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| ** This file is part of the Qt Gui module |
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| |
| #include "qshader_p_p.h" |
| #include <QDataStream> |
| #include <QBuffer> |
| |
| QT_BEGIN_NAMESPACE |
| |
| /*! |
| \class QShader |
| \internal |
| \inmodule QtGui |
| |
| \brief Contains multiple versions of a shader translated to multiple shading languages, |
| together with reflection metadata. |
| |
| QShader is the entry point to shader code in the graphics API agnostic |
| Qt world. Instead of using GLSL shader sources, as was the custom with Qt |
| 5.x, new graphics systems with backends for multiple graphics APIs, such |
| as, Vulkan, Metal, Direct3D, and OpenGL, take QShader as their input |
| whenever a shader needs to be specified. |
| |
| A QShader instance is empty and thus invalid by default. To get a useful |
| instance, the two typical methods are: |
| |
| \list |
| |
| \li Generate the contents offline, during build time or earlier, using the |
| \c qsb command line tool. The result is a binary file that is shipped with |
| the application, read via QIODevice::readAll(), and then deserialized via |
| fromSerialized(). For more information, see QShaderBaker. |
| |
| \li Generate at run time via QShaderBaker. This is an expensive operation, |
| but allows applications to use user-provided or dynamically generated |
| shader source strings. |
| |
| \endlist |
| |
| When used together with the Qt Rendering Hardware Interface and its |
| classes, like QRhiGraphicsPipeline, no further action is needed from the |
| application's side as these classes are prepared to consume a QShader |
| whenever a shader needs to be specified for a given stage of the graphics |
| pipeline. |
| |
| Alternatively, applications can access |
| |
| \list |
| |
| \li the source or byte code for any of the shading language versions that |
| are included in the QShader, |
| |
| \li the name of the entry point for the shader, |
| |
| \li the reflection metadata containing a description of the shader's |
| inputs, outputs and resources like uniform blocks. This is essential when |
| an application or framework needs to discover the inputs of a shader at |
| runtime due to not having advance knowledge of the vertex attributes or the |
| layout of the uniform buffers used by the shader. |
| |
| \endlist |
| |
| QShader makes no assumption about the shading language that was used |
| as the source for generating the various versions and variants that are |
| included in it. |
| |
| QShader uses implicit sharing similarly to many core Qt types, and so |
| can be returned or passed by value. Detach happens implicitly when calling |
| a setter. |
| |
| For reference, QRhi expects that a QShader suitable for all its |
| backends contains at least the following: |
| |
| \list |
| |
| \li SPIR-V 1.0 bytecode suitable for Vulkan 1.0 or newer |
| |
| \li GLSL/ES 100 source code suitable for OpenGL ES 2.0 or newer |
| |
| \li GLSL 120 source code suitable for OpenGL 2.1 |
| |
| \li HLSL Shader Model 5.0 source code or the corresponding DXBC bytecode suitable for Direct3D 11 |
| |
| \li Metal Shading Language 1.2 source code or the corresponding bytecode suitable for Metal |
| |
| \endlist |
| |
| \sa QShaderBaker |
| */ |
| |
| /*! |
| \enum QShader::Stage |
| Describes the stage of the graphics pipeline the shader is suitable for. |
| |
| \value VertexStage Vertex shader |
| \value TessellationControlStage Tessellation control (hull) shader |
| \value TessellationEvaluationStage Tessellation evaluation (domain) shader |
| \value GeometryStage Geometry shader |
| \value FragmentStage Fragment (pixel) shader |
| \value ComputeStage Compute shader |
| */ |
| |
| /*! |
| \class QShaderVersion |
| \internal |
| \inmodule QtGui |
| |
| \brief Specifies the shading language version. |
| |
| While languages like SPIR-V or the Metal Shading Language use traditional |
| version numbers, shaders for other APIs can use slightly different |
| versioning schemes. All those are mapped to a single version number in |
| here, however. For HLSL, the version refers to the Shader Model version, |
| like 5.0, 5.1, or 6.0. For GLSL an additional flag is needed to choose |
| between GLSL and GLSL/ES. |
| |
| Below is a list with the most common examples of shader versions for |
| different graphics APIs: |
| |
| \list |
| |
| \li Vulkan (SPIR-V): 100 |
| \li OpenGL: 120, 330, 440, etc. |
| \li OpenGL ES: 100 with GlslEs, 300 with GlslEs, etc. |
| \li Direct3D: 50, 51, 60 |
| \li Metal: 12, 20 |
| \endlist |
| |
| A default constructed QShaderVersion contains a version of 100 and no |
| flags set. |
| */ |
| |
| /*! |
| \enum QShaderVersion::Flag |
| |
| Describes the flags that can be set. |
| |
| \value GlslEs Indicates that GLSL/ES is meant in combination with GlslShader |
| */ |
| |
| /*! |
| \class QShaderKey |
| \internal |
| \inmodule QtGui |
| |
| \brief Specifies the shading language, the version with flags, and the variant. |
| |
| A default constructed QShaderKey has source set to SpirvShader and |
| sourceVersion set to 100. sourceVariant defaults to StandardShader. |
| */ |
| |
| /*! |
| \enum QShader::Source |
| Describes what kind of shader code an entry contains. |
| |
| \value SpirvShader SPIR-V |
| \value GlslShader GLSL |
| \value HlslShader HLSL |
| \value DxbcShader Direct3D bytecode (HLSL compiled by \c fxc) |
| \value MslShader Metal Shading Language |
| \value DxilShader Direct3D bytecode (HLSL compiled by \c dxc) |
| \value MetalLibShader Pre-compiled Metal bytecode |
| */ |
| |
| /*! |
| \enum QShader::Variant |
| Describes what kind of shader code an entry contains. |
| |
| \value StandardShader The normal, unmodified version of the shader code. |
| \value BatchableVertexShader Vertex shader rewritten to be suitable for Qt Quick scenegraph batching. |
| */ |
| |
| /*! |
| \class QShaderCode |
| \internal |
| \inmodule QtGui |
| |
| \brief Contains source or binary code for a shader and additional metadata. |
| |
| When shader() is empty after retrieving a QShaderCode instance from |
| QShader, it indicates no shader code was found for the requested key. |
| */ |
| |
| static const int QSB_VERSION = 2; |
| static const int QSB_VERSION_WITHOUT_BINDINGS = 1; |
| |
| /*! |
| Constructs a new, empty (and thus invalid) QShader instance. |
| */ |
| QShader::QShader() |
| : d(new QShaderPrivate) |
| { |
| } |
| |
| /*! |
| \internal |
| */ |
| void QShader::detach() |
| { |
| qAtomicDetach(d); |
| } |
| |
| /*! |
| \internal |
| */ |
| QShader::QShader(const QShader &other) |
| : d(other.d) |
| { |
| d->ref.ref(); |
| } |
| |
| /*! |
| \internal |
| */ |
| QShader &QShader::operator=(const QShader &other) |
| { |
| qAtomicAssign(d, other.d); |
| return *this; |
| } |
| |
| /*! |
| Destructor. |
| */ |
| QShader::~QShader() |
| { |
| if (!d->ref.deref()) |
| delete d; |
| } |
| |
| /*! |
| \return true if the QShader contains at least one shader version. |
| */ |
| bool QShader::isValid() const |
| { |
| return !d->shaders.isEmpty(); |
| } |
| |
| /*! |
| \return the pipeline stage the shader is meant for. |
| */ |
| QShader::Stage QShader::stage() const |
| { |
| return d->stage; |
| } |
| |
| /*! |
| Sets the pipeline \a stage. |
| */ |
| void QShader::setStage(Stage stage) |
| { |
| if (stage != d->stage) { |
| detach(); |
| d->stage = stage; |
| } |
| } |
| |
| /*! |
| \return the reflection metadata for the shader. |
| */ |
| QShaderDescription QShader::description() const |
| { |
| return d->desc; |
| } |
| |
| /*! |
| Sets the reflection metadata to \a desc. |
| */ |
| void QShader::setDescription(const QShaderDescription &desc) |
| { |
| detach(); |
| d->desc = desc; |
| } |
| |
| /*! |
| \return the list of available shader versions |
| */ |
| QVector<QShaderKey> QShader::availableShaders() const |
| { |
| return d->shaders.keys().toVector(); |
| } |
| |
| /*! |
| \return the source or binary code for a given shader version specified by \a key. |
| */ |
| QShaderCode QShader::shader(const QShaderKey &key) const |
| { |
| return d->shaders.value(key); |
| } |
| |
| /*! |
| Stores the source or binary \a shader code for a given shader version specified by \a key. |
| */ |
| void QShader::setShader(const QShaderKey &key, const QShaderCode &shader) |
| { |
| if (d->shaders.value(key) == shader) |
| return; |
| |
| detach(); |
| d->shaders[key] = shader; |
| } |
| |
| /*! |
| Removes the source or binary shader code for a given \a key. |
| Does nothing when not found. |
| */ |
| void QShader::removeShader(const QShaderKey &key) |
| { |
| auto it = d->shaders.find(key); |
| if (it == d->shaders.end()) |
| return; |
| |
| detach(); |
| d->shaders.erase(it); |
| } |
| |
| static void writeShaderKey(QDataStream *ds, const QShaderKey &k) |
| { |
| *ds << int(k.source()); |
| *ds << k.sourceVersion().version(); |
| *ds << k.sourceVersion().flags(); |
| *ds << int(k.sourceVariant()); |
| } |
| |
| /*! |
| \return a serialized binary version of all the data held by the |
| QShader, suitable for writing to files or other I/O devices. |
| |
| \sa fromSerialized() |
| */ |
| QByteArray QShader::serialized() const |
| { |
| QBuffer buf; |
| QDataStream ds(&buf); |
| ds.setVersion(QDataStream::Qt_5_10); |
| if (!buf.open(QIODevice::WriteOnly)) |
| return QByteArray(); |
| |
| ds << QSB_VERSION; |
| ds << int(d->stage); |
| ds << d->desc.toBinaryJson(); |
| ds << d->shaders.count(); |
| for (auto it = d->shaders.cbegin(), itEnd = d->shaders.cend(); it != itEnd; ++it) { |
| const QShaderKey &k(it.key()); |
| writeShaderKey(&ds, k); |
| const QShaderCode &shader(d->shaders.value(k)); |
| ds << shader.shader(); |
| ds << shader.entryPoint(); |
| } |
| ds << d->bindings.count(); |
| for (auto it = d->bindings.cbegin(), itEnd = d->bindings.cend(); it != itEnd; ++it) { |
| const QShaderKey &k(it.key()); |
| writeShaderKey(&ds, k); |
| const NativeResourceBindingMap &map(it.value()); |
| ds << map.count(); |
| for (auto mapIt = map.cbegin(), mapItEnd = map.cend(); mapIt != mapItEnd; ++mapIt) { |
| ds << mapIt.key(); |
| ds << mapIt.value().first; |
| ds << mapIt.value().second; |
| } |
| } |
| |
| return qCompress(buf.buffer()); |
| } |
| |
| static void readShaderKey(QDataStream *ds, QShaderKey *k) |
| { |
| int intVal; |
| *ds >> intVal; |
| k->setSource(QShader::Source(intVal)); |
| QShaderVersion ver; |
| *ds >> intVal; |
| ver.setVersion(intVal); |
| *ds >> intVal; |
| ver.setFlags(QShaderVersion::Flags(intVal)); |
| k->setSourceVersion(ver); |
| *ds >> intVal; |
| k->setSourceVariant(QShader::Variant(intVal)); |
| } |
| |
| /*! |
| Creates a new QShader instance from the given \a data. |
| |
| \sa serialized() |
| */ |
| QShader QShader::fromSerialized(const QByteArray &data) |
| { |
| QByteArray udata = qUncompress(data); |
| QBuffer buf(&udata); |
| QDataStream ds(&buf); |
| ds.setVersion(QDataStream::Qt_5_10); |
| if (!buf.open(QIODevice::ReadOnly)) |
| return QShader(); |
| |
| QShader bs; |
| QShaderPrivate *d = QShaderPrivate::get(&bs); |
| Q_ASSERT(d->ref.loadRelaxed() == 1); // must be detached |
| int intVal; |
| ds >> intVal; |
| const int qsbVersion = intVal; |
| if (qsbVersion != QSB_VERSION && qsbVersion != QSB_VERSION_WITHOUT_BINDINGS) { |
| qWarning("Attempted to deserialize QShader with unknown version %d.", qsbVersion); |
| return QShader(); |
| } |
| |
| ds >> intVal; |
| d->stage = Stage(intVal); |
| QByteArray descBin; |
| ds >> descBin; |
| d->desc = QShaderDescription::fromBinaryJson(descBin); |
| int count; |
| ds >> count; |
| for (int i = 0; i < count; ++i) { |
| QShaderKey k; |
| readShaderKey(&ds, &k); |
| QShaderCode shader; |
| QByteArray s; |
| ds >> s; |
| shader.setShader(s); |
| ds >> s; |
| shader.setEntryPoint(s); |
| d->shaders[k] = shader; |
| } |
| |
| if (qsbVersion != QSB_VERSION_WITHOUT_BINDINGS) { |
| ds >> count; |
| for (int i = 0; i < count; ++i) { |
| QShaderKey k; |
| readShaderKey(&ds, &k); |
| NativeResourceBindingMap map; |
| int mapSize; |
| ds >> mapSize; |
| for (int b = 0; b < mapSize; ++b) { |
| int binding; |
| ds >> binding; |
| int firstNativeBinding; |
| ds >> firstNativeBinding; |
| int secondNativeBinding; |
| ds >> secondNativeBinding; |
| map.insert(binding, { firstNativeBinding, secondNativeBinding }); |
| } |
| d->bindings.insert(k, map); |
| } |
| } |
| |
| return bs; |
| } |
| |
| QShaderVersion::QShaderVersion(int v, Flags f) |
| : m_version(v), m_flags(f) |
| { |
| } |
| |
| QShaderCode::QShaderCode(const QByteArray &code, const QByteArray &entry) |
| : m_shader(code), m_entryPoint(entry) |
| { |
| } |
| |
| QShaderKey::QShaderKey(QShader::Source s, |
| const QShaderVersion &sver, |
| QShader::Variant svar) |
| : m_source(s), |
| m_sourceVersion(sver), |
| m_sourceVariant(svar) |
| { |
| } |
| |
| /*! |
| Returns \c true if the two QShader objects \a lhs and \a rhs are equal, |
| meaning they are for the same stage with matching sets of shader source or |
| binary code. |
| |
| \relates QShader |
| */ |
| bool operator==(const QShader &lhs, const QShader &rhs) Q_DECL_NOTHROW |
| { |
| return lhs.d->stage == rhs.d->stage |
| && lhs.d->shaders == rhs.d->shaders; |
| // do not bother with desc and bindings, if the shader code is the same, the description must match too |
| } |
| |
| /*! |
| \fn bool operator!=(const QShader &lhs, const QShader &rhs) |
| |
| Returns \c false if the values in the two QShader objects \a a and \a b |
| are equal; otherwise returns \c true. |
| |
| \relates QShader |
| */ |
| |
| /*! |
| Returns the hash value for \a s, using \a seed to seed the calculation. |
| |
| \relates QShader |
| */ |
| uint qHash(const QShader &s, uint seed) Q_DECL_NOTHROW |
| { |
| uint h = s.stage(); |
| for (auto it = s.d->shaders.constBegin(), itEnd = s.d->shaders.constEnd(); it != itEnd; ++it) |
| h += qHash(it.key(), seed) + qHash(it.value().shader(), seed); |
| return h; |
| } |
| |
| /*! |
| Returns \c true if the two QShaderVersion objects \a lhs and \a rhs are |
| equal. |
| |
| \relates QShaderVersion |
| */ |
| bool operator==(const QShaderVersion &lhs, const QShaderVersion &rhs) Q_DECL_NOTHROW |
| { |
| return lhs.version() == rhs.version() && lhs.flags() == rhs.flags(); |
| } |
| |
| /*! |
| \fn bool operator!=(const QShaderVersion &lhs, const QShaderVersion &rhs) |
| |
| Returns \c false if the values in the two QShaderVersion objects \a a |
| and \a b are equal; otherwise returns \c true. |
| |
| \relates QShaderVersion |
| */ |
| |
| /*! |
| Returns \c true if the two QShaderKey objects \a lhs and \a rhs are equal. |
| |
| \relates QShaderKey |
| */ |
| bool operator==(const QShaderKey &lhs, const QShaderKey &rhs) Q_DECL_NOTHROW |
| { |
| return lhs.source() == rhs.source() && lhs.sourceVersion() == rhs.sourceVersion() |
| && lhs.sourceVariant() == rhs.sourceVariant(); |
| } |
| |
| /*! |
| \fn bool operator!=(const QShaderKey &lhs, const QShaderKey &rhs) |
| |
| Returns \c false if the values in the two QShaderKey objects \a a |
| and \a b are equal; otherwise returns \c true. |
| |
| \relates QShaderKey |
| */ |
| |
| /*! |
| Returns the hash value for \a k, using \a seed to seed the calculation. |
| |
| \relates QShaderKey |
| */ |
| uint qHash(const QShaderKey &k, uint seed) Q_DECL_NOTHROW |
| { |
| return seed + 10 * k.source() + k.sourceVersion().version() + k.sourceVersion().flags() + k.sourceVariant(); |
| } |
| |
| /*! |
| Returns \c true if the two QShaderCode objects \a lhs and \a rhs are equal. |
| |
| \relates QShaderCode |
| */ |
| bool operator==(const QShaderCode &lhs, const QShaderCode &rhs) Q_DECL_NOTHROW |
| { |
| return lhs.shader() == rhs.shader() && lhs.entryPoint() == rhs.entryPoint(); |
| } |
| |
| /*! |
| \fn bool operator!=(const QShaderCode &lhs, const QShaderCode &rhs) |
| |
| Returns \c false if the values in the two QShaderCode objects \a a |
| and \a b are equal; otherwise returns \c true. |
| |
| \relates QShaderCode |
| */ |
| |
| #ifndef QT_NO_DEBUG_STREAM |
| QDebug operator<<(QDebug dbg, const QShader &bs) |
| { |
| const QShaderPrivate *d = bs.d; |
| QDebugStateSaver saver(dbg); |
| |
| dbg.nospace() << "QShader(" |
| << "stage=" << d->stage |
| << " shaders=" << d->shaders.keys() |
| << " desc.isValid=" << d->desc.isValid() |
| << ')'; |
| |
| return dbg; |
| } |
| |
| QDebug operator<<(QDebug dbg, const QShaderKey &k) |
| { |
| QDebugStateSaver saver(dbg); |
| dbg.nospace() << "ShaderKey(" << k.source() |
| << " " << k.sourceVersion() |
| << " " << k.sourceVariant() << ")"; |
| return dbg; |
| } |
| |
| QDebug operator<<(QDebug dbg, const QShaderVersion &v) |
| { |
| QDebugStateSaver saver(dbg); |
| dbg.nospace() << "Version(" << v.version() << " " << v.flags() << ")"; |
| return dbg; |
| } |
| #endif // QT_NO_DEBUG_STREAM |
| |
| /*! |
| \typedef QShader::NativeResourceBindingMap |
| |
| Synonym for QHash<int, QPair<int, int>>. |
| |
| The resource binding model QRhi assumes is based on SPIR-V. This means that |
| uniform buffers, storage buffers, combined image samplers, and storage |
| images share a common binding point space. The binding numbers in |
| QShaderDescription and QRhiShaderResourceBinding are expected to match the |
| \c binding layout qualifier in the Vulkan-compatible GLSL shader. |
| |
| Graphics APIs other than Vulkan may use a resource binding model that is |
| not fully compatible with this. In addition, the generator of the shader |
| code translated from SPIR-V may choose not to take the SPIR-V binding |
| qualifiers into account, for various reasons. (this is the case with the |
| Metal backend of SPIRV-Cross, for example). |
| |
| Therefore, a QShader may expose an additional map that describes what the |
| native binding point for a given SPIR-V binding is. The QRhi backends are |
| expected to use this map automatically, as appropriate. The value is a |
| pair, because combined image samplers may map to two native resources (a |
| texture and a sampler) in some shading languages. In that case the second |
| value refers to the sampler. |
| */ |
| |
| /*! |
| \return the native binding map for \a key or null if no extra mapping is |
| available, or is not applicable. |
| */ |
| const QShader::NativeResourceBindingMap *QShader::nativeResourceBindingMap(const QShaderKey &key) const |
| { |
| auto it = d->bindings.constFind(key); |
| if (it == d->bindings.cend()) |
| return nullptr; |
| |
| return &it.value(); |
| } |
| |
| /*! |
| Stores the given native resource binding \a map associated with \a key. |
| |
| \sa nativeResourceBindingMap() |
| */ |
| void QShader::setResourceBindingMap(const QShaderKey &key, const NativeResourceBindingMap &map) |
| { |
| detach(); |
| d->bindings[key] = map; |
| } |
| |
| /*! |
| Removes the native resource binding map for \a key. |
| */ |
| void QShader::removeResourceBindingMap(const QShaderKey &key) |
| { |
| auto it = d->bindings.find(key); |
| if (it == d->bindings.end()) |
| return; |
| |
| detach(); |
| d->bindings.erase(it); |
| } |
| |
| QT_END_NAMESPACE |