| 1 | /**************************************************************************** |
| 2 | ** |
| 3 | ** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). |
| 4 | ** Contact: https://www.qt.io/licensing/ |
| 5 | ** |
| 6 | ** This file is part of the Qt3D module of the Qt Toolkit. |
| 7 | ** |
| 8 | ** $QT_BEGIN_LICENSE:LGPL$ |
| 9 | ** Commercial License Usage |
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| 12 | ** Software or, alternatively, in accordance with the terms contained in |
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| 15 | ** information use the contact form at https://www.qt.io/contact-us. |
| 16 | ** |
| 17 | ** GNU Lesser General Public License Usage |
| 18 | ** Alternatively, this file may be used under the terms of the GNU Lesser |
| 19 | ** General Public License version 3 as published by the Free Software |
| 20 | ** Foundation and appearing in the file LICENSE.LGPL3 included in the |
| 21 | ** packaging of this file. Please review the following information to |
| 22 | ** ensure the GNU Lesser General Public License version 3 requirements |
| 23 | ** will be met: https://www.gnu.org/licenses/lgpl-3.0.html. |
| 24 | ** |
| 25 | ** GNU General Public License Usage |
| 26 | ** Alternatively, this file may be used under the terms of the GNU |
| 27 | ** General Public License version 2.0 or (at your option) the GNU General |
| 28 | ** Public license version 3 or any later version approved by the KDE Free |
| 29 | ** Qt Foundation. The licenses are as published by the Free Software |
| 30 | ** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3 |
| 31 | ** included in the packaging of this file. Please review the following |
| 32 | ** information to ensure the GNU General Public License requirements will |
| 33 | ** be met: https://www.gnu.org/licenses/gpl-2.0.html and |
| 34 | ** https://www.gnu.org/licenses/gpl-3.0.html. |
| 35 | ** |
| 36 | ** $QT_END_LICENSE$ |
| 37 | ** |
| 38 | ****************************************************************************/ |
| 39 | |
| 40 | #include "shader_p.h" |
| 41 | #include "renderlogging_p.h" |
| 42 | |
| 43 | #include <QFile> |
| 44 | #include <QOpenGLContext> |
| 45 | #include <QOpenGLShaderProgram> |
| 46 | #include <QMutexLocker> |
| 47 | #include <qshaderprogram.h> |
| 48 | #include <Qt3DRender/private/attachmentpack_p.h> |
| 49 | #include <Qt3DRender/private/qshaderprogram_p.h> |
| 50 | #include <Qt3DRender/private/stringtoint_p.h> |
| 51 | #include <Qt3DCore/qpropertyupdatedchange.h> |
| 52 | #include <Qt3DRender/private/managers_p.h> |
| 53 | |
| 54 | QT_BEGIN_NAMESPACE |
| 55 | |
| 56 | using namespace Qt3DCore; |
| 57 | |
| 58 | namespace Qt3DRender { |
| 59 | namespace Render { |
| 60 | const int Shader::modelMatrixNameId = StringToInt::lookupId(str: QLatin1String("modelMatrix" )); |
| 61 | const int Shader::viewMatrixNameId = StringToInt::lookupId(str: QLatin1String("viewMatrix" )); |
| 62 | const int Shader::projectionMatrixNameId = StringToInt::lookupId(str: QLatin1String("projectionMatrix" )); |
| 63 | const int Shader::modelViewMatrixNameId = StringToInt::lookupId(str: QLatin1String("modelView" )); |
| 64 | const int Shader::viewProjectionMatrixNameId = StringToInt::lookupId(str: QLatin1String("viewProjectionMatrix" )); |
| 65 | const int Shader::modelViewProjectionNameId = StringToInt::lookupId(str: QLatin1String("modelViewProjection" )); |
| 66 | const int Shader::mvpNameId = StringToInt::lookupId(str: QLatin1String("mvp" )); |
| 67 | const int Shader::inverseModelMatrixNameId = StringToInt::lookupId(str: QLatin1String("inverseModelMatrix" )); |
| 68 | const int Shader::inverseViewMatrixNameId = StringToInt::lookupId(str: QLatin1String("inverseViewMatrix" )); |
| 69 | const int Shader::inverseProjectionMatrixNameId = StringToInt::lookupId(str: QLatin1String("inverseProjectionMatrix" )); |
| 70 | const int Shader::inverseModelViewNameId = StringToInt::lookupId(str: QLatin1String("inverseModelView" )); |
| 71 | const int Shader::inverseViewProjectionMatrixNameId = StringToInt::lookupId(str: QLatin1String("inverseViewProjectionMatrix" )); |
| 72 | const int Shader::inverseModelViewProjectionNameId = StringToInt::lookupId(str: QLatin1String("inverseModelViewProjection" )); |
| 73 | const int Shader::modelNormalMatrixNameId = StringToInt::lookupId(str: QLatin1String("modelNormalMatrix" )); |
| 74 | const int Shader::modelViewNormalNameId = StringToInt::lookupId(str: QLatin1String("modelViewNormal" )); |
| 75 | const int Shader::viewportMatrixNameId = StringToInt::lookupId(str: QLatin1String("viewportMatrix" )); |
| 76 | const int Shader::inverseViewportMatrixNameId = StringToInt::lookupId(str: QLatin1String("inverseViewportMatrix" )); |
| 77 | const int Shader::textureTransformMatrixNameId = StringToInt::lookupId(str: QLatin1String("textureTransformMatrix" )); |
| 78 | const int Shader::aspectRatioNameId = StringToInt::lookupId(str: QLatin1String("aspectRatio" )); |
| 79 | const int Shader::exposureNameId = StringToInt::lookupId(str: QLatin1String("exposure" )); |
| 80 | const int Shader::gammaNameId = StringToInt::lookupId(str: QLatin1String("gamma" )); |
| 81 | const int Shader::timeNameId = StringToInt::lookupId(str: QLatin1String("time" )); |
| 82 | const int Shader::eyePositionNameId = StringToInt::lookupId(str: QLatin1String("eyePosition" )); |
| 83 | const int Shader::skinningPaletteNameId = StringToInt::lookupId(str: QLatin1String("skinningPalette[0]" )); |
| 84 | |
| 85 | Shader::Shader() |
| 86 | : BackendNode(ReadWrite) |
| 87 | , m_requiresFrontendSync(false) |
| 88 | , m_status(QShaderProgram::NotReady) |
| 89 | , m_format(QShaderProgram::GLSL) |
| 90 | , m_dirty(false) |
| 91 | { |
| 92 | m_shaderCode.resize(asize: static_cast<int>(QShaderProgram::Compute) + 1); |
| 93 | } |
| 94 | |
| 95 | Shader::~Shader() |
| 96 | { |
| 97 | } |
| 98 | |
| 99 | void Shader::cleanup() |
| 100 | { |
| 101 | QBackendNode::setEnabled(false); |
| 102 | m_status = QShaderProgram::NotReady; |
| 103 | m_format = QShaderProgram::GLSL; |
| 104 | m_log.clear(); |
| 105 | m_requiresFrontendSync = false; |
| 106 | m_dirty = false; |
| 107 | } |
| 108 | |
| 109 | void Shader::syncFromFrontEnd(const QNode *frontEnd, bool firstTime) |
| 110 | { |
| 111 | const QShaderProgram *node = qobject_cast<const QShaderProgram *>(object: frontEnd); |
| 112 | if (!node) |
| 113 | return; |
| 114 | |
| 115 | BackendNode::syncFromFrontEnd(frontEnd, firstTime); |
| 116 | |
| 117 | if (firstTime) |
| 118 | for (int i = QShaderProgram::Vertex; i <= QShaderProgram::Compute; ++i) |
| 119 | m_shaderCode[i].clear(); |
| 120 | |
| 121 | for (int i = QShaderProgram::Vertex; i <= QShaderProgram::Compute; ++i) { |
| 122 | const QShaderProgram::ShaderType shaderType = static_cast<QShaderProgram::ShaderType>(i); |
| 123 | const QByteArray code = node->shaderCode(type: shaderType); |
| 124 | if (code != m_shaderCode.value(i: shaderType)) |
| 125 | setShaderCode(type: shaderType, code); |
| 126 | } |
| 127 | setFormat(node->format()); |
| 128 | } |
| 129 | |
| 130 | void Shader::setShaderCode(QShaderProgram::ShaderType type, const QByteArray &code) |
| 131 | { |
| 132 | if (code == m_shaderCode[type]) |
| 133 | return; |
| 134 | |
| 135 | m_shaderCode[type] = code; |
| 136 | m_requiresFrontendSync = true; |
| 137 | m_dirty = true; |
| 138 | setStatus(QShaderProgram::NotReady); |
| 139 | markDirty(changes: AbstractRenderer::ShadersDirty); |
| 140 | } |
| 141 | |
| 142 | void Shader::setFormat(QShaderProgram::Format format) |
| 143 | { |
| 144 | if (format == m_format) |
| 145 | return; |
| 146 | m_format = format; |
| 147 | m_dirty = true; |
| 148 | setStatus(QShaderProgram::NotReady); |
| 149 | markDirty(changes: AbstractRenderer::ShadersDirty); |
| 150 | } |
| 151 | |
| 152 | QVector<QByteArray> Shader::shaderCode() const |
| 153 | { |
| 154 | return m_shaderCode; |
| 155 | } |
| 156 | |
| 157 | /*! |
| 158 | \internal |
| 159 | Initializes this Shader's state relating to attributes, global block uniforms and |
| 160 | and named uniform blocks by copying these details from \a other. |
| 161 | */ |
| 162 | void Shader::initializeFromReference(const Shader &other) |
| 163 | { |
| 164 | m_status = other.m_status; |
| 165 | m_log = other.m_log; |
| 166 | m_requiresFrontendSync = true; |
| 167 | setStatus(other.status()); |
| 168 | setLog(other.log()); |
| 169 | } |
| 170 | |
| 171 | // Called by renderer plugin when loading a GL Shader plugins |
| 172 | void Shader::requestCacheRebuild() |
| 173 | { |
| 174 | markDirty(changes: AbstractRenderer::MaterialDirty); |
| 175 | } |
| 176 | |
| 177 | void Shader::setLog(const QString &log) |
| 178 | { |
| 179 | m_log = log; |
| 180 | m_requiresFrontendSync = true; |
| 181 | } |
| 182 | |
| 183 | void Shader::setStatus(QShaderProgram::Status status) |
| 184 | { |
| 185 | m_status = status; |
| 186 | m_requiresFrontendSync = true; |
| 187 | } |
| 188 | |
| 189 | ShaderFunctor::ShaderFunctor(AbstractRenderer *renderer, ShaderManager *manager) |
| 190 | : m_renderer(renderer) |
| 191 | , m_shaderManager(manager) |
| 192 | { |
| 193 | } |
| 194 | |
| 195 | QBackendNode *ShaderFunctor::create(const QNodeCreatedChangeBasePtr &change) const |
| 196 | { |
| 197 | Shader *backend = m_shaderManager->getOrCreateResource(id: change->subjectId()); |
| 198 | // Remove from the list of ids to destroy in case we were added to it |
| 199 | m_shaderManager->removeShaderIdFromIdsToCleanup(id: change->subjectId()); |
| 200 | backend->setRenderer(m_renderer); |
| 201 | return backend; |
| 202 | } |
| 203 | |
| 204 | QBackendNode *ShaderFunctor::get(QNodeId id) const |
| 205 | { |
| 206 | // If we are marked for destruction, return nullptr so that |
| 207 | // if we were to be recreated, create would be called again |
| 208 | if (m_shaderManager->hasShaderIdToCleanup(id)) |
| 209 | return nullptr; |
| 210 | return m_shaderManager->lookupResource(id); |
| 211 | } |
| 212 | |
| 213 | void ShaderFunctor::destroy(QNodeId id) const |
| 214 | { |
| 215 | m_shaderManager->addShaderIdToCleanup(id); |
| 216 | // We only add ourselves to the dirty list |
| 217 | // The actual removal needs to be performed after we have |
| 218 | // destroyed the associated APIShader in the RenderThread |
| 219 | } |
| 220 | |
| 221 | } // namespace Render |
| 222 | } // namespace Qt3DRender |
| 223 | |
| 224 | QT_END_NAMESPACE |
| 225 | |