From b4954701093739e7a4e54a0669f306922d0d4605 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Pasi=20Kera=CC=88nen?= Date: Thu, 6 Jun 2019 16:22:02 +0300 Subject: Long live the slayer! MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Initial commit of OpenGL Runtime to repository. Based on SHA1 61823aaccc6510699a54b34a2fe3f7523dab3b4e of qt3dstudio repository. Task-number: QT3DS-3600 Change-Id: Iaeb80237399f0e5656a19ebec9d1ab3a681d8832 Reviewed-by: Pasi Keränen --- .../backends/gl/Qt3DSRenderBackendGLBase.cpp | 2230 ++++++++++++++++++++ 1 file changed, 2230 insertions(+) create mode 100644 src/render/backends/gl/Qt3DSRenderBackendGLBase.cpp (limited to 'src/render/backends/gl/Qt3DSRenderBackendGLBase.cpp') diff --git a/src/render/backends/gl/Qt3DSRenderBackendGLBase.cpp b/src/render/backends/gl/Qt3DSRenderBackendGLBase.cpp new file mode 100644 index 0000000..0fe6e0f --- /dev/null +++ b/src/render/backends/gl/Qt3DSRenderBackendGLBase.cpp @@ -0,0 +1,2230 @@ +/**************************************************************************** +** +** Copyright (C) 2008-2012 NVIDIA Corporation. +** Copyright (C) 2017 The Qt Company Ltd. +** Contact: https://www.qt.io/licensing/ +** +** This file is part of Qt 3D Studio. +** +** $QT_BEGIN_LICENSE:GPL$ +** 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 General Public License Usage +** Alternatively, this file may be used under the terms of the GNU +** General Public License version 3 or (at your option) 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.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-3.0.html. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include "render/backends/gl/Qt3DSRenderBackendGLBase.h" +#include "render/backends/gl/Qt3DSRenderBackendInputAssemblerGL.h" +#include "render/backends/gl/Qt3DSRenderBackendShaderProgramGL.h" +#include "render/backends/gl/Qt3DSRenderBackendRenderStatesGL.h" +#include "foundation/StringTable.h" + +#ifdef RENDER_BACKEND_LOG_GL_ERRORS +#define RENDER_LOG_ERROR_PARAMS(x) checkGLError(#x, __FILE__, __LINE__) +#else +#define RENDER_LOG_ERROR_PARAMS(x) checkGLError() +#endif + +#define GL_CALL_FUNCTION(x) m_glFunctions->x; RENDER_LOG_ERROR_PARAMS(x); +#define GL_CALL_EXTRA_FUNCTION(x) m_glExtraFunctions->x; RENDER_LOG_ERROR_PARAMS(x); + +namespace qt3ds { +namespace render { + +#ifndef GL_PROGRAM_SEPARABLE +#define GL_PROGRAM_SEPARABLE 0x8258 +#endif + +#ifndef GL_UNSIGNED_INT_IMAGE_2D +#define GL_UNSIGNED_INT_IMAGE_2D 0x9063 +#endif + +#ifndef GL_UNSIGNED_INT_ATOMIC_COUNTER +#define GL_UNSIGNED_INT_ATOMIC_COUNTER 0x92DB +#endif + +/// constructor +NVRenderBackendGLBase::NVRenderBackendGLBase(NVFoundationBase &fnd, + qt3ds::foundation::IStringTable &stringTable, + const QSurfaceFormat &format) + : mRefCount(0) + , m_Foundation(fnd) + , m_StringTable(stringTable) + , m_Conversion() + , m_MaxAttribCount(0) + , m_DrawBuffersArray(m_Foundation.getAllocator(), + "NVRenderBackendGLBase::m_DrawBuffersArray") + , m_format(format) +{ + m_glFunctions = new QOpenGLFunctions; + m_glFunctions->initializeOpenGLFunctions(); + m_glExtraFunctions = new QOpenGLExtraFunctions; + m_glExtraFunctions->initializeOpenGLFunctions(); + + // internal state tracker + m_pCurrentRasterizerState = + QT3DS_NEW(m_Foundation.getAllocator(), NVRenderBackendRasterizerStateGL)(); + m_pCurrentDepthStencilState = + QT3DS_NEW(m_Foundation.getAllocator(), NVRenderBackendDepthStencilStateGL)(); + + m_glFunctions->glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &m_maxAnisotropy); +} +/// destructor +NVRenderBackendGLBase::~NVRenderBackendGLBase() +{ + if (m_pCurrentRasterizerState) + NVDelete(m_Foundation.getAllocator(), m_pCurrentRasterizerState); + if (m_pCurrentDepthStencilState) + NVDelete(m_Foundation.getAllocator(), m_pCurrentDepthStencilState); + if (m_glFunctions) + delete m_glFunctions; + if (m_glExtraFunctions) + delete m_glExtraFunctions; +} + +NVRenderContextType NVRenderBackendGLBase::GetRenderContextType() const +{ + if (m_format.renderableType() == QSurfaceFormat::OpenGLES) { + if (m_format.majorVersion() == 2) + return NVRenderContextValues::GLES2; + + if (m_format.majorVersion() == 3) { + if (m_format.minorVersion() >= 1) + return NVRenderContextValues::GLES3PLUS; + else + return NVRenderContextValues::GLES3; + } + } else if (m_format.majorVersion() == 2) { + return NVRenderContextValues::GL2; + } else if (m_format.majorVersion() == 3) { + return NVRenderContextValues::GL3; + } else if (m_format.majorVersion() == 4) { + return NVRenderContextValues::GL4; + } + + return NVRenderContextValues::NullContext; +} + +bool NVRenderBackendGLBase::isESCompatible() const +{ + return m_format.renderableType() == QSurfaceFormat::OpenGLES; +} + +const char *NVRenderBackendGLBase::GetShadingLanguageVersion() +{ + const char *retval = (const char *)GL_CALL_FUNCTION( + glGetString(GL_SHADING_LANGUAGE_VERSION)); + if (retval == nullptr) + return ""; + + return retval; +} + +QT3DSU32 +NVRenderBackendGLBase::GetMaxCombinedTextureUnits() +{ + QT3DSI32 maxUnits; + GL_CALL_FUNCTION(glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxUnits)); + return maxUnits; +} + +bool NVRenderBackendGLBase::GetRenderBackendCap( + NVRenderBackend::NVRenderBackendCaps::Enum inCap) const +{ + bool bSupported = false; + + switch (inCap) { + case NVRenderBackendCaps::FpRenderTarget: + bSupported = m_backendSupport.caps.bits.bFPRenderTargetsSupported; + break; + case NVRenderBackendCaps::DepthStencilTexture: + bSupported = m_backendSupport.caps.bits.bDepthStencilSupported; + break; + case NVRenderBackendCaps::ConstantBuffer: + bSupported = m_backendSupport.caps.bits.bConstantBufferSupported; + break; + case NVRenderBackendCaps::DxtImages: + bSupported = m_backendSupport.caps.bits.bDXTImagesSupported; + break; + case NVRenderBackendCaps::MsTexture: + bSupported = m_backendSupport.caps.bits.bMsTextureSupported; + break; + case NVRenderBackendCaps::TexSwizzle: + bSupported = m_backendSupport.caps.bits.bTextureSwizzleSupported; + break; + case NVRenderBackendCaps::FastBlits: + bSupported = m_backendSupport.caps.bits.bFastBlitsSupported; + break; + case NVRenderBackendCaps::Tessellation: + bSupported = m_backendSupport.caps.bits.bTessellationSupported; + break; + case NVRenderBackendCaps::Compute: + bSupported = m_backendSupport.caps.bits.bComputeSupported; + break; + case NVRenderBackendCaps::Geometry: + bSupported = m_backendSupport.caps.bits.bGeometrySupported; + break; + case NVRenderBackendCaps::SampleQuery: { + // On the following context sample query is not supported + NVRenderContextType noSamplesQuerySupportedContextFlags(NVRenderContextValues::GL2 + | NVRenderContextValues::GLES2); + NVRenderContextType ctxType = GetRenderContextType(); + bSupported = !(ctxType & noSamplesQuerySupportedContextFlags); + } break; + case NVRenderBackendCaps::TimerQuery: + bSupported = m_backendSupport.caps.bits.bTimerQuerySupported; + break; + case NVRenderBackendCaps::CommandSync: { + // On the following context sync objects are not supported + NVRenderContextType noSyncObjectSupportedContextFlags(NVRenderContextValues::GL2 + | NVRenderContextValues::GLES2); + NVRenderContextType ctxType = GetRenderContextType(); + bSupported = !(ctxType & noSyncObjectSupportedContextFlags); + } break; + case NVRenderBackendCaps::TextureArray: { + // On the following context texture arrays are not supported + NVRenderContextType noTextureArraySupportedContextFlags(NVRenderContextValues::GL2 + | NVRenderContextValues::GLES2); + NVRenderContextType ctxType = GetRenderContextType(); + bSupported = !(ctxType & noTextureArraySupportedContextFlags); + } break; + case NVRenderBackendCaps::StorageBuffer: + bSupported = m_backendSupport.caps.bits.bStorageBufferSupported; + break; + case NVRenderBackendCaps::AtomicCounterBuffer: + bSupported = m_backendSupport.caps.bits.bAtomicCounterBufferSupported; + break; + case NVRenderBackendCaps::ShaderImageLoadStore: + bSupported = m_backendSupport.caps.bits.bShaderImageLoadStoreSupported; + break; + case NVRenderBackendCaps::ProgramPipeline: + bSupported = m_backendSupport.caps.bits.bProgramPipelineSupported; + break; + case NVRenderBackendCaps::PathRendering: + bSupported = m_backendSupport.caps.bits.bNVPathRenderingSupported; + break; + case NVRenderBackendCaps::AdvancedBlend: + bSupported = m_backendSupport.caps.bits.bNVAdvancedBlendSupported | + m_backendSupport.caps.bits.bKHRAdvancedBlendSupported; + break; + case NVRenderBackendCaps::AdvancedBlendKHR: + bSupported = m_backendSupport.caps.bits.bKHRAdvancedBlendSupported; + break; + case NVRenderBackendCaps::BlendCoherency: + bSupported = m_backendSupport.caps.bits.bNVBlendCoherenceSupported | + m_backendSupport.caps.bits.bKHRBlendCoherenceSupported; + break; + case NVRenderBackendCaps::gpuShader5: + bSupported = m_backendSupport.caps.bits.bGPUShader5ExtensionSupported; + break; + case NVRenderBackendCaps::VertexArrayObject: + bSupported = m_backendSupport.caps.bits.bVertexArrayObjectSupported; + break; + case NVRenderBackendCaps::StandardDerivatives: + bSupported = m_backendSupport.caps.bits.bStandardDerivativesSupported; + break; + case NVRenderBackendCaps::TextureLod: + bSupported = m_backendSupport.caps.bits.bTextureLodSupported; + break; + default: + QT3DS_ASSERT(false); + bSupported = false; + break; + } + + return bSupported; +} + +void NVRenderBackendGLBase::GetRenderBackendValue(NVRenderBackendQuery::Enum inQuery, + QT3DSI32 *params) const +{ + if (!params) + return; + switch (inQuery) { + case NVRenderBackendQuery::MaxTextureSize: + GL_CALL_FUNCTION(glGetIntegerv(GL_MAX_TEXTURE_SIZE, params)); + break; + case NVRenderBackendQuery::MaxTextureArrayLayers: { + NVRenderContextType noTextureArraySupportedContextFlags( + NVRenderContextValues::GL2 | NVRenderContextValues::GLES2); + NVRenderContextType ctxType = GetRenderContextType(); + if (!(ctxType & noTextureArraySupportedContextFlags)) { + GL_CALL_FUNCTION(glGetIntegerv(GL_MAX_ARRAY_TEXTURE_LAYERS, params)); + } else { + *params = 0; + } + } break; + case NVRenderBackendQuery::MaxConstantBufferSlots: { + NVRenderContextType noConstantBufferSupportedContextFlags( + NVRenderContextValues::GL2 | NVRenderContextValues::GLES2); + NVRenderContextType ctxType = GetRenderContextType(); + if (!(ctxType & noConstantBufferSupportedContextFlags)) { + GL_CALL_FUNCTION(glGetIntegerv(GL_MAX_UNIFORM_BUFFER_BINDINGS, params)); + } else { + *params = 0; + } + } break; + case NVRenderBackendQuery::MaxConstantBufferBlockSize: { + NVRenderContextType noConstantBufferSupportedContextFlags( + NVRenderContextValues::GL2 | NVRenderContextValues::GLES2); + NVRenderContextType ctxType = GetRenderContextType(); + if (!(ctxType & noConstantBufferSupportedContextFlags)) { + GL_CALL_FUNCTION(glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, params)); + } else { + *params = 0; + } + } break; + default: + QT3DS_ASSERT(false); + *params = 0; + break; + } +} + +QT3DSU32 +NVRenderBackendGLBase::GetDepthBits() const +{ + QT3DSI32 depthBits; + GL_CALL_FUNCTION(glGetIntegerv(GL_DEPTH_BITS, &depthBits)); + return depthBits; +} + +QT3DSU32 +NVRenderBackendGLBase::GetStencilBits() const +{ + QT3DSI32 stencilBits; + GL_CALL_FUNCTION(glGetIntegerv(GL_STENCIL_BITS, &stencilBits)); + return stencilBits; +} + +void NVRenderBackendGLBase::SetMultisample(bool bEnable) +{ + QT3DS_ASSERT(m_backendSupport.caps.bits.bMsTextureSupported || !bEnable); + // For GL ES explicit multisample enabling is not needed + // and does not exist + NVRenderContextType noMsaaEnableContextFlags(NVRenderContextValues::GLES2 + | NVRenderContextValues::GLES3 + | NVRenderContextValues::GLES3PLUS); + NVRenderContextType ctxType = GetRenderContextType(); + if (!(ctxType & noMsaaEnableContextFlags)) { + SetRenderState(bEnable, NVRenderState::Multisample); + } +} + +void NVRenderBackendGLBase::SetRenderState(bool bEnable, const NVRenderState::Enum value) +{ + if (value == NVRenderState::DepthWrite) { + GL_CALL_FUNCTION(glDepthMask(bEnable)); + } else { + if (bEnable) { + GL_CALL_FUNCTION(glEnable(m_Conversion.fromRenderStateToGL(value))); + } else { + GL_CALL_FUNCTION(glDisable(m_Conversion.fromRenderStateToGL(value))); + } + } +} + +NVRenderBackend::NVRenderBackendDepthStencilStateObject +NVRenderBackendGLBase::CreateDepthStencilState( + bool enableDepth, bool depthMask, NVRenderBoolOp::Enum depthFunc, bool enableStencil, + NVRenderStencilFunctionArgument &stencilFuncFront, + NVRenderStencilFunctionArgument &stencilFuncBack, + NVRenderStencilOperationArgument &depthStencilOpFront, + NVRenderStencilOperationArgument &depthStencilOpBack) +{ + NVRenderBackendDepthStencilStateGL *retval = + QT3DS_NEW(m_Foundation.getAllocator(), NVRenderBackendDepthStencilStateGL)( + enableDepth, depthMask, depthFunc, enableStencil, stencilFuncFront, stencilFuncBack, + depthStencilOpFront, depthStencilOpBack); + + return (NVRenderBackend::NVRenderBackendDepthStencilStateObject)retval; +} + +void NVRenderBackendGLBase::ReleaseDepthStencilState( + NVRenderBackendDepthStencilStateObject inDepthStencilState) +{ + NVRenderBackendDepthStencilStateGL *inputState = + (NVRenderBackendDepthStencilStateGL *)inDepthStencilState; + if (inputState) + NVDelete(m_Foundation.getAllocator(), inputState); +} + +NVRenderBackend::NVRenderBackendRasterizerStateObject +NVRenderBackendGLBase::CreateRasterizerState(QT3DSF32 depthBias, QT3DSF32 depthScale, + NVRenderFaces::Enum cullFace) +{ + NVRenderBackendRasterizerStateGL *retval = + QT3DS_NEW(m_Foundation.getAllocator(), + NVRenderBackendRasterizerStateGL)(depthBias, depthScale, cullFace); + + return (NVRenderBackend::NVRenderBackendRasterizerStateObject)retval; +} + +void NVRenderBackendGLBase::ReleaseRasterizerState( + NVRenderBackendRasterizerStateObject rasterizerState) +{ + NVRenderBackendRasterizerStateGL *inputState = + (NVRenderBackendRasterizerStateGL *)rasterizerState; + if (inputState) + NVDelete(m_Foundation.getAllocator(), inputState); +} + +void NVRenderBackendGLBase::SetDepthStencilState( + NVRenderBackendDepthStencilStateObject inDepthStencilState) +{ + NVRenderBackendDepthStencilStateGL *inputState = + (NVRenderBackendDepthStencilStateGL *)inDepthStencilState; + if (inputState && !(*m_pCurrentDepthStencilState == *inputState)) { + // we check on a per single state base + if (inputState->m_DepthEnable != m_pCurrentDepthStencilState->m_DepthEnable) { + SetRenderState(inputState->m_DepthEnable, NVRenderState::DepthTest); + m_pCurrentDepthStencilState->m_DepthEnable = inputState->m_DepthEnable; + } + if (inputState->m_StencilEnable != m_pCurrentDepthStencilState->m_StencilEnable) { + SetRenderState(inputState->m_StencilEnable, NVRenderState::StencilTest); + m_pCurrentDepthStencilState->m_StencilEnable = inputState->m_StencilEnable; + } + + if (inputState->m_DepthMask != m_pCurrentDepthStencilState->m_DepthMask) { + GL_CALL_FUNCTION(glDepthMask(inputState->m_DepthMask)); + m_pCurrentDepthStencilState->m_DepthMask = inputState->m_DepthMask; + } + + if (inputState->m_DepthFunc != m_pCurrentDepthStencilState->m_DepthFunc) { + GL_CALL_FUNCTION(glDepthFunc(m_Conversion.fromBoolOpToGL(inputState->m_DepthFunc))); + m_pCurrentDepthStencilState->m_DepthFunc = inputState->m_DepthFunc; + } + + if (!(inputState->m_DepthStencilOpFront + == m_pCurrentDepthStencilState->m_DepthStencilOpFront)) { + GL_CALL_FUNCTION(glStencilOpSeparate( + GL_FRONT, + m_Conversion.fromStencilOpToGL(inputState->m_DepthStencilOpFront.m_StencilFail), + m_Conversion.fromStencilOpToGL(inputState->m_DepthStencilOpFront.m_DepthFail), + m_Conversion.fromStencilOpToGL(inputState->m_DepthStencilOpFront.m_DepthPass))); + m_pCurrentDepthStencilState->m_DepthStencilOpFront = + inputState->m_DepthStencilOpFront; + } + + if (!(inputState->m_DepthStencilOpBack + == m_pCurrentDepthStencilState->m_DepthStencilOpBack)) { + GL_CALL_FUNCTION(glStencilOpSeparate( + GL_BACK, + m_Conversion.fromStencilOpToGL(inputState->m_DepthStencilOpBack.m_StencilFail), + m_Conversion.fromStencilOpToGL(inputState->m_DepthStencilOpBack.m_DepthFail), + m_Conversion.fromStencilOpToGL(inputState->m_DepthStencilOpBack.m_DepthPass))); + m_pCurrentDepthStencilState->m_DepthStencilOpBack = + inputState->m_DepthStencilOpBack; + } + + if (!(inputState->m_StencilFuncFront + == m_pCurrentDepthStencilState->m_StencilFuncFront)) { + GL_CALL_FUNCTION(glStencilFuncSeparate( + GL_FRONT, + m_Conversion.fromBoolOpToGL(inputState->m_StencilFuncFront.m_Function), + inputState->m_StencilFuncFront.m_ReferenceValue, + inputState->m_StencilFuncFront.m_Mask)); + m_pCurrentDepthStencilState->m_StencilFuncFront = inputState->m_StencilFuncFront; + } + + if (!(inputState->m_StencilFuncBack + == m_pCurrentDepthStencilState->m_StencilFuncBack)) { + GL_CALL_FUNCTION(glStencilFuncSeparate( + GL_BACK, m_Conversion.fromBoolOpToGL(inputState->m_StencilFuncBack.m_Function), + inputState->m_StencilFuncBack.m_ReferenceValue, + inputState->m_StencilFuncBack.m_Mask)); + m_pCurrentDepthStencilState->m_StencilFuncBack = inputState->m_StencilFuncBack; + } + } +} + +void +NVRenderBackendGLBase::SetRasterizerState(NVRenderBackendRasterizerStateObject rasterizerState) +{ + NVRenderBackendRasterizerStateGL *inputState = + (NVRenderBackendRasterizerStateGL *)rasterizerState; + if (inputState && !(*m_pCurrentRasterizerState == *inputState)) { + // store current state + *m_pCurrentRasterizerState = *inputState; + + if (m_pCurrentRasterizerState->m_DepthBias != 0.0 + || m_pCurrentRasterizerState->m_DepthScale != 0.0) { + GL_CALL_FUNCTION(glEnable(GL_POLYGON_OFFSET_FILL)); + } else { + GL_CALL_FUNCTION(glDisable(GL_POLYGON_OFFSET_FILL)); + } + + GL_CALL_FUNCTION(glPolygonOffset(m_pCurrentRasterizerState->m_DepthBias, + m_pCurrentRasterizerState->m_DepthScale)); + + GL_CALL_FUNCTION( + glCullFace(m_Conversion.fromFacesToGL(m_pCurrentRasterizerState->m_CullFace))); + } +} + +bool NVRenderBackendGLBase::GetRenderState(const NVRenderState::Enum value) +{ + bool enabled = GL_CALL_FUNCTION(glIsEnabled(m_Conversion.fromRenderStateToGL(value))); + return enabled; +} + +NVRenderBoolOp::Enum NVRenderBackendGLBase::GetDepthFunc() +{ + QT3DSI32 value; + GL_CALL_FUNCTION(glGetIntegerv(GL_DEPTH_FUNC, &value)); + return m_Conversion.fromGLToBoolOp(value); +} + +void NVRenderBackendGLBase::SetDepthFunc(const NVRenderBoolOp::Enum func) +{ + GL_CALL_FUNCTION(glDepthFunc(m_Conversion.fromBoolOpToGL(func))); +} + +bool NVRenderBackendGLBase::GetDepthWrite() +{ + QT3DSI32 value; + GL_CALL_FUNCTION(glGetIntegerv(GL_DEPTH_WRITEMASK, (GLint *)&value)); + return value ? true : false; +} + +void NVRenderBackendGLBase::SetDepthWrite(bool bEnable) +{ + GL_CALL_FUNCTION(glDepthMask(bEnable)); +} + +void NVRenderBackendGLBase::SetColorWrites(bool bRed, bool bGreen, bool bBlue, bool bAlpha) +{ + GL_CALL_FUNCTION(glColorMask(bRed, bGreen, bBlue, bAlpha)); +} + +void NVRenderBackendGLBase::GetBlendFunc(NVRenderBlendFunctionArgument *pBlendFuncArg) +{ + QT3DS_ASSERT(pBlendFuncArg); + QT3DSI32_4 values; + + GL_CALL_FUNCTION(glGetIntegerv(GL_BLEND_SRC_RGB, (GLint *)&values.x)); + GL_CALL_FUNCTION(glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint *)&values.y)); + GL_CALL_FUNCTION(glGetIntegerv(GL_BLEND_DST_RGB, (GLint *)&values.z)); + GL_CALL_FUNCTION(glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint *)&values.w)); + + pBlendFuncArg->m_SrcRGB = m_Conversion.fromGLToSrcBlendFunc(values.x); + pBlendFuncArg->m_SrcAlpha = m_Conversion.fromGLToSrcBlendFunc(values.y); + pBlendFuncArg->m_DstRGB = m_Conversion.fromGLToDstBlendFunc(values.z); + pBlendFuncArg->m_DstAlpha = m_Conversion.fromGLToDstBlendFunc(values.w); +} + +void NVRenderBackendGLBase::SetBlendFunc(const NVRenderBlendFunctionArgument &blendFuncArg) +{ + QT3DSI32_4 values; + + values.x = m_Conversion.fromSrcBlendFuncToGL(blendFuncArg.m_SrcRGB); + values.y = m_Conversion.fromDstBlendFuncToGL(blendFuncArg.m_DstRGB); + values.z = m_Conversion.fromSrcBlendFuncToGL(blendFuncArg.m_SrcAlpha); + values.w = m_Conversion.fromDstBlendFuncToGL(blendFuncArg.m_DstAlpha); + + GL_CALL_FUNCTION(glBlendFuncSeparate(values.x, values.y, values.z, values.w)); +} + +void NVRenderBackendGLBase::SetBlendEquation(const NVRenderBlendEquationArgument &) +{ + // needs GL4 / GLES 3.1 + qCCritical(INVALID_OPERATION) << QObject::tr("Unsupported method: ") << __FUNCTION__; +} + +void NVRenderBackendGLBase::SetBlendBarrier() +{ + // needs GL4 / GLES 3.1 + qCCritical(INVALID_OPERATION) << QObject::tr("Unsupported method: ") << __FUNCTION__; +} + +void NVRenderBackendGLBase::GetScissorRect(NVRenderRect *pRect) +{ + QT3DS_ASSERT(pRect); + GL_CALL_FUNCTION(glGetIntegerv(GL_SCISSOR_BOX, (GLint *)pRect)); +} + +void NVRenderBackendGLBase::SetScissorRect(const NVRenderRect &rect) +{ + GL_CALL_FUNCTION(glScissor(rect.m_X, rect.m_Y, rect.m_Width, rect.m_Height)); +} + +void NVRenderBackendGLBase::GetViewportRect(NVRenderRect *pRect) +{ + QT3DS_ASSERT(pRect); + GL_CALL_FUNCTION(glGetIntegerv(GL_VIEWPORT, (GLint *)pRect)); +} + +void NVRenderBackendGLBase::SetViewportRect(const NVRenderRect &rect) +{ + GL_CALL_FUNCTION(glViewport(rect.m_X, rect.m_Y, rect.m_Width, rect.m_Height);); +} + +void NVRenderBackendGLBase::SetClearColor(const QT3DSVec4 *pClearColor) +{ + QT3DS_ASSERT(pClearColor); + + GL_CALL_FUNCTION(glClearColor(pClearColor->x, pClearColor->y, + pClearColor->z, pClearColor->w)); +} + +void NVRenderBackendGLBase::Clear(NVRenderClearFlags flags) +{ + GL_CALL_FUNCTION(glClear(m_Conversion.fromClearFlagsToGL(flags))); +} + +NVRenderBackend::NVRenderBackendBufferObject +NVRenderBackendGLBase::CreateBuffer(size_t size, NVRenderBufferBindFlags bindFlags, + NVRenderBufferUsageType::Enum usage, const void *hostPtr) +{ + GLuint bufID = 0; + + GL_CALL_FUNCTION(glGenBuffers(1, &bufID)); + + if (bufID && size) { + GLenum target = m_Conversion.fromBindBufferFlagsToGL(bindFlags); + if (target != GL_INVALID_ENUM) { + GL_CALL_FUNCTION(glBindBuffer(target, bufID)); + GL_CALL_FUNCTION(glBufferData(target, size, hostPtr, + m_Conversion.fromBufferUsageTypeToGL(usage))); + } else { + GL_CALL_FUNCTION(glDeleteBuffers(1, &bufID)); + bufID = 0; + qCCritical(GL_ERROR, GLConversion::processGLError(target)); + } + } + + return (NVRenderBackend::NVRenderBackendBufferObject)bufID; +} + +void NVRenderBackendGLBase::BindBuffer(NVRenderBackendBufferObject bo, + NVRenderBufferBindFlags bindFlags) +{ + GLuint bufID = HandleToID_cast(GLuint, size_t, bo); + GL_CALL_FUNCTION(glBindBuffer(m_Conversion.fromBindBufferFlagsToGL(bindFlags), bufID)); +} + +void NVRenderBackendGLBase::ReleaseBuffer(NVRenderBackendBufferObject bo) +{ + GLuint bufID = HandleToID_cast(GLuint, size_t, bo); + GL_CALL_FUNCTION(glDeleteBuffers(1, &bufID)); +} + +void NVRenderBackendGLBase::UpdateBuffer(NVRenderBackendBufferObject bo, + NVRenderBufferBindFlags bindFlags, size_t size, + NVRenderBufferUsageType::Enum usage, const void *data) +{ + GLuint bufID = HandleToID_cast(GLuint, size_t, bo); + GLenum target = m_Conversion.fromBindBufferFlagsToGL(bindFlags); + GL_CALL_FUNCTION(glBindBuffer(target, bufID)); + GL_CALL_FUNCTION(glBufferData(target, size, data, m_Conversion.fromBufferUsageTypeToGL(usage))); +} + +void NVRenderBackendGLBase::UpdateBufferRange(NVRenderBackendBufferObject bo, + NVRenderBufferBindFlags bindFlags, size_t offset, + size_t size, const void *data) +{ + GLuint bufID = HandleToID_cast(GLuint, size_t, bo); + GLenum target = m_Conversion.fromBindBufferFlagsToGL(bindFlags); + GL_CALL_FUNCTION(glBindBuffer(target, bufID)); + GL_CALL_FUNCTION(glBufferSubData(target, offset, size, data)); +} + +void *NVRenderBackendGLBase::MapBuffer(NVRenderBackendBufferObject, NVRenderBufferBindFlags, + size_t, size_t, NVRenderBufferAccessFlags) +{ + // needs GL 3 context + qCCritical(INVALID_OPERATION) << QObject::tr("Unsupported method: ") << __FUNCTION__; + + return nullptr; +} + +bool NVRenderBackendGLBase::UnmapBuffer(NVRenderBackendBufferObject, NVRenderBufferBindFlags) +{ + // needs GL 3 context + qCCritical(INVALID_OPERATION) << QObject::tr("Unsupported method: ") << __FUNCTION__; + + return true; +} + +void NVRenderBackendGLBase::SetMemoryBarrier(NVRenderBufferBarrierFlags) +{ + // needs GL 4 context + qCCritical(INVALID_OPERATION) << QObject::tr("Unsupported method: ") << __FUNCTION__; +} + +NVRenderBackend::NVRenderBackendQueryObject NVRenderBackendGLBase::CreateQuery() +{ + // needs GL 3 context + qCCritical(INVALID_OPERATION) << QObject::tr("Unsupported method: ") << __FUNCTION__; + + return NVRenderBackendQueryObject(0); +} + +void NVRenderBackendGLBase::ReleaseQuery(NVRenderBackendQueryObject) +{ + // needs GL 3 context + qCCritical(INVALID_OPERATION) << QObject::tr("Unsupported method: ") << __FUNCTION__; +} + +void NVRenderBackendGLBase::BeginQuery(NVRenderBackendQueryObject, NVRenderQueryType::Enum) +{ + // needs GL 3 context + qCCritical(INVALID_OPERATION) << QObject::tr("Unsupported method: ") << __FUNCTION__; +} + +void NVRenderBackendGLBase::EndQuery(NVRenderBackendQueryObject, NVRenderQueryType::Enum) +{ + // needs GL 3 context + qCCritical(INVALID_OPERATION) << QObject::tr("Unsupported method: ") << __FUNCTION__; +} + +void NVRenderBackendGLBase::GetQueryResult(NVRenderBackendQueryObject, + NVRenderQueryResultType::Enum, QT3DSU32 *) +{ + // needs GL 3 context + qCCritical(INVALID_OPERATION) << QObject::tr("Unsupported method: ") << __FUNCTION__; +} + +void NVRenderBackendGLBase::GetQueryResult(NVRenderBackendQueryObject, + NVRenderQueryResultType::Enum, QT3DSU64 *) +{ + // needs GL 3 context + qCCritical(INVALID_OPERATION) << QObject::tr("Unsupported method: ") << __FUNCTION__; +} + +void NVRenderBackendGLBase::SetQueryTimer(NVRenderBackendQueryObject) +{ + // needs GL 3 context + qCCritical(INVALID_OPERATION) << QObject::tr("Unsupported method: ") << __FUNCTION__; +} + +NVRenderBackend::NVRenderBackendSyncObject + NVRenderBackendGLBase::CreateSync(NVRenderSyncType::Enum, NVRenderSyncFlags) +{ + // needs GL 3 context + qCCritical(INVALID_OPERATION) << QObject::tr("Unsupported method: ") << __FUNCTION__; + + return NVRenderBackendSyncObject(0); +} + +void NVRenderBackendGLBase::ReleaseSync(NVRenderBackendSyncObject) +{ + // needs GL 3 context + qCCritical(INVALID_OPERATION) << QObject::tr("Unsupported method: ") << __FUNCTION__; +} + +void NVRenderBackendGLBase::WaitSync(NVRenderBackendSyncObject, NVRenderCommandFlushFlags, + QT3DSU64) +{ + // needs GL 3 context + qCCritical(INVALID_OPERATION) << QObject::tr("Unsupported method: ") << __FUNCTION__; +} + +NVRenderBackend::NVRenderBackendRenderTargetObject NVRenderBackendGLBase::CreateRenderTarget() +{ + GLuint fboID = 0; + + GL_CALL_FUNCTION(glGenFramebuffers(1, &fboID)); + + return (NVRenderBackend::NVRenderBackendRenderTargetObject)fboID; +} + +void NVRenderBackendGLBase::ReleaseRenderTarget(NVRenderBackendRenderTargetObject rto) +{ + GLuint fboID = HandleToID_cast(GLuint, size_t, rto); + + if (fboID) { + GL_CALL_FUNCTION(glDeleteFramebuffers(1, &fboID)); + } +} + +void NVRenderBackendGLBase::RenderTargetAttach(NVRenderBackendRenderTargetObject /* rto */, + NVRenderFrameBufferAttachments::Enum attachment, + NVRenderBackendRenderbufferObject rbo) +{ + // rto must be the current render target + GLuint rbID = HandleToID_cast(GLuint, size_t, rbo); + + GLenum glAttach = GLConversion::fromFramebufferAttachmentsToGL(attachment); + + GL_CALL_FUNCTION(glFramebufferRenderbuffer(GL_FRAMEBUFFER, glAttach, GL_RENDERBUFFER, rbID)); +} + +void NVRenderBackendGLBase::RenderTargetAttach(NVRenderBackendRenderTargetObject /* rto */, + NVRenderFrameBufferAttachments::Enum attachment, + NVRenderBackendTextureObject to, + NVRenderTextureTargetType::Enum target) +{ + // rto must be the current render target + GLuint texID = HandleToID_cast(GLuint, size_t, to); + + QT3DS_ASSERT(target == NVRenderTextureTargetType::Texture2D + || m_backendSupport.caps.bits.bMsTextureSupported); + + GLenum glAttach = GLConversion::fromFramebufferAttachmentsToGL(attachment); + GLenum glTarget = m_Conversion.fromTextureTargetToGL(target); + + GL_CALL_FUNCTION(glFramebufferTexture2D(GL_FRAMEBUFFER, glAttach, glTarget, texID, 0)) +} + +void NVRenderBackendGLBase::RenderTargetAttach(NVRenderBackendRenderTargetObject, + NVRenderFrameBufferAttachments::Enum, + NVRenderBackendTextureObject, QT3DSI32, QT3DSI32) +{ + // Needs GL3 or GLES 3 + qCCritical(INVALID_OPERATION) << QObject::tr("Unsupported method: ") << __FUNCTION__; +} + +void NVRenderBackendGLBase::SetRenderTarget(NVRenderBackendRenderTargetObject rto) +{ + GLuint fboID = HandleToID_cast(GLuint, size_t, rto); + if (!fboID) + fboID = QT_PREPEND_NAMESPACE(QOpenGLContext)::currentContext()->defaultFramebufferObject(); + + GL_CALL_FUNCTION(glBindFramebuffer(GL_FRAMEBUFFER, fboID)); +} + +bool NVRenderBackendGLBase::RenderTargetIsValid(NVRenderBackendRenderTargetObject /* rto */) +{ + // rto must be the current render target + GLenum completeStatus = GL_CALL_FUNCTION(glCheckFramebufferStatus(GL_FRAMEBUFFER)); + switch (completeStatus) { +#define HANDLE_INCOMPLETE_STATUS(x) \ +case x: \ + qCCritical(INTERNAL_ERROR, "Framebuffer is not complete: %s", #x); \ + return false; + HANDLE_INCOMPLETE_STATUS(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT) + HANDLE_INCOMPLETE_STATUS(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS) + HANDLE_INCOMPLETE_STATUS(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT) + HANDLE_INCOMPLETE_STATUS(GL_FRAMEBUFFER_UNSUPPORTED) +#undef HANDLE_INCOMPLETE_STATUS + } + return true; +} + +NVRenderBackend::NVRenderBackendRenderbufferObject +NVRenderBackendGLBase::CreateRenderbuffer(NVRenderRenderBufferFormats::Enum storageFormat, + size_t width, size_t height) +{ + GLuint bufID = 0; + + GL_CALL_FUNCTION(glGenRenderbuffers(1, &bufID)); + GL_CALL_FUNCTION(glBindRenderbuffer(GL_RENDERBUFFER, bufID)); + GL_CALL_FUNCTION(glRenderbufferStorage(GL_RENDERBUFFER, + GLConversion::fromRenderBufferFormatsToRenderBufferGL(storageFormat), + (GLsizei)width, (GLsizei)height)); + + // check for error + GLenum error = m_glFunctions->glGetError(); + if (error != GL_NO_ERROR) { + qCCritical(GL_ERROR, GLConversion::processGLError(error)); + QT3DS_ASSERT(false); + GL_CALL_FUNCTION(glDeleteRenderbuffers(1, &bufID)); + bufID = 0; + } + + GL_CALL_FUNCTION(glBindRenderbuffer(GL_RENDERBUFFER, 0)); + + return (NVRenderBackend::NVRenderBackendRenderbufferObject)bufID; +} + +void NVRenderBackendGLBase::ReleaseRenderbuffer(NVRenderBackendRenderbufferObject rbo) +{ + GLuint bufID = HandleToID_cast(GLuint, size_t, rbo); + + if (bufID) { + GL_CALL_FUNCTION(glDeleteRenderbuffers(1, &bufID)); + } +} + +bool NVRenderBackendGLBase::ResizeRenderbuffer(NVRenderBackendRenderbufferObject rbo, + NVRenderRenderBufferFormats::Enum storageFormat, + size_t width, size_t height) +{ + bool success = true; + GLuint bufID = HandleToID_cast(GLuint, size_t, rbo); + + QT3DS_ASSERT(bufID); + + GL_CALL_FUNCTION(glBindRenderbuffer(GL_RENDERBUFFER, bufID)); + GL_CALL_FUNCTION(glRenderbufferStorage(GL_RENDERBUFFER, + GLConversion::fromRenderBufferFormatsToRenderBufferGL(storageFormat), + (GLsizei)width, (GLsizei)height)); + + // check for error + GLenum error = m_glFunctions->glGetError(); + if (error != GL_NO_ERROR) { + qCCritical(GL_ERROR, GLConversion::processGLError(error)); + QT3DS_ASSERT(false); + success = false; + } + + return success; +} + +NVRenderBackend::NVRenderBackendTextureObject NVRenderBackendGLBase::CreateTexture() +{ + GLuint texID = 0; + + GL_CALL_FUNCTION(glGenTextures(1, &texID)); + return (NVRenderBackend::NVRenderBackendTextureObject)texID; +} + +void NVRenderBackendGLBase::BindTexture(NVRenderBackendTextureObject to, + NVRenderTextureTargetType::Enum target, QT3DSU32 unit) +{ + GLuint texID = HandleToID_cast(GLuint, size_t, to); + GL_CALL_FUNCTION(glActiveTexture(GL_TEXTURE0 + unit)); + GL_CALL_FUNCTION(glBindTexture(m_Conversion.fromTextureTargetToGL(target), texID)); +} + +void NVRenderBackendGLBase::BindImageTexture(NVRenderBackendTextureObject, QT3DSU32, QT3DSI32, bool, + QT3DSI32, NVRenderImageAccessType::Enum, + NVRenderTextureFormats::Enum) +{ + // needs GL 4 context + qCCritical(INVALID_OPERATION) << QObject::tr("Unsupported method: ") << __FUNCTION__; +} + +void NVRenderBackendGLBase::ReleaseTexture(NVRenderBackendTextureObject to) +{ + GLuint texID = HandleToID_cast(GLuint, size_t, to); + GL_CALL_FUNCTION(glDeleteTextures(1, &texID)); +} + +void NVRenderBackendGLBase::SetTextureData2D( + NVRenderBackendTextureObject to, NVRenderTextureTargetType::Enum target, QT3DSU32 level, + NVRenderTextureFormats::Enum internalFormat, size_t width, size_t height, QT3DSI32 border, + NVRenderTextureFormats::Enum format, const void *hostPtr) +{ + GLuint texID = HandleToID_cast(GLuint, size_t, to); + GLenum glTarget = m_Conversion.fromTextureTargetToGL(target); + GL_CALL_FUNCTION(glActiveTexture(GL_TEXTURE0)); + GL_CALL_FUNCTION(glBindTexture(glTarget, texID)); + bool conversionRequired = format != internalFormat; + + NVRenderTextureSwizzleMode::Enum swizzleMode = NVRenderTextureSwizzleMode::NoSwizzle; + internalFormat = m_Conversion.replaceDeprecatedTextureFormat(GetRenderContextType(), + internalFormat, swizzleMode); + + GLenum glformat = 0, glInternalFormat = 0, gltype = GL_UNSIGNED_BYTE; + + if (NVRenderTextureFormats::isUncompressedTextureFormat(internalFormat)) + m_Conversion.fromUncompressedTextureFormatToGL(GetRenderContextType(), internalFormat, + glformat, gltype, glInternalFormat); + + if (conversionRequired) { + GLenum dummy; + m_Conversion.fromUncompressedTextureFormatToGL(GetRenderContextType(), format, glformat, + gltype, dummy); + } else if (NVRenderTextureFormats::isCompressedTextureFormat(internalFormat)) { + m_Conversion.fromUncompressedTextureFormatToGL(GetRenderContextType(), format, glformat, + gltype, glInternalFormat); + glInternalFormat = m_Conversion.fromCompressedTextureFormatToGL(internalFormat); + } else if (NVRenderTextureFormats::isDepthTextureFormat(format)) + m_Conversion.fromDepthTextureFormatToGL(GetRenderContextType(), format, glformat, + gltype, glInternalFormat); + + GL_CALL_FUNCTION(glTexImage2D(glTarget, level, glInternalFormat, (GLsizei)width, (GLsizei)height, + border, glformat, gltype, hostPtr)); + + GL_CALL_FUNCTION(glBindTexture(glTarget, 0)); +} + +// This will look very SetTextureData2D, but the target for glBindTexture will be different from +// the target for +// glTexImage2D. +void NVRenderBackendGLBase::SetTextureDataCubeFace( + NVRenderBackendTextureObject to, NVRenderTextureTargetType::Enum target, QT3DSU32 level, + NVRenderTextureFormats::Enum internalFormat, size_t width, size_t height, QT3DSI32 border, + NVRenderTextureFormats::Enum format, const void *hostPtr) +{ + GLuint texID = HandleToID_cast(GLuint, size_t, to); + GLenum glTarget = m_Conversion.fromTextureTargetToGL(target); + GLenum glTexTarget = + m_Conversion.fromTextureTargetToGL(NVRenderTextureTargetType::TextureCube); + GL_CALL_FUNCTION(glActiveTexture(GL_TEXTURE0)); + GL_CALL_FUNCTION(glBindTexture(glTexTarget, texID)); + bool conversionRequired = format != internalFormat; + + NVRenderTextureSwizzleMode::Enum swizzleMode = NVRenderTextureSwizzleMode::NoSwizzle; + internalFormat = m_Conversion.replaceDeprecatedTextureFormat(GetRenderContextType(), + internalFormat, swizzleMode); + + GLenum glformat = 0, glInternalFormat = 0, gltype = GL_UNSIGNED_BYTE; + + if (NVRenderTextureFormats::isUncompressedTextureFormat(internalFormat)) + m_Conversion.fromUncompressedTextureFormatToGL(GetRenderContextType(), internalFormat, + glformat, gltype, glInternalFormat); + + + if (conversionRequired) { + GLenum dummy; + m_Conversion.fromUncompressedTextureFormatToGL(GetRenderContextType(), format, glformat, + gltype, dummy); + } else if (NVRenderTextureFormats::isCompressedTextureFormat(internalFormat)) { + m_Conversion.fromUncompressedTextureFormatToGL(GetRenderContextType(), format, glformat, + gltype, glInternalFormat); + glInternalFormat = m_Conversion.fromCompressedTextureFormatToGL(internalFormat); + } else if (NVRenderTextureFormats::isDepthTextureFormat(format)) + m_Conversion.fromDepthTextureFormatToGL(GetRenderContextType(), format, glformat, + gltype, glInternalFormat); + + // for es2 internal format must be same as format + if (GetRenderContextType() == NVRenderContextValues::GLES2) + glInternalFormat = glformat; + + GL_CALL_FUNCTION(glTexImage2D(glTarget, level, glInternalFormat, (GLsizei)width, (GLsizei)height, + border, glformat, gltype, hostPtr)); + + GL_CALL_FUNCTION(glBindTexture(glTexTarget, 0)); +} + +void NVRenderBackendGLBase::CreateTextureStorage2D(NVRenderBackendTextureObject, + NVRenderTextureTargetType::Enum, QT3DSU32, + NVRenderTextureFormats::Enum, size_t, size_t) +{ + // you need GL 4.2 or GLES 3.1 + qCCritical(INVALID_OPERATION) << QObject::tr("Unsupported method: ") << __FUNCTION__; +} + +void NVRenderBackendGLBase::SetTextureSubData2D(NVRenderBackendTextureObject to, + NVRenderTextureTargetType::Enum target, + QT3DSU32 level, QT3DSI32 xOffset, QT3DSI32 yOffset, + size_t width, size_t height, + NVRenderTextureFormats::Enum format, + const void *hostPtr) +{ + GLuint texID = HandleToID_cast(GLuint, size_t, to); + GLenum glTarget = m_Conversion.fromTextureTargetToGL(target); + GL_CALL_FUNCTION(glActiveTexture(GL_TEXTURE0)); + GL_CALL_FUNCTION(glBindTexture(glTarget, texID)); + + NVRenderTextureSwizzleMode::Enum swizzleMode = NVRenderTextureSwizzleMode::NoSwizzle; + format = m_Conversion.replaceDeprecatedTextureFormat(GetRenderContextType(), format, + swizzleMode); + + GLenum glformat = 0, glInternalFormat = 0, gltype = 0; + m_Conversion.fromUncompressedTextureFormatToGL(GetRenderContextType(), format, glformat, + gltype, glInternalFormat); + GL_CALL_FUNCTION(glTexSubImage2D(glTarget, level, xOffset, yOffset, (GLsizei)width, + (GLsizei)height, glformat, gltype, hostPtr)); + + GL_CALL_FUNCTION(glBindTexture(glTarget, 0)); +} + +void NVRenderBackendGLBase::SetCompressedTextureData2D( + NVRenderBackendTextureObject to, NVRenderTextureTargetType::Enum target, QT3DSU32 level, + NVRenderTextureFormats::Enum internalFormat, size_t width, size_t height, QT3DSI32 border, + size_t imageSize, const void *hostPtr) +{ + GLuint texID = HandleToID_cast(GLuint, size_t, to); + GLenum glTarget = m_Conversion.fromTextureTargetToGL(target); + GL_CALL_FUNCTION(glActiveTexture(GL_TEXTURE0)); + GL_CALL_FUNCTION(glBindTexture(glTarget, texID)); + + GLenum glformat = m_Conversion.fromCompressedTextureFormatToGL(internalFormat); + GL_CALL_FUNCTION(glCompressedTexImage2D(glTarget, level, glformat, (GLsizei)width, + (GLsizei)height, border, (GLsizei)imageSize, hostPtr)); + + GL_CALL_FUNCTION(glBindTexture(glTarget, 0)); +} + +void NVRenderBackendGLBase::SetCompressedTextureDataCubeFace( + NVRenderBackendTextureObject to, NVRenderTextureTargetType::Enum target, QT3DSU32 level, + NVRenderTextureFormats::Enum internalFormat, size_t width, size_t height, QT3DSI32 border, + size_t imageSize, const void *hostPtr) +{ + GLuint texID = HandleToID_cast(GLuint, size_t, to); + GLenum glTarget = m_Conversion.fromTextureTargetToGL(target); + GLenum glTexTarget = + m_Conversion.fromTextureTargetToGL(NVRenderTextureTargetType::TextureCube); + GL_CALL_FUNCTION(glActiveTexture(GL_TEXTURE0)); + GL_CALL_FUNCTION(glBindTexture(glTexTarget, texID)); + + GLenum glformat = m_Conversion.fromCompressedTextureFormatToGL(internalFormat); + GL_CALL_FUNCTION(glCompressedTexImage2D(glTarget, level, glformat, (GLsizei)width, + (GLsizei)height, border, (GLsizei)imageSize, hostPtr)); + + GL_CALL_FUNCTION(glBindTexture(glTexTarget, 0)); +} + +void NVRenderBackendGLBase::SetCompressedTextureSubData2D( + NVRenderBackendTextureObject to, NVRenderTextureTargetType::Enum target, QT3DSU32 level, + QT3DSI32 xOffset, QT3DSI32 yOffset, size_t width, size_t height, + NVRenderTextureFormats::Enum format, size_t imageSize, const void *hostPtr) +{ + GLuint texID = HandleToID_cast(GLuint, size_t, to); + GLenum glTarget = m_Conversion.fromTextureTargetToGL(target); + GL_CALL_FUNCTION(glActiveTexture(GL_TEXTURE0)); + GL_CALL_FUNCTION(glBindTexture(glTarget, texID)); + + GLenum glformat = m_Conversion.fromCompressedTextureFormatToGL(format); + GL_CALL_FUNCTION(glCompressedTexSubImage2D(glTarget, level, xOffset, yOffset, (GLsizei)width, + (GLsizei)height, glformat, (GLsizei)imageSize, + hostPtr)); + + GL_CALL_FUNCTION(glBindTexture(glTarget, 0)); +} + +void NVRenderBackendGLBase::SetTextureData3D(NVRenderBackendTextureObject, + NVRenderTextureTargetType::Enum, QT3DSU32, + NVRenderTextureFormats::Enum, size_t, size_t, + size_t, QT3DSI32, NVRenderTextureFormats::Enum, + const void *) +{ + // needs GL3 or GLES3 + qCCritical(INVALID_OPERATION) << QObject::tr("Unsupported method: ") << __FUNCTION__; +} + +void NVRenderBackendGLBase::GenerateMipMaps(NVRenderBackendTextureObject to, + NVRenderTextureTargetType::Enum target, + NVRenderHint::Enum genType) +{ + GLuint texID = HandleToID_cast(GLuint, size_t, to); + GLenum glTarget = m_Conversion.fromTextureTargetToGL(target); + GL_CALL_FUNCTION(glActiveTexture(GL_TEXTURE0)); + GL_CALL_FUNCTION(glBindTexture(glTarget, texID)); + + GLenum glValue = GLConversion::fromHintToGL(genType); + GL_CALL_FUNCTION(glHint(GL_GENERATE_MIPMAP_HINT, glValue)); + GL_CALL_FUNCTION(glGenerateMipmap(glTarget)); + + GL_CALL_FUNCTION(glBindTexture(glTarget, 0)); +} + +NVRenderTextureSwizzleMode::Enum +NVRenderBackendGLBase::GetTextureSwizzleMode(const NVRenderTextureFormats::Enum inFormat) const +{ + NVRenderTextureSwizzleMode::Enum swizzleMode = NVRenderTextureSwizzleMode::NoSwizzle; + m_Conversion.replaceDeprecatedTextureFormat(GetRenderContextType(), inFormat, swizzleMode); + + return swizzleMode; +} + +NVRenderBackend::NVRenderBackendSamplerObject NVRenderBackendGLBase::CreateSampler( + NVRenderTextureMinifyingOp::Enum minFilter, NVRenderTextureMagnifyingOp::Enum magFilter, + NVRenderTextureCoordOp::Enum wrapS, NVRenderTextureCoordOp::Enum wrapT, + NVRenderTextureCoordOp::Enum wrapR, QT3DSI32 minLod, QT3DSI32 maxLod, QT3DSF32 lodBias, + NVRenderTextureCompareMode::Enum compareMode, NVRenderTextureCompareOp::Enum compareFunc, + QT3DSF32 anisotropy, QT3DSF32 *borderColor) +{ + // Satisfy the compiler + // We don"t setup the state here for GL + // but we need to pass on the variables here + // to satisfy the interface + NVRENDER_BACKEND_UNUSED(minFilter); + NVRENDER_BACKEND_UNUSED(magFilter); + NVRENDER_BACKEND_UNUSED(wrapS); + NVRENDER_BACKEND_UNUSED(wrapT); + NVRENDER_BACKEND_UNUSED(wrapR); + NVRENDER_BACKEND_UNUSED(minLod); + NVRENDER_BACKEND_UNUSED(maxLod); + NVRENDER_BACKEND_UNUSED(lodBias); + NVRENDER_BACKEND_UNUSED(compareMode); + NVRENDER_BACKEND_UNUSED(compareFunc); + NVRENDER_BACKEND_UNUSED(anisotropy); + NVRENDER_BACKEND_UNUSED(borderColor); + + // return a dummy handle + return (NVRenderBackend::NVRenderBackendSamplerObject)0x0001; +} + +void NVRenderBackendGLBase::UpdateSampler( + NVRenderBackendSamplerObject /* so */, NVRenderTextureTargetType::Enum target, + NVRenderTextureMinifyingOp::Enum minFilter, NVRenderTextureMagnifyingOp::Enum magFilter, + NVRenderTextureCoordOp::Enum wrapS, NVRenderTextureCoordOp::Enum wrapT, + NVRenderTextureCoordOp::Enum wrapR, QT3DSF32 minLod, QT3DSF32 maxLod, QT3DSF32 lodBias, + NVRenderTextureCompareMode::Enum compareMode, NVRenderTextureCompareOp::Enum compareFunc, + QT3DSF32 anisotropy, QT3DSF32 *borderColor) +{ + // Satisfy the compiler + // These are not available in GLES 2 and we don't use them right now + NVRENDER_BACKEND_UNUSED(wrapR); + NVRENDER_BACKEND_UNUSED(lodBias); + NVRENDER_BACKEND_UNUSED(minLod); + NVRENDER_BACKEND_UNUSED(maxLod); + NVRENDER_BACKEND_UNUSED(compareMode); + NVRENDER_BACKEND_UNUSED(compareFunc); + NVRENDER_BACKEND_UNUSED(borderColor); + + GLenum glTarget = m_Conversion.fromTextureTargetToGL(target); + + GL_CALL_FUNCTION(glTexParameteri(glTarget, GL_TEXTURE_MIN_FILTER, + m_Conversion.fromTextureMinifyingOpToGL(minFilter))); + GL_CALL_FUNCTION(glTexParameteri(glTarget, GL_TEXTURE_MAG_FILTER, + m_Conversion.fromTextureMagnifyingOpToGL(magFilter))); + GL_CALL_FUNCTION(glTexParameteri(glTarget, GL_TEXTURE_WRAP_S, + m_Conversion.fromTextureCoordOpToGL(wrapS))); + GL_CALL_FUNCTION(glTexParameteri(glTarget, GL_TEXTURE_WRAP_T, + m_Conversion.fromTextureCoordOpToGL(wrapT))); + if (m_backendSupport.caps.bits.bAnistropySupported) { + GL_CALL_FUNCTION(glTexParameterf(glTarget, GL_TEXTURE_MAX_ANISOTROPY_EXT, + qMin(m_maxAnisotropy, anisotropy))); + } +} + +void NVRenderBackendGLBase::UpdateTextureObject(NVRenderBackendTextureObject to, + NVRenderTextureTargetType::Enum target, + QT3DSI32 baseLevel, QT3DSI32 maxLevel) +{ + NVRENDER_BACKEND_UNUSED(to); + NVRENDER_BACKEND_UNUSED(target); + NVRENDER_BACKEND_UNUSED(baseLevel); + NVRENDER_BACKEND_UNUSED(maxLevel); +} + +void NVRenderBackendGLBase::UpdateTextureSwizzle(NVRenderBackendTextureObject to, + NVRenderTextureTargetType::Enum target, + NVRenderTextureSwizzleMode::Enum swizzleMode) +{ + NVRENDER_BACKEND_UNUSED(to); + NVRENDER_BACKEND_UNUSED(target); + + // Nothing to do here still might be called + QT3DS_ASSERT(swizzleMode == NVRenderTextureSwizzleMode::NoSwizzle); + + NVRENDER_BACKEND_UNUSED(swizzleMode); +} + +void NVRenderBackendGLBase::ReleaseSampler(NVRenderBackendSamplerObject so) +{ + GLuint samplerID = HandleToID_cast(GLuint, size_t, so); + if (!samplerID) + return; + // otherwise nothing to do +} + +NVRenderBackend::NVRenderBackendAttribLayoutObject +NVRenderBackendGLBase::CreateAttribLayout(NVConstDataRef attribs) +{ + QT3DSU32 attribLayoutSize = sizeof(NVRenderBackendAttributeLayoutGL); + QT3DSU32 entrySize = sizeof(NVRenderBackendLayoutEntryGL) * attribs.size(); + QT3DSU8 *newMem = (QT3DSU8 *)QT3DS_ALLOC(m_Foundation.getAllocator(), + attribLayoutSize + entrySize, + "BackendAttributeLayoutGL"); + NVDataRef entryRef = + PtrAtOffset(newMem, attribLayoutSize, entrySize); + QT3DSU32 maxInputSlot = 0; + + // copy data + QT3DS_FOREACH(idx, attribs.size()) + { + entryRef[idx].m_AttribName = m_StringTable->RegisterStr(attribs.mData[idx].m_Name); + entryRef[idx].m_Normalize = 0; + entryRef[idx].m_AttribIndex = 0; // will be set later + entryRef[idx].m_Type = m_Conversion.fromComponentTypeAndNumCompsToAttribGL( + attribs.mData[idx].m_ComponentType, attribs.mData[idx].m_NumComponents); + entryRef[idx].m_NumComponents = attribs.mData[idx].m_NumComponents; + entryRef[idx].m_InputSlot = attribs.mData[idx].m_InputSlot; + entryRef[idx].m_Offset = attribs.mData[idx].m_FirstItemOffset; + + if (maxInputSlot < entryRef[idx].m_InputSlot) + maxInputSlot = entryRef[idx].m_InputSlot; + } + + NVRenderBackendAttributeLayoutGL *retval = + new (newMem) NVRenderBackendAttributeLayoutGL(entryRef, maxInputSlot); + + return (NVRenderBackend::NVRenderBackendAttribLayoutObject)retval; +} + +void NVRenderBackendGLBase::ReleaseAttribLayout(NVRenderBackendAttribLayoutObject ao) +{ + NVRenderBackendAttributeLayoutGL *attribLayout = (NVRenderBackendAttributeLayoutGL *)ao; + + NVDelete(m_Foundation.getAllocator(), attribLayout); +}; + +NVRenderBackend::NVRenderBackendInputAssemblerObject +NVRenderBackendGLBase::CreateInputAssembler(NVRenderBackendAttribLayoutObject attribLayout, + NVConstDataRef buffers, + const NVRenderBackendBufferObject indexBuffer, + NVConstDataRef strides, + NVConstDataRef offsets, + QT3DSU32 patchVertexCount) +{ + NVRenderBackendAttributeLayoutGL *attribLayoutGL = + (NVRenderBackendAttributeLayoutGL *)attribLayout; + + NVRenderBackendInputAssemblerGL *retval = QT3DS_NEW(m_Foundation.getAllocator(), + NVRenderBackendInputAssemblerGL)( + m_Foundation, attribLayoutGL, buffers, indexBuffer, strides, offsets, patchVertexCount); + + return (NVRenderBackend::NVRenderBackendInputAssemblerObject)retval; +} + +void NVRenderBackendGLBase::ReleaseInputAssembler(NVRenderBackendInputAssemblerObject iao) +{ + NVRenderBackendInputAssemblerGL *inputAssembler = (NVRenderBackendInputAssemblerGL *)iao; + NVDelete(m_Foundation.getAllocator(), inputAssembler); +} + +bool NVRenderBackendGLBase::compileSource(GLuint shaderID, NVConstDataRef source, + eastl::string &errorMessage, bool binary) +{ + GLint shaderSourceSize = static_cast(source.size()); + const char *shaderSourceData = (const char *)source.begin(); + GLint shaderStatus = GL_TRUE; + + if (!binary) { + + GL_CALL_FUNCTION(glShaderSource(shaderID, 1, &shaderSourceData, &shaderSourceSize)); + GL_CALL_FUNCTION(glCompileShader(shaderID)); + + GLint logLen; + GL_CALL_FUNCTION(glGetShaderiv(shaderID, GL_COMPILE_STATUS, &shaderStatus)); + GL_CALL_FUNCTION(glGetShaderiv(shaderID, GL_INFO_LOG_LENGTH, &logLen)); + + // Check if some log exists. We also write warnings here + // Should at least contain more than the null termination + if (logLen > 2) { + errorMessage.resize(logLen + 1); + + GLint lenWithoutNull; + GL_CALL_FUNCTION(glGetShaderInfoLog(shaderID, logLen, &lenWithoutNull, + (char *)errorMessage.c_str())); + } + } else { + GL_CALL_FUNCTION(glShaderBinary(1, &shaderID, GL_NVIDIA_PLATFORM_BINARY_NV, shaderSourceData, + shaderSourceSize)); + GLenum binaryError = m_glFunctions->glGetError(); + if (binaryError != GL_NO_ERROR) { + shaderStatus = GL_FALSE; + qCCritical(GL_ERROR, GLConversion::processGLError(binaryError)); + } + } + + return (shaderStatus == GL_TRUE); +} + +NVRenderBackend::NVRenderBackendVertexShaderObject +NVRenderBackendGLBase::CreateVertexShader(NVConstDataRef source, + eastl::string &errorMessage, bool binary) +{ + GLuint shaderID = GL_CALL_FUNCTION(glCreateShader(GL_VERTEX_SHADER)); + + if (shaderID && !compileSource(shaderID, source, errorMessage, binary)) { + GL_CALL_FUNCTION(glDeleteShader(shaderID)); + shaderID = 0; + } + + return (NVRenderBackend::NVRenderBackendVertexShaderObject)shaderID; +} + +NVRenderBackend::NVRenderBackendFragmentShaderObject +NVRenderBackendGLBase::CreateFragmentShader(NVConstDataRef source, + eastl::string &errorMessage, bool binary) +{ + GLuint shaderID = GL_CALL_FUNCTION(glCreateShader(GL_FRAGMENT_SHADER)); + + if (shaderID && !compileSource(shaderID, source, errorMessage, binary)) { + GL_CALL_FUNCTION(glDeleteShader(shaderID)); + shaderID = 0; + } + + return (NVRenderBackend::NVRenderBackendFragmentShaderObject)shaderID; +} + +NVRenderBackend::NVRenderBackendTessControlShaderObject +NVRenderBackendGLBase::CreateTessControlShader(NVConstDataRef source, + eastl::string &errorMessage, bool binary) +{ + // needs GL 4 or GLES EXT_tessellation_shader support + NVRENDER_BACKEND_UNUSED(source); + NVRENDER_BACKEND_UNUSED(errorMessage); + NVRENDER_BACKEND_UNUSED(binary); + + qCCritical(INVALID_OPERATION) << QObject::tr("Unsupported method: ") << __FUNCTION__; + + return (NVRenderBackend::NVRenderBackendTessControlShaderObject)0; +} + +NVRenderBackend::NVRenderBackendTessEvaluationShaderObject +NVRenderBackendGLBase::CreateTessEvaluationShader(NVConstDataRef source, + eastl::string &errorMessage, bool binary) +{ + // needs GL 4 or GLES EXT_tessellation_shader support + NVRENDER_BACKEND_UNUSED(source); + NVRENDER_BACKEND_UNUSED(errorMessage); + NVRENDER_BACKEND_UNUSED(binary); + + qCCritical(INVALID_OPERATION) << QObject::tr("Unsupported method: ") << __FUNCTION__; + + return (NVRenderBackend::NVRenderBackendTessEvaluationShaderObject)0; +} + +NVRenderBackend::NVRenderBackendGeometryShaderObject +NVRenderBackendGLBase::CreateGeometryShader(NVConstDataRef source, + eastl::string &errorMessage, bool binary) +{ + // needs GL 4 or GLES EXT_geometry_shader support + NVRENDER_BACKEND_UNUSED(source); + NVRENDER_BACKEND_UNUSED(errorMessage); + NVRENDER_BACKEND_UNUSED(binary); + + qCCritical(INVALID_OPERATION) << QObject::tr("Unsupported method: ") << __FUNCTION__; + + return (NVRenderBackend::NVRenderBackendGeometryShaderObject)0; +} + +NVRenderBackend::NVRenderBackendComputeShaderObject +NVRenderBackendGLBase::CreateComputeShader(NVConstDataRef source, + eastl::string &errorMessage, bool binary) +{ + // needs GL 4.3 or GLES3.1 support + NVRENDER_BACKEND_UNUSED(source); + NVRENDER_BACKEND_UNUSED(errorMessage); + NVRENDER_BACKEND_UNUSED(binary); + + qCCritical(INVALID_OPERATION) << QObject::tr("Unsupported method: ") << __FUNCTION__; + + return (NVRenderBackend::NVRenderBackendComputeShaderObject)0; +} + +void NVRenderBackendGLBase::ReleaseVertexShader(NVRenderBackendVertexShaderObject vso) +{ + GLuint shaderID = HandleToID_cast(GLuint, size_t, vso); + + GL_CALL_FUNCTION(glDeleteShader(shaderID)); +} + +void NVRenderBackendGLBase::ReleaseFragmentShader(NVRenderBackendFragmentShaderObject fso) +{ + GLuint shaderID = HandleToID_cast(GLuint, size_t, fso); + + GL_CALL_FUNCTION(glDeleteShader(shaderID)); +} + +void +NVRenderBackendGLBase::ReleaseTessControlShader(NVRenderBackendTessControlShaderObject tcso) +{ + GLuint shaderID = HandleToID_cast(GLuint, size_t, tcso); + + GL_CALL_FUNCTION(glDeleteShader(shaderID)); +} + +void NVRenderBackendGLBase::ReleaseTessEvaluationShader( + NVRenderBackendTessEvaluationShaderObject teso) +{ + GLuint shaderID = HandleToID_cast(GLuint, size_t, teso); + + GL_CALL_FUNCTION(glDeleteShader(shaderID)); +} + +void NVRenderBackendGLBase::ReleaseGeometryShader(NVRenderBackendGeometryShaderObject gso) +{ + GLuint shaderID = HandleToID_cast(GLuint, size_t, gso); + + GL_CALL_FUNCTION(glDeleteShader(shaderID)); +} + +void NVRenderBackendGLBase::ReleaseComputeShader(NVRenderBackendComputeShaderObject cso) +{ + GLuint shaderID = HandleToID_cast(GLuint, size_t, cso); + + GL_CALL_FUNCTION(glDeleteShader(shaderID)); +} + +void NVRenderBackendGLBase::AttachShader(NVRenderBackendShaderProgramObject po, + NVRenderBackendVertexShaderObject vso) +{ + NVRenderBackendShaderProgramGL *pProgram = (NVRenderBackendShaderProgramGL *)po; + GLuint shaderID = HandleToID_cast(GLuint, size_t, vso); + + GL_CALL_FUNCTION(glAttachShader(static_cast(pProgram->m_ProgramID), shaderID)); +} + +void NVRenderBackendGLBase::AttachShader(NVRenderBackendShaderProgramObject po, + NVRenderBackendFragmentShaderObject fso) +{ + NVRenderBackendShaderProgramGL *pProgram = (NVRenderBackendShaderProgramGL *)po; + GLuint shaderID = HandleToID_cast(GLuint, size_t, fso); + + GL_CALL_FUNCTION(glAttachShader(static_cast(pProgram->m_ProgramID), shaderID)); +} + +void NVRenderBackendGLBase::AttachShader(NVRenderBackendShaderProgramObject po, + NVRenderBackendTessControlShaderObject tcso) +{ + NVRenderBackendShaderProgramGL *pProgram = (NVRenderBackendShaderProgramGL *)po; + GLuint shaderID = HandleToID_cast(GLuint, size_t, tcso); + + GL_CALL_FUNCTION(glAttachShader(static_cast(pProgram->m_ProgramID), shaderID)); +} + +void NVRenderBackendGLBase::AttachShader(NVRenderBackendShaderProgramObject po, + NVRenderBackendTessEvaluationShaderObject teso) +{ + NVRenderBackendShaderProgramGL *pProgram = (NVRenderBackendShaderProgramGL *)po; + GLuint shaderID = HandleToID_cast(GLuint, size_t, teso); + + GL_CALL_FUNCTION(glAttachShader(static_cast(pProgram->m_ProgramID), shaderID)); +} + +void NVRenderBackendGLBase::AttachShader(NVRenderBackendShaderProgramObject po, + NVRenderBackendGeometryShaderObject gso) +{ + NVRenderBackendShaderProgramGL *pProgram = (NVRenderBackendShaderProgramGL *)po; + GLuint shaderID = HandleToID_cast(GLuint, size_t, gso); + + GL_CALL_FUNCTION(glAttachShader(static_cast(pProgram->m_ProgramID), shaderID)); +} + +void NVRenderBackendGLBase::AttachShader(NVRenderBackendShaderProgramObject po, + NVRenderBackendComputeShaderObject cso) +{ + NVRenderBackendShaderProgramGL *pProgram = (NVRenderBackendShaderProgramGL *)po; + GLuint shaderID = HandleToID_cast(GLuint, size_t, cso); + + GL_CALL_FUNCTION(glAttachShader(static_cast(pProgram->m_ProgramID), shaderID)); +} + +void NVRenderBackendGLBase::DetachShader(NVRenderBackendShaderProgramObject po, + NVRenderBackendVertexShaderObject vso) +{ + NVRenderBackendShaderProgramGL *pProgram = (NVRenderBackendShaderProgramGL *)po; + GLuint shaderID = HandleToID_cast(GLuint, size_t, vso); + + GL_CALL_FUNCTION(glDetachShader(static_cast(pProgram->m_ProgramID), shaderID)); +} + +void NVRenderBackendGLBase::DetachShader(NVRenderBackendShaderProgramObject po, + NVRenderBackendFragmentShaderObject fso) +{ + NVRenderBackendShaderProgramGL *pProgram = (NVRenderBackendShaderProgramGL *)po; + GLuint shaderID = HandleToID_cast(GLuint, size_t, fso); + + GL_CALL_FUNCTION(glDetachShader(static_cast(pProgram->m_ProgramID), shaderID)); +} + +void NVRenderBackendGLBase::DetachShader(NVRenderBackendShaderProgramObject po, + NVRenderBackendTessControlShaderObject tcso) +{ + NVRenderBackendShaderProgramGL *pProgram = (NVRenderBackendShaderProgramGL *)po; + GLuint shaderID = HandleToID_cast(GLuint, size_t, tcso); + + GL_CALL_FUNCTION(glDetachShader(static_cast(pProgram->m_ProgramID), shaderID)); +} + +void NVRenderBackendGLBase::DetachShader(NVRenderBackendShaderProgramObject po, + NVRenderBackendTessEvaluationShaderObject teso) +{ + NVRenderBackendShaderProgramGL *pProgram = (NVRenderBackendShaderProgramGL *)po; + GLuint shaderID = HandleToID_cast(GLuint, size_t, teso); + + GL_CALL_FUNCTION(glDetachShader(static_cast(pProgram->m_ProgramID), shaderID)); +} + +void NVRenderBackendGLBase::DetachShader(NVRenderBackendShaderProgramObject po, + NVRenderBackendGeometryShaderObject gso) +{ + NVRenderBackendShaderProgramGL *pProgram = (NVRenderBackendShaderProgramGL *)po; + GLuint shaderID = HandleToID_cast(GLuint, size_t, gso); + + GL_CALL_FUNCTION(glDetachShader(static_cast(pProgram->m_ProgramID), shaderID)); +} + +void NVRenderBackendGLBase::DetachShader(NVRenderBackendShaderProgramObject po, + NVRenderBackendComputeShaderObject cso) +{ + NVRenderBackendShaderProgramGL *pProgram = (NVRenderBackendShaderProgramGL *)po; + GLuint shaderID = HandleToID_cast(GLuint, size_t, cso); + + GL_CALL_FUNCTION(glDetachShader(static_cast(pProgram->m_ProgramID), shaderID)); +} + +NVRenderBackend::NVRenderBackendShaderProgramObject +NVRenderBackendGLBase::CreateShaderProgram(bool isSeparable) +{ + NVRenderBackendShaderProgramGL *theProgram = nullptr; + GLuint programID = GL_CALL_FUNCTION(glCreateProgram()); + + if (programID) { + theProgram = + QT3DS_NEW(m_Foundation.getAllocator(), NVRenderBackendShaderProgramGL)(programID); + + if (!theProgram) { + GL_CALL_FUNCTION(glDeleteProgram(programID)); + } else if (isSeparable && m_backendSupport.caps.bits.bProgramPipelineSupported) { + GL_CALL_EXTRA_FUNCTION(glProgramParameteri(programID, GL_PROGRAM_SEPARABLE, GL_TRUE)); + } + } + + return (NVRenderBackend::NVRenderBackendShaderProgramObject)theProgram; +} + +void NVRenderBackendGLBase::ReleaseShaderProgram(NVRenderBackendShaderProgramObject po) +{ + NVRenderBackendShaderProgramGL *pProgram = (NVRenderBackendShaderProgramGL *)po; + GLuint programID = static_cast(pProgram->m_ProgramID); + + GL_CALL_FUNCTION(glDeleteProgram(programID)); + + if (pProgram->m_shaderInput) { + NVDelete(m_Foundation.getAllocator(), pProgram->m_shaderInput); + pProgram->m_shaderInput = nullptr; + } + + NVDelete(m_Foundation.getAllocator(), pProgram); +} + +bool NVRenderBackendGLBase::LinkProgram(NVRenderBackendShaderProgramObject po, + eastl::string &errorMessage) +{ + NVRenderBackendShaderProgramGL *pProgram = (NVRenderBackendShaderProgramGL *)po; + GLuint programID = static_cast(pProgram->m_ProgramID); + + GL_CALL_FUNCTION(glLinkProgram(programID)); + + GLint linkStatus, logLen; + GL_CALL_FUNCTION(glGetProgramiv(programID, GL_LINK_STATUS, &linkStatus)); + GL_CALL_FUNCTION(glGetProgramiv(programID, GL_INFO_LOG_LENGTH, &logLen)); + + // if successfully linked get the attribute information + if (linkStatus) { + // release old stuff + if (pProgram->m_shaderInput) { + NVDelete(m_Foundation.getAllocator(), pProgram->m_shaderInput); + pProgram->m_shaderInput = nullptr; + } + + GLint numAttribs; + GL_CALL_FUNCTION(glGetProgramiv(programID, GL_ACTIVE_ATTRIBUTES, &numAttribs)); + + if (numAttribs) { + NVRenderBackendShaderInputEntryGL *tempShaderInputEntry = + (NVRenderBackendShaderInputEntryGL *)QT3DS_ALLOC( + m_Foundation.getAllocator(), + sizeof(NVRenderBackendShaderInputEntryGL) * m_MaxAttribCount, + "BackendShaderInputEntryGL"); + + GLint maxLength; + GL_CALL_FUNCTION(glGetProgramiv(programID, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &maxLength)); + QT3DSI8 *nameBuf = + (QT3DSI8 *)QT3DS_ALLOC(m_Foundation.getAllocator(), maxLength, "LinkProgram"); + + // fill in data + QT3DSU32 count = 0; + QT3DS_FOREACH(idx, numAttribs) + { + GLint size = 0; + GLenum glType; + NVRenderComponentTypes::Enum compType = NVRenderComponentTypes::Unknown; + QT3DSU32 numComps = 0; + + GL_CALL_FUNCTION(glGetActiveAttrib(programID, idx, maxLength, nullptr, &size, + &glType, (char *)nameBuf)); + // Skip anything named with gl_ + if (memcmp(nameBuf, "gl_", 3) == 0) + continue; + + m_Conversion.fromAttribGLToComponentTypeAndNumComps(glType, compType, numComps); + + tempShaderInputEntry[count].m_AttribName = + m_StringTable->RegisterStr((char *)nameBuf); + tempShaderInputEntry[count].m_AttribLocation = + GL_CALL_FUNCTION(glGetAttribLocation(programID, (char *)nameBuf)); + tempShaderInputEntry[count].m_Type = glType; + tempShaderInputEntry[count].m_NumComponents = numComps; + + ++count; + } + + // Now allocate space for the actuall entries + QT3DSU32 shaderInputSize = sizeof(NVRenderBackendShaderInputGL); + QT3DSU32 entrySize = sizeof(NVRenderBackendShaderInputEntryGL) * count; + QT3DSU8 *newMem = + (QT3DSU8 *)QT3DS_ALLOC(m_Foundation.getAllocator(), shaderInputSize + entrySize, + "BackendShaderInputEntryGL"); + NVDataRef entryRef = + PtrAtOffset(newMem, shaderInputSize, + entrySize); + // fill data + QT3DS_FOREACH(idx, count) + { + entryRef[idx].m_AttribName = tempShaderInputEntry[idx].m_AttribName; + entryRef[idx].m_AttribLocation = tempShaderInputEntry[idx].m_AttribLocation; + entryRef[idx].m_Type = tempShaderInputEntry[idx].m_Type; + entryRef[idx].m_NumComponents = tempShaderInputEntry[idx].m_NumComponents; + } + + // placement new + NVRenderBackendShaderInputGL *shaderInput = + new (newMem) NVRenderBackendShaderInputGL(entryRef); + // set the pointer + pProgram->m_shaderInput = shaderInput; + + QT3DS_FREE(m_Foundation.getAllocator(), nameBuf); + QT3DS_FREE(m_Foundation.getAllocator(), tempShaderInputEntry); + } + } + + // Check if some log exists. We also write warnings here + // Should at least contain more than the null termination + if (logLen > 2) { + errorMessage.resize(logLen + 1); + + GLint lenWithoutNull; + GL_CALL_FUNCTION(glGetProgramInfoLog(programID, logLen, &lenWithoutNull, + (char *)errorMessage.c_str())); + } + + return (linkStatus == GL_TRUE); +} + +void NVRenderBackendGLBase::SetActiveProgram(NVRenderBackendShaderProgramObject po) +{ + GLuint programID = 0; + + if (po) { + NVRenderBackendShaderProgramGL *pProgram = (NVRenderBackendShaderProgramGL *)po; + programID = static_cast(pProgram->m_ProgramID); + } + + GL_CALL_FUNCTION(glUseProgram(programID)); +} + +NVRenderBackend::NVRenderBackendProgramPipeline NVRenderBackendGLBase::CreateProgramPipeline() +{ + // needs GL 4 context + qCCritical(INVALID_OPERATION) << QObject::tr("Unsupported method: ") << __FUNCTION__; + return NVRenderBackend::NVRenderBackendProgramPipeline(0); +} + +void NVRenderBackendGLBase::ReleaseProgramPipeline(NVRenderBackendProgramPipeline) +{ + // needs GL 4 context + qCCritical(INVALID_OPERATION) << QObject::tr("Unsupported method: ") << __FUNCTION__; +} + +void NVRenderBackendGLBase::SetActiveProgramPipeline(NVRenderBackendProgramPipeline) +{ + // needs GL 4 context + //TODO: should be fixed? + // QT3DS_ASSERT(false); +} + +void NVRenderBackendGLBase::SetProgramStages(NVRenderBackendProgramPipeline, + NVRenderShaderTypeFlags, + NVRenderBackendShaderProgramObject) +{ + // needs GL 4 context + qCCritical(INVALID_OPERATION) << QObject::tr("Unsupported method: ") << __FUNCTION__; +} + +void NVRenderBackendGLBase::DispatchCompute(NVRenderBackendShaderProgramObject, QT3DSU32, QT3DSU32, + QT3DSU32) +{ + // needs GL 4 context + qCCritical(INVALID_OPERATION) << QObject::tr("Unsupported method: ") << __FUNCTION__; +} + +QT3DSI32 NVRenderBackendGLBase::GetConstantCount(NVRenderBackendShaderProgramObject po) +{ + QT3DS_ASSERT(po); + NVRenderBackendShaderProgramGL *pProgram = (NVRenderBackendShaderProgramGL *)po; + GLuint programID = static_cast(pProgram->m_ProgramID); + + GLint numUniforms; + GL_CALL_FUNCTION(glGetProgramiv(programID, GL_ACTIVE_UNIFORMS, &numUniforms)); + + return numUniforms; +} + +QT3DSI32 NVRenderBackendGLBase::GetConstantBufferCount(NVRenderBackendShaderProgramObject po) +{ + // needs GL3 and above + NVRENDER_BACKEND_UNUSED(po); + + return 0; +} + +QT3DSI32 +NVRenderBackendGLBase::GetConstantInfoByID(NVRenderBackendShaderProgramObject po, QT3DSU32 id, + QT3DSU32 bufSize, QT3DSI32 *numElem, + NVRenderShaderDataTypes::Enum *type, QT3DSI32 *binding, + char *nameBuf) +{ + QT3DS_ASSERT(po); + NVRenderBackendShaderProgramGL *pProgram = (NVRenderBackendShaderProgramGL *)po; + GLuint programID = static_cast(pProgram->m_ProgramID); + + GLenum glType; + GL_CALL_FUNCTION(glGetActiveUniform(programID, id, bufSize, nullptr, numElem, &glType, nameBuf)); + *type = m_Conversion.fromShaderGLToPropertyDataTypes(glType); + + QT3DSI32 uniformLoc = GL_CALL_FUNCTION(glGetUniformLocation(programID, nameBuf)); + + // get unit binding point + *binding = -1; + if (uniformLoc != -1 && (glType == GL_IMAGE_2D || glType == GL_UNSIGNED_INT_IMAGE_2D + || glType == GL_UNSIGNED_INT_ATOMIC_COUNTER)) { + GL_CALL_FUNCTION(glGetUniformiv(programID, uniformLoc, binding)); + } + + return uniformLoc; +} + +QT3DSI32 +NVRenderBackendGLBase::GetConstantBufferInfoByID(NVRenderBackendShaderProgramObject po, + QT3DSU32 id, QT3DSU32 nameBufSize, + QT3DSI32 *paramCount, + QT3DSI32 *bufferSize, QT3DSI32 *length, + char *nameBuf) +{ + // needs GL3 and above + NVRENDER_BACKEND_UNUSED(po); + NVRENDER_BACKEND_UNUSED(id); + NVRENDER_BACKEND_UNUSED(nameBufSize); + NVRENDER_BACKEND_UNUSED(paramCount); + NVRENDER_BACKEND_UNUSED(bufferSize); + NVRENDER_BACKEND_UNUSED(length); + NVRENDER_BACKEND_UNUSED(nameBuf); + + qCCritical(INVALID_OPERATION) << QObject::tr("Unsupported method: ") << __FUNCTION__; + + return -1; +} + +void NVRenderBackendGLBase::GetConstantBufferParamIndices(NVRenderBackendShaderProgramObject po, + QT3DSU32 id, QT3DSI32 *indices) +{ + // needs GL3 and above + NVRENDER_BACKEND_UNUSED(po); + NVRENDER_BACKEND_UNUSED(id); + NVRENDER_BACKEND_UNUSED(indices); + + qCCritical(INVALID_OPERATION) << QObject::tr("Unsupported method: ") << __FUNCTION__; +} + +void NVRenderBackendGLBase::GetConstantBufferParamInfoByIndices( + NVRenderBackendShaderProgramObject po, QT3DSU32 count, QT3DSU32 *indices, QT3DSI32 *type, + QT3DSI32 *size, QT3DSI32 *offset) +{ + // needs GL3 and above + NVRENDER_BACKEND_UNUSED(po); + NVRENDER_BACKEND_UNUSED(count); + NVRENDER_BACKEND_UNUSED(indices); + NVRENDER_BACKEND_UNUSED(type); + NVRENDER_BACKEND_UNUSED(size); + NVRENDER_BACKEND_UNUSED(offset); + + qCCritical(INVALID_OPERATION) << QObject::tr("Unsupported method: ") << __FUNCTION__; +} + +void NVRenderBackendGLBase::ProgramSetConstantBlock(NVRenderBackendShaderProgramObject po, + QT3DSU32 blockIndex, QT3DSU32 binding) +{ + // needs GL3 and above + NVRENDER_BACKEND_UNUSED(po); + NVRENDER_BACKEND_UNUSED(blockIndex); + NVRENDER_BACKEND_UNUSED(binding); + + qCCritical(INVALID_OPERATION) << QObject::tr("Unsupported method: ") << __FUNCTION__; +} + +void NVRenderBackendGLBase::ProgramSetConstantBuffer(QT3DSU32 index, + NVRenderBackendBufferObject bo) +{ + // needs GL3 and above + NVRENDER_BACKEND_UNUSED(index); + NVRENDER_BACKEND_UNUSED(bo); + + qCCritical(INVALID_OPERATION) << QObject::tr("Unsupported method: ") << __FUNCTION__; +} + +QT3DSI32 NVRenderBackendGLBase::GetStorageBufferCount(NVRenderBackendShaderProgramObject po) +{ + // needs GL4 and above + NVRENDER_BACKEND_UNUSED(po); + + return 0; +} + +QT3DSI32 +NVRenderBackendGLBase::GetStorageBufferInfoByID(NVRenderBackendShaderProgramObject po, QT3DSU32 id, + QT3DSU32 nameBufSize, QT3DSI32 *paramCount, + QT3DSI32 *bufferSize, QT3DSI32 *length, char *nameBuf) +{ + // needs GL4 and above + NVRENDER_BACKEND_UNUSED(po); + NVRENDER_BACKEND_UNUSED(id); + NVRENDER_BACKEND_UNUSED(nameBufSize); + NVRENDER_BACKEND_UNUSED(paramCount); + NVRENDER_BACKEND_UNUSED(bufferSize); + NVRENDER_BACKEND_UNUSED(length); + NVRENDER_BACKEND_UNUSED(nameBuf); + + qCCritical(INVALID_OPERATION) << QObject::tr("Unsupported method: ") << __FUNCTION__; + + return -1; +} + +void NVRenderBackendGLBase::ProgramSetStorageBuffer(QT3DSU32 index, NVRenderBackendBufferObject bo) +{ + // needs GL4 and above + NVRENDER_BACKEND_UNUSED(index); + NVRENDER_BACKEND_UNUSED(bo); +} + +QT3DSI32 NVRenderBackendGLBase::GetAtomicCounterBufferCount(NVRenderBackendShaderProgramObject po) +{ + // needs GL4 and above + NVRENDER_BACKEND_UNUSED(po); + + return 0; +} + +QT3DSI32 +NVRenderBackendGLBase::GetAtomicCounterBufferInfoByID(NVRenderBackendShaderProgramObject po, + QT3DSU32 id, QT3DSU32 nameBufSize, + QT3DSI32 *paramCount, QT3DSI32 *bufferSize, + QT3DSI32 *length, char *nameBuf) +{ + // needs GL4 and above + NVRENDER_BACKEND_UNUSED(po); + NVRENDER_BACKEND_UNUSED(id); + NVRENDER_BACKEND_UNUSED(nameBufSize); + NVRENDER_BACKEND_UNUSED(paramCount); + NVRENDER_BACKEND_UNUSED(bufferSize); + NVRENDER_BACKEND_UNUSED(length); + NVRENDER_BACKEND_UNUSED(nameBuf); + + qCCritical(INVALID_OPERATION) << QObject::tr("Unsupported method: ") << __FUNCTION__; + + return -1; +} + +void NVRenderBackendGLBase::ProgramSetAtomicCounterBuffer(QT3DSU32 index, + NVRenderBackendBufferObject bo) +{ + // needs GL4 and above + NVRENDER_BACKEND_UNUSED(index); + NVRENDER_BACKEND_UNUSED(bo); +} + +void NVRenderBackendGLBase::SetConstantValue(NVRenderBackendShaderProgramObject, QT3DSU32 id, + NVRenderShaderDataTypes::Enum type, QT3DSI32 count, + const void *value, bool transpose) +{ + GLenum glType = m_Conversion.fromPropertyDataTypesToShaderGL(type); + + switch (glType) { + case GL_FLOAT: + GL_CALL_FUNCTION(glUniform1fv(id, count, (GLfloat *)value)); + break; + case GL_FLOAT_VEC2: + GL_CALL_FUNCTION(glUniform2fv(id, count, (GLfloat *)value)); + break; + case GL_FLOAT_VEC3: + GL_CALL_FUNCTION(glUniform3fv(id, count, (GLfloat *)value)); + break; + case GL_FLOAT_VEC4: + GL_CALL_FUNCTION(glUniform4fv(id, count, (GLfloat *)value)); + break; + case GL_INT: + GL_CALL_FUNCTION(glUniform1iv(id, count, (GLint *)value)); + break; + case GL_BOOL: + { + GLint boolValue = *(GLboolean *)value; + GL_CALL_FUNCTION(glUniform1iv(id, count, &boolValue)); + } + break; + case GL_INT_VEC2: + case GL_BOOL_VEC2: + GL_CALL_FUNCTION(glUniform2iv(id, count, (GLint *)value)); + break; + case GL_INT_VEC3: + case GL_BOOL_VEC3: + GL_CALL_FUNCTION(glUniform3iv(id, count, (GLint *)value)); + break; + case GL_INT_VEC4: + case GL_BOOL_VEC4: + GL_CALL_FUNCTION(glUniform4iv(id, count, (GLint *)value)); + break; + case GL_FLOAT_MAT3: + GL_CALL_FUNCTION(glUniformMatrix3fv(id, count, transpose, (GLfloat *)value)); + break; + case GL_FLOAT_MAT4: + GL_CALL_FUNCTION(glUniformMatrix4fv(id, count, transpose, (GLfloat *)value)); + break; + case GL_IMAGE_2D: + case GL_SAMPLER_2D: + case GL_SAMPLER_2D_ARRAY: + case GL_SAMPLER_2D_SHADOW: + case GL_SAMPLER_CUBE: { + if (count > 1) { + GLint *sampler = (GLint *)value; + GL_CALL_FUNCTION(glUniform1iv(id, count, sampler)); + } else { + GLint sampler = *(GLint *)value; + GL_CALL_FUNCTION(glUniform1i(id, sampler)); + } + } break; + default: + qCCritical(INTERNAL_ERROR, "Unknown shader type format %d", type); + QT3DS_ASSERT(false); + break; + } +} + +void NVRenderBackendGLBase::Draw(NVRenderDrawMode::Enum drawMode, QT3DSU32 start, QT3DSU32 count) +{ + GL_CALL_FUNCTION(glDrawArrays(m_Conversion.fromDrawModeToGL( + drawMode, m_backendSupport.caps.bits.bTessellationSupported), + start, count)); +} + +void NVRenderBackendGLBase::DrawIndirect(NVRenderDrawMode::Enum drawMode, const void *indirect) +{ + // needs GL4 and above + NVRENDER_BACKEND_UNUSED(drawMode); + NVRENDER_BACKEND_UNUSED(indirect); +} + +void NVRenderBackendGLBase::DrawIndexed(NVRenderDrawMode::Enum drawMode, QT3DSU32 count, + NVRenderComponentTypes::Enum type, const void *indices) +{ + GL_CALL_FUNCTION(glDrawElements(m_Conversion.fromDrawModeToGL( + drawMode, m_backendSupport.caps.bits.bTessellationSupported), + count, m_Conversion.fromIndexBufferComponentsTypesToGL(type), + indices)); +} + +void NVRenderBackendGLBase::DrawIndexedIndirect(NVRenderDrawMode::Enum drawMode, + NVRenderComponentTypes::Enum type, + const void *indirect) +{ + // needs GL4 and above + NVRENDER_BACKEND_UNUSED(drawMode); + NVRENDER_BACKEND_UNUSED(type); + NVRENDER_BACKEND_UNUSED(indirect); +} + +void NVRenderBackendGLBase::ReadPixel(NVRenderBackendRenderTargetObject /* rto */, QT3DSI32 x, + QT3DSI32 y, QT3DSI32 width, QT3DSI32 height, + NVRenderReadPixelFormats::Enum inFormat, void *pixels) +{ + GLuint glFormat; + GLuint glType; + if (m_Conversion.fromReadPixelsToGlFormatAndType(inFormat, &glFormat, &glType)) { + GL_CALL_FUNCTION(glReadPixels(x, y, width, height, glFormat, glType, pixels)); + } +} + +NVRenderBackend::NVRenderBackendPathObject NVRenderBackendGLBase::CreatePathNVObject(size_t) +{ + // Needs GL 4 backend + qCCritical(INVALID_OPERATION) << QObject::tr("Unsupported method: ") << __FUNCTION__; + + return NVRenderBackend::NVRenderBackendPathObject(0); +} + +void NVRenderBackendGLBase::ReleasePathNVObject(NVRenderBackendPathObject, size_t) +{ + // Needs GL 4 backend + qCCritical(INVALID_OPERATION) << QObject::tr("Unsupported method: ") << __FUNCTION__; +} + +void NVRenderBackendGLBase::LoadPathGlyphs(NVRenderBackendPathObject, + NVRenderPathFontTarget::Enum, const void *, + NVRenderPathFontStyleFlags, size_t, + NVRenderPathFormatType::Enum, const void *, + NVRenderPathMissingGlyphs::Enum, + NVRenderBackendPathObject, QT3DSF32) +{ + // Needs GL 4 backend + qCCritical(INVALID_OPERATION) << QObject::tr("Unsupported method: ") << __FUNCTION__; +} + +void NVRenderBackendGLBase::LoadPathGlyphRange(NVRenderBackendPathObject, + NVRenderPathFontTarget::Enum, const void *, + NVRenderPathFontStyleFlags, QT3DSU32, size_t, + NVRenderPathMissingGlyphs::Enum, + NVRenderBackendPathObject, QT3DSF32) +{ + // Needs GL 4 backend + qCCritical(INVALID_OPERATION) << QObject::tr("Unsupported method: ") << __FUNCTION__; +} + +NVRenderPathReturnValues::Enum NVRenderBackendGLBase::LoadPathGlyphsIndexed( + NVRenderBackendPathObject, NVRenderPathFontTarget::Enum, const void *, + NVRenderPathFontStyleFlags, QT3DSU32, size_t, NVRenderBackendPathObject, QT3DSF32) +{ + // Needs GL 4 backend + qCCritical(INVALID_OPERATION) << QObject::tr("Unsupported method: ") << __FUNCTION__; + + return NVRenderPathReturnValues::FontUnavailable; +} + +NVRenderBackend::NVRenderBackendPathObject NVRenderBackendGLBase::LoadPathGlyphsIndexedRange( + NVRenderPathFontTarget::Enum, const void *, NVRenderPathFontStyleFlags, + NVRenderBackend::NVRenderBackendPathObject, QT3DSF32, QT3DSU32 *) +{ + return NVRenderBackendPathObject(0); +} + +void NVRenderBackendGLBase::GetPathMetrics(NVRenderBackendPathObject, size_t, + NVRenderPathGlyphFontMetricFlags, + NVRenderPathFormatType::Enum, const void *, size_t, + QT3DSF32 *) +{ + // Needs GL 4 backend + qCCritical(INVALID_OPERATION) << QObject::tr("Unsupported method: ") << __FUNCTION__; +} + +void NVRenderBackendGLBase::GetPathMetricsRange(NVRenderBackendPathObject, size_t, + NVRenderPathGlyphFontMetricFlags, size_t, + QT3DSF32 *) +{ + // Needs GL 4 backend + qCCritical(INVALID_OPERATION) << QObject::tr("Unsupported method: ") << __FUNCTION__; +} + +void NVRenderBackendGLBase::GetPathSpacing(NVRenderBackendPathObject, size_t, + NVRenderPathListMode::Enum, + NVRenderPathFormatType::Enum, const void *, QT3DSF32, + QT3DSF32, NVRenderPathTransformType::Enum, QT3DSF32 *) +{ + // Needs GL 4 backend + qCCritical(INVALID_OPERATION) << QObject::tr("Unsupported method: ") << __FUNCTION__; +} + +void NVRenderBackendGLBase::StencilFillPathInstanced(NVRenderBackendPathObject, size_t, + NVRenderPathFormatType::Enum, const void *, + NVRenderPathFillMode::Enum, QT3DSU32, + NVRenderPathTransformType::Enum, + const QT3DSF32 *) +{ + // Needs GL 4 backend + qCCritical(INVALID_OPERATION) << QObject::tr("Unsupported method: ") << __FUNCTION__; +} + +void NVRenderBackendGLBase::StencilStrokePathInstancedN(NVRenderBackendPathObject, size_t, + NVRenderPathFormatType::Enum, + const void *, QT3DSI32, QT3DSU32, + NVRenderPathTransformType::Enum, + const QT3DSF32 *) +{ + // Needs GL 4 backend + qCCritical(INVALID_OPERATION) << QObject::tr("Unsupported method: ") << __FUNCTION__; +} + +void NVRenderBackendGLBase::CoverFillPathInstanced(NVRenderBackendPathObject, size_t, + NVRenderPathFormatType::Enum, const void *, + NVRenderPathCoverMode::Enum, + NVRenderPathTransformType::Enum, + const QT3DSF32 *) +{ + // Needs GL 4 backend + qCCritical(INVALID_OPERATION) << QObject::tr("Unsupported method: ") << __FUNCTION__; +} + +void NVRenderBackendGLBase::CoverStrokePathInstanced(NVRenderBackendPathObject, size_t, + NVRenderPathFormatType::Enum, const void *, + NVRenderPathCoverMode::Enum, + NVRenderPathTransformType::Enum, + const QT3DSF32 *) +{ + // Needs GL 4 backend + qCCritical(INVALID_OPERATION) << QObject::tr("Unsupported method: ") << __FUNCTION__; +} + +///< private calls +const char *NVRenderBackendGLBase::getVersionString() +{ + const char *retval = (const char *)GL_CALL_FUNCTION(glGetString(GL_VERSION)); + if (retval == nullptr) + return ""; + + return retval; +} + +const char *NVRenderBackendGLBase::getVendorString() +{ + const char *retval = (const char *)GL_CALL_FUNCTION(glGetString(GL_VENDOR)); + if (retval == nullptr) + return ""; + + return retval; +} + +const char *NVRenderBackendGLBase::getRendererString() +{ + const char *retval = (const char *)GL_CALL_FUNCTION(glGetString(GL_RENDERER)); + if (retval == nullptr) + return ""; + + return retval; +} + +const char *NVRenderBackendGLBase::getExtensionString() +{ + const char *retval = (const char *)GL_CALL_FUNCTION(glGetString(GL_EXTENSIONS)); + if (retval == nullptr) + return ""; + + return retval; +} + +/** + * @brief This function inspects the various strings to setup + * HW capabilities of the device. + * We can do a lot of smart things here based on GL version + * renderer string and vendor. + * + * @return No return + */ +void NVRenderBackendGLBase::setAndInspectHardwareCaps() +{ + eastl::string apiVersion(getVersionString()); + qCInfo(TRACE_INFO, "GL version: %s", apiVersion.c_str()); + + // we assume all GLES versions running on mobile with shared memory + // this means framebuffer blits are slow and should be optimized or avoided + if (apiVersion.find("OpenGL ES") == eastl::string::npos) { + // no ES device + m_backendSupport.caps.bits.bFastBlitsSupported = true; + } +} + +#ifdef RENDER_BACKEND_LOG_GL_ERRORS +void NVRenderBackendGLBase::checkGLError(const char *function, const char *file, + const unsigned int line) const +{ + GLenum error = m_glFunctions->glGetError(); + if (error != GL_NO_ERROR) { + qCCritical(GL_ERROR) << GLConversion::processGLError(error) << " " + << function << " " << file << " " << line; + } +} +#else +void NVRenderBackendGLBase::checkGLError() const +{ +#if !defined(NDEBUG) || defined(_DEBUG) + GLenum error = m_glFunctions->glGetError(); + if (error != GL_NO_ERROR) + qCCritical(GL_ERROR) << GLConversion::processGLError(error); +#endif +} +#endif + +} +} -- cgit v1.2.3