/**************************************************************************** ** ** Copyright (C) 2008-2012 NVIDIA Corporation. ** Copyright (C) 2019 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of Qt Quick 3D. ** ** $QT_BEGIN_LICENSE:GPL$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 3 or (at your option) any later version ** approved by the KDE Free Qt Foundation. The licenses are as published by ** the Free Software Foundation and appearing in the file LICENSE.GPL3 ** included in the packaging of this file. Please review the following ** information to ensure the GNU General Public License requirements will ** be met: https://www.gnu.org/licenses/gpl-3.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #ifndef QSSG_RENDER_BACKEND_H #define QSSG_RENDER_BACKEND_H // // W A R N I N G // ------------- // // This file is not part of the Qt API. It exists purely as an // implementation detail. This header file may change from version to // version without notice, or even be removed. // // We mean it. // #include #include #include #include QT_BEGIN_NAMESPACE #define HandleToID_cast(staticType, dynamicType, handle) static_cast(reinterpret_cast(handle)) class Q_QUICK3DRENDER_EXPORT QSSGRenderBackend { QSSGRenderBackend(const QSSGRenderBackend &) = delete; QSSGRenderBackend &operator=(const QSSGRenderBackend &) = delete; public: QAtomicInt ref; QSSGRenderBackend() = default; virtual ~QSSGRenderBackend() {} /// opaque buffer object handle typedef struct _QSSGRenderBackendBufferObject *QSSGRenderBackendBufferObject; /// opaque attribute layout object handle typedef struct _QSSGRenderBackendAttribLayoutObject *QSSGRenderBackendAttribLayoutObject; /// opaque input assembler object handle typedef struct _QSSGRenderBackendInputAssemblerObject *QSSGRenderBackendInputAssemblerObject; /// opaque texture object handle typedef struct _QSSGRenderBackendTextureObject *QSSGRenderBackendTextureObject; /// opaque sampler object handle typedef struct _QSSGRenderBackendSamplerObject *QSSGRenderBackendSamplerObject; /// opaque renderbuffer object handle typedef struct _QSSGRenderBackendRenderbufferObject *QSSGRenderBackendRenderbufferObject; /// opaque framebuffer object handle typedef struct _QSSGRenderBackendRenderTargetObject *QSSGRenderBackendRenderTargetObject; /// opaque vertex shader object handle typedef struct _QSSGRenderBackendVertexShaderObject *QSSGRenderBackendVertexShaderObject; /// opaque fragment shader object handle typedef struct _QSSGRenderBackendFragmentShaderObject *QSSGRenderBackendFragmentShaderObject; /// opaque tesselation control shader object handle typedef struct _QSSGRenderBackendTessControlShaderObject *QSSGRenderBackendTessControlShaderObject; /// opaque tesselation evaluation shader object handle typedef struct _QSSGRenderBackendTessEvaluationShaderObject *QSSGRenderBackendTessEvaluationShaderObject; /// opaque geometry shader object handle typedef struct _QSSGRenderBackendGeometryShaderObject *QSSGRenderBackendGeometryShaderObject; /// opaque compute shader object handle typedef struct _QSSGRenderBackendComputeShaderObject *QSSGRenderBackendComputeShaderObject; /// opaque shader program object handle typedef struct _QSSGRenderBackendShaderProgramObject *QSSGRenderBackendShaderProgramObject; /// opaque depth stencil state object handle typedef struct _QSSGRenderBackendDepthStencilStateObject *QSSGRenderBackendDepthStencilStateObject; /// opaque rasterizer state object handle typedef struct _QSSGRenderBackendRasterizerStateObject *QSSGRenderBackendRasterizerStateObject; /// opaque query object handle typedef struct _QSSGRenderBackendQueryObject *QSSGRenderBackendQueryObject; /// opaque sync object handle typedef struct _QSSGRenderBackendSyncObject *QSSGRenderBackendSyncObject; /// opaque sync object handle typedef struct _QSSGRenderBackendProgramPipeline *QSSGRenderBackendProgramPipeline; /// opaque sync object handle typedef struct _QSSGRenderBackendPathObject *QSSGRenderBackendPathObject; // backend capability caps enum class QSSGRenderBackendCaps { ConstantBuffer, ///< Constant buffer support query DepthStencilTexture, ///< depth stencil texture format suport query DxtImages, ///< DXT image support query FpRenderTarget, ///< render to floating point target support query MsTexture, ///< Multisample texture support query TexSwizzle, ///< Texture swizzle support query FastBlits, ///< Hardware supports fast blits Tessellation, ///< Hardware supports tessellation Compute, ///< Hardware supports compute shader Geometry, ///< Hardware supports geometry shader SampleQuery, ///< Hardware supports query calls of type samples TimerQuery, ///< Hardware supports query calls of type timer CommandSync, ///< Hardware supports command sync object TextureArray, ///< Hardware supports texture arrays StorageBuffer, ///< Hardware supports shader storage buffers ShaderImageLoadStore, ///< Hardware supports shader image load store operations ProgramPipeline, ///< Driver supports separate programs AdvancedBlend, ///< Driver supports advanced blend modes BlendCoherency, ///< Hardware supports blend coherency gpuShader5, // for high precision sampling AdvancedBlendKHR, ///< Driver supports advanced blend modes VertexArrayObject, StandardDerivatives, TextureLod }; // backend queries enum class QSSGRenderBackendQuery { MaxTextureSize, ///< Return max supported texture size MaxTextureArrayLayers, ///< Return max supported layer count for texture arrays MaxConstantBufferSlots, ///< Return max supported constant buffe slots for a single /// shader stage MaxConstantBufferBlockSize ///< Return max supported size for a single constant /// buffer block }; /// backend interface /** * @brief get the backend type * * @return true backend type */ virtual QSSGRenderContextType getRenderContextType() const = 0; /** * @brief get the version of the shading language * @return version string. */ virtual QByteArray getShadingLanguageVersion() = 0; /** * @brief get maximum supported texture image units that * can be used to access texture maps from the vertex shader and the fragment processor *combined. * * @return max texture size */ virtual qint32 getMaxCombinedTextureUnits() = 0; /** * @brief query Backend capabilities * * @param[in] inCap CAPS flag to query * @ConstantBuffer, @DepthStencilTexture, ... * * @return true if supported */ virtual bool getRenderBackendCap(QSSGRenderBackendCaps inCap) const = 0; /** * @brief query Backend values * * @param[in] inQuery Query flag to get value for * @MaxTextureSize, @MaxTextureArrayLayers, *... * @param[in/out] params the query result is stored here * * @return no return */ virtual void getRenderBackendValue(QSSGRenderBackendQuery inQuery, qint32 *params) const = 0; /** * @brief query for bit depth of the depth buffer * * @return depth buffer bitplanes */ virtual qint32 getDepthBits() const = 0; /** * @brief query for bit depth of the stencil buffer * * @return stencil buffer bitplanes */ virtual qint32 getStencilBits() const = 0; /** * @brief query for maximum supported number of samples for multisampling. * * @return maximum samples. The value must be at least 4. */ virtual qint32 getMaxSamples() const = 0; /* * @brief set a backend rende state * * @param[in] bEnable enable/disable state * @param[in] value type of state * * @return no return */ virtual void setRenderState(bool bEnable, const QSSGRenderState value) = 0; /** * @brief get a backend rende state * * @param[in] value type of state * * @return true if state enabled otherwise false */ virtual bool getRenderState(const QSSGRenderState value) = 0; /** * @brief get current depth function * * @return active depth function */ virtual QSSGRenderBoolOp getDepthFunc() = 0; /** * @brief create a depth stencil state object * * @param[in] enableDepth enable depth test * @param[in] depthMask enable depth writes * @param[in] depthFunc depth compare function * @param[in] enableStencil enable stencil test * @param[in] stencilFuncFront stencil setup front faces * @param[in] stencilFuncBack stencil setup back faces * @param[in] depthStencilOpFront depth/stencil operations front faces * @param[in] depthStencilOpBack depth/stencil operations back faces * * @return opaque handle to state object */ virtual QSSGRenderBackendDepthStencilStateObject createDepthStencilState( bool enableDepth, bool depthMask, QSSGRenderBoolOp depthFunc, bool enableStencil, QSSGRenderStencilFunction &stencilFuncFront, QSSGRenderStencilFunction &stencilFuncBack, QSSGRenderStencilOperation &depthStencilOpFront, QSSGRenderStencilOperation &depthStencilOpBack) = 0; /** * @brief release a depth stencil state object * * @param[in] depthStencilState pointer to state object * * @return none */ virtual void releaseDepthStencilState(QSSGRenderBackendDepthStencilStateObject depthStencilState) = 0; /** * @brief create a rasterizer state object * * @param[in] depthBias any othe value than 0 enables depth bias * @param[in] depthScale any othe value than 0 enables depth scale * * @return opaque handle to state object */ virtual QSSGRenderBackendRasterizerStateObject createRasterizerState(float depthBias, float depthScale) = 0; /** * @brief release a rasterizer state object * * @param[in] rasterizerState pointer to state object * * @return none */ virtual void releaseRasterizerState(QSSGRenderBackendRasterizerStateObject rasterizerState) = 0; /** * @brief set depth stencil state * * @param[in] depthStencilState pointer to state object * * @return none */ virtual void setDepthStencilState(QSSGRenderBackendDepthStencilStateObject depthStencilState) = 0; /** * @brief set rasterizer state * * @param[in] rasterizerState pointer to state object * * @return none */ virtual void setRasterizerState(QSSGRenderBackendRasterizerStateObject rasterizerState) = 0; /** * @brief set current depth function * * @param[in] func type of function * * @return no return */ virtual void setDepthFunc(const QSSGRenderBoolOp func) = 0; /** * @brief query if depth write is enabled * * @return true if enabled */ virtual bool getDepthWrite() = 0; /** * @brief enable / disable depth writes * * @param[in] bEnable true for enable * * @return no return */ virtual void setDepthWrite(bool bEnable) = 0; /** * @brief enable / disable color channel writes * * @param[in] bRed true for enable red channel * @param[in] bGreen true for enable green channel * @param[in] bBlue true for enable blue channel * @param[in] bAlpha true for enable alpha channel * * @return no return */ virtual void setColorWrites(bool bRed, bool bGreen, bool bBlue, bool bAlpha) = 0; /** * @brief enable / disable multisample rendering * * @param[in] bEnable true for enable * * @return no return */ virtual void setMultisample(bool bEnable) = 0; /** * @brief query blend functions * * @param[out] pBlendFuncArg blending functions * * @return no return */ virtual void getBlendFunc(QSSGRenderBlendFunctionArgument *pBlendFuncArg) = 0; /** * @brief set blend functions * * @param[in] pBlendFuncArg blending functions * * @return no return */ virtual void setBlendFunc(const QSSGRenderBlendFunctionArgument &blendFuncArg) = 0; /** * @brief set blend equation * * @param[in] pBlendEquArg blending equation * * @return no return */ virtual void setBlendEquation(const QSSGRenderBlendEquationArgument &pBlendEquArg) = 0; /** * @brief guarantee blend coherency * * * @return no return */ virtual void setBlendBarrier(void) = 0; /** * @brief query cull face mode * * @return cull face mode */ virtual QSSGCullFaceMode getCullFaceMode() = 0; /** * @brief set cull face mode * * @param[in] cullFaceMode * * @return no return */ virtual void setCullFaceMode(const QSSGCullFaceMode cullFaceMode) = 0; /** * @brief query scissor rectangle * * @param[out] pRect contains scissor rect * * @return no return */ virtual void getScissorRect(QRect *pRect) = 0; /** * @brief set scissor rectangle * * @param[out] pRect contains scissor rect * * @return no return */ virtual void setScissorRect(const QRect &rect) = 0; /** * @brief query viewport rectangle * * @param[out] pRect contains viewport rect * * @return no return */ virtual void getViewportRect(QRect *pRect) = 0; /** * @brief set viewport rectangle * * @param[out] pRect contains viewport rect * * @return no return */ virtual void setViewportRect(const QRect &rect) = 0; /** * @brief query viewport rectangle * * @param[in] clearColor clear color * * @return no return */ virtual void setClearColor(const QVector4D *pClearColor) = 0; /** * @brief query viewport rectangle * * @param[in] flags clear flags * * @return no return */ virtual void clear(QSSGRenderClearFlags flags) = 0; /** * @brief create a buffer object * * @param[in] size Size of the buffer * @param[in] bindFlags Where to bind this buffer (e.g. vertex, index, ...) * For OpenGL this should be a single *value * @param[in] usage Usage of the buffer (e.g. static, dynamic...) * @param[in] hostPtr A pointer to the buffer data that is allocated by the *application. * * @return The created buffer object or nullptr if the creation failed. */ virtual QSSGRenderBackendBufferObject createBuffer(QSSGRenderBufferType bindFlags, QSSGRenderBufferUsageType usage, QSSGByteView hostData) = 0; /** * @brief bind a buffer object * * @param[in] bo Pointer to buffer object * @param[in] bindFlags Where to bind this buffer (e.g. vertex, index, ...) * For OpenGL this should be a single *value * * @return no return. */ virtual void bindBuffer(QSSGRenderBackendBufferObject bo, QSSGRenderBufferType bindFlags) = 0; /** * @brief Release a single buffer object * * @param[in] bo Pointer to buffer object * * @return no return. */ virtual void releaseBuffer(QSSGRenderBackendBufferObject bo) = 0; /** * @brief update a whole buffer object * * @param[in] bo Pointer to buffer object * @param[in] bindFlags Where to bind this buffer (e.g. vertex, index, ...) * For OpenGL this should be a single *value * @param[in] size Size of the data buffer * @param[in] usage Usage of the buffer (e.g. static, dynamic...) * @param[in] data A pointer to the buffer data that is allocated by the *application. * * @return no return. */ virtual void updateBuffer(QSSGRenderBackendBufferObject bo, QSSGRenderBufferType bindFlags, QSSGRenderBufferUsageType usage, QSSGByteView data) = 0; /** * @brief update a range of a buffer object * * @param[in] bo Pointer to buffer object * @param[in] bindFlags Where to bind this buffer (e.g. vertex, index, ...) * For OpenGL this should be a single *value * @param[in] size Size of the data buffer * @param[in] usage Usage of the buffer (e.g. static, dynamic...) * @param[in] data A pointer to the buffer data that is allocated by the *application. * * @return no return. */ virtual void updateBufferRange(QSSGRenderBackendBufferObject bo, QSSGRenderBufferType bindFlags, size_t offset, QSSGByteView data) = 0; /** * @brief Get a pointer to the buffer data ( GL(ES) >= 3 only ) * * @param[in] bo Pointer to buffer object * @param[in] bindFlags Where to bind this buffer (e.g. vertex, index, ...) * For OpenGL this should be a single *value * @param[in] offset Byte offset into the data buffer * @param[in] length Byte length of mapping size * @param[in] access Access of the buffer (e.g. read, write, ...) * * @return pointer to mapped data or null. */ virtual void *mapBuffer(QSSGRenderBackendBufferObject bo, QSSGRenderBufferType bindFlags, size_t offset, size_t length, QSSGRenderBufferAccessFlags accessFlags) = 0; /** * @brief Unmap a previously mapped buffer ( GL(ES) >= 3 only ) * This functions transfers the content to the hardware buffer * * @param[in] bo Pointer to buffer object * @param[in] bindFlags Where to bind this buffer (e.g. vertex, index, ...) * For OpenGL this should be a single *value * * @return true if successful */ virtual bool unmapBuffer(QSSGRenderBackendBufferObject bo, QSSGRenderBufferType bindFlags) = 0; /** * @brief Set a memory barrier * * @param[in] barriers Flags for barriers * * @return no return. */ virtual void setMemoryBarrier(QSSGRenderBufferBarrierFlags barriers) = 0; /** * @brief create a query object * * @return The created query object or nullptr if the creation failed. */ virtual QSSGRenderBackendQueryObject createQuery() = 0; /** * @brief delete query objects * * @param[in] qo Handle to query object * * @return no return */ virtual void releaseQuery(QSSGRenderBackendQueryObject qo) = 0; /** * @brief Start query recording * * @param[in] qo Handle to query object * @param[in] type Type of query * * @return no return */ virtual void beginQuery(QSSGRenderBackendQueryObject qo, QSSGRenderQueryType type) = 0; /** * @brief End query recording * * @param[in] qo Handle to query object * @param[in] type Type of query * * @return no return */ virtual void endQuery(QSSGRenderBackendQueryObject qo, QSSGRenderQueryType type) = 0; /** * @brief Get a query result * * @param[in] qo Handle to query object * @param[in] type Type of query * @param[out] params Contains result of query regarding query type * * @return no return */ virtual void getQueryResult(QSSGRenderBackendQueryObject qo, QSSGRenderQueryResultType resultType, quint32 *params) = 0; /** * @brief Get a query result * * @param[in] qo Handle to query object * @param[in] type Type of query * @param[out] params Contains result of query regarding query type 64 bit returns * * @return no return */ virtual void getQueryResult(QSSGRenderBackendQueryObject qo, QSSGRenderQueryResultType resultType, quint64 *params) = 0; /** * @brief Record the GPU time using the query object * * @param[in] qo Handle to query object * * @return no return */ virtual void setQueryTimer(QSSGRenderBackendQueryObject qo) = 0; /** * @brief create a sync object and place it in the command queue * * @param[in] tpye Type to sync * @param[in] syncFlags Currently unused * * @return The created sync object or nullptr if the creation failed. */ virtual QSSGRenderBackendSyncObject createSync(QSSGRenderSyncType tpye, QSSGRenderSyncFlags syncFlags) = 0; /** * @brief delete sync object * * @param[in] so Handle to sync object * * @return no return */ virtual void releaseSync(QSSGRenderBackendSyncObject so) = 0; /** * @brief wait for sync object to be signaled * * @param[in] so Handle to sync object * @param[in] syncFlags Currently unused * @param[in] timeout Currently ignored * * @return no return */ virtual void waitSync(QSSGRenderBackendSyncObject so, QSSGRenderCommandFlushFlags syncFlags, quint64 timeout) = 0; /** * @brief create a render target object * * * @return The created render target object or nullptr if the creation failed. */ virtual QSSGRenderBackendRenderTargetObject createRenderTarget() = 0; /** * @brief Release a single render target object * * @param[in] rto Pointer to render target object * * @return no return. */ virtual void releaseRenderTarget(QSSGRenderBackendRenderTargetObject rto) = 0; /** * @brief Attach a renderbuffer object to the framebuffer * * @param[in] rto Pointer to render target object * @param[in] attachment Attachment point (e.g COLOR0, DEPTH) * @param[in] rbo Pointer to renderbuffer object * * @return no return. */ virtual void renderTargetAttach(QSSGRenderBackendRenderTargetObject rto, QSSGRenderFrameBufferAttachment attachment, QSSGRenderBackendRenderbufferObject rbo) = 0; /** * @brief Attach a texture object to the render target * * @param[in] rto Pointer to render target object * @param[in] attachment Attachment point (e.g COLOR0, DEPTH) * @param[in] to Pointer to texture object * @param[in] target Attachment texture target * * @return no return. */ virtual void renderTargetAttach(QSSGRenderBackendRenderTargetObject rto, QSSGRenderFrameBufferAttachment attachment, QSSGRenderBackendTextureObject to, QSSGRenderTextureTargetType target = QSSGRenderTextureTargetType::Texture2D) = 0; /** * @brief Attach a texture object to the render target * * @param[in] rto Pointer to render target object * @param[in] attachment Attachment point (e.g COLOR0, DEPTH) * @param[in] to Pointer to texture object * @param[in] level Texture mip level * @param[in] layer Texture layer or slice * * @return no return. */ virtual void renderTargetAttach(QSSGRenderBackendRenderTargetObject rto, QSSGRenderFrameBufferAttachment attachment, QSSGRenderBackendTextureObject to, qint32 level, qint32 layer) = 0; /** * @brief Make a render target active * * @param[in] rto Pointer to render target object * * @return no return. */ virtual void setRenderTarget(QSSGRenderBackendRenderTargetObject rto) = 0; /** * @brief Check if a render target is ready for render * * @param[in] rto Pointer to render target object * * @return true if usable. */ virtual bool renderTargetIsValid(QSSGRenderBackendRenderTargetObject rto) = 0; /** * @brief Make a render target active for reading * * @param[in] rto Pointer to render target object * * @return no return. */ virtual void setReadTarget(QSSGRenderBackendRenderTargetObject rto) = 0; /** * @brief Set active buffers for drawing * * @param[in] rto Pointer to render target object * @param[in] inDrawBufferSet Pointer to array of enabled render targets * * @return no return. */ virtual void setDrawBuffers(QSSGRenderBackendRenderTargetObject rto, QSSGDataView inDrawBufferSet) = 0; /** * @brief Set active buffer for reading * * @param[in] rto Pointer to render target object * @param[in] inReadFace Buffer to read from * * @return no return. */ virtual void setReadBuffer(QSSGRenderBackendRenderTargetObject rto, QSSGReadFace inReadFace) = 0; /** * @brief Copy framebuffer attachments. Source is set with SetReadTarget dest with * SetRenderTarget * * @param[in] srcX0 Lower left X coord of source rectangle * @param[in] srcY0 Lower left Y coord of source rectangle * @param[in] srcX1 Upper right X coord of source rectangle * @param[in] srcY1 Upper right Y coord of source rectangle * @param[in] dstX0 Lower left X coord of dest rectangle * @param[in] dstY0 Lower left Y coord of dest rectangle * @param[in] dstX1 Upper right X coord of dest rectangle * @param[in] dstY1 Upper right Y coord of dest rectangle * @param[in] inDrawBufferSet pointer to array of enabled render targets * @param[in] filter Copy filter method (NEAREST or LINEAR) * * @return no return. */ virtual void blitFramebuffer(qint32 srcX0, qint32 srcY0, qint32 srcX1, qint32 srcY1, qint32 dstX0, qint32 dstY0, qint32 dstX1, qint32 dstY1, QSSGRenderClearFlags flags, QSSGRenderTextureMagnifyingOp filter) = 0; /** * @brief Copy framebuffer attachments to texture. Source is set with SetReadTarget dest with * SetRenderTarget * * @param[in] srcX0 Lower left X coord of source rectangle * @param[in] srcY0 Lower left Y coord of source rectangle * @param[in] srcX1 Width source rectangle * @param[in] srcY1 Height source rectangle * @param[in] dstX0 Lower left X coord of dest rectangle * @param[in] dstY0 Lower left Y coord of dest rectangle * @param[in] flags Attachment to copy * @param[in] texture The destination texture * @param[in] target The texture target * * @return no return. */ virtual void copyFramebufferTexture(qint32 srcX0, qint32 srcY0, qint32 width, qint32 height, qint32 dstX0, qint32 dstY0, QSSGRenderBackendTextureObject texture, QSSGRenderTextureTargetType target = QSSGRenderTextureTargetType::Texture2D) = 0; /** * @brief create a render buffer object * * @param[in] storageFormat Format of the buffer * @param[in] width Buffer with * @param[in] height Buffer height * * @return The created render buffer object or nullptr if the creation failed. */ virtual QSSGRenderBackendRenderbufferObject createRenderbuffer(QSSGRenderRenderBufferFormat storageFormat, qint32 width, qint32 height) = 0; /** * @brief Release a single renderbuffer object * * @param[in] bo Pointer to renderbuffer object * * @return no return. */ virtual void releaseRenderbuffer(QSSGRenderBackendRenderbufferObject rbo) = 0; /** * @brief resize a render buffer object * * @param[in] storageFormat Format of the buffer * @param[in] width Buffer with * @param[in] height Buffer height * * @return True on success */ virtual bool resizeRenderbuffer(QSSGRenderBackendRenderbufferObject rbo, QSSGRenderRenderBufferFormat storageFormat, qint32 width, qint32 height) = 0; /** * @brief create a texture object * * @return The created texture object or nullptr if the creation failed.. */ virtual QSSGRenderBackendTextureObject createTexture() = 0; /** * @brief set texture data for a 2D texture * * @param[in] to Pointer to texture object * @param[in] target Texture target 2D, 3D * @param[in] level Texture mip level * @param[in] internalFormat format of the texture * @param[in] width texture width * @param[in] height texture height * @param[in] border border * @param[in] format format of provided pixel data * @param[in] hostPtr A pointer to the buffer data that is allocated by the * application. * * @return No return */ virtual void setTextureData2D(QSSGRenderBackendTextureObject to, QSSGRenderTextureTargetType target, qint32 level, QSSGRenderTextureFormat internalFormat, qint32 width, qint32 height, qint32 border, QSSGRenderTextureFormat format, QSSGByteView hostData) = 0; /** * @brief set texture data for the face of a Cube map * * @param[in] to Pointer to texture object * @param[in] target Texture target face * @param[in] level Texture mip level * @param[in] internalFormat format of the texture * @param[in] width texture width * @param[in] height texture height * @param[in] border border * @param[in] format format of provided pixel data * @param[in] hostPtr A pointer to the buffer data that is allocated by the * application. * * @return No return */ virtual void setTextureDataCubeFace(QSSGRenderBackendTextureObject to, QSSGRenderTextureTargetType target, qint32 level, QSSGRenderTextureFormat internalFormat, qint32 width, qint32 height, qint32 border, QSSGRenderTextureFormat format, QSSGByteView hostData) = 0; /** * @brief create a storage for a 2D texture including mip levels * Note that this makes texture immutable in size and format * * @param[in] to Pointer to texture object * @param[in] target Texture target 2D, 3D * @param[in] levels Texture mip level count * @param[in] internalFormat format of the texture * @param[in] width texture width * @param[in] height texture height * * @return No return */ virtual void createTextureStorage2D(QSSGRenderBackendTextureObject to, QSSGRenderTextureTargetType target, qint32 levels, QSSGRenderTextureFormat internalFormat, qint32 width, qint32 height) = 0; /** * @brief set texture sub data for a 2D texture * * @param[in] to Pointer to texture object * @param[in] target Texture target 2D, 3D * @param[in] level Texture mip level * @param[in] xOffset Texture x offset * @param[in] yOffset Texture y offset * @param[in] width Texture width * @param[in] height Texture height * @param[in] border border * @param[in] format format of texture * @param[in] hostPtr A pointer to the buffer data that is allocated by the * application. * * @return No return */ virtual void setTextureSubData2D(QSSGRenderBackendTextureObject to, QSSGRenderTextureTargetType target, qint32 level, qint32 xOffset, qint32 yOffset, qint32 width, qint32 height, QSSGRenderTextureFormat format, QSSGByteView hostData) = 0; /** * @brief set compressed texture data for a 2D texture * * @param[in] to Pointer to texture object * @param[in] target Texture target 2D, 3D * @param[in] level Texture mip level * @param[in] internalFormat format of the texture * @param[in] width texture width * @param[in] height texture height * @param[in] border border * @param[in] imageSize image size in bytes located at hostPtr * @param[in] hostPtr A pointer to the buffer data that is allocated by the * application. * * @return No return */ virtual void setCompressedTextureData2D(QSSGRenderBackendTextureObject to, QSSGRenderTextureTargetType target, qint32 level, QSSGRenderTextureFormat internalFormat, qint32 width, qint32 height, qint32 border, QSSGByteView hostData) = 0; /** * @brief set compressed texture data for a Cubemap face * * @param[in] to Pointer to texture object * @param[in] target Texture target 2D, 3D * @param[in] level Texture mip level * @param[in] internalFormat format of the texture * @param[in] width texture width * @param[in] height texture height * @param[in] border border * @param[in] imageSize image size in bytes located at hostPtr * @param[in] hostPtr A pointer to the buffer data that is allocated by the * application. * * @return No return */ virtual void setCompressedTextureDataCubeFace(QSSGRenderBackendTextureObject to, QSSGRenderTextureTargetType target, qint32 level, QSSGRenderTextureFormat internalFormat, qint32 width, qint32 height, qint32 border, QSSGByteView hostData) = 0; /** * @brief set compressed texture sub data for a 2D texture * * @param[in] to Pointer to texture object * @param[in] target Texture target 2D, 3D * @param[in] level Texture mip level * @param[in] xOffset Texture x offset * @param[in] yOffset Texture y offset * @param[in] width texture width * @param[in] height texture height * @param[in] format format of provided pixel data * @param[in] imageSize image size in bytes located at hostPtr * @param[in] hostPtr A pointer to the buffer data that is allocated by the * application. * * @return No return */ virtual void setCompressedTextureSubData2D(QSSGRenderBackendTextureObject to, QSSGRenderTextureTargetType target, qint32 level, qint32 xOffset, qint32 yOffset, qint32 width, qint32 height, QSSGRenderTextureFormat format, QSSGByteView hostData) = 0; /** * @brief establish a multisampled 2D texture * * @param[in] to Pointer to texture object * @param[in] target Texture target 2D MS * @param[in] samples Textures sample count * @param[in] internalFormat Format of the texture * @param[in] width Texture width * @param[in] height Texture height * @param[in] bool Fixed sample locations * * @return No return */ virtual void setMultisampledTextureData2D(QSSGRenderBackendTextureObject to, QSSGRenderTextureTargetType target, qint32 samples, QSSGRenderTextureFormat internalFormat, qint32 width, qint32 height, bool fixedsamplelocations) = 0; /** * @brief set texture data for a 3D texture or 2D texture array * * @param[in] to Pointer to texture object * @param[in] target Texture target 2D, 3D * @param[in] level Texture mip level * @param[in] internalFormat format of the texture * @param[in] width texture width * @param[in] height texture height * @param[in] depth texture depth or slice count * @param[in] border border * @param[in] format format of provided pixel data * @param[in] hostPtr A pointer to the buffer data that is allocated by the * application. * * @return No return */ virtual void setTextureData3D(QSSGRenderBackendTextureObject to, QSSGRenderTextureTargetType target, qint32 level, QSSGRenderTextureFormat internalFormat, qint32 width, qint32 height, qint32 depth, qint32 border, QSSGRenderTextureFormat format, QSSGByteView hostData) = 0; /** * @brief generate mipmap levels * * @param[in] to Pointer to texture object * @param[in] target Texture target 2D,... * @param[in] hint How to generate mips (Nicest) * * @return No return */ virtual void generateMipMaps(QSSGRenderBackendTextureObject to, QSSGRenderTextureTargetType target, QSSGRenderHint genType) = 0; /** * @brief bind a texture object * * @param[in] to Pointer to texture object * @param[in] target Where to bind this texture (e.g. 2D, 3D, ...) * @param[in] unit Which unit to bind this texture * * @return no return. */ virtual void bindTexture(QSSGRenderBackendTextureObject to, QSSGRenderTextureTargetType target, qint32 unit) = 0; /** * @brief select active texture unit * * @param[in] unit Which unit to bind for texture * * @return no return. */ virtual void setActiveTexture(qint32 unit) = 0; /** * @brief bind a image/texture object * * @param[in] to Pointer to texture object * @param[in] unit Which unit to bind this texture * @param[in] level Which level to bind * @param[in] layered Bind layered texture (cube map, array,... ) * @param[in] level Specify layer. Only valid of layered=false. * @param[in] access Access mode ( read, write, read-write ) * @param[in] format Texture format must be compatible with Image format * * @return no return. */ virtual void bindImageTexture(QSSGRenderBackendTextureObject to, quint32 unit, qint32 level, bool layered, qint32 layer, QSSGRenderImageAccessType accessFlags, QSSGRenderTextureFormat format) = 0; /** * @brief Release a single texture object * * @param[in] to Pointer to buffer object * * @return no return. */ virtual void releaseTexture(QSSGRenderBackendTextureObject to) = 0; /** * @brief query texture swizzle mode * This is mainly for luminance, alpha replacement with R8 formats * * @param[in] inFormat input texture format to check * * @return texture swizzle mode */ virtual QSSGRenderTextureSwizzleMode getTextureSwizzleMode(const QSSGRenderTextureFormat inFormat) const = 0; /** * @ brief create a sampler * * @param[in] minFilter Texture min filter * @param[in] magFilter Texture mag filter * @param[in] wrapS Texture coord generation for S * @param[in] wrapT Texture coord generation for T * @param[in] wrapR Texture coord generation for R * @param[in] minLod Texture min level of detail * @param[in] maxLod Texture max level of detail * @param[in] lodBias Texture level of detail example * @param[in] compareMode Texture compare mode * @param[in] compareFunc Texture compare function * @param[in] anisoFilter Aniso filter value [1.0, 16.0] * @param[in] borderColor Texture border color float[4] * * @return The created sampler object or nullptr if the creation failed. */ virtual QSSGRenderBackendSamplerObject createSampler( QSSGRenderTextureMinifyingOp minFilter = QSSGRenderTextureMinifyingOp::Linear, QSSGRenderTextureMagnifyingOp magFilter = QSSGRenderTextureMagnifyingOp::Linear, QSSGRenderTextureCoordOp wrapS = QSSGRenderTextureCoordOp::ClampToEdge, QSSGRenderTextureCoordOp wrapT = QSSGRenderTextureCoordOp::ClampToEdge, QSSGRenderTextureCoordOp wrapR = QSSGRenderTextureCoordOp::ClampToEdge, qint32 minLod = -1000, qint32 maxLod = 1000, float lodBias = 0.0, QSSGRenderTextureCompareMode compareMode = QSSGRenderTextureCompareMode::NoCompare, QSSGRenderTextureCompareOp compareFunc = QSSGRenderTextureCompareOp::LessThanOrEqual, float anisotropy = 1.0, float *borderColor = nullptr) = 0; /** * @ brief update a sampler * * @param[in] so Pointer to sampler object * @param[in] target Texture target 2D, 3D * @param[in] minFilter Texture min filter * @param[in] magFilter Texture mag filter * @param[in] wrapS Texture coord generation for S * @param[in] wrapT Texture coord generation for T * @param[in] wrapR Texture coord generation for R * @param[in] minLod Texture min level of detail * @param[in] maxLod Texture max level of detail * @param[in] lodBias Texture level of detail bias (unused) * @param[in] compareMode Texture compare mode * @param[in] compareFunc Texture compare function * @param[in] anisoFilter Aniso filter value [1.0, 16.0] * @param[in] borderColor Texture border color float[4] (unused) * * @return No return */ virtual void updateSampler(QSSGRenderBackendSamplerObject so, QSSGRenderTextureTargetType target, QSSGRenderTextureMinifyingOp minFilter = QSSGRenderTextureMinifyingOp::Linear, QSSGRenderTextureMagnifyingOp magFilter = QSSGRenderTextureMagnifyingOp::Linear, QSSGRenderTextureCoordOp wrapS = QSSGRenderTextureCoordOp::ClampToEdge, QSSGRenderTextureCoordOp wrapT = QSSGRenderTextureCoordOp::ClampToEdge, QSSGRenderTextureCoordOp wrapR = QSSGRenderTextureCoordOp::ClampToEdge, float minLod = -1000.0, float maxLod = 1000.0, float lodBias = 0.0, QSSGRenderTextureCompareMode compareMode = QSSGRenderTextureCompareMode::NoCompare, QSSGRenderTextureCompareOp compareFunc = QSSGRenderTextureCompareOp::LessThanOrEqual, float anisotropy = 1.0, float *borderColor = nullptr) = 0; /** * @ brief Update a textures swizzle mode * * @param[in] so Pointer to texture object * @param[in] target Texture target 2D, 3D * @param[in] swizzleMode Texture swizzle mode * * @return No return */ virtual void updateTextureSwizzle(QSSGRenderBackendTextureObject to, QSSGRenderTextureTargetType target, QSSGRenderTextureSwizzleMode swizzleMode) = 0; /** * @ brief Update state belonging to a texture object * * @param[in] so Pointer to texture object * @param[in] target Texture target 2D, 3D, Cube * @param[in] baseLevel Texture base level * @param[in] maxLevel Texture max level * * @return No return */ virtual void updateTextureObject(QSSGRenderBackendTextureObject to, QSSGRenderTextureTargetType target, qint32 baseLevel, qint32 maxLevel) = 0; /** * @brief Release a single sampler object * * @param[in] so Pointer to sampler object * * @return no return. */ virtual void releaseSampler(QSSGRenderBackendSamplerObject so) = 0; /** * @brief create a attribute layout object * * @param[in] attribs Array off vertex attributes. * * @return The created attribute layout object or nullptr if the creation failed. */ virtual QSSGRenderBackendAttribLayoutObject createAttribLayout(QSSGDataView attribs) = 0; /** * @brief Release a attribute layoutr object * * @param[in] ao Pointer to attribute layout object * * @return no return. */ virtual void releaseAttribLayout(QSSGRenderBackendAttribLayoutObject ao) = 0; /** * @brief create a input assembler object * * @param[in] attribLayout Pointer to QSSGRenderBackendAttribLayoutObject object * @param[in] buffers list of vertex buffers * @param[in] indexBuffer index buffer object * @param[in] strides list of strides of the buffer * @param[in] offsets list of offsets into the buffer * @param[in] patchVertexCount vertext count for a patch. Only valid for patch primitives * * @return The created input assembler object or nullptr if the creation failed. */ virtual QSSGRenderBackendInputAssemblerObject createInputAssembler(QSSGRenderBackendAttribLayoutObject attribLayout, QSSGDataView buffers, const QSSGRenderBackendBufferObject indexBuffer, QSSGDataView strides, QSSGDataView offsets, quint32 patchVertexCount) = 0; /** * @brief Release a input assembler object * * @param[in] iao Pointer to attribute layout object * * @return no return. */ virtual void releaseInputAssembler(QSSGRenderBackendInputAssemblerObject iao) = 0; /** * @brief Set a input assembler object. * This setup the render engine vertex assmebly * * @param[in] iao Pointer to attribute layout object * @param[in] po Pointer program object * * @return false if it fails. */ virtual bool setInputAssembler(QSSGRenderBackendInputAssemblerObject iao, QSSGRenderBackendShaderProgramObject po) = 0; /** * @brief Reset all the states cached in the backend * so as to ensure that backend commands to set necessary states are called. * This will be called every frame just before QtQuick3D rendering commands are called * because such states might have been changed outside of QtQuick3D. */ virtual void resetStates() = 0; /** * @brief Set the per patch vertex count * * @param[in] iao Pointer to attribute layout object * @param[in] count Count of vertices per patch * * @return false if it fails. */ virtual void setPatchVertexCount(QSSGRenderBackendInputAssemblerObject iao, quint32 count) = 0; /** * @brief create a vertex shader object * * @param[in] source Pointer to shader source * @param[in/out] errorMessage Pointer to copy the error message * @param[in] binary True if the source is actually a binary program * * @return The created vertex shader object or nullptr if the creation failed. */ virtual QSSGRenderBackendVertexShaderObject createVertexShader(QSSGByteView source, QByteArray &errorMessage, bool binary) = 0; /** * @brief release a vertex shader object * * @param[in] vso Pointer to vertex shader object * * @return No Return. */ virtual void releaseVertexShader(QSSGRenderBackendVertexShaderObject vso) = 0; /** * @brief create a fragment shader object * * @param[in] source Pointer to shader source * @param[in/out] errorMessage Pointer to copy the error message * @param[in] binary True if the source is actually a binary program * * @return The created vertex shader object or nullptr if the creation failed. */ virtual QSSGRenderBackendFragmentShaderObject createFragmentShader(QSSGByteView source, QByteArray &errorMessage, bool binary) = 0; /** * @brief release a fragment shader object * * @param[in] vso Pointer to fragment shader object * * @return No Return. */ virtual void releaseFragmentShader(QSSGRenderBackendFragmentShaderObject fso) = 0; /** * @brief create a tessellation control shader object * * @param[in] source Pointer to shader source * @param[in/out] errorMessage Pointer to copy the error message * @param[in] binary True if the source is actually a binary program * * @return The created tessellation control shader object or nullptr if the creation failed. */ virtual QSSGRenderBackendTessControlShaderObject createTessControlShader(QSSGByteView source, QByteArray &errorMessage, bool binary) = 0; /** * @brief release a tessellation control shader object * * @param[in] tcso Pointer to tessellation control shader object * * @return No Return. */ virtual void releaseTessControlShader(QSSGRenderBackendTessControlShaderObject tcso) = 0; /** * @brief create a tessellation evaluation shader object * * @param[in] source Pointer to shader source * @param[in/out] errorMessage Pointer to copy the error message * @param[in] binary True if the source is actually a binary program * * @return The created tessellation evaluation shader object or nullptr if the creation failed. */ virtual QSSGRenderBackendTessEvaluationShaderObject createTessEvaluationShader(QSSGByteView source, QByteArray &errorMessage, bool binary) = 0; /** * @brief release a tessellation evaluation shader object * * @param[in] tcso Pointer to tessellation evaluation shader object * * @return No Return. */ virtual void releaseTessEvaluationShader(QSSGRenderBackendTessEvaluationShaderObject teso) = 0; /** * @brief create a geometry shader object * * @param[in] source Pointer to shader source * @param[in/out] errorMessage Pointer to copy the error message * @param[in] binary True if the source is actually a binary program * * @return The created geometry shader object or nullptr if the creation failed. */ virtual QSSGRenderBackendGeometryShaderObject createGeometryShader(QSSGByteView source, QByteArray &errorMessage, bool binary) = 0; /** * @brief release a geometry shader object * * @param[in] tcso Pointer to geometry shader object * * @return No Return. */ virtual void releaseGeometryShader(QSSGRenderBackendGeometryShaderObject gso) = 0; /** * @brief create a compute shader object * * @param[in] source Pointer to shader source * @param[in/out] errorMessage Pointer to copy the error message * @param[in] binary True if the source is actually a binary program * * @return The created compute shader object or nullptr if the creation failed. */ virtual QSSGRenderBackendComputeShaderObject createComputeShader(QSSGByteView source, QByteArray &errorMessage, bool binary) = 0; /** * @brief release a compute shader object * * @param[in] cso Pointer to compute shader object * * @return No Return. */ virtual void releaseComputeShader(QSSGRenderBackendComputeShaderObject cso) = 0; /** * @brief attach a vertex shader object to a program object * * @param[in] po Pointer to program object * @param[in] vso Pointer to vertex shader object * * @return No Return. */ virtual void attachShader(QSSGRenderBackendShaderProgramObject po, QSSGRenderBackendVertexShaderObject vso) = 0; /** * @brief detach a vertex shader object to a program object * * @param[in] po Pointer to program object * @param[in] vso Pointer to vertex shader object * * @return No Return. */ virtual void detachShader(QSSGRenderBackendShaderProgramObject po, QSSGRenderBackendVertexShaderObject vso) = 0; /** * @brief attach a fragment shader object to a program object * * @param[in] po Pointer to program object * @param[in] fso Pointer to fragment shader object * * @return No Return. */ virtual void attachShader(QSSGRenderBackendShaderProgramObject po, QSSGRenderBackendFragmentShaderObject fso) = 0; /** * @brief detach a fragment shader object to a program object * * @param[in] po Pointer to program object * @param[in] fso Pointer to fragment shader object * * @return No Return. */ virtual void detachShader(QSSGRenderBackendShaderProgramObject po, QSSGRenderBackendFragmentShaderObject fso) = 0; /** * @brief attach a tessellation control shader object to a program object * * @param[in] po Pointer to program object * @param[in] tcso Pointer to tessellation control shader object * * @return No Return. */ virtual void attachShader(QSSGRenderBackendShaderProgramObject po, QSSGRenderBackendTessControlShaderObject tcso) = 0; /** * @brief detach a tessellation control shader object to a program object * * @param[in] po Pointer to program object * @param[in] tcso Pointer to tessellation control shader object * * @return No Return. */ virtual void detachShader(QSSGRenderBackendShaderProgramObject po, QSSGRenderBackendTessControlShaderObject tcso) = 0; /** * @brief attach a tessellation evaluation shader object to a program object * * @param[in] po Pointer to program object * @param[in] teso Pointer to tessellation evaluation shader object * * @return No Return. */ virtual void attachShader(QSSGRenderBackendShaderProgramObject po, QSSGRenderBackendTessEvaluationShaderObject teso) = 0; /** * @brief detach a tessellation evaluation shader object to a program object * * @param[in] po Pointer to program object * @param[in] teso Pointer to tessellation evaluation shader object * * @return No Return. */ virtual void detachShader(QSSGRenderBackendShaderProgramObject po, QSSGRenderBackendTessEvaluationShaderObject teso) = 0; /** * @brief attach a geometry shader object to a program object * * @param[in] po Pointer to program object * @param[in] teso Pointer to geometry shader object * * @return No Return. */ virtual void attachShader(QSSGRenderBackendShaderProgramObject po, QSSGRenderBackendGeometryShaderObject gso) = 0; /** * @brief detach a geometry shader object to a program object * * @param[in] po Pointer to program object * @param[in] teso Pointer to geometry shader object * * @return No Return. */ virtual void detachShader(QSSGRenderBackendShaderProgramObject po, QSSGRenderBackendGeometryShaderObject gso) = 0; /** * @brief attach a compute shader object to a program object * * @param[in] po Pointer to program object * @param[in] cso Pointer to compute shader object * * @return No Return. */ virtual void attachShader(QSSGRenderBackendShaderProgramObject po, QSSGRenderBackendComputeShaderObject cso) = 0; /** * @brief detach a compute shader object to a program object * * @param[in] po Pointer to program object * @param[in] cso Pointer to compute shader object * * @return No Return. */ virtual void detachShader(QSSGRenderBackendShaderProgramObject po, QSSGRenderBackendComputeShaderObject cso) = 0; /** * @brief create a shader program object * * @param[in] isSeparable Tell the backend that this program is separable * * @return The created shader program object or nullptr if the creation failed. */ virtual QSSGRenderBackendShaderProgramObject createShaderProgram(bool isSeparable) = 0; /** * @brief release a shader program object * * @param[in] po Pointer to shader program object * * @return No Return. */ virtual void releaseShaderProgram(QSSGRenderBackendShaderProgramObject po) = 0; /** * @brief link a shader program object * * @param[in] po Pointer to shader program object * @param[in/out] errorMessage Pointer to copy the error message * * @return True if program is successfully linked. */ virtual bool linkProgram(QSSGRenderBackendShaderProgramObject po, QByteArray &errorMessage) = 0; /** * @brief link a binary shader program object * * @param[in] po Pointer to shader program object * @param[in/out] errorMessage Pointer to copy the error message * @param[in] format Binary format * @param[in] binary Binary data * * @return True if program is successfully linked. */ virtual bool linkProgram(QSSGRenderBackendShaderProgramObject po, QByteArray &errorMessage, quint32 format, const QByteArray &binary) = 0; /** * @brief Get shader program binary * * @param[in] po Pointer to shader program object * @param[out] format The format of the program binary * @param[out] binary The program binary data * */ virtual void getProgramBinary(QSSGRenderBackendShaderProgramObject po, quint32 &format, QByteArray &binary) = 0; /** * @brief Make a program current * * @param[in] po Pointer to shader program object * * @return No return */ virtual void setActiveProgram(QSSGRenderBackendShaderProgramObject po) = 0; /** * @brief create a program pipeline object * * * @return The created program pipeline object or nullptr if the creation failed. */ virtual QSSGRenderBackendProgramPipeline createProgramPipeline() = 0; /** * @brief release a program pipeline object * * @param[in] ppo Pointer to program pipeline object * * @return No Return. */ virtual void releaseProgramPipeline(QSSGRenderBackendProgramPipeline ppo) = 0; /** * @brief Make a program pipeline current * * @param[in] ppo Pointer to program pipeline object * * @return No return */ virtual void setActiveProgramPipeline(QSSGRenderBackendProgramPipeline ppo) = 0; /** * @brief Make a program stage active for this pipeline * * @param[in] ppo Pointer to program pipeline object * @param[in] flags Shader stage flags to which this po is bound to * @param[in] po Pointer to shader program object * * @return No return */ virtual void setProgramStages(QSSGRenderBackendProgramPipeline ppo, QSSGRenderShaderTypeFlags flags, QSSGRenderBackendShaderProgramObject po) = 0; /** * @brief Runs a compute program * * @param[in] po Pointer to shader program object * @param[in] numGroupsX The number of work groups to be launched in the X * dimension * @param[in] numGroupsY The number of work groups to be launched in the Y * dimension * @param[in] numGroupsZ The number of work groups to be launched in the Z * dimension * * @return No return */ virtual void dispatchCompute(QSSGRenderBackendShaderProgramObject po, quint32 numGroupsX, quint32 numGroupsY, quint32 numGroupsZ) = 0; /** * @brief Query constant count for a program object * * @param[in] po Pointer to shader program object * * @return Return active constant count */ virtual qint32 getConstantCount(QSSGRenderBackendShaderProgramObject po) = 0; /** * @brief Query constant buffer count for a program object * * @param[in] po Pointer to shader program object * * @return Return active constant buffer count */ virtual qint32 getConstantBufferCount(QSSGRenderBackendShaderProgramObject po) = 0; /** * @brief Query constant information by ID * * @param[in] po Pointer to shader program object * @param[in] id Constant ID * @param[in] bufSize Max char for nameBuf * @param[out] numElem Usually one unless for arrays * @param[out] type Constant data type (QVector4D, QVector3D,...) * @param[out] binding Unit binding point for samplers and images * @param[out] nameBuf Name of the constant * * @return Return current constant location or -1 if not found */ virtual qint32 getConstantInfoByID(QSSGRenderBackendShaderProgramObject po, quint32 id, quint32 bufSize, qint32 *numElem, QSSGRenderShaderDataType *type, qint32 *binding, char *nameBuf) = 0; /** * @brief Query constant buffer information by ID * * @param[in] po Pointer to shader program object * @param[in] id Constant buffer ID * @param[in] nameBufSize Size of nameBuf * @param[out] paramCount Count ot parameter contained in the buffer * @param[out] bufferSize Data size of the constant buffer * @param[out] length Actual characters written * @param[out] nameBuf Receives the name of the buffer * * @return Return current constant buffer location or -1 if not found */ virtual qint32 getConstantBufferInfoByID(QSSGRenderBackendShaderProgramObject po, quint32 id, quint32 nameBufSize, qint32 *paramCount, qint32 *bufferSize, qint32 *length, char *nameBuf) = 0; /** * @brief Query constant buffer param indices * * @param[in] po Pointer to shader program object * @param[in] id Constant buffer ID * @param[out] indices Receives the indices of the uniforms within the * constant buffer * * @return no return value */ virtual void getConstantBufferParamIndices(QSSGRenderBackendShaderProgramObject po, quint32 id, qint32 *indices) = 0; /** * @brief Query constant buffer param info by indices * * @param[in] po Pointer to shader program object * @param[in] count Number of indices * @param[in] indices The indices of the uniforms within the constant * buffer * @param[out] type Array of param types ( float ,int, ...) * @param[out] size Array of param size * @param[out] offset Array of param offsets within the constant buffer * * @return no return value */ virtual void getConstantBufferParamInfoByIndices(QSSGRenderBackendShaderProgramObject po, quint32 count, quint32 *indices, QSSGRenderShaderDataType *type, qint32 *size, qint32 *offset) = 0; /** * @brief Bind program constant block * * @param[in] po Pointer to shader program object * @param[in] blockIndex Constant block index returned by * GetConstantBufferInfoByID * @param[in] binding Block binding location which should be the same as index * in ProgramSetConstantBlock * * @return No return */ virtual void programSetConstantBlock(QSSGRenderBackendShaderProgramObject po, quint32 blockIndex, quint32 binding) = 0; /** * @brief Bind constant buffer for usage in the current active shader program * * @param[in] index Constant ID * @param[in] bo Pointer to constant buffer object * * @return No return */ virtual void programSetConstantBuffer(quint32 index, QSSGRenderBackendBufferObject bo) = 0; /** * @brief Query storage buffer count for a program object * * @param[in] po Pointer to shader program object * * @return Return active storage buffer count */ virtual qint32 getStorageBufferCount(QSSGRenderBackendShaderProgramObject po) = 0; /** * @brief Query storage buffer information by ID * * @param[in] po Pointer to shader program object * @param[in] id Storage buffer ID * @param[in] nameBufSize Size of nameBuf * @param[out] paramCount Count of parameter contained in the buffer * @param[out] bufferSize Data size of the constant buffer * @param[out] length Actual characters written * @param[out] nameBuf Receives the name of the buffer * * @return Return current storage buffer binding or -1 if not found */ virtual qint32 getStorageBufferInfoByID(QSSGRenderBackendShaderProgramObject po, quint32 id, quint32 nameBufSize, qint32 *paramCount, qint32 *bufferSize, qint32 *length, char *nameBuf) = 0; /** * @brief Bind a storage buffer for usage in the current active shader program * * @param[in] index Constant ID * @param[in] bo Pointer to storage buffer object * * @return No return */ virtual void programSetStorageBuffer(quint32 index, QSSGRenderBackendBufferObject bo) = 0; /** * @brief Set constant value * * @param[in] po Pointer program object * @param[in] id Constant ID * @param[in] type Constant data type (QVector4D, QVector3D,...) * @param[in] count Element count * @param[in] value Pointer to constant value * @param[in] transpose Transpose a matrix * * @return No return */ virtual void setConstantValue(QSSGRenderBackendShaderProgramObject po, quint32 id, QSSGRenderShaderDataType type, qint32 count, const void *value, bool transpose = false) = 0; /** * @brief Draw the current active vertex buffer * * @param[in] drawMode Draw mode (Triangles, ....) * @param[in] start Start vertex * @param[in] count Vertex count * * @return no return. */ virtual void draw(QSSGRenderDrawMode drawMode, quint32 start, quint32 count) = 0; /** * @brief Draw the current active index buffer * * @param[in] drawMode Draw mode (Triangles, ....) * @param[in] count Index count * @param[in] type Index type (quint16, quint8) * @param[in] indices Pointer to index buffer. In the case of buffer objects * this is an offset into the active index buffer *object. * * @return no return. */ virtual void drawIndexed(QSSGRenderDrawMode drawMode, quint32 count, QSSGRenderComponentType type, const void *indices) = 0; /** * @brief Read a pixel rectangle from render target (from bottom left) * * @param[in] rto Pointer to render target object * @param[in] x Windows X start coord * @param[in] y Windows Y start coord * @param[in] width Read width dim * @param[in] height Read height dim * @param[out] pixels Returned pixel data * * @return No return */ virtual void readPixel(QSSGRenderBackendRenderTargetObject rto, qint32 x, qint32 y, qint32 width, qint32 height, QSSGRenderReadPixelFormat inFormat, QSSGByteRef pixels) = 0; virtual QSurfaceFormat format() const = 0; protected: /// struct for what the backend supports typedef struct QSSGRenderBackendSupport { union { struct { bool bDXTImagesSupported : 1; ///< compressed images supported bool bAnistropySupported : 1; ///< anistropic filtering supported bool bTextureSwizzleSupported : 1; ///< texture swizzle supported bool bDepthStencilSupported : 1; ///< depth stencil textures are supported bool bFPRenderTargetsSupported : 1; ///< floating point render targets are /// supported bool bConstantBufferSupported : 1; ///< Constant (uniform) buffers are supported bool bMsTextureSupported : 1; ///< Multisample textures are esupported bool bFastBlitsSupported : 1; ///< The hardware supports fast memor blits bool bTessellationSupported : 1; ///< Hardware supports tessellation bool bComputeSupported : 1; ///< Hardware supports compute shader bool bGeometrySupported : 1; ///< Hardware supports geometry shader bool bTimerQuerySupported : 1; ///< Hardware supports timer queries bool bProgramInterfaceSupported : 1; ///< API supports program interface queries bool bStorageBufferSupported : 1; ///< Shader storage buffers are supported /// supported bool bShaderImageLoadStoreSupported : 1; ///< Shader image load / store /// operations are supported bool bProgramPipelineSupported : 1; ///< Driver supports separate programs bool bNVAdvancedBlendSupported : 1; ///< Advanced blend modes supported bool bNVBlendCoherenceSupported : 1; ///< Advanced blend done coherently /// supported bool bGPUShader5ExtensionSupported : 1; bool bKHRAdvancedBlendSupported : 1; ///< Advanced blend modes supported bool bKHRBlendCoherenceSupported : 1; ///< Advanced blend done coherently bool bVertexArrayObjectSupported : 1; bool bStandardDerivativesSupported : 1; bool bTextureLodSupported : 1; } bits; quint32 u32Values; } caps; } QSSGRenderBackendSupportBits; QSSGRenderBackendSupportBits m_backendSupport; ///< holds the backend support bits }; QT_END_NAMESPACE #endif