blob: 97a256b9cfa67859b110085a51d0b5960e44d92f [file] [log] [blame]
/****************************************************************************
**
** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
** Copyright (C) 2016 Svenn-Arne Dragly.
** Contact: https://www.qt.io/licensing/
**
** This file is part of the Qt3D module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
** 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 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.LGPL3 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-3.0.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 (at your option) the GNU General
** Public license version 3 or 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.GPL2 and 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-2.0.html and
** https://www.gnu.org/licenses/gpl-3.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/
#include "graphicshelperes3_p.h"
#include <private/attachmentpack_p.h>
#include <qgraphicsutils_p.h>
#include <logging_p.h>
#include <QOpenGLExtraFunctions>
QT_BEGIN_NAMESPACE
// ES 3.0+
#ifndef GL_SAMPLER_3D
#define GL_SAMPLER_3D 0x8B5F
#endif
#ifndef GL_SAMPLER_2D_SHADOW
#define GL_SAMPLER_2D_SHADOW 0x8B62
#endif
#ifndef GL_SAMPLER_CUBE_SHADOW
#define GL_SAMPLER_CUBE_SHADOW 0x8DC5
#endif
#ifndef GL_SAMPLER_2D_ARRAY
#define GL_SAMPLER_2D_ARRAY 0x8DC1
#endif
#ifndef GL_SAMPLER_2D_ARRAY_SHADOW
#define GL_SAMPLER_2D_ARRAY_SHADOW 0x8DC4
#endif
#ifndef GL_FLOAT_MAT2x3
#define GL_FLOAT_MAT2x3 0x8B65
#endif
#ifndef GL_FLOAT_MAT2x4
#define GL_FLOAT_MAT2x4 0x8B66
#endif
#ifndef GL_FLOAT_MAT3x2
#define GL_FLOAT_MAT3x2 0x8B67
#endif
#ifndef GL_FLOAT_MAT3x4
#define GL_FLOAT_MAT3x4 0x8B68
#endif
#ifndef GL_FLOAT_MAT4x2
#define GL_FLOAT_MAT4x2 0x8B69
#endif
#ifndef GL_FLOAT_MAT4x3
#define GL_FLOAT_MAT4x3 0x8B6A
#endif
#ifndef GL_UNSIGNED_INT_VEC2
#define GL_UNSIGNED_INT_VEC2 0x8DC6
#endif
#ifndef GL_UNSIGNED_INT_VEC3
#define GL_UNSIGNED_INT_VEC3 0x8DC7
#endif
#ifndef GL_UNSIGNED_INT_VEC4
#define GL_UNSIGNED_INT_VEC4 0x8DC8
#endif
#ifndef GL_INT_SAMPLER_2D
#define GL_INT_SAMPLER_2D 0x8DCA
#endif
#ifndef GL_INT_SAMPLER_3D
#define GL_INT_SAMPLER_3D 0x8DCB
#endif
#ifndef GL_INT_SAMPLER_CUBE
#define GL_INT_SAMPLER_CUBE 0x8DCC
#endif
#ifndef GL_INT_SAMPLER_2D_ARRAY
#define GL_INT_SAMPLER_2D_ARRAY 0x8DCF
#endif
#ifndef GL_UNSIGNED_INT_SAMPLER_2D
#define GL_UNSIGNED_INT_SAMPLER_2D 0x8DD2
#endif
#ifndef GL_UNSIGNED_INT_SAMPLER_3D
#define GL_UNSIGNED_INT_SAMPLER_3D 0x8DD3
#endif
#ifndef GL_UNSIGNED_INT_SAMPLER_CUBE
#define GL_UNSIGNED_INT_SAMPLER_CUBE 0x8DD4
#endif
#ifndef GL_UNSIGNED_INT_SAMPLER_2D_ARRAY
#define GL_UNSIGNED_INT_SAMPLER_2D_ARRAY 0x8DD7
#endif
#ifndef GL_ACTIVE_UNIFORM_BLOCKS
#define GL_ACTIVE_UNIFORM_BLOCKS 0x8A36
#endif
#ifndef GL_UNIFORM_BLOCK_INDEX
#define GL_UNIFORM_BLOCK_INDEX 0x8A3A
#endif
#ifndef GL_UNIFORM_OFFSET
#define GL_UNIFORM_OFFSET 0x8A3B
#endif
#ifndef GL_UNIFORM_ARRAY_STRIDE
#define GL_UNIFORM_ARRAY_STRIDE 0x8A3C
#endif
#ifndef GL_UNIFORM_MATRIX_STRIDE
#define GL_UNIFORM_MATRIX_STRIDE 0x8A3D
#endif
#ifndef GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS
#define GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS 0x8A42
#endif
#ifndef GL_UNIFORM_BLOCK_BINDING
#define GL_UNIFORM_BLOCK_BINDING 0x8A3F
#endif
#ifndef GL_UNIFORM_BLOCK_DATA_SIZE
#define GL_UNIFORM_BLOCK_DATA_SIZE 0x8A40
#endif
#ifndef GL_DRAW_FRAMEBUFFER
#define GL_DRAW_FRAMEBUFFER 0x8CA9
#endif
#ifndef GL_READ_FRAMEBUFFER
#define GL_READ_FRAMEBUFFER 0x8CA8
#endif
#ifndef GL_SIGNALED
#define GL_SIGNALED 0x9119
#endif
#ifndef GL_SYNC_STATUS
#define GL_SYNC_STATUS 0x9114
#endif
#ifndef GL_TIMEOUT_IGNORED
#define GL_TIMEOUT_IGNORED 0xFFFFFFFFFFFFFFFFull
#endif
#ifndef GL_SYNC_GPU_COMMANDS_COMPLETE
#define GL_SYNC_GPU_COMMANDS_COMPLETE 0x9117
#endif
#ifndef GL_SYNC_FLUSH_COMMANDS_BIT
#define GL_SYNC_FLUSH_COMMANDS_BIT 0x00000001
#endif
namespace Qt3DRender {
namespace Render {
namespace OpenGL {
GraphicsHelperES3::GraphicsHelperES3()
{
}
GraphicsHelperES3::~GraphicsHelperES3()
{
}
void GraphicsHelperES3::initializeHelper(QOpenGLContext *context,
QAbstractOpenGLFunctions *functions)
{
GraphicsHelperES2::initializeHelper(context, functions);
m_extraFuncs = context->extraFunctions();
Q_ASSERT(m_extraFuncs);
}
void GraphicsHelperES3::drawElementsInstancedBaseVertexBaseInstance(GLenum primitiveType,
GLsizei primitiveCount,
GLint indexType,
void *indices,
GLsizei instances,
GLint baseVertex,
GLint baseInstance)
{
if (baseInstance != 0)
qWarning() << "glDrawElementsInstancedBaseVertexBaseInstance is not supported with OpenGL ES 3";
if (baseVertex != 0)
qWarning() << "glDrawElementsInstancedBaseVertex is not supported with OpenGL ES 3";
m_extraFuncs->glDrawElementsInstanced(primitiveType,
primitiveCount,
indexType,
indices,
instances);
}
void GraphicsHelperES3::vertexAttribDivisor(GLuint index, GLuint divisor)
{
m_extraFuncs->glVertexAttribDivisor(index, divisor);
}
void GraphicsHelperES3::vertexAttributePointer(GLenum shaderDataType,
GLuint index,
GLint size,
GLenum type,
GLboolean normalized,
GLsizei stride,
const GLvoid *pointer)
{
switch (shaderDataType) {
case GL_FLOAT:
case GL_FLOAT_VEC2:
case GL_FLOAT_VEC3:
case GL_FLOAT_VEC4:
case GL_FLOAT_MAT2:
case GL_FLOAT_MAT2x3:
case GL_FLOAT_MAT2x4:
case GL_FLOAT_MAT3:
case GL_FLOAT_MAT3x2:
case GL_FLOAT_MAT3x4:
case GL_FLOAT_MAT4x2:
case GL_FLOAT_MAT4x3:
case GL_FLOAT_MAT4:
m_funcs->glVertexAttribPointer(index, size, type, normalized, stride, pointer);
break;
case GL_INT:
case GL_INT_VEC2:
case GL_INT_VEC3:
case GL_INT_VEC4:
case GL_UNSIGNED_INT:
case GL_UNSIGNED_INT_VEC2:
case GL_UNSIGNED_INT_VEC3:
case GL_UNSIGNED_INT_VEC4:
m_extraFuncs->glVertexAttribIPointer(index, size, type, stride, pointer);
break;
default:
qCWarning(Rendering) << "vertexAttribPointer: Unhandled type";
Q_UNREACHABLE();
}
}
void GraphicsHelperES3::drawArraysInstanced(GLenum primitiveType, GLint first, GLsizei count, GLsizei instances)
{
m_extraFuncs->glDrawArraysInstanced(primitiveType,
first,
count,
instances);
}
void GraphicsHelperES3::readBuffer(GLenum mode)
{
m_extraFuncs->glReadBuffer(mode);
}
void GraphicsHelperES3::drawBuffer(GLenum mode)
{
Q_UNUSED(mode);
qWarning() << "glDrawBuffer is not supported with OpenGL ES 3";
}
void GraphicsHelperES3::bindFrameBufferAttachment(QOpenGLTexture *texture, const Attachment &attachment)
{
GLenum attr = GL_COLOR_ATTACHMENT0;
if (attachment.m_point <= QRenderTargetOutput::Color15)
attr = GL_COLOR_ATTACHMENT0 + attachment.m_point;
else if (attachment.m_point == QRenderTargetOutput::Depth)
attr = GL_DEPTH_ATTACHMENT;
else if (attachment.m_point == QRenderTargetOutput::Stencil)
attr = GL_STENCIL_ATTACHMENT;
else
qCritical() << "Unsupported FBO attachment OpenGL ES 3.0";
const QOpenGLTexture::Target target = texture->target();
if (target == QOpenGLTexture::TargetCubeMap && attachment.m_face == QAbstractTexture::AllFaces) {
qWarning() << "OpenGL ES 3.0 doesn't handle attaching all the faces of a cube map texture at once to an FBO";
return;
}
texture->bind();
if (target == QOpenGLTexture::Target2D)
m_funcs->glFramebufferTexture2D(GL_FRAMEBUFFER, attr, target, texture->textureId(), attachment.m_mipLevel);
else if (target == QOpenGLTexture::TargetCubeMap)
m_funcs->glFramebufferTexture2D(GL_FRAMEBUFFER, attr, attachment.m_face, texture->textureId(), attachment.m_mipLevel);
else
qCritical() << "Unsupported Texture FBO attachment format";
texture->release();
}
void GraphicsHelperES3::bindFrameBufferObject(GLuint frameBufferId, GraphicsHelperInterface::FBOBindMode mode)
{
switch (mode) {
case FBODraw:
m_funcs->glBindFramebuffer(GL_DRAW_FRAMEBUFFER, frameBufferId);
return;
case FBORead:
m_funcs->glBindFramebuffer(GL_READ_FRAMEBUFFER, frameBufferId);
return;
case FBOReadAndDraw:
default:
m_funcs->glBindFramebuffer(GL_FRAMEBUFFER, frameBufferId);
return;
}
}
bool GraphicsHelperES3::supportsFeature(GraphicsHelperInterface::Feature feature) const
{
switch (feature) {
case RenderBufferDimensionRetrieval:
case MRT:
case BlitFramebuffer:
case UniformBufferObject:
case MapBuffer:
case Fences:
return true;
default:
return false;
}
}
void GraphicsHelperES3::drawBuffers(GLsizei n, const int *bufs)
{
QVarLengthArray<GLenum, 16> drawBufs(n);
for (int i = 0; i < n; i++)
drawBufs[i] = GL_COLOR_ATTACHMENT0 + bufs[i];
m_extraFuncs->glDrawBuffers(n, drawBufs.constData());
}
UniformType GraphicsHelperES3::uniformTypeFromGLType(GLenum glType)
{
switch (glType) {
case GL_SAMPLER_3D:
case GL_SAMPLER_2D_SHADOW:
case GL_SAMPLER_CUBE_SHADOW:
case GL_SAMPLER_2D_ARRAY:
case GL_SAMPLER_2D_ARRAY_SHADOW:
return UniformType::Sampler;
default:
return GraphicsHelperES2::uniformTypeFromGLType(glType);
}
}
uint GraphicsHelperES3::uniformByteSize(const ShaderUniform &description)
{
uint rawByteSize = 0;
int arrayStride = qMax(description.m_arrayStride, 0);
int matrixStride = qMax(description.m_matrixStride, 0);
switch (description.m_type) {
case GL_FLOAT_VEC2:
case GL_INT_VEC2:
case GL_UNSIGNED_INT_VEC2:
rawByteSize = 8;
break;
case GL_FLOAT_VEC3:
case GL_INT_VEC3:
case GL_UNSIGNED_INT_VEC3:
rawByteSize = 12;
break;
case GL_FLOAT_VEC4:
case GL_INT_VEC4:
case GL_UNSIGNED_INT_VEC4:
rawByteSize = 16;
break;
case GL_FLOAT_MAT2:
rawByteSize = matrixStride ? 2 * matrixStride : 16;
break;
case GL_FLOAT_MAT2x4:
rawByteSize = matrixStride ? 2 * matrixStride : 32;
break;
case GL_FLOAT_MAT4x2:
rawByteSize = matrixStride ? 4 * matrixStride : 32;
break;
case GL_FLOAT_MAT3:
rawByteSize = matrixStride ? 3 * matrixStride : 36;
break;
case GL_FLOAT_MAT2x3:
rawByteSize = matrixStride ? 2 * matrixStride : 24;
break;
case GL_FLOAT_MAT3x2:
rawByteSize = matrixStride ? 3 * matrixStride : 24;
break;
case GL_FLOAT_MAT4:
rawByteSize = matrixStride ? 4 * matrixStride : 64;
break;
case GL_FLOAT_MAT4x3:
rawByteSize = matrixStride ? 4 * matrixStride : 48;
break;
case GL_FLOAT_MAT3x4:
rawByteSize = matrixStride ? 3 * matrixStride : 48;
break;
case GL_BOOL:
rawByteSize = 1;
break;
case GL_BOOL_VEC2:
rawByteSize = 2;
break;
case GL_BOOL_VEC3:
rawByteSize = 3;
break;
case GL_BOOL_VEC4:
rawByteSize = 4;
break;
case GL_INT:
case GL_FLOAT:
case GL_UNSIGNED_INT:
case GL_SAMPLER_2D:
case GL_SAMPLER_3D:
case GL_SAMPLER_CUBE:
case GL_INT_SAMPLER_2D:
case GL_INT_SAMPLER_3D:
case GL_INT_SAMPLER_CUBE:
case GL_UNSIGNED_INT_SAMPLER_2D:
case GL_UNSIGNED_INT_SAMPLER_3D:
case GL_UNSIGNED_INT_SAMPLER_CUBE:
case GL_SAMPLER_2D_SHADOW:
case GL_SAMPLER_CUBE_SHADOW:
case GL_SAMPLER_2D_ARRAY:
case GL_INT_SAMPLER_2D_ARRAY:
case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY:
case GL_SAMPLER_2D_ARRAY_SHADOW:
rawByteSize = 4;
break;
}
return arrayStride ? rawByteSize * arrayStride : rawByteSize;
}
void *GraphicsHelperES3::fenceSync()
{
return m_extraFuncs->glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
}
void GraphicsHelperES3::clientWaitSync(void *sync, GLuint64 nanoSecTimeout)
{
m_extraFuncs->glClientWaitSync(static_cast<GLsync>(sync), GL_SYNC_FLUSH_COMMANDS_BIT, nanoSecTimeout);
}
void GraphicsHelperES3::waitSync(void *sync)
{
m_extraFuncs->glWaitSync(static_cast<GLsync>(sync), 0, GL_TIMEOUT_IGNORED);
}
bool GraphicsHelperES3::wasSyncSignaled(void *sync)
{
GLint v;
m_extraFuncs->glGetSynciv(static_cast<GLsync>(sync),
GL_SYNC_STATUS,
sizeof(v),
nullptr,
&v);
return v == GL_SIGNALED;
}
void GraphicsHelperES3::deleteSync(void *sync)
{
m_extraFuncs->glDeleteSync(static_cast<GLsync>(sync));
}
void GraphicsHelperES3::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter)
{
m_extraFuncs->glBlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter);
}
void GraphicsHelperES3::bindBufferBase(GLenum target, GLuint index, GLuint buffer)
{
m_extraFuncs->glBindBufferBase(target, index, buffer);
}
bool GraphicsHelperES3::frameBufferNeedsRenderBuffer(const Attachment &attachment)
{
// Use a renderbuffer for combined depth+stencil attachments since this is
// problematic before GLES 3.2. Keep using textures for everything else.
return attachment.m_point == QRenderTargetOutput::DepthStencil;
}
void GraphicsHelperES3::bindUniformBlock(GLuint programId, GLuint uniformBlockIndex, GLuint uniformBlockBinding)
{
m_extraFuncs->glUniformBlockBinding(programId, uniformBlockIndex, uniformBlockBinding);
}
void GraphicsHelperES3::buildUniformBuffer(const QVariant &v, const ShaderUniform &description, QByteArray &buffer)
{
char *bufferData = buffer.data();
switch (description.m_type) {
case GL_FLOAT: {
const GLfloat *data = QGraphicsUtils::valueArrayFromVariant<GLfloat>(v, description.m_size, 1);
QGraphicsUtils::fillDataArray(bufferData, data, description, 1);
break;
}
case GL_FLOAT_VEC2: {
const GLfloat *data = QGraphicsUtils::valueArrayFromVariant<GLfloat>(v, description.m_size, 2);
QGraphicsUtils::fillDataArray(bufferData, data, description, 2);
break;
}
case GL_FLOAT_VEC3: {
const GLfloat *data = QGraphicsUtils::valueArrayFromVariant<GLfloat>(v, description.m_size, 3);
QGraphicsUtils::fillDataArray(bufferData, data, description, 3);
break;
}
case GL_FLOAT_VEC4: {
const GLfloat *data = QGraphicsUtils::valueArrayFromVariant<GLfloat>(v, description.m_size, 4);
QGraphicsUtils::fillDataArray(bufferData, data, description, 4);
break;
}
case GL_FLOAT_MAT2: {
const GLfloat *data = QGraphicsUtils::valueArrayFromVariant<GLfloat>(v, description.m_size, 4);
QGraphicsUtils::fillDataMatrixArray(bufferData, data, description, 2, 2);
break;
}
case GL_FLOAT_MAT2x3: {
const GLfloat *data = QGraphicsUtils::valueArrayFromVariant<GLfloat>(v, description.m_size, 6);
QGraphicsUtils::fillDataMatrixArray(bufferData, data, description, 2, 3);
break;
}
case GL_FLOAT_MAT2x4: {
const GLfloat *data = QGraphicsUtils::valueArrayFromVariant<GLfloat>(v, description.m_size, 8);
QGraphicsUtils::fillDataMatrixArray(bufferData, data, description, 2, 4);
break;
}
case GL_FLOAT_MAT3: {
const GLfloat *data = QGraphicsUtils::valueArrayFromVariant<GLfloat>(v, description.m_size, 9);
QGraphicsUtils::fillDataMatrixArray(bufferData, data, description, 3, 3);
break;
}
case GL_FLOAT_MAT3x2: {
const GLfloat *data = QGraphicsUtils::valueArrayFromVariant<GLfloat>(v, description.m_size, 6);
QGraphicsUtils::fillDataMatrixArray(bufferData, data, description, 3, 2);
break;
}
case GL_FLOAT_MAT3x4: {
const GLfloat *data = QGraphicsUtils::valueArrayFromVariant<GLfloat>(v, description.m_size, 12);
QGraphicsUtils::fillDataMatrixArray(bufferData, data, description, 3, 4);
break;
}
case GL_FLOAT_MAT4: {
const GLfloat *data = QGraphicsUtils::valueArrayFromVariant<GLfloat>(v, description.m_size, 16);
QGraphicsUtils::fillDataMatrixArray(bufferData, data, description, 4, 4);
break;
}
case GL_FLOAT_MAT4x2: {
const GLfloat *data = QGraphicsUtils::valueArrayFromVariant<GLfloat>(v, description.m_size, 8);
QGraphicsUtils::fillDataMatrixArray(bufferData, data, description, 4, 2);
break;
}
case GL_FLOAT_MAT4x3: {
const GLfloat *data = QGraphicsUtils::valueArrayFromVariant<GLfloat>(v, description.m_size, 12);
QGraphicsUtils::fillDataMatrixArray(bufferData, data, description, 4, 3);
break;
}
case GL_INT: {
const GLint *data = QGraphicsUtils::valueArrayFromVariant<GLint>(v, description.m_size, 1);
QGraphicsUtils::fillDataArray(bufferData, data, description, 1);
break;
}
case GL_INT_VEC2: {
const GLint *data = QGraphicsUtils::valueArrayFromVariant<GLint>(v, description.m_size, 2);
QGraphicsUtils::fillDataArray(bufferData, data, description, 2);
break;
}
case GL_INT_VEC3: {
const GLint *data = QGraphicsUtils::valueArrayFromVariant<GLint>(v, description.m_size, 3);
QGraphicsUtils::fillDataArray(bufferData, data, description, 3);
break;
}
case GL_INT_VEC4: {
const GLint *data = QGraphicsUtils::valueArrayFromVariant<GLint>(v, description.m_size, 4);
QGraphicsUtils::fillDataArray(bufferData, data, description, 4);
break;
}
case GL_UNSIGNED_INT: {
const GLuint *data = QGraphicsUtils::valueArrayFromVariant<GLuint>(v, description.m_size, 1);
QGraphicsUtils::fillDataArray(bufferData, data, description, 1);
break;
}
case GL_UNSIGNED_INT_VEC2: {
const GLuint *data = QGraphicsUtils::valueArrayFromVariant<GLuint>(v, description.m_size, 2);
QGraphicsUtils::fillDataArray(bufferData, data, description, 2);
break;
}
case GL_UNSIGNED_INT_VEC3: {
const GLuint *data = QGraphicsUtils::valueArrayFromVariant<GLuint>(v, description.m_size, 3);
QGraphicsUtils::fillDataArray(bufferData, data, description, 3);
break;
}
case GL_UNSIGNED_INT_VEC4: {
const GLuint *data = QGraphicsUtils::valueArrayFromVariant<GLuint>(v, description.m_size, 4);
QGraphicsUtils::fillDataArray(bufferData, data, description, 4);
break;
}
case GL_BOOL: {
const GLboolean *data = QGraphicsUtils::valueArrayFromVariant<GLboolean>(v, description.m_size, 1);
QGraphicsUtils::fillDataArray(bufferData, data, description, 1);
break;
}
case GL_BOOL_VEC2: {
const GLboolean *data = QGraphicsUtils::valueArrayFromVariant<GLboolean>(v, description.m_size, 2);
QGraphicsUtils::fillDataArray(bufferData, data, description, 2);
break;
}
case GL_BOOL_VEC3: {
const GLboolean *data = QGraphicsUtils::valueArrayFromVariant<GLboolean>(v, description.m_size, 3);
QGraphicsUtils::fillDataArray(bufferData, data, description, 3);
break;
}
case GL_BOOL_VEC4: {
const GLboolean *data = QGraphicsUtils::valueArrayFromVariant<GLboolean>(v, description.m_size, 4);
QGraphicsUtils::fillDataArray(bufferData, data, description, 4);
break;
}
// note: only GLES 3.0 supported types, not the same as OpenGL proper
// (also, no MS samplers before ES 3.1)
case GL_SAMPLER_2D:
case GL_SAMPLER_3D:
case GL_SAMPLER_CUBE:
case GL_INT_SAMPLER_2D:
case GL_INT_SAMPLER_3D:
case GL_INT_SAMPLER_CUBE:
case GL_UNSIGNED_INT_SAMPLER_2D:
case GL_UNSIGNED_INT_SAMPLER_3D:
case GL_UNSIGNED_INT_SAMPLER_CUBE:
case GL_SAMPLER_2D_SHADOW:
case GL_SAMPLER_CUBE_SHADOW:
case GL_SAMPLER_2D_ARRAY:
case GL_INT_SAMPLER_2D_ARRAY:
case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY:
case GL_SAMPLER_2D_ARRAY_SHADOW:
{
Q_ASSERT(description.m_size == 1);
int value = v.toInt();
QGraphicsUtils::fillDataArray<GLint>(bufferData, &value, description, 1);
break;
}
default:
qWarning() << Q_FUNC_INFO << "unsupported uniform type:" << description.m_type << "for " << description.m_name;
break;
}
}
char *GraphicsHelperES3::mapBuffer(GLenum target, GLsizeiptr size)
{
return static_cast<char*>(m_extraFuncs->glMapBufferRange(target, 0, size, GL_MAP_READ_BIT | GL_MAP_WRITE_BIT));
}
GLboolean GraphicsHelperES3::unmapBuffer(GLenum target)
{
return m_extraFuncs->glUnmapBuffer(target);
}
QVector<ShaderUniform> GraphicsHelperES3::programUniformsAndLocations(GLuint programId)
{
QVector<ShaderUniform> uniforms;
GLint nbrActiveUniforms = 0;
m_funcs->glGetProgramiv(programId, GL_ACTIVE_UNIFORMS, &nbrActiveUniforms);
uniforms.reserve(nbrActiveUniforms);
char uniformName[256];
for (GLint i = 0; i < nbrActiveUniforms; i++) {
ShaderUniform uniform;
GLsizei uniformNameLength = 0;
// Size is 1 for scalar and more for struct or arrays
// Type is the GL Type
m_funcs->glGetActiveUniform(programId, i, sizeof(uniformName) - 1, &uniformNameLength,
&uniform.m_size, &uniform.m_type, uniformName);
uniformName[sizeof(uniformName) - 1] = '\0';
uniform.m_location = m_funcs->glGetUniformLocation(programId, uniformName);
uniform.m_name = QString::fromUtf8(uniformName, uniformNameLength);
m_extraFuncs->glGetActiveUniformsiv(programId, 1, (GLuint*)&i, GL_UNIFORM_BLOCK_INDEX, &uniform.m_blockIndex);
m_extraFuncs->glGetActiveUniformsiv(programId, 1, (GLuint*)&i, GL_UNIFORM_OFFSET, &uniform.m_offset);
m_extraFuncs->glGetActiveUniformsiv(programId, 1, (GLuint*)&i, GL_UNIFORM_ARRAY_STRIDE, &uniform.m_arrayStride);
m_extraFuncs->glGetActiveUniformsiv(programId, 1, (GLuint*)&i, GL_UNIFORM_MATRIX_STRIDE, &uniform.m_matrixStride);
uniform.m_rawByteSize = uniformByteSize(uniform);
uniforms.append(uniform);
qCDebug(Rendering) << uniform.m_name << "size" << uniform.m_size
<< " offset" << uniform.m_offset
<< " rawSize" << uniform.m_rawByteSize;
}
return uniforms;
}
QVector<ShaderUniformBlock> GraphicsHelperES3::programUniformBlocks(GLuint programId)
{
QVector<ShaderUniformBlock> blocks;
GLint nbrActiveUniformsBlocks = 0;
m_extraFuncs->glGetProgramiv(programId, GL_ACTIVE_UNIFORM_BLOCKS, &nbrActiveUniformsBlocks);
blocks.reserve(nbrActiveUniformsBlocks);
for (GLint i = 0; i < nbrActiveUniformsBlocks; i++) {
QByteArray uniformBlockName(256, '\0');
GLsizei length = 0;
ShaderUniformBlock uniformBlock;
m_extraFuncs->glGetActiveUniformBlockName(programId, i, 256, &length, uniformBlockName.data());
uniformBlock.m_name = QString::fromUtf8(uniformBlockName.left(length));
uniformBlock.m_index = i;
m_extraFuncs->glGetActiveUniformBlockiv(programId, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS, &uniformBlock.m_activeUniformsCount);
m_extraFuncs->glGetActiveUniformBlockiv(programId, i, GL_UNIFORM_BLOCK_BINDING, &uniformBlock.m_binding);
m_extraFuncs->glGetActiveUniformBlockiv(programId, i, GL_UNIFORM_BLOCK_DATA_SIZE, &uniformBlock.m_size);
blocks.append(uniformBlock);
}
return blocks;
}
} // namespace OpenGL
} // namespace Render
} // namespace Qt3DRender
QT_END_NAMESPACE