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cup_edit/thermion_dart/native/include/filament/backend/Program.h
2025-01-07 08:40:51 +08:00

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C++

/*
* Copyright (C) 2015 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef TNT_FILAMENT_BACKEND_PRIVATE_PROGRAM_H
#define TNT_FILAMENT_BACKEND_PRIVATE_PROGRAM_H
#include <utils/CString.h>
#include <utils/FixedCapacityVector.h>
#include <utils/Invocable.h>
#include <utils/ostream.h>
#include <backend/DriverEnums.h>
#include <array>
#include <unordered_map>
#include <tuple>
#include <utility>
#include <variant>
#include <stddef.h>
#include <stdint.h>
namespace filament::backend {
class Program {
public:
static constexpr size_t SHADER_TYPE_COUNT = 3;
static constexpr size_t UNIFORM_BINDING_COUNT = CONFIG_UNIFORM_BINDING_COUNT;
static constexpr size_t SAMPLER_BINDING_COUNT = CONFIG_SAMPLER_BINDING_COUNT;
struct Descriptor {
utils::CString name;
backend::DescriptorType type;
backend::descriptor_binding_t binding;
};
struct SpecializationConstant {
using Type = std::variant<int32_t, float, bool>;
uint32_t id; // id set in glsl
Type value; // value and type
};
struct Uniform { // For ES2 support
utils::CString name; // full qualified name of the uniform field
uint16_t offset; // offset in 'uint32_t' into the uniform buffer
uint8_t size; // >1 for arrays
UniformType type; // uniform type
};
using DescriptorBindingsInfo = utils::FixedCapacityVector<Descriptor>;
using DescriptorSetInfo = std::array<DescriptorBindingsInfo, MAX_DESCRIPTOR_SET_COUNT>;
using SpecializationConstantsInfo = utils::FixedCapacityVector<SpecializationConstant>;
using ShaderBlob = utils::FixedCapacityVector<uint8_t>;
using ShaderSource = std::array<ShaderBlob, SHADER_TYPE_COUNT>;
using AttributesInfo = utils::FixedCapacityVector<std::pair<utils::CString, uint8_t>>;
using UniformInfo = utils::FixedCapacityVector<Uniform>;
using BindingUniformsInfo = utils::FixedCapacityVector<
std::tuple<uint8_t, utils::CString, Program::UniformInfo>>;
Program() noexcept;
Program(const Program& rhs) = delete;
Program& operator=(const Program& rhs) = delete;
Program(Program&& rhs) noexcept;
Program& operator=(Program&& rhs) noexcept = delete;
~Program() noexcept;
Program& priorityQueue(CompilerPriorityQueue priorityQueue) noexcept;
// sets the material name and variant for diagnostic purposes only
Program& diagnostics(utils::CString const& name,
utils::Invocable<utils::io::ostream&(utils::io::ostream& out)>&& logger);
// Sets one of the program's shader (e.g. vertex, fragment)
// string-based shaders are null terminated, consequently the size parameter must include the
// null terminating character.
Program& shader(ShaderStage shader, void const* data, size_t size);
// Sets the language of the shader sources provided with shader() (defaults to ESSL3)
Program& shaderLanguage(ShaderLanguage shaderLanguage);
// Descriptor binding (set, binding, type -> shader name) info
Program& descriptorBindings(backend::descriptor_set_t set,
DescriptorBindingsInfo descriptorBindings) noexcept;
Program& specializationConstants(SpecializationConstantsInfo specConstants) noexcept;
struct PushConstant {
utils::CString name;
ConstantType type;
};
Program& pushConstants(ShaderStage stage,
utils::FixedCapacityVector<PushConstant> constants) noexcept;
Program& cacheId(uint64_t cacheId) noexcept;
Program& multiview(bool multiview) noexcept;
// For ES2 support only...
Program& uniforms(uint32_t index, utils::CString name, UniformInfo uniforms) noexcept;
Program& attributes(AttributesInfo attributes) noexcept;
//
// Getters for program construction...
//
ShaderSource const& getShadersSource() const noexcept { return mShadersSource; }
ShaderSource& getShadersSource() noexcept { return mShadersSource; }
utils::CString const& getName() const noexcept { return mName; }
utils::CString& getName() noexcept { return mName; }
auto const& getShaderLanguage() const { return mShaderLanguage; }
uint64_t getCacheId() const noexcept { return mCacheId; }
bool isMultiview() const noexcept { return mMultiview; }
CompilerPriorityQueue getPriorityQueue() const noexcept { return mPriorityQueue; }
SpecializationConstantsInfo const& getSpecializationConstants() const noexcept {
return mSpecializationConstants;
}
SpecializationConstantsInfo& getSpecializationConstants() noexcept {
return mSpecializationConstants;
}
DescriptorSetInfo& getDescriptorBindings() noexcept {
return mDescriptorBindings;
}
utils::FixedCapacityVector<PushConstant> const& getPushConstants(
ShaderStage stage) const noexcept {
return mPushConstants[static_cast<uint8_t>(stage)];
}
utils::FixedCapacityVector<PushConstant>& getPushConstants(ShaderStage stage) noexcept {
return mPushConstants[static_cast<uint8_t>(stage)];
}
auto const& getBindingUniformInfo() const { return mBindingUniformsInfo; }
auto& getBindingUniformInfo() { return mBindingUniformsInfo; }
auto const& getAttributes() const { return mAttributes; }
auto& getAttributes() { return mAttributes; }
private:
friend utils::io::ostream& operator<<(utils::io::ostream& out, const Program& builder);
ShaderSource mShadersSource;
ShaderLanguage mShaderLanguage = ShaderLanguage::ESSL3;
utils::CString mName;
uint64_t mCacheId{};
CompilerPriorityQueue mPriorityQueue = CompilerPriorityQueue::HIGH;
utils::Invocable<utils::io::ostream&(utils::io::ostream& out)> mLogger;
SpecializationConstantsInfo mSpecializationConstants;
std::array<utils::FixedCapacityVector<PushConstant>, SHADER_TYPE_COUNT> mPushConstants;
DescriptorSetInfo mDescriptorBindings;
// For ES2 support only
AttributesInfo mAttributes;
BindingUniformsInfo mBindingUniformsInfo;
// Indicates the current engine was initialized with multiview stereo, and the variant for this
// program contains STE flag. This will be referred later for the OpenGL shader compiler to
// determine whether shader code replacement for the num_views should be performed.
// This variable could be promoted as a more generic variable later if other similar needs occur.
bool mMultiview = false;
};
} // namespace filament::backend
#endif // TNT_FILAMENT_BACKEND_PRIVATE_PROGRAM_H