/**************************************************************************** ** ** 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_CACHE_H #define QT3DS_RENDER_SHADER_CACHE_H #include "Qt3DSRender.h" #include "foundation/Qt3DSRefCounted.h" #include "foundation/Qt3DSFlags.h" #include "foundation/StringTable.h" namespace qt3ds { namespace render { struct ShaderCacheProgramFlagValues { enum Enum { TessellationEnabled = 1 << 0, // tessellation enabled GeometryShaderEnabled = 1 << 1, // geometry shader enabled }; }; struct SShaderCacheProgramFlags : public NVFlags { // tessellation enabled void SetTessellationEnabled(bool inValue) { clearOrSet(inValue, ShaderCacheProgramFlagValues::TessellationEnabled); } bool IsTessellationEnabled() const { return this->operator&(ShaderCacheProgramFlagValues::TessellationEnabled); } // geometry shader enabled void SetGeometryShaderEnabled(bool inValue) { clearOrSet(inValue, ShaderCacheProgramFlagValues::GeometryShaderEnabled); } bool IsGeometryShaderEnabled() const { return this->operator&(ShaderCacheProgramFlagValues::GeometryShaderEnabled); } }; // There are a number of macros used to turn on or off various features. This allows those // features // to be propagated into the shader cache's caching mechanism. They will be translated into //#define name value where value is 1 or zero depending on if the feature is enabled or not. struct SShaderPreprocessorFeature { CRegisteredString m_Name; bool m_Enabled; SShaderPreprocessorFeature() : m_Enabled(false) { } SShaderPreprocessorFeature(CRegisteredString name, bool val) : m_Name(name) , m_Enabled(val) { } bool operator<(const SShaderPreprocessorFeature &inOther) const; bool operator==(const SShaderPreprocessorFeature &inOther) const; }; typedef NVConstDataRef TShaderFeatureSet; inline TShaderFeatureSet ShaderCacheNoFeatures() { return TShaderFeatureSet(); } // Hash is dependent on the order of the keys; so make sure their order is consistent!! size_t HashShaderFeatureSet(NVConstDataRef inFeatureSet); class IShaderCache : public NVRefCounted { protected: virtual ~IShaderCache() {} public: // If directory is nonnull, then we attempt to load any shaders from shadercache.xml in // inDirectory // and save any new ones out to the same file. The shaders are marked by the gl version // used when saving. // If we can't open shadercache.xml from inDirectory for writing (at least), then we still // consider the // shadercache to be disabled. // This call immediately blocks and attempts to load all applicable shaders from the // shadercache.xml file in // the given directory. virtual void SetShaderCachePersistenceEnabled(const char8_t *inDirectory) = 0; virtual bool IsShaderCachePersistenceEnabled() const = 0; // It is up to the caller to ensure that inFeatures contains unique keys. // It is also up the the caller to ensure the keys are ordered in some way. virtual NVRenderShaderProgram * GetProgram(CRegisteredString inKey, NVConstDataRef inFeatures) = 0; // Replace an existing program in the cache for the same key with this program. // The shaders returned by *CompileProgram functions can be released by this object // due to ForceCompileProgram or SetProjectDirectory, so clients need to either not // hold on to them or they need to addref/release them to ensure they still have // access to them. // The flags just tell us under what gl state to compile the program in order to hopefully // reduce program compilations. // It is up to the caller to ensure that inFeatures contains unique keys. // It is also up the the caller to ensure the keys are ordered in some way. virtual NVRenderShaderProgram * ForceCompileProgram(CRegisteredString inKey, const char8_t *inVert, const char8_t *inFrag, const char8_t *inTessCtrl, const char8_t *inTessEval, const char8_t *inGeom, const SShaderCacheProgramFlags &inFlags, TShaderFeatureSet inFeatures, bool separableProgram, bool fromDisk = false) = 0; // It is up to the caller to ensure that inFeatures contains unique keys. // It is also up the the caller to ensure the keys are ordered in some way. virtual NVRenderShaderProgram * CompileProgram(CRegisteredString inKey, const char8_t *inVert, const char8_t *inFrag, const char8_t *inTessCtrl, const char8_t *inTessEval, const char8_t *inGeom, const SShaderCacheProgramFlags &inFlags, TShaderFeatureSet inFeatures, bool separableProgram = false) = 0; // Used to disable any shader compilation during loading. This is used when we are just // interested in going from uia->binary // and we expect to run on a headless server of sorts. See the UICCompiler project for its // only current use case. virtual void SetShaderCompilationEnabled(bool inEnableShaderCompilation) = 0; // Upping the shader version invalidates all previous cache files. static QT3DSU32 GetShaderVersion() { return 4; } static const char8_t *GetShaderCacheFileName() { return "shadercache.xml"; } static IShaderCache &CreateShaderCache(NVRenderContext &inContext, IInputStreamFactory &inInputStreamFactory, IPerfTimer &inPerfTimer); }; } } #endif