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// Copyright (C) 2017 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
#ifndef QT3DRENDER_RENDER_OPENGL_GLSHADER_P_H
#define QT3DRENDER_RENDER_OPENGL_GLSHADER_P_H
//
// W A R N I N G
// -------------
//
// This file is not part of the Qt API. It exists for the convenience
// of other Qt classes. This header file may change from version to
// version without notice, or even be removed.
//
// We mean it.
//
#include <shadervariables_p.h>
#include <shaderparameterpack_p.h>
#include <Qt3DRender/qshaderprogram.h>
#include <QMutex>
#ifdef QT_BUILD_INTERNAL
class tst_BenchShaderParameterPack;
#endif
QT_BEGIN_NAMESPACE
class QOpenGLShaderProgram;
namespace Qt3DRender {
namespace Render {
namespace OpenGL {
class Q_AUTOTEST_EXPORT GLShader
{
public:
GLShader();
~GLShader();
void setGraphicsContext(GraphicsContext *context);
GraphicsContext *graphicsContext();
bool isLoaded() const { return m_isLoaded; }
void setLoaded(bool loaded) { m_isLoaded = loaded; }
void prepareUniforms(ShaderParameterPack &pack);
void setFragOutputs(const QHash<QString, int> &fragOutputs);
const QHash<QString, int> fragOutputs() const;
inline const std::vector<int> &uniformsNamesIds() const { return m_uniformsNamesIds; }
inline const std::vector<int> &lightUniformsNamesIds() const { return m_lightUniformsNamesIds; }
inline const std::vector<int> &standardUniformNameIds() const { return m_standardUniformNamesIds; }
inline const std::vector<int> &uniformBlockNamesIds() const { return m_uniformBlockNamesIds; }
inline const std::vector<int> &storageBlockNamesIds() const { return m_shaderStorageBlockNamesIds; }
inline const std::vector<int> &attributeNamesIds() const { return m_attributeNamesIds; }
const std::vector<QString> &uniformsNames() const;
const std::vector<QString> &attributesNames() const;
const std::vector<QString> &uniformBlockNames() const;
const std::vector<QString> &storageBlockNames() const;
inline const std::vector<ShaderUniform> &uniforms() const { return m_uniforms; }
inline const std::vector<ShaderAttribute> &attributes() const { return m_attributes; }
inline const std::vector<ShaderUniformBlock> &uniformBlocks() const { return m_uniformBlocks; }
inline const std::vector<ShaderStorageBlock> &storageBlocks() const { return m_shaderStorageBlocks; }
QHash<QString, ShaderUniform> activeUniformsForUniformBlock(int blockIndex) const;
ShaderUniformBlock uniformBlockForBlockIndex(int blockNameId) const noexcept;
ShaderUniformBlock uniformBlockForBlockNameId(int blockIndex) const noexcept;
ShaderUniformBlock uniformBlockForBlockName(const QString &blockName) const noexcept;
ShaderStorageBlock storageBlockForBlockIndex(int blockIndex) const noexcept;
ShaderStorageBlock storageBlockForBlockNameId(int blockNameId) const noexcept;
ShaderStorageBlock storageBlockForBlockName(const QString &blockName) const noexcept;
enum ParameterKind {
Uniform,
UBO,
SSBO,
Struct
};
ParameterKind categorizeVariable(int nameId) const noexcept;
bool hasUniform(int nameId) const noexcept;
inline bool hasActiveVariables() const noexcept { return m_hasActiveVariables; }
inline int parameterPackSize() const noexcept { return m_parameterPackSize; }
QOpenGLShaderProgram *shaderProgram() { return &m_shader; }
void setShaderCode(const std::vector<QByteArray> shaderCode) { m_shaderCode = shaderCode; }
const std::vector<QByteArray> &shaderCode() const;
private:
bool m_isLoaded;
QOpenGLShaderProgram m_shader;
GraphicsContext *m_graphicsContext;
std::vector<QString> m_uniformsNames;
std::vector<int> m_uniformsNamesIds;
std::vector<int> m_lightUniformsNamesIds;
std::vector<int> m_standardUniformNamesIds;
std::vector<ShaderUniform> m_uniforms;
std::vector<QString> m_attributesNames;
std::vector<int> m_attributeNamesIds;
std::vector<ShaderAttribute> m_attributes;
std::vector<QString> m_uniformBlockNames;
std::vector<int> m_uniformBlockNamesIds;
std::vector<ShaderUniformBlock> m_uniformBlocks;
QHash<int, QHash<QString, ShaderUniform> > m_uniformBlockIndexToShaderUniforms;
std::vector<QString> m_shaderStorageBlockNames;
std::vector<int> m_shaderStorageBlockNamesIds;
std::vector<ShaderStorageBlock> m_shaderStorageBlocks;
QHash<QString, int> m_fragOutputs;
std::vector<QByteArray> m_shaderCode;
int m_parameterPackSize;
int m_hasActiveVariables;
// Private so that only GraphicContext can call it
void initializeUniforms(const std::vector<ShaderUniform> &uniformsDescription);
void initializeAttributes(const std::vector<ShaderAttribute> &attributesDescription);
void initializeUniformBlocks(const std::vector<ShaderUniformBlock> &uniformBlockDescription);
void initializeShaderStorageBlocks(const std::vector<ShaderStorageBlock> &shaderStorageBlockDescription);
friend class GraphicsContext;
#ifdef QT_BUILD_INTERNAL
friend class ::tst_BenchShaderParameterPack;
#endif
mutable QMutex m_mutex;
QMetaObject::Connection m_contextConnection;
};
} // OpenGL
} // Render
} // Qt3DRender
QT_END_NAMESPACE
#endif // QT3DRENDER_RENDER_OPENGL_GLSHADER_P_H