/**************************************************************************** ** ** Copyright (C) 2021 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the QtQuick module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:COMM$ ** ** 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. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** $QT_END_LICENSE$ ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ****************************************************************************/ #ifndef QSGD3D12SHADEREFFECTNODE_P_H #define QSGD3D12SHADEREFFECTNODE_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 #include "qsgd3d12material_p.h" QT_BEGIN_NAMESPACE class QSGD3D12RenderContext; class QSGD3D12GuiThreadShaderEffectManager; class QSGD3D12ShaderEffectNode; class QSGD3D12Texture; class QFileSelector; class QSGD3D12ShaderLinker { public: void reset(const QByteArray &vertBlob, const QByteArray &fragBlob); void feedConstants(const QSGShaderEffectNode::ShaderData &shader, const QSet *dirtyIndices = nullptr); void feedSamplers(const QSGShaderEffectNode::ShaderData &shader); void feedTextures(const QSGShaderEffectNode::ShaderData &shader, const QSet *dirtyIndices = nullptr); void linkTextureSubRects(); void dump(); struct Constant { uint size; QSGShaderEffectNode::VariableData::SpecialType specialType; QVariant value; bool operator==(const Constant &other) const { return size == other.size && specialType == other.specialType && (specialType == QSGShaderEffectNode::VariableData::None ? value == other.value : true); } }; bool error; QByteArray vs; QByteArray fs; uint constantBufferSize; QHash constants; // offset -> Constant QSet samplers; // bindpoint QHash textures; // bindpoint -> value (source ref) QHash textureNameMap; // name -> bindpoint }; QDebug operator<<(QDebug debug, const QSGD3D12ShaderLinker::Constant &c); class QSGD3D12ShaderEffectMaterial : public QSGD3D12Material { public: QSGD3D12ShaderEffectMaterial(QSGD3D12ShaderEffectNode *node); ~QSGD3D12ShaderEffectMaterial(); QSGMaterialType *type() const override; int compare(const QSGMaterial *other) const override; int constantBufferSize() const override; void preparePipeline(QSGD3D12PipelineState *pipelineState) override; UpdateResults updatePipeline(const QSGD3D12MaterialRenderState &state, QSGD3D12PipelineState *pipelineState, ExtraState *extraState, quint8 *constantBuffer) override; void updateTextureProviders(bool layoutChange); QSGD3D12ShaderEffectNode *node; bool valid = false; QSGShaderEffectNode::CullMode cullMode = QSGShaderEffectNode::NoCulling; bool hasCustomVertexShader = false; bool hasCustomFragmentShader = false; QSGD3D12ShaderLinker linker; QSGMaterialType *mtype = nullptr; QVector textureProviders; QSGD3D12Texture *dummy = nullptr; bool geometryUsesTextureSubRect = false; }; class QSGD3D12ShaderEffectNode : public QObject, public QSGShaderEffectNode { Q_OBJECT public: QSGD3D12ShaderEffectNode(QSGD3D12RenderContext *rc, QSGD3D12GuiThreadShaderEffectManager *mgr); QRectF updateNormalizedTextureSubRect(bool supportsAtlasTextures) override; void syncMaterial(SyncData *syncData) override; static void cleanupMaterialTypeCache(); void preprocess() override; QSGD3D12RenderContext *renderContext() { return m_rc; } private Q_SLOTS: void handleTextureChange(); void handleTextureProviderDestroyed(QObject *object); private: QSGD3D12RenderContext *m_rc; QSGD3D12GuiThreadShaderEffectManager *m_mgr; QSGD3D12ShaderEffectMaterial m_material; }; class QSGD3D12GuiThreadShaderEffectManager : public QSGGuiThreadShaderEffectManager { public: bool hasSeparateSamplerAndTextureObjects() const override; QString log() const override; Status status() const override; void prepareShaderCode(ShaderInfo::Type typeHint, const QByteArray &src, ShaderInfo *result) override; private: bool reflect(ShaderInfo *result); QString m_log; Status m_status = Uncompiled; QFileSelector *m_fileSelector = nullptr; friend class QSGD3D12ShaderCompileTask; }; QT_END_NAMESPACE #endif // QSGD3D12SHADEREFFECTNODE_P_H