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+/****************************************************************************
+**
+** Copyright (C) 2008-2012 NVIDIA Corporation.
+** Copyright (C) 2017 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of Qt 3D Studio.
+**
+** $QT_BEGIN_LICENSE:GPL$
+** 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 General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 3 or (at your option) 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.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-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+#pragma once
+#ifndef QT3DS_RENDER_SHADER_H
+#define QT3DS_RENDER_SHADER_H
+
+#include "foundation/Qt3DSFoundation.h"
+#include "foundation/Qt3DSBroadcastingAllocator.h"
+#include "foundation/Qt3DSAtomic.h"
+#include "render/Qt3DSRenderContext.h"
+#include "render/backends/Qt3DSRenderBackend.h"
+#include <EASTL/string.h>
+
+namespace qt3ds {
+namespace render {
+ using namespace foundation;
+
+ class NVRenderContextImpl;
+
+ ///< A shader program is an object composed of a multiple shaders (vertex, fragment,
+ ///geometry,....)
+ class NVRenderShader
+ {
+ protected:
+ NVRenderContextImpl &m_Context; ///< pointer to context
+ NVFoundationBase &m_Foundation; ///< pointer to foundation
+ NVRenderBackend *m_Backend; ///< pointer to backend
+ NVConstDataRef<QT3DSI8> m_Source; ///< shader source code
+ bool m_Binary; ///< true for binary programs
+ eastl::string m_ErrorMessage; ///< contains the error message if linking fails
+
+ public:
+ /**
+ * @brief constructor
+ *
+ * @param[in] context Pointer to render context
+ * @param[in] fnd Pointer to foundation
+ *
+ * @return No return.
+ */
+ NVRenderShader(NVRenderContextImpl &context, NVFoundationBase &fnd,
+ NVConstDataRef<QT3DSI8> source, bool binaryProgram)
+ : m_Context(context)
+ , m_Foundation(fnd)
+ , m_Backend(context.GetBackend())
+ , m_Source(source)
+ , m_Binary(binaryProgram)
+ {
+ }
+
+ /// @brief destructor
+ ~NVRenderShader(){}
+
+ /**
+ * @brief Query if shader compiled succesfuly
+ *
+ * @return True if shader is valid.
+ */
+ virtual bool IsValid() = 0;
+
+ /**
+ * @brief Get Error Message
+ *
+ * @param[out] messageLength Pointer to error string
+ * @param[out] messageLength Size of error meesage
+ *
+ * @return no return
+ */
+ virtual void GetErrorMessage(QT3DSI32 *messageLength, const char *errorMessage)
+ {
+ // Since we do not have any error message just generate a generic one
+ if (m_Binary)
+ m_ErrorMessage = "Binary shader compilation failed";
+
+ *messageLength = m_ErrorMessage.size();
+ errorMessage = m_ErrorMessage.c_str();
+ }
+
+ /**
+ * @brief Get Error Message
+ *
+ *
+ * @return error message.
+ */
+ virtual const char *GetErrorMessage()
+ {
+ if (m_Binary)
+ m_ErrorMessage = "Binary shader compilation failed";
+
+ return m_ErrorMessage.c_str();
+ }
+ };
+}
+}
+
+#endif