/**************************************************************************** ** ** 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_CONSTANT_H #define QT3DS_RENDER_SHADER_CONSTANT_H #include "foundation/Qt3DSFoundation.h" #include "foundation/Qt3DSAtomic.h" #include "foundation/Qt3DSMat33.h" #include "foundation/Qt3DSMat44.h" #include "EASTL/string.h" #include "EASTL/utility.h" #include "render/Qt3DSRenderContext.h" namespace qt3ds { namespace render { using namespace foundation; ///< forward declarations class NVRenderContextImpl; class NVRenderConstantBuffer; ///< A shader constant belongs to a program class QT3DS_AUTOTEST_EXPORT NVRenderShaderConstantBase { public: NVRenderBackend *m_Backend; ///< pointer to backend CRegisteredString m_Name; ///< register constant name QT3DSI32 m_Location; ///< constant index QT3DSI32 m_ElementCount; ///< constant element count for arrays NVRenderShaderDataTypes::Enum m_Type; ///< constant type QT3DSI32 m_Binding; ///< sampler/imnage binding point public: NVRenderShaderConstantBase(NVRenderBackend *backend, CRegisteredString name, QT3DSI32 location, QT3DSI32 elementCount, NVRenderShaderDataTypes::Enum type, QT3DSI32 binding) : m_Backend(backend) , m_Name(name) , m_Location(location) , m_ElementCount(elementCount) , m_Type(type) , m_Binding(binding) { } NVRenderShaderDataTypes::Enum GetShaderConstantType() const { return m_Type; } virtual void Release() = 0; }; ///< A general class for shader types template class NVRenderShaderConstant : public NVRenderShaderConstantBase { public: NVFoundationBase &m_Foundation; ///< allocator TDataType m_Value; ///< constant value public: NVRenderShaderConstant(NVRenderBackend *backend, CRegisteredString name, QT3DSI32 location, QT3DSI32 elementCount, NVRenderShaderDataTypes::Enum type, QT3DSI32 binding, NVFoundationBase &allocator) : NVRenderShaderConstantBase(backend, name, location, elementCount, type, binding) , m_Foundation(allocator) { memset(&m_Value, 0, sizeof(TDataType)); } NVFoundationBase &GetFoundation() { return m_Foundation; } void Release() override { NVDelete(GetFoundation().getAllocator(), this); } }; ///< A specialized class for textures template <> class NVRenderShaderConstant : public NVRenderShaderConstantBase { public: NVFoundationBase &m_Foundation; ///< allocator QT3DSU32 m_Value; ///< constant value public: NVRenderShaderConstant(NVRenderBackend *backend, CRegisteredString name, QT3DSI32 location, QT3DSI32 elementCount, NVRenderShaderDataTypes::Enum type, QT3DSI32 binding, NVFoundationBase &allocator) : NVRenderShaderConstantBase(backend, name, location, elementCount, type, binding) , m_Foundation(allocator) { m_Value = QT3DS_MAX_U32; } NVFoundationBase &GetFoundation() { return m_Foundation; } void Release() override { NVDelete(GetFoundation().getAllocator(), this); } }; ///< A specialized class for textures template <> class NVRenderShaderConstant : public NVRenderShaderConstantBase { public: NVFoundationBase &m_Foundation; ///< allocator QVector m_Value; ///< constant value public: NVRenderShaderConstant(NVRenderBackend *backend, CRegisteredString name, QT3DSI32 location, QT3DSI32 elementCount, NVRenderShaderDataTypes::Enum type, QT3DSI32 binding, NVFoundationBase &allocator) : NVRenderShaderConstantBase(backend, name, location, elementCount, type, binding) , m_Foundation(allocator) { m_Value.resize(elementCount); m_Value.fill(QT3DS_MAX_U32); } NVFoundationBase &GetFoundation() { return m_Foundation; } void Release() override { NVDelete(GetFoundation().getAllocator(), this); } }; ///< A specialized class for texture arrays template <> class NVRenderShaderConstant : public NVRenderShaderConstantBase { public: NVFoundationBase &m_Foundation; ///< allocator QT3DSU32 m_Value; ///< constant value public: NVRenderShaderConstant(NVRenderBackend *backend, CRegisteredString name, QT3DSI32 location, QT3DSI32 elementCount, NVRenderShaderDataTypes::Enum type, QT3DSI32 binding, NVFoundationBase &allocator) : NVRenderShaderConstantBase(backend, name, location, elementCount, type, binding) , m_Foundation(allocator) { m_Value = QT3DS_MAX_U32; } NVFoundationBase &GetFoundation() { return m_Foundation; } void Release() override { NVDelete(GetFoundation().getAllocator(), this); } }; ///< A specialized class for cubemap textures template <> class NVRenderShaderConstant : public NVRenderShaderConstantBase { public: NVFoundationBase &m_Foundation; ///< allocator QT3DSU32 m_Value; ///< constant value public: NVRenderShaderConstant(NVRenderBackend *backend, CRegisteredString name, QT3DSI32 location, QT3DSI32 elementCount, NVRenderShaderDataTypes::Enum type, QT3DSI32 binding, NVFoundationBase &allocator) : NVRenderShaderConstantBase(backend, name, location, elementCount, type, binding) , m_Foundation(allocator) { m_Value = QT3DS_MAX_U32; } NVFoundationBase &GetFoundation() { return m_Foundation; } void Release() override { NVDelete(GetFoundation().getAllocator(), this); } }; ///< A specialized class for cubemap textures template <> class NVRenderShaderConstant : public NVRenderShaderConstantBase { public: NVFoundationBase &m_Foundation; ///< allocator QVector m_Value; ///< constant value public: NVRenderShaderConstant(NVRenderBackend *backend, CRegisteredString name, QT3DSI32 location, QT3DSI32 elementCount, NVRenderShaderDataTypes::Enum type, QT3DSI32 binding, NVFoundationBase &allocator) : NVRenderShaderConstantBase(backend, name, location, elementCount, type, binding) , m_Foundation(allocator) { m_Value.resize(elementCount); m_Value.fill(QT3DS_MAX_U32); } NVFoundationBase &GetFoundation() { return m_Foundation; } void Release() override { NVDelete(GetFoundation().getAllocator(), this); } }; ///< A specialized class for texture image buffer template <> class NVRenderShaderConstant : public NVRenderShaderConstantBase { public: NVFoundationBase &m_Foundation; ///< allocator QT3DSU32 m_Value; ///< constant value public: NVRenderShaderConstant(NVRenderBackend *backend, CRegisteredString name, QT3DSI32 location, QT3DSI32 elementCount, NVRenderShaderDataTypes::Enum type, QT3DSI32 binding, NVFoundationBase &allocator) : NVRenderShaderConstantBase(backend, name, location, elementCount, type, binding) , m_Foundation(allocator) { m_Value = QT3DS_MAX_U32; } NVFoundationBase &GetFoundation() { return m_Foundation; } void Release() override { NVDelete(GetFoundation().getAllocator(), this); } }; ///< Base for any buffer ( constant, texture, ... ) which is used by this program class NVRenderShaderBufferBase { public: NVRenderContextImpl &m_Context; ///< pointer to context CRegisteredString m_Name; ///< buffer name QT3DSU32 m_Location; ///< program buffer block location QT3DSU32 m_Binding; ///< program buffer binding QT3DSI32 m_Size; ///< buffer size public: NVRenderShaderBufferBase(NVRenderContextImpl &context, CRegisteredString name, QT3DSI32 location, QT3DSI32 binding, QT3DSI32 size) : m_Context(context) , m_Name(name) , m_Location(location) , m_Binding(binding) , m_Size(size) { } virtual void Release() = 0; virtual void Validate(NVRenderShaderProgram *inShader) = 0; virtual void BindToProgram(NVRenderShaderProgram *inShader) = 0; virtual void Update() = 0; }; class NVRenderShaderConstantBuffer : public NVRenderShaderBufferBase { public: NVFoundationBase &m_Foundation; ///< allocator QT3DSI32 m_ParamCount; ///< count of parameters contained in the constant buffer NVRenderConstantBuffer *m_pCB; ///< pointer to constant buffer public: NVRenderShaderConstantBuffer(NVRenderContextImpl &context, CRegisteredString name, QT3DSU32 location, QT3DSI32 binding, QT3DSI32 size, QT3DSI32 count, NVRenderConstantBuffer *pCB, NVFoundationBase &allocator) : NVRenderShaderBufferBase(context, name, location, binding, size) , m_Foundation(allocator) , m_ParamCount(count) , m_pCB(pCB) { } NVFoundationBase &GetFoundation() { return m_Foundation; } void Release() override { if (m_pCB) m_pCB->release(); NVDelete(GetFoundation().getAllocator(), this); } void Validate(NVRenderShaderProgram *inShader) override { // A constant buffer might not be set at first call // due to the fact that they are compiled from a cache file // Now it must exists. if (m_pCB) return; NVRenderConstantBuffer *cb = m_Context.GetConstantBuffer(m_Name); if (cb) { cb->SetupBuffer(inShader, m_Location, m_Size, m_ParamCount); cb->addRef(); m_pCB = cb; } else { QT3DS_ASSERT(false); } } void Update() override { if (m_pCB) m_pCB->Update(); } void BindToProgram(NVRenderShaderProgram *inShader) override { if (m_pCB) m_pCB->BindToShaderProgram(inShader, m_Location, m_Binding); } }; class NVRenderShaderStorageBuffer : public NVRenderShaderBufferBase { public: NVFoundationBase &m_Foundation; ///< allocator QT3DSI32 m_ParamCount; ///< count of parameters contained in the constant buffer NVRenderStorageBuffer *m_pSB; ///< pointer to storage buffer public: NVRenderShaderStorageBuffer(NVRenderContextImpl &context, CRegisteredString name, QT3DSU32 location, QT3DSI32 binding, QT3DSI32 size, QT3DSI32 count, NVRenderStorageBuffer *pSB, NVFoundationBase &allocator) : NVRenderShaderBufferBase(context, name, location, binding, size) , m_Foundation(allocator) , m_ParamCount(count) , m_pSB(pSB) { } NVFoundationBase &GetFoundation() { return m_Foundation; } void Release() override { if (m_pSB) m_pSB->release(); NVDelete(GetFoundation().getAllocator(), this); } void Validate(NVRenderShaderProgram * /*inShader*/) override { // A constant buffer might not be set at first call // due to the fact that they are compile from a cache file // Now it must exists. if (m_pSB) return; NVRenderStorageBuffer *sb = m_Context.GetStorageBuffer(m_Name); if (sb) { sb->addRef(); m_pSB = sb; } else { QT3DS_ASSERT(false); } } void Update() override { if (m_pSB) m_pSB->Update(); } void BindToProgram(NVRenderShaderProgram * /*inShader*/) override { if (m_pSB) m_pSB->BindToShaderProgram(m_Location); } }; class NVRenderShaderAtomicCounterBuffer : public NVRenderShaderBufferBase { public: NVFoundationBase &m_Foundation; ///< allocator QT3DSI32 m_ParamCount; ///< count of parameters contained in the constant buffer NVRenderAtomicCounterBuffer *m_pAcB; ///< pointer to atomic counter buffer public: NVRenderShaderAtomicCounterBuffer(NVRenderContextImpl &context, CRegisteredString name, QT3DSU32 location, QT3DSI32 binding, QT3DSI32 size, QT3DSI32 count, NVRenderAtomicCounterBuffer *pAcB, NVFoundationBase &allocator) : NVRenderShaderBufferBase(context, name, location, binding, size) , m_Foundation(allocator) , m_ParamCount(count) , m_pAcB(pAcB) { } NVFoundationBase &GetFoundation() { return m_Foundation; } void Release() override { if (m_pAcB) m_pAcB->release(); NVDelete(GetFoundation().getAllocator(), this); } void Validate(NVRenderShaderProgram * /*inShader*/) override { // A constant buffer might not be set at first call // due to the fact that they are compile from a cache file // Now it must exists. if (m_pAcB) return; NVRenderAtomicCounterBuffer *acb = m_Context.GetAtomicCounterBuffer(m_Name); if (acb) { acb->addRef(); m_pAcB = acb; } else { QT3DS_ASSERT(false); } } void Update() override { if (m_pAcB) m_pAcB->Update(); } void BindToProgram(NVRenderShaderProgram * /*inShader*/) override { if (m_pAcB) m_pAcB->BindToShaderProgram(m_Location); } }; } } #endif