| 1 | // Copyright (C) 2020 The Qt Company Ltd. |
| 2 | // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only |
| 3 | |
| 4 | #include <QtQuick3DRuntimeRender/private/qssgrenderer_p.h> |
| 5 | #include <QtQuick3DRuntimeRender/private/qssgrendereffect_p.h> |
| 6 | #include <QtQuick3DRuntimeRender/private/qssgrenderlayer_p.h> |
| 7 | #include <QtQuick3DRuntimeRender/private/qssgrendercommands_p.h> |
| 8 | #include "../qssgrendercontextcore.h" |
| 9 | #include "../rendererimpl/qssglayerrenderdata_p.h" |
| 10 | |
| 11 | #include <QtGui/QVector2D> |
| 12 | #include <QtGui/QVector3D> |
| 13 | |
| 14 | QT_BEGIN_NAMESPACE |
| 15 | |
| 16 | QSSGRenderEffect::QSSGRenderEffect() : QSSGRenderGraphObject(Type::Effect) {} |
| 17 | |
| 18 | QSSGRenderEffect::~QSSGRenderEffect() |
| 19 | { |
| 20 | resetCommands(); |
| 21 | } |
| 22 | |
| 23 | void QSSGRenderEffect::markDirty() |
| 24 | { |
| 25 | flags |= FlagT(Flags::Dirty); |
| 26 | } |
| 27 | |
| 28 | void QSSGRenderEffect::clearDirty() |
| 29 | { |
| 30 | flags &= ~FlagT(Flags::Dirty); |
| 31 | } |
| 32 | |
| 33 | // Suffix snippets added to the end of the shader strings. These are appended |
| 34 | // after processing so it must be valid GLSL as-is, no more magic keywords. |
| 35 | |
| 36 | static const char *effect_vertex_main_pre = |
| 37 | "void main()\n" |
| 38 | "{\n" |
| 39 | " qt_inputUV = attr_uv;\n" |
| 40 | " qt_textureUV = qt_effectTextureMapUV(attr_uv);\n" |
| 41 | " vec4 qt_vertPosition = vec4(attr_pos, 1.0);\n" |
| 42 | "#if QSHADER_VIEW_COUNT >= 2\n" |
| 43 | " qt_viewIndex = gl_ViewIndex;\n" |
| 44 | "#else\n" |
| 45 | " qt_viewIndex = 0;\n" |
| 46 | "#endif\n" |
| 47 | " qt_customMain(qt_vertPosition.xyz);\n" ; |
| 48 | |
| 49 | static const char *effect_vertex_main_position = |
| 50 | " gl_Position = qt_modelViewProjection * qt_vertPosition;\n" ; |
| 51 | |
| 52 | static const char *effect_vertex_main_post = |
| 53 | "}\n" ; |
| 54 | |
| 55 | static const char *effect_fragment_main = |
| 56 | "void main()\n" |
| 57 | "{\n" |
| 58 | " qt_customMain();\n" |
| 59 | "}\n" ; |
| 60 | |
| 61 | static const char *effect_fragment_main_with_tonemapping = |
| 62 | "#include \"tonemapping.glsllib\"\n" |
| 63 | "void main()\n" |
| 64 | "{\n" |
| 65 | " qt_customMain();\n" |
| 66 | " fragOutput = qt_tonemap(fragOutput);\n" |
| 67 | "}\n" ; |
| 68 | |
| 69 | void QSSGRenderEffect::finalizeShaders(const QSSGRenderLayer &layer, QSSGRenderContextInterface *renderContext) |
| 70 | { |
| 71 | Q_UNUSED(layer); |
| 72 | |
| 73 | // this is called on every frame, so do nothing if there are no changes |
| 74 | if (!shaderPrepData.valid) |
| 75 | return; |
| 76 | |
| 77 | QRhi *rhi = renderContext->rhiContext()->rhi(); |
| 78 | |
| 79 | for (int i = 0, ie = shaderPrepData.passes.size(); i != ie; ++i) { |
| 80 | const ShaderPrepPassData &pass(shaderPrepData.passes[i]); |
| 81 | |
| 82 | // The fragment shader of the last pass of the last effect may need to |
| 83 | // perform the built-in tonemapping. |
| 84 | const bool isLastEffect = m_nextEffect == nullptr; |
| 85 | const bool isLastPass = i == ie - 1; |
| 86 | const bool shouldTonemapIfEnabled = isLastEffect && isLastPass; |
| 87 | |
| 88 | QSSGShaderFeatures features; |
| 89 | QByteArray completeVertexShader; |
| 90 | QByteArray completeFragmentShader; |
| 91 | QByteArray sourceCodeForHash; |
| 92 | |
| 93 | const bool multiview = layer.viewCount >= 2; |
| 94 | const int srcIdx = multiview ? QSSGRenderCustomMaterial::MultiViewShaderPathKeyIndex : QSSGRenderCustomMaterial::RegularShaderPathKeyIndex; |
| 95 | |
| 96 | if (!pass.vertexShaderCode[srcIdx].isEmpty()) { |
| 97 | QByteArray code = pass.vertexShaderCode[srcIdx]; |
| 98 | // add the real main(), with or without assigning gl_Position at the end |
| 99 | code.append(s: effect_vertex_main_pre); |
| 100 | if (!pass.vertexMetaData[srcIdx].flags.testFlag(flag: QSSGCustomShaderMetaData::OverridesPosition)) |
| 101 | code.append(s: effect_vertex_main_position); |
| 102 | code.append(s: effect_vertex_main_post); |
| 103 | completeVertexShader = code; |
| 104 | sourceCodeForHash += code; |
| 105 | } |
| 106 | |
| 107 | if (!pass.fragmentShaderCode[srcIdx].isEmpty()) { |
| 108 | QByteArray code = pass.fragmentShaderCode[srcIdx]; |
| 109 | if (shouldTonemapIfEnabled) |
| 110 | code.append(s: effect_fragment_main_with_tonemapping); |
| 111 | else |
| 112 | code.append(s: effect_fragment_main); |
| 113 | completeFragmentShader = code; |
| 114 | sourceCodeForHash += code; |
| 115 | } |
| 116 | |
| 117 | QByteArray shaderPathKey = pass.shaderPathKeyPrefix; |
| 118 | shaderPathKey.append(a: ':' + QCryptographicHash::hash(data: sourceCodeForHash, method: QCryptographicHash::Algorithm::Sha1).toHex()); |
| 119 | |
| 120 | // QSSGRhiEffectSystem will vary the vertex shader code based on this |
| 121 | // flag from the QRhi. It is therefore important to capture this in the |
| 122 | // cache key as well. |
| 123 | shaderPathKey.append(a: rhi->isYUpInFramebuffer() ? QByteArrayLiteral(":1" ) : QByteArrayLiteral(":0" )); |
| 124 | |
| 125 | if (shouldTonemapIfEnabled) { |
| 126 | // This does not always mean there will be tonemapping: if the mode |
| 127 | // is TonemapModeNone, then no extra feature defines are set, and |
| 128 | // so qt_tonemap() in the shader will not alter the color. |
| 129 | const QSSGRenderLayer::TonemapMode tonemapMode = layer.tonemapMode; |
| 130 | shaderPathKey.append(a: ':' + QByteArray::number(int(tonemapMode))); |
| 131 | QSSGLayerRenderData::setTonemapFeatures(features, tonemapMode); |
| 132 | } |
| 133 | |
| 134 | shaderPathKey.append(a: multiview ? QByteArrayLiteral(":1" ) : QByteArrayLiteral(":0" )); |
| 135 | |
| 136 | // Now that the final shaderPathKey is known, store the source and |
| 137 | // related data; it will be retrieved later by the QSSGRhiEffectSystem. |
| 138 | if (!completeVertexShader.isEmpty()) { |
| 139 | renderContext->shaderLibraryManager()->setShaderSource(inShaderPathKey: shaderPathKey, |
| 140 | type: QSSGShaderCache::ShaderType::Vertex, |
| 141 | inSource: completeVertexShader, |
| 142 | meta: pass.vertexMetaData[srcIdx]); |
| 143 | } |
| 144 | if (!completeFragmentShader.isEmpty()) { |
| 145 | QSSGCustomShaderMetaData metaData = pass.fragmentMetaData[srcIdx]; |
| 146 | metaData.features = features; |
| 147 | renderContext->shaderLibraryManager()->setShaderSource(inShaderPathKey: shaderPathKey, |
| 148 | type: QSSGShaderCache::ShaderType::Fragment, |
| 149 | inSource: completeFragmentShader, |
| 150 | meta: metaData); |
| 151 | } |
| 152 | |
| 153 | // and update the command |
| 154 | delete commands[pass.bindShaderCmdIndex].command; |
| 155 | commands[pass.bindShaderCmdIndex] = { .command: new QSSGBindShader(shaderPathKey), .own: true }; |
| 156 | } |
| 157 | |
| 158 | shaderPrepData.valid = false; |
| 159 | } |
| 160 | |
| 161 | void QSSGRenderEffect::resetCommands() |
| 162 | { |
| 163 | for (const Command &cmd : commands) { |
| 164 | if (cmd.own) |
| 165 | delete cmd.command; |
| 166 | } |
| 167 | commands.clear(); |
| 168 | shaderPrepData.passes.clear(); |
| 169 | } |
| 170 | |
| 171 | QT_END_NAMESPACE |
| 172 | |