/**************************************************************************** ** ** Copyright (C) 2019 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the QtQuick module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL$ ** 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. For further ** information use the contact form at https://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.LGPL3 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-3.0.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 (at your option) the GNU General ** Public license version 3 or any later version approved by the KDE Free ** Qt Foundation. The licenses are as published by the Free Software ** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3 ** included in the packaging of this file. 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. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "qsgmaterial.h" #include "qsgrenderer_p.h" #include "qsgmaterialrhishader_p.h" #include QT_BEGIN_NAMESPACE /*! \class QSGMaterialRhiShader \brief The QSGMaterialRhiShader class represents a graphics API independent shader program. \inmodule QtQuick \ingroup qtquick-scenegraph-materials \since 5.14 QSGMaterialRhiShader is a modern, cross-platform alternative to QSGMaterialShader. The latter is tied to OpenGL and GLSL by design, whereas QSGMaterialRhiShader is based on QShader, a container for multiple versions of a graphics shader together with reflection information. \note All classes with QSG prefix should be used solely on the scene graph's rendering thread. See \l {Scene Graph and Rendering} for more information. */ /*! \enum QSGMaterialRhiShader::Flag Flag values to indicate special material properties. \value UpdatesGraphicsPipelineState Setting this flag enables calling updateGraphicsPipelineState(). */ QShader QSGMaterialRhiShaderPrivate::loadShader(const QString &filename) { QFile f(filename); if (!f.open(QIODevice::ReadOnly)) { qWarning() << "Failed to find shader" << filename; return QShader(); } return QShader::fromSerialized(f.readAll()); } void QSGMaterialRhiShaderPrivate::clearCachedRendererData() { for (int i = 0; i < MAX_SHADER_RESOURCE_BINDINGS; ++i) textureBindingTable[i] = nullptr; for (int i = 0; i < MAX_SHADER_RESOURCE_BINDINGS; ++i) samplerBindingTable[i] = nullptr; } static inline QRhiShaderResourceBinding::StageFlags toSrbStage(QShader::Stage stage) { switch (stage) { case QShader::VertexStage: return QRhiShaderResourceBinding::VertexStage; case QShader::FragmentStage: return QRhiShaderResourceBinding::FragmentStage; default: Q_UNREACHABLE(); break; } return { }; } void QSGMaterialRhiShaderPrivate::prepare(QShader::Variant vertexShaderVariant) { ubufBinding = -1; ubufSize = 0; ubufStages = { }; memset(combinedImageSamplerBindings, 0, sizeof(combinedImageSamplerBindings)); vertexShader = fragmentShader = nullptr; masterUniformData.clear(); clearCachedRendererData(); for (QShader::Stage stage : { QShader::VertexStage, QShader::FragmentStage }) { auto it = shaderFileNames.find(stage); if (it != shaderFileNames.end()) { QString fn = *it; const QShader s = loadShader(*it); if (!s.isValid()) continue; shaders[stage] = ShaderStageData(s); // load only once, subsequent prepare() calls will have it all in shaders already shaderFileNames.erase(it); } } auto vsIt = shaders.find(QShader::VertexStage); if (vsIt != shaders.end()) { vsIt->shaderVariant = vertexShaderVariant; vsIt->vertexInputLocations.clear(); vsIt->qt_order_attrib_location = -1; const QShaderDescription desc = vsIt->shader.description(); const QVector vertexInputs = desc.inputVariables(); for (const QShaderDescription::InOutVariable &v : vertexInputs) { const QByteArray name = v.name.toUtf8(); if (vertexShaderVariant == QShader::BatchableVertexShader && name == QByteArrayLiteral("_qt_order")) { vsIt->qt_order_attrib_location = v.location; } else { vsIt->vertexInputLocations.append(v.location); } } if (vsIt->vertexInputLocations.contains(vsIt->qt_order_attrib_location)) { qWarning("Vertex input clash in rewritten (batchable) vertex shader at input location %d. " "Vertex shaders must avoid using this location.", vsIt->qt_order_attrib_location); } } for (auto it = shaders.begin(); it != shaders.end(); ++it) { const QShaderDescription desc = it->shader.description(); const QVector ubufs = desc.uniformBlocks(); const int ubufCount = ubufs.count(); if (ubufCount > 1) { qWarning("Multiple uniform blocks found in shader. " "This should be avoided as Qt Quick supports only one."); } for (int i = 0; i < ubufCount; ++i) { const QShaderDescription::UniformBlock &ubuf(ubufs[i]); if (ubufBinding == -1 && ubuf.binding >= 0) { ubufBinding = ubuf.binding; ubufSize = ubuf.size; ubufStages |= toSrbStage(it->shader.stage()); masterUniformData.fill('\0', ubufSize); } else if (ubufBinding == ubuf.binding && ubuf.binding >= 0) { if (ubuf.size > ubufSize) { ubufSize = ubuf.size; masterUniformData.fill('\0', ubufSize); } ubufStages |= toSrbStage(it->shader.stage()); } else { qWarning("Uniform block %s (binding %d) ignored", qPrintable(ubuf.blockName), ubuf.binding); } } const QVector imageSamplers = desc.combinedImageSamplers(); const int imageSamplersCount = imageSamplers.count(); for (int i = 0; i < imageSamplersCount; ++i) { const QShaderDescription::InOutVariable &var(imageSamplers[i]); if (var.binding >= 0 && var.binding < MAX_SHADER_RESOURCE_BINDINGS) combinedImageSamplerBindings[var.binding] |= toSrbStage(it->shader.stage()); else qWarning("Encountered invalid combined image sampler (%s) binding %d", qPrintable(var.name), var.binding); } if (it.key() == QShader::VertexStage) vertexShader = &it.value(); else if (it.key() == QShader::FragmentStage) fragmentShader = &it.value(); } if (vertexShader && vertexShaderVariant == QShader::BatchableVertexShader && vertexShader->qt_order_attrib_location == -1) qWarning("No rewriter-inserted attribute found, this should not happen."); } /*! Constructs a new QSGMaterialRhiShader. */ QSGMaterialRhiShader::QSGMaterialRhiShader() : d_ptr(new QSGMaterialRhiShaderPrivate(this)) { } /*! \internal */ QSGMaterialRhiShader::QSGMaterialRhiShader(QSGMaterialRhiShaderPrivate &dd) : d_ptr(&dd) { } /*! \internal */ QSGMaterialRhiShader::~QSGMaterialRhiShader() { } // We have our own enum as QShader is not initially public. Internally // everything works with QShader::Stage however. So convert. static inline QShader::Stage toShaderStage(QSGMaterialRhiShader::Stage stage) { switch (stage) { case QSGMaterialRhiShader::VertexStage: return QShader::VertexStage; case QSGMaterialRhiShader::FragmentStage: return QShader::FragmentStage; default: Q_UNREACHABLE(); return QShader::VertexStage; } } /*! Sets the \a shader for the specified \a stage. */ void QSGMaterialRhiShader::setShader(Stage stage, const QShader &shader) { Q_D(QSGMaterialRhiShader); d->shaders[toShaderStage(stage)] = QSGMaterialRhiShaderPrivate::ShaderStageData(shader); } /*! Sets the \a filename for the shader for the specified \a stage. The file is expected to contain a serialized QRhiShader. */ void QSGMaterialRhiShader::setShaderFileName(Stage stage, const QString &filename) { Q_D(QSGMaterialRhiShader); d->shaderFileNames[toShaderStage(stage)] = filename; } /*! \return the currently set flags for this material shader. */ QSGMaterialRhiShader::Flags QSGMaterialRhiShader::flags() const { Q_D(const QSGMaterialRhiShader); return d->flags; } /*! Sets the \a flags on this material shader if \a on is true; otherwise clears the specified flags. */ void QSGMaterialRhiShader::setFlag(Flags flags, bool on) { Q_D(QSGMaterialRhiShader); if (on) d->flags |= flags; else d->flags &= ~flags; } /*! This function is called by the scene graph to get the contents of the shader program's uniform buffer updated. The implementation is not expected to perform any real graphics operations, it is merely responsible for copying data to the QByteArray returned from RenderState::uniformData(). The scene graph takes care of making that buffer visible in the shaders. The current rendering \a state is passed from the scene graph. If the state indicates that any relevant state is dirty, the implementation must update the appropriate region in the buffer data that is accessible via RenderState::uniformData(). When a state, such as, matrix or opacity, is not dirty, there is no need to touch the corresponding region since the data is persistent. The return value must be \c true whenever any change was made to the uniform data. The subclass specific state, such as the color of a flat color material, should be extracted from \a newMaterial to update the relevant regions in the buffer accordingly. \a oldMaterial can be used to minimize buffer changes (which are typically memcpy calls) when updating material states. When \a oldMaterial is null, this shader was just activated. */ bool QSGMaterialRhiShader::updateUniformData(RenderState &state, QSGMaterial *newMaterial, QSGMaterial *oldMaterial) { Q_UNUSED(state); Q_UNUSED(newMaterial); Q_UNUSED(oldMaterial); return false; } /*! This function is called by the scene graph to prepare using a sampled image in the shader, typically in form of a combined image sampler. \a binding is the binding number of the sampler. The function is called for each variable in the material's shaders' \l{QShaderDescription::combinedImageSamplers()}. When *\a{texture} is null, it must be set to a QSGTexture pointer before returning. When non-null, it is up to the material to decide if a new \c{QSGTexture *} is stored to it, or if it updates some parameters on the already known QSGTexture. The ownership of the QSGTexture is not transferred. The current rendering \a state is passed from the scene graph. It is up to the material to enqueue the texture data uploads to the QRhiResourceUpdateBatch retriveable via RenderState::resourceUpdateBatch(). The subclass specific state can be extracted from \a newMaterial. \a oldMaterial can be used to minimize changes. When \a oldMaterial is null, this shader was just activated. */ void QSGMaterialRhiShader::updateSampledImage(RenderState &state, int binding, QSGTexture **texture, QSGMaterial *newMaterial, QSGMaterial *oldMaterial) { Q_UNUSED(state); Q_UNUSED(binding); Q_UNUSED(texture); Q_UNUSED(newMaterial); Q_UNUSED(oldMaterial); } /*! This function is called by the scene graph to enable the material to provide a custom set of graphics state. The set of states that are customizable by material is limited to blending and related settings. \note This function is only called when the UpdatesGraphicsPipelineState flag was enabled via setFlags(). By default it is not set, and so this function is never called. The return value must be \c true whenever a change was made to any of the members in \a ps. \note The contents of \a ps is not persistent between invocations of this function. The current rendering \a state is passed from the scene graph. The subclass specific state can be extracted from \a newMaterial. When \a oldMaterial is null, this shader was just activated. */ bool QSGMaterialRhiShader::updateGraphicsPipelineState(RenderState &state, GraphicsPipelineState *ps, QSGMaterial *newMaterial, QSGMaterial *oldMaterial) { Q_UNUSED(state); Q_UNUSED(ps); Q_UNUSED(newMaterial); Q_UNUSED(oldMaterial); return false; } /*! \class QSGMaterialRhiShader::RenderState \brief Encapsulates the current rendering state during a call to QSGMaterialRhiShader::updateUniformData() and the other \c update type of functions. \inmodule QtQuick \since 5.14 The render state contains a number of accessors that the shader needs to respect in order to conform to the current state of the scene graph. */ /*! \enum QSGMaterialRhiShader::RenderState::DirtyState \value DirtyMatrix Used to indicate that the matrix has changed and must be updated. \value DirtyOpacity Used to indicate that the opacity has changed and must be updated. \value DirtyAll Used to indicate that everything needs to be updated. */ /*! \fn bool QSGMaterialRhiShader::RenderState::isMatrixDirty() const Returns \c true if the dirtyStates() contain the dirty matrix state, otherwise returns \c false. */ /*! \fn bool QSGMaterialRhiShader::RenderState::isOpacityDirty() const Returns \c true if the dirtyStates() contains the dirty opacity state, otherwise returns \c false. */ /*! \fn QSGMaterialRhiShader::RenderState::DirtyStates QSGMaterialRhiShader::RenderState::dirtyStates() const Returns which rendering states that have changed and needs to be updated for geometry rendered with this material to conform to the current rendering state. */ /*! \class QSGMaterialRhiShader::GraphicsPipelineState \brief Describes state changes that the material wants to apply to the currently active graphics pipeline state. \inmodule QtQuick \since 5.14 Unlike QSGMaterialShader, directly issuing state change commands with the underlying graphics API is not possible with QSGMaterialRhiShader. This is mainly because the concept of individually changeable states is considered deprecated and not supported with modern graphics APIs. Therefore, it is up to QSGMaterialRhiShader to expose a data structure with the set of supported states, which the material can change in its updatePipelineState() implementation, if there is one. The scenegraph will then internally apply these changes to the active graphics pipeline state, then rolling them back as appropriate. */ /*! \enum QSGMaterialRhiShader::GraphicsPipelineState::BlendFactor \since 5.14 \value Zero \value One \value SrcColor \value OneMinusSrcColor \value DstColor \value OneMinusDstColor \value SrcAlpha \value OneMinusSrcAlpha \value DstAlpha \value OneMinusDstAlpha \value ConstantColor \value OneMinusConstantColor \value ConstantAlpha \value OneMinusConstantAlpha \value SrcAlphaSaturate \value Src1Color \value OneMinusSrc1Color \value Src1Alpha \value OneMinusSrc1Alpha */ /*! \enum QSGMaterialRhiShader::GraphicsPipelineState::ColorMaskComponent \since 5.14 \value R \value G \value B \value A */ /*! \enum QSGMaterialRhiShader::GraphicsPipelineState::CullMode \since 5.14 \value CullNone \value CullFront \value CullBack */ /*! Returns the accumulated opacity to be used for rendering. */ float QSGMaterialRhiShader::RenderState::opacity() const { Q_ASSERT(m_data); return float(static_cast(m_data)->currentOpacity()); } /*! Returns the modelview determinant to be used for rendering. */ float QSGMaterialRhiShader::RenderState::determinant() const { Q_ASSERT(m_data); return float(static_cast(m_data)->determinant()); } /*! Returns the matrix combined of modelview matrix and project matrix. */ QMatrix4x4 QSGMaterialRhiShader::RenderState::combinedMatrix() const { Q_ASSERT(m_data); return static_cast(m_data)->currentCombinedMatrix(); } /*! Returns the ratio between physical pixels and device-independent pixels to be used for rendering. */ float QSGMaterialRhiShader::RenderState::devicePixelRatio() const { Q_ASSERT(m_data); return float(static_cast(m_data)->devicePixelRatio()); } /*! Returns the model view matrix. If the material has the RequiresFullMatrix flag set, this is guaranteed to be the complete transform matrix calculated from the scenegraph. However, if this flag is not set, the renderer may choose to alter this matrix. For example, it may pre-transform vertices on the CPU and set this matrix to identity. In a situation such as the above, it is still possible to retrieve the actual matrix determinant by setting the RequiresDeterminant flag in the material and calling the determinant() accessor. */ QMatrix4x4 QSGMaterialRhiShader::RenderState::modelViewMatrix() const { Q_ASSERT(m_data); return static_cast(m_data)->currentModelViewMatrix(); } /*! Returns the projection matrix. */ QMatrix4x4 QSGMaterialRhiShader::RenderState::projectionMatrix() const { Q_ASSERT(m_data); return static_cast(m_data)->currentProjectionMatrix(); } /*! Returns the viewport rect of the surface being rendered to. */ QRect QSGMaterialRhiShader::RenderState::viewportRect() const { Q_ASSERT(m_data); return static_cast(m_data)->viewportRect(); } /*! Returns the device rect of the surface being rendered to */ QRect QSGMaterialRhiShader::RenderState::deviceRect() const { Q_ASSERT(m_data); return static_cast(m_data)->deviceRect(); } /*! Returns a pointer to the data for the uniform (constant) buffer in the shader. Uniform data must only be updated from QSGMaterialRhiShader::updateUniformData(). The return value is null in the other reimplementable functions, such as, QSGMaterialRhiShader::updateSampledImage(). \note It is strongly recommended to declare the uniform block with \c std140 in the shader, and to carefully study the standard uniform block layout as described in section 7.6.2.2 of the OpenGL specification. It is up to the QSGMaterialRhiShader implementation to ensure data gets placed at the right location in this QByteArray, taking alignment requirements into account. Shader code translated to other shading languages is expected to use the same offsets for block members, even when the target language uses different packing rules by default. \note Avoid copying from C++ POD types, such as, structs, in order to update multiple members at once, unless it has been verified that the layouts of the C++ struct and the GLSL uniform block match. */ QByteArray *QSGMaterialRhiShader::RenderState::uniformData() { Q_ASSERT(m_data); return static_cast(m_data)->currentUniformData(); } /*! Returns a resource update batch to which upload and copy operatoins can be queued. This is typically used by QSGMaterialRhiShader::updateSampledImage() to enqueue texture image content updates. */ QRhiResourceUpdateBatch *QSGMaterialRhiShader::RenderState::resourceUpdateBatch() { Q_ASSERT(m_data); return static_cast(m_data)->currentResourceUpdateBatch(); } /*! Returns the current QRhi. */ QRhi *QSGMaterialRhiShader::RenderState::rhi() { Q_ASSERT(m_data); return static_cast(m_data)->currentRhi(); } char const *const *QSGMaterialRhiShader::attributeNames() const { Q_ASSERT_X(false, "QSGMaterialRhiShader::attributeNames()", "Not implemented for RHI"); return nullptr; } QT_END_NAMESPACE