/**************************************************************************** ** ** 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_CODE_GENERATOR_V2_H #define QT3DS_RENDER_SHADER_CODE_GENERATOR_V2_H #include "Qt3DSRenderShaderCodeGenerator.h" #include "Qt3DSRenderShaderCache.h" #include "foundation/Qt3DSFlags.h" #include namespace qt3ds { namespace render { // So far the generator is only useful for graphics stages, // it doesn't seem useful for compute stages. struct ShaderGeneratorStages { enum Enum { Vertex = 1, TessControl = 1 << 1, TessEval = 1 << 2, Geometry = 1 << 3, Fragment = 1 << 4, StageCount = 5, }; }; typedef NVFlags TShaderGeneratorStageFlags; class IShaderStageGenerator { protected: virtual ~IShaderStageGenerator() {} public: virtual void AddIncoming(const char8_t *name, const char8_t *type) = 0; virtual void AddIncoming(const TStrType &name, const char8_t *type) = 0; virtual void AddIncoming(const QString &name, const char8_t *type) = 0; virtual void AddOutgoing(const char8_t *name, const char8_t *type) = 0; virtual void AddOutgoing(const TStrType &name, const char8_t *type) = 0; virtual void AddOutgoing(const QString &name, const char8_t *type) = 0; virtual void AddUniform(const char8_t *name, const char8_t *type) = 0; virtual void AddUniform(const TStrType &name, const char8_t *type) = 0; virtual void AddUniform(const QString &name, const char8_t *type) = 0; virtual void AddInclude(const char8_t *name) = 0; virtual void AddInclude(const TStrType &name) = 0; virtual void AddInclude(const QString &name) = 0; virtual void AddFunction(const QString &functionName) = 0; virtual void AddConstantBuffer(const char *name, const char *layout) = 0; virtual void AddConstantBuffer(const QString &name, const char *layout) = 0; virtual void AddConstantBufferParam(const QString &cbName, const QString ¶mName, const char *type) = 0; virtual void AddConstantBufferParam(const char *cbName, const char *paramName, const char *type) = 0; virtual IShaderStageGenerator &operator<<(const QString &data) = 0; virtual IShaderStageGenerator &operator<<(const char *data) = 0; virtual IShaderStageGenerator &operator<<(const TStrType &data) = 0; virtual IShaderStageGenerator &operator<<(const SEndlType & /*data*/) = 0; virtual void Append(const char *data) = 0; virtual void AppendPartial(const char *data) = 0; virtual ShaderGeneratorStages::Enum Stage() const = 0; }; class IShaderProgramGenerator : public NVRefCounted { public: static TShaderGeneratorStageFlags DefaultFlags() { return TShaderGeneratorStageFlags(ShaderGeneratorStages::Vertex | ShaderGeneratorStages::Fragment); } virtual void BeginProgram(TShaderGeneratorStageFlags inEnabledStages = DefaultFlags()) = 0; virtual TShaderGeneratorStageFlags GetEnabledStages() const = 0; // get the stage or NULL if it has not been created. virtual IShaderStageGenerator *GetStage(ShaderGeneratorStages::Enum inStage) = 0; // Implicit call to end program. virtual qt3ds::render::NVRenderShaderProgram * CompileGeneratedShader(const char *inShaderName, const SShaderCacheProgramFlags &inFlags, TShaderFeatureSet inFeatureSet, bool separableProgram = false) = 0; qt3ds::render::NVRenderShaderProgram *CompileGeneratedShader(const char *inShaderName, bool separableProgram = false) { return CompileGeneratedShader(inShaderName, SShaderCacheProgramFlags(), TShaderFeatureSet(), separableProgram); } static IShaderProgramGenerator &CreateProgramGenerator(IQt3DSRenderContext &inContext); static void OutputParaboloidDepthVertex(IShaderStageGenerator &inGenerator); // By convention, the local space result of the TE is stored in vec4 pos local variable. // This function expects such state. static void OutputParaboloidDepthTessEval(IShaderStageGenerator &inGenerator); // Utilities shared among the various different systems. static void OutputParaboloidDepthFragment(IShaderStageGenerator &inGenerator); static void OutputCubeFaceDepthVertex(IShaderStageGenerator &inGenerator); static void OutputCubeFaceDepthGeometry(IShaderStageGenerator &inGenerator); static void OutputCubeFaceDepthFragment(IShaderStageGenerator &inGenerator); }; } } #endif