blob: ce47146ad23071663bd81006f9cfe46aa829925d (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
|
/****************************************************************************
**
** 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
|