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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_CODE_GENERATOR_V2_H
#define QT3DS_RENDER_SHADER_CODE_GENERATOR_V2_H
#include "Qt3DSRenderShaderCodeGenerator.h"
#include "Qt3DSRenderShaderCache.h"
#include "foundation/Qt3DSFlags.h"

#include <QtCore/qstring.h>

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<ShaderGeneratorStages::Enum, QT3DSU32> 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 AddOutgoing(const char8_t *name, const char8_t *type) = 0;
        virtual void AddOutgoing(const TStrType &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 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 AddConstantBufferParam(const char *cbName, const char *paramName,
                                            const char *type) = 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