/**************************************************************************** ** ** 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 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 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 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