/**************************************************************************** ** ** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). ** Contact: http://www.qt-project.org/legal ** ** This file is part of the Qt3D module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL3$ ** 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 http://www.qt.io/terms-conditions. For further ** information use the contact form at http://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.LGPLv3 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.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 later as published by the Free ** Software Foundation and appearing in the file LICENSE.GPL included in ** the packaging of this file. Please review the following information to ** ensure the GNU General Public License version 2.0 requirements will be ** met: http://www.gnu.org/licenses/gpl-2.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "uniformbuffer_p.h" #include #if !defined(GL_UNIFORM_BUFFER) #define GL_UNIFORM_BUFFER 0x8A11 #endif QT_BEGIN_NAMESPACE namespace Qt3DRender { namespace Render { // A UBO is created for each ShaderData Shader Pair // That means a UBO is unique to a shader/shaderdata UniformBuffer::UniformBuffer() : m_bufferId(~0) , m_isCreated(false) , m_bound(false) { } void UniformBuffer::bind(GraphicsContext *ctx) { ctx->openGLContext()->functions()->glBindBuffer(GL_UNIFORM_BUFFER, m_bufferId); m_bound = true; } void UniformBuffer::release(GraphicsContext *ctx) { m_bound = false; ctx->openGLContext()->functions()->glBindBuffer(GL_UNIFORM_BUFFER, 0); } void UniformBuffer::create(GraphicsContext *ctx) { ctx->openGLContext()->functions()->glGenBuffers(1, &m_bufferId); m_isCreated = true; } void UniformBuffer::destroy(GraphicsContext *ctx) { ctx->openGLContext()->functions()->glDeleteBuffers(1, &m_bufferId); m_isCreated = false; } void UniformBuffer::allocate(GraphicsContext *ctx, uint size, bool dynamic) { // Either GL_STATIC_DRAW OR GL_DYNAMIC_DRAW depending on the use case // TO DO: find a way to know how a buffer/QShaderData will be used to use the right usage ctx->openGLContext()->functions()->glBufferData(GL_UNIFORM_BUFFER, size, NULL, dynamic ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW); } void UniformBuffer::update(GraphicsContext *ctx, const void *data, uint size, int offset) { ctx->openGLContext()->functions()->glBufferSubData(GL_UNIFORM_BUFFER, offset, size, data); } void UniformBuffer::bindToUniformBlock(GraphicsContext *ctx, int bindingPoint) { ctx->bindBufferBase(GL_UNIFORM_BUFFER, bindingPoint, m_bufferId); } } // namespace Render } // namespace Qt3DRender QT_END_NAMESPACE