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#ifndef QSSG_RENDER_CONSTANT_BUFFER_H
#define QSSG_RENDER_CONSTANT_BUFFER_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 <QtQuick3DRender/private/qtquick3drenderglobal_p.h>
#include <QtQuick3DRender/private/qssgrenderdatabuffer_p.h>
#include <QtQuick3DRender/private/qssgrenderbackend_p.h>
#include <QtCore/QString>
#include <QtCore/QHash>
QT_BEGIN_NAMESPACE
// forward declaration
class QSSGRenderContext;
class ConstantBufferParamEntry;
class QSSGRenderShaderProgram;
///< Constant (uniform) buffer representation
class Q_QUICK3DRENDER_EXPORT QSSGRenderConstantBuffer : public QSSGRenderDataBuffer
{
public:
struct ParamHandle
{
QByteArray name;
uint key = 0;
inline static ParamHandle create(const QByteArray &name)
{
ParamHandle h;
h.name = name;
h.key = qHash(name);
return h;
}
};
enum class Param
{
AoProperties,
AoProperties2,
AoScreenConst,
ShadowProperties,
UvToEyeConst
};
template <Param>
struct ParamData {
static QByteArray name();
static ParamHandle handle();
};
/**
* @brief constructor
*
* @param[in] context Pointer to context
* @param[in] bufferName Name of the buffer. Must match the name used in programs
* @param[in] size Size of the buffer
* @param[in] usage Usage of the buffer (e.g. static, dynamic...)
* @param[in] data A pointer to the buffer data that is allocated by the
* application.
*
* @return No return.
*/
QSSGRenderConstantBuffer(const QSSGRef<QSSGRenderContext> &context,
const QByteArray &bufferName,
QSSGRenderBufferUsageType usageType,
QSSGByteView data);
///< destructor
virtual ~QSSGRenderConstantBuffer() override;
/**
* @brief bind the buffer bypasses the context state
*
* @return no return.
*/
void bind() override;
/**
* @brief bind the buffer to a shader program
*
* @param[in] inShader Pointer to active program
* @param[in] blockIndex Index of the constant block within the program
* @param[in] binding Binding point of constant buffer
*
* @return no return.
*/
void bindToShaderProgram(const QSSGRef<QSSGRenderShaderProgram> &inShader, quint32 blockIndex, quint32 binding);
/**
* @brief update the buffer to hardware
*
* @return no return.
*/
void update();
/**
* @brief setup constant buffer
*
* @param[in] pProgram Pointer to the shader program
* @param[in] index Index of the constant buffer within the program
* @param[in] bufSize Size of the constant buffer
* @param[in] paramCount Parameter entry count of the constant buffer
*
* @return return if successful
*/
bool setupBuffer(const QSSGRenderShaderProgram *program, qint32 index, qint32 bufSize, qint32 paramCount);
/**
* @brief add a parameter to the constant buffer
*
* @param[in] name Name of the parameter (must match the name in the shader
* program)
* @param[in] type Type of the parameter like Mat44
* @param[in] count One or size of array
*
* @return no return
*/
void addParam(const ParamHandle &handle, QSSGRenderShaderDataType type, qint32 count);
/**
* @brief update a parameter in the constant buffer
*
* @param[in] name Name of the parameter (must match the name in the shader
* program)
* @param[in] value New value
*
* @return no return
*/
void updateParam(const ParamHandle &handle, QSSGByteView value);
/**
* @brief update a piece of memory directly within the constant buffer
*
* Note: When you use this function you should know what you are doing.
* The memory layout within C++ must exactly match the memory layout in the
*shader.
* We use std140 layout which guarantees a specific layout behavior across all
*HW vendors.
* How the memory layout is computed can be found in the GL spec.
*
* @param[in] offset offset into constant buffer
* @param[in] data pointer to new data
*
* @return no return
*/
void updateRaw(quint32 offset, QSSGByteView data);
/**
* @brief get the buffer name
*
* @return the buffer name
*/
QByteArray name() const { return m_name; }
private:
/**
* @brief Create a parameter entry
*
* @param[in] name Name of the parameter (must match the name in the shader
* program)
* @param[in] type Type of the parameter like Mat44
* @param[in] count One or size of array
* @param[in] offset Offset of the parameter in the memory buffer
*
* @return return new Entry
*/
ConstantBufferParamEntry *createParamEntry(const QByteArray &name, QSSGRenderShaderDataType type, qint32 count, qint32 offset);
/**
* @brief get size of a uniform type
*
* @param[in] type type of uniform
*
* @return return uniform size
*/
qint32 uniformTypeSize(QSSGRenderShaderDataType type);
inline void setDirty(quint32 start, quint32 size)
{
m_rangeStart = qMin(m_rangeStart, start);
m_rangeEnd = qMax(m_rangeEnd, start + size);
}
using RenderConstantBufferEntryMap = QHash<ParamHandle, ConstantBufferParamEntry *>;
QByteArray m_name; ///< buffer name
RenderConstantBufferEntryMap m_constantBufferEntryMap; ///< holds the entries of a constant buffer
quint32 m_currentOffset; ///< holds the current offset
quint32 m_currentSize; ///< holds the current size
bool m_hwBufferInitialized; ///< true if the hardware version of the buffer is initialized
quint32 m_rangeStart = 0; ///< start offset of the range to update
quint32 m_rangeEnd = std::numeric_limits<quint32>::max(); ///< end of the range to update
qint32 m_maxBlockSize; ///< maximum size for a single constant buffer
QByteArray m_shadowCopy; ///< host copy of the data in the GPU
};
inline bool operator==(const QSSGRenderConstantBuffer::ParamHandle &h1, const QSSGRenderConstantBuffer::ParamHandle &h2)
{
return (h1.name == h2.name);
}
template<>
struct QSSGRenderConstantBuffer::ParamData<QSSGRenderConstantBuffer::Param::AoProperties>
{
static QByteArray name() { return QByteArrayLiteral("aoProperties"); }
static ParamHandle handle() { return ParamHandle::create(name()); }
};
template<>
struct QSSGRenderConstantBuffer::ParamData<QSSGRenderConstantBuffer::Param::AoProperties2>
{
static QByteArray name() { return QByteArrayLiteral("aoProperties2"); }
static ParamHandle handle() { return ParamHandle::create(name()); }
};
template<>
struct QSSGRenderConstantBuffer::ParamData<QSSGRenderConstantBuffer::Param::AoScreenConst>
{
static QByteArray name() { return QByteArrayLiteral("aoScreenConst"); }
static ParamHandle handle() { return ParamHandle::create(name()); }
};
template<>
struct QSSGRenderConstantBuffer::ParamData<QSSGRenderConstantBuffer::Param::ShadowProperties>
{
static QByteArray name() { return QByteArrayLiteral("shadowProperties"); }
static ParamHandle handle() { return ParamHandle::create(name()); }
};
template<>
struct QSSGRenderConstantBuffer::ParamData<QSSGRenderConstantBuffer::Param::UvToEyeConst>
{
static QByteArray name() { return QByteArrayLiteral("uvToEyeConst"); }
static ParamHandle handle() { return ParamHandle::create(name()); }
};
QT_END_NAMESPACE
#endif