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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_CODE_GENERATOR_V2_H
+#define QT3DS_RENDER_SHADER_CODE_GENERATOR_V2_H
+#include "Qt3DSRenderShaderCodeGenerator.h"
+#include "Qt3DSRenderShaderCache.h"
+#include "foundation/Qt3DSFlags.h"
+
+#include <QtCore/qstring.h>
+
+namespace qt3ds {
+namespace render {
+ // So far the generator is only useful for graphics stages,
+ // it doesn't seem useful for compute stages.
+ struct ShaderGeneratorStages
+ {
+ enum Enum {
+ Vertex = 1,
+ TessControl = 1 << 1,
+ TessEval = 1 << 2,
+ Geometry = 1 << 3,
+ Fragment = 1 << 4,
+ StageCount = 5,
+ };
+ };
+
+ typedef NVFlags<ShaderGeneratorStages::Enum, QT3DSU32> TShaderGeneratorStageFlags;
+
+ class IShaderStageGenerator
+ {
+ protected:
+ virtual ~IShaderStageGenerator() {}
+ public:
+ virtual void AddIncoming(const char8_t *name, const char8_t *type) = 0;
+ virtual void AddIncoming(const TStrType &name, const char8_t *type) = 0;
+ virtual void AddIncoming(const QString &name, const char8_t *type) = 0;
+
+ virtual void AddOutgoing(const char8_t *name, const char8_t *type) = 0;
+ virtual void AddOutgoing(const TStrType &name, const char8_t *type) = 0;
+ virtual void AddOutgoing(const QString &name, const char8_t *type) = 0;
+
+ virtual void AddUniform(const char8_t *name, const char8_t *type) = 0;
+ virtual void AddUniform(const TStrType &name, const char8_t *type) = 0;
+ virtual void AddUniform(const QString &name, const char8_t *type) = 0;
+
+ virtual void AddInclude(const char8_t *name) = 0;
+ virtual void AddInclude(const TStrType &name) = 0;
+ virtual void AddInclude(const QString &name) = 0;
+
+ virtual void AddFunction(const QString &functionName) = 0;
+
+ virtual void AddConstantBuffer(const char *name, const char *layout) = 0;
+ virtual void AddConstantBuffer(const QString &name, const char *layout) = 0;
+ virtual void AddConstantBufferParam(const QString &cbName,
+ const QString &paramName,
+ const char *type) = 0;
+ virtual void AddConstantBufferParam(const char *cbName, const char *paramName,
+ const char *type) = 0;
+
+ virtual IShaderStageGenerator &operator<<(const QString &data) = 0;
+ virtual IShaderStageGenerator &operator<<(const char *data) = 0;
+ virtual IShaderStageGenerator &operator<<(const TStrType &data) = 0;
+ virtual IShaderStageGenerator &operator<<(const SEndlType & /*data*/) = 0;
+ virtual void Append(const char *data) = 0;
+ virtual void AppendPartial(const char *data) = 0;
+
+ virtual ShaderGeneratorStages::Enum Stage() const = 0;
+ };
+
+ class IShaderProgramGenerator : public NVRefCounted
+ {
+ public:
+ static TShaderGeneratorStageFlags DefaultFlags()
+ {
+ return TShaderGeneratorStageFlags(ShaderGeneratorStages::Vertex
+ | ShaderGeneratorStages::Fragment);
+ }
+ virtual void BeginProgram(TShaderGeneratorStageFlags inEnabledStages = DefaultFlags()) = 0;
+
+ virtual TShaderGeneratorStageFlags GetEnabledStages() const = 0;
+
+ // get the stage or NULL if it has not been created.
+ virtual IShaderStageGenerator *GetStage(ShaderGeneratorStages::Enum inStage) = 0;
+
+ // Implicit call to end program.
+ virtual qt3ds::render::NVRenderShaderProgram *
+ CompileGeneratedShader(const char *inShaderName, const SShaderCacheProgramFlags &inFlags,
+ TShaderFeatureSet inFeatureSet, bool separableProgram = false) = 0;
+
+ qt3ds::render::NVRenderShaderProgram *CompileGeneratedShader(const char *inShaderName,
+ bool separableProgram = false)
+ {
+ return CompileGeneratedShader(inShaderName, SShaderCacheProgramFlags(),
+ TShaderFeatureSet(), separableProgram);
+ }
+
+ static IShaderProgramGenerator &CreateProgramGenerator(IQt3DSRenderContext &inContext);
+
+ static void OutputParaboloidDepthVertex(IShaderStageGenerator &inGenerator);
+ // By convention, the local space result of the TE is stored in vec4 pos local variable.
+ // This function expects such state.
+ static void OutputParaboloidDepthTessEval(IShaderStageGenerator &inGenerator);
+ // Utilities shared among the various different systems.
+ static void OutputParaboloidDepthFragment(IShaderStageGenerator &inGenerator);
+
+ static void OutputCubeFaceDepthVertex(IShaderStageGenerator &inGenerator);
+ static void OutputCubeFaceDepthGeometry(IShaderStageGenerator &inGenerator);
+ static void OutputCubeFaceDepthFragment(IShaderStageGenerator &inGenerator);
+ };
+}
+}
+#endif