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-rw-r--r--src/plugins/renderers/opengl/graphicshelpers/graphicshelperes3.cpp770
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