blob: 1f574a98027cef155a04393e5bf991e61f6f405c [file] [log] [blame]
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#include "qsgd3d12shadereffectnode_p.h"
#include "qsgd3d12rendercontext_p.h"
#include "qsgd3d12texture_p.h"
#include "qsgd3d12engine_p.h"
#include <QtCore/qthreadpool.h>
#include <QtCore/qfile.h>
#include <QtCore/qfileselector.h>
#include <QtQml/qqmlfile.h>
#include <qsgtextureprovider.h>
#include <d3d12shader.h>
#include <d3dcompiler.h>
#include "vs_shadereffectdefault.hlslh"
#include "ps_shadereffectdefault.hlslh"
QT_BEGIN_NAMESPACE
// NOTE: Avoid categorized logging. It is slow.
#define DECLARE_DEBUG_VAR(variable) \
static bool debug_ ## variable() \
{ static bool value = qgetenv("QSG_RENDERER_DEBUG").contains(QT_STRINGIFY(variable)); return value; }
DECLARE_DEBUG_VAR(shader)
void QSGD3D12ShaderLinker::reset(const QByteArray &vertBlob, const QByteArray &fragBlob)
{
Q_ASSERT(!vertBlob.isEmpty() && !fragBlob.isEmpty());
vs = vertBlob;
fs = fragBlob;
error = false;
constantBufferSize = 0;
constants.clear();
samplers.clear();
textures.clear();
textureNameMap.clear();
}
void QSGD3D12ShaderLinker::feedConstants(const QSGShaderEffectNode::ShaderData &shader, const QSet<int> *dirtyIndices)
{
Q_ASSERT(shader.shaderInfo.variables.count() == shader.varData.count());
if (!dirtyIndices) {
constantBufferSize = qMax(constantBufferSize, shader.shaderInfo.constantDataSize);
for (int i = 0; i < shader.shaderInfo.variables.count(); ++i) {
const auto &var(shader.shaderInfo.variables.at(i));
if (var.type == QSGGuiThreadShaderEffectManager::ShaderInfo::Constant) {
const auto &vd(shader.varData.at(i));
Constant c;
c.size = var.size;
c.specialType = vd.specialType;
if (c.specialType != QSGShaderEffectNode::VariableData::SubRect) {
c.value = vd.value;
} else {
Q_ASSERT(var.name.startsWith(QByteArrayLiteral("qt_SubRect_")));
c.value = var.name.mid(11);
}
constants[var.offset] = c;
}
}
} else {
for (int idx : *dirtyIndices)
constants[shader.shaderInfo.variables.at(idx).offset].value = shader.varData.at(idx).value;
}
}
void QSGD3D12ShaderLinker::feedSamplers(const QSGShaderEffectNode::ShaderData &shader)
{
for (int i = 0; i < shader.shaderInfo.variables.count(); ++i) {
const auto &var(shader.shaderInfo.variables.at(i));
if (var.type == QSGGuiThreadShaderEffectManager::ShaderInfo::Sampler) {
Q_ASSERT(shader.varData.at(i).specialType == QSGShaderEffectNode::VariableData::Unused);
samplers.insert(var.bindPoint);
}
}
}
void QSGD3D12ShaderLinker::feedTextures(const QSGShaderEffectNode::ShaderData &shader, const QSet<int> *dirtyIndices)
{
if (!dirtyIndices) {
for (int i = 0; i < shader.shaderInfo.variables.count(); ++i) {
const auto &var(shader.shaderInfo.variables.at(i));
const auto &vd(shader.varData.at(i));
if (var.type == QSGGuiThreadShaderEffectManager::ShaderInfo::Texture) {
Q_ASSERT(vd.specialType == QSGShaderEffectNode::VariableData::Source);
textures.insert(var.bindPoint, vd.value);
textureNameMap.insert(var.name, var.bindPoint);
}
}
} else {
for (int idx : *dirtyIndices) {
const auto &var(shader.shaderInfo.variables.at(idx));
const auto &vd(shader.varData.at(idx));
textures.insert(var.bindPoint, vd.value);
textureNameMap.insert(var.name, var.bindPoint);
}
}
}
void QSGD3D12ShaderLinker::linkTextureSubRects()
{
// feedConstants stores <name> in Constant::value for subrect entries. Now
// that both constants and textures are known, replace the name with the
// texture bind point.
for (Constant &c : constants) {
if (c.specialType == QSGShaderEffectNode::VariableData::SubRect) {
if (c.value.type() == QVariant::ByteArray) {
const QByteArray name = c.value.toByteArray();
if (!textureNameMap.contains(name))
qWarning("ShaderEffect: qt_SubRect_%s refers to unknown source texture", qPrintable(name));
c.value = textureNameMap[name];
}
}
}
}
void QSGD3D12ShaderLinker::dump()
{
if (error) {
qDebug() << "Failed to generate program data";
return;
}
qDebug() << "Combined shader data" << vs.size() << fs.size() << "cbuffer size" << constantBufferSize;
qDebug() << " - constants" << constants;
qDebug() << " - samplers" << samplers;
qDebug() << " - textures" << textures;
}
QDebug operator<<(QDebug debug, const QSGD3D12ShaderLinker::Constant &c)
{
QDebugStateSaver saver(debug);
debug.space();
debug << "size" << c.size;
if (c.specialType != QSGShaderEffectNode::VariableData::None)
debug << "special" << c.specialType;
else
debug << "value" << c.value;
return debug;
}
QSGD3D12ShaderEffectMaterial::QSGD3D12ShaderEffectMaterial(QSGD3D12ShaderEffectNode *node)
: node(node)
{
setFlag(Blending | RequiresFullMatrix, true); // may be changed in sync()
}
QSGD3D12ShaderEffectMaterial::~QSGD3D12ShaderEffectMaterial()
{
delete dummy;
}
struct QSGD3D12ShaderMaterialTypeCache
{
QSGMaterialType *get(const QByteArray &vs, const QByteArray &fs);
void reset() { qDeleteAll(m_types); m_types.clear(); }
struct Key {
QByteArray blob[2];
Key() { }
Key(const QByteArray &vs, const QByteArray &fs) { blob[0] = vs; blob[1] = fs; }
bool operator==(const Key &other) const {
return blob[0] == other.blob[0] && blob[1] == other.blob[1];
}
};
QHash<Key, QSGMaterialType *> m_types;
};
uint qHash(const QSGD3D12ShaderMaterialTypeCache::Key &key, uint seed = 0)
{
uint hash = seed;
for (int i = 0; i < 2; ++i)
hash = hash * 31337 + qHash(key.blob[i]);
return hash;
}
QSGMaterialType *QSGD3D12ShaderMaterialTypeCache::get(const QByteArray &vs, const QByteArray &fs)
{
const Key k(vs, fs);
if (m_types.contains(k))
return m_types.value(k);
QSGMaterialType *t = new QSGMaterialType;
m_types.insert(k, t);
return t;
}
Q_GLOBAL_STATIC(QSGD3D12ShaderMaterialTypeCache, shaderMaterialTypeCache)
void QSGD3D12ShaderEffectNode::cleanupMaterialTypeCache()
{
shaderMaterialTypeCache()->reset();
}
QSGMaterialType *QSGD3D12ShaderEffectMaterial::type() const
{
return mtype;
}
static bool hasAtlasTexture(const QVector<QSGTextureProvider *> &textureProviders)
{
for (int i = 0; i < textureProviders.count(); ++i) {
QSGTextureProvider *t = textureProviders.at(i);
if (t && t->texture() && t->texture()->isAtlasTexture())
return true;
}
return false;
}
int QSGD3D12ShaderEffectMaterial::compare(const QSGMaterial *other) const
{
Q_ASSERT(other && type() == other->type());
const QSGD3D12ShaderEffectMaterial *o = static_cast<const QSGD3D12ShaderEffectMaterial *>(other);
if (int diff = cullMode - o->cullMode)
return diff;
if (int diff = textureProviders.count() - o->textureProviders.count())
return diff;
if (linker.constants != o->linker.constants)
return 1;
if ((hasAtlasTexture(textureProviders) && !geometryUsesTextureSubRect)
|| (hasAtlasTexture(o->textureProviders) && !o->geometryUsesTextureSubRect))
return 1;
for (int i = 0; i < textureProviders.count(); ++i) {
QSGTextureProvider *tp1 = textureProviders.at(i);
QSGTextureProvider *tp2 = o->textureProviders.at(i);
if (!tp1 || !tp2)
return tp1 == tp2 ? 0 : 1;
QSGTexture *t1 = tp1->texture();
QSGTexture *t2 = tp2->texture();
if (!t1 || !t2)
return t1 == t2 ? 0 : 1;
if (int diff = t1->textureId() - t2->textureId())
return diff;
}
return 0;
}
int QSGD3D12ShaderEffectMaterial::constantBufferSize() const
{
return QSGD3D12Engine::alignedConstantBufferSize(linker.constantBufferSize);
}
void QSGD3D12ShaderEffectMaterial::preparePipeline(QSGD3D12PipelineState *pipelineState)
{
pipelineState->shaders.vs = reinterpret_cast<const quint8 *>(linker.vs.constData());
pipelineState->shaders.vsSize = linker.vs.size();
pipelineState->shaders.ps = reinterpret_cast<const quint8 *>(linker.fs.constData());
pipelineState->shaders.psSize = linker.fs.size();
pipelineState->shaders.rootSig.textureViewCount = textureProviders.count();
}
static inline QColor qsg_premultiply_color(const QColor &c)
{
return QColor::fromRgbF(c.redF() * c.alphaF(), c.greenF() * c.alphaF(), c.blueF() * c.alphaF(), c.alphaF());
}
QSGD3D12Material::UpdateResults QSGD3D12ShaderEffectMaterial::updatePipeline(const QSGD3D12MaterialRenderState &state,
QSGD3D12PipelineState *pipelineState,
ExtraState *,
quint8 *constantBuffer)
{
QSGD3D12Material::UpdateResults r = 0;
quint8 *p = constantBuffer;
for (auto it = linker.constants.constBegin(), itEnd = linker.constants.constEnd(); it != itEnd; ++it) {
quint8 *dst = p + it.key();
const QSGD3D12ShaderLinker::Constant &c(it.value());
if (c.specialType == QSGShaderEffectNode::VariableData::Opacity) {
if (state.isOpacityDirty()) {
const float f = state.opacity();
Q_ASSERT(sizeof(f) == c.size);
memcpy(dst, &f, sizeof(f));
r |= UpdatedConstantBuffer;
}
} else if (c.specialType == QSGShaderEffectNode::VariableData::Matrix) {
if (state.isMatrixDirty()) {
const int sz = 16 * sizeof(float);
Q_ASSERT(sz == c.size);
memcpy(dst, state.combinedMatrix().constData(), sz);
r |= UpdatedConstantBuffer;
}
} else if (c.specialType == QSGShaderEffectNode::VariableData::SubRect) {
// float4
QRectF subRect(0, 0, 1, 1);
int srcBindPoint = c.value.toInt(); // filled in by linkTextureSubRects
if (QSGTexture *t = textureProviders.at(srcBindPoint)->texture())
subRect = t->normalizedTextureSubRect();
const float f[4] = { float(subRect.x()), float(subRect.y()),
float(subRect.width()), float(subRect.height()) };
Q_ASSERT(sizeof(f) == c.size);
memcpy(dst, f, sizeof(f));
} else if (c.specialType == QSGShaderEffectNode::VariableData::None) {
r |= UpdatedConstantBuffer;
switch (c.value.type()) {
case QMetaType::QColor: {
const QColor v = qsg_premultiply_color(qvariant_cast<QColor>(c.value));
const float f[4] = { float(v.redF()), float(v.greenF()), float(v.blueF()), float(v.alphaF()) };
Q_ASSERT(sizeof(f) == c.size);
memcpy(dst, f, sizeof(f));
break;
}
case QMetaType::Float: {
const float f = qvariant_cast<float>(c.value);
Q_ASSERT(sizeof(f) == c.size);
memcpy(dst, &f, sizeof(f));
break;
}
case QMetaType::Double: {
const float f = float(qvariant_cast<double>(c.value));
Q_ASSERT(sizeof(f) == c.size);
memcpy(dst, &f, sizeof(f));
break;
}
case QMetaType::Int: {
const int i = c.value.toInt();
Q_ASSERT(sizeof(i) == c.size);
memcpy(dst, &i, sizeof(i));
break;
}
case QMetaType::Bool: {
const bool b = c.value.toBool();
Q_ASSERT(sizeof(b) == c.size);
memcpy(dst, &b, sizeof(b));
break;
}
case QMetaType::QTransform: { // float3x3
const QTransform v = qvariant_cast<QTransform>(c.value);
const float m[3][3] = {
{ float(v.m11()), float(v.m12()), float(v.m13()) },
{ float(v.m21()), float(v.m22()), float(v.m23()) },
{ float(v.m31()), float(v.m32()), float(v.m33()) }
};
Q_ASSERT(sizeof(m) == c.size);
memcpy(dst, m[0], sizeof(m));
break;
}
case QMetaType::QSize:
case QMetaType::QSizeF: { // float2
const QSizeF v = c.value.toSizeF();
const float f[2] = { float(v.width()), float(v.height()) };
Q_ASSERT(sizeof(f) == c.size);
memcpy(dst, f, sizeof(f));
break;
}
case QMetaType::QPoint:
case QMetaType::QPointF: { // float2
const QPointF v = c.value.toPointF();
const float f[2] = { float(v.x()), float(v.y()) };
Q_ASSERT(sizeof(f) == c.size);
memcpy(dst, f, sizeof(f));
break;
}
case QMetaType::QRect:
case QMetaType::QRectF: { // float4
const QRectF v = c.value.toRectF();
const float f[4] = { float(v.x()), float(v.y()), float(v.width()), float(v.height()) };
Q_ASSERT(sizeof(f) == c.size);
memcpy(dst, f, sizeof(f));
break;
}
case QMetaType::QVector2D: { // float2
const QVector2D v = qvariant_cast<QVector2D>(c.value);
const float f[2] = { float(v.x()), float(v.y()) };
Q_ASSERT(sizeof(f) == c.size);
memcpy(dst, f, sizeof(f));
break;
}
case QMetaType::QVector3D: { // float3
const QVector3D v = qvariant_cast<QVector3D>(c.value);
const float f[3] = { float(v.x()), float(v.y()), float(v.z()) };
Q_ASSERT(sizeof(f) == c.size);
memcpy(dst, f, sizeof(f));
break;
}
case QMetaType::QVector4D: { // float4
const QVector4D v = qvariant_cast<QVector4D>(c.value);
const float f[4] = { float(v.x()), float(v.y()), float(v.z()), float(v.w()) };
Q_ASSERT(sizeof(f) == c.size);
memcpy(dst, f, sizeof(f));
break;
}
case QMetaType::QQuaternion: { // float4
const QQuaternion v = qvariant_cast<QQuaternion>(c.value);
const float f[4] = { float(v.x()), float(v.y()), float(v.z()), float(v.scalar()) };
Q_ASSERT(sizeof(f) == c.size);
memcpy(dst, f, sizeof(f));
break;
}
case QMetaType::QMatrix4x4: { // float4x4
const QMatrix4x4 v = qvariant_cast<QMatrix4x4>(c.value);
const int sz = 16 * sizeof(float);
Q_ASSERT(sz == c.size);
memcpy(dst, v.constData(), sz);
break;
}
default:
break;
}
}
}
for (int i = 0; i < textureProviders.count(); ++i) {
QSGTextureProvider *tp = textureProviders[i];
QSGD3D12TextureView &tv(pipelineState->shaders.rootSig.textureViews[i]);
if (tp) {
if (QSGTexture *t = tp->texture()) {
if (t->isAtlasTexture() && !geometryUsesTextureSubRect) {
QSGTexture *newTexture = t->removedFromAtlas();
if (newTexture)
t = newTexture;
}
tv.filter = t->filtering() == QSGTexture::Linear
? QSGD3D12TextureView::FilterLinear : QSGD3D12TextureView::FilterNearest;
tv.addressModeHoriz = t->horizontalWrapMode() == QSGTexture::ClampToEdge
? QSGD3D12TextureView::AddressClamp : QSGD3D12TextureView::AddressWrap;
tv.addressModeVert = t->verticalWrapMode() == QSGTexture::ClampToEdge
? QSGD3D12TextureView::AddressClamp : QSGD3D12TextureView::AddressWrap;
t->bind();
continue;
}
}
if (!dummy) {
dummy = new QSGD3D12Texture(node->renderContext()->engine());
QImage img(128, 128, QImage::Format_ARGB32_Premultiplied);
img.fill(0);
dummy->create(img, QSGRenderContext::CreateTexture_Alpha);
}
tv.filter = QSGD3D12TextureView::FilterNearest;
tv.addressModeHoriz = QSGD3D12TextureView::AddressWrap;
tv.addressModeVert = QSGD3D12TextureView::AddressWrap;
dummy->bind();
}
switch (cullMode) {
case QSGShaderEffectNode::FrontFaceCulling:
pipelineState->cullMode = QSGD3D12PipelineState::CullFront;
break;
case QSGShaderEffectNode::BackFaceCulling:
pipelineState->cullMode = QSGD3D12PipelineState::CullBack;
break;
default:
pipelineState->cullMode = QSGD3D12PipelineState::CullNone;
break;
}
return r;
}
void QSGD3D12ShaderEffectMaterial::updateTextureProviders(bool layoutChange)
{
if (layoutChange) {
for (QSGTextureProvider *tp : textureProviders) {
if (tp) {
QObject::disconnect(tp, SIGNAL(textureChanged()), node,
SLOT(handleTextureChange()));
QObject::disconnect(tp, SIGNAL(destroyed(QObject*)), node,
SLOT(handleTextureProviderDestroyed(QObject*)));
}
}
textureProviders.fill(nullptr, linker.textures.count());
}
for (auto it = linker.textures.constBegin(), itEnd = linker.textures.constEnd(); it != itEnd; ++it) {
const int bindPoint = it.key();
// Now that the linker has merged the textures, we can switch over to a
// simple vector indexed by the binding point for textureProviders.
Q_ASSERT(bindPoint >= 0 && bindPoint < textureProviders.count());
QQuickItem *source = qobject_cast<QQuickItem *>(qvariant_cast<QObject *>(it.value()));
QSGTextureProvider *newProvider = source && source->isTextureProvider() ? source->textureProvider() : nullptr;
QSGTextureProvider *&activeProvider(textureProviders[bindPoint]);
if (newProvider != activeProvider) {
if (activeProvider) {
QObject::disconnect(activeProvider, SIGNAL(textureChanged()), node,
SLOT(handleTextureChange()));
QObject::disconnect(activeProvider, SIGNAL(destroyed(QObject*)), node,
SLOT(handleTextureProviderDestroyed(QObject*)));
}
if (newProvider) {
Q_ASSERT_X(newProvider->thread() == QThread::currentThread(),
"QSGD3D12ShaderEffectMaterial::updateTextureProviders",
"Texture provider must belong to the rendering thread");
QObject::connect(newProvider, SIGNAL(textureChanged()), node, SLOT(handleTextureChange()));
QObject::connect(newProvider, SIGNAL(destroyed(QObject*)), node,
SLOT(handleTextureProviderDestroyed(QObject*)));
} else {
const char *typeName = source ? source->metaObject()->className() : it.value().typeName();
qWarning("ShaderEffect: Texture t%d is not assigned a valid texture provider (%s).",
bindPoint, typeName);
}
activeProvider = newProvider;
}
}
}
QSGD3D12ShaderEffectNode::QSGD3D12ShaderEffectNode(QSGD3D12RenderContext *rc, QSGD3D12GuiThreadShaderEffectManager *mgr)
: QSGShaderEffectNode(mgr),
m_rc(rc),
m_mgr(mgr),
m_material(this)
{
setFlag(UsePreprocess, true);
setMaterial(&m_material);
}
QRectF QSGD3D12ShaderEffectNode::updateNormalizedTextureSubRect(bool supportsAtlasTextures)
{
QRectF srcRect(0, 0, 1, 1);
bool geometryUsesTextureSubRect = false;
if (supportsAtlasTextures && m_material.textureProviders.count() == 1) {
QSGTextureProvider *provider = m_material.textureProviders.at(0);
if (provider->texture()) {
srcRect = provider->texture()->normalizedTextureSubRect();
geometryUsesTextureSubRect = true;
}
}
if (m_material.geometryUsesTextureSubRect != geometryUsesTextureSubRect) {
m_material.geometryUsesTextureSubRect = geometryUsesTextureSubRect;
markDirty(QSGNode::DirtyMaterial);
}
return srcRect;
}
void QSGD3D12ShaderEffectNode::syncMaterial(SyncData *syncData)
{
if (Q_UNLIKELY(debug_shader()))
qDebug() << "shadereffect node sync" << syncData->dirty;
if (bool(m_material.flags() & QSGMaterial::Blending) != syncData->blending) {
m_material.setFlag(QSGMaterial::Blending, syncData->blending);
markDirty(QSGNode::DirtyMaterial);
}
if (m_material.cullMode != syncData->cullMode) {
m_material.cullMode = syncData->cullMode;
markDirty(QSGNode::DirtyMaterial);
}
if (syncData->dirty & QSGShaderEffectNode::DirtyShaders) {
QByteArray vertBlob, fragBlob;
m_material.hasCustomVertexShader = syncData->vertex.shader->hasShaderCode;
if (m_material.hasCustomVertexShader) {
vertBlob = syncData->vertex.shader->shaderInfo.blob;
} else {
vertBlob = QByteArray::fromRawData(reinterpret_cast<const char *>(g_VS_DefaultShaderEffect),
sizeof(g_VS_DefaultShaderEffect));
}
m_material.hasCustomFragmentShader = syncData->fragment.shader->hasShaderCode;
if (m_material.hasCustomFragmentShader) {
fragBlob = syncData->fragment.shader->shaderInfo.blob;
} else {
fragBlob = QByteArray::fromRawData(reinterpret_cast<const char *>(g_PS_DefaultShaderEffect),
sizeof(g_PS_DefaultShaderEffect));
}
m_material.mtype = shaderMaterialTypeCache()->get(vertBlob, fragBlob);
m_material.linker.reset(vertBlob, fragBlob);
if (m_material.hasCustomVertexShader) {
m_material.linker.feedConstants(*syncData->vertex.shader);
} else {
QSGShaderEffectNode::ShaderData defaultSD;
defaultSD.shaderInfo.blob = vertBlob;
defaultSD.shaderInfo.type = QSGGuiThreadShaderEffectManager::ShaderInfo::TypeVertex;
// { float4x4 qt_Matrix; float qt_Opacity; } where only the matrix is used
QSGGuiThreadShaderEffectManager::ShaderInfo::Variable v;
v.name = QByteArrayLiteral("qt_Matrix");
v.offset = 0;
v.size = 16 * sizeof(float);
defaultSD.shaderInfo.variables.append(v);
QSGShaderEffectNode::VariableData vd;
vd.specialType = QSGShaderEffectNode::VariableData::Matrix;
defaultSD.varData.append(vd);
defaultSD.shaderInfo.constantDataSize = (16 + 1) * sizeof(float);
m_material.linker.feedConstants(defaultSD);
}
m_material.linker.feedSamplers(*syncData->vertex.shader);
m_material.linker.feedTextures(*syncData->vertex.shader);
if (m_material.hasCustomFragmentShader) {
m_material.linker.feedConstants(*syncData->fragment.shader);
} else {
QSGShaderEffectNode::ShaderData defaultSD;
defaultSD.shaderInfo.blob = fragBlob;
defaultSD.shaderInfo.type = QSGGuiThreadShaderEffectManager::ShaderInfo::TypeFragment;
// { float4x4 qt_Matrix; float qt_Opacity; } where only the opacity is used
QSGGuiThreadShaderEffectManager::ShaderInfo::Variable v;
v.name = QByteArrayLiteral("qt_Opacity");
v.offset = 16 * sizeof(float);
v.size = sizeof(float);
defaultSD.shaderInfo.variables.append(v);
QSGShaderEffectNode::VariableData vd;
vd.specialType = QSGShaderEffectNode::VariableData::Opacity;
defaultSD.varData.append(vd);
v.name = QByteArrayLiteral("source");
v.bindPoint = 0;
v.type = QSGGuiThreadShaderEffectManager::ShaderInfo::Texture;
defaultSD.shaderInfo.variables.append(v);
vd.specialType = QSGShaderEffectNode::VariableData::Source;
defaultSD.varData.append(vd);
v.name = QByteArrayLiteral("sourceSampler");
v.bindPoint = 0;
v.type = QSGGuiThreadShaderEffectManager::ShaderInfo::Sampler;
defaultSD.shaderInfo.variables.append(v);
vd.specialType = QSGShaderEffectNode::VariableData::Unused;
defaultSD.varData.append(vd);
defaultSD.shaderInfo.constantDataSize = (16 + 1) * sizeof(float);
m_material.linker.feedConstants(defaultSD);
m_material.linker.feedSamplers(defaultSD);
m_material.linker.feedTextures(defaultSD);
}
// While this may seem unnecessary for the built-in shaders, the value
// of 'source' is still in there and we have to process it.
m_material.linker.feedSamplers(*syncData->fragment.shader);
m_material.linker.feedTextures(*syncData->fragment.shader);
m_material.linker.linkTextureSubRects();
m_material.updateTextureProviders(true);
markDirty(QSGNode::DirtyMaterial);
if (Q_UNLIKELY(debug_shader()))
m_material.linker.dump();
} else {
if (syncData->dirty & QSGShaderEffectNode::DirtyShaderConstant) {
if (!syncData->vertex.dirtyConstants->isEmpty())
m_material.linker.feedConstants(*syncData->vertex.shader, syncData->vertex.dirtyConstants);
if (!syncData->fragment.dirtyConstants->isEmpty())
m_material.linker.feedConstants(*syncData->fragment.shader, syncData->fragment.dirtyConstants);
markDirty(QSGNode::DirtyMaterial);
if (Q_UNLIKELY(debug_shader()))
m_material.linker.dump();
}
if (syncData->dirty & QSGShaderEffectNode::DirtyShaderTexture) {
if (!syncData->vertex.dirtyTextures->isEmpty())
m_material.linker.feedTextures(*syncData->vertex.shader, syncData->vertex.dirtyTextures);
if (!syncData->fragment.dirtyTextures->isEmpty())
m_material.linker.feedTextures(*syncData->fragment.shader, syncData->fragment.dirtyTextures);
m_material.linker.linkTextureSubRects();
m_material.updateTextureProviders(false);
markDirty(QSGNode::DirtyMaterial);
if (Q_UNLIKELY(debug_shader()))
m_material.linker.dump();
}
}
if (bool(m_material.flags() & QSGMaterial::RequiresFullMatrix) != m_material.hasCustomVertexShader) {
m_material.setFlag(QSGMaterial::RequiresFullMatrix, m_material.hasCustomVertexShader);
markDirty(QSGNode::DirtyMaterial);
}
}
void QSGD3D12ShaderEffectNode::handleTextureChange()
{
markDirty(QSGNode::DirtyMaterial);
emit m_mgr->textureChanged();
}
void QSGD3D12ShaderEffectNode::handleTextureProviderDestroyed(QObject *object)
{
for (QSGTextureProvider *&tp : m_material.textureProviders) {
if (tp == object)
tp = nullptr;
}
}
void QSGD3D12ShaderEffectNode::preprocess()
{
for (QSGTextureProvider *tp : m_material.textureProviders) {
if (tp) {
if (QSGDynamicTexture *texture = qobject_cast<QSGDynamicTexture *>(tp->texture()))
texture->updateTexture();
}
}
}
bool QSGD3D12GuiThreadShaderEffectManager::hasSeparateSamplerAndTextureObjects() const
{
return true;
}
QString QSGD3D12GuiThreadShaderEffectManager::log() const
{
return m_log;
}
QSGGuiThreadShaderEffectManager::Status QSGD3D12GuiThreadShaderEffectManager::status() const
{
return m_status;
}
struct RefGuard {
RefGuard(IUnknown *p) : p(p) { }
~RefGuard() { p->Release(); }
IUnknown *p;
};
class QSGD3D12ShaderCompileTask : public QRunnable
{
public:
QSGD3D12ShaderCompileTask(QSGD3D12GuiThreadShaderEffectManager *mgr,
QSGD3D12GuiThreadShaderEffectManager::ShaderInfo::Type typeHint,
const QByteArray &src,
QSGD3D12GuiThreadShaderEffectManager::ShaderInfo *result)
: mgr(mgr), typeHint(typeHint), src(src), result(result) { }
void run() override;
private:
QSGD3D12GuiThreadShaderEffectManager *mgr;
QSGD3D12GuiThreadShaderEffectManager::ShaderInfo::Type typeHint;
QByteArray src;
QSGD3D12GuiThreadShaderEffectManager::ShaderInfo *result;
};
void QSGD3D12ShaderCompileTask::run()
{
const char *target = typeHint == QSGD3D12GuiThreadShaderEffectManager::ShaderInfo::TypeVertex ? "vs_5_0" : "ps_5_0";
ID3DBlob *bytecode = nullptr;
ID3DBlob *errors = nullptr;
HRESULT hr = D3DCompile(src.constData(), src.size(), nullptr, nullptr, nullptr,
"main", target, 0, 0, &bytecode, &errors);
if (FAILED(hr) || !bytecode) {
qWarning("HLSL shader compilation failed: 0x%x", hr);
if (errors) {
mgr->m_log += QString::fromUtf8(static_cast<const char *>(errors->GetBufferPointer()), errors->GetBufferSize());
errors->Release();
}
mgr->m_status = QSGGuiThreadShaderEffectManager::Error;
emit mgr->shaderCodePrepared(false, typeHint, src, result);
emit mgr->logAndStatusChanged();
return;
}
result->blob.resize(bytecode->GetBufferSize());
memcpy(result->blob.data(), bytecode->GetBufferPointer(), result->blob.size());
bytecode->Release();
const bool ok = mgr->reflect(result);
mgr->m_status = ok ? QSGGuiThreadShaderEffectManager::Compiled : QSGGuiThreadShaderEffectManager::Error;
emit mgr->shaderCodePrepared(ok, typeHint, src, result);
emit mgr->logAndStatusChanged();
}
static const int BYTECODE_MAGIC = 0x43425844; // 'DXBC'
void QSGD3D12GuiThreadShaderEffectManager::prepareShaderCode(ShaderInfo::Type typeHint, const QByteArray &src, ShaderInfo *result)
{
// The D3D12 backend's ShaderEffect implementation supports both HLSL
// source strings and bytecode or source in files as input. Bytecode is
// strongly recommended, but in order to make ShaderEffect users' (and
// anything that stiches shader strings together dynamically, e.g.
// qtgraphicaleffects) life easier, and since we link to d3dcompiler
// anyways, compiling from source is also supported.
QByteArray shaderSourceCode = src;
QUrl srcUrl(QString::fromUtf8(src));
if (!srcUrl.scheme().compare(QLatin1String("qrc"), Qt::CaseInsensitive) || srcUrl.isLocalFile()) {
if (!m_fileSelector) {
m_fileSelector = new QFileSelector(this);
m_fileSelector->setExtraSelectors(QStringList() << QStringLiteral("hlsl"));
}
const QString fn = m_fileSelector->select(QQmlFile::urlToLocalFileOrQrc(srcUrl));
QFile f(fn);
if (!f.open(QIODevice::ReadOnly)) {
qWarning("ShaderEffect: Failed to read %s", qPrintable(fn));
emit shaderCodePrepared(false, typeHint, src, result);
return;
}
QByteArray blob = f.readAll();
f.close();
if (blob.size() > 4) {
const quint32 *p = reinterpret_cast<const quint32 *>(blob.constData());
if (*p == BYTECODE_MAGIC) {
// already compiled D3D bytecode, skip straight to reflection
result->blob = blob;
const bool ok = reflect(result);
m_status = ok ? Compiled : Error;
emit shaderCodePrepared(ok, typeHint, src, result);
emit logAndStatusChanged();
return;
}
// assume the file contained HLSL source code
shaderSourceCode = blob;
}
}
QThreadPool::globalInstance()->start(new QSGD3D12ShaderCompileTask(this, typeHint, shaderSourceCode, result));
}
bool QSGD3D12GuiThreadShaderEffectManager::reflect(ShaderInfo *result)
{
ID3D12ShaderReflection *reflector;
HRESULT hr = D3DReflect(result->blob.constData(), result->blob.size(), IID_PPV_ARGS(&reflector));
if (FAILED(hr)) {
qWarning("D3D shader reflection failed: 0x%x", hr);
return false;
}
RefGuard rg(reflector);
D3D12_SHADER_DESC shaderDesc;
reflector->GetDesc(&shaderDesc);
const uint progType = (shaderDesc.Version & 0xFFFF0000) >> 16;
const uint major = (shaderDesc.Version & 0x000000F0) >> 4;
const uint minor = (shaderDesc.Version & 0x0000000F);
switch (progType) {
case D3D12_SHVER_VERTEX_SHADER:
result->type = ShaderInfo::TypeVertex;
break;
case D3D12_SHVER_PIXEL_SHADER:
result->type = ShaderInfo::TypeFragment;
break;
default:
result->type = ShaderInfo::TypeOther;
qWarning("D3D shader is of unknown type 0x%x", shaderDesc.Version);
return false;
}
if (major < 5) {
qWarning("D3D shader model version %u.%u is too low", major, minor);
return false;
}
const int ieCount = shaderDesc.InputParameters;
const int cbufferCount = shaderDesc.ConstantBuffers;
const int boundResCount = shaderDesc.BoundResources;
result->constantDataSize = 0;
if (ieCount < 1) {
qWarning("Invalid shader: Not enough input parameters (%d)", ieCount);
return false;
}
if (cbufferCount < 1) {
qWarning("Invalid shader: Shader has no constant buffers");
return false;
}
if (boundResCount < 1) {
qWarning("Invalid shader: No resources bound. Expected to have at least a constant buffer bound.");
return false;
}
if (Q_UNLIKELY(debug_shader()))
qDebug("Shader reflection size %d type %d v%u.%u input elems %d cbuffers %d boundres %d",
result->blob.size(), result->type, major, minor, ieCount, cbufferCount, boundResCount);
for (int i = 0; i < boundResCount; ++i) {
D3D12_SHADER_INPUT_BIND_DESC desc;
if (FAILED(reflector->GetResourceBindingDesc(i, &desc))) {
qWarning("D3D reflection: Failed to query resource binding %d", i);
continue;
}
bool gotCBuffer = false;
if (desc.Type == D3D_SIT_CBUFFER) {
ID3D12ShaderReflectionConstantBuffer *cbuf = reflector->GetConstantBufferByName(desc.Name);
D3D12_SHADER_BUFFER_DESC bufDesc;
if (FAILED(cbuf->GetDesc(&bufDesc))) {
qWarning("D3D reflection: Failed to query constant buffer description");
continue;
}
if (gotCBuffer) {
qWarning("D3D reflection: Found more than one constant buffers. Only the first one is used.");
continue;
}
gotCBuffer = true;
result->constantDataSize = bufDesc.Size;
for (uint cbIdx = 0; cbIdx < bufDesc.Variables; ++cbIdx) {
ID3D12ShaderReflectionVariable *cvar = cbuf->GetVariableByIndex(cbIdx);
D3D12_SHADER_VARIABLE_DESC varDesc;
if (FAILED(cvar->GetDesc(&varDesc))) {
qWarning("D3D reflection: Failed to query constant buffer variable %d", cbIdx);
return false;
}
// we report the full size of the buffer but only return variables that are actually used by this shader
if (!(varDesc.uFlags & D3D_SVF_USED))
continue;
ShaderInfo::Variable v;
v.type = ShaderInfo::Constant;
v.name = QByteArray(varDesc.Name);
v.offset = varDesc.StartOffset;
v.size = varDesc.Size;
result->variables.append(v);
}
} else if (desc.Type == D3D_SIT_TEXTURE) {
if (desc.Dimension != D3D_SRV_DIMENSION_TEXTURE2D) {
qWarning("D3D reflection: Texture %s is not a 2D texture, ignoring.", qPrintable(desc.Name));
continue;
}
if (desc.NumSamples != (UINT) -1) {
qWarning("D3D reflection: Texture %s is multisample (%u), ignoring.", qPrintable(desc.Name), desc.NumSamples);
continue;
}
if (desc.BindCount != 1) {
qWarning("D3D reflection: Texture %s is an array, ignoring.", qPrintable(desc.Name));
continue;
}
if (desc.Space != 0) {
qWarning("D3D reflection: Texture %s is not using register space 0, ignoring.", qPrintable(desc.Name));
continue;
}
ShaderInfo::Variable v;
v.type = ShaderInfo::Texture;
v.name = QByteArray(desc.Name);
v.bindPoint = desc.BindPoint;
result->variables.append(v);
} else if (desc.Type == D3D_SIT_SAMPLER) {
if (desc.BindCount != 1) {
qWarning("D3D reflection: Sampler %s is an array, ignoring.", qPrintable(desc.Name));
continue;
}
if (desc.Space != 0) {
qWarning("D3D reflection: Sampler %s is not using register space 0, ignoring.", qPrintable(desc.Name));
continue;
}
ShaderInfo::Variable v;
v.type = ShaderInfo::Sampler;
v.name = QByteArray(desc.Name);
v.bindPoint = desc.BindPoint;
result->variables.append(v);
} else {
qWarning("D3D reflection: Resource binding %d has an unknown type of %d and will be ignored.", i, desc.Type);
continue;
}
}
if (Q_UNLIKELY(debug_shader()))
qDebug() << "Variables:" << result->variables << "cbuffer size" << result->constantDataSize;
return true;
}
QT_END_NAMESPACE