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| |
| #ifndef QSSG_RENDER_SHADER_CACHE_H |
| #define QSSG_RENDER_SHADER_CACHE_H |
| |
| // |
| // W A R N I N G |
| // ------------- |
| // |
| // This file is not part of the Qt API. It exists purely as an |
| // implementation detail. This header file may change from version to |
| // version without notice, or even be removed. |
| // |
| // We mean it. |
| // |
| |
| #include <QtQuick3DUtils/private/qssgdataref_p.h> |
| |
| #include <QtCore/QString> |
| |
| #include <QtCore/QSharedPointer> |
| #include <QtCore/QVector> |
| |
| QT_BEGIN_NAMESPACE |
| class QSSGRenderShaderProgram; |
| class QSSGRenderContext; |
| class QSSGInputStreamFactory; |
| class QSSGPerfTimer; |
| |
| enum class ShaderCacheProgramFlagValues : quint32 |
| { |
| TessellationEnabled = 1 << 0, // tessellation enabled |
| GeometryShaderEnabled = 1 << 1, // geometry shader enabled |
| }; |
| |
| Q_DECLARE_FLAGS(QSSGShaderCacheProgramFlags, ShaderCacheProgramFlagValues) |
| |
| namespace QSSGShaderDefines |
| { |
| enum Define : quint8 |
| { |
| LightProbe = 0, |
| LightProbe2, |
| IblFov, |
| Ssm, |
| Ssao, |
| Ssdo, |
| CgLighting, |
| Count /* New defines are added before this one! */ |
| }; |
| |
| const char *asString(QSSGShaderDefines::Define def); |
| } |
| |
| // There are a number of macros used to turn on or off various features. This allows those |
| // features |
| // to be propagated into the shader cache's caching mechanism. They will be translated into |
| //#define name value where value is 1 or zero depending on if the feature is enabled or not. |
| struct QSSGShaderPreprocessorFeature |
| { |
| const char *name = nullptr; |
| uint key = 0; |
| mutable bool enabled = false; |
| QSSGShaderPreprocessorFeature() = default; |
| QSSGShaderPreprocessorFeature(const char *inName, bool val) : name(inName), enabled(val) |
| { |
| Q_ASSERT(inName != nullptr); |
| key = qHash(inName, uint(qGlobalQHashSeed())); |
| } |
| inline bool operator<(const QSSGShaderPreprocessorFeature &other) const Q_DECL_NOTHROW { return name < other.name; } |
| inline bool operator==(const QSSGShaderPreprocessorFeature &other) const Q_DECL_NOTHROW { return name == other.name && enabled == other.enabled; } |
| }; |
| |
| using ShaderFeatureSetList = QVarLengthArray<QSSGShaderPreprocessorFeature, QSSGShaderDefines::Count>; |
| |
| inline const ShaderFeatureSetList shaderCacheNoFeatures() |
| { |
| return ShaderFeatureSetList(); |
| } |
| |
| // Hash is dependent on the order of the keys; so make sure their order is consistent!! |
| uint hashShaderFeatureSet(const ShaderFeatureSetList &inFeatureSet); |
| |
| struct QSSGShaderCacheKey |
| { |
| QByteArray m_key; |
| ShaderFeatureSetList m_features; |
| uint m_hashCode = 0; |
| |
| explicit QSSGShaderCacheKey(const QByteArray &key = QByteArray()) : m_key(key), m_hashCode(0) {} |
| |
| QSSGShaderCacheKey(const QSSGShaderCacheKey &other) = default; |
| QSSGShaderCacheKey &operator=(const QSSGShaderCacheKey &other) = default; |
| |
| void generateHashCode() |
| { |
| m_hashCode = qHash(m_key); |
| m_hashCode = m_hashCode ^ hashShaderFeatureSet(m_features); |
| } |
| |
| bool operator==(const QSSGShaderCacheKey &inOther) const |
| { |
| return m_key == inOther.m_key && m_features == inOther.m_features; |
| } |
| }; |
| |
| |
| class QSSGShaderCache |
| { |
| enum class ShaderType |
| { |
| Vertex, TessControl, TessEval, Fragment, Geometry, Compute |
| }; |
| |
| public: |
| QAtomicInt ref; |
| private: |
| typedef QHash<QSSGShaderCacheKey, QSSGRef<QSSGRenderShaderProgram>> TShaderMap; |
| QSSGRef<QSSGRenderContext> m_renderContext; |
| //QSSGPerfTimer *m_perfTimer; |
| TShaderMap m_shaders; |
| QString m_cacheFilePath; |
| QByteArray m_vertexCode; |
| QByteArray m_tessCtrlCode; |
| QByteArray m_tessEvalCode; |
| QByteArray m_geometryCode; |
| QByteArray m_fragmentCode; |
| QByteArray m_insertStr; |
| QString m_flagString; |
| QString m_contextTypeString; |
| QSSGShaderCacheKey m_tempKey; |
| |
| QSSGRef<QSSGInputStreamFactory> m_inputStreamFactory; |
| bool m_shaderCompilationEnabled; |
| |
| void addBackwardCompatibilityDefines(ShaderType shaderType); |
| |
| void addShaderExtensionStrings(ShaderType shaderType, bool isGLES); |
| |
| void addShaderPreprocessor(QByteArray &str, |
| const QByteArray &inKey, |
| ShaderType shaderType, |
| const ShaderFeatureSetList &inFeatures); |
| |
| public: |
| QSSGShaderCache(const QSSGRef<QSSGRenderContext> &ctx, |
| const QSSGRef<QSSGInputStreamFactory> &inInputStreamFactory, |
| QSSGPerfTimer *inPerfTimer); |
| ~QSSGShaderCache(); |
| // If directory is nonnull, then we attempt to load any shaders from shadercache.xml in |
| // inDirectory |
| // and save any new ones out to the same file. The shaders are marked by the gl version |
| // used when saving. |
| // If we can't open shadercache.xml from inDirectory for writing (at least), then we still |
| // consider the |
| // shadercache to be disabled. |
| // This call immediately blocks and attempts to load all applicable shaders from the |
| // shadercache.xml file in |
| // the given directory. |
| void setShaderCachePersistenceEnabled(const QString &inDirectory); |
| bool isShaderCachePersistenceEnabled() const; |
| // It is up to the caller to ensure that inFeatures contains unique keys. |
| // It is also up the the caller to ensure the keys are ordered in some way. |
| QSSGRef<QSSGRenderShaderProgram> getProgram(const QByteArray &inKey, |
| const ShaderFeatureSetList &inFeatures); |
| |
| // Replace an existing program in the cache for the same key with this program. |
| // The shaders returned by *CompileProgram functions can be released by this object |
| // due to ForceCompileProgram or SetProjectDirectory, so clients need to either not |
| // hold on to them or they need to addref/release them to ensure they still have |
| // access to them. |
| // The flags just tell us under what gl state to compile the program in order to hopefully |
| // reduce program compilations. |
| // It is up to the caller to ensure that inFeatures contains unique keys. |
| // It is also up the the caller to ensure the keys are ordered in some way. |
| QSSGRef<QSSGRenderShaderProgram> forceCompileProgram(const QByteArray &inKey, |
| const QByteArray &inVert, |
| const QByteArray &inFrag, |
| const QByteArray &inTessCtrl, |
| const QByteArray &inTessEval, |
| const QByteArray &inGeom, |
| const QSSGShaderCacheProgramFlags &inFlags, |
| const ShaderFeatureSetList &inFeatures, |
| bool separableProgram, |
| bool fromDisk = false); |
| |
| // It is up to the caller to ensure that inFeatures contains unique keys. |
| // It is also up the the caller to ensure the keys are ordered in some way. |
| QSSGRef<QSSGRenderShaderProgram> compileProgram(const QByteArray &inKey, |
| const QByteArray &inVert, |
| const QByteArray &inFrag, |
| const QByteArray &inTessCtrl, |
| const QByteArray &inTessEval, |
| const QByteArray &inGeom, |
| const QSSGShaderCacheProgramFlags &inFlags, |
| const ShaderFeatureSetList &inFeatures, |
| bool separableProgram = false); |
| |
| // Used to disable any shader compilation during loading. This is used when we are just |
| // interested in going from uia->binary |
| // and we expect to run on a headless server of sorts. See the UICCompiler project for its |
| // only current use case. |
| void setShaderCompilationEnabled(bool inEnableShaderCompilation); |
| |
| // Upping the shader version invalidates all previous cache files. |
| static quint32 getShaderVersion() { return 4; } |
| static const QString getShaderCacheFileName() { return QStringLiteral("shadercache.xml"); } |
| |
| static QSSGRef<QSSGShaderCache> createShaderCache(const QSSGRef<QSSGRenderContext> &inContext, |
| const QSSGRef<QSSGInputStreamFactory> &inInputStreamFactory, |
| QSSGPerfTimer *inPerfTimer); |
| }; |
| |
| QT_END_NAMESPACE |
| |
| #endif |