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/****************************************************************************
**
** 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.
**
** $QT_BEGIN_LICENSE:COMM$
**
** 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.
**
** $QT_END_LICENSE$
**
**
**
**
**
**
**
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**
****************************************************************************/
#ifndef QT3DRENDER_RENDER_OPENGL_GRAPHICSHELPERINTERFACE_H
#define QT3DRENDER_RENDER_OPENGL_GRAPHICSHELPERINTERFACE_H
//
// W A R N I N G
// -------------
//
// This file is not part of the Qt API. It exists for the convenience
// of other Qt classes. This header file may change from version to
// version without notice, or even be removed.
//
// We mean it.
//
#include <QOpenGLFunctions>
#include <QOpenGLTexture>
#include <QVector>
#include <shadervariables_p.h>
#include <Qt3DRender/private/uniform_p.h>
#include <Qt3DRender/qmemorybarrier.h>
QT_BEGIN_NAMESPACE
namespace Qt3DRender {
namespace Render {
struct Attachment;
namespace OpenGL {
class RenderBuffer;
class GraphicsHelperInterface
{
public:
enum Feature {
MRT = 0,
Tessellation,
UniformBufferObject,
BindableFragmentOutputs,
PrimitiveRestart,
RenderBufferDimensionRetrieval,
TextureDimensionRetrieval,
ShaderStorageObject,
Compute,
DrawBuffersBlend,
BlitFramebuffer,
IndirectDrawing,
MapBuffer,
Fences,
ShaderImage
};
enum FBOBindMode {
FBODraw,
FBORead,
FBOReadAndDraw
};
virtual ~GraphicsHelperInterface() {}
virtual void alphaTest(GLenum mode1, GLenum mode2) = 0;
virtual void bindBufferBase(GLenum target, GLuint index, GLuint buffer) = 0;
virtual void bindFragDataLocation(GLuint shader, const QHash<QString, int> &outputs) = 0;
virtual bool frameBufferNeedsRenderBuffer(const Attachment &attachment) = 0;
virtual void bindFrameBufferAttachment(QOpenGLTexture *texture, const Attachment &attachment) = 0;
virtual void bindFrameBufferAttachment(RenderBuffer *renderBuffer, const Attachment &attachment) = 0;
virtual void bindFrameBufferObject(GLuint frameBufferId, FBOBindMode mode) = 0;
virtual void bindImageTexture(GLuint imageUnit, GLuint texture, GLint mipLevel, GLboolean layered, GLint layer, GLenum access, GLenum format) = 0;
virtual void bindShaderStorageBlock(GLuint programId, GLuint shaderStorageBlockIndex, GLuint shaderStorageBlockBinding) = 0;
virtual void bindUniformBlock(GLuint programId, GLuint uniformBlockIndex, GLuint uniformBlockBinding) = 0;
virtual void blendEquation(GLenum mode) = 0;
virtual void blendFunci(GLuint buf, GLenum sfactor, GLenum dfactor) = 0;
virtual void blendFuncSeparatei(GLuint buf, GLenum sRGB, GLenum dRGB, GLenum sAlpha, GLenum dAlpha) = 0;
virtual void blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter) = 0;
virtual GLuint boundFrameBufferObject() = 0;
virtual void buildUniformBuffer(const QVariant &v, const ShaderUniform &description, QByteArray &buffer) = 0;
virtual bool checkFrameBufferComplete() = 0;
virtual void clearBufferf(GLint drawbuffer, const QVector4D &values) = 0;
virtual GLuint createFrameBufferObject() = 0;
virtual void depthRange(GLdouble nearValue, GLdouble farValue) = 0;
virtual void depthMask(GLenum mode) = 0;
virtual void depthTest(GLenum mode) = 0;
virtual void disableClipPlane(int clipPlane) = 0;
virtual void disablei(GLenum cap, GLuint index) = 0;
virtual void disablePrimitiveRestart() = 0;
virtual void dispatchCompute(GLuint wx, GLuint wy, GLuint wz) = 0;
virtual char *mapBuffer(GLenum target, GLsizeiptr size) = 0;
virtual GLboolean unmapBuffer(GLenum target) = 0;
virtual void drawArrays(GLenum primitiveType, GLint first, GLsizei count) = 0;
virtual void drawArraysIndirect(GLenum mode,void *indirect) = 0;
virtual void drawArraysInstanced(GLenum primitiveType, GLint first, GLsizei count, GLsizei instances) = 0;
virtual void drawArraysInstancedBaseInstance(GLenum primitiveType, GLint first, GLsizei count, GLsizei instances, GLsizei baseinstance) = 0;
virtual void drawBuffers(GLsizei n, const int *bufs) = 0;
virtual void drawElements(GLenum primitiveType, GLsizei primitiveCount, GLint indexType, void * indices, GLint baseVertex) = 0;
virtual void drawElementsIndirect(GLenum mode, GLenum type, void *indirect) = 0;
virtual void drawElementsInstancedBaseVertexBaseInstance(GLenum primitiveType, GLsizei primitiveCount, GLint indexType, void * indices, GLsizei instances, GLint baseVertex, GLint baseInstance) = 0;
virtual void enableClipPlane(int clipPlane) = 0;
virtual void enablei(GLenum cap, GLuint index) = 0;
virtual void enablePrimitiveRestart(int primitiveRestartIndex) = 0;
virtual void enableVertexAttributeArray(int location) = 0;
virtual void frontFace(GLenum mode) = 0;
virtual QSize getRenderBufferDimensions(GLuint renderBufferId) = 0;
virtual QSize getTextureDimensions(GLuint textureId, GLenum target, uint level = 0) = 0;
virtual void initializeHelper(QOpenGLContext *context, QAbstractOpenGLFunctions *functions) = 0;
virtual GLint maxClipPlaneCount() = 0;
virtual void memoryBarrier(QMemoryBarrier::Operations barriers) = 0;
virtual void pointSize(bool programmable, GLfloat value) = 0;
virtual QVector<ShaderAttribute> programAttributesAndLocations(GLuint programId) = 0;
virtual QVector<ShaderUniform> programUniformsAndLocations(GLuint programId) = 0;
virtual QVector<ShaderUniformBlock> programUniformBlocks(GLuint programId) = 0;
virtual QVector<ShaderStorageBlock> programShaderStorageBlocks(GLuint programId) = 0;
virtual void releaseFrameBufferObject(GLuint frameBufferId) = 0;
virtual void setAlphaCoverageEnabled(bool enable) = 0;
virtual void setClipPlane(int clipPlane, const QVector3D &normal, float distance) = 0;
virtual void setMSAAEnabled(bool enable) = 0;
virtual void setSeamlessCubemap(bool enable) = 0;
virtual void setVerticesPerPatch(GLint verticesPerPatch) = 0;
virtual bool supportsFeature(Feature feature) const = 0;
virtual uint uniformByteSize(const ShaderUniform &description) = 0;
virtual void useProgram(GLuint programId) = 0;
virtual void vertexAttribDivisor(GLuint index, GLuint divisor) = 0;
virtual void vertexAttributePointer(GLenum shaderDataType, GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer) = 0;
virtual void readBuffer(GLenum mode) = 0;
virtual void drawBuffer(GLenum mode) = 0;
virtual void rasterMode(GLenum faceMode, GLenum rasterMode) = 0;
virtual void *fenceSync() = 0;
virtual void clientWaitSync(void *sync, GLuint64 nanoSecTimeout) = 0;
virtual void waitSync(void *sync) = 0;
virtual bool wasSyncSignaled(void *sync) = 0;
virtual void deleteSync(void *sync) = 0;
virtual void glUniform1fv(GLint location, GLsizei count, const GLfloat *value) = 0;
virtual void glUniform2fv(GLint location, GLsizei count, const GLfloat *value) = 0;
virtual void glUniform3fv(GLint location, GLsizei count, const GLfloat *value) = 0;
virtual void glUniform4fv(GLint location, GLsizei count, const GLfloat *value) = 0;
virtual void glUniform1iv(GLint location, GLsizei count, const GLint *value) = 0;
virtual void glUniform2iv(GLint location, GLsizei count, const GLint *value) = 0;
virtual void glUniform3iv(GLint location, GLsizei count, const GLint *value) = 0;
virtual void glUniform4iv(GLint location, GLsizei count, const GLint *value) = 0;
virtual void glUniform1uiv(GLint location, GLsizei count, const GLuint *value) = 0;
virtual void glUniform2uiv(GLint location, GLsizei count, const GLuint *value) = 0;
virtual void glUniform3uiv(GLint location, GLsizei count, const GLuint *value) = 0;
virtual void glUniform4uiv(GLint location, GLsizei count, const GLuint *value) = 0;
virtual void glUniformMatrix2fv(GLint location, GLsizei count, const GLfloat *value) = 0;
virtual void glUniformMatrix3fv(GLint location, GLsizei count, const GLfloat *value) = 0;
virtual void glUniformMatrix4fv(GLint location, GLsizei count, const GLfloat *value) = 0;
virtual void glUniformMatrix2x3fv(GLint location, GLsizei count, const GLfloat *value) = 0;
virtual void glUniformMatrix3x2fv(GLint location, GLsizei count, const GLfloat *value) = 0;
virtual void glUniformMatrix2x4fv(GLint location, GLsizei count, const GLfloat *value) = 0;
virtual void glUniformMatrix4x2fv(GLint location, GLsizei count, const GLfloat *value) = 0;
virtual void glUniformMatrix3x4fv(GLint location, GLsizei count, const GLfloat *value) = 0;
virtual void glUniformMatrix4x3fv(GLint location, GLsizei count, const GLfloat *value) = 0;
virtual UniformType uniformTypeFromGLType(GLenum glType) = 0;
};
} // namespace OpenGL
} // namespace Render
} // namespace Qt3DRender
QT_END_NAMESPACE
#endif // QT3DRENDER_RENDER_OPENGL_GRAPHICSHELPERINTERFACE_H
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