summaryrefslogtreecommitdiffstats
path: root/src/plugins/renderers/opengl/graphicshelpers/graphicshelpergl4.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'src/plugins/renderers/opengl/graphicshelpers/graphicshelpergl4.cpp')
-rw-r--r--src/plugins/renderers/opengl/graphicshelpers/graphicshelpergl4.cpp1444
1 files changed, 1444 insertions, 0 deletions
diff --git a/src/plugins/renderers/opengl/graphicshelpers/graphicshelpergl4.cpp b/src/plugins/renderers/opengl/graphicshelpers/graphicshelpergl4.cpp
new file mode 100644
index 000000000..96e055870
--- /dev/null
+++ b/src/plugins/renderers/opengl/graphicshelpers/graphicshelpergl4.cpp
@@ -0,0 +1,1444 @@
+/****************************************************************************
+**
+** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
+** 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 "graphicshelpergl4_p.h"
+
+#ifndef QT_OPENGL_ES_2
+#include <QOpenGLFunctions_4_3_Core>
+#include <QtOpenGLExtensions/qopenglextensions.h>
+#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 memoryBarrierGLBitfield(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)
+{
+ if (baseInstance != 0)
+ qWarning() << "glDrawElementsInstancedBaseVertexBaseInstance is not supported with OpenGL ES 2";
+
+ // glDrawElements OpenGL 3.1 or greater
+ m_funcs->glDrawElementsInstancedBaseVertex(primitiveType,
+ primitiveCount,
+ indexType,
+ indices,
+ instances,
+ baseVertex);
+}
+
+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);
+}
+
+QVector<ShaderUniform> GraphicsHelperGL4::programUniformsAndLocations(GLuint programId)
+{
+ QVector<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.append(uniform);
+ qCDebug(Rendering) << uniform.m_name << "size" << uniform.m_size
+ << " offset" << uniform.m_offset
+ << " rawSize" << uniform.m_rawByteSize;
+ }
+
+ return uniforms;
+}
+
+QVector<ShaderAttribute> GraphicsHelperGL4::programAttributesAndLocations(GLuint programId)
+{
+ QVector<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.append(attribute);
+ }
+ return attributes;
+}
+
+QVector<ShaderUniformBlock> GraphicsHelperGL4::programUniformBlocks(GLuint programId)
+{
+ QVector<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.append(uniformBlock);
+ }
+ return blocks;
+}
+
+QVector<ShaderStorageBlock> GraphicsHelperGL4::programShaderStorageBlocks(GLuint programId)
+{
+ QVector<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_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_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_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)
+ m_funcs->glFramebufferTexture3D(GL_DRAW_FRAMEBUFFER, attr, attachment.m_face, texture->textureId(), attachment.m_mipLevel, attachment.m_layer);
+ 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 int *bufs)
+{
+ // Use QVarLengthArray here
+ QVarLengthArray<GLenum, 16> drawBufs(n);
+
+ for (int i = 0; i < n; i++)
+ drawBufs[i] = GL_COLOR_ATTACHMENT0 + bufs[i];
+ m_funcs->glDrawBuffers(n, drawBufs.constData());
+}
+
+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_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_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_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(memoryBarrierGLBitfield(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