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+/****************************************************************************
+**
+** Copyright (C) 2019 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
+**
+** This file is part of the Qt Gui module
+**
+** $QT_BEGIN_LICENSE:LGPL3$
+** 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 http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPLv3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 2.0 requirements will be
+** met: http://www.gnu.org/licenses/gpl-2.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "qshader_p_p.h"
+#include <QDataStream>
+#include <QBuffer>
+
+QT_BEGIN_NAMESPACE
+
+/*!
+ \class QShader
+ \inmodule QtRhi
+
+ \brief Contains multiple versions of a shader translated to multiple shading languages,
+ together with reflection metadata.
+
+ QShader is the entry point to shader code in the graphics API agnostic
+ Qt world. Instead of using GLSL shader sources, as was the custom with Qt
+ 5.x, new graphics systems with backends for multiple graphics APIs, such
+ as, Vulkan, Metal, Direct3D, and OpenGL, take QShader as their input
+ whenever a shader needs to be specified.
+
+ A QShader instance is empty and thus invalid by default. To get a useful
+ instance, the two typical methods are:
+
+ \list
+
+ \li Generate the contents offline, during build time or earlier, using the
+ \c qsb command line tool. The result is a binary file that is shipped with
+ the application, read via QIODevice::readAll(), and then deserialized via
+ fromSerialized(). For more information, see QShaderBaker.
+
+ \li Generate at run time via QShaderBaker. This is an expensive operation,
+ but allows applications to use user-provided or dynamically generated
+ shader source strings.
+
+ \endlist
+
+ When used together with the Qt Rendering Hardware Interface and its
+ classes, like QRhiGraphicsPipeline, no further action is needed from the
+ application's side as these classes are prepared to consume a QShader
+ whenever a shader needs to be specified for a given stage of the graphics
+ pipeline.
+
+ Alternatively, applications can access
+
+ \list
+
+ \li the source or byte code for any of the shading language versions that
+ are included in the QShader,
+
+ \li the name of the entry point for the shader,
+
+ \li the reflection metadata containing a description of the shader's
+ inputs, outputs and resources like uniform blocks. This is essential when
+ an application or framework needs to discover the inputs of a shader at
+ runtime due to not having advance knowledge of the vertex attributes or the
+ layout of the uniform buffers used by the shader.
+
+ \endlist
+
+ QShader makes no assumption about the shading language that was used
+ as the source for generating the various versions and variants that are
+ included in it.
+
+ QShader uses implicit sharing similarly to many core Qt types, and so
+ can be returned or passed by value. Detach happens implicitly when calling
+ a setter.
+
+ For reference, QRhi expects that a QShader suitable for all its
+ backends contains at least the following:
+
+ \list
+
+ \li SPIR-V 1.0 bytecode suitable for Vulkan 1.0 or newer
+
+ \li GLSL/ES 100 source code suitable for OpenGL ES 2.0 or newer
+
+ \li GLSL 120 source code suitable for OpenGL 2.1
+
+ \li HLSL Shader Model 5.0 source code or the corresponding DXBC bytecode suitable for Direct3D 11
+
+ \li Metal Shading Language 1.2 source code or the corresponding bytecode suitable for Metal
+
+ \endlist
+
+ \sa QShaderBaker
+ */
+
+/*!
+ \enum QShader::Stage
+ Describes the stage of the graphics pipeline the shader is suitable for.
+
+ \value VertexStage Vertex shader
+ \value TessellationControlStage Tessellation control (hull) shader
+ \value TessellationEvaluationStage Tessellation evaluation (domain) shader
+ \value GeometryStage Geometry shader
+ \value FragmentStage Fragment (pixel) shader
+ \value ComputeStage Compute shader
+ */
+
+/*!
+ \class QShaderVersion
+ \inmodule QtRhi
+
+ \brief Specifies the shading language version.
+
+ While languages like SPIR-V or the Metal Shading Language use traditional
+ version numbers, shaders for other APIs can use slightly different
+ versioning schemes. All those are mapped to a single version number in
+ here, however. For HLSL, the version refers to the Shader Model version,
+ like 5.0, 5.1, or 6.0. For GLSL an additional flag is needed to choose
+ between GLSL and GLSL/ES.
+
+ Below is a list with the most common examples of shader versions for
+ different graphics APIs:
+
+ \list
+
+ \li Vulkan (SPIR-V): 100
+ \li OpenGL: 120, 330, 440, etc.
+ \li OpenGL ES: 100 with GlslEs, 300 with GlslEs, etc.
+ \li Direct3D: 50, 51, 60
+ \li Metal: 12, 20
+ \endlist
+
+ A default constructed QShaderVersion contains a version of 100 and no
+ flags set.
+ */
+
+/*!
+ \enum QShaderVersion::Flag
+
+ Describes the flags that can be set.
+
+ \value GlslEs Indicates that GLSL/ES is meant in combination with GlslShader
+ */
+
+/*!
+ \class QShaderKey
+ \inmodule QtRhi
+
+ \brief Specifies the shading language, the version with flags, and the variant.
+
+ A default constructed QShaderKey has source set to SpirvShader and
+ sourceVersion set to 100. sourceVariant defaults to StandardShader.
+ */
+
+/*!
+ \enum QShader::Source
+ Describes what kind of shader code an entry contains.
+
+ \value SpirvShader SPIR-V
+ \value GlslShader GLSL
+ \value HlslShader HLSL
+ \value DxbcShader Direct3D bytecode (HLSL compiled by \c fxc)
+ \value MslShader Metal Shading Language
+ \value DxilShader Direct3D bytecode (HLSL compiled by \c dxc)
+ \value MetalLibShader Pre-compiled Metal bytecode
+ */
+
+/*!
+ \enum QShader::Variant
+ Describes what kind of shader code an entry contains.
+
+ \value StandardShader The normal, unmodified version of the shader code.
+ \value BatchableVertexShader Vertex shader rewritten to be suitable for Qt Quick scenegraph batching.
+ */
+
+/*!
+ \class QShaderCode
+ \inmodule QtRhi
+
+ \brief Contains source or binary code for a shader and additional metadata.
+
+ When shader() is empty after retrieving a QShaderCode instance from
+ QShader, it indicates no shader code was found for the requested key.
+ */
+
+static const int QSB_VERSION = 1;
+
+/*!
+ Constructs a new, empty (and thus invalid) QShader instance.
+ */
+QShader::QShader()
+ : d(new QShaderPrivate)
+{
+}
+
+/*!
+ \internal
+ */
+void QShader::detach()
+{
+ qAtomicDetach(d);
+}
+
+/*!
+ \internal
+ */
+QShader::QShader(const QShader &other)
+ : d(other.d)
+{
+ d->ref.ref();
+}
+
+/*!
+ \internal
+ */
+QShader &QShader::operator=(const QShader &other)
+{
+ qAtomicAssign(d, other.d);
+ return *this;
+}
+
+/*!
+ Destructor.
+ */
+QShader::~QShader()
+{
+ if (!d->ref.deref())
+ delete d;
+}
+
+/*!
+ \return true if the QShader contains at least one shader version.
+ */
+bool QShader::isValid() const
+{
+ return !d->shaders.isEmpty();
+}
+
+/*!
+ \return the pipeline stage the shader is meant for.
+ */
+QShader::Stage QShader::stage() const
+{
+ return d->stage;
+}
+
+/*!
+ Sets the pipeline \a stage.
+ */
+void QShader::setStage(Stage stage)
+{
+ if (stage != d->stage) {
+ detach();
+ d->stage = stage;
+ }
+}
+
+/*!
+ \return the reflection metadata for the shader.
+ */
+QShaderDescription QShader::description() const
+{
+ return d->desc;
+}
+
+/*!
+ Sets the reflection metadata to \a desc.
+ */
+void QShader::setDescription(const QShaderDescription &desc)
+{
+ detach();
+ d->desc = desc;
+}
+
+/*!
+ \return the list of available shader versions
+ */
+QVector<QShaderKey> QShader::availableShaders() const
+{
+ return d->shaders.keys().toVector();
+}
+
+/*!
+ \return the source or binary code for a given shader version specified by \a key.
+ */
+QShaderCode QShader::shader(const QShaderKey &key) const
+{
+ return d->shaders.value(key);
+}
+
+/*!
+ Stores the source or binary \a shader code for a given shader version specified by \a key.
+ */
+void QShader::setShader(const QShaderKey &key, const QShaderCode &shader)
+{
+ if (d->shaders.value(key) == shader)
+ return;
+
+ detach();
+ d->shaders[key] = shader;
+}
+
+/*!
+ Removes the source or binary shader code for a given \a key.
+ Does nothing when not found.
+ */
+void QShader::removeShader(const QShaderKey &key)
+{
+ auto it = d->shaders.find(key);
+ if (it == d->shaders.end())
+ return;
+
+ detach();
+ d->shaders.erase(it);
+}
+
+/*!
+ \return a serialized binary version of all the data held by the
+ QShader, suitable for writing to files or other I/O devices.
+
+ \sa fromSerialized()
+ */
+QByteArray QShader::serialized() const
+{
+ QBuffer buf;
+ QDataStream ds(&buf);
+ ds.setVersion(QDataStream::Qt_5_10);
+ if (!buf.open(QIODevice::WriteOnly))
+ return QByteArray();
+
+ ds << QSB_VERSION;
+ ds << d->stage;
+ ds << d->desc.toBinaryJson();
+ ds << d->shaders.count();
+ for (auto it = d->shaders.cbegin(), itEnd = d->shaders.cend(); it != itEnd; ++it) {
+ const QShaderKey &k(it.key());
+ ds << k.source();
+ ds << k.sourceVersion().version();
+ ds << k.sourceVersion().flags();
+ ds << k.sourceVariant();
+ const QShaderCode &shader(d->shaders.value(k));
+ ds << shader.shader();
+ ds << shader.entryPoint();
+ }
+
+ return qCompress(buf.buffer());
+}
+
+/*!
+ Creates a new QShader instance from the given \a data.
+
+ \sa serialized()
+ */
+QShader QShader::fromSerialized(const QByteArray &data)
+{
+ QByteArray udata = qUncompress(data);
+ QBuffer buf(&udata);
+ QDataStream ds(&buf);
+ ds.setVersion(QDataStream::Qt_5_10);
+ if (!buf.open(QIODevice::ReadOnly))
+ return QShader();
+
+ QShader bs;
+ QShaderPrivate *d = QShaderPrivate::get(&bs);
+ Q_ASSERT(d->ref.loadRelaxed() == 1); // must be detached
+ int intVal;
+ ds >> intVal;
+ if (intVal != QSB_VERSION)
+ return QShader();
+
+ ds >> intVal;
+ d->stage = Stage(intVal);
+ QByteArray descBin;
+ ds >> descBin;
+ d->desc = QShaderDescription::fromBinaryJson(descBin);
+ int count;
+ ds >> count;
+ for (int i = 0; i < count; ++i) {
+ QShaderKey k;
+ ds >> intVal;
+ k.setSource(Source(intVal));
+ QShaderVersion ver;
+ ds >> intVal;
+ ver.setVersion(intVal);
+ ds >> intVal;
+ ver.setFlags(QShaderVersion::Flags(intVal));
+ k.setSourceVersion(ver);
+ ds >> intVal;
+ k.setSourceVariant(Variant(intVal));
+ QShaderCode shader;
+ QByteArray s;
+ ds >> s;
+ shader.setShader(s);
+ ds >> s;
+ shader.setEntryPoint(s);
+ d->shaders[k] = shader;
+ }
+
+ return bs;
+}
+
+QShaderVersion::QShaderVersion(int v, Flags f)
+ : m_version(v), m_flags(f)
+{
+}
+
+QShaderCode::QShaderCode(const QByteArray &code, const QByteArray &entry)
+ : m_shader(code), m_entryPoint(entry)
+{
+}
+
+QShaderKey::QShaderKey(QShader::Source s,
+ const QShaderVersion &sver,
+ QShader::Variant svar)
+ : m_source(s),
+ m_sourceVersion(sver),
+ m_sourceVariant(svar)
+{
+}
+
+/*!
+ Returns \c true if the two QShader objects \a a and \a b are equal,
+ meaning they are for the same stage with matching sets of shader source or
+ binary code.
+
+ \relates QShader
+ */
+bool operator==(const QShader &lhs, const QShader &rhs) Q_DECL_NOTHROW
+{
+ return lhs.d->stage == rhs.d->stage
+ && lhs.d->shaders == rhs.d->shaders;
+ // do not bother with desc, if the shader code is the same, the description must match too
+}
+
+/*!
+ \fn bool operator!=(const QShader &lhs, const QShader &rhs)
+
+ Returns \c false if the values in the two QShader objects \a a and \a b
+ are equal; otherwise returns \c true.
+
+ \relates QShader
+ */
+
+/*!
+ Returns the hash value for \a s, using \a seed to seed the calculation.
+
+ \relates QShader
+ */
+uint qHash(const QShader &s, uint seed) Q_DECL_NOTHROW
+{
+ uint h = s.stage();
+ for (auto it = s.d->shaders.constBegin(), itEnd = s.d->shaders.constEnd(); it != itEnd; ++it)
+ h += qHash(it.key(), seed) + qHash(it.value().shader(), seed);
+ return h;
+}
+
+/*!
+ Returns \c true if the two QShaderVersion objects \a a and \a b are
+ equal.
+
+ \relates QShaderVersion
+ */
+bool operator==(const QShaderVersion &lhs, const QShaderVersion &rhs) Q_DECL_NOTHROW
+{
+ return lhs.version() == rhs.version() && lhs.flags() == rhs.flags();
+}
+
+/*!
+ \fn bool operator!=(const QShaderVersion &lhs, const QShaderVersion &rhs)
+
+ Returns \c false if the values in the two QShaderVersion objects \a a
+ and \a b are equal; otherwise returns \c true.
+
+ \relates QShaderVersion
+ */
+
+/*!
+ Returns \c true if the two QShaderKey objects \a a and \a b are equal.
+
+ \relates QShaderKey
+ */
+bool operator==(const QShaderKey &lhs, const QShaderKey &rhs) Q_DECL_NOTHROW
+{
+ return lhs.source() == rhs.source() && lhs.sourceVersion() == rhs.sourceVersion()
+ && lhs.sourceVariant() == rhs.sourceVariant();
+}
+
+/*!
+ \fn bool operator!=(const QShaderKey &lhs, const QShaderKey &rhs)
+
+ Returns \c false if the values in the two QShaderKey objects \a a
+ and \a b are equal; otherwise returns \c true.
+
+ \relates QShaderKey
+ */
+
+/*!
+ Returns the hash value for \a k, using \a seed to seed the calculation.
+
+ \relates QShaderKey
+ */
+uint qHash(const QShaderKey &k, uint seed) Q_DECL_NOTHROW
+{
+ return seed + 10 * k.source() + k.sourceVersion().version() + k.sourceVersion().flags() + k.sourceVariant();
+}
+
+/*!
+ Returns \c true if the two QShaderCode objects \a a and \a b are equal.
+
+ \relates QShaderCode
+ */
+bool operator==(const QShaderCode &lhs, const QShaderCode &rhs) Q_DECL_NOTHROW
+{
+ return lhs.shader() == rhs.shader() && lhs.entryPoint() == rhs.entryPoint();
+}
+
+/*!
+ \fn bool operator!=(const QShaderCode &lhs, const QShaderCode &rhs)
+
+ Returns \c false if the values in the two QShaderCode objects \a a
+ and \a b are equal; otherwise returns \c true.
+
+ \relates QShaderCode
+ */
+
+#ifndef QT_NO_DEBUG_STREAM
+QDebug operator<<(QDebug dbg, const QShader &bs)
+{
+ const QShaderPrivate *d = bs.d;
+ QDebugStateSaver saver(dbg);
+
+ dbg.nospace() << "QShader("
+ << "stage=" << d->stage
+ << " shaders=" << d->shaders.keys()
+ << " desc.isValid=" << d->desc.isValid()
+ << ')';
+
+ return dbg;
+}
+
+QDebug operator<<(QDebug dbg, const QShaderKey &k)
+{
+ QDebugStateSaver saver(dbg);
+ dbg.nospace() << "ShaderKey(" << k.source()
+ << " " << k.sourceVersion()
+ << " " << k.sourceVariant() << ")";
+ return dbg;
+}
+
+QDebug operator<<(QDebug dbg, const QShaderVersion &v)
+{
+ QDebugStateSaver saver(dbg);
+ dbg.nospace() << "Version(" << v.version() << " " << v.flags() << ")";
+ return dbg;
+}
+#endif // QT_NO_DEBUG_STREAM
+
+QT_END_NAMESPACE