qt6-bb10/src/gui/rhi/qshader.cpp

1004 lines
29 KiB
C++

// Copyright (C) 2019 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
#include "qshader_p_p.h"
#include <QDataStream>
#include <QBuffer>
QT_BEGIN_NAMESPACE
/*!
\class QShader
\internal
\inmodule QtGui
\brief Contains multiple versions of a shader translated to multiple shading languages,
together with reflection metadata.
QShader is the entry point to shader code in the graphics API agnostic
Qt world. Instead of using GLSL shader sources, as was the custom with Qt
5.x, new graphics systems with backends for multiple graphics APIs, such
as, Vulkan, Metal, Direct3D, and OpenGL, take QShader as their input
whenever a shader needs to be specified.
A QShader instance is empty and thus invalid by default. To get a useful
instance, the two typical methods are:
\list
\li Generate the contents offline, during build time or earlier, using the
\c qsb command line tool. The result is a binary file that is shipped with
the application, read via QIODevice::readAll(), and then deserialized via
fromSerialized(). For more information, see QShaderBaker.
\li Generate at run time via QShaderBaker. This is an expensive operation,
but allows applications to use user-provided or dynamically generated
shader source strings.
\endlist
When used together with the Qt Rendering Hardware Interface and its
classes, like QRhiGraphicsPipeline, no further action is needed from the
application's side as these classes are prepared to consume a QShader
whenever a shader needs to be specified for a given stage of the graphics
pipeline.
Alternatively, applications can access
\list
\li the source or byte code for any of the shading language versions that
are included in the QShader,
\li the name of the entry point for the shader,
\li the reflection metadata containing a description of the shader's
inputs, outputs and resources like uniform blocks. This is essential when
an application or framework needs to discover the inputs of a shader at
runtime due to not having advance knowledge of the vertex attributes or the
layout of the uniform buffers used by the shader.
\endlist
QShader makes no assumption about the shading language that was used
as the source for generating the various versions and variants that are
included in it.
QShader uses implicit sharing similarly to many core Qt types, and so
can be returned or passed by value. Detach happens implicitly when calling
a setter.
For reference, QRhi expects that a QShader suitable for all its
backends contains at least the following:
\list
\li SPIR-V 1.0 bytecode suitable for Vulkan 1.0 or newer
\li GLSL/ES 100 source code suitable for OpenGL ES 2.0 or newer
\li GLSL 120 source code suitable for OpenGL 2.1
\li HLSL Shader Model 5.0 source code or the corresponding DXBC bytecode suitable for Direct3D 11
\li Metal Shading Language 1.2 source code or the corresponding bytecode suitable for Metal
\endlist
\sa QShaderBaker
*/
/*!
\enum QShader::Stage
Describes the stage of the graphics pipeline the shader is suitable for.
\value VertexStage Vertex shader
\value TessellationControlStage Tessellation control (hull) shader
\value TessellationEvaluationStage Tessellation evaluation (domain) shader
\value GeometryStage Geometry shader
\value FragmentStage Fragment (pixel) shader
\value ComputeStage Compute shader
*/
/*!
\class QShaderVersion
\internal
\inmodule QtGui
\brief Specifies the shading language version.
While languages like SPIR-V or the Metal Shading Language use traditional
version numbers, shaders for other APIs can use slightly different
versioning schemes. All those are mapped to a single version number in
here, however. For HLSL, the version refers to the Shader Model version,
like 5.0, 5.1, or 6.0. For GLSL an additional flag is needed to choose
between GLSL and GLSL/ES.
Below is a list with the most common examples of shader versions for
different graphics APIs:
\list
\li Vulkan (SPIR-V): 100
\li OpenGL: 120, 330, 440, etc.
\li OpenGL ES: 100 with GlslEs, 300 with GlslEs, etc.
\li Direct3D: 50, 51, 60
\li Metal: 12, 20
\endlist
A default constructed QShaderVersion contains a version of 100 and no
flags set.
*/
/*!
\enum QShaderVersion::Flag
Describes the flags that can be set.
\value GlslEs Indicates that GLSL/ES is meant in combination with GlslShader
*/
/*!
\class QShaderKey
\internal
\inmodule QtGui
\brief Specifies the shading language, the version with flags, and the variant.
A default constructed QShaderKey has source set to SpirvShader and
sourceVersion set to 100. sourceVariant defaults to StandardShader.
*/
/*!
\enum QShader::Source
Describes what kind of shader code an entry contains.
\value SpirvShader SPIR-V
\value GlslShader GLSL
\value HlslShader HLSL
\value DxbcShader Direct3D bytecode (HLSL compiled by \c fxc)
\value MslShader Metal Shading Language
\value DxilShader Direct3D bytecode (HLSL compiled by \c dxc)
\value MetalLibShader Pre-compiled Metal bytecode
\value WgslShader WGSL
*/
/*!
\enum QShader::Variant
Describes what kind of shader code an entry contains.
\value StandardShader The normal, unmodified version of the shader code.
\value BatchableVertexShader Vertex shader rewritten to be suitable for Qt Quick scenegraph batching.
\value UInt16IndexedVertexAsComputeShader A vertex shader meant to be used
in a Metal pipeline with tessellation in combination with indexed draw
calls sourcing index data from a uint16 index buffer. To support the Metal
tessellation pipeline, the vertex shader is translated to a compute shader
that may be dependent on the index buffer usage in the draw calls (e.g. if
the shader is using gl_VertexIndex), hence the need for three dedicated
variants.
\value UInt32IndexedVertexAsComputeShader A vertex shader meant to be used
in a Metal pipeline with tessellation in combination with indexed draw
calls sourcing index data from a uint32 index buffer. To support the Metal
tessellation pipeline, the vertex shader is translated to a compute shader
that may be dependent on the index buffer usage in the draw calls (e.g. if
the shader is using gl_VertexIndex), hence the need for three dedicated
variants.
\value NonIndexedVertexAsComputeShader A vertex shader meant to be used in
a Metal pipeline with tessellation in combination with non-indexed draw
calls. To support the Metal tessellation pipeline, the vertex shader is
translated to a compute shader that may be dependent on the index buffer
usage in the draw calls (e.g. if the shader is using gl_VertexIndex), hence
the need for three dedicated variants.
*/
/*!
\class QShaderCode
\internal
\inmodule QtGui
\brief Contains source or binary code for a shader and additional metadata.
When shader() is empty after retrieving a QShaderCode instance from
QShader, it indicates no shader code was found for the requested key.
*/
/*!
Constructs a new, empty (and thus invalid) QShader instance.
*/
QShader::QShader()
: d(nullptr)
{
}
/*!
\internal
*/
void QShader::detach()
{
if (d)
qAtomicDetach(d);
else
d = new QShaderPrivate;
}
/*!
\internal
*/
QShader::QShader(const QShader &other)
: d(other.d)
{
if (d)
d->ref.ref();
}
/*!
\internal
*/
QShader &QShader::operator=(const QShader &other)
{
if (d) {
qAtomicAssign(d, other.d);
} else if (other.d) {
other.d->ref.ref();
d = other.d;
}
return *this;
}
/*!
Destructor.
*/
QShader::~QShader()
{
if (d && !d->ref.deref())
delete d;
}
/*!
\return true if the QShader contains at least one shader version.
*/
bool QShader::isValid() const
{
return d ? !d->shaders.isEmpty() : false;
}
/*!
\return the pipeline stage the shader is meant for.
*/
QShader::Stage QShader::stage() const
{
return d ? d->stage : QShader::VertexStage;
}
/*!
Sets the pipeline \a stage.
*/
void QShader::setStage(Stage stage)
{
if (!d || stage != d->stage) {
detach();
d->stage = stage;
}
}
/*!
\return the reflection metadata for the shader.
*/
QShaderDescription QShader::description() const
{
return d ? d->desc : QShaderDescription();
}
/*!
Sets the reflection metadata to \a desc.
*/
void QShader::setDescription(const QShaderDescription &desc)
{
detach();
d->desc = desc;
}
/*!
\return the list of available shader versions
*/
QList<QShaderKey> QShader::availableShaders() const
{
return d ? d->shaders.keys().toVector() : QList<QShaderKey>();
}
/*!
\return the source or binary code for a given shader version specified by \a key.
*/
QShaderCode QShader::shader(const QShaderKey &key) const
{
return d ? d->shaders.value(key) : QShaderCode();
}
/*!
Stores the source or binary \a shader code for a given shader version specified by \a key.
*/
void QShader::setShader(const QShaderKey &key, const QShaderCode &shader)
{
if (d && d->shaders.value(key) == shader)
return;
detach();
d->shaders[key] = shader;
}
/*!
Removes the source or binary shader code for a given \a key.
Does nothing when not found.
*/
void QShader::removeShader(const QShaderKey &key)
{
if (!d)
return;
auto it = d->shaders.find(key);
if (it == d->shaders.end())
return;
detach();
d->shaders.erase(it);
}
static void writeShaderKey(QDataStream *ds, const QShaderKey &k)
{
*ds << int(k.source());
*ds << k.sourceVersion().version();
*ds << k.sourceVersion().flags();
*ds << int(k.sourceVariant());
}
/*!
\return a serialized binary version of all the data held by the
QShader, suitable for writing to files or other I/O devices.
\sa fromSerialized()
*/
QByteArray QShader::serialized() const
{
static QShaderPrivate sd;
QShaderPrivate *dd = d ? d : &sd;
QBuffer buf;
QDataStream ds(&buf);
ds.setVersion(QDataStream::Qt_5_10);
if (!buf.open(QIODevice::WriteOnly))
return QByteArray();
ds << QShaderPrivate::QSB_VERSION;
ds << int(dd->stage);
dd->desc.serialize(&ds);
ds << int(dd->shaders.size());
for (auto it = dd->shaders.cbegin(), itEnd = dd->shaders.cend(); it != itEnd; ++it) {
const QShaderKey &k(it.key());
writeShaderKey(&ds, k);
const QShaderCode &shader(dd->shaders.value(k));
ds << shader.shader();
ds << shader.entryPoint();
}
ds << int(dd->bindings.size());
for (auto it = dd->bindings.cbegin(), itEnd = dd->bindings.cend(); it != itEnd; ++it) {
const QShaderKey &k(it.key());
writeShaderKey(&ds, k);
const NativeResourceBindingMap &map(it.value());
ds << int(map.count());
for (auto mapIt = map.cbegin(), mapItEnd = map.cend(); mapIt != mapItEnd; ++mapIt) {
ds << mapIt.key();
ds << mapIt.value().first;
ds << mapIt.value().second;
}
}
ds << int(dd->combinedImageMap.size());
for (auto it = dd->combinedImageMap.cbegin(), itEnd = dd->combinedImageMap.cend(); it != itEnd; ++it) {
const QShaderKey &k(it.key());
writeShaderKey(&ds, k);
const SeparateToCombinedImageSamplerMappingList &list(it.value());
ds << int(list.count());
for (auto listIt = list.cbegin(), listItEnd = list.cend(); listIt != listItEnd; ++listIt) {
ds << listIt->combinedSamplerName;
ds << listIt->textureBinding;
ds << listIt->samplerBinding;
}
}
ds << int(dd->nativeShaderInfoMap.size());
for (auto it = dd->nativeShaderInfoMap.cbegin(), itEnd = dd->nativeShaderInfoMap.cend(); it != itEnd; ++it) {
const QShaderKey &k(it.key());
writeShaderKey(&ds, k);
ds << it->flags;
ds << int(it->extraBufferBindings.size());
for (auto mapIt = it->extraBufferBindings.cbegin(), mapItEnd = it->extraBufferBindings.cend();
mapIt != mapItEnd; ++mapIt)
{
ds << mapIt.key();
ds << mapIt.value();
}
}
return qCompress(buf.buffer());
}
static void readShaderKey(QDataStream *ds, QShaderKey *k)
{
int intVal;
*ds >> intVal;
k->setSource(QShader::Source(intVal));
QShaderVersion ver;
*ds >> intVal;
ver.setVersion(intVal);
*ds >> intVal;
ver.setFlags(QShaderVersion::Flags(intVal));
k->setSourceVersion(ver);
*ds >> intVal;
k->setSourceVariant(QShader::Variant(intVal));
}
/*!
Creates a new QShader instance from the given \a data.
\sa serialized()
*/
QShader QShader::fromSerialized(const QByteArray &data)
{
QByteArray udata = qUncompress(data);
QBuffer buf(&udata);
QDataStream ds(&buf);
ds.setVersion(QDataStream::Qt_5_10);
if (!buf.open(QIODevice::ReadOnly))
return QShader();
QShader bs;
bs.detach(); // to get d created
QShaderPrivate *d = QShaderPrivate::get(&bs);
Q_ASSERT(d->ref.loadRelaxed() == 1); // must be detached
int intVal;
ds >> intVal;
d->qsbVersion = intVal;
if (d->qsbVersion != QShaderPrivate::QSB_VERSION
&& d->qsbVersion != QShaderPrivate::QSB_VERSION_WITHOUT_NATIVE_SHADER_INFO
&& d->qsbVersion != QShaderPrivate::QSB_VERSION_WITHOUT_SEPARATE_IMAGES_AND_SAMPLERS
&& d->qsbVersion != QShaderPrivate::QSB_VERSION_WITHOUT_VAR_ARRAYDIMS
&& d->qsbVersion != QShaderPrivate::QSB_VERSION_WITH_CBOR
&& d->qsbVersion != QShaderPrivate::QSB_VERSION_WITH_BINARY_JSON
&& d->qsbVersion != QShaderPrivate::QSB_VERSION_WITHOUT_BINDINGS)
{
qWarning("Attempted to deserialize QShader with unknown version %d.", d->qsbVersion);
return QShader();
}
ds >> intVal;
d->stage = Stage(intVal);
if (d->qsbVersion > QShaderPrivate::QSB_VERSION_WITH_CBOR) {
d->desc = QShaderDescription::deserialize(&ds, d->qsbVersion);
} else if (d->qsbVersion > QShaderPrivate::QSB_VERSION_WITH_BINARY_JSON) {
qWarning("Can no longer load QShaderDescription from CBOR.");
d->desc = QShaderDescription();
} else {
qWarning("Can no longer load QShaderDescription from binary JSON.");
d->desc = QShaderDescription();
}
int count;
ds >> count;
for (int i = 0; i < count; ++i) {
QShaderKey k;
readShaderKey(&ds, &k);
QShaderCode shader;
QByteArray s;
ds >> s;
shader.setShader(s);
ds >> s;
shader.setEntryPoint(s);
d->shaders[k] = shader;
}
if (d->qsbVersion > QShaderPrivate::QSB_VERSION_WITHOUT_BINDINGS) {
ds >> count;
for (int i = 0; i < count; ++i) {
QShaderKey k;
readShaderKey(&ds, &k);
NativeResourceBindingMap map;
int mapSize;
ds >> mapSize;
for (int b = 0; b < mapSize; ++b) {
int binding;
ds >> binding;
int firstNativeBinding;
ds >> firstNativeBinding;
int secondNativeBinding;
ds >> secondNativeBinding;
map.insert(binding, { firstNativeBinding, secondNativeBinding });
}
d->bindings.insert(k, map);
}
}
if (d->qsbVersion > QShaderPrivate::QSB_VERSION_WITHOUT_SEPARATE_IMAGES_AND_SAMPLERS) {
ds >> count;
for (int i = 0; i < count; ++i) {
QShaderKey k;
readShaderKey(&ds, &k);
SeparateToCombinedImageSamplerMappingList list;
int listSize;
ds >> listSize;
for (int b = 0; b < listSize; ++b) {
QByteArray combinedSamplerName;
ds >> combinedSamplerName;
int textureBinding;
ds >> textureBinding;
int samplerBinding;
ds >> samplerBinding;
list.append({ combinedSamplerName, textureBinding, samplerBinding });
}
d->combinedImageMap.insert(k, list);
}
}
if (d->qsbVersion > QShaderPrivate::QSB_VERSION_WITHOUT_NATIVE_SHADER_INFO) {
ds >> count;
for (int i = 0; i < count; ++i) {
QShaderKey k;
readShaderKey(&ds, &k);
int flags;
ds >> flags;
QMap<int, int> extraBufferBindings;
int mapSize;
ds >> mapSize;
for (int b = 0; b < mapSize; ++b) {
int k, v;
ds >> k;
ds >> v;
extraBufferBindings.insert(k, v);
}
d->nativeShaderInfoMap.insert(k, { flags, extraBufferBindings });
}
}
return bs;
}
QShaderVersion::QShaderVersion(int v, Flags f)
: m_version(v), m_flags(f)
{
}
QShaderCode::QShaderCode(const QByteArray &code, const QByteArray &entry)
: m_shader(code), m_entryPoint(entry)
{
}
QShaderKey::QShaderKey(QShader::Source s,
const QShaderVersion &sver,
QShader::Variant svar)
: m_source(s),
m_sourceVersion(sver),
m_sourceVariant(svar)
{
}
/*!
Returns \c true if the two QShader objects \a lhs and \a rhs are equal,
meaning they are for the same stage with matching sets of shader source or
binary code.
\relates QShader
*/
bool operator==(const QShader &lhs, const QShader &rhs) noexcept
{
if (!lhs.d || !rhs.d)
return lhs.d == rhs.d;
return lhs.d->stage == rhs.d->stage
&& lhs.d->shaders == rhs.d->shaders
&& lhs.d->bindings == rhs.d->bindings;
}
/*!
\internal
\fn bool operator!=(const QShader &lhs, const QShader &rhs)
Returns \c false if the values in the two QShader objects \a a and \a b
are equal; otherwise returns \c true.
\relates QShader
*/
/*!
Returns the hash value for \a s, using \a seed to seed the calculation.
\relates QShader
*/
size_t qHash(const QShader &s, size_t seed) noexcept
{
if (s.d) {
QtPrivate::QHashCombine hash;
seed = hash(seed, s.stage());
if (!s.d->shaders.isEmpty()) {
seed = hash(seed, s.d->shaders.firstKey());
seed = hash(seed, s.d->shaders.first());
}
}
return seed;
}
/*!
Returns \c true if the two QShaderVersion objects \a lhs and \a rhs are
equal.
\relates QShaderVersion
*/
bool operator==(const QShaderVersion &lhs, const QShaderVersion &rhs) noexcept
{
return lhs.version() == rhs.version() && lhs.flags() == rhs.flags();
}
#ifdef Q_OS_INTEGRITY
size_t qHash(const QShaderVersion &s, size_t seed) noexcept
{
return qHashMulti(seed, s.version(), s.flags());
}
#endif
/*!
Establishes a sorting order between the two QShaderVersion \a lhs and \a rhs.
\relates QShaderVersion
*/
bool operator<(const QShaderVersion &lhs, const QShaderVersion &rhs) noexcept
{
if (lhs.version() < rhs.version())
return true;
if (lhs.version() == rhs.version())
return int(lhs.flags()) < int(rhs.flags());
return false;
}
/*!
\internal
\fn bool operator!=(const QShaderVersion &lhs, const QShaderVersion &rhs)
Returns \c false if the values in the two QShaderVersion objects \a a
and \a b are equal; otherwise returns \c true.
\relates QShaderVersion
*/
/*!
Returns \c true if the two QShaderKey objects \a lhs and \a rhs are equal.
\relates QShaderKey
*/
bool operator==(const QShaderKey &lhs, const QShaderKey &rhs) noexcept
{
return lhs.source() == rhs.source() && lhs.sourceVersion() == rhs.sourceVersion()
&& lhs.sourceVariant() == rhs.sourceVariant();
}
/*!
Establishes a sorting order between the two keys \a lhs and \a rhs.
\relates QShaderKey
*/
bool operator<(const QShaderKey &lhs, const QShaderKey &rhs) noexcept
{
if (int(lhs.source()) < int(rhs.source()))
return true;
if (int(lhs.source()) == int(rhs.source())) {
if (lhs.sourceVersion() < rhs.sourceVersion())
return true;
if (lhs.sourceVersion() == rhs.sourceVersion()) {
if (int(lhs.sourceVariant()) < int(rhs.sourceVariant()))
return true;
}
}
return false;
}
/*!
\internal
\fn bool operator!=(const QShaderKey &lhs, const QShaderKey &rhs)
Returns \c false if the values in the two QShaderKey objects \a a
and \a b are equal; otherwise returns \c true.
\relates QShaderKey
*/
/*!
Returns the hash value for \a k, using \a seed to seed the calculation.
\relates QShaderKey
*/
size_t qHash(const QShaderKey &k, size_t seed) noexcept
{
return qHashMulti(seed,
k.source(),
k.sourceVersion().version(),
k.sourceVersion().flags(),
k.sourceVariant());
}
/*!
Returns \c true if the two QShaderCode objects \a lhs and \a rhs are equal.
\relates QShaderCode
*/
bool operator==(const QShaderCode &lhs, const QShaderCode &rhs) noexcept
{
return lhs.shader() == rhs.shader() && lhs.entryPoint() == rhs.entryPoint();
}
/*!
\internal
\fn bool operator!=(const QShaderCode &lhs, const QShaderCode &rhs)
Returns \c false if the values in the two QShaderCode objects \a a
and \a b are equal; otherwise returns \c true.
\relates QShaderCode
*/
/*!
Returns the hash value for \a k, using \a seed to seed the calculation.
\relates QShaderCode
*/
size_t qHash(const QShaderCode &k, size_t seed) noexcept
{
return qHash(k.shader(), seed);
}
#ifndef QT_NO_DEBUG_STREAM
QDebug operator<<(QDebug dbg, const QShader &bs)
{
const QShaderPrivate *d = bs.d;
QDebugStateSaver saver(dbg);
if (d) {
dbg.nospace() << "QShader("
<< "stage=" << d->stage
<< " shaders=" << d->shaders.keys()
<< " desc.isValid=" << d->desc.isValid()
<< ')';
} else {
dbg.nospace() << "QShader()";
}
return dbg;
}
QDebug operator<<(QDebug dbg, const QShaderKey &k)
{
QDebugStateSaver saver(dbg);
dbg.nospace() << "ShaderKey(" << k.source()
<< " " << k.sourceVersion()
<< " " << k.sourceVariant() << ")";
return dbg;
}
QDebug operator<<(QDebug dbg, const QShaderVersion &v)
{
QDebugStateSaver saver(dbg);
dbg.nospace() << "Version(" << v.version() << " " << v.flags() << ")";
return dbg;
}
#endif // QT_NO_DEBUG_STREAM
/*!
\typedef QShader::NativeResourceBindingMap
Synonym for QMap<int, QPair<int, int>>.
The resource binding model QRhi assumes is based on SPIR-V. This means that
uniform buffers, storage buffers, combined image samplers, and storage
images share a common binding point space. The binding numbers in
QShaderDescription and QRhiShaderResourceBinding are expected to match the
\c binding layout qualifier in the Vulkan-compatible GLSL shader.
Graphics APIs other than Vulkan may use a resource binding model that is
not fully compatible with this. The generator of the shader code translated
from SPIR-V may choose not to take the SPIR-V binding qualifiers into
account, for various reasons. This is the case with the Metal backend of
SPIRV-Cross, for example. In addition, even when an automatic, implicit
translation is mostly possible (e.g. by using SPIR-V binding points as HLSL
resource register indices), assigning resource bindings without being
constrained by the SPIR-V binding points can lead to better results.
Therefore, a QShader may expose an additional map that describes what the
native binding point for a given SPIR-V binding is. The QRhi backends, for
which this is relevant, are expected to use this map automatically, as
appropriate. The value is a pair, because combined image samplers may map
to two native resources (a texture and a sampler) in some shading
languages. In that case the second value refers to the sampler.
\note The native binding may be -1, in case there is no active binding for
the resource in the shader. (for example, there is a uniform block
declared, but it is not used in the shader code) The map is always
complete, meaning there is an entry for all declared uniform blocks,
storage blocks, image objects, and combined samplers, but the value will be
-1 for those that are not actually referenced in the shader functions.
*/
/*!
\return the native binding map for \a key. The map is empty if no mapping
is available for \a key (for example, because the map is not applicable for
the API and shading language described by \a key).
*/
QShader::NativeResourceBindingMap QShader::nativeResourceBindingMap(const QShaderKey &key) const
{
if (!d)
return {};
auto it = d->bindings.constFind(key);
if (it == d->bindings.cend())
return {};
return it.value();
}
/*!
Stores the given native resource binding \a map associated with \a key.
\sa nativeResourceBindingMap()
*/
void QShader::setResourceBindingMap(const QShaderKey &key, const NativeResourceBindingMap &map)
{
detach();
d->bindings[key] = map;
}
/*!
Removes the native resource binding map for \a key.
*/
void QShader::removeResourceBindingMap(const QShaderKey &key)
{
if (!d)
return;
auto it = d->bindings.find(key);
if (it == d->bindings.end())
return;
detach();
d->bindings.erase(it);
}
/*!
\typedef QShader::SeparateToCombinedImageSamplerMappingList
Synonym for QList<QShader::SeparateToCombinedImageSamplerMapping>.
*/
/*!
\struct QShader::SeparateToCombinedImageSamplerMapping
Describes a mapping from a traditional combined image sampler uniform to
binding points for a separate texture and sampler.
For example, if \c combinedImageSampler is \c{"_54"}, \c textureBinding is
\c 1, and \c samplerBinding is \c 2, this means that the GLSL shader code
contains a \c sampler2D (or sampler3D, etc.) uniform with the name of
\c{_54} which corresponds to two separate resource bindings (\c 1 and \c 2)
in the original shader.
*/
/*!
\return the combined image sampler mapping list for \a key, or an empty
list if there is no data available for \a key, for example because such a
mapping is not applicable for the shading language.
*/
QShader::SeparateToCombinedImageSamplerMappingList QShader::separateToCombinedImageSamplerMappingList(const QShaderKey &key) const
{
if (!d)
return {};
auto it = d->combinedImageMap.constFind(key);
if (it == d->combinedImageMap.cend())
return {};
return it.value();
}
/*!
Stores the given combined image sampler mapping \a list associated with \a key.
\sa separateToCombinedImageSamplerMappingList()
*/
void QShader::setSeparateToCombinedImageSamplerMappingList(const QShaderKey &key,
const SeparateToCombinedImageSamplerMappingList &list)
{
detach();
d->combinedImageMap[key] = list;
}
/*!
Removes the combined image sampler mapping list for \a key.
*/
void QShader::removeSeparateToCombinedImageSamplerMappingList(const QShaderKey &key)
{
if (!d)
return;
auto it = d->combinedImageMap.find(key);
if (it == d->combinedImageMap.end())
return;
detach();
d->combinedImageMap.erase(it);
}
/*!
\struct QShader::NativeShaderInfo
Describes information about the native shader code, if applicable. This
becomes relevant with certain shader languages for certain shader stages,
in case the translation from SPIR-V involves the introduction of
additional, "magic" inputs, outputs, or resources in the generated shader.
Such additions may be dependent on the original source code (i.e. the usage
of various GLSL language constructs or built-ins), and therefore it needs
to be indicated in a dynamic manner if certain features got added to the
generated shader code.
As an example, consider a tessellation control shader with a per-patch (not
per-vertex) output variable. This is translated to a Metal compute shader
outputting (among others) into an spvPatchOut buffer. But this buffer would
not be present at all if per-patch output variables were not used. The fact
that the shader code relies on such a buffer present can be indicated by
the data in this struct.
*/
/*!
\return the native shader info struct for \a key, or an empty object if
there is no data available for \a key, for example because such a mapping
is not applicable for the shading language or the shader stage.
*/
QShader::NativeShaderInfo QShader::nativeShaderInfo(const QShaderKey &key) const
{
if (!d)
return {};
auto it = d->nativeShaderInfoMap.constFind(key);
if (it == d->nativeShaderInfoMap.cend())
return {};
return it.value();
}
/*!
Stores the given native shader \a info associated with \a key.
\sa nativeShaderInfo()
*/
void QShader::setNativeShaderInfo(const QShaderKey &key, const NativeShaderInfo &info)
{
detach();
d->nativeShaderInfoMap[key] = info;
}
/*!
Removes the native shader information for \a key.
*/
void QShader::removeNativeShaderInfo(const QShaderKey &key)
{
if (!d)
return;
auto it = d->nativeShaderInfoMap.find(key);
if (it == d->nativeShaderInfoMap.end())
return;
detach();
d->nativeShaderInfoMap.erase(it);
}
QT_END_NAMESPACE