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+/****************************************************************************
+**
+** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
+** Copyright (C) 2016 The Qt Company Ltd and/or its subsidiary(-ies).
+** 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.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#ifndef QT3DRENDER_RENDER_OPENGL_GRAPHICSCONTEXT_H
+#define QT3DRENDER_RENDER_OPENGL_GRAPHICSCONTEXT_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 <QOpenGLContext>
+#include <QOpenGLFunctions>
+#include <QOpenGLVertexArrayObject>
+#include <QHash>
+#include <QColor>
+#include <QMatrix4x4>
+#include <QBitArray>
+#include <QImage>
+#include <Qt3DRender/qclearbuffers.h>
+#include <Qt3DRender/private/shader_p.h>
+#include <Qt3DRender/qattribute.h>
+#include <Qt3DRender/qmemorybarrier.h>
+#include <Qt3DRender/private/handle_types_p.h>
+#include <Qt3DRender/private/qgraphicsapifilter_p.h>
+#include <Qt3DRender/private/uniform_p.h>
+#include <Qt3DRender/private/qblitframebuffer_p.h>
+#include <gl_handle_types_p.h>
+#include <glbuffer_p.h>
+#include <shaderparameterpack_p.h>
+#include <graphicshelperinterface_p.h>
+#include <qmath.h>
+
+QT_BEGIN_NAMESPACE
+
+class QOpenGLShaderProgram;
+class QAbstractOpenGLFunctions;
+#ifdef QT_OPENGL_LIB
+class QOpenGLDebugLogger;
+#endif
+
+namespace Qt3DRender {
+
+namespace Render {
+
+class RenderTarget;
+class AttachmentPack;
+class ShaderManager;
+
+namespace OpenGL {
+
+class GraphicsHelperInterface;
+class GLShader;
+class GLShaderManager;
+
+typedef QPair<QString, int> NamedUniformLocation;
+
+class Q_AUTOTEST_EXPORT GraphicsContext
+{
+public:
+ GraphicsContext();
+ ~GraphicsContext();
+
+ void setOpenGLContext(QOpenGLContext* ctx);
+ QOpenGLContext *openGLContext() { return m_gl; }
+ bool makeCurrent(QSurface *surface);
+ void doneCurrent();
+ bool hasValidGLHelper() const;
+ bool isInitialized() const;
+
+ // Shaders
+ struct ShaderCreationInfo
+ {
+ bool linkSucceeded = false;
+ QString logs;
+ };
+
+ ShaderCreationInfo createShaderProgram(GLShader *shaderNode);
+ void introspectShaderInterface(GLShader *shader);
+ void loadShader(Shader* shader, ShaderManager *shaderManager, GLShaderManager *glShaderManager);
+
+ GLuint defaultFBO() const { return m_defaultFBO; }
+
+ const GraphicsApiFilterData *contextInfo() const;
+
+ // Wrapper methods
+ void clearBackBuffer(QClearBuffers::BufferTypeFlags buffers);
+ void alphaTest(GLenum mode1, GLenum mode2);
+ void bindFramebuffer(GLuint fbo, GraphicsHelperInterface::FBOBindMode mode);
+ void bindBufferBase(GLenum target, GLuint bindingIndex, GLuint buffer);
+ void bindFragOutputs(GLuint shader, const QHash<QString, int> &outputs);
+ void bindImageTexture(GLuint imageUnit, GLuint texture, GLint mipLevel, GLboolean layered, GLint layer, GLenum access, GLenum format);
+ void bindUniformBlock(GLuint programId, GLuint uniformBlockIndex, GLuint uniformBlockBinding);
+ void bindShaderStorageBlock(GLuint programId, GLuint shaderStorageBlockIndex, GLuint shaderStorageBlockBinding);
+ void blendEquation(GLenum mode);
+ void blendFunci(GLuint buf, GLenum sfactor, GLenum dfactor);
+ void blendFuncSeparatei(GLuint buf, GLenum sRGB, GLenum dRGB, GLenum sAlpha, GLenum dAlpha);
+ GLuint boundFrameBufferObject();
+ void buildUniformBuffer(const QVariant &v, const ShaderUniform &description, QByteArray &buffer);
+ void clearBufferf(GLint drawbuffer, const QVector4D &values);
+ void clearColor(const QColor &color);
+ void clearDepthValue(float depth);
+ void clearStencilValue(int stencil);
+ void depthRange(GLdouble nearValue, GLdouble farValue);
+ void depthMask(GLenum mode);
+ void depthTest(GLenum mode);
+ void disableClipPlane(int clipPlane);
+ void disablei(GLenum cap, GLuint index);
+ void disablePrimitiveRestart();
+ void dispatchCompute(int x, int y, int z);
+ char * mapBuffer(GLenum target, GLsizeiptr size);
+ GLboolean unmapBuffer(GLenum target);
+ void drawArrays(GLenum primitiveType, GLint first, GLsizei count);
+ void drawArraysIndirect(GLenum mode,void *indirect);
+ void drawArraysInstanced(GLenum primitiveType, GLint first, GLsizei count, GLsizei instances);
+ void drawArraysInstancedBaseInstance(GLenum primitiveType, GLint first, GLsizei count, GLsizei instances, GLsizei baseinstance);
+ void drawElements(GLenum primitiveType, GLsizei primitiveCount, GLint indexType, void * indices, GLint baseVertex);
+ void drawElementsIndirect(GLenum mode, GLenum type, void *indirect);
+ void drawElementsInstancedBaseVertexBaseInstance(GLenum primitiveType, GLsizei primitiveCount, GLint indexType, void * indices, GLsizei instances, GLint baseVertex, GLint baseInstance);
+ void enableClipPlane(int clipPlane);
+ void enablei(GLenum cap, GLuint index);
+ void enablePrimitiveRestart(int restartIndex);
+ void frontFace(GLenum mode);
+ GLint maxClipPlaneCount();
+ GLint maxTextureUnitsCount() const;
+ GLint maxImageUnitsCount() const;
+ void pointSize(bool programmable, GLfloat value);
+ void readBuffer(GLenum mode);
+ void drawBuffer(GLenum mode);
+ void drawBuffers(GLsizei n, const int *bufs);
+ void setMSAAEnabled(bool enabled);
+ void setAlphaCoverageEnabled(bool enabled);
+ void setClipPlane(int clipPlane, const QVector3D &normal, float distance);
+ void setSeamlessCubemap(bool enable);
+ void setVerticesPerPatch(GLint verticesPerPatch);
+ void memoryBarrier(QMemoryBarrier::Operations barriers);
+ void activateDrawBuffers(const AttachmentPack &attachments);
+ void rasterMode(GLenum faceMode, GLenum rasterMode);
+
+ // Helper methods
+ static GLint elementType(GLint type);
+ static GLint tupleSizeFromType(GLint type);
+ static GLuint byteSizeFromType(GLint type);
+ static GLint glDataTypeFromAttributeDataType(QAttribute::VertexBaseType dataType);
+
+ bool supportsDrawBuffersBlend() const;
+ bool supportsVAO() const { return m_supportsVAO; }
+
+ void initialize();
+ void initializeHelpers(QSurface *surface);
+ GraphicsHelperInterface *resolveHighestOpenGLFunctions();
+
+ bool m_initialized;
+ bool m_supportsVAO;
+ GLint m_maxTextureUnits;
+ GLint m_maxImageUnits;
+ GLuint m_defaultFBO;
+ QOpenGLContext *m_gl;
+ GraphicsHelperInterface *m_glHelper;
+
+ QHash<QSurface *, GraphicsHelperInterface*> m_glHelpers;
+ GraphicsApiFilterData m_contextInfo;
+#ifdef QT_OPENGL_LIB
+ QScopedPointer<QOpenGLDebugLogger> m_debugLogger;
+#endif
+
+ friend class OpenGLVertexArrayObject;
+ OpenGLVertexArrayObject *m_currentVAO;
+
+ void applyUniform(const ShaderUniform &description, const UniformValue &v);
+
+ template<UniformType>
+ void applyUniformHelper(const ShaderUniform &, const UniformValue &) const
+ {
+ Q_ASSERT_X(false, Q_FUNC_INFO, "Uniform: Didn't provide specialized apply() implementation");
+ }
+};
+
+#define QT3D_UNIFORM_TYPE_PROTO(UniformTypeEnum, BaseType, Func) \
+template<> \
+void GraphicsContext::applyUniformHelper<UniformTypeEnum>(const ShaderUniform &description, const UniformValue &value) const;
+
+#define QT3D_UNIFORM_TYPE_IMPL(UniformTypeEnum, BaseType, Func) \
+ template<> \
+ void GraphicsContext::applyUniformHelper<UniformTypeEnum>(const ShaderUniform &description, const UniformValue &value) const \
+{ \
+ const int count = qMin(description.m_size, int(value.byteSize() / description.m_rawByteSize)); \
+ m_glHelper->Func(description.m_location, count, value.constData<BaseType>()); \
+}
+
+
+QT3D_UNIFORM_TYPE_PROTO(UniformType::Float, float, glUniform1fv)
+QT3D_UNIFORM_TYPE_PROTO(UniformType::Vec2, float, glUniform2fv)
+QT3D_UNIFORM_TYPE_PROTO(UniformType::Vec3, float, glUniform3fv)
+QT3D_UNIFORM_TYPE_PROTO(UniformType::Vec4, float, glUniform4fv)
+
+// OpenGL expects int* as values for booleans
+QT3D_UNIFORM_TYPE_PROTO(UniformType::Bool, int, glUniform1iv)
+QT3D_UNIFORM_TYPE_PROTO(UniformType::BVec2, int, glUniform2iv)
+QT3D_UNIFORM_TYPE_PROTO(UniformType::BVec3, int, glUniform3iv)
+QT3D_UNIFORM_TYPE_PROTO(UniformType::BVec4, int, glUniform4iv)
+
+QT3D_UNIFORM_TYPE_PROTO(UniformType::Int, int, glUniform1iv)
+QT3D_UNIFORM_TYPE_PROTO(UniformType::IVec2, int, glUniform2iv)
+QT3D_UNIFORM_TYPE_PROTO(UniformType::IVec3, int, glUniform3iv)
+QT3D_UNIFORM_TYPE_PROTO(UniformType::IVec4, int, glUniform4iv)
+
+QT3D_UNIFORM_TYPE_PROTO(UniformType::UInt, uint, glUniform1uiv)
+QT3D_UNIFORM_TYPE_PROTO(UniformType::UIVec2, uint, glUniform2uiv)
+QT3D_UNIFORM_TYPE_PROTO(UniformType::UIVec3, uint, glUniform3uiv)
+QT3D_UNIFORM_TYPE_PROTO(UniformType::UIVec4, uint, glUniform4uiv)
+
+QT3D_UNIFORM_TYPE_PROTO(UniformType::Mat2, float, glUniformMatrix2fv)
+QT3D_UNIFORM_TYPE_PROTO(UniformType::Mat3, float, glUniformMatrix3fv)
+QT3D_UNIFORM_TYPE_PROTO(UniformType::Mat4, float, glUniformMatrix4fv)
+QT3D_UNIFORM_TYPE_PROTO(UniformType::Mat2x3, float, glUniformMatrix2x3fv)
+QT3D_UNIFORM_TYPE_PROTO(UniformType::Mat3x2, float, glUniformMatrix3x2fv)
+QT3D_UNIFORM_TYPE_PROTO(UniformType::Mat2x4, float, glUniformMatrix2x4fv)
+QT3D_UNIFORM_TYPE_PROTO(UniformType::Mat4x2, float, glUniformMatrix4x2fv)
+QT3D_UNIFORM_TYPE_PROTO(UniformType::Mat3x4, float, glUniformMatrix3x4fv)
+QT3D_UNIFORM_TYPE_PROTO(UniformType::Mat4x3, float, glUniformMatrix4x3fv)
+
+} // namespace OpenGL
+} // namespace Render
+} // namespace Qt3DRender
+
+QT_END_NAMESPACE
+
+#endif // QT3DRENDER_RENDER_OPENGL_GRAPHICSCONTEXT_H