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/****************************************************************************
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** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
** Copyright (C) 2016 The Qt Company Ltd and/or its subsidiary(-ies).
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#ifndef QT3DRENDER_RENDER_OPENGL_SUBMISSIONCONTEXT_H
#define QT3DRENDER_RENDER_OPENGL_SUBMISSIONCONTEXT_H
//
// W A R N I N G
// -------------
//
// This file is not part of the Qt API. It exists for the convenience
// of other Qt classes. This header file may change from version to
// version without notice, or even be removed.
//
// We mean it.
//
#include <glbuffer_p.h>
#include <glfence_p.h>
#include <graphicscontext_p.h>
#include <texturesubmissioncontext_p.h>
#include <imagesubmissioncontext_p.h>
#include <Qt3DRender/qclearbuffers.h>
#include <Qt3DRender/qattribute.h>
#include <Qt3DRender/private/handle_types_p.h>
#include <Qt3DRender/private/attachmentpack_p.h>
QT_BEGIN_NAMESPACE
class QAbstractOpenGLFunctions;
namespace Qt3DRender {
namespace Render {
class Material;
class AttachmentPack;
class Attribute;
class Buffer;
class ShaderManager;
struct StateVariant;
class RenderTarget;
class RenderStateSet;
namespace OpenGL {
class Renderer;
class GraphicsHelperInterface;
class GLTexture;
class RenderCommand;
typedef QPair<QString, int> NamedUniformLocation;
class Q_AUTOTEST_EXPORT SubmissionContext : public GraphicsContext
{
public:
SubmissionContext();
~SubmissionContext();
int id() const; // unique, small integer ID of this context
void setRenderer(Renderer *renderer) { m_renderer = renderer; }
bool beginDrawing(QSurface *surface);
void endDrawing(bool swapBuffers);
void releaseOpenGL();
void setOpenGLContext(QOpenGLContext* ctx);
// Viewport
void setViewport(const QRectF &viewport, const QSize &surfaceSize);
QRectF viewport() const { return m_viewport; }
// Shaders
bool activateShader(GLShader *shader);
QOpenGLShaderProgram *activeShader() const { return m_activeShader; }
// FBO
GLuint activeFBO() const { return m_activeFBO; }
void activateRenderTarget(const Qt3DCore::QNodeId id, const AttachmentPack &attachments, GLuint defaultFboId);
void releaseRenderTarget(const Qt3DCore::QNodeId id);
void releaseRenderTargets();
QSize renderTargetSize(const QSize &surfaceSize) const;
QImage readFramebuffer(const QRect &rect);
void blitFramebuffer(Qt3DCore::QNodeId outputRenderTargetId, Qt3DCore::QNodeId inputRenderTargetId,
QRect inputRect,
QRect outputRect, uint defaultFboId,
QRenderTargetOutput::AttachmentPoint inputAttachmentPoint,
QRenderTargetOutput::AttachmentPoint outputAttachmentPoint,
QBlitFramebuffer::InterpolationMethod interpolationMethod);
// Attributes
void specifyAttribute(const Attribute *attribute,
Buffer *buffer,
const ShaderAttribute *attributeDescription);
void specifyIndices(Buffer *buffer);
// Buffer
void updateBuffer(Buffer *buffer);
QByteArray downloadBufferContent(Buffer *buffer);
void releaseBuffer(Qt3DCore::QNodeId bufferId);
bool hasGLBufferForBuffer(Buffer *buffer);
GLBuffer *glBufferForRenderBuffer(Buffer *buf);
// Parameters
bool setParameters(ShaderParameterPack &parameterPack, GLShader *shader);
// RenderState
void setCurrentStateSet(RenderStateSet* ss);
RenderStateSet *currentStateSet() const;
void applyState(const StateVariant &state);
void resetMasked(qint64 maskOfStatesToReset);
void applyStateSet(RenderStateSet *ss);
// Wrappers
void clearColor(const QColor &color);
void clearDepthValue(float depth);
void clearStencilValue(int stencil);
// Fences
GLFence fenceSync();
void clientWaitSync(GLFence sync, GLuint64 nanoSecTimeout);
void waitSync(GLFence sync);
bool wasSyncSignaled(GLFence sync);
void deleteSync(GLFence sync);
// Textures
void setUpdatedTexture(const Qt3DCore::QNodeIdVector &updatedTextureIds);
private:
struct RenderTargetInfo {
GLuint fboId;
QSize size;
AttachmentPack attachments;
};
void initialize();
// Material
Material* activeMaterial() const { return m_material; }
void setActiveMaterial(Material* rmat);
// FBO
RenderTargetInfo bindFrameBufferAttachmentHelper(GLuint fboId, const AttachmentPack &attachments);
void activateDrawBuffers(const AttachmentPack &attachments);
void resolveRenderTargetFormat();
GLuint createRenderTarget(Qt3DCore::QNodeId renderTargetNodeId, const AttachmentPack &attachments);
GLuint updateRenderTarget(Qt3DCore::QNodeId renderTargetNodeId, const AttachmentPack &attachments, bool isActiveRenderTarget);
// Buffers
HGLBuffer createGLBufferFor(Buffer *buffer);
void uploadDataToGLBuffer(Buffer *buffer, GLBuffer *b, bool releaseBuffer = false);
QByteArray downloadDataFromGLBuffer(Buffer *buffer, GLBuffer *b);
bool bindGLBuffer(GLBuffer *buffer, GLBuffer::Type type);
bool m_ownCurrent;
const unsigned int m_id;
QSurface *m_surface;
QSize m_surfaceSize;
QOpenGLShaderProgram *m_activeShader;
QHash<Qt3DCore::QNodeId, HGLBuffer> m_renderBufferHash;
QHash<Qt3DCore::QNodeId, RenderTargetInfo> m_renderTargets;
QAbstractTexture::TextureFormat m_renderTargetFormat;
// cache some current state, to make sure we don't issue unnecessary GL calls
int m_currClearStencilValue;
float m_currClearDepthValue;
QColor m_currClearColorValue;
Material* m_material;
QRectF m_viewport;
GLuint m_activeFBO;
Qt3DCore::QNodeId m_activeFBONodeId;
GLBuffer *m_boundArrayBuffer;
RenderStateSet* m_stateSet;
Renderer *m_renderer;
QByteArray m_uboTempArray;
TextureSubmissionContext m_textureContext;
ImageSubmissionContext m_imageContext;
// Attributes
friend class OpenGLVertexArrayObject;
struct VAOVertexAttribute
{
HGLBuffer bufferHandle;
GLBuffer::Type attributeType;
int location;
GLint dataType;
uint byteOffset;
uint vertexSize;
uint byteStride;
uint divisor;
GLenum shaderDataType;
};
using VAOIndexAttribute = HGLBuffer;
void enableAttribute(const VAOVertexAttribute &attr);
void disableAttribute(const VAOVertexAttribute &attr);
Qt3DCore::QNodeIdVector m_updateTextureIds;
};
} // namespace OpenGL
} // namespace Render
} // namespace Qt3DRender
QT_END_NAMESPACE
#endif // QT3DRENDER_RENDER_OPENGL_SUBMISSIONCONTEXT_H