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++ // Copyright (C) 2021 The Qt Company Ltd.
++ // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only
++ // Qt-Security score:significant reason:default
++
++
++ #ifndef QSPIRVSHADER_P_H
++ #define QSPIRVSHADER_P_H
++
++ //
++ // W A R N I N G
++ // -------------
++ //
++ // This file is not part of the Qt API. It exists for the convenience
++ // of a number of Qt sources files. This header file may change from
++ // version to version without notice, or even be removed.
++ //
++ // We mean it.
++ //
++
++ #include <QtShaderTools/private/qtshadertoolsglobal_p.h>
++ #include <rhi/qshader.h>
++
++ QT_BEGIN_NAMESPACE
++
++ struct QSpirvShaderPrivate;
++
++ class Q_SHADERTOOLS_EXPORT QSpirvShader
++ {
++ public:
++ enum class GlslFlag {
++ GlslEs = 0x01,
++ FixClipSpace = 0x02,
++ EsFragDefaultFloatPrecisionMedium = 0x04
++ };
++ Q_DECLARE_FLAGS(GlslFlags, GlslFlag)
++
++ enum class MslFlag {
++ VertexAsCompute = 0x01,
++ WithUInt16Index = 0x02,
++ WithUInt32Index = 0x04,
++ ArgumentBuffers = 0x08
++ };
++ Q_DECLARE_FLAGS(MslFlags, MslFlag)
++
++ enum class RemapFlag {
++ StripOnly = 0x01
++ };
++ Q_DECLARE_FLAGS(RemapFlags, RemapFlag)
++
++ QSpirvShader();
++ ~QSpirvShader();
++
++ void setSpirvBinary(const QByteArray &spirv, QShader::Stage stage);
++
++ QShaderDescription shaderDescription() const;
++
++ QByteArray spirvBinary() const;
++ QByteArray remappedSpirvBinary(RemapFlags flags = RemapFlags(), QString *errorMessage = nullptr) const;
++
++ struct SeparateToCombinedImageSamplerMapping {
++ QByteArray textureName;
++ QByteArray samplerName;
++ QByteArray combinedSamplerName;
++ };
++
++ struct TessellationInfo {
++ // The tess.evaluation shader will likely declaer something like layout(triangles, fractional_odd_spacing, ccw) in;
++ // For Metal we need to know the tessellation mode (triangles) when generating the translated tess.control shader.
++ struct {
++ QShaderDescription::TessellationMode mode = QShaderDescription::TrianglesTessellationMode;
++ } infoForTesc;
++ // The tess.control shader will likely declare something like layout(vertices = 3) out;
++ // For Metal we need to know this value (3) when generating the translated tess.eval. shader.
++ struct {
++ int vertexCount = 3;
++ } infoForTese;
++ };
++
++ struct MultiViewInfo {
++ // layout(num_views = viewCount) in; see GL_OVR_multiview
++ int viewCount = 0;
++ };
++
++ QByteArray translateToGLSL(int version,
++ GlslFlags flags,
++ QShader::Stage stage,
++ const MultiViewInfo &multiViewInfo,
++ QVector<SeparateToCombinedImageSamplerMapping> *separateToCombinedImageSamplerMappings) const;
++ QByteArray translateToHLSL(int version,
++ QShader::NativeResourceBindingMap *nativeBindings,
++ QShader::NativeShaderInfo *shaderInfo) const;
++ QByteArray translateToMSL(int version,
++ MslFlags flags,
++ QShader::Stage stage,
++ QShader::NativeResourceBindingMap *nativeBindings,
++ QShader::NativeShaderInfo *shaderInfo,
++ const MultiViewInfo &multiViewInfo,
++ const TessellationInfo &tessInfo) const;
++ QString translationErrorMessage() const;
++
++ private:
++ Q_DISABLE_COPY(QSpirvShader)
++ QSpirvShaderPrivate *d = nullptr;
++ };
++
++ Q_DECLARE_OPERATORS_FOR_FLAGS(QSpirvShader::GlslFlags)
++ Q_DECLARE_OPERATORS_FOR_FLAGS(QSpirvShader::MslFlags)
++ Q_DECLARE_OPERATORS_FOR_FLAGS(QSpirvShader::RemapFlags)
++
++ QT_END_NAMESPACE
++
++ #endif