/**************************************************************************** ** ** 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_PROGRAM_PIPLINE_H #define QT3DS_RENDER_PROGRAM_PIPLINE_H #include "foundation/Qt3DSFoundation.h" #include "foundation/Qt3DSBroadcastingAllocator.h" #include "foundation/Qt3DSAtomic.h" #include "render/Qt3DSRenderContext.h" #include "render/backends/Qt3DSRenderBackend.h" #include namespace qt3ds { namespace render { using namespace foundation; class NVRenderContextImpl; class NVRenderShaderProgram; ///< A program pipeline is a collection of a multiple programs (vertex, fragment, geometry,....) class QT3DS_AUTOTEST_EXPORT NVRenderProgramPipeline : public NVRefCounted { protected: NVRenderContextImpl &m_Context; ///< pointer to context NVFoundationBase &m_Foundation; ///< pointer to foundation NVRenderBackend *m_Backend; ///< pointer to backend volatile QT3DSI32 mRefCount; ///< Using foundations' naming convention to ease implementation public: /** * @brief constructor * * @param[in] context Pointer to render context * @param[in] fnd Pointer to foundation * * @return No return. */ NVRenderProgramPipeline(NVRenderContextImpl &context, NVFoundationBase &fnd); /// @brief destructor ~NVRenderProgramPipeline(); // define refcount functions QT3DS_IMPLEMENT_REF_COUNT_ADDREF_RELEASE(m_Foundation) /** * @brief Query if pipeline is valid * * @return True if valid. */ bool IsValid(); /** * @brief enable / disable a program stage in the pipeline * * @param[in] pProgram Pointer to program. If NULL stage will be disabled * @param[in] flags Flags to which stage this program is bound to. Can more than * one stage * * @return no return. */ void SetProgramStages(NVRenderShaderProgram *pProgram, NVRenderShaderTypeFlags flags); /** * @brief Make the program pipeline active * * @return True if valid. */ void Bind(); /** * @brief get the backend object handle * * @return the backend object handle. */ NVRenderBackend::NVRenderBackendProgramPipeline GetShaderHandle() { return m_ProgramPipelineHandle; } /** * @brief get the vertex stage program * * @return the backend object handle. */ NVRenderShaderProgram *GetVertexStage() { return m_VertexProgram; } private: NVRenderBackend::NVRenderBackendProgramPipeline m_ProgramPipelineHandle; ///< opaque backend handle NVRenderShaderProgram *m_Program; ///< for non separable programs this contains the entire program NVRenderShaderProgram *m_VertexProgram; ///< for separable programs this contains the vertex program NVRenderShaderProgram *m_FragmentProgram; ///< for separable programs this contains the fragment program NVRenderShaderProgram *m_TessControlProgram; ///< for separable programs this contains the ///tessellation control program NVRenderShaderProgram *m_TessEvalProgram; ///< for separable programs this contains the ///tessellation evaluation program NVRenderShaderProgram *m_GeometryProgram; ///< for separable programs this contains the geometry program NVRenderShaderProgram *m_ComputProgram; ///< for separable programs this contains the compute program }; } } #endif