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
9QT_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
166QShader 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
176void 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
184static 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
198void 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 */
309QSGMaterialShader::QSGMaterialShader()
310 : d_ptr(new QSGMaterialShaderPrivate(this))
311{
312}
313
314/*!
315 \internal
316 */
317QSGMaterialShader::QSGMaterialShader(QSGMaterialShaderPrivate &dd)
318 : d_ptr(&dd)
319{
320}
321
322/*!
323 \internal
324 */
325QSGMaterialShader::~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.
331static 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 */
346void 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 */
357void 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 */
377void 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 */
393QSGMaterialShader::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*/
403void 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 */
415void 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 */
442int 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 */
476bool 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 */
517void 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 */
550bool 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 */
800float 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 */
809float 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 */
818QMatrix4x4 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 */
827QMatrix4x4 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*/
837float 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 */
857QMatrix4x4 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 */
866QMatrix4x4 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 */
875QMatrix4x4 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 */
884qsizetype 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 */
893QRect 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 */
902QRect 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 */
928QByteArray *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 */
940QRhiResourceUpdateBatch *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 */
949QRhi *QSGMaterialShader::RenderState::rhi()
950{
951 Q_ASSERT(m_data);
952 return static_cast<const QSGRenderer *>(m_data)->currentRhi();
953}
954
955QT_END_NAMESPACE
956

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source code of qtdeclarative/src/quick/scenegraph/coreapi/qsgmaterialshader.cpp