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/****************************************************************************
**
** Copyright (C) 2018 The Qt Company Ltd.
** Contact: http://www.qt.io/licensing/
**
** This file is part of the Qt RHI module
**
** $QT_BEGIN_LICENSE:LGPL3$
** 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 http://www.qt.io/terms-conditions. For further
** information use the contact form at http://www.qt.io/contact-us.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 3 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPLv3 included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 3 requirements
** will be met: https://www.gnu.org/licenses/lgpl.html.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 2.0 or later as published by the Free
** Software Foundation and appearing in the file LICENSE.GPL included in
** the packaging of this file. Please review the following information to
** ensure the GNU General Public License version 2.0 requirements will be
** met: http://www.gnu.org/licenses/gpl-2.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/

#ifndef QRHI_H
#define QRHI_H

#include <QtRhi/qtrhiglobal.h>
#include <QVector4D>
#include <QVector2D>
#include <QSize>
#include <QMatrix4x4>
#include <QVector>
#include <QImage>
#include <QtShaderTools/QBakedShader>
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#include <functional>
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QT_BEGIN_NAMESPACE

class QWindow;
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class QRhiImplementation;
class QRhiBuffer;
class QRhiRenderBuffer;
class QRhiTexture;
class QRhiSampler;
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class QRhiCommandBuffer;
class QRhiResourceUpdateBatch;
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struct QRhiResourceUpdateBatchPrivate;
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class QRhiProfiler;
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struct Q_RHI_EXPORT QRhiColorClearValue
{
    QRhiColorClearValue() : rgba(0, 0, 0, 1) { }
    explicit QRhiColorClearValue(const QVector4D &rgba_) : rgba(rgba_) { }
    QRhiColorClearValue(float r, float g, float b, float a) : rgba(r, g, b, a) { }
    QVector4D rgba;
};

Q_DECLARE_TYPEINFO(QRhiColorClearValue, Q_MOVABLE_TYPE);

struct Q_RHI_EXPORT QRhiDepthStencilClearValue
{
    QRhiDepthStencilClearValue() : d(1), s(0) { }
    QRhiDepthStencilClearValue(float d_, quint32 s_) : d(d_), s(s_) { }
    float d;
    quint32 s;
};

Q_DECLARE_TYPEINFO(QRhiDepthStencilClearValue, Q_MOVABLE_TYPE);

struct Q_RHI_EXPORT QRhiViewport
{
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    QRhiViewport()
        : r(0, 0, 1280, 720), minDepth(0), maxDepth(1)
    { }
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    QRhiViewport(float x, float y, float w, float h, float minDepth_ = 0.0f, float maxDepth_ = 1.0f)
        : r(x, y, w, h), minDepth(minDepth_), maxDepth(maxDepth_)
    { }
    QVector4D r;
    float minDepth;
    float maxDepth;
};

Q_DECLARE_TYPEINFO(QRhiViewport, Q_MOVABLE_TYPE);

struct Q_RHI_EXPORT QRhiScissor
{
    QRhiScissor() { }
    QRhiScissor(int x, int y, int w, int h)
        : r(x, y, w, h)
    { }
    QVector4D r;
};

Q_DECLARE_TYPEINFO(QRhiScissor, Q_MOVABLE_TYPE);

struct Q_RHI_EXPORT QRhiVertexInputLayout
{
    struct Q_RHI_EXPORT Binding {
        enum Classification {
            PerVertex,
            PerInstance
        };
        Binding() { }
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        Binding(quint32 stride_, Classification cls = PerVertex, int stepRate = 1)
            : stride(stride_), classification(cls), instanceStepRate(stepRate)
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        { }
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        quint32 stride;
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        Classification classification;
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        int instanceStepRate;
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    };

    struct Q_RHI_EXPORT Attribute {
        enum Format {
            Float4,
            Float3,
            Float2,
            Float,
            UNormByte4,
            UNormByte2,
            UNormByte
        };
        Attribute() { }
        Attribute(int binding_, int location_, Format format_, quint32 offset_)
            : binding(binding_), location(location_), format(format_), offset(offset_)
        { }
        int binding;
        int location;
        Format format;
        quint32 offset;
    };

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    QVector<Binding> bindings;
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    QVector<Attribute> attributes;
};

Q_DECLARE_TYPEINFO(QRhiVertexInputLayout::Binding, Q_MOVABLE_TYPE);
Q_DECLARE_TYPEINFO(QRhiVertexInputLayout::Attribute, Q_MOVABLE_TYPE);
Q_DECLARE_TYPEINFO(QRhiVertexInputLayout, Q_MOVABLE_TYPE);

struct Q_RHI_EXPORT QRhiGraphicsShaderStage
{
    enum Type {
        Vertex,
        Fragment,
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        TessellationControl,
        TessellationEvaluation
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    };

    QRhiGraphicsShaderStage() { }
    QRhiGraphicsShaderStage(Type type_, const QBakedShader &shader_)
        : type(type_), shader(shader_)
    { }

    Type type;
    QBakedShader shader;
};

Q_DECLARE_TYPEINFO(QRhiGraphicsShaderStage, Q_MOVABLE_TYPE);

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struct Q_RHI_EXPORT QRhiShaderResourceBinding
{
    enum Type {
        UniformBuffer,
        SampledTexture
    };

    enum StageFlag {
        VertexStage = 1 << 0,
        FragmentStage = 1 << 1,
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        TessellationControlStage = 1 << 2,
        TessellationEvaluationStage = 1 << 3
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    };
    Q_DECLARE_FLAGS(StageFlags, StageFlag)

    static QRhiShaderResourceBinding uniformBuffer(int binding_, StageFlags stage_, QRhiBuffer *buf_);
    static QRhiShaderResourceBinding uniformBuffer(int binding_, StageFlags stage_, QRhiBuffer *buf_, int offset_, int size_);
    static QRhiShaderResourceBinding sampledTexture(int binding_, StageFlags stage_, QRhiTexture *tex_, QRhiSampler *sampler_);

    int binding;
    StageFlags stage;
    Type type;
    struct UniformBufferData {
        QRhiBuffer *buf;
        int offset;
        int maybeSize;
    };
    struct SampledTextureData {
        QRhiTexture *tex;
        QRhiSampler *sampler;
    };
    union {
        UniformBufferData ubuf;
        SampledTextureData stex;
    };
};

Q_DECLARE_OPERATORS_FOR_FLAGS(QRhiShaderResourceBinding::StageFlags)
Q_DECLARE_TYPEINFO(QRhiShaderResourceBinding, Q_MOVABLE_TYPE);

struct Q_RHI_EXPORT QRhiTextureRenderTargetDescription
{
    struct Q_RHI_EXPORT ColorAttachment {
        ColorAttachment() { }
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        // either a texture or a renderbuffer
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        ColorAttachment(QRhiTexture *texture_) : texture(texture_) { }
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        ColorAttachment(QRhiRenderBuffer *renderBuffer_) : renderBuffer(renderBuffer_) { }

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        QRhiTexture *texture = nullptr;
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        QRhiRenderBuffer *renderBuffer = nullptr;
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        // for texture
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        int layer = 0; // face (0..5) for cubemaps
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        int level = 0; // only when non-multisample

        // When texture or renderBuffer is multisample. Optional. When set,
        // samples are resolved into this non-multisample texture. Note that
        // the msaa data may not be written out at all in this case. This is
        // the only way to get a non-msaa texture from an msaa render target as
        // we do not have an explicit resolve operation because it does not
        // exist in some APIs and would not be efficient with tiled GPUs anyways.
        QRhiTexture *resolveTexture = nullptr;
        int resolveLayer = 0; // unused for now since cubemaps cannot be multisample
        int resolveLevel = 0;
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    };

    QRhiTextureRenderTargetDescription()
    { }
    QRhiTextureRenderTargetDescription(const ColorAttachment &colorAttachment)
    { colorAttachments.append(colorAttachment); }
    QRhiTextureRenderTargetDescription(const ColorAttachment &colorAttachment, QRhiRenderBuffer *depthStencilBuffer_)
        : depthStencilBuffer(depthStencilBuffer_)
    { colorAttachments.append(colorAttachment); }
    QRhiTextureRenderTargetDescription(const ColorAttachment &colorAttachment, QRhiTexture *depthTexture_)
        : depthTexture(depthTexture_)
    { colorAttachments.append(colorAttachment); }

    QVector<ColorAttachment> colorAttachments;
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    // depth-stencil is is a renderbuffer, a texture, or none
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    QRhiRenderBuffer *depthStencilBuffer = nullptr;
    QRhiTexture *depthTexture = nullptr;
};

Q_DECLARE_TYPEINFO(QRhiTextureRenderTargetDescription::ColorAttachment, Q_MOVABLE_TYPE);
Q_DECLARE_TYPEINFO(QRhiTextureRenderTargetDescription, Q_MOVABLE_TYPE);

struct Q_RHI_EXPORT QRhiTextureUploadDescription
{
    struct Q_RHI_EXPORT Layer {
        struct Q_RHI_EXPORT MipLevel {
            MipLevel() { }
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            // either a QImage or compressed data (not both)
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            MipLevel(const QImage &image_) : image(image_) { }
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            MipLevel(const QByteArray &compressedData_) : compressedData(compressedData_) { }
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            QImage image;
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            QByteArray compressedData;
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            QPoint destinationTopLeft;
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            // Empty = entire subresource. For uncompressed this then means the
            // size of the source image must match the subresource. When
            // non-empty, this size is used.
            //
            // Works for compressed as well, but the first compressed upload
            // must always match the subresource size (and sourceSize can be
            // left unset) due to gfx api limitations with some backends.
            QSize sourceSize;

            // This is only supported for uncompressed. Setting sourceSize or
            // sourceTopLeft may trigger a QImage copy internally (depending on
            // the format and the gfx api).
            QPoint sourceTopLeft;
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        };
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        Layer() { }
        Layer(const QVector<MipLevel> &mipImages_) : mipImages(mipImages_) { }
        QVector<MipLevel> mipImages;
    };
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    QRhiTextureUploadDescription() { }
    QRhiTextureUploadDescription(const QVector<Layer> &layers_) : layers(layers_) { }
    QVector<Layer> layers; // 6 layers for cubemaps, 1 otherwise
};

Q_DECLARE_TYPEINFO(QRhiTextureUploadDescription::Layer::MipLevel, Q_MOVABLE_TYPE);
Q_DECLARE_TYPEINFO(QRhiTextureUploadDescription::Layer, Q_MOVABLE_TYPE);
Q_DECLARE_TYPEINFO(QRhiTextureUploadDescription, Q_MOVABLE_TYPE);

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struct Q_RHI_EXPORT QRhiTextureCopyDescription
{
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    QSize pixelSize; // empty = entire subresource
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    int sourceLayer = 0;
    int sourceLevel = 0;
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    QPoint sourceTopLeft;
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    int destinationLayer = 0;
    int destinationLevel = 0;
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    QPoint destinationTopLeft;
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};

Q_DECLARE_TYPEINFO(QRhiTextureCopyDescription, Q_MOVABLE_TYPE);

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struct Q_RHI_EXPORT QRhiReadbackDescription
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{
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    QRhiReadbackDescription() { } // source is the back buffer of the swapchain of the current frame (if the swapchain supports readback)
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    QRhiReadbackDescription(QRhiTexture *texture_) : texture(texture_) { } // source is the specified texture
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    // Note that reading back an msaa image is only supported for swapchains.
    // Multisample textures cannot be read back.
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    QRhiTexture *texture = nullptr;
    int layer = 0;
    int level = 0;
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};

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Q_DECLARE_TYPEINFO(QRhiReadbackDescription, Q_MOVABLE_TYPE);

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struct Q_RHI_EXPORT QRhiNativeHandles
{
};

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class Q_RHI_EXPORT QRhiResource
{
public:
    virtual ~QRhiResource();
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    virtual void release() = 0;
    void releaseAndDestroy();

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    QByteArray name() const;
    void setName(const QByteArray &name);

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protected:
    QRhiResource(QRhiImplementation *rhi_);
    Q_DISABLE_COPY(QRhiResource)
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    QRhiImplementation *rhi = nullptr;
    QByteArray objectName;
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};

class Q_RHI_EXPORT QRhiBuffer : public QRhiResource
{
public:
    enum Type {
        Immutable, // data never changes after initial upload - under the hood typically in device local (GPU) memory
        Static,    // data changes infrequently - under the hood typically device local and updated via a separate, host visible staging buffer
        Dynamic    // data changes frequently - under the hood typically host visible
    };

    enum UsageFlag {
        VertexBuffer = 1 << 0,
        IndexBuffer = 1 << 1,
        UniformBuffer = 1 << 2
    };
    Q_DECLARE_FLAGS(UsageFlags, UsageFlag)

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    Type type() const { return m_type; }
    void setType(Type t) { m_type = t; }

    UsageFlags usage() const { return m_usage; }
    void setUsage(UsageFlags u) { m_usage = u; }

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    // no restrictions here, up to the backend to round up if needed (that
    // won't be visible in the user-provided size reported here)
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    int size() const { return m_size; }
    void setSize(int sz) { m_size = sz; }
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    virtual bool build() = 0;

protected:
    QRhiBuffer(QRhiImplementation *rhi, Type type_, UsageFlags usage_, int size_);
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    Type m_type;
    UsageFlags m_usage;
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    int m_size;
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    void *m_reserved;
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};

Q_DECLARE_OPERATORS_FOR_FLAGS(QRhiBuffer::UsageFlags)

class Q_RHI_EXPORT QRhiTexture : public QRhiResource
{
public:
    enum Flag {
        RenderTarget = 1 << 0,
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        ChangesFrequently = 1 << 1, // hint for backend to keep staging resources around
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        CubeMap = 1 << 2,
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        MipMapped = 1 << 3,
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        sRGB = 1 << 4,
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        UsedAsTransferSource = 1 << 5, // will (also) be used as the source of a copy or readback
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        UsedWithGenerateMips = 1 << 6
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    };
    Q_DECLARE_FLAGS(Flags, Flag)

    enum Format {
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        UnknownFormat,

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        RGBA8,
        BGRA8,
        R8,
        R16,

        D16,
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        D32,

        BC1,
        BC2,
        BC3,
        BC4,
        BC5,
        BC6H,
        BC7,

        ETC2_RGB8,
        ETC2_RGB8A1,
        ETC2_RGBA8,

        ASTC_4x4,
        ASTC_5x4,
        ASTC_5x5,
        ASTC_6x5,
        ASTC_6x6,
        ASTC_8x5,
        ASTC_8x6,
        ASTC_8x8,
        ASTC_10x5,
        ASTC_10x6,
        ASTC_10x8,
        ASTC_10x10,
        ASTC_12x10,
        ASTC_12x12
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    };

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    Format format() const { return m_format; }
    void setFormat(Format fmt) { m_format = fmt; }

    QSize pixelSize() const { return m_pixelSize; }
    void setPixelSize(const QSize &sz) { m_pixelSize = sz; }

    Flags flags() const { return m_flags; }
    void setFlags(Flags f) { m_flags = f; }
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    int sampleCount() const { return m_sampleCount; }
    void setSampleCount(int s) { m_sampleCount = s; }

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    virtual bool build() = 0;
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    virtual const QRhiNativeHandles *nativeHandles();
    virtual bool buildFrom(const QRhiNativeHandles *src);
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protected:
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    QRhiTexture(QRhiImplementation *rhi, Format format_, const QSize &pixelSize_,
                int sampleCount_, Flags flags_);
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    Format m_format;
    QSize m_pixelSize;
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    int m_sampleCount;
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    Flags m_flags;
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    void *m_reserved;
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};

Q_DECLARE_OPERATORS_FOR_FLAGS(QRhiTexture::Flags)

class Q_RHI_EXPORT QRhiSampler : public QRhiResource
{
public:
    enum Filter {
        None, // for mipmapMode only
        Nearest,
        Linear
    };

    enum AddressMode {
        Repeat,
        ClampToEdge,
        Border,
        Mirror,
        MirrorOnce
    };

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    Filter magFilter() const { return m_magFilter; }
    void setMagFilter(Filter f) { m_magFilter = f; }

    Filter minFilter() const { return m_minFilter; }
    void setMinFilter(Filter f) { m_minFilter = f; }

    Filter mipmapMode() const { return m_mipmapMode; }
    void setMipmapMode(Filter f) { m_mipmapMode = f; }

    AddressMode addressU() const { return m_addressU; }
    void setAddressU(AddressMode mode) { m_addressU = mode; }

    AddressMode addressV() const { return m_addressV; }
    void setAddressV(AddressMode mode) { m_addressV = mode; }

    AddressMode addressW() const { return m_addressW; }
    void setAddressW(AddressMode mode) { m_addressW = mode; }
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    virtual bool build() = 0;

protected:
    QRhiSampler(QRhiImplementation *rhi,
                Filter magFilter_, Filter minFilter_, Filter mipmapMode_,
                AddressMode u_, AddressMode v_, AddressMode w_);
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    Filter m_magFilter;
    Filter m_minFilter;
    Filter m_mipmapMode;
    AddressMode m_addressU;
    AddressMode m_addressV;
    AddressMode m_addressW;
    void *m_reserved;
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};

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class Q_RHI_EXPORT QRhiRenderBuffer : public QRhiResource
{
public:
    enum Type {
        DepthStencil,
        Color
    };

    enum Flag {
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        UsedWithSwapChainOnly = 1 << 0 // use implicit winsys buffers, don't create anything (GL)
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    };
    Q_DECLARE_FLAGS(Flags, Flag)

    Type type() const { return m_type; }
    void setType(Type t) { m_type = t; }

    QSize pixelSize() const { return m_pixelSize; }
    void setPixelSize(const QSize &sz) { m_pixelSize = sz; }

    int sampleCount() const { return m_sampleCount; }
    void setSampleCount(int s) { m_sampleCount = s; }

    Flags flags() const { return m_flags; }
    void setFlags(Flags h) { m_flags = h; }

    virtual bool build() = 0;

    virtual QRhiTexture::Format backingFormat() const = 0;

protected:
    QRhiRenderBuffer(QRhiImplementation *rhi, Type type_, const QSize &pixelSize_,
                     int sampleCount_, Flags flags_);
    Type m_type;
    QSize m_pixelSize;
    int m_sampleCount;
    Flags m_flags;
    void *m_reserved;
};

Q_DECLARE_OPERATORS_FOR_FLAGS(QRhiRenderBuffer::Flags)

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class Q_RHI_EXPORT QRhiRenderPassDescriptor : public QRhiResource
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{
protected:
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    QRhiRenderPassDescriptor(QRhiImplementation *rhi);
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    void *m_reserved;
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};

class Q_RHI_EXPORT QRhiRenderTarget : public QRhiResource
{
public:
    enum Type {
        RtRef,
        RtTexture
    };

    virtual Type type() const = 0;
    virtual QSize sizeInPixels() const = 0;
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    virtual float devicePixelRatio() const = 0;
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    QRhiRenderPassDescriptor *renderPassDescriptor() const { return m_renderPassDesc; }
    void setRenderPassDescriptor(QRhiRenderPassDescriptor *desc) { m_renderPassDesc = desc; }
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protected:
    QRhiRenderTarget(QRhiImplementation *rhi);
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    QRhiRenderPassDescriptor *m_renderPassDesc = nullptr;
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    void *m_reserved;
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};

class Q_RHI_EXPORT QRhiTextureRenderTarget : public QRhiRenderTarget
{
public:
    enum Flag {
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        // the load-not-clear request is baked into the resources under the rpd
        // with some backends so it cannot be more dynamic than this
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        PreserveColorContents = 1 << 0,
        PreserveDepthStencilContents = 1 << 1
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    };
    Q_DECLARE_FLAGS(Flags, Flag)

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    QRhiTextureRenderTargetDescription description() const { return m_desc; }
    void setDescription(const QRhiTextureRenderTargetDescription &desc) { m_desc = desc; }
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    Flags flags() const { return m_flags; }
    void setFlags(Flags f) { m_flags = f; }

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    // To be called before build() with description and flags set.
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    // Textures in desc must already be built.
    // Note setRenderPassDescriptor() in the base class, that must still be called afterwards (but before build()).
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    virtual QRhiRenderPassDescriptor *newCompatibleRenderPassDescriptor() = 0;
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    // as usual, textures in desc must be built before calling build() on the rt
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    virtual bool build() = 0;

protected:
    QRhiTextureRenderTarget(QRhiImplementation *rhi, const QRhiTextureRenderTargetDescription &desc_, Flags flags_);
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    QRhiTextureRenderTargetDescription m_desc;
    Flags m_flags;
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};

Q_DECLARE_OPERATORS_FOR_FLAGS(QRhiTextureRenderTarget::Flags)

class Q_RHI_EXPORT QRhiShaderResourceBindings : public QRhiResource
{
public:
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    QVector<QRhiShaderResourceBinding> bindings() const { return m_bindings; }
    void setBindings(const QVector<QRhiShaderResourceBinding> &b) { m_bindings = b; }
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    virtual bool build() = 0;

protected:
    QRhiShaderResourceBindings(QRhiImplementation *rhi);
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    QVector<QRhiShaderResourceBinding> m_bindings;
    void *m_reserved;
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};

class Q_RHI_EXPORT QRhiGraphicsPipeline : public QRhiResource
{
public:
    enum Flag {
        UsesBlendConstants = 1 << 0,
        UsesStencilRef = 1 << 1,
        UsesScissor = 1 << 2
    };
    Q_DECLARE_FLAGS(Flags, Flag)

    enum Topology {
        Triangles,
        TriangleStrip,
        Lines,
        LineStrip,
        Points
    };

    enum CullMode { // not a bitmask since some apis use a mask, some don't
        None,
        Front,
        Back
    };

    enum FrontFace {
        CCW,
        CW
    };

    enum ColorMaskComponent {
        R = 1 << 0,
        G = 1 << 1,
        B = 1 << 2,
        A = 1 << 3
    };
    Q_DECLARE_FLAGS(ColorMask, ColorMaskComponent)

    enum BlendFactor {
        Zero,
        One,
        SrcColor,
        OneMinusSrcColor,
        DstColor,
        OneMinusDstColor,
        SrcAlpha,
        OneMinusSrcAlpha,
        DstAlpha,
        OneMinusDstAlpha,
        ConstantColor,
        OneMinusConstantColor,
        ConstantAlpha,
        OneMinusConstantAlpha,
        SrcAlphaSaturate,
        Src1Color,
        OneMinusSrc1Color,
        Src1Alpha,
        OneMinusSrc1Alpha
    };

    enum BlendOp {
        Add,
        Subtract,
        ReverseSubtract,
        Min,
        Max
    };

    struct TargetBlend {
        ColorMask colorWrite = ColorMask(0xF); // R | G | B | A
        bool enable = false;
        BlendFactor srcColor = One;
        BlendFactor dstColor = OneMinusSrcAlpha;
        BlendOp opColor = Add;
        BlendFactor srcAlpha = One;
        BlendFactor dstAlpha = OneMinusSrcAlpha;
        BlendOp opAlpha = Add;
    };

    enum CompareOp {
        Never,
        Less,
        Equal,
        LessOrEqual,
        Greater,
        NotEqual,
        GreaterOrEqual,
        Always
    };

    enum StencilOp {
        StencilZero,
        Keep,
        Replace,
        IncrementAndClamp,
        DecrementAndClamp,
        Invert,
        IncrementAndWrap,
        DecrementAndWrap
    };

    struct StencilOpState {
        StencilOp failOp = Keep;
        StencilOp depthFailOp = Keep;
        StencilOp passOp = Keep;
        CompareOp compareOp = Always;
    };

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    Flags flags() const { return m_flags; }
    void setFlags(Flags f) { m_flags = f; }

    Topology topology() const { return m_topology; }
    void setTopology(Topology t) { m_topology = t; }

    CullMode cullMode() const { return m_cullMode; }
    void setCullMode(CullMode mode) { m_cullMode = mode; }

    FrontFace frontFace() const { return m_frontFace; }
    void setFrontFace(FrontFace f) { m_frontFace = f; }

    QVector<TargetBlend> targetBlends() const { return m_targetBlends; }
    void setTargetBlends(const QVector<TargetBlend> &blends) { m_targetBlends = blends; }

    bool hasDepthTest() const { return m_depthTest; }
    void setDepthTest(bool enable) { m_depthTest = enable; }

    bool hasDepthWrite() const { return m_depthWrite; }
    void setDepthWrite(bool enable) { m_depthWrite = enable; }

    CompareOp depthOp() const { return m_depthOp; }
    void setDepthOp(CompareOp op) { m_depthOp = op; }

    bool hasStencilTest() const { return m_stencilTest; }
    void setStencilTest(bool enable) { m_stencilTest = enable; }

    StencilOpState stencilFront() const { return m_stencilFront; }
    void setStencilFront(const StencilOpState &state) { m_stencilFront = state; }

    StencilOpState stencilBack() const { return m_stencilBack; }
    void setStencilBack(const StencilOpState &state) { m_stencilBack = state; }

    quint32 stencilReadMask() const { return m_stencilReadMask; }
    void setStencilReadMask(quint32 mask) { m_stencilReadMask = mask; }

    quint32 stencilWriteMask() const { return m_stencilWriteMask; }
    void setStencilWriteMask(quint32 mask) { m_stencilWriteMask = mask; }

    int sampleCount() const { return m_sampleCount; }
    void setSampleCount(int s) { m_sampleCount = s; }

    QVector<QRhiGraphicsShaderStage> shaderStages() const { return m_shaderStages; }
    void setShaderStages(const QVector<QRhiGraphicsShaderStage> &stages) { m_shaderStages = stages; }

    QRhiVertexInputLayout vertexInputLayout() const { return m_vertexInputLayout; }
    void setVertexInputLayout(const QRhiVertexInputLayout &layout) { m_vertexInputLayout = layout; }

    QRhiShaderResourceBindings *shaderResourceBindings() const { return m_shaderResourceBindings; }
    void setShaderResourceBindings(QRhiShaderResourceBindings *srb) { m_shaderResourceBindings = srb; }

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    QRhiRenderPassDescriptor *renderPassDescriptor() const { return m_renderPassDesc; }
    void setRenderPassDescriptor(QRhiRenderPassDescriptor *desc) { m_renderPassDesc = desc; }
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    virtual bool build() = 0;

protected:
    QRhiGraphicsPipeline(QRhiImplementation *rhi);
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    Flags m_flags;
    Topology m_topology = Triangles;
    CullMode m_cullMode = None;
    FrontFace m_frontFace = CCW;
    QVector<TargetBlend> m_targetBlends; // no blend when empty
    bool m_depthTest = false;
    bool m_depthWrite = false;
    CompareOp m_depthOp = Less;
    bool m_stencilTest = false;
    StencilOpState m_stencilFront;
    StencilOpState m_stencilBack;
    quint32 m_stencilReadMask = 0xFF; // applies to both faces
    quint32 m_stencilWriteMask = 0xFF; // applies to both faces
    int m_sampleCount = 1; // MSAA, swapchain+depthstencil must match
    QVector<QRhiGraphicsShaderStage> m_shaderStages;
    QRhiVertexInputLayout m_vertexInputLayout;
    QRhiShaderResourceBindings *m_shaderResourceBindings = nullptr; // must be built by the time ps' build() is called
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    QRhiRenderPassDescriptor *m_renderPassDesc = nullptr;
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    void *m_reserved;
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};

Q_DECLARE_OPERATORS_FOR_FLAGS(QRhiGraphicsPipeline::Flags)
Q_DECLARE_OPERATORS_FOR_FLAGS(QRhiGraphicsPipeline::ColorMask)
Q_DECLARE_TYPEINFO(QRhiGraphicsPipeline::TargetBlend, Q_MOVABLE_TYPE);

class Q_RHI_EXPORT QRhiSwapChain : public QRhiResource
{
public:
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    enum Flag {
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        SurfaceHasPreMulAlpha = 1 << 0,
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        SurfaceHasNonPreMulAlpha = 1 << 1,
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        sRGB = 1 << 2,
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        UsedAsTransferSource = 1 << 3, // will be read back
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        NoVSync = 1 << 4 // may be implementation specific what this results in
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    };
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    Q_DECLARE_FLAGS(Flags, Flag)
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    QWindow *window() const { return m_window; }
    void setWindow(QWindow *window) { m_window = window; }

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    Flags flags() const { return m_flags; }
    void setFlags(Flags f) { m_flags = f; }
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    QRhiRenderBuffer *depthStencil() const { return m_depthStencil; }
    void setDepthStencil(QRhiRenderBuffer *ds) { m_depthStencil = ds; }

    int sampleCount() const { return m_sampleCount; }
    void setSampleCount(int samples) { m_sampleCount = samples; }

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    QRhiRenderPassDescriptor *renderPassDescriptor() const { return m_renderPassDesc; }
    void setRenderPassDescriptor(QRhiRenderPassDescriptor *desc) { m_renderPassDesc = desc; }
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    // Alternatively, integrate with an existing swapchain, f.ex.
    // QVulkanWindow. Other settings have no effect when this is set.
    QObject *target() const { return m_target; }
    void setTarget(QObject *obj) { m_target = obj; }

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    QSize currentPixelSize() const { return m_currentPixelSize; }

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    virtual QRhiCommandBuffer *currentFrameCommandBuffer() = 0;
    virtual QRhiRenderTarget *currentFrameRenderTarget() = 0;
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    virtual QSize surfacePixelSize() = 0;
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    virtual QRhiRenderPassDescriptor *newCompatibleRenderPassDescriptor() = 0;
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    virtual bool buildOrResize() = 0;
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protected:
    QRhiSwapChain(QRhiImplementation *rhi);
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    QWindow *m_window = nullptr;
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    Flags m_flags;
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    QRhiRenderBuffer *m_depthStencil = nullptr;
    int m_sampleCount = 1;
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    QRhiRenderPassDescriptor *m_renderPassDesc = nullptr;
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    QObject *m_target = nullptr;
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    QSize m_currentPixelSize;
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    void *m_reserved;
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};

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Q_DECLARE_OPERATORS_FOR_FLAGS(QRhiSwapChain::Flags)
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class Q_RHI_EXPORT QRhiCommandBuffer : public QRhiResource
{
public:
    enum IndexFormat {
        IndexUInt16,
        IndexUInt32
    };

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    void resourceUpdate(QRhiResourceUpdateBatch *resourceUpdates);

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    void beginPass(QRhiRenderTarget *rt,
                   const QRhiColorClearValue &colorClearValue, // ignored when rt has PreserveColorContents
                   const QRhiDepthStencilClearValue &depthStencilClearValue, // ignored when no ds attachment
                   QRhiResourceUpdateBatch *resourceUpdates = nullptr);
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    void endPass(QRhiResourceUpdateBatch *resourceUpdates = nullptr);
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    void setGraphicsPipeline(QRhiGraphicsPipeline *ps,
                             QRhiShaderResourceBindings *srb = nullptr);

    using VertexInput = QPair<QRhiBuffer *, quint32>; // buffer, offset
    void setVertexInput(int startBinding, const QVector<VertexInput> &bindings,
                        QRhiBuffer *indexBuf = nullptr, quint32 indexOffset = 0,
                        IndexFormat indexFormat = IndexUInt16);

    void setViewport(const QRhiViewport &viewport);
    void setScissor(const QRhiScissor &scissor);
    void setBlendConstants(const QVector4D &c);
    void setStencilRef(quint32 refValue);

    void draw(quint32 vertexCount,
              quint32 instanceCount = 1,
              quint32 firstVertex = 0,
              quint32 firstInstance = 0);

    void drawIndexed(quint32 indexCount,
                     quint32 instanceCount = 1,
                     quint32 firstIndex = 0,
                     qint32 vertexOffset = 0,
                     quint32 firstInstance = 0);

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    void debugMarkBegin(const QByteArray &name);
    void debugMarkEnd();
    void debugMarkMsg(const QByteArray &msg);

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protected:
    QRhiCommandBuffer(QRhiImplementation *rhi);
    void *m_reserved;
};

struct Q_RHI_EXPORT QRhiReadbackResult
{
    std::function<void()> completed = nullptr;
    QRhiTexture::Format format;
    QSize pixelSize;
    QByteArray data;
}; // non-movable due to the std::function
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class Q_RHI_EXPORT QRhiResourceUpdateBatch
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{
public:
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    enum TexturePrepareFlag {
        TextureRead = 1 << 0,
        TextureWrite = 1 << 1
    };
    Q_DECLARE_FLAGS(TexturePrepareFlags, TexturePrepareFlag)

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    ~QRhiResourceUpdateBatch();
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    void release();

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    void merge(QRhiResourceUpdateBatch *other);

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    void updateDynamicBuffer(QRhiBuffer *buf, int offset, int size, const void *data);
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    void uploadStaticBuffer(QRhiBuffer *buf, int offset, int size, const void *data);
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    void uploadStaticBuffer(QRhiBuffer *buf, const void *data);
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    void uploadTexture(QRhiTexture *tex, const QRhiTextureUploadDescription &desc);
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    void uploadTexture(QRhiTexture *tex, const QImage &image); // shortcut
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    void copyTexture(QRhiTexture *dst, QRhiTexture *src, const QRhiTextureCopyDescription &desc = QRhiTextureCopyDescription());
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    void readBackTexture(const QRhiReadbackDescription &rb, QRhiReadbackResult *result);
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    void generateMips(QRhiTexture *tex);
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    void prepareTextureForUse(QRhiTexture *tex, TexturePrepareFlags flags);

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private:
    QRhiResourceUpdateBatch(QRhiImplementation *rhi);
    Q_DISABLE_COPY(QRhiResourceUpdateBatch)
    QRhiResourceUpdateBatchPrivate *d;
    friend struct QRhiResourceUpdateBatchPrivate;
    friend class QRhi;
};

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Q_DECLARE_OPERATORS_FOR_FLAGS(QRhiResourceUpdateBatch::TexturePrepareFlags)

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struct Q_RHI_EXPORT QRhiInitParams
{
};

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// A QRhi instance can be created and used on any thread but all usage must be
// limited to that one single thread.
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class Q_RHI_EXPORT QRhi
{
public:
    enum Implementation {
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        Null,
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        Vulkan,
        OpenGLES2,
        D3D11,
        Metal
    };

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    enum Flag {
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        EnableProfiling = 1 << 0,
        EnableDebugMarkers = 1 << 1
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    };
    Q_DECLARE_FLAGS(Flags, Flag)

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    enum FrameOpResult {
        FrameOpSuccess = 0,
        FrameOpError,
        FrameOpSwapChainOutOfDate,
        FrameOpDeviceLost
    };

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    enum Feature {
        MultisampleTexture = 1,
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        MultisampleRenderBuffer,
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        DebugMarkers,
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        Timestamps,
        Instancing,
        CustomInstanceStepRate
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    };

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    enum ResourceSizeLimit {
        TextureSizeMin = 1,
        TextureSizeMax
    };

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    ~QRhi();

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    static QRhi *create(Implementation impl, QRhiInitParams *params, Flags flags = Flags());
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    QRhiGraphicsPipeline *newGraphicsPipeline();
    QRhiShaderResourceBindings *newShaderResourceBindings();
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    QRhiBuffer *newBuffer(QRhiBuffer::Type type,
                          QRhiBuffer::UsageFlags usage,
                          int size);
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    QRhiRenderBuffer *newRenderBuffer(QRhiRenderBuffer::Type type,
                                      const QSize &pixelSize,
                                      int sampleCount = 1,
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                                      QRhiRenderBuffer::Flags flags = QRhiRenderBuffer::Flags());
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    QRhiTexture *newTexture(QRhiTexture::Format format,
                            const QSize &pixelSize,
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                            int sampleCount = 1,
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                            QRhiTexture::Flags flags = QRhiTexture::Flags());
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    QRhiSampler *newSampler(QRhiSampler::Filter magFilter, QRhiSampler::Filter minFilter,
                            QRhiSampler::Filter mipmapMode,
                            QRhiSampler::AddressMode u, QRhiSampler::AddressMode v, QRhiSampler::AddressMode w = QRhiSampler::ClampToEdge);
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    QRhiTextureRenderTarget *newTextureRenderTarget(const QRhiTextureRenderTargetDescription &desc,
                                                    QRhiTextureRenderTarget::Flags flags = QRhiTextureRenderTarget::Flags());
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    QRhiSwapChain *newSwapChain();
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    FrameOpResult beginFrame(QRhiSwapChain *swapChain);
    FrameOpResult endFrame(QRhiSwapChain *swapChain);

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    FrameOpResult beginOffscreenFrame(QRhiCommandBuffer **cb);
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    FrameOpResult endOffscreenFrame();

    QRhi::FrameOpResult finish();
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    QRhiResourceUpdateBatch *nextResourceUpdateBatch();

    QVector<int> supportedSampleCounts() const;

    int ubufAlignment() const;
    int ubufAligned(int v) const;

    int mipLevelsForSize(const QSize &size) const;
    QSize sizeForMipLevel(int mipLevel, const QSize &baseLevelSize) const;

    bool isYUpInFramebuffer() const;

    QMatrix4x4 clipSpaceCorrMatrix() const;

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    bool isTextureFormatSupported(QRhiTexture::Format format, QRhiTexture::Flags flags = QRhiTexture::Flags()) const;
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    bool isFeatureSupported(QRhi::Feature feature) const;
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    int resourceSizeLimit(ResourceSizeLimit limit) const;
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    const QRhiNativeHandles *nativeHandles();

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    QRhiProfiler *profiler();
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protected:
    QRhi();

private:
    Q_DISABLE_COPY(QRhi)
    QRhiImplementation *d = nullptr;
};

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Q_DECLARE_OPERATORS_FOR_FLAGS(QRhi::Flags)

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QT_END_NAMESPACE

#endif