blob: f5a61aa4b1e00baac3ed8f72f59cd9dfab4f5eea [file] [log] [blame]
/****************************************************************************
**
** Copyright (C) 2015 Klaralvdalens Datakonsult AB (KDAB).
** Contact: https://www.qt.io/licensing/
**
** This file is part of the Qt3D module of the Qt Toolkit.
**
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** General Public License version 3 as published by the Free Software
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** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 3 requirements
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** 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
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****************************************************************************/
#include "graphicshelpergl3_3_p.h"
#ifndef QT_OPENGL_ES_2
#include <QOpenGLFunctions_3_3_Core>
#include <QtOpenGLExtensions/qopenglextensions.h>
#include <private/attachmentpack_p.h>
#include <logging_p.h>
#include <qgraphicsutils_p.h>
# ifndef QT_OPENGL_3_2
# define GL_PATCH_VERTICES 36466
# define GL_ACTIVE_RESOURCES 0x92F5
# define GL_ACTIVE_UNIFORM_BLOCKS 0x8A36
# define GL_BUFFER_BINDING 0x9302
# define GL_BUFFER_DATA_SIZE 0x9303
# define GL_NUM_ACTIVE_VARIABLES 0x9304
# define GL_SHADER_STORAGE_BLOCK 0x92E6
# define GL_UNIFORM 0x92E1
# define GL_UNIFORM_BLOCK 0x92E2
# define GL_UNIFORM_BLOCK_INDEX 0x8A3A
# define GL_UNIFORM_OFFSET 0x8A3B
# define GL_UNIFORM_ARRAY_STRIDE 0x8A3C
# define GL_UNIFORM_MATRIX_STRIDE 0x8A3D
# define GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS 0x8A42
# define GL_UNIFORM_BLOCK_BINDING 0x8A3F
# define GL_UNIFORM_BLOCK_DATA_SIZE 0x8A40
# endif
QT_BEGIN_NAMESPACE
namespace Qt3DRender {
namespace Render {
namespace OpenGL {
GraphicsHelperGL3_3::GraphicsHelperGL3_3()
: m_funcs(nullptr)
, m_tessFuncs()
{
}
GraphicsHelperGL3_3::~GraphicsHelperGL3_3()
{
}
void GraphicsHelperGL3_3::initializeHelper(QOpenGLContext *context,
QAbstractOpenGLFunctions *functions)
{
m_funcs = static_cast<QOpenGLFunctions_3_3_Core*>(functions);
const bool ok = m_funcs->initializeOpenGLFunctions();
Q_ASSERT(ok);
Q_UNUSED(ok);
if (context->hasExtension(QByteArrayLiteral("GL_ARB_tessellation_shader"))) {
m_tessFuncs.reset(new QOpenGLExtension_ARB_tessellation_shader);
m_tessFuncs->initializeOpenGLFunctions();
}
}
void GraphicsHelperGL3_3::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 3";
// glDrawElements OpenGL 3.1 or greater
m_funcs->glDrawElementsInstancedBaseVertex(primitiveType,
primitiveCount,
indexType,
indices,
instances,
baseVertex);
}
void GraphicsHelperGL3_3::drawArraysInstanced(GLenum primitiveType,
GLint first,
GLsizei count,
GLsizei instances)
{
// glDrawArraysInstanced OpenGL 3.1 or greater
m_funcs->glDrawArraysInstanced(primitiveType,
first,
count,
instances);
}
void GraphicsHelperGL3_3::drawArraysInstancedBaseInstance(GLenum primitiveType, GLint first, GLsizei count, GLsizei instances, GLsizei baseInstance)
{
if (baseInstance != 0)
qWarning() << "glDrawArraysInstancedBaseInstance is not supported with OpenGL 3";
m_funcs->glDrawArraysInstanced(primitiveType,
first,
count,
instances);
}
void GraphicsHelperGL3_3::drawElements(GLenum primitiveType,
GLsizei primitiveCount,
GLint indexType,
void *indices,
GLint baseVertex)
{
m_funcs->glDrawElementsBaseVertex(primitiveType,
primitiveCount,
indexType,
indices,
baseVertex);
}
void GraphicsHelperGL3_3::drawElementsIndirect(GLenum, GLenum, void *)
{
qWarning() << "Indirect Drawing is not supported with OpenGL 3";
}
void GraphicsHelperGL3_3::drawArrays(GLenum primitiveType,
GLint first,
GLsizei count)
{
m_funcs->glDrawArrays(primitiveType,
first,
count);
}
void GraphicsHelperGL3_3::drawArraysIndirect(GLenum , void *)
{
qWarning() << "Indirect Drawing is not supported with OpenGL 3";
}
void GraphicsHelperGL3_3::setVerticesPerPatch(GLint verticesPerPatch)
{
#if defined(QT_OPENGL_4)
if (!m_tessFuncs) {
qWarning() << "Tessellation not supported with OpenGL 3 without GL_ARB_tessellation_shader";
return;
}
m_tessFuncs->glPatchParameteri(GL_PATCH_VERTICES, verticesPerPatch);
#else
Q_UNUSED(verticesPerPatch);
qWarning() << "Tessellation not supported";
#endif
}
void GraphicsHelperGL3_3::useProgram(GLuint programId)
{
m_funcs->glUseProgram(programId);
}
QVector<ShaderUniform> GraphicsHelperGL3_3::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);
// Work around for uniform array names that aren't returned with [0] by some drivers
if (uniform.m_size > 1 && !uniform.m_name.endsWith(QLatin1String("[0]")))
uniform.m_name.append(QLatin1String("[0]"));
m_funcs->glGetActiveUniformsiv(programId, 1, (GLuint*)&i, GL_UNIFORM_BLOCK_INDEX, &uniform.m_blockIndex);
m_funcs->glGetActiveUniformsiv(programId, 1, (GLuint*)&i, GL_UNIFORM_OFFSET, &uniform.m_offset);
m_funcs->glGetActiveUniformsiv(programId, 1, (GLuint*)&i, GL_UNIFORM_ARRAY_STRIDE, &uniform.m_arrayStride);
m_funcs->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<ShaderAttribute> GraphicsHelperGL3_3::programAttributesAndLocations(GLuint programId)
{
QVector<ShaderAttribute> attributes;
GLint nbrActiveAttributes = 0;
m_funcs->glGetProgramiv(programId, GL_ACTIVE_ATTRIBUTES, &nbrActiveAttributes);
attributes.reserve(nbrActiveAttributes);
char attributeName[256];
for (GLint i = 0; i < nbrActiveAttributes; i++) {
ShaderAttribute attribute;
GLsizei attributeNameLength = 0;
// Size is 1 for scalar and more for struct or arrays
// Type is the GL Type
m_funcs->glGetActiveAttrib(programId, i, sizeof(attributeName) - 1, &attributeNameLength,
&attribute.m_size, &attribute.m_type, attributeName);
attributeName[sizeof(attributeName) - 1] = '\0';
attribute.m_location = m_funcs->glGetAttribLocation(programId, attributeName);
attribute.m_name = QString::fromUtf8(attributeName, attributeNameLength);
attributes.append(attribute);
}
return attributes;
}
QVector<ShaderUniformBlock> GraphicsHelperGL3_3::programUniformBlocks(GLuint programId)
{
QVector<ShaderUniformBlock> blocks;
GLint nbrActiveUniformsBlocks = 0;
m_funcs->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_funcs->glGetActiveUniformBlockName(programId, i, 256, &length, uniformBlockName.data());
uniformBlock.m_name = QString::fromUtf8(uniformBlockName.left(length));
uniformBlock.m_index = i;
m_funcs->glGetActiveUniformBlockiv(programId, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS, &uniformBlock.m_activeUniformsCount);
m_funcs->glGetActiveUniformBlockiv(programId, i, GL_UNIFORM_BLOCK_BINDING, &uniformBlock.m_binding);
m_funcs->glGetActiveUniformBlockiv(programId, i, GL_UNIFORM_BLOCK_DATA_SIZE, &uniformBlock.m_size);
blocks.append(uniformBlock);
}
return blocks;
}
QVector<ShaderStorageBlock> GraphicsHelperGL3_3::programShaderStorageBlocks(GLuint programId)
{
Q_UNUSED(programId);
QVector<ShaderStorageBlock> blocks;
qWarning() << "SSBO are not supported by OpenGL 3.3 (since OpenGL 4.3)";
return blocks;
}
void GraphicsHelperGL3_3::vertexAttribDivisor(GLuint index, GLuint divisor)
{
m_funcs->glVertexAttribDivisor(index, divisor);
}
void GraphicsHelperGL3_3::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_funcs->glVertexAttribIPointer(index, size, type, stride, pointer);
break;
default:
qCWarning(Rendering) << "vertexAttribPointer: Unhandled type";
}
}
void GraphicsHelperGL3_3::readBuffer(GLenum mode)
{
m_funcs->glReadBuffer(mode);
}
void GraphicsHelperGL3_3::drawBuffer(GLenum mode)
{
m_funcs->glDrawBuffer(mode);
}
void *GraphicsHelperGL3_3::fenceSync()
{
return m_funcs->glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
}
void GraphicsHelperGL3_3::clientWaitSync(void *sync, GLuint64 nanoSecTimeout)
{
m_funcs->glClientWaitSync(static_cast<GLsync>(sync), GL_SYNC_FLUSH_COMMANDS_BIT, nanoSecTimeout);
}
void GraphicsHelperGL3_3::waitSync(void *sync)
{
m_funcs->glWaitSync(static_cast<GLsync>(sync), 0, GL_TIMEOUT_IGNORED);
}
bool GraphicsHelperGL3_3::wasSyncSignaled(void *sync)
{
GLint v;
m_funcs->glGetSynciv(static_cast<GLsync>(sync),
GL_SYNC_STATUS,
sizeof(v),
nullptr,
&v);
return v == GL_SIGNALED;
}
void GraphicsHelperGL3_3::deleteSync(void *sync)
{
m_funcs->glDeleteSync(static_cast<GLsync>(sync));
}
void GraphicsHelperGL3_3::rasterMode(GLenum faceMode, GLenum rasterMode)
{
m_funcs->glPolygonMode(faceMode, rasterMode);
}
void GraphicsHelperGL3_3::blendEquation(GLenum mode)
{
m_funcs->glBlendEquation(mode);
}
void GraphicsHelperGL3_3::blendFunci(GLuint buf, GLenum sfactor, GLenum dfactor)
{
Q_UNUSED(buf);
Q_UNUSED(sfactor);
Q_UNUSED(dfactor);
qWarning() << "glBlendFunci() not supported by OpenGL 3.3 (since OpenGL 4.0)";
}
void GraphicsHelperGL3_3::blendFuncSeparatei(GLuint buf, GLenum sRGB, GLenum dRGB, GLenum sAlpha, GLenum dAlpha)
{
Q_UNUSED(buf);
Q_UNUSED(sRGB);
Q_UNUSED(dRGB);
Q_UNUSED(sAlpha);
Q_UNUSED(dAlpha);
qWarning() << "glBlendFuncSeparatei() not supported by OpenGL 3.3 (since OpenGL 4.0)";
}
void GraphicsHelperGL3_3::alphaTest(GLenum, GLenum)
{
qCWarning(Rendering) << "AlphaTest not available with OpenGL 3.2 core";
}
void GraphicsHelperGL3_3::depthTest(GLenum mode)
{
m_funcs->glEnable(GL_DEPTH_TEST);
m_funcs->glDepthFunc(mode);
}
void GraphicsHelperGL3_3::depthMask(GLenum mode)
{
m_funcs->glDepthMask(mode);
}
void GraphicsHelperGL3_3::depthRange(GLdouble nearValue, GLdouble farValue)
{
m_funcs->glDepthRange(nearValue, farValue);
}
void GraphicsHelperGL3_3::frontFace(GLenum mode)
{
m_funcs->glFrontFace(mode);
}
void GraphicsHelperGL3_3::setMSAAEnabled(bool enabled)
{
enabled ? m_funcs->glEnable(GL_MULTISAMPLE)
: m_funcs->glDisable(GL_MULTISAMPLE);
}
void GraphicsHelperGL3_3::setAlphaCoverageEnabled(bool enabled)
{
enabled ? m_funcs->glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE)
: m_funcs->glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
}
GLuint GraphicsHelperGL3_3::createFrameBufferObject()
{
GLuint id;
m_funcs->glGenFramebuffers(1, &id);
return id;
}
void GraphicsHelperGL3_3::releaseFrameBufferObject(GLuint frameBufferId)
{
m_funcs->glDeleteFramebuffers(1, &frameBufferId);
}
void GraphicsHelperGL3_3::bindFrameBufferObject(GLuint frameBufferId, 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;
}
}
GLuint GraphicsHelperGL3_3::boundFrameBufferObject()
{
GLint id = 0;
m_funcs->glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &id);
return id;
}
bool GraphicsHelperGL3_3::checkFrameBufferComplete()
{
return (m_funcs->glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
}
bool GraphicsHelperGL3_3::frameBufferNeedsRenderBuffer(const Attachment &attachment)
{
Q_UNUSED(attachment);
return false;
}
void GraphicsHelperGL3_3::bindFrameBufferAttachment(QOpenGLTexture *texture, const Attachment &attachment)
{
GLenum attr = GL_DEPTH_STENCIL_ATTACHMENT;
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;
texture->bind();
QOpenGLTexture::Target target = texture->target();
if (target == QOpenGLTexture::Target1DArray || target == QOpenGLTexture::Target2DArray ||
target == QOpenGLTexture::Target2DMultisampleArray || target == QOpenGLTexture::Target3D)
m_funcs->glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, attr, texture->textureId(), attachment.m_mipLevel, attachment.m_layer);
else if (target == QOpenGLTexture::TargetCubeMapArray)
m_funcs->glFramebufferTexture3D(GL_DRAW_FRAMEBUFFER, attr, attachment.m_face, texture->textureId(), attachment.m_mipLevel, attachment.m_layer);
else if (target == QOpenGLTexture::TargetCubeMap && attachment.m_face != QAbstractTexture::AllFaces)
m_funcs->glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, attr, attachment.m_face, texture->textureId(), attachment.m_mipLevel);
else
m_funcs->glFramebufferTexture(GL_DRAW_FRAMEBUFFER, attr, texture->textureId(), attachment.m_mipLevel);
texture->release();
}
void GraphicsHelperGL3_3::bindFrameBufferAttachment(RenderBuffer *renderBuffer, const Attachment &attachment)
{
Q_UNUSED(renderBuffer);
Q_UNUSED(attachment);
Q_UNREACHABLE();
}
bool GraphicsHelperGL3_3::supportsFeature(GraphicsHelperInterface::Feature feature) const
{
switch (feature) {
case MRT:
case UniformBufferObject:
case PrimitiveRestart:
case RenderBufferDimensionRetrieval:
case TextureDimensionRetrieval:
case BindableFragmentOutputs:
case BlitFramebuffer:
case Fences:
return true;
case Tessellation:
return !m_tessFuncs.isNull();
default:
return false;
}
}
void GraphicsHelperGL3_3::drawBuffers(GLsizei n, const int *bufs)
{
// Use QVarLengthArray here
QVarLengthArray<GLenum, 16> drawBufs(n);
for (int i = 0; i < n; i++)
drawBufs[i] = GL_COLOR_ATTACHMENT0 + bufs[i];
m_funcs->glDrawBuffers(n, drawBufs.constData());
}
void GraphicsHelperGL3_3::bindFragDataLocation(GLuint shader, const QHash<QString, int> &outputs)
{
for (auto it = outputs.begin(), end = outputs.end(); it != end; ++it)
m_funcs->glBindFragDataLocation(shader, it.value(), it.key().toStdString().c_str());
}
void GraphicsHelperGL3_3::bindUniformBlock(GLuint programId, GLuint uniformBlockIndex, GLuint uniformBlockBinding)
{
m_funcs->glUniformBlockBinding(programId, uniformBlockIndex, uniformBlockBinding);
}
void GraphicsHelperGL3_3::bindShaderStorageBlock(GLuint programId, GLuint shaderStorageBlockIndex, GLuint shaderStorageBlockBinding)
{
Q_UNUSED(programId);
Q_UNUSED(shaderStorageBlockIndex);
Q_UNUSED(shaderStorageBlockBinding);
qWarning() << "SSBO are not supported by OpenGL 3.3 (since OpenGL 4.3)";
}
void GraphicsHelperGL3_3::bindImageTexture(GLuint imageUnit, GLuint texture,
GLint mipLevel, GLboolean layered,
GLint layer, GLenum access, GLenum format)
{
Q_UNUSED(imageUnit)
Q_UNUSED(texture)
Q_UNUSED(mipLevel)
Q_UNUSED(layered)
Q_UNUSED(layer)
Q_UNUSED(access)
Q_UNUSED(format)
qWarning() << "Shader Images are not supported by OpenGL 3.3 (since OpenGL 4.2)";
}
void GraphicsHelperGL3_3::bindBufferBase(GLenum target, GLuint index, GLuint buffer)
{
m_funcs->glBindBufferBase(target, index, buffer);
}
void GraphicsHelperGL3_3::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;
}
case GL_SAMPLER_1D:
case GL_SAMPLER_2D:
case GL_SAMPLER_3D:
case GL_SAMPLER_CUBE:
case GL_SAMPLER_BUFFER:
case GL_SAMPLER_2D_RECT:
case GL_INT_SAMPLER_1D:
case GL_INT_SAMPLER_2D:
case GL_INT_SAMPLER_3D:
case GL_INT_SAMPLER_CUBE:
case GL_INT_SAMPLER_BUFFER:
case GL_INT_SAMPLER_2D_RECT:
case GL_UNSIGNED_INT_SAMPLER_1D:
case GL_UNSIGNED_INT_SAMPLER_2D:
case GL_UNSIGNED_INT_SAMPLER_3D:
case GL_UNSIGNED_INT_SAMPLER_CUBE:
case GL_UNSIGNED_INT_SAMPLER_BUFFER:
case GL_UNSIGNED_INT_SAMPLER_2D_RECT:
case GL_SAMPLER_1D_SHADOW:
case GL_SAMPLER_2D_SHADOW:
case GL_SAMPLER_CUBE_SHADOW:
case GL_SAMPLER_1D_ARRAY:
case GL_SAMPLER_2D_ARRAY:
case GL_INT_SAMPLER_1D_ARRAY:
case GL_INT_SAMPLER_2D_ARRAY:
case GL_UNSIGNED_INT_SAMPLER_1D_ARRAY:
case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY:
case GL_SAMPLER_1D_ARRAY_SHADOW:
case GL_SAMPLER_2D_ARRAY_SHADOW:
case GL_SAMPLER_2D_RECT_SHADOW:
case GL_SAMPLER_2D_MULTISAMPLE:
case GL_INT_SAMPLER_2D_MULTISAMPLE:
case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE:
case GL_SAMPLER_2D_MULTISAMPLE_ARRAY:
case GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY:
case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY: {
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;
}
}
uint GraphicsHelperGL3_3::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_1D:
case GL_SAMPLER_2D:
case GL_SAMPLER_3D:
case GL_SAMPLER_CUBE:
case GL_SAMPLER_BUFFER:
case GL_SAMPLER_2D_RECT:
case GL_INT_SAMPLER_1D:
case GL_INT_SAMPLER_2D:
case GL_INT_SAMPLER_3D:
case GL_INT_SAMPLER_CUBE:
case GL_INT_SAMPLER_BUFFER:
case GL_INT_SAMPLER_2D_RECT:
case GL_UNSIGNED_INT_SAMPLER_1D:
case GL_UNSIGNED_INT_SAMPLER_2D:
case GL_UNSIGNED_INT_SAMPLER_3D:
case GL_UNSIGNED_INT_SAMPLER_CUBE:
case GL_UNSIGNED_INT_SAMPLER_BUFFER:
case GL_UNSIGNED_INT_SAMPLER_2D_RECT:
case GL_SAMPLER_1D_SHADOW:
case GL_SAMPLER_2D_SHADOW:
case GL_SAMPLER_CUBE_SHADOW:
case GL_SAMPLER_1D_ARRAY:
case GL_SAMPLER_2D_ARRAY:
case GL_INT_SAMPLER_1D_ARRAY:
case GL_INT_SAMPLER_2D_ARRAY:
case GL_UNSIGNED_INT_SAMPLER_1D_ARRAY:
case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY:
case GL_SAMPLER_1D_ARRAY_SHADOW:
case GL_SAMPLER_2D_ARRAY_SHADOW:
case GL_SAMPLER_2D_RECT_SHADOW:
case GL_SAMPLER_2D_MULTISAMPLE:
case GL_INT_SAMPLER_2D_MULTISAMPLE:
case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE:
case GL_SAMPLER_2D_MULTISAMPLE_ARRAY:
case GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY:
case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY:
rawByteSize = 4;
break;
}
return arrayStride ? rawByteSize * arrayStride : rawByteSize;
}
void GraphicsHelperGL3_3::enableClipPlane(int clipPlane)
{
m_funcs->glEnable(GL_CLIP_DISTANCE0 + clipPlane);
}
void GraphicsHelperGL3_3::disableClipPlane(int clipPlane)
{
m_funcs->glDisable(GL_CLIP_DISTANCE0 + clipPlane);
}
void GraphicsHelperGL3_3::setClipPlane(int clipPlane, const QVector3D &normal, float distance)
{
// deprecated
Q_UNUSED(clipPlane);
Q_UNUSED(normal);
Q_UNUSED(distance);
}
GLint GraphicsHelperGL3_3::maxClipPlaneCount()
{
GLint max = 0;
m_funcs->glGetIntegerv(GL_MAX_CLIP_DISTANCES, &max);
return max;
}
void GraphicsHelperGL3_3::memoryBarrier(QMemoryBarrier::Operations barriers)
{
Q_UNUSED(barriers);
qWarning() << "memory barrier is not supported by OpenGL 3.3 (since 4.3)";
}
void GraphicsHelperGL3_3::enablePrimitiveRestart(int primitiveRestartIndex)
{
m_funcs->glPrimitiveRestartIndex(primitiveRestartIndex);
m_funcs->glEnable(GL_PRIMITIVE_RESTART);
}
void GraphicsHelperGL3_3::enableVertexAttributeArray(int location)
{
m_funcs->glEnableVertexAttribArray(location);
}
void GraphicsHelperGL3_3::disablePrimitiveRestart()
{
m_funcs->glDisable(GL_PRIMITIVE_RESTART);
}
void GraphicsHelperGL3_3::clearBufferf(GLint drawbuffer, const QVector4D &values)
{
GLfloat vec[4] = {values[0], values[1], values[2], values[3]};
m_funcs->glClearBufferfv(GL_COLOR, drawbuffer, vec);
}
void GraphicsHelperGL3_3::pointSize(bool programmable, GLfloat value)
{
if (programmable) {
m_funcs->glEnable(GL_PROGRAM_POINT_SIZE);
} else {
m_funcs->glDisable(GL_PROGRAM_POINT_SIZE);
m_funcs->glPointSize(value);
}
}
void GraphicsHelperGL3_3::enablei(GLenum cap, GLuint index)
{
m_funcs->glEnablei(cap, index);
}
void GraphicsHelperGL3_3::disablei(GLenum cap, GLuint index)
{
m_funcs->glDisablei(cap, index);
}
void GraphicsHelperGL3_3::setSeamlessCubemap(bool enable)
{
if (enable)
m_funcs->glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
else
m_funcs->glDisable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
}
QSize GraphicsHelperGL3_3::getRenderBufferDimensions(GLuint renderBufferId)
{
GLint width = 0;
GLint height = 0;
m_funcs->glBindRenderbuffer(GL_RENDERBUFFER, renderBufferId);
m_funcs->glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &width);
m_funcs->glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &height);
m_funcs->glBindRenderbuffer(GL_RENDERBUFFER, 0);
return QSize(width, height);
}
QSize GraphicsHelperGL3_3::getTextureDimensions(GLuint textureId, GLenum target, uint level)
{
GLint width = 0;
GLint height = 0;
m_funcs->glBindTexture(target, textureId);
m_funcs->glGetTexLevelParameteriv(target, level, GL_TEXTURE_WIDTH, &width);
m_funcs->glGetTexLevelParameteriv(target, level, GL_TEXTURE_HEIGHT, &height);
m_funcs->glBindTexture(target, 0);
return QSize(width, height);
}
void GraphicsHelperGL3_3::dispatchCompute(GLuint wx, GLuint wy, GLuint wz)
{
Q_UNUSED(wx);
Q_UNUSED(wy);
Q_UNUSED(wz);
qWarning() << "Compute Shaders are not supported by OpenGL 3.3 (since OpenGL 4.3)";
}
char *GraphicsHelperGL3_3::mapBuffer(GLenum target, GLsizeiptr size)
{
return static_cast<char*>(m_funcs->glMapBufferRange(target, 0, size, GL_MAP_READ_BIT | GL_MAP_WRITE_BIT));
}
GLboolean GraphicsHelperGL3_3::unmapBuffer(GLenum target)
{
return m_funcs->glUnmapBuffer(target);
}
void GraphicsHelperGL3_3::glUniform1fv(GLint location, GLsizei count, const GLfloat *values)
{
m_funcs->glUniform1fv(location, count, values);
}
void GraphicsHelperGL3_3::glUniform2fv(GLint location, GLsizei count, const GLfloat *values)
{
m_funcs->glUniform2fv(location, count, values);
}
void GraphicsHelperGL3_3::glUniform3fv(GLint location, GLsizei count, const GLfloat *values)
{
m_funcs->glUniform3fv(location, count, values);
}
void GraphicsHelperGL3_3::glUniform4fv(GLint location, GLsizei count, const GLfloat *values)
{
m_funcs->glUniform4fv(location, count, values);
}
void GraphicsHelperGL3_3::glUniform1iv(GLint location, GLsizei count, const GLint *values)
{
m_funcs->glUniform1iv(location, count, values);
}
void GraphicsHelperGL3_3::glUniform2iv(GLint location, GLsizei count, const GLint *values)
{
m_funcs->glUniform2iv(location, count, values);
}
void GraphicsHelperGL3_3::glUniform3iv(GLint location, GLsizei count, const GLint *values)
{
m_funcs->glUniform3iv(location, count, values);
}
void GraphicsHelperGL3_3::glUniform4iv(GLint location, GLsizei count, const GLint *values)
{
m_funcs->glUniform4iv(location, count, values);
}
void GraphicsHelperGL3_3::glUniform1uiv(GLint location, GLsizei count, const GLuint *values)
{
m_funcs->glUniform1uiv(location, count, values);
}
void GraphicsHelperGL3_3::glUniform2uiv(GLint location, GLsizei count, const GLuint *values)
{
m_funcs->glUniform2uiv(location, count, values);
}
void GraphicsHelperGL3_3::glUniform3uiv(GLint location, GLsizei count, const GLuint *values)
{
m_funcs->glUniform3uiv(location, count, values);
}
void GraphicsHelperGL3_3::glUniform4uiv(GLint location, GLsizei count, const GLuint *values)
{
m_funcs->glUniform4uiv(location, count, values);
}
void GraphicsHelperGL3_3::glUniformMatrix2fv(GLint location, GLsizei count, const GLfloat *values)
{
m_funcs->glUniformMatrix2fv(location, count, false, values);
}
void GraphicsHelperGL3_3::glUniformMatrix3fv(GLint location, GLsizei count, const GLfloat *values)
{
m_funcs->glUniformMatrix3fv(location, count, false, values);
}
void GraphicsHelperGL3_3::glUniformMatrix4fv(GLint location, GLsizei count, const GLfloat *values)
{
m_funcs->glUniformMatrix4fv(location, count, false, values);
}
void GraphicsHelperGL3_3::glUniformMatrix2x3fv(GLint location, GLsizei count, const GLfloat *values)
{
m_funcs->glUniformMatrix2x3fv(location, count, false, values);
}
void GraphicsHelperGL3_3::glUniformMatrix3x2fv(GLint location, GLsizei count, const GLfloat *values)
{
m_funcs->glUniformMatrix3x2fv(location, count, false, values);
}
void GraphicsHelperGL3_3::glUniformMatrix2x4fv(GLint location, GLsizei count, const GLfloat *values)
{
m_funcs->glUniformMatrix2x4fv(location, count, false, values);
}
void GraphicsHelperGL3_3::glUniformMatrix4x2fv(GLint location, GLsizei count, const GLfloat *values)
{
m_funcs->glUniformMatrix4x2fv(location, count, false, values);
}
void GraphicsHelperGL3_3::glUniformMatrix3x4fv(GLint location, GLsizei count, const GLfloat *values)
{
m_funcs->glUniformMatrix3x4fv(location, count, false, values);
}
void GraphicsHelperGL3_3::glUniformMatrix4x3fv(GLint location, GLsizei count, const GLfloat *values)
{
m_funcs->glUniformMatrix4x3fv(location, count, false, values);
}
UniformType GraphicsHelperGL3_3::uniformTypeFromGLType(GLenum type)
{
switch (type) {
case GL_FLOAT:
return UniformType::Float;
case GL_FLOAT_VEC2:
return UniformType::Vec2;
case GL_FLOAT_VEC3:
return UniformType::Vec3;
case GL_FLOAT_VEC4:
return UniformType::Vec4;
case GL_FLOAT_MAT2:
return UniformType::Mat2;
case GL_FLOAT_MAT3:
return UniformType::Mat3;
case GL_FLOAT_MAT4:
return UniformType::Mat4;
case GL_FLOAT_MAT2x3:
return UniformType::Mat2x3;
case GL_FLOAT_MAT3x2:
return UniformType::Mat3x2;
case GL_FLOAT_MAT2x4:
return UniformType::Mat2x4;
case GL_FLOAT_MAT4x2:
return UniformType::Mat4x2;
case GL_FLOAT_MAT3x4:
return UniformType::Mat3x4;
case GL_FLOAT_MAT4x3:
return UniformType::Mat4x3;
case GL_INT:
return UniformType::Int;
case GL_INT_VEC2:
return UniformType::IVec2;
case GL_INT_VEC3:
return UniformType::IVec3;
case GL_INT_VEC4:
return UniformType::IVec4;
case GL_UNSIGNED_INT:
return UniformType::UInt;
case GL_UNSIGNED_INT_VEC2:
return UniformType::UIVec2;
case GL_UNSIGNED_INT_VEC3:
return UniformType::UIVec3;
case GL_UNSIGNED_INT_VEC4:
return UniformType::UIVec4;
case GL_BOOL:
return UniformType::Bool;
case GL_BOOL_VEC2:
return UniformType::BVec2;
case GL_BOOL_VEC3:
return UniformType::BVec3;
case GL_BOOL_VEC4:
return UniformType::BVec4;
case GL_SAMPLER_BUFFER:
case GL_SAMPLER_1D:
case GL_SAMPLER_1D_SHADOW:
case GL_SAMPLER_1D_ARRAY:
case GL_SAMPLER_2D:
case GL_SAMPLER_2D_RECT:
case GL_SAMPLER_2D_SHADOW:
case GL_SAMPLER_2D_RECT_SHADOW:
case GL_SAMPLER_CUBE:
case GL_SAMPLER_CUBE_SHADOW:
case GL_SAMPLER_2D_ARRAY:
case GL_SAMPLER_2D_ARRAY_SHADOW:
case GL_SAMPLER_2D_MULTISAMPLE:
case GL_SAMPLER_2D_MULTISAMPLE_ARRAY:
case GL_SAMPLER_3D:
case GL_INT_SAMPLER_BUFFER:
case GL_INT_SAMPLER_1D:
case GL_INT_SAMPLER_2D:
case GL_INT_SAMPLER_3D:
case GL_INT_SAMPLER_CUBE:
case GL_INT_SAMPLER_1D_ARRAY:
case GL_INT_SAMPLER_2D_ARRAY:
case GL_INT_SAMPLER_2D_MULTISAMPLE:
case GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY:
case GL_UNSIGNED_INT_SAMPLER_BUFFER:
case GL_UNSIGNED_INT_SAMPLER_1D:
case GL_UNSIGNED_INT_SAMPLER_2D:
case GL_UNSIGNED_INT_SAMPLER_3D:
case GL_UNSIGNED_INT_SAMPLER_CUBE:
case GL_UNSIGNED_INT_SAMPLER_1D_ARRAY:
case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY:
case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE:
case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY:
return UniformType::Sampler;
default:
Q_UNREACHABLE();
return UniformType::Float;
}
}
void GraphicsHelperGL3_3::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter)
{
m_funcs->glBlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter);
}
} // namespace OpenGL
} // namespace Render
} // namespace Qt3DRender
QT_END_NAMESPACE
#endif // !QT_OPENGL_ES_2