/**************************************************************************** ** ** Copyright (C) 2018 The Qt Company Ltd. ** Contact: http://www.qt.io/licensing/ ** ** This file is part of the Qt3D module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** GNU Lesser General Public License Usage ** Alternatively, this file may be used under the terms of the GNU Lesser ** General Public License version 3 as published by the Free Software ** Foundation and appearing in the file LICENSE.LGPL3 included in the ** packaging of this file. Please review the following information to ** ensure the GNU Lesser General Public License version 3 requirements ** will be met: https://www.gnu.org/licenses/lgpl-3.0.html. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 2.0 or (at your option) the GNU General ** Public license version 3 or any later version approved by the KDE Free ** Qt Foundation. The licenses are as published by the Free Software ** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3 ** included in the packaging of this file. Please review the following ** information to ensure the GNU General Public License requirements will ** be met: https://www.gnu.org/licenses/gpl-2.0.html and ** https://www.gnu.org/licenses/gpl-3.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "graphicshelperes3_1_p.h" #include #include QT_BEGIN_NAMESPACE // ES 3.1+ #ifndef GL_SAMPLER_2D_MULTISAMPLE #define GL_SAMPLER_2D_MULTISAMPLE 0x9108 #endif #ifndef GL_INT_SAMPLER_2D_MULTISAMPLE #define GL_INT_SAMPLER_2D_MULTISAMPLE 0x9109 #endif #ifndef GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE #define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE 0x910A #endif #ifndef GL_ACTIVE_RESOURCES #define GL_ACTIVE_RESOURCES 0x92F5 #endif #ifndef GL_BUFFER_BINDING #define GL_BUFFER_BINDING 0x9302 #endif #ifndef GL_BUFFER_DATA_SIZE #define GL_BUFFER_DATA_SIZE 0x9303 #endif #ifndef GL_NUM_ACTIVE_VARIABLES #define GL_NUM_ACTIVE_VARIABLES 0x9304 #endif #ifndef GL_SHADER_STORAGE_BLOCK #define GL_SHADER_STORAGE_BLOCK 0x92E6 #endif #ifndef GL_ALL_BARRIER_BITS #define GL_ALL_BARRIER_BITS 0xFFFFFFFF #endif #ifndef GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT #define GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT 0x00000001 #endif #ifndef GL_ELEMENT_ARRAY_BARRIER_BIT #define GL_ELEMENT_ARRAY_BARRIER_BIT 0x00000002 #endif #ifndef GL_UNIFORM_BARRIER_BIT #define GL_UNIFORM_BARRIER_BIT 0x00000004 #endif #ifndef GL_TEXTURE_FETCH_BARRIER_BIT #define GL_TEXTURE_FETCH_BARRIER_BIT 0x00000008 #endif #ifndef GL_SHADER_IMAGE_ACCESS_BARRIER_BIT #define GL_SHADER_IMAGE_ACCESS_BARRIER_BIT 0x00000020 #endif #ifndef GL_COMMAND_BARRIER_BIT #define GL_COMMAND_BARRIER_BIT 0x00000040 #endif #ifndef GL_PIXEL_BUFFER_BARRIER_BIT #define GL_PIXEL_BUFFER_BARRIER_BIT 0x00000080 #endif #ifndef GL_TEXTURE_UPDATE_BARRIER_BIT #define GL_TEXTURE_UPDATE_BARRIER_BIT 0x00000100 #endif #ifndef GL_BUFFER_UPDATE_BARRIER_BIT #define GL_BUFFER_UPDATE_BARRIER_BIT 0x00000200 #endif #ifndef GL_FRAMEBUFFER_BARRIER_BIT #define GL_FRAMEBUFFER_BARRIER_BIT 0x00000400 #endif #ifndef GL_TRANSFORM_FEEDBACK_BARRIER_BIT #define GL_TRANSFORM_FEEDBACK_BARRIER_BIT 0x00000800 #endif #ifndef GL_ATOMIC_COUNTER_BARRIER_BIT #define GL_ATOMIC_COUNTER_BARRIER_BIT 0x00001000 #endif #ifndef GL_SHADER_STORAGE_BARRIER_BIT #define GL_SHADER_STORAGE_BARRIER_BIT 0x00002000 #endif namespace Qt3DRender { namespace Render { 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)) qWarning() << "QueryBuffer barrier not supported by ES 3.1"; return bits; } } // anonymous GraphicsHelperES3_1::GraphicsHelperES3_1() { } GraphicsHelperES3_1::~GraphicsHelperES3_1() { } bool GraphicsHelperES3_1::supportsFeature(GraphicsHelperInterface::Feature feature) const { switch (feature) { case GraphicsHelperInterface::Compute: case GraphicsHelperInterface::ShaderStorageObject: case GraphicsHelperInterface::IndirectDrawing: return true; default: break; } return GraphicsHelperES3::supportsFeature(feature); } void GraphicsHelperES3_1::dispatchCompute(GLuint wx, GLuint wy, GLuint wz) { m_extraFuncs->glDispatchCompute(wx, wy, wz); } void GraphicsHelperES3_1::memoryBarrier(QMemoryBarrier::Operations barriers) { m_extraFuncs->glMemoryBarrier(memoryBarrierGLBitfield(barriers)); } void GraphicsHelperES3_1::drawArraysIndirect(GLenum mode, void *indirect) { m_extraFuncs->glDrawArraysIndirect(mode, indirect); } void GraphicsHelperES3_1::drawElementsIndirect(GLenum mode, GLenum type, void *indirect) { m_extraFuncs->glDrawElementsIndirect(mode, type, indirect); } void GraphicsHelperES3_1::bindShaderStorageBlock(GLuint , GLuint , GLuint ) { // ES 3.1 has no API for that, bindings have to be specified directly in the shader // with layout(std430, binding = 3) qWarning() << "ES 3.1 has no bindShaderStorageBlock API, it uses binding declaration from the shader storage block"; } QVector GraphicsHelperES3_1::programShaderStorageBlocks(GLuint programId) { QVector blocks; GLint nbrActiveShaderStorageBlocks = 0; m_extraFuncs->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_extraFuncs->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_extraFuncs->glGetProgramResourceiv(programId, GL_SHADER_STORAGE_BLOCK, i, 1, &prop, 4, NULL, &storageBlock.m_binding); prop = GL_BUFFER_DATA_SIZE; m_extraFuncs->glGetProgramResourceiv(programId, GL_SHADER_STORAGE_BLOCK, i, 1, &prop, 4, NULL, &storageBlock.m_size); prop = GL_NUM_ACTIVE_VARIABLES; m_extraFuncs->glGetProgramResourceiv(programId, GL_SHADER_STORAGE_BLOCK, i, 1, &prop, 4, NULL, &storageBlock.m_activeVariablesCount); blocks.push_back(storageBlock); } return blocks; } UniformType GraphicsHelperES3_1::uniformTypeFromGLType(GLenum glType) { switch (glType) { case GL_SAMPLER_2D_MULTISAMPLE: case GL_INT_SAMPLER_2D_MULTISAMPLE: case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE: return UniformType::Sampler; default: return GraphicsHelperES3::uniformTypeFromGLType(glType); } } uint GraphicsHelperES3_1::uniformByteSize(const ShaderUniform &description) { uint rawByteSize = 0; switch (description.m_type) { case GL_SAMPLER_2D_MULTISAMPLE: case GL_INT_SAMPLER_2D_MULTISAMPLE: case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE: rawByteSize = 4; break; default: rawByteSize = GraphicsHelperES3::uniformByteSize(description); break; } return rawByteSize; } void GraphicsHelperES3_1::buildUniformBuffer(const QVariant &v, const ShaderUniform &description, QByteArray &buffer) { char *bufferData = buffer.data(); switch (description.m_type) { case GL_SAMPLER_2D_MULTISAMPLE: case GL_INT_SAMPLER_2D_MULTISAMPLE: case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE: { Q_ASSERT(description.m_size == 1); int value = v.toInt(); QGraphicsUtils::fillDataArray(bufferData, &value, description, 1); break; } default: GraphicsHelperES3::buildUniformBuffer(v, description, buffer); break; } } } // namespace Render } // namespace Qt3DRender QT_END_NAMESPACE