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/****************************************************************************
**
** 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 <EASTL/string.h>
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<QT3DSI8> 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<QT3DSI8> 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
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