Revision control
Copy as Markdown
// Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only
#include "glbuffer_p.h"
#include <graphicscontext_p.h>
#if !defined(GL_UNIFORM_BUFFER)
#define GL_UNIFORM_BUFFER 0x8A11
#endif
#if !defined(GL_ARRAY_BUFFER)
#define GL_ARRAY_BUFFER 0x8892
#endif
#if !defined(GL_ELEMENT_ARRAY_BUFFER)
#define GL_ELEMENT_ARRAY_BUFFER 0x8893
#endif
#if !defined(GL_SHADER_STORAGE_BUFFER)
#define GL_SHADER_STORAGE_BUFFER 0x90D2
#endif
#if !defined(GL_PIXEL_PACK_BUFFER)
#define GL_PIXEL_PACK_BUFFER 0x88EB
#endif
#if !defined(GL_PIXEL_UNPACK_BUFFER)
#define GL_PIXEL_UNPACK_BUFFER 0x88EC
#endif
#if !defined(GL_DRAW_INDIRECT_BUFFER)
#define GL_DRAW_INDIRECT_BUFFER 0x8F3F
#endif
QT_BEGIN_NAMESPACE
namespace Qt3DRender {
namespace Render {
namespace OpenGL {
// A UBO is created for each ShaderData Shader Pair
// That means a UBO is unique to a shader/shaderdata
namespace {
GLenum glBufferTypes[] = {
GL_ARRAY_BUFFER,
GL_UNIFORM_BUFFER,
GL_ELEMENT_ARRAY_BUFFER,
GL_SHADER_STORAGE_BUFFER,
GL_PIXEL_PACK_BUFFER,
GL_PIXEL_UNPACK_BUFFER,
GL_DRAW_INDIRECT_BUFFER
};
} // anonymous
GLBuffer::GLBuffer()
: m_bufferId(0)
, m_isCreated(false)
, m_bound(false)
, m_lastTarget(GL_ARRAY_BUFFER)
{
}
bool GLBuffer::bind(GraphicsContext *ctx, Type t)
{
if (m_bufferId == 0)
return false;
m_lastTarget = glBufferTypes[t];
ctx->openGLContext()->functions()->glBindBuffer(m_lastTarget, m_bufferId);
m_bound = true;
return true;
}
bool GLBuffer::release(GraphicsContext *ctx)
{
m_bound = false;
ctx->openGLContext()->functions()->glBindBuffer(m_lastTarget, 0);
return true;
}
bool GLBuffer::create(GraphicsContext *ctx)
{
ctx->openGLContext()->functions()->glGenBuffers(1, &m_bufferId);
m_isCreated = true;
return m_bufferId != 0;
}
void GLBuffer::destroy(GraphicsContext *ctx)
{
ctx->openGLContext()->functions()->glDeleteBuffers(1, &m_bufferId);
m_isCreated = false;
}
void GLBuffer::allocate(GraphicsContext *ctx, uint size, bool dynamic)
{
// Either GL_STATIC_DRAW OR GL_DYNAMIC_DRAW depending on the use case
// TO DO: find a way to know how a buffer/QShaderData will be used to use the right usage
ctx->openGLContext()->functions()->glBufferData(m_lastTarget, size, NULL, dynamic ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
}
void GLBuffer::allocate(GraphicsContext *ctx, const void *data, uint size, bool dynamic)
{
ctx->openGLContext()->functions()->glBufferData(m_lastTarget, size, data, dynamic ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
}
void GLBuffer::update(GraphicsContext *ctx, const void *data, uint size, int offset)
{
ctx->openGLContext()->functions()->glBufferSubData(m_lastTarget, offset, size, data);
}
QByteArray GLBuffer::download(GraphicsContext *ctx, uint size)
{
char *gpu_ptr = ctx->mapBuffer(m_lastTarget, size);
QByteArray data;
if (gpu_ptr != nullptr) {
data.resize(size);
std::copy(gpu_ptr, gpu_ptr+size, data.data());
}
ctx->unmapBuffer(m_lastTarget);
return data;
}
void GLBuffer::bindBufferBase(GraphicsContext *ctx, int bindingPoint, GLBuffer::Type t)
{
ctx->bindBufferBase(glBufferTypes[t], bindingPoint, m_bufferId);
}
void GLBuffer::bindBufferBase(GraphicsContext *ctx, int bindingPoint)
{
ctx->bindBufferBase(m_lastTarget, bindingPoint, m_bufferId);
}
} // namespace OpenGL
} // namespace Render
} // namespace Qt3DRender
QT_END_NAMESPACE