diff options
Diffstat (limited to 'src/plugins/renderers/opengl/graphicshelpers/submissioncontext.cpp')
-rw-r--r-- | src/plugins/renderers/opengl/graphicshelpers/submissioncontext.cpp | 1580 |
1 files changed, 1580 insertions, 0 deletions
diff --git a/src/plugins/renderers/opengl/graphicshelpers/submissioncontext.cpp b/src/plugins/renderers/opengl/graphicshelpers/submissioncontext.cpp new file mode 100644 index 000000000..25a7d0036 --- /dev/null +++ b/src/plugins/renderers/opengl/graphicshelpers/submissioncontext.cpp @@ -0,0 +1,1580 @@ +/**************************************************************************** +** +** Copyright (C) 2017 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 "submissioncontext_p.h" + +#include <Qt3DRender/qgraphicsapifilter.h> +#include <Qt3DRender/qparameter.h> +#include <Qt3DRender/qcullface.h> +#include <Qt3DRender/private/renderlogging_p.h> +#include <Qt3DRender/private/shader_p.h> +#include <Qt3DRender/private/material_p.h> +#include <Qt3DRender/private/buffer_p.h> +#include <Qt3DRender/private/attribute_p.h> +#include <Qt3DRender/private/renderstates_p.h> +#include <Qt3DRender/private/renderstateset_p.h> +#include <Qt3DRender/private/rendertarget_p.h> +#include <Qt3DRender/private/nodemanagers_p.h> +#include <Qt3DRender/private/buffermanager_p.h> +#include <Qt3DRender/private/managers_p.h> +#include <Qt3DRender/private/attachmentpack_p.h> +#include <Qt3DRender/private/qbuffer_p.h> +#include <Qt3DRender/private/stringtoint_p.h> +#include <gltexture_p.h> +#include <rendercommand_p.h> +#include <graphicshelperinterface_p.h> +#include <renderer_p.h> +#include <glresourcemanagers_p.h> +#include <renderbuffer_p.h> +#include <glshader_p.h> +#include <openglvertexarrayobject_p.h> +#include <QOpenGLShaderProgram> + +#if !defined(QT_OPENGL_ES_2) +#include <QOpenGLFunctions_2_0> +#include <QOpenGLFunctions_3_2_Core> +#include <QOpenGLFunctions_3_3_Core> +#include <QOpenGLFunctions_4_3_Core> +#include <graphicshelpergl2_p.h> +#include <graphicshelpergl3_2_p.h> +#include <graphicshelpergl3_3_p.h> +#include <graphicshelpergl4_p.h> +#endif +#include <graphicshelperes2_p.h> +#include <graphicshelperes3_p.h> + +#include <private/qdebug_p.h> +#include <QSurface> +#include <QWindow> +#include <QOpenGLTexture> +#ifdef QT_OPENGL_LIB +#include <QtOpenGL/QOpenGLDebugLogger> +#endif + +QT_BEGIN_NAMESPACE + +#ifndef GL_READ_FRAMEBUFFER +#define GL_READ_FRAMEBUFFER 0x8CA8 +#endif + +#ifndef GL_DRAW_FRAMEBUFFER +#define GL_DRAW_FRAMEBUFFER 0x8CA9 +#endif + +namespace Qt3DRender { +namespace Render { +namespace OpenGL { + + +static QHash<unsigned int, SubmissionContext*> static_contexts; + +unsigned int nextFreeContextId() +{ + for (unsigned int i=0; i < 0xffff; ++i) { + if (!static_contexts.contains(i)) + return i; + } + + qFatal("Couldn't find free context ID"); + return 0; +} + +namespace { + +GLBuffer::Type attributeTypeToGLBufferType(QAttribute::AttributeType type) +{ + switch (type) { + case QAttribute::VertexAttribute: + return GLBuffer::ArrayBuffer; + case QAttribute::IndexAttribute: + return GLBuffer::IndexBuffer; + case QAttribute::DrawIndirectAttribute: + return GLBuffer::DrawIndirectBuffer; + default: + Q_UNREACHABLE(); + } +} + +void copyGLFramebufferDataToImage(QImage &img, const uchar *srcData, uint stride, uint width, uint height, QAbstractTexture::TextureFormat format) +{ + switch (format) { + case QAbstractTexture::RGBA32F: + { + uchar *srcScanline = (uchar *)srcData + stride * (height - 1); + for (uint i = 0; i < height; ++i) { + uchar *dstScanline = img.scanLine(i); + float *pSrc = (float*)srcScanline; + for (uint j = 0; j < width; j++) { + *dstScanline++ = (uchar)(255.0f * qBound(0.0f, pSrc[4*j+2], 1.0f)); + *dstScanline++ = (uchar)(255.0f * qBound(0.0f, pSrc[4*j+1], 1.0f)); + *dstScanline++ = (uchar)(255.0f * qBound(0.0f, pSrc[4*j+0], 1.0f)); + *dstScanline++ = (uchar)(255.0f * qBound(0.0f, pSrc[4*j+3], 1.0f)); + } + srcScanline -= stride; + } + } break; + default: + { + uchar* srcScanline = (uchar *)srcData + stride * (height - 1); + for (uint i = 0; i < height; ++i) { + memcpy(img.scanLine(i), srcScanline, stride); + srcScanline -= stride; + } + } break; + } +} + +// Render States Helpers +template<typename GenericState> +void applyStateHelper(const GenericState *state, SubmissionContext *gc) +{ + Q_UNUSED(state); + Q_UNUSED(gc); +} + +template<> +void applyStateHelper<AlphaFunc>(const AlphaFunc *state, SubmissionContext *gc) +{ + const auto values = state->values(); + gc->alphaTest(std::get<0>(values), std::get<1>(values)); +} + +template<> +void applyStateHelper<BlendEquationArguments>(const BlendEquationArguments *state, SubmissionContext *gc) +{ + const auto values = state->values(); + // Un-indexed BlendEquationArguments -> Use normal GL1.0 functions + if (std::get<5>(values) < 0) { + if (std::get<4>(values)) { + gc->openGLContext()->functions()->glEnable(GL_BLEND); + gc->openGLContext()->functions()->glBlendFuncSeparate(std::get<0>(values), std::get<1>(values), std::get<2>(values), std::get<3>(values)); + } else { + gc->openGLContext()->functions()->glDisable(GL_BLEND); + } + } + // BlendEquationArguments for a particular Draw Buffer. Different behaviours for + // (1) 3.0-3.3: only enablei/disablei supported. + // (2) 4.0+: all operations supported. + // We just ignore blend func parameter for (1), so no warnings get + // printed. + else { + if (std::get<4>(values)) { + gc->enablei(GL_BLEND, std::get<5>(values)); + if (gc->supportsDrawBuffersBlend()) { + gc->blendFuncSeparatei(std::get<5>(values), std::get<0>(values), std::get<1>(values), std::get<2>(values), std::get<3>(values)); + } + } else { + gc->disablei(GL_BLEND, std::get<5>(values)); + } + } +} + +template<> +void applyStateHelper<BlendEquation>(const BlendEquation *state, SubmissionContext *gc) +{ + gc->blendEquation(std::get<0>(state->values())); +} + +template<> +void applyStateHelper<MSAAEnabled>(const MSAAEnabled *state, SubmissionContext *gc) +{ + gc->setMSAAEnabled(std::get<0>(state->values())); +} + +template<> +void applyStateHelper<DepthRange>(const DepthRange *state, SubmissionContext *gc) +{ + const auto values = state->values(); + gc->depthRange(std::get<0>(values), std::get<1>(values)); +} + +template<> +void applyStateHelper<DepthTest>(const DepthTest *state, SubmissionContext *gc) +{ + gc->depthTest(std::get<0>(state->values())); +} + +template<> +void applyStateHelper<RasterMode>(const RasterMode *state, SubmissionContext *gc) +{ + gc->rasterMode(std::get<0>(state->values()), std::get<1>(state->values())); +} + +template<> +void applyStateHelper<NoDepthMask>(const NoDepthMask *state, SubmissionContext *gc) +{ + gc->depthMask(std::get<0>(state->values())); +} + +template<> +void applyStateHelper<CullFace>(const CullFace *state, SubmissionContext *gc) +{ + const auto values = state->values(); + if (std::get<0>(values) == QCullFace::NoCulling) { + gc->openGLContext()->functions()->glDisable(GL_CULL_FACE); + } else { + gc->openGLContext()->functions()->glEnable(GL_CULL_FACE); + gc->openGLContext()->functions()->glCullFace(std::get<0>(values)); + } +} + +template<> +void applyStateHelper<FrontFace>(const FrontFace *state, SubmissionContext *gc) +{ + gc->frontFace(std::get<0>(state->values())); +} + +template<> +void applyStateHelper<ScissorTest>(const ScissorTest *state, SubmissionContext *gc) +{ + const auto values = state->values(); + gc->openGLContext()->functions()->glEnable(GL_SCISSOR_TEST); + gc->openGLContext()->functions()->glScissor(std::get<0>(values), std::get<1>(values), std::get<2>(values), std::get<3>(values)); +} + +template<> +void applyStateHelper<StencilTest>(const StencilTest *state, SubmissionContext *gc) +{ + const auto values = state->values(); + gc->openGLContext()->functions()->glEnable(GL_STENCIL_TEST); + gc->openGLContext()->functions()->glStencilFuncSeparate(GL_FRONT, std::get<0>(values), std::get<1>(values), std::get<2>(values)); + gc->openGLContext()->functions()->glStencilFuncSeparate(GL_BACK, std::get<3>(values), std::get<4>(values), std::get<5>(values)); +} + +template<> +void applyStateHelper<AlphaCoverage>(const AlphaCoverage *, SubmissionContext *gc) +{ + gc->setAlphaCoverageEnabled(true); +} + +template<> +void applyStateHelper<PointSize>(const PointSize *state, SubmissionContext *gc) +{ + const auto values = state->values(); + gc->pointSize(std::get<0>(values), std::get<1>(values)); +} + + +template<> +void applyStateHelper<PolygonOffset>(const PolygonOffset *state, SubmissionContext *gc) +{ + const auto values = state->values(); + gc->openGLContext()->functions()->glEnable(GL_POLYGON_OFFSET_FILL); + gc->openGLContext()->functions()->glPolygonOffset(std::get<0>(values), std::get<1>(values)); +} + +template<> +void applyStateHelper<ColorMask>(const ColorMask *state, SubmissionContext *gc) +{ + const auto values = state->values(); + gc->openGLContext()->functions()->glColorMask(std::get<0>(values), std::get<1>(values), std::get<2>(values), std::get<3>(values)); +} + +template<> +void applyStateHelper<ClipPlane>(const ClipPlane *state, SubmissionContext *gc) +{ + const auto values = state->values(); + gc->enableClipPlane(std::get<0>(values)); + gc->setClipPlane(std::get<0>(values), std::get<1>(values), std::get<2>(values)); +} + +template<> +void applyStateHelper<SeamlessCubemap>(const SeamlessCubemap *, SubmissionContext *gc) +{ + gc->setSeamlessCubemap(true); +} + +template<> +void applyStateHelper<StencilOp>(const StencilOp *state, SubmissionContext *gc) +{ + const auto values = state->values(); + gc->openGLContext()->functions()->glStencilOpSeparate(GL_FRONT, std::get<0>(values), std::get<1>(values), std::get<2>(values)); + gc->openGLContext()->functions()->glStencilOpSeparate(GL_BACK, std::get<3>(values), std::get<4>(values), std::get<5>(values)); +} + +template<> +void applyStateHelper<StencilMask>(const StencilMask *state, SubmissionContext *gc) +{ + const auto values = state->values(); + gc->openGLContext()->functions()->glStencilMaskSeparate(GL_FRONT, std::get<0>(values)); + gc->openGLContext()->functions()->glStencilMaskSeparate(GL_BACK, std::get<1>(values)); +} + +template<> +void applyStateHelper<Dithering>(const Dithering *, SubmissionContext *gc) +{ + gc->openGLContext()->functions()->glEnable(GL_DITHER); +} + +#ifndef GL_LINE_SMOOTH +#define GL_LINE_SMOOTH 0x0B20 +#endif + +template<> +void applyStateHelper<LineWidth>(const LineWidth *state, SubmissionContext *gc) +{ + const auto values = state->values(); + if (std::get<1>(values)) + gc->openGLContext()->functions()->glEnable(GL_LINE_SMOOTH); + else + gc->openGLContext()->functions()->glDisable(GL_LINE_SMOOTH); + + gc->openGLContext()->functions()->glLineWidth(std::get<0>(values)); +} + +} // anonymous + + +SubmissionContext::SubmissionContext() + : GraphicsContext() + , m_ownCurrent(true) + , m_id(nextFreeContextId()) + , m_surface(nullptr) + , m_activeShader(nullptr) + , m_renderTargetFormat(QAbstractTexture::NoFormat) + , m_currClearStencilValue(0) + , m_currClearDepthValue(1.f) + , m_currClearColorValue(0,0,0,0) + , m_material(nullptr) + , m_activeFBO(0) + , m_boundArrayBuffer(nullptr) + , m_stateSet(nullptr) + , m_renderer(nullptr) + , m_uboTempArray(QByteArray(1024, 0)) +{ + static_contexts[m_id] = this; +} + +SubmissionContext::~SubmissionContext() +{ + releaseOpenGL(); + + Q_ASSERT(static_contexts[m_id] == this); + static_contexts.remove(m_id); +} + +void SubmissionContext::initialize() +{ + GraphicsContext::initialize(); + m_textureContext.initialize(this); + m_imageContext.initialize(this); +} + +void SubmissionContext::resolveRenderTargetFormat() +{ + const QSurfaceFormat format = m_gl->format(); + const uint a = (format.alphaBufferSize() == -1) ? 0 : format.alphaBufferSize(); + const uint r = format.redBufferSize(); + const uint g = format.greenBufferSize(); + const uint b = format.blueBufferSize(); + +#define RGBA_BITS(r,g,b,a) (r | (g << 6) | (b << 12) | (a << 18)) + + const uint bits = RGBA_BITS(r,g,b,a); + switch (bits) { + case RGBA_BITS(8,8,8,8): + m_renderTargetFormat = QAbstractTexture::RGBA8_UNorm; + break; + case RGBA_BITS(8,8,8,0): + m_renderTargetFormat = QAbstractTexture::RGB8_UNorm; + break; + case RGBA_BITS(5,6,5,0): + m_renderTargetFormat = QAbstractTexture::R5G6B5; + break; + } +#undef RGBA_BITS +} + +bool SubmissionContext::beginDrawing(QSurface *surface) +{ + Q_ASSERT(surface); + Q_ASSERT(m_gl); + + m_surface = surface; + + // TO DO: Find a way to make to pause work if the window is not exposed + // if (m_surface && m_surface->surfaceClass() == QSurface::Window) { + // qDebug() << Q_FUNC_INFO << 1; + // if (!static_cast<QWindow *>(m_surface)->isExposed()) + // return false; + // qDebug() << Q_FUNC_INFO << 2; + // } + + // Makes the surface current on the OpenGLContext + // and sets the right glHelper + m_ownCurrent = !(m_gl->surface() == m_surface); + if (m_ownCurrent && !makeCurrent(m_surface)) + return false; + + // TODO: cache surface format somewhere rather than doing this every time render surface changes + resolveRenderTargetFormat(); + +#if defined(QT3D_RENDER_ASPECT_OPENGL_DEBUG) + GLint err = m_gl->functions()->glGetError(); + if (err != 0) { + qCWarning(Backend) << Q_FUNC_INFO << "glGetError:" << err; + } +#endif + + if (!isInitialized()) + initialize(); + initializeHelpers(m_surface); + + // need to reset these values every frame, may get overwritten elsewhere + m_gl->functions()->glClearColor(m_currClearColorValue.redF(), m_currClearColorValue.greenF(), m_currClearColorValue.blueF(), m_currClearColorValue.alphaF()); + m_gl->functions()->glClearDepthf(m_currClearDepthValue); + m_gl->functions()->glClearStencil(m_currClearStencilValue); + + if (m_activeShader) { + m_activeShader = nullptr; + } + + m_boundArrayBuffer = nullptr; + return true; +} + +void SubmissionContext::endDrawing(bool swapBuffers) +{ + if (swapBuffers) + m_gl->swapBuffers(m_surface); + if (m_ownCurrent) + m_gl->doneCurrent(); + m_textureContext.endDrawing(); + m_imageContext.endDrawing(); +} + +void SubmissionContext::activateRenderTarget(Qt3DCore::QNodeId renderTargetNodeId, const AttachmentPack &attachments, GLuint defaultFboId) +{ + GLuint fboId = defaultFboId; // Default FBO + if (renderTargetNodeId) { + // New RenderTarget + if (!m_renderTargets.contains(renderTargetNodeId)) { + if (m_defaultFBO && fboId == m_defaultFBO) { + // this is the default fbo that some platforms create (iOS), we just register it + // Insert FBO into hash + m_renderTargets.insert(renderTargetNodeId, fboId); + } else { + fboId = createRenderTarget(renderTargetNodeId, attachments); + } + } else { + fboId = updateRenderTarget(renderTargetNodeId, attachments, true); + } + } + m_activeFBO = fboId; + m_glHelper->bindFrameBufferObject(m_activeFBO, GraphicsHelperInterface::FBODraw); + // Set active drawBuffers + activateDrawBuffers(attachments); +} + +GLuint SubmissionContext::createRenderTarget(Qt3DCore::QNodeId renderTargetNodeId, const AttachmentPack &attachments) +{ + const GLuint fboId = m_glHelper->createFrameBufferObject(); + if (fboId) { + // The FBO is created and its attachments are set once + // Insert FBO into hash + m_renderTargets.insert(renderTargetNodeId, fboId); + // Bind FBO + m_glHelper->bindFrameBufferObject(fboId, GraphicsHelperInterface::FBODraw); + bindFrameBufferAttachmentHelper(fboId, attachments); + } else { + qCritical("Failed to create FBO"); + } + return fboId; +} + +GLuint SubmissionContext::updateRenderTarget(Qt3DCore::QNodeId renderTargetNodeId, const AttachmentPack &attachments, bool isActiveRenderTarget) +{ + const GLuint fboId = m_renderTargets.value(renderTargetNodeId); + + // We need to check if one of the attachment was resized + bool needsResize = !m_renderTargetsSize.contains(fboId); // not even initialized yet? + if (!needsResize) { + // render target exists, has attachment been resized? + GLTextureManager *glTextureManager = m_renderer->glResourceManagers()->glTextureManager(); + const QSize s = m_renderTargetsSize[fboId]; + const auto attachments_ = attachments.attachments(); + for (const Attachment &attachment : attachments_) { + GLTexture *rTex = glTextureManager->lookupResource(attachment.m_textureUuid); + // ### TODO QTBUG-64757 this check is insufficient since the + // texture may have changed to another one with the same size. That + // case is not handled atm. + if (rTex) { + needsResize |= rTex->size() != s; + if (isActiveRenderTarget && attachment.m_point == QRenderTargetOutput::Color0) + m_renderTargetFormat = rTex->properties().format; + } + } + } + + if (needsResize) { + m_glHelper->bindFrameBufferObject(fboId, GraphicsHelperInterface::FBODraw); + bindFrameBufferAttachmentHelper(fboId, attachments); + } + + return fboId; +} + +QSize SubmissionContext::renderTargetSize(const QSize &surfaceSize) const +{ + QSize renderTargetSize; + if (m_activeFBO != m_defaultFBO) { + // For external FBOs we may not have a m_renderTargets entry. + if (m_renderTargetsSize.contains(m_activeFBO)) { + renderTargetSize = m_renderTargetsSize[m_activeFBO]; + } else if (surfaceSize.isValid()) { + renderTargetSize = surfaceSize; + } else { + // External FBO (when used with QtQuick2 Scene3D) + + // Query FBO color attachment 0 size + GLint attachmentObjectType = GL_NONE; + GLint attachment0Name = 0; + m_gl->functions()->glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, + GL_COLOR_ATTACHMENT0, + GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, + &attachmentObjectType); + m_gl->functions()->glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, + GL_COLOR_ATTACHMENT0, + GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, + &attachment0Name); + + if (attachmentObjectType == GL_RENDERBUFFER && m_glHelper->supportsFeature(GraphicsHelperInterface::RenderBufferDimensionRetrieval)) + renderTargetSize = m_glHelper->getRenderBufferDimensions(attachment0Name); + else if (attachmentObjectType == GL_TEXTURE && m_glHelper->supportsFeature(GraphicsHelperInterface::TextureDimensionRetrieval)) + // Assumes texture level 0 and GL_TEXTURE_2D target + renderTargetSize = m_glHelper->getTextureDimensions(attachment0Name, GL_TEXTURE_2D); + else + return renderTargetSize; + } + } else { + renderTargetSize = m_surface->size(); + if (m_surface->surfaceClass() == QSurface::Window) { + const float dpr = static_cast<QWindow *>(m_surface)->devicePixelRatio(); + renderTargetSize *= dpr; + } + } + return renderTargetSize; +} + +QImage SubmissionContext::readFramebuffer(const QRect &rect) +{ + QImage img; + const unsigned int area = rect.width() * rect.height(); + unsigned int bytes; + GLenum format, type; + QImage::Format imageFormat; + uint stride; + + /* format value should match GL internalFormat */ + GLenum internalFormat = m_renderTargetFormat; + + switch (m_renderTargetFormat) { + case QAbstractTexture::RGBAFormat: + case QAbstractTexture::RGBA8_SNorm: + case QAbstractTexture::RGBA8_UNorm: + case QAbstractTexture::RGBA8U: + case QAbstractTexture::SRGB8_Alpha8: +#ifdef QT_OPENGL_ES_2 + format = GL_RGBA; + imageFormat = QImage::Format_RGBA8888_Premultiplied; +#else + format = GL_BGRA; + imageFormat = QImage::Format_ARGB32_Premultiplied; + internalFormat = GL_RGBA8; +#endif + type = GL_UNSIGNED_BYTE; + bytes = area * 4; + stride = rect.width() * 4; + break; + case QAbstractTexture::SRGB8: + case QAbstractTexture::RGBFormat: + case QAbstractTexture::RGB8U: + case QAbstractTexture::RGB8_UNorm: +#ifdef QT_OPENGL_ES_2 + format = GL_RGBA; + imageFormat = QImage::Format_RGBX8888; +#else + format = GL_BGRA; + imageFormat = QImage::Format_RGB32; + internalFormat = GL_RGB8; +#endif + type = GL_UNSIGNED_BYTE; + bytes = area * 4; + stride = rect.width() * 4; + break; +#ifndef QT_OPENGL_ES_2 + case QAbstractTexture::RG11B10F: + bytes = area * 4; + format = GL_RGB; + type = GL_UNSIGNED_INT_10F_11F_11F_REV; + imageFormat = QImage::Format_RGB30; + stride = rect.width() * 4; + break; + case QAbstractTexture::RGB10A2: + bytes = area * 4; + format = GL_RGBA; + type = GL_UNSIGNED_INT_2_10_10_10_REV; + imageFormat = QImage::Format_A2BGR30_Premultiplied; + stride = rect.width() * 4; + break; + case QAbstractTexture::R5G6B5: + bytes = area * 2; + format = GL_RGB; + type = GL_UNSIGNED_SHORT; + internalFormat = GL_UNSIGNED_SHORT_5_6_5_REV; + imageFormat = QImage::Format_RGB16; + stride = rect.width() * 2; + break; + case QAbstractTexture::RGBA16F: + case QAbstractTexture::RGBA16U: + case QAbstractTexture::RGBA32F: + case QAbstractTexture::RGBA32U: + bytes = area * 16; + format = GL_RGBA; + type = GL_FLOAT; + imageFormat = QImage::Format_ARGB32_Premultiplied; + stride = rect.width() * 16; + break; +#endif + default: + auto warning = qWarning(); + warning << "Unable to convert"; + QtDebugUtils::formatQEnum(warning, m_renderTargetFormat); + warning << "render target texture format to QImage."; + return img; + } + + GLint samples = 0; + m_gl->functions()->glGetIntegerv(GL_SAMPLES, &samples); + if (samples > 0 && !m_glHelper->supportsFeature(GraphicsHelperInterface::BlitFramebuffer)) { + qCWarning(Backend) << Q_FUNC_INFO << "Unable to capture multisampled framebuffer; " + "Required feature BlitFramebuffer is missing."; + return img; + } + + img = QImage(rect.width(), rect.height(), imageFormat); + + QScopedArrayPointer<uchar> data(new uchar [bytes]); + + if (samples > 0) { + // resolve multisample-framebuffer to renderbuffer and read pixels from it + GLuint fbo, rb; + QOpenGLFunctions *gl = m_gl->functions(); + gl->glGenFramebuffers(1, &fbo); + gl->glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo); + gl->glGenRenderbuffers(1, &rb); + gl->glBindRenderbuffer(GL_RENDERBUFFER, rb); + gl->glRenderbufferStorage(GL_RENDERBUFFER, internalFormat, rect.width(), rect.height()); + gl->glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rb); + + const GLenum status = gl->glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER); + if (status != GL_FRAMEBUFFER_COMPLETE) { + gl->glDeleteRenderbuffers(1, &rb); + gl->glDeleteFramebuffers(1, &fbo); + qCWarning(Backend) << Q_FUNC_INFO << "Copy-framebuffer not complete: " << status; + return img; + } + + m_glHelper->blitFramebuffer(rect.x(), rect.y(), rect.x() + rect.width(), rect.y() + rect.height(), + 0, 0, rect.width(), rect.height(), + GL_COLOR_BUFFER_BIT, GL_NEAREST); + gl->glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo); + gl->glReadPixels(0,0,rect.width(), rect.height(), format, type, data.data()); + + copyGLFramebufferDataToImage(img, data.data(), stride, rect.width(), rect.height(), m_renderTargetFormat); + + gl->glBindRenderbuffer(GL_RENDERBUFFER, rb); + gl->glDeleteRenderbuffers(1, &rb); + gl->glBindFramebuffer(GL_FRAMEBUFFER, m_activeFBO); + gl->glDeleteFramebuffers(1, &fbo); + } else { + // read pixels directly from framebuffer + m_gl->functions()->glReadPixels(rect.x(), rect.y(), rect.width(), rect.height(), format, type, data.data()); + copyGLFramebufferDataToImage(img, data.data(), stride, rect.width(), rect.height(), m_renderTargetFormat); + } + + return img; +} + +void SubmissionContext::setViewport(const QRectF &viewport, const QSize &surfaceSize) +{ + // // save for later use; this has nothing to do with the viewport but it is + // // here that we get to know the surfaceSize from the RenderView. + m_surfaceSize = surfaceSize; + + m_viewport = viewport; + QSize size = renderTargetSize(surfaceSize); + + // Check that the returned size is before calling glViewport + if (size.isEmpty()) + return; + + // Qt3D 0------------------> 1 OpenGL 1^ + // | | + // | | + // | | + // V | + // 1 0---------------------> 1 + // The Viewport is defined between 0 and 1 which allows us to automatically + // scale to the size of the provided window surface + m_gl->functions()->glViewport(m_viewport.x() * size.width(), + (1.0 - m_viewport.y() - m_viewport.height()) * size.height(), + m_viewport.width() * size.width(), + m_viewport.height() * size.height()); +} + +void SubmissionContext::releaseOpenGL() +{ + m_renderBufferHash.clear(); + + // Stop and destroy the OpenGL logger +#ifdef QT_OPENGL_LIB + if (m_debugLogger) { + m_debugLogger->stopLogging(); + m_debugLogger.reset(nullptr); + } +#endif +} + +// The OpenGLContext is not current on any surface at this point +void SubmissionContext::setOpenGLContext(QOpenGLContext* ctx) +{ + Q_ASSERT(ctx); + + releaseOpenGL(); + m_gl = ctx; +} + +// Called only from RenderThread +bool SubmissionContext::activateShader(GLShader *shader) +{ + if (shader->shaderProgram() != m_activeShader) { + // Ensure material uniforms are re-applied + m_material = nullptr; + + m_activeShader = shader->shaderProgram(); + if (Q_LIKELY(m_activeShader != nullptr)) { + m_activeShader->bind(); + } else { + m_glHelper->useProgram(0); + qWarning() << "No shader program found"; + return false; + } + } + return true; +} + +void SubmissionContext::bindFrameBufferAttachmentHelper(GLuint fboId, const AttachmentPack &attachments) +{ + // Set FBO attachments. These are normally textures, except that on Open GL + // ES <= 3.1 we must use a renderbuffer if a combined depth+stencil is + // desired since this cannot be achieved neither with a single texture (not + // before GLES 3.2) nor with separate textures (no suitable format for + // stencil before 3.1 with the appropriate extension). + + QSize fboSize; + GLTextureManager *glTextureManager = m_renderer->glResourceManagers()->glTextureManager(); + const auto attachments_ = attachments.attachments(); + for (const Attachment &attachment : attachments_) { + GLTexture *rTex = glTextureManager->lookupResource(attachment.m_textureUuid); + if (!m_glHelper->frameBufferNeedsRenderBuffer(attachment)) { + QOpenGLTexture *glTex = rTex ? rTex->getGLTexture() : nullptr; + if (glTex != nullptr) { + // The texture can not be rendered simultaniously by another renderer + Q_ASSERT(!rTex->isExternalRenderingEnabled()); + if (fboSize.isEmpty()) + fboSize = QSize(glTex->width(), glTex->height()); + else + fboSize = QSize(qMin(fboSize.width(), glTex->width()), qMin(fboSize.height(), glTex->height())); + m_glHelper->bindFrameBufferAttachment(glTex, attachment); + } + } else { + RenderBuffer *renderBuffer = rTex ? rTex->getOrCreateRenderBuffer() : nullptr; + if (renderBuffer) { + if (fboSize.isEmpty()) + fboSize = QSize(renderBuffer->width(), renderBuffer->height()); + else + fboSize = QSize(qMin(fboSize.width(), renderBuffer->width()), qMin(fboSize.height(), renderBuffer->height())); + m_glHelper->bindFrameBufferAttachment(renderBuffer, attachment); + } + } + } + m_renderTargetsSize.insert(fboId, fboSize); +} + +void SubmissionContext::activateDrawBuffers(const AttachmentPack &attachments) +{ + const QVector<int> activeDrawBuffers = attachments.getGlDrawBuffers(); + + if (m_glHelper->checkFrameBufferComplete()) { + if (activeDrawBuffers.size() > 1) {// We need MRT + if (m_glHelper->supportsFeature(GraphicsHelperInterface::MRT)) { + // Set up MRT, glDrawBuffers... + m_glHelper->drawBuffers(activeDrawBuffers.size(), activeDrawBuffers.data()); + } + } + } else { + qCWarning(Backend) << "FBO incomplete"; + } +} + + +void SubmissionContext::setActiveMaterial(Material *rmat) +{ + if (m_material == rmat) + return; + + m_textureContext.deactivateTexturesWithScope(TextureSubmissionContext::TextureScopeMaterial); + m_imageContext.deactivateImages(); + m_material = rmat; +} + +void SubmissionContext::setCurrentStateSet(RenderStateSet *ss) +{ + if (ss == m_stateSet) + return; + if (ss) + applyStateSet(ss); + m_stateSet = ss; +} + +RenderStateSet *SubmissionContext::currentStateSet() const +{ + return m_stateSet; +} + +void SubmissionContext::applyState(const StateVariant &stateVariant) +{ + switch (stateVariant.type) { + + case AlphaCoverageStateMask: { + applyStateHelper<AlphaCoverage>(static_cast<const AlphaCoverage *>(stateVariant.constState()), this); + break; + } + case AlphaTestMask: { + applyStateHelper<AlphaFunc>(static_cast<const AlphaFunc *>(stateVariant.constState()), this); + break; + } + case BlendStateMask: { + applyStateHelper<BlendEquation>(static_cast<const BlendEquation *>(stateVariant.constState()), this); + break; + } + case BlendEquationArgumentsMask: { + applyStateHelper<BlendEquationArguments>(static_cast<const BlendEquationArguments *>(stateVariant.constState()), this); + break; + } + case MSAAEnabledStateMask: { + applyStateHelper<MSAAEnabled>(static_cast<const MSAAEnabled *>(stateVariant.constState()), this); + break; + } + + case CullFaceStateMask: { + applyStateHelper<CullFace>(static_cast<const CullFace *>(stateVariant.constState()), this); + break; + } + + case DepthWriteStateMask: { + applyStateHelper<NoDepthMask>(static_cast<const NoDepthMask *>(stateVariant.constState()), this); + break; + } + + case DepthTestStateMask: { + applyStateHelper<DepthTest>(static_cast<const DepthTest *>(stateVariant.constState()), this); + break; + } + + case DepthRangeMask: { + applyStateHelper<DepthRange>(static_cast<const DepthRange *>(stateVariant.constState()), this); + break; + } + + case RasterModeMask: { + applyStateHelper<RasterMode>(static_cast<const RasterMode *>(stateVariant.constState()), this); + break; + } + + case FrontFaceStateMask: { + applyStateHelper<FrontFace>(static_cast<const FrontFace *>(stateVariant.constState()), this); + break; + } + + case ScissorStateMask: { + applyStateHelper<ScissorTest>(static_cast<const ScissorTest *>(stateVariant.constState()), this); + break; + } + + case StencilTestStateMask: { + applyStateHelper<StencilTest>(static_cast<const StencilTest *>(stateVariant.constState()), this); + break; + } + + case PointSizeMask: { + applyStateHelper<PointSize>(static_cast<const PointSize *>(stateVariant.constState()), this); + break; + } + + case PolygonOffsetStateMask: { + applyStateHelper<PolygonOffset>(static_cast<const PolygonOffset *>(stateVariant.constState()), this); + break; + } + + case ColorStateMask: { + applyStateHelper<ColorMask>(static_cast<const ColorMask *>(stateVariant.constState()), this); + break; + } + + case ClipPlaneMask: { + applyStateHelper<ClipPlane>(static_cast<const ClipPlane *>(stateVariant.constState()), this); + break; + } + + case SeamlessCubemapMask: { + applyStateHelper<SeamlessCubemap>(static_cast<const SeamlessCubemap *>(stateVariant.constState()), this); + break; + } + + case StencilOpMask: { + applyStateHelper<StencilOp>(static_cast<const StencilOp *>(stateVariant.constState()), this); + break; + } + + case StencilWriteStateMask: { + applyStateHelper<StencilMask>(static_cast<const StencilMask *>(stateVariant.constState()), this); + break; + } + + case DitheringStateMask: { + applyStateHelper<Dithering>(static_cast<const Dithering *>(stateVariant.constState()), this); + break; + } + + case LineWidthMask: { + applyStateHelper<LineWidth>(static_cast<const LineWidth *>(stateVariant.constState()), this); + break; + } + default: + Q_UNREACHABLE(); + } +} + +void SubmissionContext::resetMasked(qint64 maskOfStatesToReset) +{ + // TO DO -> Call gcHelper methods instead of raw GL + // QOpenGLFunctions shouldn't be used here directly + QOpenGLFunctions *funcs = m_gl->functions(); + + if (maskOfStatesToReset & ScissorStateMask) + funcs->glDisable(GL_SCISSOR_TEST); + + if (maskOfStatesToReset & BlendStateMask) + funcs->glDisable(GL_BLEND); + + if (maskOfStatesToReset & StencilWriteStateMask) + funcs->glStencilMask(0); + + if (maskOfStatesToReset & StencilTestStateMask) + funcs->glDisable(GL_STENCIL_TEST); + + if (maskOfStatesToReset & DepthRangeMask) + depthRange(0.0f, 1.0f); + + if (maskOfStatesToReset & DepthTestStateMask) + funcs->glDisable(GL_DEPTH_TEST); + + if (maskOfStatesToReset & DepthWriteStateMask) + funcs->glDepthMask(GL_TRUE); // reset to default + + if (maskOfStatesToReset & FrontFaceStateMask) + funcs->glFrontFace(GL_CCW); // reset to default + + if (maskOfStatesToReset & CullFaceStateMask) + funcs->glDisable(GL_CULL_FACE); + + if (maskOfStatesToReset & DitheringStateMask) + funcs->glDisable(GL_DITHER); + + if (maskOfStatesToReset & AlphaCoverageStateMask) + setAlphaCoverageEnabled(false); + + if (maskOfStatesToReset & PointSizeMask) + pointSize(false, 1.0f); // reset to default + + if (maskOfStatesToReset & PolygonOffsetStateMask) + funcs->glDisable(GL_POLYGON_OFFSET_FILL); + + if (maskOfStatesToReset & ColorStateMask) + funcs->glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); + + if (maskOfStatesToReset & ClipPlaneMask) { + GLint max = maxClipPlaneCount(); + for (GLint i = 0; i < max; ++i) + disableClipPlane(i); + } + + if (maskOfStatesToReset & SeamlessCubemapMask) + setSeamlessCubemap(false); + + if (maskOfStatesToReset & StencilOpMask) + funcs->glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); + + if (maskOfStatesToReset & LineWidthMask) + funcs->glLineWidth(1.0f); + +#ifndef QT_OPENGL_ES_2 + if (maskOfStatesToReset & RasterModeMask) + m_glHelper->rasterMode(GL_FRONT_AND_BACK, GL_FILL); +#endif +} + +void SubmissionContext::applyStateSet(RenderStateSet *ss) +{ + RenderStateSet* previousStates = currentStateSet(); + + const StateMaskSet invOurState = ~ss->stateMask(); + // generate a mask for each set bit in previous, where we do not have + // the corresponding bit set. + + StateMaskSet stateToReset = 0; + if (previousStates) { + stateToReset = previousStates->stateMask() & invOurState; + qCDebug(RenderStates) << "previous states " << QString::number(previousStates->stateMask(), 2); + } + qCDebug(RenderStates) << " current states " << QString::number(ss->stateMask(), 2) << "inverse " << QString::number(invOurState, 2) << " -> states to change: " << QString::number(stateToReset, 2); + + // Reset states that aren't active in the current state set + resetMasked(stateToReset); + + // Apply states that weren't in the previous state or that have + // different values + const QVector<StateVariant> statesToSet = ss->states(); + for (const StateVariant &ds : statesToSet) { + if (previousStates && previousStates->contains(ds)) + continue; + applyState(ds); + } +} + +void SubmissionContext::clearColor(const QColor &color) +{ + if (m_currClearColorValue != color) { + m_currClearColorValue = color; + m_gl->functions()->glClearColor(color.redF(), color.greenF(), color.blueF(), color.alphaF()); + } +} + +void SubmissionContext::clearDepthValue(float depth) +{ + if (m_currClearDepthValue != depth) { + m_currClearDepthValue = depth; + m_gl->functions()->glClearDepthf(depth); + } +} + +void SubmissionContext::clearStencilValue(int stencil) +{ + if (m_currClearStencilValue != stencil) { + m_currClearStencilValue = stencil; + m_gl->functions()->glClearStencil(stencil); + } +} + +GLFence SubmissionContext::fenceSync() +{ + return m_glHelper->fenceSync(); +} + +void SubmissionContext::clientWaitSync(GLFence sync, GLuint64 nanoSecTimeout) +{ + qDebug() << Q_FUNC_INFO << sync; + m_glHelper->clientWaitSync(sync, nanoSecTimeout); +} + +void SubmissionContext::waitSync(GLFence sync) +{ + qDebug() << Q_FUNC_INFO << sync; + m_glHelper->waitSync(sync); +} + +bool SubmissionContext::wasSyncSignaled(GLFence sync) +{ + return m_glHelper->wasSyncSignaled(sync); +} + +void SubmissionContext::deleteSync(GLFence sync) +{ + m_glHelper->deleteSync(sync); +} + +// It will be easier if the QGraphicContext applies the QUniformPack +// than the other way around +bool SubmissionContext::setParameters(ShaderParameterPack ¶meterPack) +{ + static const int irradianceId = StringToInt::lookupId(QLatin1String("envLight.irradiance")); + static const int specularId = StringToInt::lookupId(QLatin1String("envLight.specular")); + // Activate textures and update TextureUniform in the pack + // with the correct textureUnit + + // Set the pinned texture of the previous material texture + // to pinable so that we should easily find an available texture unit + m_textureContext.deactivateTexturesWithScope(TextureSubmissionContext::TextureScopeMaterial); + // Update the uniforms with the correct texture unit id's + PackUniformHash &uniformValues = parameterPack.uniforms(); + + // Fill Texture Uniform Value with proper texture units + // so that they can be applied as regular uniforms in a second step + for (int i = 0; i < parameterPack.textures().size(); ++i) { + const ShaderParameterPack::NamedResource &namedTex = parameterPack.textures().at(i); + // Given a Texture QNodeId, we retrieve the associated shared GLTexture + if (uniformValues.contains(namedTex.glslNameId)) { + GLTexture *t = m_renderer->glResourceManagers()->glTextureManager()->lookupResource(namedTex.nodeId); + if (t != nullptr) { + UniformValue &texUniform = uniformValues.value(namedTex.glslNameId); + if (texUniform.valueType() == UniformValue::TextureValue) { + const int texUnit = m_textureContext.activateTexture(TextureSubmissionContext::TextureScopeMaterial, m_gl, t); + texUniform.data<int>()[namedTex.uniformArrayIndex] = texUnit; + if (texUnit == -1) { + if (namedTex.glslNameId != irradianceId && + namedTex.glslNameId != specularId) { + // Only return false if we are not dealing with env light textures + qCWarning(Backend) << "Unable to find suitable Texture Unit"; + return false; + } + } + } + } + } + } + + // Fill Image Uniform Value with proper image units + // so that they can be applied as regular uniforms in a second step + for (int i = 0; i < parameterPack.images().size(); ++i) { + const ShaderParameterPack::NamedResource &namedTex = parameterPack.images().at(i); + // Given a Texture QNodeId, we retrieve the associated shared GLTexture + if (uniformValues.contains(namedTex.glslNameId)) { + ShaderImage *img = m_renderer->nodeManagers()->shaderImageManager()->lookupResource(namedTex.nodeId); + if (img != nullptr) { + GLTexture *t = m_renderer->glResourceManagers()->glTextureManager()->lookupResource(img->textureId()); + if (t == nullptr) { + qCWarning(Backend) << "Shader Image referencing invalid texture"; + continue; + } else { + UniformValue &imgUniform = uniformValues.value(namedTex.glslNameId); + if (imgUniform.valueType() == UniformValue::ShaderImageValue) { + const int imgUnit = m_imageContext.activateImage(img, t); + imgUniform.data<int>()[namedTex.uniformArrayIndex] = imgUnit; + if (imgUnit == -1) { + qCWarning(Backend) << "Unable to bind Image to Texture"; + return false; + } + } + } + } + } + } + + QOpenGLShaderProgram *shader = activeShader(); + + // TO DO: We could cache the binding points somehow and only do the binding when necessary + // for SSBO and UBO + + // Bind Shader Storage block to SSBO and update SSBO + const QVector<BlockToSSBO> blockToSSBOs = parameterPack.shaderStorageBuffers(); + for (const BlockToSSBO b : blockToSSBOs) { + Buffer *cpuBuffer = m_renderer->nodeManagers()->bufferManager()->lookupResource(b.m_bufferID); + GLBuffer *ssbo = glBufferForRenderBuffer(cpuBuffer); + // bindShaderStorageBlock + // This is currently not required as we are introspecting the bindingIndex + // value from the shaders and not replacing them, making such a call useless + // bindShaderStorageBlock(shader->programId(), b.m_blockIndex, b.m_bindingIndex); + bindShaderStorageBlock(shader->programId(), b.m_blockIndex, b.m_bindingIndex); + // Needed to avoid conflict where the buffer would already + // be bound as a VertexArray + bindGLBuffer(ssbo, GLBuffer::ShaderStorageBuffer); + ssbo->bindBufferBase(this, b.m_bindingIndex, GLBuffer::ShaderStorageBuffer); + // TO DO: Make sure that there's enough binding points + } + + // Bind UniformBlocks to UBO and update UBO from Buffer + // TO DO: Convert ShaderData to Buffer so that we can use that generic process + const QVector<BlockToUBO> blockToUBOs = parameterPack.uniformBuffers(); + int uboIndex = 0; + for (const BlockToUBO &b : blockToUBOs) { + Buffer *cpuBuffer = m_renderer->nodeManagers()->bufferManager()->lookupResource(b.m_bufferID); + GLBuffer *ubo = glBufferForRenderBuffer(cpuBuffer); + bindUniformBlock(shader->programId(), b.m_blockIndex, uboIndex); + // Needed to avoid conflict where the buffer would already + // be bound as a VertexArray + bindGLBuffer(ubo, GLBuffer::UniformBuffer); + ubo->bindBufferBase(this, uboIndex++, GLBuffer::UniformBuffer); + // TO DO: Make sure that there's enough binding points + } + + // Update uniforms in the Default Uniform Block + const PackUniformHash values = parameterPack.uniforms(); + const QVector<ShaderUniform> activeUniforms = parameterPack.submissionUniforms(); + + for (const ShaderUniform &uniform : activeUniforms) { + // We can use [] as we are sure the the uniform wouldn't + // be un activeUniforms if there wasn't a matching value + const UniformValue &v = values.value(uniform.m_nameId); + + // skip invalid textures/images + if ((v.valueType() == UniformValue::TextureValue || + v.valueType() == UniformValue::ShaderImageValue) && + *v.constData<int>() == -1) + continue; + + applyUniform(uniform, v); + } + // if not all data is valid, the next frame will be rendered immediately + return true; +} + +void SubmissionContext::enableAttribute(const VAOVertexAttribute &attr) +{ + // Bind buffer within the current VAO + GLBuffer *buf = m_renderer->glResourceManagers()->glBufferManager()->data(attr.bufferHandle); + Q_ASSERT(buf); + bindGLBuffer(buf, attr.attributeType); + + // Don't use QOpenGLShaderProgram::setAttributeBuffer() because of QTBUG-43199. + // Use the introspection data and set the attribute explicitly + m_glHelper->enableVertexAttributeArray(attr.location); + m_glHelper->vertexAttributePointer(attr.shaderDataType, + attr.location, + attr.vertexSize, + attr.dataType, + GL_TRUE, // TODO: Support normalization property on QAttribute + attr.byteStride, + reinterpret_cast<const void *>(qintptr(attr.byteOffset))); + + + // Done by the helper if it supports it + if (attr.divisor != 0) + m_glHelper->vertexAttribDivisor(attr.location, attr.divisor); +} + +void SubmissionContext::disableAttribute(const SubmissionContext::VAOVertexAttribute &attr) +{ + QOpenGLShaderProgram *prog = activeShader(); + prog->disableAttributeArray(attr.location); +} + +// Note: needs to be called while VAO is bound +void SubmissionContext::specifyAttribute(const Attribute *attribute, + Buffer *buffer, + const ShaderAttribute *attributeDescription) +{ + const int location = attributeDescription->m_location; + if (location < 0) { + qCWarning(Backend) << "failed to resolve location for attribute:" << attribute->name(); + return; + } + + const GLint attributeDataType = glDataTypeFromAttributeDataType(attribute->vertexBaseType()); + const HGLBuffer glBufferHandle = m_renderer->glResourceManagers()->glBufferManager()->lookupHandle(buffer->peerId()); + Q_ASSERT(!glBufferHandle.isNull()); + const GLBuffer::Type attributeType = attributeTypeToGLBufferType(attribute->attributeType()); + + int typeSize = 0; + int attrCount = 0; + + if (attribute->vertexSize() >= 1 && attribute->vertexSize() <= 4) { + attrCount = 1; + } else if (attribute->vertexSize() == 9) { + typeSize = byteSizeFromType(attributeDataType); + attrCount = 3; + } else if (attribute->vertexSize() == 16) { + typeSize = byteSizeFromType(attributeDataType); + attrCount = 4; + } else { + Q_UNREACHABLE(); + } + + Q_ASSERT(!glBufferHandle.isNull()); + VAOVertexAttribute attr; + attr.bufferHandle = glBufferHandle; + attr.attributeType = attributeType; + attr.dataType = attributeDataType; + attr.divisor = attribute->divisor(); + attr.vertexSize = attribute->vertexSize() / attrCount; + attr.byteStride = (attribute->byteStride() != 0) ? attribute->byteStride() : (attrCount * attrCount * typeSize); + attr.shaderDataType = attributeDescription->m_type; + + for (int i = 0; i < attrCount; i++) { + attr.location = location + i; + attr.byteOffset = attribute->byteOffset() + (i * attrCount * typeSize); + + enableAttribute(attr); + + // Save this in the current emulated VAO + if (m_currentVAO) + m_currentVAO->saveVertexAttribute(attr); + } +} + +void SubmissionContext::specifyIndices(Buffer *buffer) +{ + GLBuffer *buf = glBufferForRenderBuffer(buffer); + if (!bindGLBuffer(buf, GLBuffer::IndexBuffer)) + qCWarning(Backend) << Q_FUNC_INFO << "binding index buffer failed"; + + // bound within the current VAO + // Save this in the current emulated VAO + if (m_currentVAO) + m_currentVAO->saveIndexAttribute(m_renderer->glResourceManagers()->glBufferManager()->lookupHandle(buffer->peerId())); +} + +void SubmissionContext::updateBuffer(Buffer *buffer) +{ + const QHash<Qt3DCore::QNodeId, HGLBuffer>::iterator it = m_renderBufferHash.find(buffer->peerId()); + if (it != m_renderBufferHash.end()) + uploadDataToGLBuffer(buffer, m_renderer->glResourceManagers()->glBufferManager()->data(it.value())); +} + +QByteArray SubmissionContext::downloadBufferContent(Buffer *buffer) +{ + const QHash<Qt3DCore::QNodeId, HGLBuffer>::iterator it = m_renderBufferHash.find(buffer->peerId()); + if (it != m_renderBufferHash.end()) + return downloadDataFromGLBuffer(buffer, m_renderer->glResourceManagers()->glBufferManager()->data(it.value())); + return QByteArray(); +} + +void SubmissionContext::releaseBuffer(Qt3DCore::QNodeId bufferId) +{ + auto it = m_renderBufferHash.find(bufferId); + if (it != m_renderBufferHash.end()) { + HGLBuffer glBuffHandle = it.value(); + GLBuffer *glBuff = m_renderer->glResourceManagers()->glBufferManager()->data(glBuffHandle); + + Q_ASSERT(glBuff); + // Destroy the GPU resource + glBuff->destroy(this); + // Destroy the GLBuffer instance + m_renderer->glResourceManagers()->glBufferManager()->releaseResource(bufferId); + // Remove Id - HGLBuffer entry + m_renderBufferHash.erase(it); + } +} + +bool SubmissionContext::hasGLBufferForBuffer(Buffer *buffer) +{ + const QHash<Qt3DCore::QNodeId, HGLBuffer>::iterator it = m_renderBufferHash.find(buffer->peerId()); + return (it != m_renderBufferHash.end()); +} + +GLBuffer *SubmissionContext::glBufferForRenderBuffer(Buffer *buf) +{ + if (!m_renderBufferHash.contains(buf->peerId())) + m_renderBufferHash.insert(buf->peerId(), createGLBufferFor(buf)); + return m_renderer->glResourceManagers()->glBufferManager()->data(m_renderBufferHash.value(buf->peerId())); +} + +HGLBuffer SubmissionContext::createGLBufferFor(Buffer *buffer) +{ + GLBuffer *b = m_renderer->glResourceManagers()->glBufferManager()->getOrCreateResource(buffer->peerId()); + // b.setUsagePattern(static_cast<QOpenGLBuffer::UsagePattern>(buffer->usage())); + Q_ASSERT(b); + if (!b->create(this)) + qCWarning(Io) << Q_FUNC_INFO << "buffer creation failed"; + + return m_renderer->glResourceManagers()->glBufferManager()->lookupHandle(buffer->peerId()); +} + +bool SubmissionContext::bindGLBuffer(GLBuffer *buffer, GLBuffer::Type type) +{ + if (type == GLBuffer::ArrayBuffer && buffer == m_boundArrayBuffer) + return true; + + if (buffer->bind(this, type)) { + if (type == GLBuffer::ArrayBuffer) + m_boundArrayBuffer = buffer; + return true; + } + return false; +} + +void SubmissionContext::uploadDataToGLBuffer(Buffer *buffer, GLBuffer *b, bool releaseBuffer) +{ + if (!bindGLBuffer(b, GLBuffer::ArrayBuffer)) // We're uploading, the type doesn't matter here + qCWarning(Io) << Q_FUNC_INFO << "buffer bind failed"; + // If the buffer is dirty (hence being called here) + // there are two possible cases + // * setData was called changing the whole data or functor (or the usage pattern) + // * partial buffer updates where received + + // TO DO: Handle usage pattern + QVector<Qt3DRender::QBufferUpdate> updates = std::move(buffer->pendingBufferUpdates()); + for (auto it = updates.begin(); it != updates.end(); ++it) { + auto update = it; + // We have a partial update + if (update->offset >= 0) { + //accumulate sequential updates as single one + int bufferSize = update->data.size(); + auto it2 = it + 1; + while ((it2 != updates.end()) + && (it2->offset - update->offset == bufferSize)) { + bufferSize += it2->data.size(); + ++it2; + } + update->data.resize(bufferSize); + while (it + 1 != it2) { + ++it; + update->data.replace(it->offset - update->offset, it->data.size(), it->data); + it->data.clear(); + } + // TO DO: based on the number of updates .., it might make sense to + // sometime use glMapBuffer rather than glBufferSubData + b->update(this, update->data.constData(), update->data.size(), update->offset); + } else { + // We have an update that was done by calling QBuffer::setData + // which is used to resize or entirely clear the buffer + // Note: we use the buffer data directly in that case + const int bufferSize = buffer->data().size(); + b->allocate(this, bufferSize, false); // orphan the buffer + b->allocate(this, buffer->data().constData(), bufferSize, false); + } + } + + if (releaseBuffer) { + b->release(this); + m_boundArrayBuffer = nullptr; + } + qCDebug(Io) << "uploaded buffer size=" << buffer->data().size(); +} + +QByteArray SubmissionContext::downloadDataFromGLBuffer(Buffer *buffer, GLBuffer *b) +{ + if (!bindGLBuffer(b, GLBuffer::ArrayBuffer)) // We're downloading, the type doesn't matter here + qCWarning(Io) << Q_FUNC_INFO << "buffer bind failed"; + + QByteArray data = b->download(this, buffer->data().size()); + return data; +} + +void SubmissionContext::blitFramebuffer(Qt3DCore::QNodeId inputRenderTargetId, + Qt3DCore::QNodeId outputRenderTargetId, + QRect inputRect, QRect outputRect, + uint defaultFboId, + QRenderTargetOutput::AttachmentPoint inputAttachmentPoint, + QRenderTargetOutput::AttachmentPoint outputAttachmentPoint, + QBlitFramebuffer::InterpolationMethod interpolationMethod) +{ + GLuint inputFboId = defaultFboId; + bool inputBufferIsDefault = true; + if (!inputRenderTargetId.isNull()) { + RenderTarget *renderTarget = m_renderer->nodeManagers()->renderTargetManager()->lookupResource(inputRenderTargetId); + if (renderTarget) { + AttachmentPack attachments(renderTarget, m_renderer->nodeManagers()->attachmentManager()); + if (m_renderTargets.contains(inputRenderTargetId)) + inputFboId = updateRenderTarget(inputRenderTargetId, attachments, false); + else + inputFboId = createRenderTarget(inputRenderTargetId, attachments); + } + inputBufferIsDefault = false; + } + + GLuint outputFboId = defaultFboId; + bool outputBufferIsDefault = true; + if (!outputRenderTargetId.isNull()) { + RenderTarget *renderTarget = m_renderer->nodeManagers()->renderTargetManager()->lookupResource(outputRenderTargetId); + if (renderTarget) { + AttachmentPack attachments(renderTarget, m_renderer->nodeManagers()->attachmentManager()); + if (m_renderTargets.contains(outputRenderTargetId)) + outputFboId = updateRenderTarget(outputRenderTargetId, attachments, false); + else + outputFboId = createRenderTarget(outputRenderTargetId, attachments); + } + outputBufferIsDefault = false; + } + + // Up until this point the input and output rects are normal Qt rectangles. + // Convert them to GL rectangles (Y at bottom). + const int inputFboHeight = inputFboId == defaultFboId ? m_surfaceSize.height() : m_renderTargetsSize[inputFboId].height(); + const GLint srcX0 = inputRect.left(); + const GLint srcY0 = inputFboHeight - (inputRect.top() + inputRect.height()); + const GLint srcX1 = srcX0 + inputRect.width(); + const GLint srcY1 = srcY0 + inputRect.height(); + + const int outputFboHeight = outputFboId == defaultFboId ? m_surfaceSize.height() : m_renderTargetsSize[outputFboId].height(); + const GLint dstX0 = outputRect.left(); + const GLint dstY0 = outputFboHeight - (outputRect.top() + outputRect.height()); + const GLint dstX1 = dstX0 + outputRect.width(); + const GLint dstY1 = dstY0 + outputRect.height(); + + //Get the last bounded framebuffers + const GLuint lastDrawFboId = boundFrameBufferObject(); + + // Activate input framebuffer for reading + bindFramebuffer(inputFboId, GraphicsHelperInterface::FBORead); + + // Activate output framebuffer for writing + bindFramebuffer(outputFboId, GraphicsHelperInterface::FBODraw); + + //Bind texture + if (!inputBufferIsDefault) + readBuffer(GL_COLOR_ATTACHMENT0 + inputAttachmentPoint); + + if (!outputBufferIsDefault) { + // Note that we use glDrawBuffers, not glDrawBuffer. The + // latter is not available with GLES. + const int buf = outputAttachmentPoint; + drawBuffers(1, &buf); + } + + // Blit framebuffer + const GLenum mode = interpolationMethod ? GL_NEAREST : GL_LINEAR; + m_glHelper->blitFramebuffer(srcX0, srcY0, srcX1, srcY1, + dstX0, dstY0, dstX1, dstY1, + GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT, + mode); + + // Reset draw buffer + bindFramebuffer(lastDrawFboId, GraphicsHelperInterface::FBOReadAndDraw); + if (outputAttachmentPoint != QRenderTargetOutput::Color0) { + const int buf = QRenderTargetOutput::Color0; + drawBuffers(1, &buf); + } +} + +} // namespace OpenGL +} // namespace Render +} // namespace Qt3DRender of namespace + +QT_END_NAMESPACE |