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// Copyright (C) 2008-2012 NVIDIA Corporation.
// Copyright (C) 2020 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
#ifndef QSSGRHIEFFECTSYSTEM_P_H
#define QSSGRHIEFFECTSYSTEM_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 <QtQuick3DRuntimeRender/private/qssgrendereffect_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrhicontext_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrendercommands_p.h>
QT_BEGIN_NAMESPACE
struct QSSGRhiEffectTexture;
class QSSGRenderer;
class QSSGProgramGenerator;
class QSSGShaderLibraryManager;
class QSSGShaderCache;
struct QSSGEffectSceneCacheKey
{
QByteArray m_shaderPathKey;
quintptr m_cmd;
int m_ubufIndex;
size_t m_hashCode = 0;
static size_t generateHashCode(const QByteArray &shaderPathKey, quintptr cmd, int ubufIndex)
{
return qHash(shaderPathKey) ^ qHash(cmd) ^ qHash(ubufIndex);
}
void updateHashCode()
{
m_hashCode = generateHashCode(m_shaderPathKey, m_cmd, m_ubufIndex);
}
bool operator==(const QSSGEffectSceneCacheKey &other) const
{
return m_shaderPathKey == other.m_shaderPathKey
&& m_cmd == other.m_cmd
&& m_ubufIndex == other.m_ubufIndex;
}
};
inline size_t qHash(const QSSGEffectSceneCacheKey &key)
{
return key.m_hashCode;
}
class Q_QUICK3DRUNTIMERENDER_EXPORT QSSGRhiEffectSystem
{
public:
explicit QSSGRhiEffectSystem(const std::shared_ptr<QSSGRenderContextInterface> &sgContext);
~QSSGRhiEffectSystem();
void setup(QSize outputSize);
QRhiTexture *process(const QSSGRenderEffect &firstEffect,
QRhiTexture *inTexture,
QRhiTexture *inDepthTexture,
QVector2D cameraClipRange);
static QSSGRenderTextureFormat::Format overriddenOutputFormat(const QSSGRenderEffect *inEffect);
static QSSGRhiShaderPipelinePtr buildShaderForEffect(const QSSGBindShader &inCmd,
QSSGProgramGenerator &generator,
QSSGShaderLibraryManager &shaderLib,
QSSGShaderCache &shaderCache,
bool isYUpInFramebuffer);
private:
void releaseResources();
QSSGRhiEffectTexture *doRenderEffect(const QSSGRenderEffect *inEffect,
QSSGRhiEffectTexture *inTexture);
void allocateBufferCmd(const QSSGAllocateBuffer *inCmd, QSSGRhiEffectTexture *inTexture, const QSSGRenderEffect *inEffect);
void applyInstanceValueCmd(const QSSGApplyInstanceValue *inCmd, const QSSGRenderEffect *inEffect);
void applyValueCmd(const QSSGApplyValue *inCmd, const QSSGRenderEffect *inEffect);
void bindShaderCmd(const QSSGBindShader *inCmd, const QSSGRenderEffect *inEffect);
void renderCmd(QSSGRhiEffectTexture *inTexture, QSSGRhiEffectTexture *target);
void addCommonEffectUniforms(const QSize &inputSize, const QSize &outputSize);
void addTextureToShaderPipeline(const QByteArray &name, QRhiTexture *texture, const QSSGRhiSamplerDescription &samplerDesc);
QSSGRhiEffectTexture *findTexture(const QByteArray &bufferName);
QSSGRhiEffectTexture *getTexture(const QByteArray &bufferName, const QSize &size,
QRhiTexture::Format format, bool isFinalOutput,
const QSSGRenderEffect *inEffect);
void releaseTexture(QSSGRhiEffectTexture *texture);
void releaseTextures();
QSize m_outSize;
std::shared_ptr<QSSGRenderContextInterface> m_sgContext;
QVector<QSSGRhiEffectTexture *> m_textures;
QRhiTexture *m_depthTexture = nullptr;
QVector2D m_cameraClipRange;
int m_currentUbufIndex = 0;
QHash<QSSGEffectSceneCacheKey, QSSGRhiShaderPipelinePtr> m_shaderPipelines;
QSSGRhiShaderPipeline *m_currentShaderPipeline = nullptr;
char *m_currentUBufData = nullptr;
QHash<QByteArray, QSSGRhiTexture> m_currentTextures;
QSet<QRhiTextureRenderTarget *> m_pendingClears;
};
QT_END_NAMESPACE
#endif
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