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#ifndef QSSG_RENDER_SHADER_CODE_GENERATOR_V2_H
#define QSSG_RENDER_SHADER_CODE_GENERATOR_V2_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 <QtQuick3DRuntimeRender/private/qtquick3druntimerenderglobal_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrendershadercodegenerator_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrendershadercache_p.h>
#include <QtCore/qstring.h>
QT_BEGIN_NAMESPACE
// So far the generator is only useful for graphics stages,
// it doesn't seem useful for compute stages.
enum class QSSGShaderGeneratorStage
{
None = 0,
Vertex = 1,
TessControl = 1 << 1,
TessEval = 1 << 2,
Geometry = 1 << 3,
Fragment = 1 << 4,
StageCount = 5,
};
Q_DECLARE_FLAGS(QSSGShaderGeneratorStageFlags, QSSGShaderGeneratorStage)
Q_DECLARE_OPERATORS_FOR_FLAGS(QSSGShaderGeneratorStageFlags)
class Q_QUICK3DRUNTIMERENDER_EXPORT QSSGShaderStageGeneratorInterface
{
protected:
virtual ~QSSGShaderStageGeneratorInterface();
public:
virtual void addIncoming(const QByteArray &name, const QByteArray &type) = 0;
virtual void addOutgoing(const QByteArray &name, const QByteArray &type) = 0;
virtual void addUniform(const QByteArray &name, const QByteArray &type) = 0;
virtual void addInclude(const QByteArray &name) = 0;
virtual void addFunction(const QByteArray &functionName) = 0;
virtual void addConstantBuffer(const QByteArray &name, const QByteArray &layout) = 0;
virtual void addConstantBufferParam(const QByteArray &cbName, const QByteArray &paramName, const QByteArray &type) = 0;
virtual QSSGShaderStageGeneratorInterface &operator<<(const QByteArray &data) = 0;
virtual void append(const QByteArray &data) = 0;
virtual QSSGShaderGeneratorStage stage() const = 0;
};
class QSSGRenderContextInterface;
class Q_QUICK3DRUNTIMERENDER_EXPORT QSSGShaderProgramGeneratorInterface
{
public:
QAtomicInt ref;
virtual ~QSSGShaderProgramGeneratorInterface() {}
static QSSGShaderGeneratorStageFlags defaultFlags()
{
return QSSGShaderGeneratorStageFlags(QSSGShaderGeneratorStage::Vertex | QSSGShaderGeneratorStage::Fragment);
}
virtual void beginProgram(QSSGShaderGeneratorStageFlags inEnabledStages = defaultFlags()) = 0;
virtual QSSGShaderGeneratorStageFlags getEnabledStages() const = 0;
// get the stage or nullptr if it has not been created.
virtual QSSGShaderStageGeneratorInterface *getStage(QSSGShaderGeneratorStage inStage) = 0;
// Implicit call to end program.
virtual QSSGRef<QSSGRenderShaderProgram> compileGeneratedShader(const QByteArray &inShaderName,
const QSSGShaderCacheProgramFlags &inFlags,
const ShaderFeatureSetList &inFeatureSet,
bool separableProgram = false) = 0;
QSSGRef<QSSGRenderShaderProgram> compileGeneratedShader(const QByteArray &inShaderName, bool separableProgram = false);
static QSSGRef<QSSGShaderProgramGeneratorInterface> createProgramGenerator(QSSGRenderContextInterface *inContext);
static void outputParaboloidDepthVertex(QSSGShaderStageGeneratorInterface &inGenerator);
// By convention, the local space result of the TE is stored in vec4 pos local variable.
// This function expects such state.
static void outputParaboloidDepthTessEval(QSSGShaderStageGeneratorInterface &inGenerator);
// Utilities shared among the various different systems.
static void outputParaboloidDepthFragment(QSSGShaderStageGeneratorInterface &inGenerator);
static void outputCubeFaceDepthVertex(QSSGShaderStageGeneratorInterface &inGenerator);
static void outputCubeFaceDepthGeometry(QSSGShaderStageGeneratorInterface &inGenerator);
static void outputCubeFaceDepthFragment(QSSGShaderStageGeneratorInterface &inGenerator);
};
QT_END_NAMESPACE
#endif