diff options
Diffstat (limited to 'src/plugins/renderers/opengl/graphicshelpers/graphicshelperes3.cpp')
-rw-r--r-- | src/plugins/renderers/opengl/graphicshelpers/graphicshelperes3.cpp | 770 |
1 files changed, 770 insertions, 0 deletions
diff --git a/src/plugins/renderers/opengl/graphicshelpers/graphicshelperes3.cpp b/src/plugins/renderers/opengl/graphicshelpers/graphicshelperes3.cpp new file mode 100644 index 000000000..97a256b9c --- /dev/null +++ b/src/plugins/renderers/opengl/graphicshelpers/graphicshelperes3.cpp @@ -0,0 +1,770 @@ +/**************************************************************************** +** +** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). +** Copyright (C) 2016 Svenn-Arne Dragly. +** 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. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include "graphicshelperes3_p.h" +#include <private/attachmentpack_p.h> +#include <qgraphicsutils_p.h> +#include <logging_p.h> +#include <QOpenGLExtraFunctions> + +QT_BEGIN_NAMESPACE + +// ES 3.0+ +#ifndef GL_SAMPLER_3D +#define GL_SAMPLER_3D 0x8B5F +#endif +#ifndef GL_SAMPLER_2D_SHADOW +#define GL_SAMPLER_2D_SHADOW 0x8B62 +#endif +#ifndef GL_SAMPLER_CUBE_SHADOW +#define GL_SAMPLER_CUBE_SHADOW 0x8DC5 +#endif +#ifndef GL_SAMPLER_2D_ARRAY +#define GL_SAMPLER_2D_ARRAY 0x8DC1 +#endif +#ifndef GL_SAMPLER_2D_ARRAY_SHADOW +#define GL_SAMPLER_2D_ARRAY_SHADOW 0x8DC4 +#endif +#ifndef GL_FLOAT_MAT2x3 +#define GL_FLOAT_MAT2x3 0x8B65 +#endif +#ifndef GL_FLOAT_MAT2x4 +#define GL_FLOAT_MAT2x4 0x8B66 +#endif +#ifndef GL_FLOAT_MAT3x2 +#define GL_FLOAT_MAT3x2 0x8B67 +#endif +#ifndef GL_FLOAT_MAT3x4 +#define GL_FLOAT_MAT3x4 0x8B68 +#endif +#ifndef GL_FLOAT_MAT4x2 +#define GL_FLOAT_MAT4x2 0x8B69 +#endif +#ifndef GL_FLOAT_MAT4x3 +#define GL_FLOAT_MAT4x3 0x8B6A +#endif +#ifndef GL_UNSIGNED_INT_VEC2 +#define GL_UNSIGNED_INT_VEC2 0x8DC6 +#endif +#ifndef GL_UNSIGNED_INT_VEC3 +#define GL_UNSIGNED_INT_VEC3 0x8DC7 +#endif +#ifndef GL_UNSIGNED_INT_VEC4 +#define GL_UNSIGNED_INT_VEC4 0x8DC8 +#endif +#ifndef GL_INT_SAMPLER_2D +#define GL_INT_SAMPLER_2D 0x8DCA +#endif +#ifndef GL_INT_SAMPLER_3D +#define GL_INT_SAMPLER_3D 0x8DCB +#endif +#ifndef GL_INT_SAMPLER_CUBE +#define GL_INT_SAMPLER_CUBE 0x8DCC +#endif +#ifndef GL_INT_SAMPLER_2D_ARRAY +#define GL_INT_SAMPLER_2D_ARRAY 0x8DCF +#endif +#ifndef GL_UNSIGNED_INT_SAMPLER_2D +#define GL_UNSIGNED_INT_SAMPLER_2D 0x8DD2 +#endif +#ifndef GL_UNSIGNED_INT_SAMPLER_3D +#define GL_UNSIGNED_INT_SAMPLER_3D 0x8DD3 +#endif +#ifndef GL_UNSIGNED_INT_SAMPLER_CUBE +#define GL_UNSIGNED_INT_SAMPLER_CUBE 0x8DD4 +#endif +#ifndef GL_UNSIGNED_INT_SAMPLER_2D_ARRAY +#define GL_UNSIGNED_INT_SAMPLER_2D_ARRAY 0x8DD7 +#endif + +#ifndef GL_ACTIVE_UNIFORM_BLOCKS +#define GL_ACTIVE_UNIFORM_BLOCKS 0x8A36 +#endif +#ifndef GL_UNIFORM_BLOCK_INDEX +#define GL_UNIFORM_BLOCK_INDEX 0x8A3A +#endif +#ifndef GL_UNIFORM_OFFSET +#define GL_UNIFORM_OFFSET 0x8A3B +#endif +#ifndef GL_UNIFORM_ARRAY_STRIDE +#define GL_UNIFORM_ARRAY_STRIDE 0x8A3C +#endif +#ifndef GL_UNIFORM_MATRIX_STRIDE +#define GL_UNIFORM_MATRIX_STRIDE 0x8A3D +#endif +#ifndef GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS +#define GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS 0x8A42 +#endif +#ifndef GL_UNIFORM_BLOCK_BINDING +#define GL_UNIFORM_BLOCK_BINDING 0x8A3F +#endif +#ifndef GL_UNIFORM_BLOCK_DATA_SIZE +#define GL_UNIFORM_BLOCK_DATA_SIZE 0x8A40 +#endif + +#ifndef GL_DRAW_FRAMEBUFFER +#define GL_DRAW_FRAMEBUFFER 0x8CA9 +#endif + +#ifndef GL_READ_FRAMEBUFFER +#define GL_READ_FRAMEBUFFER 0x8CA8 +#endif + +#ifndef GL_SIGNALED +#define GL_SIGNALED 0x9119 +#endif + +#ifndef GL_SYNC_STATUS +#define GL_SYNC_STATUS 0x9114 +#endif + +#ifndef GL_TIMEOUT_IGNORED +#define GL_TIMEOUT_IGNORED 0xFFFFFFFFFFFFFFFFull +#endif + +#ifndef GL_SYNC_GPU_COMMANDS_COMPLETE +#define GL_SYNC_GPU_COMMANDS_COMPLETE 0x9117 +#endif + +#ifndef GL_SYNC_FLUSH_COMMANDS_BIT +#define GL_SYNC_FLUSH_COMMANDS_BIT 0x00000001 +#endif + +namespace Qt3DRender { +namespace Render { +namespace OpenGL { + +GraphicsHelperES3::GraphicsHelperES3() +{ +} + +GraphicsHelperES3::~GraphicsHelperES3() +{ +} + +void GraphicsHelperES3::initializeHelper(QOpenGLContext *context, + QAbstractOpenGLFunctions *functions) +{ + GraphicsHelperES2::initializeHelper(context, functions); + m_extraFuncs = context->extraFunctions(); + Q_ASSERT(m_extraFuncs); +} + +void GraphicsHelperES3::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 ES 3"; + + if (baseVertex != 0) + qWarning() << "glDrawElementsInstancedBaseVertex is not supported with OpenGL ES 3"; + + m_extraFuncs->glDrawElementsInstanced(primitiveType, + primitiveCount, + indexType, + indices, + instances); +} + +void GraphicsHelperES3::vertexAttribDivisor(GLuint index, GLuint divisor) +{ + m_extraFuncs->glVertexAttribDivisor(index, divisor); +} + +void GraphicsHelperES3::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_extraFuncs->glVertexAttribIPointer(index, size, type, stride, pointer); + break; + + default: + qCWarning(Rendering) << "vertexAttribPointer: Unhandled type"; + Q_UNREACHABLE(); + } +} + +void GraphicsHelperES3::drawArraysInstanced(GLenum primitiveType, GLint first, GLsizei count, GLsizei instances) +{ + m_extraFuncs->glDrawArraysInstanced(primitiveType, + first, + count, + instances); +} + +void GraphicsHelperES3::readBuffer(GLenum mode) +{ + m_extraFuncs->glReadBuffer(mode); +} + +void GraphicsHelperES3::drawBuffer(GLenum mode) +{ + Q_UNUSED(mode); + qWarning() << "glDrawBuffer is not supported with OpenGL ES 3"; +} + +void GraphicsHelperES3::bindFrameBufferAttachment(QOpenGLTexture *texture, const Attachment &attachment) +{ + GLenum attr = GL_COLOR_ATTACHMENT0; + + 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; + else + qCritical() << "Unsupported FBO attachment OpenGL ES 3.0"; + + const QOpenGLTexture::Target target = texture->target(); + + if (target == QOpenGLTexture::TargetCubeMap && attachment.m_face == QAbstractTexture::AllFaces) { + qWarning() << "OpenGL ES 3.0 doesn't handle attaching all the faces of a cube map texture at once to an FBO"; + return; + } + + texture->bind(); + if (target == QOpenGLTexture::Target2D) + m_funcs->glFramebufferTexture2D(GL_FRAMEBUFFER, attr, target, texture->textureId(), attachment.m_mipLevel); + else if (target == QOpenGLTexture::TargetCubeMap) + m_funcs->glFramebufferTexture2D(GL_FRAMEBUFFER, attr, attachment.m_face, texture->textureId(), attachment.m_mipLevel); + else + qCritical() << "Unsupported Texture FBO attachment format"; + texture->release(); +} + +void GraphicsHelperES3::bindFrameBufferObject(GLuint frameBufferId, GraphicsHelperInterface::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; + } +} + +bool GraphicsHelperES3::supportsFeature(GraphicsHelperInterface::Feature feature) const +{ + switch (feature) { + case RenderBufferDimensionRetrieval: + case MRT: + case BlitFramebuffer: + case UniformBufferObject: + case MapBuffer: + case Fences: + return true; + default: + return false; + } +} + +void GraphicsHelperES3::drawBuffers(GLsizei n, const int *bufs) +{ + QVarLengthArray<GLenum, 16> drawBufs(n); + + for (int i = 0; i < n; i++) + drawBufs[i] = GL_COLOR_ATTACHMENT0 + bufs[i]; + m_extraFuncs->glDrawBuffers(n, drawBufs.constData()); +} + +UniformType GraphicsHelperES3::uniformTypeFromGLType(GLenum glType) +{ + switch (glType) { + case GL_SAMPLER_3D: + case GL_SAMPLER_2D_SHADOW: + case GL_SAMPLER_CUBE_SHADOW: + case GL_SAMPLER_2D_ARRAY: + case GL_SAMPLER_2D_ARRAY_SHADOW: + return UniformType::Sampler; + default: + return GraphicsHelperES2::uniformTypeFromGLType(glType); + } +} + +uint GraphicsHelperES3::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_2D: + case GL_SAMPLER_3D: + case GL_SAMPLER_CUBE: + case GL_INT_SAMPLER_2D: + case GL_INT_SAMPLER_3D: + case GL_INT_SAMPLER_CUBE: + case GL_UNSIGNED_INT_SAMPLER_2D: + case GL_UNSIGNED_INT_SAMPLER_3D: + case GL_UNSIGNED_INT_SAMPLER_CUBE: + case GL_SAMPLER_2D_SHADOW: + case GL_SAMPLER_CUBE_SHADOW: + case GL_SAMPLER_2D_ARRAY: + case GL_INT_SAMPLER_2D_ARRAY: + case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY: + case GL_SAMPLER_2D_ARRAY_SHADOW: + rawByteSize = 4; + break; + } + + return arrayStride ? rawByteSize * arrayStride : rawByteSize; +} + +void *GraphicsHelperES3::fenceSync() +{ + return m_extraFuncs->glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0); +} + +void GraphicsHelperES3::clientWaitSync(void *sync, GLuint64 nanoSecTimeout) +{ + m_extraFuncs->glClientWaitSync(static_cast<GLsync>(sync), GL_SYNC_FLUSH_COMMANDS_BIT, nanoSecTimeout); +} + +void GraphicsHelperES3::waitSync(void *sync) +{ + m_extraFuncs->glWaitSync(static_cast<GLsync>(sync), 0, GL_TIMEOUT_IGNORED); +} + +bool GraphicsHelperES3::wasSyncSignaled(void *sync) +{ + GLint v; + m_extraFuncs->glGetSynciv(static_cast<GLsync>(sync), + GL_SYNC_STATUS, + sizeof(v), + nullptr, + &v); + return v == GL_SIGNALED; +} + +void GraphicsHelperES3::deleteSync(void *sync) +{ + m_extraFuncs->glDeleteSync(static_cast<GLsync>(sync)); +} + +void GraphicsHelperES3::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter) +{ + m_extraFuncs->glBlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter); +} + +void GraphicsHelperES3::bindBufferBase(GLenum target, GLuint index, GLuint buffer) +{ + m_extraFuncs->glBindBufferBase(target, index, buffer); +} + +bool GraphicsHelperES3::frameBufferNeedsRenderBuffer(const Attachment &attachment) +{ + // Use a renderbuffer for combined depth+stencil attachments since this is + // problematic before GLES 3.2. Keep using textures for everything else. + return attachment.m_point == QRenderTargetOutput::DepthStencil; +} + +void GraphicsHelperES3::bindUniformBlock(GLuint programId, GLuint uniformBlockIndex, GLuint uniformBlockBinding) +{ + m_extraFuncs->glUniformBlockBinding(programId, uniformBlockIndex, uniformBlockBinding); +} + +void GraphicsHelperES3::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; + } + + // note: only GLES 3.0 supported types, not the same as OpenGL proper + // (also, no MS samplers before ES 3.1) + case GL_SAMPLER_2D: + case GL_SAMPLER_3D: + case GL_SAMPLER_CUBE: + case GL_INT_SAMPLER_2D: + case GL_INT_SAMPLER_3D: + case GL_INT_SAMPLER_CUBE: + case GL_UNSIGNED_INT_SAMPLER_2D: + case GL_UNSIGNED_INT_SAMPLER_3D: + case GL_UNSIGNED_INT_SAMPLER_CUBE: + case GL_SAMPLER_2D_SHADOW: + case GL_SAMPLER_CUBE_SHADOW: + case GL_SAMPLER_2D_ARRAY: + case GL_INT_SAMPLER_2D_ARRAY: + case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY: + case GL_SAMPLER_2D_ARRAY_SHADOW: + { + 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; + } +} + +char *GraphicsHelperES3::mapBuffer(GLenum target, GLsizeiptr size) +{ + return static_cast<char*>(m_extraFuncs->glMapBufferRange(target, 0, size, GL_MAP_READ_BIT | GL_MAP_WRITE_BIT)); +} + +GLboolean GraphicsHelperES3::unmapBuffer(GLenum target) +{ + return m_extraFuncs->glUnmapBuffer(target); +} + +QVector<ShaderUniform> GraphicsHelperES3::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); + m_extraFuncs->glGetActiveUniformsiv(programId, 1, (GLuint*)&i, GL_UNIFORM_BLOCK_INDEX, &uniform.m_blockIndex); + m_extraFuncs->glGetActiveUniformsiv(programId, 1, (GLuint*)&i, GL_UNIFORM_OFFSET, &uniform.m_offset); + m_extraFuncs->glGetActiveUniformsiv(programId, 1, (GLuint*)&i, GL_UNIFORM_ARRAY_STRIDE, &uniform.m_arrayStride); + m_extraFuncs->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<ShaderUniformBlock> GraphicsHelperES3::programUniformBlocks(GLuint programId) +{ + QVector<ShaderUniformBlock> blocks; + GLint nbrActiveUniformsBlocks = 0; + m_extraFuncs->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_extraFuncs->glGetActiveUniformBlockName(programId, i, 256, &length, uniformBlockName.data()); + uniformBlock.m_name = QString::fromUtf8(uniformBlockName.left(length)); + uniformBlock.m_index = i; + m_extraFuncs->glGetActiveUniformBlockiv(programId, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS, &uniformBlock.m_activeUniformsCount); + m_extraFuncs->glGetActiveUniformBlockiv(programId, i, GL_UNIFORM_BLOCK_BINDING, &uniformBlock.m_binding); + m_extraFuncs->glGetActiveUniformBlockiv(programId, i, GL_UNIFORM_BLOCK_DATA_SIZE, &uniformBlock.m_size); + blocks.append(uniformBlock); + } + return blocks; +} + +} // namespace OpenGL +} // namespace Render +} // namespace Qt3DRender + +QT_END_NAMESPACE |