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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