initializeShaderStorageBlocks(const QVector &shaderStorageBlockDescription); friend class GraphicsContext; #ifdef QT_BUILD_INTERNAL friend class ::tst_BenchShaderParameterPack; #endif mutable QMutex m_mutex; QMetaObject::Connection m_contextConnection; }; } // OpenGL } // Render } // Qt3DRender QT_END_NAMESPACE #endif // QT3DRENDER_RENDER_OPENGL_GLSHADER_P_H