summaryrefslogtreecommitdiffstats
path: root/src/Runtime/Source/render/backends/gl/Qt3DSRenderBackendGLBase.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'src/Runtime/Source/render/backends/gl/Qt3DSRenderBackendGLBase.cpp')
-rw-r--r--src/Runtime/Source/render/backends/gl/Qt3DSRenderBackendGLBase.cpp2220
1 files changed, 2220 insertions, 0 deletions
diff --git a/src/Runtime/Source/render/backends/gl/Qt3DSRenderBackendGLBase.cpp b/src/Runtime/Source/render/backends/gl/Qt3DSRenderBackendGLBase.cpp
new file mode 100644
index 00000000..940ab094
--- /dev/null
+++ b/src/Runtime/Source/render/backends/gl/Qt3DSRenderBackendGLBase.cpp
@@ -0,0 +1,2220 @@
+/****************************************************************************
+**
+** 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)();
+ }
+ /// 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 == NULL)
+ 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) {
+ 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 NULL;
+ }
+
+ 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);
+
+ 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, 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<NVRenderVertexBufferEntry> attribs)
+ {
+ QT3DSU32 attribLayoutSize = sizeof(NVRenderBackendAttributeLayoutGL);
+ QT3DSU32 entrySize = sizeof(NVRenderBackendLayoutEntryGL) * attribs.size();
+ QT3DSU8 *newMem = (QT3DSU8 *)QT3DS_ALLOC(m_Foundation.getAllocator(), attribLayoutSize + entrySize,
+ "BackendAttributeLayoutGL");
+ NVDataRef<NVRenderBackendLayoutEntryGL> entryRef =
+ PtrAtOffset<NVRenderBackendLayoutEntryGL>(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<NVRenderBackendBufferObject> buffers,
+ const NVRenderBackendBufferObject indexBuffer,
+ NVConstDataRef<QT3DSU32> strides,
+ NVConstDataRef<QT3DSU32> 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<QT3DSI8> source,
+ eastl::string &errorMessage, bool binary)
+ {
+ GLint shaderSourceSize = static_cast<GLint>(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<QT3DSI8> 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<QT3DSI8> 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<QT3DSI8> 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<QT3DSI8> 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<QT3DSI8> 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<QT3DSI8> 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<GLuint>(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<GLuint>(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<GLuint>(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<GLuint>(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<GLuint>(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<GLuint>(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<GLuint>(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<GLuint>(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<GLuint>(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<GLuint>(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<GLuint>(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<GLuint>(pProgram->m_ProgramID), shaderID));
+ }
+
+ NVRenderBackend::NVRenderBackendShaderProgramObject
+ NVRenderBackendGLBase::CreateShaderProgram(bool isSeparable)
+ {
+ NVRenderBackendShaderProgramGL *theProgram = NULL;
+ 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<GLuint>(pProgram->m_ProgramID);
+
+ GL_CALL_FUNCTION(glDeleteProgram(programID));
+
+ if (pProgram->m_shaderInput) {
+ NVDelete(m_Foundation.getAllocator(), pProgram->m_shaderInput);
+ pProgram->m_shaderInput = NULL;
+ }
+
+ NVDelete(m_Foundation.getAllocator(), pProgram);
+ }
+
+ bool NVRenderBackendGLBase::LinkProgram(NVRenderBackendShaderProgramObject po,
+ eastl::string &errorMessage)
+ {
+ NVRenderBackendShaderProgramGL *pProgram = (NVRenderBackendShaderProgramGL *)po;
+ GLuint programID = static_cast<GLuint>(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 succesfuly linked get the attribute information
+ if (linkStatus) {
+ // release old stuff
+ if (pProgram->m_shaderInput) {
+ NVDelete(m_Foundation.getAllocator(), pProgram->m_shaderInput);
+ pProgram->m_shaderInput = NULL;
+ }
+
+ 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, NULL, &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<NVRenderBackendShaderInputEntryGL> entryRef =
+ PtrAtOffset<NVRenderBackendShaderInputEntryGL>(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<GLuint>(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<GLuint>(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<GLuint>(pProgram->m_ProgramID);
+
+ GLenum glType;
+ GL_CALL_FUNCTION(glGetActiveUniform(programID, id, bufSize, NULL, 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 == NULL)
+ return "";
+
+ return retval;
+ }
+
+ const char *NVRenderBackendGLBase::getVendorString()
+ {
+ const char *retval = (const char *)GL_CALL_FUNCTION(glGetString(GL_VENDOR));
+ if (retval == NULL)
+ return "";
+
+ return retval;
+ }
+
+ const char *NVRenderBackendGLBase::getRendererString()
+ {
+ const char *retval = (const char *)GL_CALL_FUNCTION(glGetString(GL_RENDERER));
+ if (retval == NULL)
+ return "";
+
+ return retval;
+ }
+
+ const char *NVRenderBackendGLBase::getExtensionString()
+ {
+ const char *retval = (const char *)GL_CALL_FUNCTION(glGetString(GL_EXTENSIONS));
+ if (retval == NULL)
+ 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
+
+}
+}