| 1 | // Copyright (C) 2019 The Qt Company Ltd. |
| 2 | // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only |
| 3 | |
| 4 | #include "qsgmaterial.h" |
| 5 | #include "qsgrenderer_p.h" |
| 6 | #include "qsgmaterialshader_p.h" |
| 7 | #include <QtCore/QFile> |
| 8 | |
| 9 | QT_BEGIN_NAMESPACE |
| 10 | |
| 11 | /*! |
| 12 | \class QSGMaterialShader |
| 13 | \brief The QSGMaterialShader class represents a graphics API independent shader program. |
| 14 | \inmodule QtQuick |
| 15 | \ingroup qtquick-scenegraph-materials |
| 16 | \since 5.14 |
| 17 | |
| 18 | QSGMaterialShader represents a combination of vertex and fragment shaders, |
| 19 | data that define the graphics pipeline state changes, and logic that |
| 20 | updates graphics resources, such as uniform buffers and textures. |
| 21 | |
| 22 | \note All classes with QSG prefix should be used solely on the scene graph's |
| 23 | rendering thread. See \l {Scene Graph and Rendering} for more information. |
| 24 | |
| 25 | The QSGMaterial and QSGMaterialShader form a tight relationship. For one |
| 26 | scene graph (including nested graphs), there is one unique |
| 27 | QSGMaterialShader instance that encapsulates the shaders and other data |
| 28 | the scene graph uses to render an object with that material. Each |
| 29 | QSGGeometryNode can have a unique QSGMaterial that defines how the graphics |
| 30 | pipeline must be configured while drawing the node. An instance of |
| 31 | QSGMaterialShader is never created explicitly by the user, it will be |
| 32 | created on demand by the scene graph through QSGMaterial::createShader(). |
| 33 | The scene graph creates an instance of QSGMaterialShader by calling the |
| 34 | QSGMaterial::createShader() method, ensuring that there is only one |
| 35 | instance of each shader implementation. |
| 36 | |
| 37 | In Qt 5, QSGMaterialShader was tied to OpenGL. It was built directly on |
| 38 | QOpenGLShaderProgram and had functions like \c updateState() that could |
| 39 | issue arbitrary OpenGL commands. This is no longer the case in Qt 6. |
| 40 | QSGMaterialShader is not strictly data-oriented, meaning it provides data |
| 41 | (shaders and the desired pipeline state changes) together with logic that |
| 42 | updates data in a uniform buffer. Graphics API access is not provided. This |
| 43 | means that a QSGMaterialShader cannot make OpenGL, Vulkan, Metal, or Direct |
| 44 | 3D calls on its own. Together with the unified shader management, this |
| 45 | allows a QSGMaterialShader to be written once, and be functional with any of |
| 46 | the supported graphics APIs at run time. |
| 47 | |
| 48 | The shaders set by calling the protected setShaderFileName() function |
| 49 | control what material does with the vertex data from the geometry, and how |
| 50 | the fragments are shaded. A QSGMaterialShader will typically set a vertex |
| 51 | and a fragment shader during construction. Changing the shaders afterwards |
| 52 | may not lead to the desired effect and must be avoided. |
| 53 | |
| 54 | In Qt 6, the default approach is to ship \c{.qsb} files with the application, |
| 55 | typically embedded via the resource system, and referenced when calling |
| 56 | setShaderFileName(). The \c{.qsb} files are generated offline, or at latest |
| 57 | at application build time, from Vulkan-style GLSL source code using the \c |
| 58 | qsb tool from the Qt Shader Tools module. |
| 59 | |
| 60 | There are three virtuals that can be overridden. These provide the data, or |
| 61 | the logic to generate the data, for uniform buffers, textures, and pipeline |
| 62 | state changes. |
| 63 | |
| 64 | updateUniformData() is the function that is most commonly reimplemented in |
| 65 | subclasses. This function is expected to update the contents of a |
| 66 | QByteArray that will then be exposed to the shaders as a uniform buffer. |
| 67 | Any QSGMaterialShader that has a uniform block in its vertex or fragment |
| 68 | shader must reimplement updateUniformData(). |
| 69 | |
| 70 | updateSampledImage() is relevant when the shader code samples textures. The |
| 71 | function will be invoked for each sampler (or combined image sampler, in |
| 72 | APIs where relevant), giving it the option to specify which QSGTexture |
| 73 | should be exposed to the shader. |
| 74 | |
| 75 | The shader pipeline state changes are less often used. One use case is |
| 76 | materials that wish to use a specific blend mode. The relevant function is |
| 77 | updateGraphicsPipelineState(). This function is not called unless the |
| 78 | QSGMaterialShader has opted in by setting the flag |
| 79 | UpdatesGraphicsPipelineState. The task of the function is to update the |
| 80 | GraphicsPipelineState struct instance that is passed to it with the |
| 81 | desired changes. Currently only blending and culling-related features are |
| 82 | available, other states cannot be controlled by materials. |
| 83 | |
| 84 | A minimal example, that also includes texture support, could be the |
| 85 | following. Here we assume that Material is the QSGMaterial that creates an |
| 86 | instance of Shader in its \l{QSGMaterial::createShader()}{createShader()}, |
| 87 | and that it holds a QSGTexture we want to sample in the fragment shader. The |
| 88 | vertex shader relies only on the modelview-projection matrix. |
| 89 | |
| 90 | \code |
| 91 | class Shader : public QSGMaterialShader |
| 92 | { |
| 93 | public: |
| 94 | Shader() |
| 95 | { |
| 96 | setShaderFileName(VertexStage, QLatin1String(":/materialshader.vert.qsb")); |
| 97 | setShaderFileName(FragmentStage, QLatin1String(":/materialshader.frag.qsb")); |
| 98 | } |
| 99 | |
| 100 | bool updateUniformData(RenderState &state, QSGMaterial *, QSGMaterial *) |
| 101 | { |
| 102 | bool changed = false; |
| 103 | QByteArray *buf = state.uniformData(); |
| 104 | if (state.isMatrixDirty()) { |
| 105 | const QMatrix4x4 m = state.combinedMatrix(); |
| 106 | memcpy(buf->data(), m.constData(), 64); |
| 107 | changed = true; |
| 108 | } |
| 109 | return changed; |
| 110 | } |
| 111 | |
| 112 | void updateSampledImage(RenderState &, int binding, QSGTexture **texture, QSGMaterial *newMaterial, QSGMaterial *) |
| 113 | { |
| 114 | Material *mat = static_cast<Material *>(newMaterial); |
| 115 | if (binding == 1) |
| 116 | *texture = mat->texture(); |
| 117 | } |
| 118 | }; |
| 119 | \endcode |
| 120 | |
| 121 | The Vulkan-style GLSL source code for the shaders could look like the |
| 122 | following. These are expected to be preprocessed offline using the \c qsb |
| 123 | tool, which generates the \c{.qsb} files referenced in the Shader() |
| 124 | constructor. |
| 125 | |
| 126 | \badcode |
| 127 | #version 440 |
| 128 | layout(location = 0) in vec4 aVertex; |
| 129 | layout(location = 1) in vec2 aTexCoord; |
| 130 | layout(location = 0) out vec2 vTexCoord; |
| 131 | layout(std140, binding = 0) uniform buf { |
| 132 | mat4 qt_Matrix; |
| 133 | } ubuf; |
| 134 | out gl_PerVertex { vec4 gl_Position; }; |
| 135 | void main() { |
| 136 | gl_Position = ubuf.qt_Matrix * aVertex; |
| 137 | vTexCoord = aTexCoord; |
| 138 | } |
| 139 | \endcode |
| 140 | |
| 141 | \badcode |
| 142 | #version 440 |
| 143 | layout(location = 0) in vec2 vTexCoord; |
| 144 | layout(location = 0) out vec4 fragColor; |
| 145 | layout(binding = 1) uniform sampler2D srcTex; |
| 146 | void main() { |
| 147 | vec4 c = texture(srcTex, vTexCoord); |
| 148 | fragColor = vec4(c.rgb * 0.5, 1.0); |
| 149 | } |
| 150 | \endcode |
| 151 | |
| 152 | \note All classes with QSG prefix should be used solely on the scene graph's |
| 153 | rendering thread. See \l {Scene Graph and Rendering} for more information. |
| 154 | |
| 155 | \sa QSGMaterial, {Scene Graph - Custom Material}, {Scene Graph - Two Texture Providers}, {Scene Graph - Graph} |
| 156 | */ |
| 157 | |
| 158 | /*! |
| 159 | \enum QSGMaterialShader::Flag |
| 160 | Flag values to indicate special material properties. |
| 161 | |
| 162 | \value UpdatesGraphicsPipelineState Setting this flag enables calling |
| 163 | updateGraphicsPipelineState(). |
| 164 | */ |
| 165 | |
| 166 | QShader QSGMaterialShaderPrivate::loadShader(const QString &filename) |
| 167 | { |
| 168 | QFile f(filename); |
| 169 | if (!f.open(flags: QIODevice::ReadOnly)) { |
| 170 | qWarning() << "Failed to find shader" << filename; |
| 171 | return QShader(); |
| 172 | } |
| 173 | return QShader::fromSerialized(data: f.readAll()); |
| 174 | } |
| 175 | |
| 176 | void QSGMaterialShaderPrivate::clearCachedRendererData() |
| 177 | { |
| 178 | for (int i = 0; i < MAX_SHADER_RESOURCE_BINDINGS; ++i) |
| 179 | textureBindingTable[i].clear(); |
| 180 | for (int i = 0; i < MAX_SHADER_RESOURCE_BINDINGS; ++i) |
| 181 | samplerBindingTable[i].clear(); |
| 182 | } |
| 183 | |
| 184 | static inline QRhiShaderResourceBinding::StageFlags toSrbStage(QShader::Stage stage) |
| 185 | { |
| 186 | switch (stage) { |
| 187 | case QShader::VertexStage: |
| 188 | return QRhiShaderResourceBinding::VertexStage; |
| 189 | case QShader::FragmentStage: |
| 190 | return QRhiShaderResourceBinding::FragmentStage; |
| 191 | default: |
| 192 | Q_UNREACHABLE(); |
| 193 | break; |
| 194 | } |
| 195 | return { }; |
| 196 | } |
| 197 | |
| 198 | void QSGMaterialShaderPrivate::prepare(QShader::Variant vertexShaderVariant) |
| 199 | { |
| 200 | ubufBinding = -1; |
| 201 | ubufSize = 0; |
| 202 | ubufStages = { }; |
| 203 | memset(s: static_cast<void *>(combinedImageSamplerBindings), c: 0, n: sizeof(combinedImageSamplerBindings)); |
| 204 | memset(s: static_cast<void *>(combinedImageSamplerCount), c: 0, n: sizeof(combinedImageSamplerCount)); |
| 205 | vertexShader = fragmentShader = nullptr; |
| 206 | masterUniformData.clear(); |
| 207 | |
| 208 | clearCachedRendererData(); |
| 209 | |
| 210 | for (QShader::Stage stage : { QShader::VertexStage, QShader::FragmentStage }) { |
| 211 | auto it = shaderFileNames.constFind(key: stage); |
| 212 | if (it != shaderFileNames.cend()) { |
| 213 | QString fn = *it; |
| 214 | const QShader s = loadShader(filename: *it); |
| 215 | if (!s.isValid()) |
| 216 | continue; |
| 217 | shaders[stage] = ShaderStageData(s); |
| 218 | // load only once, subsequent prepare() calls will have it all in shaders already |
| 219 | shaderFileNames.erase(it); |
| 220 | } |
| 221 | } |
| 222 | |
| 223 | auto vsIt = shaders.find(key: QShader::VertexStage); |
| 224 | if (vsIt != shaders.end()) { |
| 225 | vsIt->shaderVariant = vertexShaderVariant; |
| 226 | vsIt->vertexInputLocations.clear(); |
| 227 | vsIt->qt_order_attrib_location = -1; |
| 228 | |
| 229 | const QShaderDescription desc = vsIt->shader.description(); |
| 230 | const QVector<QShaderDescription::InOutVariable> vertexInputs = desc.inputVariables(); |
| 231 | for (const QShaderDescription::InOutVariable &v : vertexInputs) { |
| 232 | if (vertexShaderVariant == QShader::BatchableVertexShader |
| 233 | && v.name == QByteArrayLiteral("_qt_order" )) { |
| 234 | vsIt->qt_order_attrib_location = v.location; |
| 235 | } else { |
| 236 | vsIt->vertexInputLocations.append(t: v.location); |
| 237 | } |
| 238 | } |
| 239 | |
| 240 | if (vsIt->vertexInputLocations.contains(t: vsIt->qt_order_attrib_location)) { |
| 241 | qWarning(msg: "Vertex input clash in rewritten (batchable) vertex shader at input location %d. " |
| 242 | "Vertex shaders must avoid using this location." , vsIt->qt_order_attrib_location); |
| 243 | } |
| 244 | } |
| 245 | |
| 246 | for (auto it = shaders.begin(); it != shaders.end(); ++it) { |
| 247 | const QShaderDescription desc = it->shader.description(); |
| 248 | |
| 249 | const QVector<QShaderDescription::UniformBlock> ubufs = desc.uniformBlocks(); |
| 250 | const int ubufCount = ubufs.size(); |
| 251 | if (ubufCount > 1) { |
| 252 | qWarning(msg: "Multiple uniform blocks found in shader. " |
| 253 | "This should be avoided as Qt Quick supports only one." ); |
| 254 | } |
| 255 | for (int i = 0; i < ubufCount; ++i) { |
| 256 | const QShaderDescription::UniformBlock &ubuf(ubufs[i]); |
| 257 | if (ubufBinding == -1 && ubuf.binding >= 0) { |
| 258 | ubufBinding = ubuf.binding; |
| 259 | ubufSize = ubuf.size; |
| 260 | ubufStages |= toSrbStage(stage: it->shader.stage()); |
| 261 | masterUniformData.fill(c: '\0', size: ubufSize); |
| 262 | } else if (ubufBinding == ubuf.binding && ubuf.binding >= 0) { |
| 263 | if (ubuf.size > ubufSize) { |
| 264 | ubufSize = ubuf.size; |
| 265 | masterUniformData.fill(c: '\0', size: ubufSize); |
| 266 | } |
| 267 | ubufStages |= toSrbStage(stage: it->shader.stage()); |
| 268 | } else { |
| 269 | qWarning(msg: "Uniform block %s (binding %d) ignored" , ubuf.blockName.constData(), |
| 270 | ubuf.binding); |
| 271 | } |
| 272 | } |
| 273 | |
| 274 | const QVector<QShaderDescription::InOutVariable> imageSamplers = desc.combinedImageSamplers(); |
| 275 | const int imageSamplersCount = imageSamplers.size(); |
| 276 | for (int i = 0; i < imageSamplersCount; ++i) { |
| 277 | const QShaderDescription::InOutVariable &var(imageSamplers[i]); |
| 278 | |
| 279 | if (var.binding < 0) |
| 280 | continue; |
| 281 | |
| 282 | if (var.binding < MAX_SHADER_RESOURCE_BINDINGS) { |
| 283 | combinedImageSamplerBindings[var.binding] |= toSrbStage(stage: it->shader.stage()); |
| 284 | |
| 285 | int count = 1; |
| 286 | for (int dim : var.arrayDims) |
| 287 | count *= dim; |
| 288 | |
| 289 | combinedImageSamplerCount[var.binding] = count; |
| 290 | } else { |
| 291 | qWarning(msg: "Encountered invalid combined image sampler (%s) binding %d" , |
| 292 | var.name.constData(), var.binding); |
| 293 | } |
| 294 | } |
| 295 | |
| 296 | if (it.key() == QShader::VertexStage) |
| 297 | vertexShader = &it.value(); |
| 298 | else if (it.key() == QShader::FragmentStage) |
| 299 | fragmentShader = &it.value(); |
| 300 | } |
| 301 | |
| 302 | if (vertexShader && vertexShaderVariant == QShader::BatchableVertexShader && vertexShader->qt_order_attrib_location == -1) |
| 303 | qWarning(msg: "No rewriter-inserted attribute found, this should not happen." ); |
| 304 | } |
| 305 | |
| 306 | /*! |
| 307 | Constructs a new QSGMaterialShader. |
| 308 | */ |
| 309 | QSGMaterialShader::QSGMaterialShader() |
| 310 | : d_ptr(new QSGMaterialShaderPrivate(this)) |
| 311 | { |
| 312 | } |
| 313 | |
| 314 | /*! |
| 315 | \internal |
| 316 | */ |
| 317 | QSGMaterialShader::QSGMaterialShader(QSGMaterialShaderPrivate &dd) |
| 318 | : d_ptr(&dd) |
| 319 | { |
| 320 | } |
| 321 | |
| 322 | /*! |
| 323 | \internal |
| 324 | */ |
| 325 | QSGMaterialShader::~QSGMaterialShader() |
| 326 | { |
| 327 | } |
| 328 | |
| 329 | // We have our own enum as QShader is not initially public. Internally |
| 330 | // everything works with QShader::Stage however. So convert. |
| 331 | static inline QShader::Stage toShaderStage(QSGMaterialShader::Stage stage) |
| 332 | { |
| 333 | switch (stage) { |
| 334 | case QSGMaterialShader::VertexStage: |
| 335 | return QShader::VertexStage; |
| 336 | case QSGMaterialShader::FragmentStage: |
| 337 | return QShader::FragmentStage; |
| 338 | default: |
| 339 | Q_UNREACHABLE_RETURN(QShader::VertexStage); |
| 340 | } |
| 341 | } |
| 342 | |
| 343 | /*! |
| 344 | Sets the \a shader for the specified \a stage. |
| 345 | */ |
| 346 | void QSGMaterialShader::setShader(Stage stage, const QShader &shader) |
| 347 | { |
| 348 | Q_D(QSGMaterialShader); |
| 349 | d->shaders[toShaderStage(stage)] = QSGMaterialShaderPrivate::ShaderStageData(shader); |
| 350 | } |
| 351 | |
| 352 | /*! |
| 353 | Sets the \a filename for the shader for the specified \a stage. |
| 354 | |
| 355 | The file is expected to contain a serialized QShader. |
| 356 | */ |
| 357 | void QSGMaterialShader::setShaderFileName(Stage stage, const QString &filename) |
| 358 | { |
| 359 | Q_D(QSGMaterialShader); |
| 360 | d->shaderFileNames[toShaderStage(stage)] = filename; |
| 361 | } |
| 362 | |
| 363 | /*! |
| 364 | Sets the \a filename for the shader for the specified \a stage. |
| 365 | |
| 366 | The file is expected to contain a serialized QShader. |
| 367 | |
| 368 | This overload is used when enabling \l{QSGMaterial::viewCount()}{multiview} |
| 369 | rendering, in particular when the \l{Qt Shader Tools Build System |
| 370 | Integration}{build system's MULTIVIEW convenience option} is used. |
| 371 | |
| 372 | \a viewCount should be 2, 3, or 4. The \a filename is adjusted automatically |
| 373 | based on this. |
| 374 | |
| 375 | \since 6.8 |
| 376 | */ |
| 377 | void QSGMaterialShader::setShaderFileName(Stage stage, const QString &filename, int viewCount) |
| 378 | { |
| 379 | Q_D(QSGMaterialShader); |
| 380 | if (viewCount == 2) |
| 381 | d->shaderFileNames[toShaderStage(stage)] = filename + QStringLiteral(".mv2qsb" ); |
| 382 | else if (viewCount == 3) |
| 383 | d->shaderFileNames[toShaderStage(stage)] = filename + QStringLiteral(".mv3qsb" ); |
| 384 | else if (viewCount == 4) |
| 385 | d->shaderFileNames[toShaderStage(stage)] = filename + QStringLiteral(".mv4qsb" ); |
| 386 | else |
| 387 | d->shaderFileNames[toShaderStage(stage)] = filename; |
| 388 | } |
| 389 | |
| 390 | /*! |
| 391 | \return the currently set flags for this material shader. |
| 392 | */ |
| 393 | QSGMaterialShader::Flags QSGMaterialShader::flags() const |
| 394 | { |
| 395 | Q_D(const QSGMaterialShader); |
| 396 | return d->flags; |
| 397 | } |
| 398 | |
| 399 | /*! |
| 400 | Sets the \a flags on this material shader if \a on is true; |
| 401 | otherwise clears the specified flags. |
| 402 | */ |
| 403 | void QSGMaterialShader::setFlag(Flags flags, bool on) |
| 404 | { |
| 405 | Q_D(QSGMaterialShader); |
| 406 | if (on) |
| 407 | d->flags |= flags; |
| 408 | else |
| 409 | d->flags &= ~flags; |
| 410 | } |
| 411 | |
| 412 | /*! |
| 413 | Sets the \a flags for this material shader. |
| 414 | */ |
| 415 | void QSGMaterialShader::setFlags(Flags flags) |
| 416 | { |
| 417 | Q_D(QSGMaterialShader); |
| 418 | d->flags = flags; |
| 419 | } |
| 420 | |
| 421 | /*! |
| 422 | Returns the number of elements in the combined image sampler variable at \a |
| 423 | binding. This value is introspected from the shader code. The variable may |
| 424 | be an array, and may have more than one dimension. |
| 425 | |
| 426 | The count reflects the total number of combined image sampler items in the |
| 427 | variable. In the following example, the count for \c{srcA} is 1, \c{srcB} |
| 428 | is 4, and \c{srcC} is 6. |
| 429 | |
| 430 | \badcode |
| 431 | layout (binding = 0) uniform sampler2D srcA; |
| 432 | layout (binding = 1) uniform sampler2D srcB[4]; |
| 433 | layout (binding = 2) uniform sampler2D srcC[2][3]; |
| 434 | \endcode |
| 435 | |
| 436 | This count is the number of QSGTexture pointers in the texture parameter |
| 437 | of \l{QSGMaterialShader::updateSampledImage}. |
| 438 | |
| 439 | \sa QSGMaterialShader::updateSampledImage |
| 440 | \since 6.4 |
| 441 | */ |
| 442 | int QSGMaterialShader::combinedImageSamplerCount(int binding) const |
| 443 | { |
| 444 | Q_D(const QSGMaterialShader); |
| 445 | |
| 446 | if (binding >= 0 && binding < d->MAX_SHADER_RESOURCE_BINDINGS) |
| 447 | return d->combinedImageSamplerCount[binding]; |
| 448 | |
| 449 | return 0; |
| 450 | } |
| 451 | |
| 452 | /*! |
| 453 | This function is called by the scene graph to get the contents of the |
| 454 | shader program's uniform buffer updated. The implementation is not expected |
| 455 | to perform any real graphics operations, it is merely responsible for |
| 456 | copying data to the QByteArray returned from RenderState::uniformData(). |
| 457 | The scene graph takes care of making that buffer visible in the shaders. |
| 458 | |
| 459 | The current rendering \a state is passed from the scene graph. If the state |
| 460 | indicates that any relevant state is dirty, the implementation must update |
| 461 | the appropriate region in the buffer data that is accessible via |
| 462 | RenderState::uniformData(). When a state, such as, matrix or opacity, is |
| 463 | not dirty, there is no need to touch the corresponding region since the |
| 464 | data is persistent. |
| 465 | |
| 466 | The return value must be \c true whenever any change was made to the uniform data. |
| 467 | |
| 468 | The subclass specific state, such as the color of a flat color material, |
| 469 | should be extracted from \a newMaterial to update the relevant regions in |
| 470 | the buffer accordingly. |
| 471 | |
| 472 | \a oldMaterial can be used to minimize buffer changes (which are typically |
| 473 | memcpy calls) when updating material states. When \a oldMaterial is null, |
| 474 | this shader was just activated. |
| 475 | */ |
| 476 | bool QSGMaterialShader::updateUniformData(RenderState &state, |
| 477 | QSGMaterial *newMaterial, |
| 478 | QSGMaterial *oldMaterial) |
| 479 | { |
| 480 | Q_UNUSED(state); |
| 481 | Q_UNUSED(newMaterial); |
| 482 | Q_UNUSED(oldMaterial); |
| 483 | return false; |
| 484 | } |
| 485 | |
| 486 | /*! |
| 487 | This function is called by the scene graph to prepare use of sampled images |
| 488 | in the shader, typically in the form of combined image samplers. |
| 489 | |
| 490 | \a binding is the binding number of the sampler. The function is called for |
| 491 | each combined image sampler variable in the shader code associated with the |
| 492 | QSGMaterialShader. |
| 493 | |
| 494 | \a{texture} is an array of QSGTexture pointers. The number of elements in |
| 495 | the array matches the number of elements in the image sampler variable |
| 496 | specified in the shader code. This variable may be an array, and may have |
| 497 | more than one dimension. The number of elements in the array may be |
| 498 | found via \l{QSGMaterialShader::combinedImageSamplerCount} |
| 499 | |
| 500 | When an element in \a{texture} is null, it must be set to a valid |
| 501 | QSGTexture pointer before returning. When non-null, it is up to the |
| 502 | material to decide if a new \c{QSGTexture *} is stored to it, or if it |
| 503 | updates some parameters on the already known QSGTexture. The ownership of |
| 504 | the QSGTexture is not transferred. |
| 505 | |
| 506 | The current rendering \a state is passed from the scene graph. Where |
| 507 | relevant, it is up to the material to trigger enqueuing texture data |
| 508 | uploads via QSGTexture::commitTextureOperations(). |
| 509 | |
| 510 | The subclass specific state can be extracted from \a newMaterial. |
| 511 | |
| 512 | \a oldMaterial can be used to minimize changes. When \a oldMaterial is null, |
| 513 | this shader was just activated. |
| 514 | |
| 515 | \sa QSGMaterialShader::combinedImageSamplerCount |
| 516 | */ |
| 517 | void QSGMaterialShader::updateSampledImage(RenderState &state, |
| 518 | int binding, |
| 519 | QSGTexture **texture, |
| 520 | QSGMaterial *newMaterial, |
| 521 | QSGMaterial *oldMaterial) |
| 522 | { |
| 523 | Q_UNUSED(state); |
| 524 | Q_UNUSED(binding); |
| 525 | Q_UNUSED(texture); |
| 526 | Q_UNUSED(newMaterial); |
| 527 | Q_UNUSED(oldMaterial); |
| 528 | } |
| 529 | |
| 530 | /*! |
| 531 | This function is called by the scene graph to enable the material to |
| 532 | provide a custom set of graphics state. The set of states that are |
| 533 | customizable by material is limited to blending and related settings. |
| 534 | |
| 535 | \note This function is only called when the UpdatesGraphicsPipelineState |
| 536 | flag was enabled via setFlags(). By default it is not set, and so this |
| 537 | function is never called. |
| 538 | |
| 539 | The return value must be \c true whenever a change was made to any of the |
| 540 | members in \a ps. |
| 541 | |
| 542 | \note The contents of \a ps is not persistent between invocations of this |
| 543 | function. |
| 544 | |
| 545 | The current rendering \a state is passed from the scene graph. |
| 546 | |
| 547 | The subclass specific state can be extracted from \a newMaterial. When \a |
| 548 | oldMaterial is null, this shader was just activated. |
| 549 | */ |
| 550 | bool QSGMaterialShader::updateGraphicsPipelineState(RenderState &state, GraphicsPipelineState *ps, |
| 551 | QSGMaterial *newMaterial, QSGMaterial *oldMaterial) |
| 552 | { |
| 553 | Q_UNUSED(state); |
| 554 | Q_UNUSED(ps); |
| 555 | Q_UNUSED(newMaterial); |
| 556 | Q_UNUSED(oldMaterial); |
| 557 | return false; |
| 558 | } |
| 559 | |
| 560 | /*! |
| 561 | \class QSGMaterialShader::RenderState |
| 562 | |
| 563 | \brief Encapsulates the current rendering state during a call to |
| 564 | QSGMaterialShader::updateUniformData() and the other \c update type of |
| 565 | functions. |
| 566 | |
| 567 | \inmodule QtQuick |
| 568 | \since 5.14 |
| 569 | |
| 570 | The render state contains a number of accessors that the shader needs to |
| 571 | respect in order to conform to the current state of the scene graph. |
| 572 | */ |
| 573 | |
| 574 | /*! |
| 575 | \enum QSGMaterialShader::RenderState::DirtyState |
| 576 | |
| 577 | \value DirtyMatrix Used to indicate that the matrix has changed and must be |
| 578 | updated. |
| 579 | |
| 580 | \value DirtyOpacity Used to indicate that the opacity has changed and must |
| 581 | be updated. |
| 582 | |
| 583 | \value DirtyCachedMaterialData Used to indicate that the cached material |
| 584 | state has changed and must be updated. |
| 585 | |
| 586 | \value DirtyAll Used to indicate that everything needs to be updated. |
| 587 | */ |
| 588 | |
| 589 | /*! |
| 590 | \fn bool QSGMaterialShader::RenderState::isMatrixDirty() const |
| 591 | |
| 592 | Returns \c true if the dirtyStates() contain the dirty matrix state, |
| 593 | otherwise returns \c false. |
| 594 | */ |
| 595 | |
| 596 | /*! |
| 597 | \fn bool QSGMaterialShader::RenderState::isOpacityDirty() const |
| 598 | |
| 599 | Returns \c true if the dirtyStates() contains the dirty opacity state, |
| 600 | otherwise returns \c false. |
| 601 | */ |
| 602 | |
| 603 | /*! |
| 604 | \fn QSGMaterialShader::RenderState::DirtyStates QSGMaterialShader::RenderState::dirtyStates() const |
| 605 | |
| 606 | Returns which rendering states that have changed and needs to be updated |
| 607 | for geometry rendered with this material to conform to the current |
| 608 | rendering state. |
| 609 | */ |
| 610 | |
| 611 | /*! |
| 612 | \class QSGMaterialShader::GraphicsPipelineState |
| 613 | |
| 614 | \brief Describes state changes that the material wants to apply to the |
| 615 | currently active graphics pipeline state. |
| 616 | |
| 617 | \inmodule QtQuick |
| 618 | \since 5.14 |
| 619 | |
| 620 | Unlike QSGMaterialShader, directly issuing state change commands with the |
| 621 | underlying graphics API is not possible with QSGMaterialShader. This is |
| 622 | mainly because the concept of individually changeable states is considered |
| 623 | deprecated and not supported with modern graphics APIs. |
| 624 | |
| 625 | Therefore, it is up to QSGMaterialShader to expose a data structure with |
| 626 | the set of supported states, which the material can change in its |
| 627 | updatePipelineState() implementation, if there is one. The scenegraph will |
| 628 | then internally apply these changes to the active graphics pipeline state, |
| 629 | then rolling them back as appropriate. |
| 630 | |
| 631 | When updateGraphicsPipelineState() is called, the struct has all members |
| 632 | set to a valid value to reflect the renderer's current state. Not changing |
| 633 | any values (or not reimplementing the function) indicates that the material |
| 634 | is fine with the defaults (which are dynamic however, depending on |
| 635 | QSGMaterial flags, for example). |
| 636 | */ |
| 637 | |
| 638 | /*! |
| 639 | \enum QSGMaterialShader::GraphicsPipelineState::BlendFactor |
| 640 | \since 5.14 |
| 641 | |
| 642 | \value Zero |
| 643 | \value One |
| 644 | \value SrcColor |
| 645 | \value OneMinusSrcColor |
| 646 | \value DstColor |
| 647 | \value OneMinusDstColor |
| 648 | \value SrcAlpha |
| 649 | \value OneMinusSrcAlpha |
| 650 | \value DstAlpha |
| 651 | \value OneMinusDstAlpha |
| 652 | \value ConstantColor |
| 653 | \value OneMinusConstantColor |
| 654 | \value ConstantAlpha |
| 655 | \value OneMinusConstantAlpha |
| 656 | \value SrcAlphaSaturate |
| 657 | \value Src1Color |
| 658 | \value OneMinusSrc1Color |
| 659 | \value Src1Alpha |
| 660 | \value OneMinusSrc1Alpha |
| 661 | */ |
| 662 | |
| 663 | /*! |
| 664 | \enum QSGMaterialShader::GraphicsPipelineState::BlendOp |
| 665 | \since 6.8 |
| 666 | |
| 667 | \value Add |
| 668 | \value Subtract |
| 669 | \value ReverseSubtract |
| 670 | \value Min |
| 671 | \value Max |
| 672 | */ |
| 673 | |
| 674 | /*! |
| 675 | \enum QSGMaterialShader::GraphicsPipelineState::ColorMaskComponent |
| 676 | \since 5.14 |
| 677 | |
| 678 | \value R |
| 679 | \value G |
| 680 | \value B |
| 681 | \value A |
| 682 | */ |
| 683 | |
| 684 | /*! |
| 685 | \enum QSGMaterialShader::GraphicsPipelineState::CullMode |
| 686 | \since 5.14 |
| 687 | |
| 688 | \value CullNone |
| 689 | \value CullFront |
| 690 | \value CullBack |
| 691 | */ |
| 692 | |
| 693 | /*! |
| 694 | \enum QSGMaterialShader::GraphicsPipelineState::PolygonMode |
| 695 | \since 6.4 |
| 696 | \brief Specifies the polygon rasterization mode |
| 697 | |
| 698 | Polygon Mode (Triangle Fill Mode in Metal, Fill Mode in D3D) specifies |
| 699 | the fill mode used when rasterizing polygons. Polygons may be drawn as |
| 700 | solids (Fill), or as a wire mesh (Line). |
| 701 | |
| 702 | \warning OpenGL ES does not support the \c{Line} polygon mode. OpenGL ES |
| 703 | will rasterize all polygons as filled no matter what polygon mode is set. |
| 704 | Using \c{Line} will make your application non-portable. |
| 705 | |
| 706 | \value Fill The interior of the polygon is filled (default) |
| 707 | \value Line Boundary edges of the polygon are drawn as line segments. |
| 708 | */ |
| 709 | |
| 710 | /*! |
| 711 | \variable QSGMaterialShader::GraphicsPipelineState::blendEnable |
| 712 | \since 5.14 |
| 713 | \brief Enables blending. |
| 714 | |
| 715 | \note Changing this flag should be done with care, and is best avoided. |
| 716 | Rather, materials should always use the QSGMaterial::Blend flag to indicate |
| 717 | that they wish to use blending. Changing this value from false to true for |
| 718 | a material that did not declare QSGMaterial::Blend can lead to unexpected |
| 719 | visual results. |
| 720 | */ |
| 721 | |
| 722 | /*! |
| 723 | \variable QSGMaterialShader::GraphicsPipelineState::srcColor |
| 724 | \since 5.14 |
| 725 | \brief Source blending factor, either RGB or RGBA depending on separateBlendFactors. |
| 726 | */ |
| 727 | |
| 728 | /*! |
| 729 | \variable QSGMaterialShader::GraphicsPipelineState::dstColor |
| 730 | \since 5.14 |
| 731 | \brief Destination blending factor, either RGB or RGBA depending on separateBlendFactors. |
| 732 | */ |
| 733 | |
| 734 | /*! |
| 735 | \variable QSGMaterialShader::GraphicsPipelineState::colorWrite |
| 736 | \since 5.14 |
| 737 | \brief Color write mask. |
| 738 | */ |
| 739 | |
| 740 | /*! |
| 741 | \variable QSGMaterialShader::GraphicsPipelineState::blendConstant |
| 742 | \since 5.14 |
| 743 | \brief Blend constant applicable when a blending factor is set to use a constant value. |
| 744 | */ |
| 745 | |
| 746 | /*! |
| 747 | \variable QSGMaterialShader::GraphicsPipelineState::cullMode |
| 748 | \since 5.14 |
| 749 | \brief Cull mode. |
| 750 | */ |
| 751 | |
| 752 | /*! |
| 753 | \variable QSGMaterialShader::GraphicsPipelineState::polygonMode |
| 754 | \since 6.4 |
| 755 | \brief Polygon rasterization mode. |
| 756 | */ |
| 757 | |
| 758 | /*! |
| 759 | \variable QSGMaterialShader::GraphicsPipelineState::separateBlendFactors |
| 760 | \since 6.5 |
| 761 | \brief Indicates that alpha blending factors are specified separately. |
| 762 | |
| 763 | False by default, meaning both RGB and alpha blending factors are defined |
| 764 | by srcColor and dstColor. When set to true, the alpha blending factors are |
| 765 | taken from srcAlpha and dstAlpha instead, and srcColor and dstColor applies |
| 766 | only to RGB. |
| 767 | */ |
| 768 | |
| 769 | /*! |
| 770 | \variable QSGMaterialShader::GraphicsPipelineState::srcAlpha |
| 771 | \since 6.5 |
| 772 | \brief Source alpha blending factor. |
| 773 | |
| 774 | Applies only when separateBlendFactors is set to true. |
| 775 | */ |
| 776 | |
| 777 | /*! |
| 778 | \variable QSGMaterialShader::GraphicsPipelineState::dstAlpha |
| 779 | \since 6.5 |
| 780 | \brief Destination alpha blending factor. |
| 781 | |
| 782 | Applies only when separateBlendFactors is set to true. |
| 783 | */ |
| 784 | |
| 785 | /*! |
| 786 | \variable QSGMaterialShader::GraphicsPipelineState::opColor |
| 787 | \since 6.8 |
| 788 | \brief RGB blending operation. |
| 789 | */ |
| 790 | |
| 791 | /*! |
| 792 | \variable QSGMaterialShader::GraphicsPipelineState::opAlpha |
| 793 | \since 6.8 |
| 794 | \brief Alpha blending operation. |
| 795 | */ |
| 796 | |
| 797 | /*! |
| 798 | Returns the accumulated opacity to be used for rendering. |
| 799 | */ |
| 800 | float QSGMaterialShader::RenderState::opacity() const |
| 801 | { |
| 802 | Q_ASSERT(m_data); |
| 803 | return float(static_cast<const QSGRenderer *>(m_data)->currentOpacity()); |
| 804 | } |
| 805 | |
| 806 | /*! |
| 807 | Returns the modelview determinant to be used for rendering. |
| 808 | */ |
| 809 | float QSGMaterialShader::RenderState::determinant() const |
| 810 | { |
| 811 | Q_ASSERT(m_data); |
| 812 | return float(static_cast<const QSGRenderer *>(m_data)->determinant()); |
| 813 | } |
| 814 | |
| 815 | /*! |
| 816 | Returns the matrix combined of modelview matrix and project matrix. |
| 817 | */ |
| 818 | QMatrix4x4 QSGMaterialShader::RenderState::combinedMatrix() const |
| 819 | { |
| 820 | Q_ASSERT(m_data); |
| 821 | return static_cast<const QSGRenderer *>(m_data)->currentCombinedMatrix(index: 0); |
| 822 | } |
| 823 | |
| 824 | /*! |
| 825 | \internal |
| 826 | */ |
| 827 | QMatrix4x4 QSGMaterialShader::RenderState::combinedMatrix(qsizetype index) const |
| 828 | { |
| 829 | Q_ASSERT(m_data); |
| 830 | return static_cast<const QSGRenderer *>(m_data)->currentCombinedMatrix(index); |
| 831 | } |
| 832 | |
| 833 | /*! |
| 834 | Returns the ratio between physical pixels and device-independent pixels |
| 835 | to be used for rendering. |
| 836 | */ |
| 837 | float QSGMaterialShader::RenderState::devicePixelRatio() const |
| 838 | { |
| 839 | Q_ASSERT(m_data); |
| 840 | return float(static_cast<const QSGRenderer *>(m_data)->devicePixelRatio()); |
| 841 | } |
| 842 | |
| 843 | /*! |
| 844 | Returns the model view matrix. |
| 845 | |
| 846 | If the material has the RequiresFullMatrix flag set, this is guaranteed to |
| 847 | be the complete transform matrix calculated from the scenegraph. |
| 848 | |
| 849 | However, if this flag is not set, the renderer may choose to alter this |
| 850 | matrix. For example, it may pre-transform vertices on the CPU and set this |
| 851 | matrix to identity. |
| 852 | |
| 853 | In a situation such as the above, it is still possible to retrieve the |
| 854 | actual matrix determinant by setting the RequiresDeterminant flag in the |
| 855 | material and calling the determinant() accessor. |
| 856 | */ |
| 857 | QMatrix4x4 QSGMaterialShader::RenderState::modelViewMatrix() const |
| 858 | { |
| 859 | Q_ASSERT(m_data); |
| 860 | return static_cast<const QSGRenderer *>(m_data)->currentModelViewMatrix(); |
| 861 | } |
| 862 | |
| 863 | /*! |
| 864 | Returns the projection matrix. |
| 865 | */ |
| 866 | QMatrix4x4 QSGMaterialShader::RenderState::projectionMatrix() const |
| 867 | { |
| 868 | Q_ASSERT(m_data); |
| 869 | return static_cast<const QSGRenderer *>(m_data)->currentProjectionMatrix(index: 0); |
| 870 | } |
| 871 | |
| 872 | /*! |
| 873 | \internal |
| 874 | */ |
| 875 | QMatrix4x4 QSGMaterialShader::RenderState::projectionMatrix(qsizetype index) const |
| 876 | { |
| 877 | Q_ASSERT(m_data); |
| 878 | return static_cast<const QSGRenderer *>(m_data)->currentProjectionMatrix(index); |
| 879 | } |
| 880 | |
| 881 | /*! |
| 882 | \internal |
| 883 | */ |
| 884 | qsizetype QSGMaterialShader::RenderState::projectionMatrixCount() const |
| 885 | { |
| 886 | Q_ASSERT(m_data); |
| 887 | return static_cast<const QSGRenderer *>(m_data)->projectionMatrixCount(); |
| 888 | } |
| 889 | |
| 890 | /*! |
| 891 | Returns the viewport rect of the surface being rendered to. |
| 892 | */ |
| 893 | QRect QSGMaterialShader::RenderState::viewportRect() const |
| 894 | { |
| 895 | Q_ASSERT(m_data); |
| 896 | return static_cast<const QSGRenderer *>(m_data)->viewportRect(); |
| 897 | } |
| 898 | |
| 899 | /*! |
| 900 | Returns the device rect of the surface being rendered to |
| 901 | */ |
| 902 | QRect QSGMaterialShader::RenderState::deviceRect() const |
| 903 | { |
| 904 | Q_ASSERT(m_data); |
| 905 | return static_cast<const QSGRenderer *>(m_data)->deviceRect(); |
| 906 | } |
| 907 | |
| 908 | /*! |
| 909 | Returns a pointer to the data for the uniform (constant) buffer in the |
| 910 | shader. Uniform data must only be updated from |
| 911 | QSGMaterialShader::updateUniformData(). The return value is null in the |
| 912 | other reimplementable functions, such as, |
| 913 | QSGMaterialShader::updateSampledImage(). |
| 914 | |
| 915 | \note It is strongly recommended to declare the uniform block with \c |
| 916 | std140 in the shader, and to carefully study the standard uniform block |
| 917 | layout as described in section 7.6.2.2 of the OpenGL specification. It is |
| 918 | up to the QSGMaterialShader implementation to ensure data gets placed |
| 919 | at the right location in this QByteArray, taking alignment requirements |
| 920 | into account. Shader code translated to other shading languages is expected |
| 921 | to use the same offsets for block members, even when the target language |
| 922 | uses different packing rules by default. |
| 923 | |
| 924 | \note Avoid copying from C++ POD types, such as, structs, in order to |
| 925 | update multiple members at once, unless it has been verified that the |
| 926 | layouts of the C++ struct and the GLSL uniform block match. |
| 927 | */ |
| 928 | QByteArray *QSGMaterialShader::RenderState::uniformData() |
| 929 | { |
| 930 | Q_ASSERT(m_data); |
| 931 | return static_cast<const QSGRenderer *>(m_data)->currentUniformData(); |
| 932 | } |
| 933 | |
| 934 | /*! |
| 935 | Returns a resource update batch to which upload and copy operatoins can be |
| 936 | queued. This is typically used by |
| 937 | QSGMaterialShader::updateSampledImage() to enqueue texture image |
| 938 | content updates. |
| 939 | */ |
| 940 | QRhiResourceUpdateBatch *QSGMaterialShader::RenderState::resourceUpdateBatch() |
| 941 | { |
| 942 | Q_ASSERT(m_data); |
| 943 | return static_cast<const QSGRenderer *>(m_data)->currentResourceUpdateBatch(); |
| 944 | } |
| 945 | |
| 946 | /*! |
| 947 | Returns the current QRhi. |
| 948 | */ |
| 949 | QRhi *QSGMaterialShader::RenderState::rhi() |
| 950 | { |
| 951 | Q_ASSERT(m_data); |
| 952 | return static_cast<const QSGRenderer *>(m_data)->currentRhi(); |
| 953 | } |
| 954 | |
| 955 | QT_END_NAMESPACE |
| 956 | |