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// Copyright (C) 2008-2012 NVIDIA Corporation.
// Copyright (C) 2019 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
#ifndef QSSG_RENDER_DYNAMIC_OBJECT_SYSTEM_H
#define QSSG_RENDER_DYNAMIC_OBJECT_SYSTEM_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 <QtQuick3DUtils/private/qssgrenderbasetypes_p.h>
#include <QtQuick3DUtils/private/qqsbcollection_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrendershadercache_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrendergraphobject_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrendershaderkeys_p.h>
#include <QtGui/QVector2D>
#include <QtCore/QString>
#include <QtCore/QReadWriteLock>
QT_BEGIN_NAMESPACE
class QSSGRenderContextInterface;
struct QSSGCustomShaderMetaData
{
enum Flag {
UsesScreenTexture = 1 << 0,
UsesDepthTexture = 1 << 1,
UsesAoTexture = 1 << 2,
OverridesPosition = 1 << 3,
UsesProjectionMatrix = 1 << 4,
UsesInverseProjectionMatrix = 1 << 5,
UsesScreenMipTexture = 1 << 6,
UsesVarColor = 1 << 7,
UsesSharedVars = 1 << 8,
UsesIblOrientation = 1 << 9,
UsesLightmap = 1 << 10,
UsesSkinning = 1 << 11,
UsesMorphing = 1 << 12,
UsesViewIndex = 1 << 13,
UsesDepthTextureArray = 1 << 14,
UsesScreenTextureArray = 1 << 15,
UsesScreenMipTextureArray = 1 << 16,
UsesAoTextureArray = 1 << 17
};
Q_DECLARE_FLAGS(Flags, Flag)
Flags flags;
QSet<QByteArray> customFunctions;
QSSGShaderFeatures features;
};
Q_DECLARE_OPERATORS_FOR_FLAGS(QSSGCustomShaderMetaData::Flags)
class Q_QUICK3DRUNTIMERENDER_EXPORT QSSGShaderLibraryManager
{
Q_DISABLE_COPY(QSSGShaderLibraryManager)
public:
typedef QHash<QByteArray, QByteArray> TPathDataMap;
typedef QSet<QString> TPathSet;
TPathDataMap m_expandedFiles;
QHash<QByteArray, QSSGCustomShaderMetaData> m_metadata;
QByteArray m_vertShader;
QByteArray m_fragShader;
QQsbCollection::EntryMap m_preGeneratedShaderEntries;
QReadWriteLock m_lock;
static QString getShaderCodeLibraryDirectory();
explicit QSSGShaderLibraryManager();
~QSSGShaderLibraryManager();
void setShaderSource(const QByteArray &inShaderPathKey, QSSGShaderCache::ShaderType type,
const QByteArray &inSource, const QSSGCustomShaderMetaData &meta);
// Does not load any shaders, only information about the content of the pregenerated shaders
void loadPregeneratedShaderInfo();
void resolveIncludeFiles(QByteArray &theReadBuffer, const QByteArray &inMaterialInfoString);
QByteArray getIncludeContents(const QByteArray &inShaderPathKey);
QByteArray getShaderSource(const QByteArray &inShaderPathKey, QSSGShaderCache::ShaderType type);
QSSGCustomShaderMetaData getShaderMetaData(const QByteArray &inShaderPathKey, QSSGShaderCache::ShaderType type);
void setShaderCodeLibraryVersion(const QByteArray &version);
static bool compare(const QSSGShaderDefaultMaterialKey &key1, const QSSGShaderDefaultMaterialKey &key2);
};
QT_END_NAMESPACE
#endif
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