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| |
| #ifndef QT3DRENDER_RENDER_RHI_GLSHADER_P_H |
| #define QT3DRENDER_RENDER_RHI_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> |
| #include <QtGui/private/qshader_p.h> |
| #include <QtGui/private/qrhi_p.h> |
| |
| QT_BEGIN_NAMESPACE |
| |
| namespace Qt3DRender { |
| |
| namespace Render { |
| |
| namespace Rhi { |
| |
| class Q_AUTOTEST_EXPORT RHIShader |
| { |
| public: |
| struct UBO_Member |
| { |
| ShaderUniformBlock block; |
| QVector<QShaderDescription::BlockVariable> members; |
| }; |
| |
| RHIShader(); |
| |
| 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 QVector<int> uniformsNamesIds() const { return m_uniformsNamesIds; } |
| inline QVector<int> standardUniformNameIds() const { return m_standardUniformNamesIds; } |
| inline QVector<int> uniformBlockNamesIds() const { return m_uniformBlockNamesIds; } |
| inline QVector<int> storageBlockNamesIds() const { return m_shaderStorageBlockNamesIds; } |
| inline QVector<int> attributeNamesIds() const { return m_attributeNamesIds; } |
| |
| QVector<QString> uniformsNames() const; |
| QVector<QString> attributesNames() const; |
| QVector<QString> uniformBlockNames() const; |
| QVector<QString> storageBlockNames() const; |
| QVector<QString> samplerNames() const; |
| QVector<QString> imagesNames() const; |
| |
| inline QVector<ShaderUniform> uniforms() const { return m_uniforms; } |
| inline QVector<ShaderAttribute> attributes() const { return m_attributes; } |
| inline QVector<ShaderUniformBlock> uniformBlocks() const { return m_uniformBlocks; } |
| inline QVector<ShaderStorageBlock> storageBlocks() const { return m_shaderStorageBlocks; } |
| inline QVector<ShaderAttribute> samplers() const { return m_samplers; } |
| inline QVector<ShaderAttribute> images() const { return m_images; } |
| |
| 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; |
| bool hasActiveVariables() const noexcept; |
| |
| void setShaderCode(const QVector<QByteArray> shaderCode) { m_shaderCode = shaderCode; } |
| QVector<QByteArray> shaderCode() const; |
| |
| const QShader &shaderStage(QShader::Stage stage) const noexcept { return m_stages[stage]; } |
| QVector<UBO_Member> uboMembers() const { return m_uboMembers; } |
| |
| const QSet<QString> &unqualifiedUniformNames() const noexcept |
| { |
| return m_unqualifiedUniformNames; |
| } |
| |
| void introspect(); |
| |
| private: |
| bool m_isLoaded; |
| QShader m_stages[6]; |
| |
| QVector<QString> m_uniformsNames; |
| QVector<int> m_uniformsNamesIds; |
| 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; |
| QSet<QString> m_unqualifiedUniformNames; |
| |
| QVector<QString> m_shaderStorageBlockNames; |
| QVector<int> m_shaderStorageBlockNamesIds; |
| QVector<ShaderStorageBlock> m_shaderStorageBlocks; |
| |
| QVector<QString> m_samplerNames; |
| QVector<int> m_samplerIds; |
| QVector<ShaderAttribute> m_samplers; |
| |
| QVector<QString> m_imageNames; |
| QVector<int> m_imageIds; |
| QVector<ShaderAttribute> m_images; |
| |
| QVector<QString> m_structNames; |
| QVector<int> m_structNamesIds; |
| |
| QHash<QString, int> m_fragOutputs; |
| QVector<QByteArray> m_shaderCode; |
| |
| // Private so that only SubmissionContext can call it |
| friend class SubmissionContext; |
| void initializeAttributes(const QVector<ShaderAttribute> &attributesDescription); |
| void initializeUniformBlocks(const QVector<ShaderUniformBlock> &uniformBlockDescription); |
| void |
| initializeShaderStorageBlocks(const QVector<ShaderStorageBlock> &shaderStorageBlockDescription); |
| void initializeSamplers(const QVector<ShaderAttribute> &samplerDescription); |
| void initializeImages(const QVector<ShaderAttribute> &imageDescription); |
| void recordAllUniforms(const QShaderDescription::BlockVariable &ubo, QString parentName); |
| |
| QVector<UBO_Member> m_uboMembers; |
| |
| mutable QMutex m_mutex; |
| QMetaObject::Connection m_contextConnection; |
| }; |
| |
| } // Rhi |
| |
| } // Render |
| |
| } // Qt3DRender |
| |
| QT_END_NAMESPACE |
| |
| #endif // QT3DRENDER_RENDER_RHI_GLSHADER_P_H |