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// Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only
#include "shader_p.h"
#include "renderlogging_p.h"
#include <QFile>
#include <QOpenGLContext>
#include <QOpenGLShaderProgram>
#include <QMutexLocker>
#include <qshaderprogram.h>
#include <Qt3DRender/private/attachmentpack_p.h>
#include <Qt3DRender/private/qshaderprogram_p.h>
#include <Qt3DRender/private/stringtoint_p.h>
#include <Qt3DRender/private/managers_p.h>
QT_BEGIN_NAMESPACE
namespace Qt3DRender {
namespace Render {
using namespace Qt3DCore;
const int Shader::modelMatrixNameId = StringToInt::lookupId(QLatin1String("modelMatrix"));
const int Shader::viewMatrixNameId = StringToInt::lookupId(QLatin1String("viewMatrix"));
const int Shader::projectionMatrixNameId = StringToInt::lookupId(QLatin1String("projectionMatrix"));
const int Shader::modelViewMatrixNameId = StringToInt::lookupId(QLatin1String("modelView"));
const int Shader::viewProjectionMatrixNameId = StringToInt::lookupId(QLatin1String("viewProjectionMatrix"));
const int Shader::modelViewProjectionNameId = StringToInt::lookupId(QLatin1String("modelViewProjection"));
const int Shader::mvpNameId = StringToInt::lookupId(QLatin1String("mvp"));
const int Shader::inverseModelMatrixNameId = StringToInt::lookupId(QLatin1String("inverseModelMatrix"));
const int Shader::inverseViewMatrixNameId = StringToInt::lookupId(QLatin1String("inverseViewMatrix"));
const int Shader::inverseProjectionMatrixNameId = StringToInt::lookupId(QLatin1String("inverseProjectionMatrix"));
const int Shader::inverseModelViewNameId = StringToInt::lookupId(QLatin1String("inverseModelView"));
const int Shader::inverseViewProjectionMatrixNameId = StringToInt::lookupId(QLatin1String("inverseViewProjectionMatrix"));
const int Shader::inverseModelViewProjectionNameId = StringToInt::lookupId(QLatin1String("inverseModelViewProjection"));
const int Shader::modelNormalMatrixNameId = StringToInt::lookupId(QLatin1String("modelNormalMatrix"));
const int Shader::modelViewNormalNameId = StringToInt::lookupId(QLatin1String("modelViewNormal"));
const int Shader::viewportMatrixNameId = StringToInt::lookupId(QLatin1String("viewportMatrix"));
const int Shader::inverseViewportMatrixNameId = StringToInt::lookupId(QLatin1String("inverseViewportMatrix"));
const int Shader::textureTransformMatrixNameId = StringToInt::lookupId(QLatin1String("textureTransformMatrix"));
const int Shader::aspectRatioNameId = StringToInt::lookupId(QLatin1String("aspectRatio"));
const int Shader::exposureNameId = StringToInt::lookupId(QLatin1String("exposure"));
const int Shader::gammaNameId = StringToInt::lookupId(QLatin1String("gamma"));
const int Shader::timeNameId = StringToInt::lookupId(QLatin1String("time"));
const int Shader::eyePositionNameId = StringToInt::lookupId(QLatin1String("eyePosition"));
const int Shader::skinningPaletteNameId = StringToInt::lookupId(QLatin1String("skinningPalette[0]"));
const int Shader::yUpInFBOId = StringToInt::lookupId(QLatin1String("yUpInFBO"));
const int Shader::yUpInNDCId = StringToInt::lookupId(QLatin1String("yUpInNDC"));
Shader::Shader()
: BackendNode(ReadWrite)
, m_requiresFrontendSync(false)
, m_status(QShaderProgram::NotReady)
, m_format(QShaderProgram::GLSL)
, m_dirty(false)
{
m_shaderCode.resize(static_cast<int>(QShaderProgram::Compute) + 1);
}
Shader::~Shader()
{
}
void Shader::cleanup()
{
QBackendNode::setEnabled(false);
m_status = QShaderProgram::NotReady;
m_format = QShaderProgram::GLSL;
m_log.clear();
m_requiresFrontendSync = false;
m_dirty = false;
}
void Shader::syncFromFrontEnd(const QNode *frontEnd, bool firstTime)
{
const QShaderProgram *node = qobject_cast<const QShaderProgram *>(frontEnd);
if (!node)
return;
BackendNode::syncFromFrontEnd(frontEnd, firstTime);
if (firstTime)
for (int i = QShaderProgram::Vertex; i <= QShaderProgram::Compute; ++i)
m_shaderCode[i].clear();
for (int i = QShaderProgram::Vertex; i <= QShaderProgram::Compute; ++i) {
const QShaderProgram::ShaderType shaderType = static_cast<QShaderProgram::ShaderType>(i);
const QByteArray code = node->shaderCode(shaderType);
if (code != m_shaderCode[shaderType])
setShaderCode(shaderType, code);
}
setFormat(node->format());
}
void Shader::setShaderCode(QShaderProgram::ShaderType type, const QByteArray &code)
{
if (code == m_shaderCode[type])
return;
m_shaderCode[type] = code;
m_requiresFrontendSync = true;
m_dirty = true;
setStatus(QShaderProgram::NotReady);
markDirty(AbstractRenderer::ShadersDirty);
}
void Shader::setFormat(QShaderProgram::Format format)
{
if (format == m_format)
return;
m_format = format;
m_dirty = true;
setStatus(QShaderProgram::NotReady);
markDirty(AbstractRenderer::ShadersDirty);
}
const std::vector<QByteArray> &Shader::shaderCode() const
{
return m_shaderCode;
}
/*!
\internal
Initializes this Shader's state relating to attributes, global block uniforms and
and named uniform blocks by copying these details from \a other.
*/
void Shader::initializeFromReference(const Shader &other)
{
m_status = other.m_status;
m_log = other.m_log;
m_requiresFrontendSync = true;
setStatus(other.status());
setLog(other.log());
}
// Called by renderer plugin when loading a GL Shader plugins
void Shader::requestCacheRebuild()
{
markDirty(AbstractRenderer::MaterialDirty);
}
void Shader::setLog(const QString &log)
{
m_log = log;
m_requiresFrontendSync = true;
}
void Shader::setStatus(QShaderProgram::Status status)
{
m_status = status;
m_requiresFrontendSync = true;
}
ShaderFunctor::ShaderFunctor(AbstractRenderer *renderer, ShaderManager *manager)
: m_renderer(renderer)
, m_shaderManager(manager)
{
}
QBackendNode *ShaderFunctor::create(QNodeId id) const
{
Shader *backend = m_shaderManager->getOrCreateResource(id);
// Remove from the list of ids to destroy in case we were added to it
m_shaderManager->removeShaderIdFromIdsToCleanup(id);
backend->setRenderer(m_renderer);
return backend;
}
QBackendNode *ShaderFunctor::get(QNodeId id) const
{
// If we are marked for destruction, return nullptr so that
// if we were to be recreated, create would be called again
if (m_shaderManager->hasShaderIdToCleanup(id))
return nullptr;
return m_shaderManager->lookupResource(id);
}
void ShaderFunctor::destroy(QNodeId id) const
{
// We only add ourselves to the dirty list
// The actual removal needs to be performed after we have
// destroyed the associated APIShader in the RenderThread
if (m_shaderManager->lookupResource(id))
m_shaderManager->addShaderIdToCleanup(id);
}
} // namespace Render
} // namespace Qt3DRender
QT_END_NAMESPACE