blob: dec85fd782a7e1437949b614c090f39edf2e04c0 [file] [log] [blame]
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#ifndef QSGD3D12SHADEREFFECTNODE_P_H
#define QSGD3D12SHADEREFFECTNODE_P_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 <private/qsgadaptationlayer_p.h>
#include "qsgd3d12material_p.h"
QT_BEGIN_NAMESPACE
class QSGD3D12RenderContext;
class QSGD3D12GuiThreadShaderEffectManager;
class QSGD3D12ShaderEffectNode;
class QSGD3D12Texture;
class QFileSelector;
class QSGD3D12ShaderLinker
{
public:
void reset(const QByteArray &vertBlob, const QByteArray &fragBlob);
void feedConstants(const QSGShaderEffectNode::ShaderData &shader, const QSet<int> *dirtyIndices = nullptr);
void feedSamplers(const QSGShaderEffectNode::ShaderData &shader);
void feedTextures(const QSGShaderEffectNode::ShaderData &shader, const QSet<int> *dirtyIndices = nullptr);
void linkTextureSubRects();
void dump();
struct Constant {
uint size;
QSGShaderEffectNode::VariableData::SpecialType specialType;
QVariant value;
bool operator==(const Constant &other) const {
return size == other.size && specialType == other.specialType
&& (specialType == QSGShaderEffectNode::VariableData::None ? value == other.value : true);
}
};
bool error;
QByteArray vs;
QByteArray fs;
uint constantBufferSize;
QHash<uint, Constant> constants; // offset -> Constant
QSet<int> samplers; // bindpoint
QHash<int, QVariant> textures; // bindpoint -> value (source ref)
QHash<QByteArray, int> textureNameMap; // name -> bindpoint
};
QDebug operator<<(QDebug debug, const QSGD3D12ShaderLinker::Constant &c);
class QSGD3D12ShaderEffectMaterial : public QSGD3D12Material
{
public:
QSGD3D12ShaderEffectMaterial(QSGD3D12ShaderEffectNode *node);
~QSGD3D12ShaderEffectMaterial();
QSGMaterialType *type() const override;
int compare(const QSGMaterial *other) const override;
int constantBufferSize() const override;
void preparePipeline(QSGD3D12PipelineState *pipelineState) override;
UpdateResults updatePipeline(const QSGD3D12MaterialRenderState &state,
QSGD3D12PipelineState *pipelineState,
ExtraState *extraState,
quint8 *constantBuffer) override;
void updateTextureProviders(bool layoutChange);
QSGD3D12ShaderEffectNode *node;
bool valid = false;
QSGShaderEffectNode::CullMode cullMode = QSGShaderEffectNode::NoCulling;
bool hasCustomVertexShader = false;
bool hasCustomFragmentShader = false;
QSGD3D12ShaderLinker linker;
QSGMaterialType *mtype = nullptr;
QVector<QSGTextureProvider *> textureProviders;
QSGD3D12Texture *dummy = nullptr;
bool geometryUsesTextureSubRect = false;
};
class QSGD3D12ShaderEffectNode : public QObject, public QSGShaderEffectNode
{
Q_OBJECT
public:
QSGD3D12ShaderEffectNode(QSGD3D12RenderContext *rc, QSGD3D12GuiThreadShaderEffectManager *mgr);
QRectF updateNormalizedTextureSubRect(bool supportsAtlasTextures) override;
void syncMaterial(SyncData *syncData) override;
static void cleanupMaterialTypeCache();
void preprocess() override;
QSGD3D12RenderContext *renderContext() { return m_rc; }
private Q_SLOTS:
void handleTextureChange();
void handleTextureProviderDestroyed(QObject *object);
private:
QSGD3D12RenderContext *m_rc;
QSGD3D12GuiThreadShaderEffectManager *m_mgr;
QSGD3D12ShaderEffectMaterial m_material;
};
class QSGD3D12GuiThreadShaderEffectManager : public QSGGuiThreadShaderEffectManager
{
public:
bool hasSeparateSamplerAndTextureObjects() const override;
QString log() const override;
Status status() const override;
void prepareShaderCode(ShaderInfo::Type typeHint, const QByteArray &src, ShaderInfo *result) override;
private:
bool reflect(ShaderInfo *result);
QString m_log;
Status m_status = Uncompiled;
QFileSelector *m_fileSelector = nullptr;
friend class QSGD3D12ShaderCompileTask;
};
QT_END_NAMESPACE
#endif // QSGD3D12SHADEREFFECTNODE_P_H