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// 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 "graphicshelpergl4_p.h"
#if !QT_CONFIG(opengles2)
#include <QOpenGLFunctions_4_3_Core>
#include <private/attachmentpack_p.h>
#include <qgraphicsutils_p.h>
#include <logging_p.h>
# ifndef QT_OPENGL_4_3
# ifndef GL_PATCH_VERTICES
# define GL_PATCH_VERTICES 36466
# endif
# define GL_ACTIVE_RESOURCES 0x92F5
# 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
# define GL_ALL_BARRIER_BITS 0xFFFFFFFF
# define GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT 0x00000001
# define GL_ELEMENT_ARRAY_BARRIER_BIT 0x00000002
# define GL_UNIFORM_BARRIER_BIT 0x00000004
# define GL_TEXTURE_FETCH_BARRIER_BIT 0x00000008
# define GL_SHADER_IMAGE_ACCESS_BARRIER_BIT 0x00000020
# define GL_COMMAND_BARRIER_BIT 0x00000040
# define GL_PIXEL_BUFFER_BARRIER_BIT 0x00000080
# define GL_TEXTURE_UPDATE_BARRIER_BIT 0x00000100
# define GL_BUFFER_UPDATE_BARRIER_BIT 0x00000200
# define GL_FRAMEBUFFER_BARRIER_BIT 0x00000400
# define GL_TRANSFORM_FEEDBACK_BARRIER_BIT 0x00000800
# define GL_ATOMIC_COUNTER_BARRIER_BIT 0x00001000
# define GL_SHADER_STORAGE_BARRIER_BIT 0x00002000
# define GL_QUERY_BUFFER_BARRIER_BIT 0x00008000
# define GL_IMAGE_1D 0x904C
# define GL_IMAGE_2D 0x904D
# define GL_IMAGE_3D 0x904E
# define GL_IMAGE_2D_RECT 0x904F
# define GL_IMAGE_CUBE 0x9050
# define GL_IMAGE_BUFFER 0x9051
# define GL_IMAGE_1D_ARRAY 0x9052
# define GL_IMAGE_2D_ARRAY 0x9053
# define GL_IMAGE_CUBE_MAP_ARRAY 0x9054
# define GL_IMAGE_2D_MULTISAMPLE 0x9055
# define GL_IMAGE_2D_MULTISAMPLE_ARRAY 0x9056
# define GL_INT_IMAGE_1D 0x9057
# define GL_INT_IMAGE_2D 0x9058
# define GL_INT_IMAGE_3D 0x9059
# define GL_INT_IMAGE_2D_RECT 0x905A
# define GL_INT_IMAGE_CUBE 0x905B
# define GL_INT_IMAGE_BUFFER 0x905C
# define GL_INT_IMAGE_1D_ARRAY 0x905D
# define GL_INT_IMAGE_2D_ARRAY 0x905E
# define GL_INT_IMAGE_CUBE_MAP_ARRAY 0x905F
# define GL_INT_IMAGE_2D_MULTISAMPLE 0x9060
# define GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY 0x9061
# define GL_UNSIGNED_INT_IMAGE_1D 0x9062
# define GL_UNSIGNED_INT_IMAGE_2D 0x9063
# define GL_UNSIGNED_INT_IMAGE_3D 0x9064
# define GL_UNSIGNED_INT_IMAGE_2D_RECT 0x9065
# define GL_UNSIGNED_INT_IMAGE_CUBE 0x9066
# define GL_UNSIGNED_INT_IMAGE_BUFFER 0x9067
# define GL_UNSIGNED_INT_IMAGE_1D_ARRAY 0x9068
# define GL_UNSIGNED_INT_IMAGE_2D_ARRAY 0x9069
# define GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY 0x906A
# define GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE 0x906B
# define GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY 0x906C
# endif
QT_BEGIN_NAMESPACE
namespace Qt3DRender {
namespace Render {
namespace OpenGL {
namespace {
GLbitfield memoryBarrierGL4Bitfield(QMemoryBarrier::Operations barriers)
{
GLbitfield bits = 0;
if (barriers.testFlag(QMemoryBarrier::All)) {
bits |= GL_ALL_BARRIER_BITS;
return bits;
}
if (barriers.testFlag(QMemoryBarrier::VertexAttributeArray))
bits |= GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT;
if (barriers.testFlag(QMemoryBarrier::ElementArray))
bits |= GL_ELEMENT_ARRAY_BARRIER_BIT;
if (barriers.testFlag(QMemoryBarrier::Uniform))
bits |= GL_UNIFORM_BARRIER_BIT;
if (barriers.testFlag(QMemoryBarrier::TextureFetch))
bits |= GL_TEXTURE_FETCH_BARRIER_BIT;
if (barriers.testFlag(QMemoryBarrier::ShaderImageAccess))
bits |= GL_SHADER_IMAGE_ACCESS_BARRIER_BIT;
if (barriers.testFlag(QMemoryBarrier::Command))
bits |= GL_COMMAND_BARRIER_BIT;
if (barriers.testFlag(QMemoryBarrier::PixelBuffer))
bits |= GL_PIXEL_BUFFER_BARRIER_BIT;
if (barriers.testFlag(QMemoryBarrier::TextureUpdate))
bits |= GL_TEXTURE_UPDATE_BARRIER_BIT;
if (barriers.testFlag(QMemoryBarrier::BufferUpdate))
bits |= GL_BUFFER_UPDATE_BARRIER_BIT;
if (barriers.testFlag(QMemoryBarrier::FrameBuffer))
bits |= GL_FRAMEBUFFER_BARRIER_BIT;
if (barriers.testFlag(QMemoryBarrier::TransformFeedback))
bits |= GL_TRANSFORM_FEEDBACK_BARRIER_BIT;
if (barriers.testFlag(QMemoryBarrier::AtomicCounter))
bits |= GL_ATOMIC_COUNTER_BARRIER_BIT;
if (barriers.testFlag(QMemoryBarrier::ShaderStorage))
bits |= GL_SHADER_STORAGE_BARRIER_BIT;
if (barriers.testFlag(QMemoryBarrier::QueryBuffer))
bits |= GL_QUERY_BUFFER_BARRIER_BIT;
return bits;
}
}
GraphicsHelperGL4::GraphicsHelperGL4()
: m_funcs(nullptr)
{
}
void GraphicsHelperGL4::initializeHelper(QOpenGLContext *context,
QAbstractOpenGLFunctions *functions)
{
Q_UNUSED(context);
m_funcs = static_cast<QOpenGLFunctions_4_3_Core*>(functions);
const bool ok = m_funcs->initializeOpenGLFunctions();
Q_ASSERT(ok);
Q_UNUSED(ok);
}
void GraphicsHelperGL4::drawElementsInstancedBaseVertexBaseInstance(GLenum primitiveType,
GLsizei primitiveCount,
GLint indexType,
void *indices,
GLsizei instances,
GLint baseVertex,
GLint baseInstance)
{
m_funcs->glDrawElementsInstancedBaseVertexBaseInstance(primitiveType,
primitiveCount,
indexType,
indices,
instances,
baseVertex,
baseInstance);
}
void GraphicsHelperGL4::drawArraysInstanced(GLenum primitiveType,
GLint first,
GLsizei count,
GLsizei instances)
{
// glDrawArraysInstanced OpenGL 3.1 or greater
m_funcs->glDrawArraysInstanced(primitiveType,
first,
count,
instances);
}
void GraphicsHelperGL4::drawArraysInstancedBaseInstance(GLenum primitiveType, GLint first, GLsizei count, GLsizei instances, GLsizei baseInstance)
{
m_funcs->glDrawArraysInstancedBaseInstance(primitiveType,
first,
count,
instances,
baseInstance);
}
void GraphicsHelperGL4::drawElements(GLenum primitiveType,
GLsizei primitiveCount,
GLint indexType,
void *indices,
GLint baseVertex)
{
m_funcs->glDrawElementsBaseVertex(primitiveType,
primitiveCount,
indexType,
indices,
baseVertex);
}
void GraphicsHelperGL4::drawElementsIndirect(GLenum mode,
GLenum type,
void *indirect)
{
m_funcs->glDrawElementsIndirect(mode, type, indirect);
}
void GraphicsHelperGL4::drawArrays(GLenum primitiveType,
GLint first,
GLsizei count)
{
m_funcs->glDrawArrays(primitiveType,
first,
count);
}
void GraphicsHelperGL4::drawArraysIndirect(GLenum mode, void *indirect)
{
m_funcs->glDrawArraysIndirect(mode, indirect);
}
void GraphicsHelperGL4::setVerticesPerPatch(GLint verticesPerPatch)
{
m_funcs->glPatchParameteri(GL_PATCH_VERTICES, verticesPerPatch);
}
void GraphicsHelperGL4::useProgram(GLuint programId)
{
m_funcs->glUseProgram(programId);
}
std::vector<ShaderUniform> GraphicsHelperGL4::programUniformsAndLocations(GLuint programId)
{
std::vector<ShaderUniform> uniforms;
GLint nbrActiveUniforms = 0;
m_funcs->glGetProgramInterfaceiv(programId, GL_UNIFORM, GL_ACTIVE_RESOURCES, &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.push_back(uniform);
qCDebug(Rendering) << uniform.m_name << "size" << uniform.m_size
<< " offset" << uniform.m_offset
<< " rawSize" << uniform.m_rawByteSize;
}
return uniforms;
}
std::vector<ShaderAttribute> GraphicsHelperGL4::programAttributesAndLocations(GLuint programId)
{
std::vector<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.push_back(attribute);
}
return attributes;
}
std::vector<ShaderUniformBlock> GraphicsHelperGL4::programUniformBlocks(GLuint programId)
{
std::vector<ShaderUniformBlock> blocks;
GLint nbrActiveUniformsBlocks = 0;
m_funcs->glGetProgramInterfaceiv(programId, GL_UNIFORM_BLOCK, GL_ACTIVE_RESOURCES, &nbrActiveUniformsBlocks);
blocks.reserve(nbrActiveUniformsBlocks);
for (GLint i = 0; i < nbrActiveUniformsBlocks; ++i) {
QByteArray uniformBlockName(256, '\0');
GLsizei length = 0;
ShaderUniformBlock uniformBlock;
m_funcs->glGetProgramResourceName(programId, GL_UNIFORM_BLOCK, i, 256, &length, uniformBlockName.data());
uniformBlock.m_name = QString::fromUtf8(uniformBlockName.left(length));
uniformBlock.m_index = i;
GLenum prop = GL_BUFFER_BINDING;
m_funcs->glGetProgramResourceiv(programId, GL_UNIFORM_BLOCK, i, 1, &prop, 4, NULL, &uniformBlock.m_binding);
prop = GL_BUFFER_DATA_SIZE;
m_funcs->glGetProgramResourceiv(programId, GL_UNIFORM_BLOCK, i, 1, &prop, 4, NULL, &uniformBlock.m_size);
prop = GL_NUM_ACTIVE_VARIABLES;
m_funcs->glGetProgramResourceiv(programId, GL_UNIFORM_BLOCK, i, 1, &prop, 4, NULL, &uniformBlock.m_activeUniformsCount);
blocks.push_back(uniformBlock);
}
return blocks;
}
std::vector<ShaderStorageBlock> GraphicsHelperGL4::programShaderStorageBlocks(GLuint programId)
{
std::vector<ShaderStorageBlock> blocks;
GLint nbrActiveShaderStorageBlocks = 0;
m_funcs->glGetProgramInterfaceiv(programId, GL_SHADER_STORAGE_BLOCK, GL_ACTIVE_RESOURCES, &nbrActiveShaderStorageBlocks);
blocks.reserve(nbrActiveShaderStorageBlocks);
for (GLint i = 0; i < nbrActiveShaderStorageBlocks; ++i) {
QByteArray storageBlockName(256, '\0');
GLsizei length = 0;
ShaderStorageBlock storageBlock;
m_funcs->glGetProgramResourceName(programId, GL_SHADER_STORAGE_BLOCK, i, 256, &length, storageBlockName.data());
storageBlock.m_index = i;
storageBlock.m_name = QString::fromUtf8(storageBlockName.left(length));
GLenum prop = GL_BUFFER_BINDING;
m_funcs->glGetProgramResourceiv(programId, GL_SHADER_STORAGE_BLOCK, i, 1, &prop, 4, NULL, &storageBlock.m_binding);
prop = GL_BUFFER_DATA_SIZE;
m_funcs->glGetProgramResourceiv(programId, GL_SHADER_STORAGE_BLOCK, i, 1, &prop, 4, NULL, &storageBlock.m_size);
prop = GL_NUM_ACTIVE_VARIABLES;
m_funcs->glGetProgramResourceiv(programId, GL_SHADER_STORAGE_BLOCK, i, 1, &prop, 4, NULL, &storageBlock.m_activeVariablesCount);
blocks.push_back(storageBlock);
}
return blocks;
}
void GraphicsHelperGL4::vertexAttribDivisor(GLuint index, GLuint divisor)
{
m_funcs->glVertexAttribDivisor(index, divisor);
}
void GraphicsHelperGL4::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;
case GL_DOUBLE:
case GL_DOUBLE_VEC2:
case GL_DOUBLE_VEC3:
case GL_DOUBLE_VEC4:
m_funcs->glVertexAttribLPointer(index, size, type, stride, pointer);
break;
default:
qCWarning(Rendering) << "vertexAttribPointer: Unhandled type";
Q_UNREACHABLE();
}
}
void GraphicsHelperGL4::readBuffer(GLenum mode)
{
m_funcs->glReadBuffer(mode);
}
void GraphicsHelperGL4::drawBuffer(GLenum mode)
{
m_funcs->glDrawBuffer(mode);
}
void *GraphicsHelperGL4::fenceSync()
{
return m_funcs->glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
}
void GraphicsHelperGL4::clientWaitSync(void *sync, GLuint64 nanoSecTimeout)
{
qDebug() << Q_FUNC_INFO << sync << static_cast<GLsync>(sync);
GLenum e = m_funcs->glClientWaitSync(static_cast<GLsync>(sync), GL_SYNC_FLUSH_COMMANDS_BIT, nanoSecTimeout);
qDebug() << e;
}
void GraphicsHelperGL4::waitSync(void *sync)
{
m_funcs->glWaitSync(static_cast<GLsync>(sync), 0, GL_TIMEOUT_IGNORED);
}
bool GraphicsHelperGL4::wasSyncSignaled(void *sync)
{
GLint v = 0;
m_funcs->glGetSynciv(static_cast<GLsync>(sync),
GL_SYNC_STATUS,
sizeof(v),
nullptr,
&v);
return v == GL_SIGNALED;
}
void GraphicsHelperGL4::deleteSync(void *sync)
{
m_funcs->glDeleteSync(static_cast<GLsync>(sync));
}
void GraphicsHelperGL4::rasterMode(GLenum faceMode, GLenum rasterMode)
{
m_funcs->glPolygonMode(faceMode, rasterMode);
}
void GraphicsHelperGL4::glUniform1fv(GLint location, GLsizei count, const GLfloat *values)
{
m_funcs->glUniform1fv(location, count, values);
}
void GraphicsHelperGL4::glUniform2fv(GLint location, GLsizei count, const GLfloat *values)
{
m_funcs->glUniform2fv(location, count, values);
}
void GraphicsHelperGL4::glUniform3fv(GLint location, GLsizei count, const GLfloat *values)
{
m_funcs->glUniform3fv(location, count, values);
}
void GraphicsHelperGL4::glUniform4fv(GLint location, GLsizei count, const GLfloat *values)
{
m_funcs->glUniform4fv(location, count, values);
}
void GraphicsHelperGL4::glUniform1iv(GLint location, GLsizei count, const GLint *values)
{
m_funcs->glUniform1iv(location, count, values);
}
void GraphicsHelperGL4::glUniform2iv(GLint location, GLsizei count, const GLint *values)
{
m_funcs->glUniform2iv(location, count, values);
}
void GraphicsHelperGL4::glUniform3iv(GLint location, GLsizei count, const GLint *values)
{
m_funcs->glUniform3iv(location, count, values);
}
void GraphicsHelperGL4::glUniform4iv(GLint location, GLsizei count, const GLint *values)
{
m_funcs->glUniform4iv(location, count, values);
}
void GraphicsHelperGL4::glUniform1uiv(GLint location, GLsizei count, const GLuint *values)
{
m_funcs->glUniform1uiv(location, count, values);
}
void GraphicsHelperGL4::glUniform2uiv(GLint location, GLsizei count, const GLuint *values)
{
m_funcs->glUniform2uiv(location, count, values);
}
void GraphicsHelperGL4::glUniform3uiv(GLint location, GLsizei count, const GLuint *values)
{
m_funcs->glUniform3uiv(location, count, values);
}
void GraphicsHelperGL4::glUniform4uiv(GLint location, GLsizei count, const GLuint *values)
{
m_funcs->glUniform4uiv(location, count, values);
}
void GraphicsHelperGL4::glUniformMatrix2fv(GLint location, GLsizei count, const GLfloat *values)
{
m_funcs->glUniformMatrix2fv(location, count, false, values);
}
void GraphicsHelperGL4::glUniformMatrix3fv(GLint location, GLsizei count, const GLfloat *values)
{
m_funcs->glUniformMatrix3fv(location, count, false, values);
}
void GraphicsHelperGL4::glUniformMatrix4fv(GLint location, GLsizei count, const GLfloat *values)
{
m_funcs->glUniformMatrix4fv(location, count, false, values);
}
void GraphicsHelperGL4::glUniformMatrix2x3fv(GLint location, GLsizei count, const GLfloat *values)
{
m_funcs->glUniformMatrix2x3fv(location, count, false, values);
}
void GraphicsHelperGL4::glUniformMatrix3x2fv(GLint location, GLsizei count, const GLfloat *values)
{
m_funcs->glUniformMatrix3x2fv(location, count, false, values);
}
void GraphicsHelperGL4::glUniformMatrix2x4fv(GLint location, GLsizei count, const GLfloat *values)
{
m_funcs->glUniformMatrix2x4fv(location, count, false, values);
}
void GraphicsHelperGL4::glUniformMatrix4x2fv(GLint location, GLsizei count, const GLfloat *values)
{
m_funcs->glUniformMatrix4x2fv(location, count, false, values);
}
void GraphicsHelperGL4::glUniformMatrix3x4fv(GLint location, GLsizei count, const GLfloat *values)
{
m_funcs->glUniformMatrix3x4fv(location, count, false, values);
}
void GraphicsHelperGL4::glUniformMatrix4x3fv(GLint location, GLsizei count, const GLfloat *values)
{
m_funcs->glUniformMatrix4x3fv(location, count, false, values);
}
UniformType GraphicsHelperGL4::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_1D:
case GL_SAMPLER_1D_ARRAY:
case GL_SAMPLER_1D_SHADOW:
case GL_SAMPLER_1D_ARRAY_SHADOW:
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_CUBE_MAP_ARRAY:
case GL_SAMPLER_CUBE_MAP_ARRAY_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_SAMPLER_BUFFER:
case GL_INT_SAMPLER_1D:
case GL_INT_SAMPLER_2D:
case GL_INT_SAMPLER_3D:
case GL_INT_SAMPLER_BUFFER:
case GL_INT_SAMPLER_2D_RECT:
case GL_INT_SAMPLER_CUBE:
case GL_INT_SAMPLER_CUBE_MAP_ARRAY:
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_1D:
case GL_UNSIGNED_INT_SAMPLER_2D:
case GL_UNSIGNED_INT_SAMPLER_3D:
case GL_UNSIGNED_INT_SAMPLER_BUFFER:
case GL_UNSIGNED_INT_SAMPLER_2D_RECT:
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:
case GL_UNSIGNED_INT_SAMPLER_CUBE:
case GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY:
return UniformType::Sampler;
case GL_IMAGE_1D:
case GL_IMAGE_2D:
case GL_IMAGE_3D:
case GL_IMAGE_2D_RECT:
case GL_IMAGE_CUBE:
case GL_IMAGE_BUFFER:
case GL_IMAGE_1D_ARRAY:
case GL_IMAGE_2D_ARRAY:
case GL_IMAGE_CUBE_MAP_ARRAY:
case GL_IMAGE_2D_MULTISAMPLE:
case GL_IMAGE_2D_MULTISAMPLE_ARRAY:
case GL_INT_IMAGE_1D:
case GL_INT_IMAGE_2D:
case GL_INT_IMAGE_3D:
case GL_INT_IMAGE_2D_RECT:
case GL_INT_IMAGE_CUBE:
case GL_INT_IMAGE_BUFFER:
case GL_INT_IMAGE_1D_ARRAY:
case GL_INT_IMAGE_2D_ARRAY:
case GL_INT_IMAGE_CUBE_MAP_ARRAY:
case GL_INT_IMAGE_2D_MULTISAMPLE:
case GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY:
case GL_UNSIGNED_INT_IMAGE_1D:
case GL_UNSIGNED_INT_IMAGE_2D:
case GL_UNSIGNED_INT_IMAGE_3D:
case GL_UNSIGNED_INT_IMAGE_2D_RECT:
case GL_UNSIGNED_INT_IMAGE_CUBE:
case GL_UNSIGNED_INT_IMAGE_BUFFER:
case GL_UNSIGNED_INT_IMAGE_1D_ARRAY:
case GL_UNSIGNED_INT_IMAGE_2D_ARRAY:
case GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY:
case GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE:
case GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY:
return UniformType::Image;
default:
// TO DO: Add support for Doubles and Images
Q_UNREACHABLE_RETURN(UniformType::Float);
}
}
void GraphicsHelperGL4::blendEquation(GLenum mode)
{
m_funcs->glBlendEquation(mode);
}
void GraphicsHelperGL4::blendFunci(GLuint buf, GLenum sfactor, GLenum dfactor)
{
m_funcs->glBlendFunci(buf, sfactor, dfactor);
}
void GraphicsHelperGL4::blendFuncSeparatei(GLuint buf, GLenum sRGB, GLenum dRGB, GLenum sAlpha, GLenum dAlpha)
{
m_funcs->glBlendFuncSeparatei(buf, sRGB, dRGB, sAlpha, dAlpha);
}
void GraphicsHelperGL4::alphaTest(GLenum, GLenum)
{
qCWarning(Rendering) << "AlphaTest not available with OpenGL 3.2 core";
}
void GraphicsHelperGL4::depthTest(GLenum mode)
{
m_funcs->glEnable(GL_DEPTH_TEST);
m_funcs->glDepthFunc(mode);
}
void GraphicsHelperGL4::depthMask(GLenum mode)
{
m_funcs->glDepthMask(mode);
}
void GraphicsHelperGL4::depthRange(GLdouble nearValue, GLdouble farValue)
{
m_funcs->glDepthRange(nearValue, farValue);
}
void GraphicsHelperGL4::frontFace(GLenum mode)
{
m_funcs->glFrontFace(mode);
}
void GraphicsHelperGL4::setMSAAEnabled(bool enabled)
{
enabled ? m_funcs->glEnable(GL_MULTISAMPLE)
: m_funcs->glDisable(GL_MULTISAMPLE);
}
void GraphicsHelperGL4::setAlphaCoverageEnabled(bool enabled)
{
enabled ? m_funcs->glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE)
: m_funcs->glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
}
GLuint GraphicsHelperGL4::createFrameBufferObject()
{
GLuint id;
m_funcs->glGenFramebuffers(1, &id);
return id;
}
void GraphicsHelperGL4::releaseFrameBufferObject(GLuint frameBufferId)
{
m_funcs->glDeleteFramebuffers(1, &frameBufferId);
}
void GraphicsHelperGL4::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;
}
}
void GraphicsHelperGL4::bindImageTexture(GLuint imageUnit, GLuint texture,
GLint mipLevel, GLboolean layered,
GLint layer, GLenum access, GLenum format)
{
m_funcs->glBindImageTexture(imageUnit,
texture,
mipLevel,
layered,
layer,
access,
format);
}
GLuint GraphicsHelperGL4::boundFrameBufferObject()
{
GLint id = 0;
m_funcs->glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &id);
return id;
}
bool GraphicsHelperGL4::checkFrameBufferComplete()
{
return (m_funcs->glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
}
bool GraphicsHelperGL4::frameBufferNeedsRenderBuffer(const Attachment &attachment)
{
Q_UNUSED(attachment);
return false;
}
void GraphicsHelperGL4::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 && attachment.m_face != QAbstractTexture::AllFaces)
m_funcs->glFramebufferTextureLayer( GL_DRAW_FRAMEBUFFER, attr, texture->textureId(), attachment.m_mipLevel, attachment.m_layer * 6 + (attachment.m_face - QAbstractTexture::CubeMapPositiveX));
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 GraphicsHelperGL4::bindFrameBufferAttachment(RenderBuffer *renderBuffer, const Attachment &attachment)
{
Q_UNUSED(renderBuffer);
Q_UNUSED(attachment);
Q_UNREACHABLE();
}
bool GraphicsHelperGL4::supportsFeature(GraphicsHelperInterface::Feature feature) const
{
switch (feature) {
case MRT:
case Tessellation:
case UniformBufferObject:
case BindableFragmentOutputs:
case PrimitiveRestart:
case RenderBufferDimensionRetrieval:
case TextureDimensionRetrieval:
case ShaderStorageObject:
case Compute:
case DrawBuffersBlend:
case BlitFramebuffer:
case IndirectDrawing:
case MapBuffer:
case Fences:
case ShaderImage:
return true;
default:
return false;
}
}
void GraphicsHelperGL4::drawBuffers(GLsizei n, const GLenum *bufs)
{
m_funcs->glDrawBuffers(n, bufs);
}
void GraphicsHelperGL4::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 GraphicsHelperGL4::bindUniformBlock(GLuint programId, GLuint uniformBlockIndex, GLuint uniformBlockBinding)
{
m_funcs->glUniformBlockBinding(programId, uniformBlockIndex, uniformBlockBinding);
}
void GraphicsHelperGL4::bindShaderStorageBlock(GLuint programId, GLuint shaderStorageBlockIndex, GLuint shaderStorageBlockBinding)
{
m_funcs->glShaderStorageBlockBinding(programId, shaderStorageBlockIndex, shaderStorageBlockBinding);
}
void GraphicsHelperGL4::bindBufferBase(GLenum target, GLuint index, GLuint buffer)
{
m_funcs->glBindBufferBase(target, index, buffer);
}
void GraphicsHelperGL4::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_CUBE_MAP_ARRAY:
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_CUBE_MAP_ARRAY:
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_CUBE_MAP_ARRAY:
case GL_SAMPLER_CUBE_MAP_ARRAY_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:
case GL_IMAGE_1D:
case GL_IMAGE_2D:
case GL_IMAGE_3D:
case GL_IMAGE_2D_RECT:
case GL_IMAGE_CUBE:
case GL_IMAGE_BUFFER:
case GL_IMAGE_1D_ARRAY:
case GL_IMAGE_2D_ARRAY:
case GL_IMAGE_CUBE_MAP_ARRAY:
case GL_IMAGE_2D_MULTISAMPLE:
case GL_IMAGE_2D_MULTISAMPLE_ARRAY:
case GL_INT_IMAGE_1D:
case GL_INT_IMAGE_2D:
case GL_INT_IMAGE_3D:
case GL_INT_IMAGE_2D_RECT:
case GL_INT_IMAGE_CUBE:
case GL_INT_IMAGE_BUFFER:
case GL_INT_IMAGE_1D_ARRAY:
case GL_INT_IMAGE_2D_ARRAY:
case GL_INT_IMAGE_CUBE_MAP_ARRAY:
case GL_INT_IMAGE_2D_MULTISAMPLE:
case GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY:
case GL_UNSIGNED_INT_IMAGE_1D:
case GL_UNSIGNED_INT_IMAGE_2D:
case GL_UNSIGNED_INT_IMAGE_3D:
case GL_UNSIGNED_INT_IMAGE_2D_RECT:
case GL_UNSIGNED_INT_IMAGE_CUBE:
case GL_UNSIGNED_INT_IMAGE_BUFFER:
case GL_UNSIGNED_INT_IMAGE_1D_ARRAY:
case GL_UNSIGNED_INT_IMAGE_2D_ARRAY:
case GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY:
case GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE:
case GL_UNSIGNED_INT_IMAGE_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 GraphicsHelperGL4::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_CUBE_MAP_ARRAY:
case GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW:
case GL_INT_SAMPLER_CUBE_MAP_ARRAY:
case GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY:
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:
case GL_IMAGE_1D:
case GL_IMAGE_2D:
case GL_IMAGE_3D:
case GL_IMAGE_2D_RECT:
case GL_IMAGE_CUBE:
case GL_IMAGE_BUFFER:
case GL_IMAGE_1D_ARRAY:
case GL_IMAGE_2D_ARRAY:
case GL_IMAGE_CUBE_MAP_ARRAY:
case GL_IMAGE_2D_MULTISAMPLE:
case GL_IMAGE_2D_MULTISAMPLE_ARRAY:
case GL_INT_IMAGE_1D:
case GL_INT_IMAGE_2D:
case GL_INT_IMAGE_3D:
case GL_INT_IMAGE_2D_RECT:
case GL_INT_IMAGE_CUBE:
case GL_INT_IMAGE_BUFFER:
case GL_INT_IMAGE_1D_ARRAY:
case GL_INT_IMAGE_2D_ARRAY:
case GL_INT_IMAGE_CUBE_MAP_ARRAY:
case GL_INT_IMAGE_2D_MULTISAMPLE:
case GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY:
case GL_UNSIGNED_INT_IMAGE_1D:
case GL_UNSIGNED_INT_IMAGE_2D:
case GL_UNSIGNED_INT_IMAGE_3D:
case GL_UNSIGNED_INT_IMAGE_2D_RECT:
case GL_UNSIGNED_INT_IMAGE_CUBE:
case GL_UNSIGNED_INT_IMAGE_BUFFER:
case GL_UNSIGNED_INT_IMAGE_1D_ARRAY:
case GL_UNSIGNED_INT_IMAGE_2D_ARRAY:
case GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY:
case GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE:
case GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY:
rawByteSize = 4;
break;
default: {
qWarning() << Q_FUNC_INFO << "unable to deduce rawByteSize for uniform type:" << description.m_type << "for uniform" << description.m_name;
break;
}
}
return arrayStride ? rawByteSize * arrayStride : rawByteSize;
}
void GraphicsHelperGL4::enableClipPlane(int clipPlane)
{
m_funcs->glEnable(GL_CLIP_DISTANCE0 + clipPlane);
}
void GraphicsHelperGL4::disableClipPlane(int clipPlane)
{
m_funcs->glDisable(GL_CLIP_DISTANCE0 + clipPlane);
}
void GraphicsHelperGL4::setClipPlane(int, const QVector3D &, float)
{
// deprecated
}
GLint GraphicsHelperGL4::maxClipPlaneCount()
{
GLint max = 0;
m_funcs->glGetIntegerv(GL_MAX_CLIP_DISTANCES, &max);
return max;
}
void GraphicsHelperGL4::memoryBarrier(QMemoryBarrier::Operations barriers)
{
m_funcs->glMemoryBarrier(memoryBarrierGL4Bitfield(barriers));
}
void GraphicsHelperGL4::enablePrimitiveRestart(int primitiveRestartIndex)
{
m_funcs->glPrimitiveRestartIndex(primitiveRestartIndex);
m_funcs->glEnable(GL_PRIMITIVE_RESTART);
}
void GraphicsHelperGL4::enableVertexAttributeArray(int location)
{
m_funcs->glEnableVertexAttribArray(location);
}
void GraphicsHelperGL4::disablePrimitiveRestart()
{
m_funcs->glDisable(GL_PRIMITIVE_RESTART);
}
void GraphicsHelperGL4::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 GraphicsHelperGL4::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 GraphicsHelperGL4::enablei(GLenum cap, GLuint index)
{
m_funcs->glEnablei(cap, index);
}
void GraphicsHelperGL4::disablei(GLenum cap, GLuint index)
{
m_funcs->glDisablei(cap, index);
}
void GraphicsHelperGL4::setSeamlessCubemap(bool enable)
{
if (enable)
m_funcs->glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
else
m_funcs->glDisable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
}
QSize GraphicsHelperGL4::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 GraphicsHelperGL4::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 GraphicsHelperGL4::dispatchCompute(GLuint wx, GLuint wy, GLuint wz)
{
m_funcs->glDispatchCompute(wx, wy, wz);
}
char *GraphicsHelperGL4::mapBuffer(GLenum target, GLsizeiptr size)
{
return static_cast<char*>(m_funcs->glMapBufferRange(target, 0, size, GL_MAP_READ_BIT | GL_MAP_WRITE_BIT));
}
GLboolean GraphicsHelperGL4::unmapBuffer(GLenum target)
{
return m_funcs->glUnmapBuffer(target);
}
void GraphicsHelperGL4::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