| /**************************************************************************** |
| ** |
| ** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB). |
| ** Contact: https://www.qt.io/licensing/ |
| ** |
| ** This file is part of the Qt3D module of the Qt Toolkit. |
| ** |
| ** $QT_BEGIN_LICENSE:LGPL$ |
| ** 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 Lesser General Public License Usage |
| ** Alternatively, this file may be used under the terms of the GNU Lesser |
| ** General Public License version 3 as published by the Free Software |
| ** Foundation and appearing in the file LICENSE.LGPL3 included in the |
| ** packaging of this file. Please review the following information to |
| ** ensure the GNU Lesser General Public License version 3 requirements |
| ** will be met: https://www.gnu.org/licenses/lgpl-3.0.html. |
| ** |
| ** GNU General Public License Usage |
| ** Alternatively, this file may be used under the terms of the GNU |
| ** General Public License version 2.0 or (at your option) the GNU General |
| ** Public license version 3 or 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.GPL2 and 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-2.0.html and |
| ** https://www.gnu.org/licenses/gpl-3.0.html. |
| ** |
| ** $QT_END_LICENSE$ |
| ** |
| ****************************************************************************/ |
| |
| #ifndef QT3DRENDER_RENDER_OPENGL_GLSHADER_P_H |
| #define QT3DRENDER_RENDER_OPENGL_GLSHADER_P_H |
| |
| // |
| // W A R N I N G |
| // ------------- |
| // |
| // This file is not part of the Qt API. It exists for the convenience |
| // of other Qt classes. This header file may change from version to |
| // version without notice, or even be removed. |
| // |
| // We mean it. |
| // |
| |
| |
| #include <shadervariables_p.h> |
| #include <shaderparameterpack_p.h> |
| #include <Qt3DRender/qshaderprogram.h> |
| #include <QMutex> |
| |
| #ifdef QT_BUILD_INTERNAL |
| class tst_BenchShaderParameterPack; |
| #endif |
| |
| QT_BEGIN_NAMESPACE |
| |
| class QOpenGLShaderProgram; |
| |
| namespace Qt3DRender { |
| |
| namespace Render { |
| |
| namespace OpenGL { |
| |
| class Q_AUTOTEST_EXPORT GLShader |
| { |
| public: |
| GLShader(); |
| ~GLShader(); |
| |
| void setGraphicsContext(GraphicsContext *context); |
| GraphicsContext *graphicsContext(); |
| |
| bool isLoaded() const { return m_isLoaded; } |
| void setLoaded(bool loaded) { m_isLoaded = loaded; } |
| |
| void prepareUniforms(ShaderParameterPack &pack); |
| |
| void setFragOutputs(const QHash<QString, int> &fragOutputs); |
| const QHash<QString, int> fragOutputs() const; |
| |
| inline const QVector<int> &uniformsNamesIds() const { return m_uniformsNamesIds; } |
| inline const QVector<int> &lightUniformsNamesIds() const { return m_lightUniformsNamesIds; } |
| inline const QVector<int> &standardUniformNameIds() const { return m_standardUniformNamesIds; } |
| inline const QVector<int> &uniformBlockNamesIds() const { return m_uniformBlockNamesIds; } |
| inline const QVector<int> &storageBlockNamesIds() const { return m_shaderStorageBlockNamesIds; } |
| inline const QVector<int> &attributeNamesIds() const { return m_attributeNamesIds; } |
| |
| QVector<QString> uniformsNames() const; |
| QVector<QString> attributesNames() const; |
| QVector<QString> uniformBlockNames() const; |
| QVector<QString> storageBlockNames() const; |
| |
| inline const QVector<ShaderUniform> &uniforms() const { return m_uniforms; } |
| inline const QVector<ShaderAttribute> &attributes() const { return m_attributes; } |
| inline const QVector<ShaderUniformBlock> &uniformBlocks() const { return m_uniformBlocks; } |
| inline const QVector<ShaderStorageBlock> &storageBlocks() const { return m_shaderStorageBlocks; } |
| |
| QHash<QString, ShaderUniform> activeUniformsForUniformBlock(int blockIndex) const; |
| |
| ShaderUniformBlock uniformBlockForBlockIndex(int blockNameId) const noexcept; |
| ShaderUniformBlock uniformBlockForBlockNameId(int blockIndex) const noexcept; |
| ShaderUniformBlock uniformBlockForBlockName(const QString &blockName) const noexcept; |
| |
| ShaderStorageBlock storageBlockForBlockIndex(int blockIndex) const noexcept; |
| ShaderStorageBlock storageBlockForBlockNameId(int blockNameId) const noexcept; |
| ShaderStorageBlock storageBlockForBlockName(const QString &blockName) const noexcept; |
| |
| enum ParameterKind { |
| Uniform, |
| UBO, |
| SSBO, |
| Struct |
| }; |
| ParameterKind categorizeVariable(int nameId) const noexcept; |
| |
| bool hasUniform(int nameId) const noexcept; |
| inline bool hasActiveVariables() const noexcept { return m_hasActiveVariables; } |
| inline int parameterPackSize() const noexcept { return m_parameterPackSize; } |
| |
| QOpenGLShaderProgram *shaderProgram() { return &m_shader; } |
| |
| void setShaderCode(const QVector<QByteArray> shaderCode) { m_shaderCode = shaderCode; } |
| QVector<QByteArray> shaderCode() const; |
| |
| private: |
| bool m_isLoaded; |
| QOpenGLShaderProgram m_shader; |
| GraphicsContext *m_graphicsContext; |
| |
| QVector<QString> m_uniformsNames; |
| QVector<int> m_uniformsNamesIds; |
| QVector<int> m_lightUniformsNamesIds; |
| QVector<int> m_standardUniformNamesIds; |
| QVector<ShaderUniform> m_uniforms; |
| |
| QVector<QString> m_attributesNames; |
| QVector<int> m_attributeNamesIds; |
| QVector<ShaderAttribute> m_attributes; |
| |
| QVector<QString> m_uniformBlockNames; |
| QVector<int> m_uniformBlockNamesIds; |
| QVector<ShaderUniformBlock> m_uniformBlocks; |
| QHash<int, QHash<QString, ShaderUniform> > m_uniformBlockIndexToShaderUniforms; |
| |
| QVector<QString> m_shaderStorageBlockNames; |
| QVector<int> m_shaderStorageBlockNamesIds; |
| QVector<ShaderStorageBlock> m_shaderStorageBlocks; |
| |
| QHash<QString, int> m_fragOutputs; |
| QVector<QByteArray> m_shaderCode; |
| |
| int m_parameterPackSize; |
| int m_hasActiveVariables; |
| |
| // Private so that only GraphicContext can call it |
| void initializeUniforms(const QVector<ShaderUniform> &uniformsDescription); |
| void initializeAttributes(const QVector<ShaderAttribute> &attributesDescription); |
| void initializeUniformBlocks(const QVector<ShaderUniformBlock> &uniformBlockDescription); |
| void initializeShaderStorageBlocks(const QVector<ShaderStorageBlock> &shaderStorageBlockDescription); |
| |
| friend class GraphicsContext; |
| #ifdef QT_BUILD_INTERNAL |
| friend class ::tst_BenchShaderParameterPack; |
| #endif |
| |
| mutable QMutex m_mutex; |
| QMetaObject::Connection m_contextConnection; |
| }; |
| |
| } // OpenGL |
| |
| } // Render |
| |
| } // Qt3DRender |
| |
| QT_END_NAMESPACE |
| |
| #endif // QT3DRENDER_RENDER_OPENGL_GLSHADER_P_H |