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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_PROGRAM_PIPLINE_H
+#define QT3DS_RENDER_PROGRAM_PIPLINE_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;
+ class NVRenderShaderProgram;
+
+ ///< A program pipeline is a collection of a multiple programs (vertex, fragment, geometry,....)
+ class QT3DS_AUTOTEST_EXPORT NVRenderProgramPipeline : public NVRefCounted
+ {
+ protected:
+ NVRenderContextImpl &m_Context; ///< pointer to context
+ NVFoundationBase &m_Foundation; ///< pointer to foundation
+ NVRenderBackend *m_Backend; ///< pointer to backend
+ volatile QT3DSI32 mRefCount; ///< Using foundations' naming convention to ease implementation
+
+ public:
+ /**
+ * @brief constructor
+ *
+ * @param[in] context Pointer to render context
+ * @param[in] fnd Pointer to foundation
+ *
+ * @return No return.
+ */
+ NVRenderProgramPipeline(NVRenderContextImpl &context, NVFoundationBase &fnd);
+
+ /// @brief destructor
+ ~NVRenderProgramPipeline();
+
+ // define refcount functions
+ QT3DS_IMPLEMENT_REF_COUNT_ADDREF_RELEASE(m_Foundation)
+
+ /**
+ * @brief Query if pipeline is valid
+ *
+ * @return True if valid.
+ */
+ bool IsValid();
+
+ /**
+ * @brief enable / disable a program stage in the pipeline
+ *
+ * @param[in] pProgram Pointer to program. If NULL stage will be disabled
+ * @param[in] flags Flags to which stage this program is bound to. Can more than
+ * one stage
+ *
+ * @return no return.
+ */
+ void SetProgramStages(NVRenderShaderProgram *pProgram, NVRenderShaderTypeFlags flags);
+
+ /**
+ * @brief Make the program pipeline active
+ *
+ * @return True if valid.
+ */
+ void Bind();
+
+ /**
+ * @brief get the backend object handle
+ *
+ * @return the backend object handle.
+ */
+ NVRenderBackend::NVRenderBackendProgramPipeline GetShaderHandle()
+ {
+ return m_ProgramPipelineHandle;
+ }
+
+ /**
+ * @brief get the vertex stage program
+ *
+ * @return the backend object handle.
+ */
+ NVRenderShaderProgram *GetVertexStage() { return m_VertexProgram; }
+
+ private:
+ NVRenderBackend::NVRenderBackendProgramPipeline
+ m_ProgramPipelineHandle; ///< opaque backend handle
+
+ NVRenderShaderProgram
+ *m_Program; ///< for non separable programs this contains the entire program
+ NVRenderShaderProgram
+ *m_VertexProgram; ///< for separable programs this contains the vertex program
+ NVRenderShaderProgram
+ *m_FragmentProgram; ///< for separable programs this contains the fragment program
+ NVRenderShaderProgram *m_TessControlProgram; ///< for separable programs this contains the
+ ///tessellation control program
+ NVRenderShaderProgram *m_TessEvalProgram; ///< for separable programs this contains the
+ ///tessellation evaluation program
+ NVRenderShaderProgram
+ *m_GeometryProgram; ///< for separable programs this contains the geometry program
+ NVRenderShaderProgram
+ *m_ComputProgram; ///< for separable programs this contains the compute program
+ };
+}
+}
+
+#endif