| 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 | 
| 10 | ** Licensees holding valid commercial Qt licenses may use this file in | 
| 11 | ** accordance with the commercial license agreement provided with the | 
| 12 | ** Software or, alternatively, in accordance with the terms contained in | 
| 13 | ** a written agreement between you and The Qt Company. For licensing terms | 
| 14 | ** and conditions see https://www.qt.io/terms-conditions. For further | 
| 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 |  |