/**************************************************************************** ** ** 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. 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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_QT3DS_RENDER_CONSTANT_BUFFER_H #define QT3DS_RENDER_QT3DS_RENDER_CONSTANT_BUFFER_H #include "foundation/Qt3DSOption.h" #include "foundation/Utils.h" #include "foundation/StringTable.h" #include "render/Qt3DSRenderDataBuffer.h" namespace qt3ds { namespace render { using namespace foundation; // forward declaration class NVRenderContextImpl; class ConstantBufferParamEntry; class NVRenderShaderProgram; typedef nvhash_map TRenderConstantBufferEntryMap; ///< Constant (uniform) buffer representation class QT3DS_AUTOTEST_EXPORT NVRenderConstantBuffer : public NVRenderDataBuffer { public: /** * @brief constructor * * @param[in] context Pointer to context * @param[in] bufferName Name of the buffer. Must match the name used in programs * @param[in] size Size of the buffer * @param[in] usage Usage of the buffer (e.g. static, dynamic...) * @param[in] data A pointer to the buffer data that is allocated by the * application. * * @return No return. */ NVRenderConstantBuffer(NVRenderContextImpl &context, CRegisteredString bufferName, size_t size, NVRenderBufferUsageType::Enum usageType, NVDataRef data); ///< destructor virtual ~NVRenderConstantBuffer(); /** * @brief bind the buffer bypasses the context state * * @return no return. */ void Bind() override; /** * @brief bind the buffer to a shader program * * @param[in] inShader Pointer to active program * @param[in] blockIndex Index of the constant block within the program * @param[in] binding Binding point of constant buffer * * @return no return. */ virtual void BindToShaderProgram(NVRenderShaderProgram *inShader, QT3DSU32 blockIndex, QT3DSU32 binding); /** * @brief update the buffer to hardware * * @return no return. */ virtual void Update(); /** * @brief setup constant buffer * * @param[in] pProgram Pointer to the shader program * @param[in] index Index of the constant buffer within the program * @param[in] bufSize Size of the constant buffer * @param[in] paramCount Parameter entry count of the constant buffer * * @return return if successful */ bool SetupBuffer(NVRenderShaderProgram *pProgram, QT3DSI32 index, QT3DSI32 bufSize, QT3DSI32 paramCount); /** * @brief add a parameter to the constant buffer * * @param[in] name Name of the parameter (must match the name in the shader * program) * @param[in] type Type of the parameter like Mat44 * @param[in] count One or size of array * * @return no return */ void AddParam(CRegisteredString name, NVRenderShaderDataTypes::Enum type, QT3DSI32 count); /** * @brief update a parameter in the constant buffer * * @param[in] name Name of the parameter (must match the name in the shader * program) * @param[in] value New value * * @return no return */ void UpdateParam(const char *name, NVDataRef value); /** * @brief update a piece of memory directly within the constant buffer * * Note: When you use this function you should know what you are doing. * The memory layout within C++ must exactly match the memory layout in the *shader. * We use std140 layout which guarantees a specific layout behavior across all *HW vendors. * How the memory layout is computed can be found in the GL spec. * * @param[in] offset offset into constant buffer * @param[in] data pointer to new data * * @return no return */ void UpdateRaw(QT3DSI32 offset, NVDataRef data); /** * @brief get the backend object handle * * @return the backend object handle. */ NVRenderBackend::NVRenderBackendBufferObject GetBuffertHandle() const override { return m_BufferHandle; } // this will be obsolete const void *GetImplementationHandle() const override { return reinterpret_cast(m_BufferHandle); } /** * @brief create a NVRenderConstantBuffer object * * @param[in] context Pointer to context * @param[in] size Size of the buffer * @param[in] usage Usage of the buffer (e.g. static, dynamic...) * @param[in] data A pointer to the buffer data that is allocated by the * application. * * @return the backend object handle. */ static NVRenderConstantBuffer *Create(NVRenderContextImpl &context, const char *bufferName, NVRenderBufferUsageType::Enum usageType, size_t size, NVConstDataRef bufferData); /** * @brief get the buffer name * * @return the buffer name */ CRegisteredString GetBufferName() const { return m_Name; } private: /** * @brief Create a parameter entry * * @param[in] name Name of the parameter (must match the name in the shader * program) * @param[in] type Type of the parameter like Mat44 * @param[in] count One or size of array * @param[in] offset Offset of the parameter in the memory buffer * * @return return new Entry */ ConstantBufferParamEntry *createParamEntry(CRegisteredString name, NVRenderShaderDataTypes::Enum type, QT3DSI32 count, QT3DSI32 offset); /** * @brief get size of a uniform type * * @param[in] type type of uniform * * @return return uniform size */ QT3DSI32 getUniformTypeSize(NVRenderShaderDataTypes::Enum type); /** * @brief allocate the shadow buffer * * @param[in] size size of buffer * * @return return true on success */ bool allocateShadowBuffer(QT3DSU32 size); /** * @brief update a certain range of the buffer to hardware * * @return no return. */ virtual void UpdateRange(); private: CRegisteredString m_Name; ///< buffer name TRenderConstantBufferEntryMap m_ConstantBufferEntryMap; ///< holds the entries of a constant buffer QT3DSU32 m_CurrentOffset; ///< holds the current offset QT3DSU32 m_CurrentSize; ///< holds the current size bool m_HWBufferInitialized; ///< true if the hardware version of the buffer is initialized bool m_Dirty; ///< true if buffer is dirty QT3DSU32 m_RangeStart; ///< start offset of the range to update QT3DSU32 m_RangeEnd; ///< size of the range to update QT3DSI32 m_MaxBlockSize; ///< maximum size for a single constant buffer NVDataRef m_ShadowCopy; ///< host copy of the data in the GPU }; } } #endif