/**************************************************************************** ** ** 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. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "foundation/Qt3DSAllocator.h" #include "foundation/Qt3DSBroadcastingAllocator.h" #include "render/Qt3DSRenderBaseTypes.h" #include "render/Qt3DSRenderProgramPipeline.h" #include "render/Qt3DSRenderShaderProgram.h" namespace qt3ds { namespace render { NVRenderProgramPipeline::NVRenderProgramPipeline(NVRenderContextImpl &context, NVFoundationBase &fnd) : m_Context(context) , m_Foundation(fnd) , m_Backend(context.GetBackend()) , mRefCount(0) , m_Program(NULL) , m_VertexProgram(NULL) , m_FragmentProgram(NULL) , m_TessControlProgram(NULL) , m_TessEvalProgram(NULL) , m_GeometryProgram(NULL) , m_ComputProgram(NULL) { m_ProgramPipelineHandle = m_Backend->CreateProgramPipeline(); } NVRenderProgramPipeline::~NVRenderProgramPipeline() { if (m_ProgramPipelineHandle) { m_Backend->ReleaseProgramPipeline(m_ProgramPipelineHandle); } if (m_VertexProgram) m_VertexProgram->release(); if (m_FragmentProgram) m_FragmentProgram->release(); if (m_TessControlProgram) m_TessControlProgram->release(); if (m_TessEvalProgram) m_TessEvalProgram->release(); if (m_GeometryProgram) m_GeometryProgram->release(); } bool NVRenderProgramPipeline::IsValid() { return (m_ProgramPipelineHandle != NULL); } void NVRenderProgramPipeline::SetProgramStages(NVRenderShaderProgram *inProgram, NVRenderShaderTypeFlags flags) { bool bDirty = false; if (flags & NVRenderShaderTypeValue::Vertex && inProgram != m_VertexProgram) { if (m_VertexProgram) m_VertexProgram->release(); if (inProgram) inProgram->addRef(); m_VertexProgram = inProgram; bDirty = true; } if (flags & NVRenderShaderTypeValue::Fragment && inProgram != m_FragmentProgram) { if (m_FragmentProgram) m_FragmentProgram->release(); if (inProgram) inProgram->addRef(); m_FragmentProgram = inProgram; bDirty = true; } if (flags & NVRenderShaderTypeValue::TessControl && inProgram != m_TessControlProgram) { if (m_TessControlProgram) m_TessControlProgram->release(); if (inProgram) inProgram->addRef(); m_TessControlProgram = inProgram; bDirty = true; } if (flags & NVRenderShaderTypeValue::TessEvaluation && inProgram != m_TessEvalProgram) { if (m_TessEvalProgram) m_TessEvalProgram->release(); if (inProgram) inProgram->addRef(); m_TessEvalProgram = inProgram; bDirty = true; } if (flags & NVRenderShaderTypeValue::Geometry && inProgram != m_GeometryProgram) { if (m_GeometryProgram) m_GeometryProgram->release(); if (inProgram) inProgram->addRef(); m_GeometryProgram = inProgram; bDirty = true; } if (bDirty) { m_Backend->SetProgramStages(m_ProgramPipelineHandle, flags, (inProgram) ? inProgram->GetShaderProgramHandle() : NULL); } } void NVRenderProgramPipeline::Bind() { m_Backend->SetActiveProgramPipeline(m_ProgramPipelineHandle); } } }