summaryrefslogtreecommitdiffstats
path: root/src/render/renderers/opengl/graphicshelpers/submissioncontext.cpp
blob: 7bb0713ee04be095fdb911f8100b650221a02ff6 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
1637
1638
1639
1640
1641
1642
1643
1644
1645
1646
1647
1648
1649
1650
1651
/****************************************************************************
**
** 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/gltexture_p.h>
#include <Qt3DRender/private/buffer_p.h>
#include <Qt3DRender/private/attribute_p.h>
#include <Qt3DRender/private/rendercommand_p.h>
#include <Qt3DRender/private/renderstateset_p.h>
#include <Qt3DRender/private/rendertarget_p.h>
#include <Qt3DRender/private/graphicshelperinterface_p.h>
#include <Qt3DRender/private/renderer_p.h>
#include <Qt3DRender/private/nodemanagers_p.h>
#include <Qt3DRender/private/buffermanager_p.h>
#include <Qt3DRender/private/managers_p.h>
#include <Qt3DRender/private/gltexturemanager_p.h>
#include <Qt3DRender/private/attachmentpack_p.h>
#include <Qt3DRender/private/qbuffer_p.h>
#include <Qt3DRender/private/renderbuffer_p.h>
#include <Qt3DRender/private/stringtoint_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 <Qt3DRender/private/graphicshelpergl2_p.h>
#include <Qt3DRender/private/graphicshelpergl3_2_p.h>
#include <Qt3DRender/private/graphicshelpergl3_3_p.h>
#include <Qt3DRender/private/graphicshelpergl4_p.h>
#endif
#include <Qt3DRender/private/graphicshelperes2_p.h>
#include <Qt3DRender/private/graphicshelperes3_p.h>

#include <QSurface>
#include <QWindow>
#include <QOpenGLTexture>
#include <QOpenGLDebugLogger>

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 {


class TextureExtRendererLocker
{
public:
    static void lock(GLTexture *tex)
    {
        if (!tex->isExternalRenderingEnabled())
            return;
        if (s_lockHash.keys().contains(tex)) {
            ++s_lockHash[tex];
        } else {
            tex->externalRenderingLock()->lock();
            s_lockHash[tex] = 1;
        }
    }
    static void unlock(GLTexture *tex)
    {
        if (!tex->isExternalRenderingEnabled())
            return;
        if (!s_lockHash.keys().contains(tex))
            return;

        --s_lockHash[tex];
        if (s_lockHash[tex] == 0) {
            s_lockHash.remove(tex);
            tex->externalRenderingLock()->unlock();
        }
    }
private:
    static QHash<GLTexture*, int> s_lockHash;
};

QHash<GLTexture*, int> TextureExtRendererLocker::s_lockHash = QHash<GLTexture*, int>();

static QHash<unsigned int, SubmissionContext*> static_contexts;

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<DepthTest>(const DepthTest *state, SubmissionContext *gc)
{
    gc->depthTest(std::get<0>(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

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;
}

SubmissionContext::SubmissionContext()
    : GraphicsContext()
    , m_ownCurrent(true)
    , m_id(nextFreeContextId())
    , m_surface(nullptr)
    , m_activeShader(nullptr)
    , m_activeShaderDNA(0)
    , 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))
    , m_currentVAO(nullptr)
{
    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_activeTextures.resize(maxTextureUnitsCount());
}

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();

    // Sets or Create the correct m_glHelper
    // for the current surface
    activateGLHelper();

#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();

    // 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_activeShaderDNA = 0;
    }

    // reset active textures
    for (int u = 0; u < m_activeTextures.size(); ++u)
        m_activeTextures[u].texture = nullptr;

    m_boundArrayBuffer = nullptr;

    static int callCount = 0;
    ++callCount;
    const int shaderPurgePeriod = 600;
    if (callCount % shaderPurgePeriod == 0)
        m_shaderCache->purge();

    return true;
}

void SubmissionContext::endDrawing(bool swapBuffers)
{
    if (swapBuffers)
        m_gl->swapBuffers(m_surface);
    if (m_ownCurrent)
        m_gl->doneCurrent();
    decayTextureScores();
    for (int i = 0; i < m_activeTextures.size(); ++i)
        if (m_activeTextures[i].texture)
            TextureExtRendererLocker::unlock(m_activeTextures[i].texture);
}

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->nodeManagers()->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.
            needsResize |= (rTex != nullptr && rTex->size() != s);
            if (isActiveRenderTarget) {
                if (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) {
            int 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:
        // unsupported format
        Q_UNREACHABLE();
        return img;
    }

    GLint samples = 0;
    m_gl->functions()->glGetIntegerv(GL_SAMPLES, &samples);
    if (samples > 0 && !m_glHelper->supportsFeature(GraphicsHelperInterface::BlitFramebuffer)) {
        qWarning () << 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);
            qWarning () << 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_shaderCache->clear();
    m_renderBufferHash.clear();

    // Stop and destroy the OpenGL logger
    if (m_debugLogger) {
        m_debugLogger->stopLogging();
        m_debugLogger.reset(nullptr);
    }
}

// The OpenGLContext is not current on any surface at this point
void SubmissionContext::setOpenGLContext(QOpenGLContext* ctx)
{
    Q_ASSERT(ctx && m_shaderCache);

    releaseOpenGL();
    m_gl = ctx;
}

void SubmissionContext::activateGLHelper()
{
    // Sets the correct GL Helper depending on the surface
    // If no helper exists, create one
    m_glHelper = m_glHelpers.value(m_surface);
    if (!m_glHelper) {
        m_glHelper = resolveHighestOpenGLFunctions();
        m_glHelpers.insert(m_surface, m_glHelper);
        // Note: OpenGLContext is current at this point
        m_gl->functions()->glDisable(GL_DITHER);
    }
}


// Called only from RenderThread
bool SubmissionContext::activateShader(ProgramDNA shaderDNA)
{
    if (shaderDNA != m_activeShaderDNA) {
        // Ensure material uniforms are re-applied
        m_material = nullptr;

        m_activeShader = m_shaderCache->getShaderProgramForDNA(shaderDNA);
        if (Q_LIKELY(m_activeShader != nullptr)) {
            m_activeShader->bind();
            m_activeShaderDNA = shaderDNA;
        } else {
            m_glHelper->useProgram(0);
            qWarning() << "No shader program found for DNA";
            m_activeShaderDNA = 0;
            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->nodeManagers()->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 {
        qWarning() << "FBO incomplete";
    }
}


void SubmissionContext::setActiveMaterial(Material *rmat)
{
    if (m_material == rmat)
        return;

    deactivateTexturesWithScope(TextureScopeMaterial);
    m_material = rmat;
}

int SubmissionContext::activateTexture(TextureScope scope, GLTexture *tex, int onUnit)
{
    // Returns the texture unit to use for the texture
    // This always return a valid unit, unless there are more textures than
    // texture unit available for the current material
    onUnit = assignUnitForTexture(tex);

    // check we didn't overflow the available units
    if (onUnit == -1)
        return -1;

    // actually re-bind if required, the tex->dna on the unit not being the same
    // Note: tex->dna() could be 0 if the texture has not been created yet
    if (m_activeTextures[onUnit].texture != tex) {
        // Texture must have been created and updated at this point
        QOpenGLTexture *glTex = tex->getGLTexture();
        if (glTex == nullptr)
            return -1;
        glTex->bind(onUnit);
        if (m_activeTextures[onUnit].texture)
            TextureExtRendererLocker::unlock(m_activeTextures[onUnit].texture);
        m_activeTextures[onUnit].texture = tex;
        TextureExtRendererLocker::lock(tex);
    }

#if defined(QT3D_RENDER_ASPECT_OPENGL_DEBUG)
    int err = m_gl->functions()->glGetError();
    if (err)
        qCWarning(Backend) << "GL error after activating texture" << QString::number(err, 16)
                           << tex->getGLTexture()->textureId() << "on unit" << onUnit;
#endif

    m_activeTextures[onUnit].score = 200;
    m_activeTextures[onUnit].pinned = true;
    m_activeTextures[onUnit].scope = scope;

    return onUnit;
}

void SubmissionContext::deactivateTexturesWithScope(TextureScope ts)
{
    for (int u=0; u<m_activeTextures.size(); ++u) {
        if (!m_activeTextures[u].pinned)
            continue; // inactive, ignore

        if (m_activeTextures[u].scope == ts) {
            m_activeTextures[u].pinned = false;
            m_activeTextures[u].score = qMax(m_activeTextures[u].score, 1) - 1;
        }
    } // of units iteration
}

void SubmissionContext::deactivateTexture(GLTexture* tex)
{
    for (int u=0; u<m_activeTextures.size(); ++u) {
        if (m_activeTextures[u].texture == tex) {
            Q_ASSERT(m_activeTextures[u].pinned);
            m_activeTextures[u].pinned = false;
            return;
        }
    } // of units iteration

    qCWarning(Backend) << Q_FUNC_INFO << "texture not active:" << tex;
}

/*!
    \internal
    Returns a texture unit for a texture, -1 if all texture units are assigned.
    Tries to use the texture unit with the texture that hasn't been used for the longest time
    if the texture happens not to be already pinned on a texture unit.
 */
GLint SubmissionContext::assignUnitForTexture(GLTexture *tex)
{
    int lowestScoredUnit = -1;
    int lowestScore = 0xfffffff;

    for (int u=0; u<m_activeTextures.size(); ++u) {
        if (m_activeTextures[u].texture == tex)
            return u;

        // No texture is currently active on the texture unit
        // we save the texture unit with the texture that has been on there
        // the longest time while not being used
        if (!m_activeTextures[u].pinned) {
            int score = m_activeTextures[u].score;
            if (score < lowestScore) {
                lowestScore = score;
                lowestScoredUnit = u;
            }
        }
    } // of units iteration

    if (lowestScoredUnit == -1)
        qCWarning(Backend) << Q_FUNC_INFO << "No free texture units!";

    return lowestScoredUnit;
}

void SubmissionContext::decayTextureScores()
{
    for (int u = 0; u < m_activeTextures.size(); u++)
        m_activeTextures[u].score = qMax(m_activeTextures[u].score - 1, 0);
}

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 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 & 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);
}

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);
    }
}

// It will be easier if the QGraphicContext applies the QUniformPack
// than the other way around
bool SubmissionContext::setParameters(ShaderParameterPack &parameterPack)
{
    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
    NodeManagers *manager = m_renderer->nodeManagers();

    deactivateTexturesWithScope(TextureScopeMaterial);
    // Update the uniforms with the correct texture unit id's
    PackUniformHash &uniformValues = parameterPack.uniforms();

    for (int i = 0; i < parameterPack.textures().size(); ++i) {
        const ShaderParameterPack::NamedTexture &namedTex = parameterPack.textures().at(i);
        // Given a Texture QNodeId, we retrieve the associated shared GLTexture
        if (uniformValues.contains(namedTex.glslNameId)) {
            GLTexture *t = manager->glTextureManager()->lookupResource(namedTex.texId);
            if (t != nullptr) {
                UniformValue &texUniform = uniformValues[namedTex.glslNameId];
                Q_ASSERT(texUniform.valueType() == UniformValue::TextureValue);
                const int texUnit = activateTexture(TextureScopeMaterial, 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
                        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();
    int ssboIndex = 0;
    for (const BlockToSSBO b : blockToSSBOs) {
        Buffer *cpuBuffer = m_renderer->nodeManagers()->bufferManager()->lookupResource(b.m_bufferID);
        GLBuffer *ssbo = glBufferForRenderBuffer(cpuBuffer, GLBuffer::ShaderStorageBuffer);
        bindShaderStorageBlock(shader->programId(), b.m_blockIndex, ssboIndex);
        // Needed to avoid conflict where the buffer would already
        // be bound as a VertexArray
        bindGLBuffer(ssbo, GLBuffer::ShaderStorageBuffer);
        ssbo->bindBufferBase(this, ssboIndex++, 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, GLBuffer::UniformBuffer);
        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[uniform.m_nameId];

        // skip invalid textures
        if (v.valueType() == UniformValue::TextureValue && *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->nodeManagers()->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->nodeManagers()->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();
    }

    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, GLBuffer::IndexBuffer);
    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->nodeManagers()->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->nodeManagers()->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->nodeManagers()->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->nodeManagers()->glBufferManager()->data(glBuffHandle);

        Q_ASSERT(glBuff);
        // Destroy the GPU resource
        glBuff->destroy(this);
        // Destroy the GLBuffer instance
        m_renderer->nodeManagers()->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, GLBuffer::Type type)
{
    if (!m_renderBufferHash.contains(buf->peerId()))
        m_renderBufferHash.insert(buf->peerId(), createGLBufferFor(buf, type));
    return m_renderer->nodeManagers()->glBufferManager()->data(m_renderBufferHash.value(buf->peerId()));
}

HGLBuffer SubmissionContext::createGLBufferFor(Buffer *buffer, GLBuffer::Type type)
{
    GLBuffer *b = m_renderer->nodeManagers()->glBufferManager()->getOrCreateResource(buffer->peerId());
    //    b.setUsagePattern(static_cast<QOpenGLBuffer::UsagePattern>(buffer->usage()));
    Q_ASSERT(b);
    if (!b->create(this))
        qCWarning(Render::Io) << Q_FUNC_INFO << "buffer creation failed";

    if (!bindGLBuffer(b, type))
        qCWarning(Render::Io) << Q_FUNC_INFO << "buffer binding failed";

    return m_renderer->nodeManagers()->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(Render::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(Render::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(Render::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, mode);

    // Reset draw buffer
    bindFramebuffer(lastDrawFboId, GraphicsHelperInterface::FBOReadAndDraw);
    if (outputAttachmentPoint != QRenderTargetOutput::Color0) {
        const int buf = QRenderTargetOutput::Color0;
        drawBuffers(1, &buf);
    }
}

} // namespace Render
} // namespace Qt3DRender of namespace

QT_END_NAMESPACE