| 1 | // Copyright (C) 2016 The Qt Company Ltd. |
| 2 | // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only |
| 3 | |
| 4 | #include "qopenglshaderprogram.h" |
| 5 | #include "qopenglextrafunctions.h" |
| 6 | #include "private/qopenglcontext_p.h" |
| 7 | #include <QtOpenGL/QOpenGLVersionFunctionsFactory> |
| 8 | #include <QtCore/private/qobject_p.h> |
| 9 | #include <QtCore/qdebug.h> |
| 10 | #include <QtCore/qfile.h> |
| 11 | #include <QtCore/qlist.h> |
| 12 | #include <QtCore/qloggingcategory.h> |
| 13 | #include <QtCore/qvarlengtharray.h> |
| 14 | #include <QtGui/private/qopenglprogrambinarycache_p.h> |
| 15 | #include <QtGui/qtransform.h> |
| 16 | #include <QtGui/QColor> |
| 17 | #include <QtGui/QSurfaceFormat> |
| 18 | |
| 19 | #if !QT_CONFIG(opengles2) |
| 20 | #include <QtOpenGL/qopenglfunctions_4_0_core.h> |
| 21 | #endif |
| 22 | |
| 23 | #include <algorithm> |
| 24 | #include <memory> |
| 25 | |
| 26 | QT_BEGIN_NAMESPACE |
| 27 | |
| 28 | using namespace Qt::StringLiterals; |
| 29 | |
| 30 | /*! |
| 31 | \class QOpenGLShaderProgram |
| 32 | \brief The QOpenGLShaderProgram class allows OpenGL shader programs to be linked and used. |
| 33 | \since 5.0 |
| 34 | \ingroup painting-3D |
| 35 | \inmodule QtOpenGL |
| 36 | |
| 37 | \section1 Introduction |
| 38 | |
| 39 | This class supports shader programs written in the OpenGL Shading |
| 40 | Language (GLSL) and in the OpenGL/ES Shading Language (GLSL/ES). |
| 41 | |
| 42 | QOpenGLShader and QOpenGLShaderProgram shelter the programmer from the details of |
| 43 | compiling and linking vertex and fragment shaders. |
| 44 | |
| 45 | The following example creates a vertex shader program using the |
| 46 | supplied source \c{code}. Once compiled and linked, the shader |
| 47 | program is activated in the current QOpenGLContext by calling |
| 48 | QOpenGLShaderProgram::bind(): |
| 49 | |
| 50 | \snippet code/src_gui_qopenglshaderprogram.cpp 0 |
| 51 | |
| 52 | \section1 Writing Portable Shaders |
| 53 | |
| 54 | Shader programs can be difficult to reuse across OpenGL implementations |
| 55 | because of varying levels of support for standard vertex attributes and |
| 56 | uniform variables. In particular, GLSL/ES lacks all of the |
| 57 | standard variables that are present on desktop OpenGL systems: |
| 58 | \c{gl_Vertex}, \c{gl_Normal}, \c{gl_Color}, and so on. Desktop OpenGL |
| 59 | lacks the variable qualifiers \c{highp}, \c{mediump}, and \c{lowp}. |
| 60 | |
| 61 | The QOpenGLShaderProgram class makes the process of writing portable shaders |
| 62 | easier by prefixing all shader programs with the following lines on |
| 63 | desktop OpenGL: |
| 64 | |
| 65 | \code |
| 66 | #define highp |
| 67 | #define mediump |
| 68 | #define lowp |
| 69 | \endcode |
| 70 | |
| 71 | This makes it possible to run most GLSL/ES shader programs |
| 72 | on desktop systems. The programmer should restrict themselves |
| 73 | to just features that are present in GLSL/ES, and avoid |
| 74 | standard variable names that only work on the desktop. |
| 75 | |
| 76 | \section1 Simple Shader Example |
| 77 | |
| 78 | \snippet code/src_gui_qopenglshaderprogram.cpp 1 |
| 79 | |
| 80 | With the above shader program active, we can draw a green triangle |
| 81 | as follows: |
| 82 | |
| 83 | \snippet code/src_gui_qopenglshaderprogram.cpp 2 |
| 84 | |
| 85 | \section1 Binary Shaders and Programs |
| 86 | |
| 87 | Binary shaders may be specified using \c{glShaderBinary()} on |
| 88 | the return value from QOpenGLShader::shaderId(). The QOpenGLShader instance |
| 89 | containing the binary can then be added to the shader program with |
| 90 | addShader() and linked in the usual fashion with link(). |
| 91 | |
| 92 | Binary programs may be specified using \c{glProgramBinaryOES()} |
| 93 | on the return value from programId(). Then the application should |
| 94 | call link(), which will notice that the program has already been |
| 95 | specified and linked, allowing other operations to be performed |
| 96 | on the shader program. The shader program's id can be explicitly |
| 97 | created using the create() function. |
| 98 | |
| 99 | \section2 Caching Program Binaries |
| 100 | |
| 101 | As of Qt 5.9, support for caching program binaries on disk is built in. To |
| 102 | enable this, switch to using addCacheableShaderFromSourceCode() and |
| 103 | addCacheableShaderFromSourceFile(). With an OpenGL ES 3.x context or support |
| 104 | for \c{GL_ARB_get_program_binary}, this will transparently cache program |
| 105 | binaries under QStandardPaths::GenericCacheLocation or |
| 106 | QStandardPaths::CacheLocation. When support is not available, calling the |
| 107 | cacheable function variants is equivalent to the normal ones. |
| 108 | |
| 109 | \note Some drivers do not have any binary formats available, even though |
| 110 | they advertise the extension or offer OpenGL ES 3.0. In this case program |
| 111 | binary support will be disabled. |
| 112 | |
| 113 | \sa QOpenGLShader |
| 114 | */ |
| 115 | |
| 116 | /*! |
| 117 | \class QOpenGLShader |
| 118 | \brief The QOpenGLShader class allows OpenGL shaders to be compiled. |
| 119 | \since 5.0 |
| 120 | \ingroup painting-3D |
| 121 | \inmodule QtOpenGL |
| 122 | |
| 123 | This class supports shaders written in the OpenGL Shading Language (GLSL) |
| 124 | and in the OpenGL/ES Shading Language (GLSL/ES). |
| 125 | |
| 126 | QOpenGLShader and QOpenGLShaderProgram shelter the programmer from the details of |
| 127 | compiling and linking vertex and fragment shaders. |
| 128 | |
| 129 | \sa QOpenGLShaderProgram |
| 130 | */ |
| 131 | |
| 132 | /*! |
| 133 | \enum QOpenGLShader::ShaderTypeBit |
| 134 | This enum specifies the type of QOpenGLShader that is being created. |
| 135 | |
| 136 | \value Vertex Vertex shader written in the OpenGL Shading Language (GLSL). |
| 137 | \value Fragment Fragment shader written in the OpenGL Shading Language (GLSL). |
| 138 | \value Geometry Geometry shaders written in the OpenGL Shading Language (GLSL) |
| 139 | (requires OpenGL >= 3.2 or OpenGL ES >= 3.2). |
| 140 | \value TessellationControl Tessellation control shaders written in the OpenGL |
| 141 | shading language (GLSL) (requires OpenGL >= 4.0 or OpenGL ES >= 3.2). |
| 142 | \value TessellationEvaluation Tessellation evaluation shaders written in the OpenGL |
| 143 | shading language (GLSL) (requires OpenGL >= 4.0 or OpenGL ES >= 3.2). |
| 144 | \value Compute Compute shaders written in the OpenGL shading language (GLSL) |
| 145 | (requires OpenGL >= 4.3 or OpenGL ES >= 3.1). |
| 146 | */ |
| 147 | |
| 148 | // For GLES 3.1/3.2 |
| 149 | #ifndef GL_GEOMETRY_SHADER |
| 150 | #define GL_GEOMETRY_SHADER 0x8DD9 |
| 151 | #endif |
| 152 | #ifndef GL_TESS_CONTROL_SHADER |
| 153 | #define GL_TESS_CONTROL_SHADER 0x8E88 |
| 154 | #endif |
| 155 | #ifndef GL_TESS_EVALUATION_SHADER |
| 156 | #define GL_TESS_EVALUATION_SHADER 0x8E87 |
| 157 | #endif |
| 158 | #ifndef GL_COMPUTE_SHADER |
| 159 | #define GL_COMPUTE_SHADER 0x91B9 |
| 160 | #endif |
| 161 | #ifndef GL_MAX_GEOMETRY_OUTPUT_VERTICES |
| 162 | #define GL_MAX_GEOMETRY_OUTPUT_VERTICES 0x8DE0 |
| 163 | #endif |
| 164 | #ifndef GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS |
| 165 | #define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS 0x8DE1 |
| 166 | #endif |
| 167 | #ifndef GL_PATCH_VERTICES |
| 168 | #define GL_PATCH_VERTICES 0x8E72 |
| 169 | #endif |
| 170 | #ifndef GL_PATCH_DEFAULT_OUTER_LEVEL |
| 171 | #define GL_PATCH_DEFAULT_OUTER_LEVEL 0x8E74 |
| 172 | #endif |
| 173 | #ifndef GL_PATCH_DEFAULT_INNER_LEVEL |
| 174 | #define GL_PATCH_DEFAULT_INNER_LEVEL 0x8E73 |
| 175 | #endif |
| 176 | |
| 177 | #if !QT_CONFIG(opengles2) |
| 178 | static inline bool isFormatGLES(const QSurfaceFormat &f) |
| 179 | { |
| 180 | return (f.renderableType() == QSurfaceFormat::OpenGLES); |
| 181 | } |
| 182 | #endif |
| 183 | |
| 184 | static inline bool supportsGeometry(const QSurfaceFormat &f) |
| 185 | { |
| 186 | return f.version() >= qMakePair(value1: 3, value2: 2); |
| 187 | } |
| 188 | |
| 189 | static inline bool supportsCompute(const QSurfaceFormat &f) |
| 190 | { |
| 191 | #if !QT_CONFIG(opengles2) |
| 192 | if (!isFormatGLES(f)) |
| 193 | return f.version() >= qMakePair(value1: 4, value2: 3); |
| 194 | else |
| 195 | return f.version() >= qMakePair(value1: 3, value2: 1); |
| 196 | #else |
| 197 | return f.version() >= qMakePair(3, 1); |
| 198 | #endif |
| 199 | } |
| 200 | |
| 201 | static inline bool supportsTessellation(const QSurfaceFormat &f) |
| 202 | { |
| 203 | #if !QT_CONFIG(opengles2) |
| 204 | if (!isFormatGLES(f)) |
| 205 | return f.version() >= qMakePair(value1: 4, value2: 0); |
| 206 | else |
| 207 | return f.version() >= qMakePair(value1: 3, value2: 2); |
| 208 | #else |
| 209 | return f.version() >= qMakePair(3, 2); |
| 210 | #endif |
| 211 | } |
| 212 | |
| 213 | class QOpenGLShaderPrivate : public QObjectPrivate |
| 214 | { |
| 215 | Q_DECLARE_PUBLIC(QOpenGLShader) |
| 216 | public: |
| 217 | QOpenGLShaderPrivate(QOpenGLContext *ctx, QOpenGLShader::ShaderType type) |
| 218 | : shaderGuard(nullptr) |
| 219 | , shaderType(type) |
| 220 | , compiled(false) |
| 221 | , glfuncs(new QOpenGLExtraFunctions(ctx)) |
| 222 | , supportsGeometryShaders(false) |
| 223 | , supportsTessellationShaders(false) |
| 224 | , supportsComputeShaders(false) |
| 225 | { |
| 226 | if (shaderType & QOpenGLShader::Geometry) |
| 227 | supportsGeometryShaders = supportsGeometry(f: ctx->format()); |
| 228 | else if (shaderType & (QOpenGLShader::TessellationControl | QOpenGLShader::TessellationEvaluation)) |
| 229 | supportsTessellationShaders = supportsTessellation(f: ctx->format()); |
| 230 | else if (shaderType & QOpenGLShader::Compute) |
| 231 | supportsComputeShaders = supportsCompute(f: ctx->format()); |
| 232 | } |
| 233 | ~QOpenGLShaderPrivate(); |
| 234 | |
| 235 | QOpenGLSharedResourceGuard *shaderGuard; |
| 236 | QOpenGLShader::ShaderType shaderType; |
| 237 | bool compiled; |
| 238 | QString log; |
| 239 | |
| 240 | QOpenGLExtraFunctions *glfuncs; |
| 241 | |
| 242 | // Support for geometry shaders |
| 243 | bool supportsGeometryShaders; |
| 244 | // Support for tessellation shaders |
| 245 | bool supportsTessellationShaders; |
| 246 | // Support for compute shaders |
| 247 | bool supportsComputeShaders; |
| 248 | |
| 249 | |
| 250 | bool create(); |
| 251 | bool compile(QOpenGLShader *q); |
| 252 | void deleteShader(); |
| 253 | }; |
| 254 | |
| 255 | namespace { |
| 256 | void freeShaderFunc(QOpenGLFunctions *funcs, GLuint id) |
| 257 | { |
| 258 | funcs->glDeleteShader(shader: id); |
| 259 | } |
| 260 | } |
| 261 | |
| 262 | QOpenGLShaderPrivate::~QOpenGLShaderPrivate() |
| 263 | { |
| 264 | delete glfuncs; |
| 265 | if (shaderGuard) |
| 266 | shaderGuard->free(); |
| 267 | } |
| 268 | |
| 269 | bool QOpenGLShaderPrivate::create() |
| 270 | { |
| 271 | QOpenGLContext *context = const_cast<QOpenGLContext *>(QOpenGLContext::currentContext()); |
| 272 | if (!context) |
| 273 | return false; |
| 274 | GLuint shader = 0; |
| 275 | if (shaderType == QOpenGLShader::Vertex) { |
| 276 | shader = glfuncs->glCreateShader(GL_VERTEX_SHADER); |
| 277 | } else if (shaderType == QOpenGLShader::Geometry && supportsGeometryShaders) { |
| 278 | shader = glfuncs->glCreateShader(GL_GEOMETRY_SHADER); |
| 279 | } else if (shaderType == QOpenGLShader::TessellationControl && supportsTessellationShaders) { |
| 280 | shader = glfuncs->glCreateShader(GL_TESS_CONTROL_SHADER); |
| 281 | } else if (shaderType == QOpenGLShader::TessellationEvaluation && supportsTessellationShaders) { |
| 282 | shader = glfuncs->glCreateShader(GL_TESS_EVALUATION_SHADER); |
| 283 | } else if (shaderType == QOpenGLShader::Compute && supportsComputeShaders) { |
| 284 | shader = glfuncs->glCreateShader(GL_COMPUTE_SHADER); |
| 285 | } else if (shaderType == QOpenGLShader::Fragment) { |
| 286 | shader = glfuncs->glCreateShader(GL_FRAGMENT_SHADER); |
| 287 | } |
| 288 | if (!shader) { |
| 289 | qWarning(msg: "QOpenGLShader: could not create shader" ); |
| 290 | return false; |
| 291 | } |
| 292 | shaderGuard = new QOpenGLSharedResourceGuard(context, shader, freeShaderFunc); |
| 293 | return true; |
| 294 | } |
| 295 | |
| 296 | bool QOpenGLShaderPrivate::compile(QOpenGLShader *q) |
| 297 | { |
| 298 | GLuint shader = shaderGuard ? shaderGuard->id() : 0; |
| 299 | if (!shader) |
| 300 | return false; |
| 301 | |
| 302 | // Try to compile shader |
| 303 | glfuncs->glCompileShader(shader); |
| 304 | GLint value = 0; |
| 305 | |
| 306 | // Get compilation status |
| 307 | glfuncs->glGetShaderiv(shader, GL_COMPILE_STATUS, params: &value); |
| 308 | compiled = (value != 0); |
| 309 | |
| 310 | if (!compiled) { |
| 311 | // Compilation failed, try to provide some information about the failure |
| 312 | QString name = q->objectName(); |
| 313 | |
| 314 | const char *types[] = { |
| 315 | "Fragment" , |
| 316 | "Vertex" , |
| 317 | "Geometry" , |
| 318 | "Tessellation Control" , |
| 319 | "Tessellation Evaluation" , |
| 320 | "Compute" , |
| 321 | "" |
| 322 | }; |
| 323 | |
| 324 | const char *type = types[6]; |
| 325 | switch (shaderType) { |
| 326 | case QOpenGLShader::Fragment: |
| 327 | type = types[0]; break; |
| 328 | case QOpenGLShader::Vertex: |
| 329 | type = types[1]; break; |
| 330 | case QOpenGLShader::Geometry: |
| 331 | type = types[2]; break; |
| 332 | case QOpenGLShader::TessellationControl: |
| 333 | type = types[3]; break; |
| 334 | case QOpenGLShader::TessellationEvaluation: |
| 335 | type = types[4]; break; |
| 336 | case QOpenGLShader::Compute: |
| 337 | type = types[5]; break; |
| 338 | } |
| 339 | |
| 340 | // Get info and source code lengths |
| 341 | GLint infoLogLength = 0; |
| 342 | GLint sourceCodeLength = 0; |
| 343 | char *logBuffer = nullptr; |
| 344 | char *sourceCodeBuffer = nullptr; |
| 345 | |
| 346 | // Get the compilation info log |
| 347 | glfuncs->glGetShaderiv(shader, GL_INFO_LOG_LENGTH, params: &infoLogLength); |
| 348 | |
| 349 | if (infoLogLength > 1) { |
| 350 | GLint temp; |
| 351 | logBuffer = new char [infoLogLength]; |
| 352 | glfuncs->glGetShaderInfoLog(shader, bufsize: infoLogLength, length: &temp, infolog: logBuffer); |
| 353 | } |
| 354 | |
| 355 | // Get the source code |
| 356 | glfuncs->glGetShaderiv(shader, GL_SHADER_SOURCE_LENGTH, params: &sourceCodeLength); |
| 357 | |
| 358 | if (sourceCodeLength > 1) { |
| 359 | GLint temp; |
| 360 | sourceCodeBuffer = new char [sourceCodeLength]; |
| 361 | glfuncs->glGetShaderSource(shader, bufsize: sourceCodeLength, length: &temp, source: sourceCodeBuffer); |
| 362 | } |
| 363 | |
| 364 | if (logBuffer) |
| 365 | log = QString::fromLatin1(ba: logBuffer); |
| 366 | else |
| 367 | log = u"failed"_s ; |
| 368 | |
| 369 | if (name.isEmpty()) |
| 370 | qWarning(msg: "QOpenGLShader::compile(%s): %s" , type, qPrintable(log)); |
| 371 | else |
| 372 | qWarning(msg: "QOpenGLShader::compile(%s)[%s]: %s" , type, qPrintable(name), qPrintable(log)); |
| 373 | |
| 374 | // Dump the source code if we got it |
| 375 | if (sourceCodeBuffer) { |
| 376 | qWarning(msg: "*** Problematic %s shader source code ***\n" |
| 377 | "%ls\n" |
| 378 | "***" , |
| 379 | type, qUtf16Printable(QString::fromLatin1(sourceCodeBuffer))); |
| 380 | } |
| 381 | |
| 382 | // Cleanup |
| 383 | delete [] logBuffer; |
| 384 | delete [] sourceCodeBuffer; |
| 385 | } |
| 386 | |
| 387 | return compiled; |
| 388 | } |
| 389 | |
| 390 | void QOpenGLShaderPrivate::deleteShader() |
| 391 | { |
| 392 | if (shaderGuard) { |
| 393 | shaderGuard->free(); |
| 394 | shaderGuard = nullptr; |
| 395 | } |
| 396 | } |
| 397 | |
| 398 | /*! |
| 399 | Constructs a new QOpenGLShader object of the specified \a type |
| 400 | and attaches it to \a parent. If shader programs are not supported, |
| 401 | QOpenGLShaderProgram::hasOpenGLShaderPrograms() will return false. |
| 402 | |
| 403 | This constructor is normally followed by a call to compileSourceCode() |
| 404 | or compileSourceFile(). |
| 405 | |
| 406 | The shader will be associated with the current QOpenGLContext. |
| 407 | |
| 408 | \sa compileSourceCode(), compileSourceFile() |
| 409 | */ |
| 410 | QOpenGLShader::QOpenGLShader(QOpenGLShader::ShaderType type, QObject *parent) |
| 411 | : QObject(*new QOpenGLShaderPrivate(QOpenGLContext::currentContext(), type), parent) |
| 412 | { |
| 413 | Q_D(QOpenGLShader); |
| 414 | d->create(); |
| 415 | } |
| 416 | |
| 417 | /*! |
| 418 | Deletes this shader. If the shader has been attached to a |
| 419 | QOpenGLShaderProgram object, then the actual shader will stay around |
| 420 | until the QOpenGLShaderProgram is destroyed. |
| 421 | */ |
| 422 | QOpenGLShader::~QOpenGLShader() |
| 423 | { |
| 424 | } |
| 425 | |
| 426 | /*! |
| 427 | Returns the type of this shader. |
| 428 | */ |
| 429 | QOpenGLShader::ShaderType QOpenGLShader::shaderType() const |
| 430 | { |
| 431 | Q_D(const QOpenGLShader); |
| 432 | return d->shaderType; |
| 433 | } |
| 434 | |
| 435 | static const char qualifierDefines[] = |
| 436 | "#define lowp\n" |
| 437 | "#define mediump\n" |
| 438 | "#define highp\n" ; |
| 439 | |
| 440 | #if QT_CONFIG(opengles2) && !defined(QT_OPENGL_FORCE_SHADER_DEFINES) |
| 441 | // The "highp" qualifier doesn't exist in fragment shaders |
| 442 | // on all ES platforms. When it doesn't exist, use "mediump". |
| 443 | #define QOpenGL_REDEFINE_HIGHP 1 |
| 444 | static const char redefineHighp[] = |
| 445 | "#ifndef GL_FRAGMENT_PRECISION_HIGH\n" |
| 446 | "#define highp mediump\n" |
| 447 | "#endif\n" ; |
| 448 | #endif |
| 449 | |
| 450 | // Boiler-plate header to have the layout attributes available we need later |
| 451 | static const char [] = |
| 452 | "#ifdef GL_KHR_blend_equation_advanced\n" |
| 453 | "#extension GL_ARB_fragment_coord_conventions : enable\n" |
| 454 | "#extension GL_KHR_blend_equation_advanced : enable\n" |
| 455 | "#endif\n" ; |
| 456 | |
| 457 | struct QVersionDirectivePosition |
| 458 | { |
| 459 | constexpr QVersionDirectivePosition(int position = 0, int line = -1) |
| 460 | : position(position) |
| 461 | , line(line) |
| 462 | { |
| 463 | } |
| 464 | |
| 465 | constexpr bool hasPosition() const |
| 466 | { |
| 467 | return position > 0; |
| 468 | } |
| 469 | |
| 470 | const int position; |
| 471 | const int line; |
| 472 | }; |
| 473 | |
| 474 | static QVersionDirectivePosition findVersionDirectivePosition(const char *source) |
| 475 | { |
| 476 | Q_ASSERT(source); |
| 477 | |
| 478 | // According to the GLSL spec the #version directive must not be |
| 479 | // preceded by anything but whitespace and comments. |
| 480 | // In order to not get confused by #version directives within a |
| 481 | // multiline comment, we need to do some minimal comment parsing |
| 482 | // while searching for the directive. |
| 483 | enum { |
| 484 | Normal, |
| 485 | StartOfLine, |
| 486 | PreprocessorDirective, |
| 487 | , |
| 488 | , |
| 489 | , |
| 490 | |
| 491 | } state = StartOfLine; |
| 492 | |
| 493 | const char *c = source; |
| 494 | while (*c) { |
| 495 | switch (state) { |
| 496 | case PreprocessorDirective: |
| 497 | if (*c == ' ' || *c == '\t') |
| 498 | break; |
| 499 | if (!strncmp(s1: c, s2: "version" , n: strlen(s: "version" ))) { |
| 500 | // Found version directive |
| 501 | c += strlen(s: "version" ); |
| 502 | while (*c && *c != '\n') |
| 503 | ++c; |
| 504 | int splitPosition = c - source + 1; |
| 505 | int linePosition = int(std::count(first: source, last: c, value: '\n')) + 1; |
| 506 | return QVersionDirectivePosition(splitPosition, linePosition); |
| 507 | } else if (*c == '/') |
| 508 | state = CommentStarting; |
| 509 | else if (*c == '\n') |
| 510 | state = StartOfLine; |
| 511 | else |
| 512 | state = Normal; |
| 513 | break; |
| 514 | case StartOfLine: |
| 515 | if (*c == ' ' || *c == '\t') |
| 516 | break; |
| 517 | else if (*c == '#') { |
| 518 | state = PreprocessorDirective; |
| 519 | break; |
| 520 | } |
| 521 | state = Normal; |
| 522 | Q_FALLTHROUGH(); |
| 523 | case Normal: |
| 524 | if (*c == '/') |
| 525 | state = CommentStarting; |
| 526 | else if (*c == '\n') |
| 527 | state = StartOfLine; |
| 528 | break; |
| 529 | case CommentStarting: |
| 530 | if (*c == '*') |
| 531 | state = MultiLineComment; |
| 532 | else if (*c == '/') |
| 533 | state = SingleLineComment; |
| 534 | else |
| 535 | state = Normal; |
| 536 | break; |
| 537 | case MultiLineComment: |
| 538 | if (*c == '*') |
| 539 | state = CommentEnding; |
| 540 | break; |
| 541 | case SingleLineComment: |
| 542 | if (*c == '\n') |
| 543 | state = Normal; |
| 544 | break; |
| 545 | case CommentEnding: |
| 546 | if (*c == '/') |
| 547 | state = Normal; |
| 548 | else if (*c != u'*') |
| 549 | state = MultiLineComment; |
| 550 | break; |
| 551 | } |
| 552 | ++c; |
| 553 | } |
| 554 | |
| 555 | return QVersionDirectivePosition(0, 1); |
| 556 | } |
| 557 | |
| 558 | /*! |
| 559 | Sets the \a source code for this shader and compiles it. |
| 560 | Returns \c true if the source was successfully compiled, false otherwise. |
| 561 | |
| 562 | \sa compileSourceFile() |
| 563 | */ |
| 564 | bool QOpenGLShader::compileSourceCode(const char *source) |
| 565 | { |
| 566 | Q_D(QOpenGLShader); |
| 567 | // This method breaks the shader code into two parts: |
| 568 | // 1. Up to and including an optional #version directive. |
| 569 | // 2. The rest. |
| 570 | // If a #version directive exists, qualifierDefines and redefineHighp |
| 571 | // are inserted after. Otherwise they are inserted right at the start. |
| 572 | // In both cases a #line directive is appended in order to compensate |
| 573 | // for line number changes in case of compiler errors. |
| 574 | |
| 575 | if (d->shaderGuard && d->shaderGuard->id() && source) { |
| 576 | const QVersionDirectivePosition versionDirectivePosition = findVersionDirectivePosition(source); |
| 577 | |
| 578 | QVarLengthArray<const char *, 5> sourceChunks; |
| 579 | QVarLengthArray<GLint, 5> sourceChunkLengths; |
| 580 | QOpenGLContext *ctx = QOpenGLContext::currentContext(); |
| 581 | |
| 582 | if (versionDirectivePosition.hasPosition()) { |
| 583 | // Append source up to and including the #version directive |
| 584 | sourceChunks.append(t: source); |
| 585 | sourceChunkLengths.append(t: GLint(versionDirectivePosition.position)); |
| 586 | } else { |
| 587 | // QTBUG-55733: Intel on Windows with Compatibility profile requires a #version always |
| 588 | if (ctx->format().profile() == QSurfaceFormat::CompatibilityProfile) { |
| 589 | const char *vendor = reinterpret_cast<const char *>(ctx->functions()->glGetString(GL_VENDOR)); |
| 590 | if (vendor && !strcmp(s1: vendor, s2: "Intel" )) { |
| 591 | static const char version110[] = "#version 110\n" ; |
| 592 | sourceChunks.append(t: version110); |
| 593 | sourceChunkLengths.append(t: GLint(sizeof(version110)) - 1); |
| 594 | } |
| 595 | } |
| 596 | } |
| 597 | if (d->shaderType == Fragment) { |
| 598 | sourceChunks.append(t: blendEquationAdvancedHeader); |
| 599 | sourceChunkLengths.append(t: GLint(sizeof(blendEquationAdvancedHeader) - 1)); |
| 600 | } |
| 601 | |
| 602 | // The precision qualifiers are useful on OpenGL/ES systems, |
| 603 | // but usually not present on desktop systems. |
| 604 | const QSurfaceFormat currentSurfaceFormat = ctx->format(); |
| 605 | QOpenGLContextPrivate *ctx_d = QOpenGLContextPrivate::get(context: QOpenGLContext::currentContext()); |
| 606 | if (currentSurfaceFormat.renderableType() == QSurfaceFormat::OpenGL |
| 607 | || ctx_d->workaround_missingPrecisionQualifiers |
| 608 | #ifdef QT_OPENGL_FORCE_SHADER_DEFINES |
| 609 | || true |
| 610 | #endif |
| 611 | ) { |
| 612 | sourceChunks.append(t: qualifierDefines); |
| 613 | sourceChunkLengths.append(t: GLint(sizeof(qualifierDefines) - 1)); |
| 614 | } |
| 615 | |
| 616 | #ifdef QOpenGL_REDEFINE_HIGHP |
| 617 | if (d->shaderType == Fragment && !ctx_d->workaround_missingPrecisionQualifiers |
| 618 | && QOpenGLContext::currentContext()->isOpenGLES()) { |
| 619 | sourceChunks.append(redefineHighp); |
| 620 | sourceChunkLengths.append(GLint(sizeof(redefineHighp) - 1)); |
| 621 | } |
| 622 | #endif |
| 623 | |
| 624 | QByteArray lineDirective; |
| 625 | // #line is rejected by some drivers: |
| 626 | // "2.1 Mesa 8.1-devel (git-48a3d4e)" or "MESA 2.1 Mesa 8.1-devel" |
| 627 | const char *version = reinterpret_cast<const char *>(ctx->functions()->glGetString(GL_VERSION)); |
| 628 | if (!version || !strstr(haystack: version, needle: "2.1 Mesa 8" )) { |
| 629 | // Append #line directive in order to compensate for text insertion |
| 630 | lineDirective = QStringLiteral("#line %1\n" ).arg(a: versionDirectivePosition.line).toUtf8(); |
| 631 | sourceChunks.append(t: lineDirective.constData()); |
| 632 | sourceChunkLengths.append(t: GLint(lineDirective.size())); |
| 633 | } |
| 634 | |
| 635 | // Append rest of shader code |
| 636 | sourceChunks.append(t: source + versionDirectivePosition.position); |
| 637 | sourceChunkLengths.append(t: GLint(qstrlen(str: source + versionDirectivePosition.position))); |
| 638 | |
| 639 | d->glfuncs->glShaderSource(shader: d->shaderGuard->id(), count: sourceChunks.size(), string: sourceChunks.data(), length: sourceChunkLengths.data()); |
| 640 | return d->compile(q: this); |
| 641 | } else { |
| 642 | return false; |
| 643 | } |
| 644 | } |
| 645 | |
| 646 | /*! |
| 647 | \overload |
| 648 | |
| 649 | Sets the \a source code for this shader and compiles it. |
| 650 | Returns \c true if the source was successfully compiled, false otherwise. |
| 651 | |
| 652 | \sa compileSourceFile() |
| 653 | */ |
| 654 | bool QOpenGLShader::compileSourceCode(const QByteArray& source) |
| 655 | { |
| 656 | return compileSourceCode(source: source.constData()); |
| 657 | } |
| 658 | |
| 659 | /*! |
| 660 | \overload |
| 661 | |
| 662 | Sets the \a source code for this shader and compiles it. |
| 663 | Returns \c true if the source was successfully compiled, false otherwise. |
| 664 | |
| 665 | \sa compileSourceFile() |
| 666 | */ |
| 667 | bool QOpenGLShader::compileSourceCode(const QString& source) |
| 668 | { |
| 669 | return compileSourceCode(source: source.toLatin1().constData()); |
| 670 | } |
| 671 | |
| 672 | /*! |
| 673 | Sets the source code for this shader to the contents of \a fileName |
| 674 | and compiles it. Returns \c true if the file could be opened and the |
| 675 | source compiled, false otherwise. |
| 676 | |
| 677 | \sa compileSourceCode() |
| 678 | */ |
| 679 | bool QOpenGLShader::compileSourceFile(const QString& fileName) |
| 680 | { |
| 681 | QFile file(fileName); |
| 682 | if (!file.open(flags: QFile::ReadOnly)) { |
| 683 | qWarning() << "QOpenGLShader: Unable to open file" << fileName; |
| 684 | return false; |
| 685 | } |
| 686 | |
| 687 | QByteArray contents = file.readAll(); |
| 688 | return compileSourceCode(source: contents.constData()); |
| 689 | } |
| 690 | |
| 691 | /*! |
| 692 | Returns the source code for this shader. |
| 693 | |
| 694 | \sa compileSourceCode() |
| 695 | */ |
| 696 | QByteArray QOpenGLShader::sourceCode() const |
| 697 | { |
| 698 | Q_D(const QOpenGLShader); |
| 699 | GLuint shader = d->shaderGuard ? d->shaderGuard->id() : 0; |
| 700 | if (!shader) |
| 701 | return QByteArray(); |
| 702 | GLint size = 0; |
| 703 | d->glfuncs->glGetShaderiv(shader, GL_SHADER_SOURCE_LENGTH, params: &size); |
| 704 | if (size <= 0) |
| 705 | return QByteArray(); |
| 706 | GLint len = 0; |
| 707 | char *source = new char [size]; |
| 708 | d->glfuncs->glGetShaderSource(shader, bufsize: size, length: &len, source); |
| 709 | QByteArray src(source); |
| 710 | delete [] source; |
| 711 | return src; |
| 712 | } |
| 713 | |
| 714 | /*! |
| 715 | Returns \c true if this shader has been compiled; false otherwise. |
| 716 | |
| 717 | \sa compileSourceCode(), compileSourceFile() |
| 718 | */ |
| 719 | bool QOpenGLShader::isCompiled() const |
| 720 | { |
| 721 | Q_D(const QOpenGLShader); |
| 722 | return d->compiled; |
| 723 | } |
| 724 | |
| 725 | /*! |
| 726 | Returns the errors and warnings that occurred during the last compile. |
| 727 | |
| 728 | \sa compileSourceCode(), compileSourceFile() |
| 729 | */ |
| 730 | QString QOpenGLShader::log() const |
| 731 | { |
| 732 | Q_D(const QOpenGLShader); |
| 733 | return d->log; |
| 734 | } |
| 735 | |
| 736 | /*! |
| 737 | Returns the OpenGL identifier associated with this shader. |
| 738 | |
| 739 | \sa QOpenGLShaderProgram::programId() |
| 740 | */ |
| 741 | GLuint QOpenGLShader::shaderId() const |
| 742 | { |
| 743 | Q_D(const QOpenGLShader); |
| 744 | return d->shaderGuard ? d->shaderGuard->id() : 0; |
| 745 | } |
| 746 | |
| 747 | class QOpenGLShaderProgramPrivate : public QObjectPrivate |
| 748 | { |
| 749 | Q_DECLARE_PUBLIC(QOpenGLShaderProgram) |
| 750 | public: |
| 751 | QOpenGLShaderProgramPrivate() |
| 752 | : programGuard(nullptr) |
| 753 | , linked(false) |
| 754 | , inited(false) |
| 755 | , removingShaders(false) |
| 756 | , glfuncs(new QOpenGLExtraFunctions) |
| 757 | #if !QT_CONFIG(opengles2) |
| 758 | , tessellationFuncs(nullptr) |
| 759 | #endif |
| 760 | , linkBinaryRecursion(false) |
| 761 | { |
| 762 | } |
| 763 | ~QOpenGLShaderProgramPrivate(); |
| 764 | |
| 765 | QOpenGLSharedResourceGuard *programGuard; |
| 766 | bool linked; |
| 767 | bool inited; |
| 768 | bool removingShaders; |
| 769 | |
| 770 | QString log; |
| 771 | QList<QOpenGLShader *> shaders; |
| 772 | QList<QOpenGLShader *> anonShaders; |
| 773 | |
| 774 | QOpenGLExtraFunctions *glfuncs; |
| 775 | #if !QT_CONFIG(opengles2) |
| 776 | // for tessellation features not in GLES 3.2 |
| 777 | QOpenGLFunctions_4_0_Core *tessellationFuncs; |
| 778 | #endif |
| 779 | |
| 780 | bool hasShader(QOpenGLShader::ShaderType type) const; |
| 781 | |
| 782 | QOpenGLProgramBinaryCache::ProgramDesc binaryProgram; |
| 783 | bool isCacheDisabled() const; |
| 784 | bool compileCacheable(); |
| 785 | bool linkBinary(); |
| 786 | |
| 787 | bool linkBinaryRecursion; |
| 788 | }; |
| 789 | |
| 790 | namespace { |
| 791 | void freeProgramFunc(QOpenGLFunctions *funcs, GLuint id) |
| 792 | { |
| 793 | funcs->glDeleteProgram(program: id); |
| 794 | } |
| 795 | } |
| 796 | |
| 797 | |
| 798 | QOpenGLShaderProgramPrivate::~QOpenGLShaderProgramPrivate() |
| 799 | { |
| 800 | delete glfuncs; |
| 801 | if (programGuard) |
| 802 | programGuard->free(); |
| 803 | } |
| 804 | |
| 805 | bool QOpenGLShaderProgramPrivate::hasShader(QOpenGLShader::ShaderType type) const |
| 806 | { |
| 807 | for (QOpenGLShader *shader : shaders) { |
| 808 | if (shader->shaderType() == type) |
| 809 | return true; |
| 810 | } |
| 811 | return false; |
| 812 | } |
| 813 | |
| 814 | /*! |
| 815 | Constructs a new shader program and attaches it to \a parent. |
| 816 | The program will be invalid until addShader() is called. |
| 817 | |
| 818 | The shader program will be associated with the current QOpenGLContext. |
| 819 | |
| 820 | \sa addShader() |
| 821 | */ |
| 822 | QOpenGLShaderProgram::QOpenGLShaderProgram(QObject *parent) |
| 823 | : QObject(*new QOpenGLShaderProgramPrivate, parent) |
| 824 | { |
| 825 | } |
| 826 | |
| 827 | /*! |
| 828 | Deletes this shader program. |
| 829 | */ |
| 830 | QOpenGLShaderProgram::~QOpenGLShaderProgram() |
| 831 | { |
| 832 | } |
| 833 | |
| 834 | /*! |
| 835 | Requests the shader program's id to be created immediately. Returns \c true |
| 836 | if successful; \c false otherwise. |
| 837 | |
| 838 | This function is primarily useful when combining QOpenGLShaderProgram |
| 839 | with other OpenGL functions that operate directly on the shader |
| 840 | program id, like \c {GL_OES_get_program_binary}. |
| 841 | |
| 842 | When the shader program is used normally, the shader program's id will |
| 843 | be created on demand. |
| 844 | |
| 845 | \sa programId() |
| 846 | |
| 847 | \since 5.3 |
| 848 | */ |
| 849 | bool QOpenGLShaderProgram::create() |
| 850 | { |
| 851 | return init(); |
| 852 | } |
| 853 | |
| 854 | bool QOpenGLShaderProgram::init() |
| 855 | { |
| 856 | Q_D(QOpenGLShaderProgram); |
| 857 | if ((d->programGuard && d->programGuard->id()) || d->inited) |
| 858 | return true; |
| 859 | d->inited = true; |
| 860 | QOpenGLContext *context = const_cast<QOpenGLContext *>(QOpenGLContext::currentContext()); |
| 861 | if (!context) |
| 862 | return false; |
| 863 | d->glfuncs->initializeOpenGLFunctions(); |
| 864 | |
| 865 | #if !QT_CONFIG(opengles2) |
| 866 | if (!context->isOpenGLES() && context->format().version() >= qMakePair(value1: 4, value2: 0)) { |
| 867 | d->tessellationFuncs = QOpenGLVersionFunctionsFactory::get<QOpenGLFunctions_4_0_Core>(context); |
| 868 | d->tessellationFuncs->initializeOpenGLFunctions(); |
| 869 | } |
| 870 | #endif |
| 871 | |
| 872 | GLuint program = d->glfuncs->glCreateProgram(); |
| 873 | if (!program) { |
| 874 | qWarning(msg: "QOpenGLShaderProgram: could not create shader program" ); |
| 875 | return false; |
| 876 | } |
| 877 | if (d->programGuard) |
| 878 | delete d->programGuard; |
| 879 | d->programGuard = new QOpenGLSharedResourceGuard(context, program, freeProgramFunc); |
| 880 | return true; |
| 881 | } |
| 882 | |
| 883 | /*! |
| 884 | Adds a compiled \a shader to this shader program. Returns \c true |
| 885 | if the shader could be added, or false otherwise. |
| 886 | |
| 887 | Ownership of the \a shader object remains with the caller. |
| 888 | It will not be deleted when this QOpenGLShaderProgram instance |
| 889 | is deleted. This allows the caller to add the same shader |
| 890 | to multiple shader programs. |
| 891 | |
| 892 | \sa addShaderFromSourceCode(), addShaderFromSourceFile() |
| 893 | \sa removeShader(), link(), removeAllShaders() |
| 894 | */ |
| 895 | bool QOpenGLShaderProgram::addShader(QOpenGLShader *shader) |
| 896 | { |
| 897 | Q_D(QOpenGLShaderProgram); |
| 898 | if (!init()) |
| 899 | return false; |
| 900 | if (d->shaders.contains(t: shader)) |
| 901 | return true; // Already added to this shader program. |
| 902 | if (d->programGuard && d->programGuard->id() && shader) { |
| 903 | if (!shader->d_func()->shaderGuard || !shader->d_func()->shaderGuard->id()) |
| 904 | return false; |
| 905 | if (d->programGuard->group() != shader->d_func()->shaderGuard->group()) { |
| 906 | qWarning(msg: "QOpenGLShaderProgram::addShader: Program and shader are not associated with same context." ); |
| 907 | return false; |
| 908 | } |
| 909 | d->glfuncs->glAttachShader(program: d->programGuard->id(), shader: shader->d_func()->shaderGuard->id()); |
| 910 | d->linked = false; // Program needs to be relinked. |
| 911 | d->shaders.append(t: shader); |
| 912 | connect(sender: shader, SIGNAL(destroyed()), receiver: this, SLOT(shaderDestroyed())); |
| 913 | return true; |
| 914 | } else { |
| 915 | return false; |
| 916 | } |
| 917 | } |
| 918 | |
| 919 | /*! |
| 920 | Compiles \a source as a shader of the specified \a type and |
| 921 | adds it to this shader program. Returns \c true if compilation |
| 922 | was successful, false otherwise. The compilation errors |
| 923 | and warnings will be made available via log(). |
| 924 | |
| 925 | This function is intended to be a short-cut for quickly |
| 926 | adding vertex and fragment shaders to a shader program without |
| 927 | creating an instance of QOpenGLShader first. |
| 928 | |
| 929 | \sa addShader(), addShaderFromSourceFile() |
| 930 | \sa removeShader(), link(), log(), removeAllShaders() |
| 931 | */ |
| 932 | bool QOpenGLShaderProgram::addShaderFromSourceCode(QOpenGLShader::ShaderType type, const char *source) |
| 933 | { |
| 934 | Q_D(QOpenGLShaderProgram); |
| 935 | if (!init()) |
| 936 | return false; |
| 937 | QOpenGLShader *shader = new QOpenGLShader(type, this); |
| 938 | if (!shader->compileSourceCode(source)) { |
| 939 | d->log = shader->log(); |
| 940 | delete shader; |
| 941 | return false; |
| 942 | } |
| 943 | d->anonShaders.append(t: shader); |
| 944 | return addShader(shader); |
| 945 | } |
| 946 | |
| 947 | /*! |
| 948 | \overload |
| 949 | |
| 950 | Compiles \a source as a shader of the specified \a type and |
| 951 | adds it to this shader program. Returns \c true if compilation |
| 952 | was successful, false otherwise. The compilation errors |
| 953 | and warnings will be made available via log(). |
| 954 | |
| 955 | This function is intended to be a short-cut for quickly |
| 956 | adding vertex and fragment shaders to a shader program without |
| 957 | creating an instance of QOpenGLShader first. |
| 958 | |
| 959 | \sa addShader(), addShaderFromSourceFile() |
| 960 | \sa removeShader(), link(), log(), removeAllShaders() |
| 961 | */ |
| 962 | bool QOpenGLShaderProgram::addShaderFromSourceCode(QOpenGLShader::ShaderType type, const QByteArray& source) |
| 963 | { |
| 964 | return addShaderFromSourceCode(type, source: source.constData()); |
| 965 | } |
| 966 | |
| 967 | /*! |
| 968 | \overload |
| 969 | |
| 970 | Compiles \a source as a shader of the specified \a type and |
| 971 | adds it to this shader program. Returns \c true if compilation |
| 972 | was successful, false otherwise. The compilation errors |
| 973 | and warnings will be made available via log(). |
| 974 | |
| 975 | This function is intended to be a short-cut for quickly |
| 976 | adding vertex and fragment shaders to a shader program without |
| 977 | creating an instance of QOpenGLShader first. |
| 978 | |
| 979 | \sa addShader(), addShaderFromSourceFile() |
| 980 | \sa removeShader(), link(), log(), removeAllShaders() |
| 981 | */ |
| 982 | bool QOpenGLShaderProgram::addShaderFromSourceCode(QOpenGLShader::ShaderType type, const QString& source) |
| 983 | { |
| 984 | return addShaderFromSourceCode(type, source: source.toLatin1().constData()); |
| 985 | } |
| 986 | |
| 987 | /*! |
| 988 | Compiles the contents of \a fileName as a shader of the specified |
| 989 | \a type and adds it to this shader program. Returns \c true if |
| 990 | compilation was successful, false otherwise. The compilation errors |
| 991 | and warnings will be made available via log(). |
| 992 | |
| 993 | This function is intended to be a short-cut for quickly |
| 994 | adding vertex and fragment shaders to a shader program without |
| 995 | creating an instance of QOpenGLShader first. |
| 996 | |
| 997 | \sa addShader(), addShaderFromSourceCode() |
| 998 | */ |
| 999 | bool QOpenGLShaderProgram::addShaderFromSourceFile |
| 1000 | (QOpenGLShader::ShaderType type, const QString& fileName) |
| 1001 | { |
| 1002 | Q_D(QOpenGLShaderProgram); |
| 1003 | if (!init()) |
| 1004 | return false; |
| 1005 | QOpenGLShader *shader = new QOpenGLShader(type, this); |
| 1006 | if (!shader->compileSourceFile(fileName)) { |
| 1007 | d->log = shader->log(); |
| 1008 | delete shader; |
| 1009 | return false; |
| 1010 | } |
| 1011 | d->anonShaders.append(t: shader); |
| 1012 | return addShader(shader); |
| 1013 | } |
| 1014 | |
| 1015 | /*! |
| 1016 | Registers the shader of the specified \a type and \a source to this |
| 1017 | program. Unlike addShaderFromSourceCode(), this function does not perform |
| 1018 | compilation. Compilation is deferred to link(), and may not happen at all, |
| 1019 | because link() may potentially use a program binary from Qt's shader disk |
| 1020 | cache. This will typically lead to a significant increase in performance. |
| 1021 | |
| 1022 | \return true if the shader has been registered or, in the non-cached case, |
| 1023 | compiled successfully; false if there was an error. The compilation error |
| 1024 | messages can be retrieved via log(). |
| 1025 | |
| 1026 | When the disk cache is disabled, via Qt::AA_DisableShaderDiskCache for |
| 1027 | example, or the OpenGL context has no support for context binaries, calling |
| 1028 | this function is equivalent to addShaderFromSourceCode(). |
| 1029 | |
| 1030 | \since 5.9 |
| 1031 | \sa addShaderFromSourceCode(), addCacheableShaderFromSourceFile() |
| 1032 | */ |
| 1033 | bool QOpenGLShaderProgram::addCacheableShaderFromSourceCode(QOpenGLShader::ShaderType type, const char *source) |
| 1034 | { |
| 1035 | Q_D(QOpenGLShaderProgram); |
| 1036 | if (!init()) |
| 1037 | return false; |
| 1038 | if (d->isCacheDisabled()) |
| 1039 | return addShaderFromSourceCode(type, source); |
| 1040 | |
| 1041 | return addCacheableShaderFromSourceCode(type, source: QByteArray(source)); |
| 1042 | } |
| 1043 | |
| 1044 | static inline QShader::Stage qt_shaderTypeToStage(QOpenGLShader::ShaderType type) |
| 1045 | { |
| 1046 | switch (type) { |
| 1047 | case QOpenGLShader::Vertex: |
| 1048 | return QShader::VertexStage; |
| 1049 | case QOpenGLShader::Fragment: |
| 1050 | return QShader::FragmentStage; |
| 1051 | case QOpenGLShader::Geometry: |
| 1052 | return QShader::GeometryStage; |
| 1053 | case QOpenGLShader::TessellationControl: |
| 1054 | return QShader::TessellationControlStage; |
| 1055 | case QOpenGLShader::TessellationEvaluation: |
| 1056 | return QShader::TessellationEvaluationStage; |
| 1057 | case QOpenGLShader::Compute: |
| 1058 | return QShader::ComputeStage; |
| 1059 | } |
| 1060 | return QShader::VertexStage; |
| 1061 | } |
| 1062 | |
| 1063 | static inline QOpenGLShader::ShaderType qt_shaderStageToType(QShader::Stage stage) |
| 1064 | { |
| 1065 | switch (stage) { |
| 1066 | case QShader::VertexStage: |
| 1067 | return QOpenGLShader::Vertex; |
| 1068 | case QShader::TessellationControlStage: |
| 1069 | return QOpenGLShader::TessellationControl; |
| 1070 | case QShader::TessellationEvaluationStage: |
| 1071 | return QOpenGLShader::TessellationEvaluation; |
| 1072 | case QShader::GeometryStage: |
| 1073 | return QOpenGLShader::Geometry; |
| 1074 | case QShader::FragmentStage: |
| 1075 | return QOpenGLShader::Fragment; |
| 1076 | case QShader::ComputeStage: |
| 1077 | return QOpenGLShader::Compute; |
| 1078 | } |
| 1079 | return QOpenGLShader::Vertex; |
| 1080 | } |
| 1081 | |
| 1082 | /*! |
| 1083 | \overload |
| 1084 | |
| 1085 | Registers the shader of the specified \a type and \a source to this |
| 1086 | program. Unlike addShaderFromSourceCode(), this function does not perform |
| 1087 | compilation. Compilation is deferred to link(), and may not happen at all, |
| 1088 | because link() may potentially use a program binary from Qt's shader disk |
| 1089 | cache. This will typically lead to a significant increase in performance. |
| 1090 | |
| 1091 | \return true if the shader has been registered or, in the non-cached case, |
| 1092 | compiled successfully; false if there was an error. The compilation error |
| 1093 | messages can be retrieved via log(). |
| 1094 | |
| 1095 | When the disk cache is disabled, via Qt::AA_DisableShaderDiskCache for |
| 1096 | example, or the OpenGL context has no support for context binaries, calling |
| 1097 | this function is equivalent to addShaderFromSourceCode(). |
| 1098 | |
| 1099 | \since 5.9 |
| 1100 | \sa addShaderFromSourceCode(), addCacheableShaderFromSourceFile() |
| 1101 | */ |
| 1102 | bool QOpenGLShaderProgram::addCacheableShaderFromSourceCode(QOpenGLShader::ShaderType type, const QByteArray &source) |
| 1103 | { |
| 1104 | Q_D(QOpenGLShaderProgram); |
| 1105 | if (!init()) |
| 1106 | return false; |
| 1107 | if (d->isCacheDisabled()) |
| 1108 | return addShaderFromSourceCode(type, source); |
| 1109 | |
| 1110 | d->binaryProgram.shaders.append(t: QOpenGLProgramBinaryCache::ShaderDesc(qt_shaderTypeToStage(type), source)); |
| 1111 | return true; |
| 1112 | } |
| 1113 | |
| 1114 | /*! |
| 1115 | \overload |
| 1116 | |
| 1117 | Registers the shader of the specified \a type and \a source to this |
| 1118 | program. Unlike addShaderFromSourceCode(), this function does not perform |
| 1119 | compilation. Compilation is deferred to link(), and may not happen at all, |
| 1120 | because link() may potentially use a program binary from Qt's shader disk |
| 1121 | cache. This will typically lead to a significant increase in performance. |
| 1122 | |
| 1123 | When the disk cache is disabled, via Qt::AA_DisableShaderDiskCache for |
| 1124 | example, or the OpenGL context has no support for context binaries, calling |
| 1125 | this function is equivalent to addShaderFromSourceCode(). |
| 1126 | |
| 1127 | \since 5.9 |
| 1128 | \sa addShaderFromSourceCode(), addCacheableShaderFromSourceFile() |
| 1129 | */ |
| 1130 | bool QOpenGLShaderProgram::addCacheableShaderFromSourceCode(QOpenGLShader::ShaderType type, const QString &source) |
| 1131 | { |
| 1132 | Q_D(QOpenGLShaderProgram); |
| 1133 | if (!init()) |
| 1134 | return false; |
| 1135 | if (d->isCacheDisabled()) |
| 1136 | return addShaderFromSourceCode(type, source); |
| 1137 | |
| 1138 | return addCacheableShaderFromSourceCode(type, source: source.toUtf8().constData()); |
| 1139 | } |
| 1140 | |
| 1141 | /*! |
| 1142 | Registers the shader of the specified \a type and \a fileName to this |
| 1143 | program. Unlike addShaderFromSourceFile(), this function does not perform |
| 1144 | compilation. Compilation is deferred to link(), and may not happen at all, |
| 1145 | because link() may potentially use a program binary from Qt's shader disk |
| 1146 | cache. This will typically lead to a significant increase in performance. |
| 1147 | |
| 1148 | \return true if the file has been read successfully, false if the file could |
| 1149 | not be opened or the normal, non-cached compilation of the shader has |
| 1150 | failed. The compilation error messages can be retrieved via log(). |
| 1151 | |
| 1152 | When the disk cache is disabled, via Qt::AA_DisableShaderDiskCache for |
| 1153 | example, or the OpenGL context has no support for context binaries, calling |
| 1154 | this function is equivalent to addShaderFromSourceFile(). |
| 1155 | |
| 1156 | \since 5.9 |
| 1157 | \sa addShaderFromSourceFile(), addCacheableShaderFromSourceCode() |
| 1158 | */ |
| 1159 | bool QOpenGLShaderProgram::addCacheableShaderFromSourceFile(QOpenGLShader::ShaderType type, const QString &fileName) |
| 1160 | { |
| 1161 | Q_D(QOpenGLShaderProgram); |
| 1162 | if (!init()) |
| 1163 | return false; |
| 1164 | if (d->isCacheDisabled()) |
| 1165 | return addShaderFromSourceFile(type, fileName); |
| 1166 | |
| 1167 | QOpenGLProgramBinaryCache::ShaderDesc shader(qt_shaderTypeToStage(type)); |
| 1168 | // NB! It could be tempting to defer reading the file contents and just |
| 1169 | // hash the filename as the cache key, perhaps combined with last-modified |
| 1170 | // timestamp checks. However, this would raise a number of issues (no |
| 1171 | // timestamps for files in the resource system; preference for global, not |
| 1172 | // per-application cache items (where filenames may clash); resource-based |
| 1173 | // shaders from libraries like Qt Quick; etc.), so just avoid it. |
| 1174 | QFile f(fileName); |
| 1175 | if (f.open(flags: QIODevice::ReadOnly | QIODevice::Text)) { |
| 1176 | shader.source = f.readAll(); |
| 1177 | f.close(); |
| 1178 | } else { |
| 1179 | qWarning(msg: "QOpenGLShaderProgram: Unable to open file %s" , qPrintable(fileName)); |
| 1180 | return false; |
| 1181 | } |
| 1182 | d->binaryProgram.shaders.append(t: shader); |
| 1183 | return true; |
| 1184 | } |
| 1185 | |
| 1186 | /*! |
| 1187 | Removes \a shader from this shader program. The object is not deleted. |
| 1188 | |
| 1189 | The shader program must be valid in the current QOpenGLContext. |
| 1190 | |
| 1191 | \sa addShader(), link(), removeAllShaders() |
| 1192 | */ |
| 1193 | void QOpenGLShaderProgram::removeShader(QOpenGLShader *shader) |
| 1194 | { |
| 1195 | Q_D(QOpenGLShaderProgram); |
| 1196 | if (d->programGuard && d->programGuard->id() |
| 1197 | && shader && shader->d_func()->shaderGuard) |
| 1198 | { |
| 1199 | d->glfuncs->glDetachShader(program: d->programGuard->id(), shader: shader->d_func()->shaderGuard->id()); |
| 1200 | } |
| 1201 | d->linked = false; // Program needs to be relinked. |
| 1202 | if (shader) { |
| 1203 | d->shaders.removeAll(t: shader); |
| 1204 | d->anonShaders.removeAll(t: shader); |
| 1205 | disconnect(sender: shader, SIGNAL(destroyed()), receiver: this, SLOT(shaderDestroyed())); |
| 1206 | } |
| 1207 | } |
| 1208 | |
| 1209 | /*! |
| 1210 | Returns a list of all shaders that have been added to this shader |
| 1211 | program using addShader(). |
| 1212 | |
| 1213 | \sa addShader(), removeShader() |
| 1214 | */ |
| 1215 | QList<QOpenGLShader *> QOpenGLShaderProgram::shaders() const |
| 1216 | { |
| 1217 | Q_D(const QOpenGLShaderProgram); |
| 1218 | return d->shaders; |
| 1219 | } |
| 1220 | |
| 1221 | /*! |
| 1222 | Removes all of the shaders that were added to this program previously. |
| 1223 | The QOpenGLShader objects for the shaders will not be deleted if they |
| 1224 | were constructed externally. QOpenGLShader objects that are constructed |
| 1225 | internally by QOpenGLShaderProgram will be deleted. |
| 1226 | |
| 1227 | \sa addShader(), removeShader() |
| 1228 | */ |
| 1229 | void QOpenGLShaderProgram::removeAllShaders() |
| 1230 | { |
| 1231 | Q_D(QOpenGLShaderProgram); |
| 1232 | d->removingShaders = true; |
| 1233 | for (QOpenGLShader *shader : std::as_const(t&: d->shaders)) { |
| 1234 | if (d->programGuard && d->programGuard->id() |
| 1235 | && shader && shader->d_func()->shaderGuard) |
| 1236 | { |
| 1237 | d->glfuncs->glDetachShader(program: d->programGuard->id(), shader: shader->d_func()->shaderGuard->id()); |
| 1238 | } |
| 1239 | } |
| 1240 | // Delete shader objects that were created anonymously. |
| 1241 | qDeleteAll(c: d->anonShaders); |
| 1242 | d->shaders.clear(); |
| 1243 | d->anonShaders.clear(); |
| 1244 | d->binaryProgram = QOpenGLProgramBinaryCache::ProgramDesc(); |
| 1245 | d->linked = false; // Program needs to be relinked. |
| 1246 | d->removingShaders = false; |
| 1247 | } |
| 1248 | |
| 1249 | /*! |
| 1250 | Links together the shaders that were added to this program with |
| 1251 | addShader(). Returns \c true if the link was successful or |
| 1252 | false otherwise. If the link failed, the error messages can |
| 1253 | be retrieved with log(). |
| 1254 | |
| 1255 | Subclasses can override this function to initialize attributes |
| 1256 | and uniform variables for use in specific shader programs. |
| 1257 | |
| 1258 | If the shader program was already linked, calling this |
| 1259 | function again will force it to be re-linked. |
| 1260 | |
| 1261 | When shaders were added to this program via |
| 1262 | addCacheableShaderFromSourceCode() or addCacheableShaderFromSourceFile(), |
| 1263 | program binaries are supported, and a cached binary is available on disk, |
| 1264 | actual compilation and linking are skipped. Instead, link() will initialize |
| 1265 | the program with the binary blob via glProgramBinary(). If there is no |
| 1266 | cached version of the program or it was generated with a different driver |
| 1267 | version, the shaders will be compiled from source and the program will get |
| 1268 | linked normally. This allows seamless upgrading of the graphics drivers, |
| 1269 | without having to worry about potentially incompatible binary formats. |
| 1270 | |
| 1271 | \sa addShader(), log() |
| 1272 | */ |
| 1273 | bool QOpenGLShaderProgram::link() |
| 1274 | { |
| 1275 | Q_D(QOpenGLShaderProgram); |
| 1276 | GLuint program = d->programGuard ? d->programGuard->id() : 0; |
| 1277 | if (!program) |
| 1278 | return false; |
| 1279 | |
| 1280 | if (!d->linkBinaryRecursion && d->shaders.isEmpty() && !d->binaryProgram.shaders.isEmpty()) |
| 1281 | return d->linkBinary(); |
| 1282 | |
| 1283 | GLint value; |
| 1284 | if (d->shaders.isEmpty()) { |
| 1285 | // If there are no explicit shaders, then it is possible that the |
| 1286 | // application added a program binary with glProgramBinaryOES(), or |
| 1287 | // otherwise populated the shaders itself. This is also the case when |
| 1288 | // we are recursively called back from linkBinary() after a successful |
| 1289 | // glProgramBinary(). Check to see if the program is already linked and |
| 1290 | // bail out if so. |
| 1291 | value = 0; |
| 1292 | d->glfuncs->glGetProgramiv(program, GL_LINK_STATUS, params: &value); |
| 1293 | d->linked = (value != 0); |
| 1294 | if (d->linked) |
| 1295 | return true; |
| 1296 | } |
| 1297 | |
| 1298 | d->glfuncs->glLinkProgram(program); |
| 1299 | value = 0; |
| 1300 | d->glfuncs->glGetProgramiv(program, GL_LINK_STATUS, params: &value); |
| 1301 | d->linked = (value != 0); |
| 1302 | value = 0; |
| 1303 | d->glfuncs->glGetProgramiv(program, GL_INFO_LOG_LENGTH, params: &value); |
| 1304 | d->log = QString(); |
| 1305 | if (value > 1) { |
| 1306 | char *logbuf = new char [value]; |
| 1307 | GLint len; |
| 1308 | d->glfuncs->glGetProgramInfoLog(program, bufsize: value, length: &len, infolog: logbuf); |
| 1309 | d->log = QString::fromLatin1(ba: logbuf); |
| 1310 | if (!d->linked && !d->linkBinaryRecursion) { |
| 1311 | QString name = objectName(); |
| 1312 | if (name.isEmpty()) |
| 1313 | qWarning(msg: "QOpenGLShader::link: %ls" , qUtf16Printable(d->log)); |
| 1314 | else |
| 1315 | qWarning(msg: "QOpenGLShader::link[%ls]: %ls" , qUtf16Printable(name), qUtf16Printable(d->log)); |
| 1316 | } |
| 1317 | delete [] logbuf; |
| 1318 | } |
| 1319 | return d->linked; |
| 1320 | } |
| 1321 | |
| 1322 | /*! |
| 1323 | Returns \c true if this shader program has been linked; false otherwise. |
| 1324 | |
| 1325 | \sa link() |
| 1326 | */ |
| 1327 | bool QOpenGLShaderProgram::isLinked() const |
| 1328 | { |
| 1329 | Q_D(const QOpenGLShaderProgram); |
| 1330 | return d->linked; |
| 1331 | } |
| 1332 | |
| 1333 | /*! |
| 1334 | Returns the errors and warnings that occurred during the last link() |
| 1335 | or addShader() with explicitly specified source code. |
| 1336 | |
| 1337 | \sa link() |
| 1338 | */ |
| 1339 | QString QOpenGLShaderProgram::log() const |
| 1340 | { |
| 1341 | Q_D(const QOpenGLShaderProgram); |
| 1342 | return d->log; |
| 1343 | } |
| 1344 | |
| 1345 | /*! |
| 1346 | Binds this shader program to the active QOpenGLContext and makes |
| 1347 | it the current shader program. Any previously bound shader program |
| 1348 | is released. This is equivalent to calling \c{glUseProgram()} on |
| 1349 | programId(). Returns \c true if the program was successfully bound; |
| 1350 | false otherwise. If the shader program has not yet been linked, |
| 1351 | or it needs to be re-linked, this function will call link(). |
| 1352 | |
| 1353 | \sa link(), release() |
| 1354 | */ |
| 1355 | bool QOpenGLShaderProgram::bind() |
| 1356 | { |
| 1357 | Q_D(QOpenGLShaderProgram); |
| 1358 | GLuint program = d->programGuard ? d->programGuard->id() : 0; |
| 1359 | if (!program) |
| 1360 | return false; |
| 1361 | if (!d->linked && !link()) |
| 1362 | return false; |
| 1363 | #ifndef QT_NO_DEBUG |
| 1364 | if (d->programGuard->group() != QOpenGLContextGroup::currentContextGroup()) { |
| 1365 | qWarning(msg: "QOpenGLShaderProgram::bind: program is not valid in the current context." ); |
| 1366 | return false; |
| 1367 | } |
| 1368 | #endif |
| 1369 | d->glfuncs->glUseProgram(program); |
| 1370 | return true; |
| 1371 | } |
| 1372 | |
| 1373 | /*! |
| 1374 | Releases the active shader program from the current QOpenGLContext. |
| 1375 | This is equivalent to calling \c{glUseProgram(0)}. |
| 1376 | |
| 1377 | \sa bind() |
| 1378 | */ |
| 1379 | void QOpenGLShaderProgram::release() |
| 1380 | { |
| 1381 | Q_D(QOpenGLShaderProgram); |
| 1382 | #ifndef QT_NO_DEBUG |
| 1383 | if (d->programGuard && d->programGuard->group() != QOpenGLContextGroup::currentContextGroup()) |
| 1384 | qWarning(msg: "QOpenGLShaderProgram::release: program is not valid in the current context." ); |
| 1385 | #endif |
| 1386 | d->glfuncs->glUseProgram(program: 0); |
| 1387 | } |
| 1388 | |
| 1389 | /*! |
| 1390 | Returns the OpenGL identifier associated with this shader program. |
| 1391 | |
| 1392 | \sa QOpenGLShader::shaderId() |
| 1393 | */ |
| 1394 | GLuint QOpenGLShaderProgram::programId() const |
| 1395 | { |
| 1396 | Q_D(const QOpenGLShaderProgram); |
| 1397 | GLuint id = d->programGuard ? d->programGuard->id() : 0; |
| 1398 | if (id) |
| 1399 | return id; |
| 1400 | |
| 1401 | // Create the identifier if we don't have one yet. This is for |
| 1402 | // applications that want to create the attached shader configuration |
| 1403 | // themselves, particularly those using program binaries. |
| 1404 | if (!const_cast<QOpenGLShaderProgram *>(this)->init()) |
| 1405 | return 0; |
| 1406 | return d->programGuard ? d->programGuard->id() : 0; |
| 1407 | } |
| 1408 | |
| 1409 | /*! |
| 1410 | Binds the attribute \a name to the specified \a location. This |
| 1411 | function can be called before or after the program has been linked. |
| 1412 | Any attributes that have not been explicitly bound when the program |
| 1413 | is linked will be assigned locations automatically. |
| 1414 | |
| 1415 | When this function is called after the program has been linked, |
| 1416 | the program will need to be relinked for the change to take effect. |
| 1417 | |
| 1418 | \sa attributeLocation() |
| 1419 | */ |
| 1420 | void QOpenGLShaderProgram::bindAttributeLocation(const char *name, int location) |
| 1421 | { |
| 1422 | Q_D(QOpenGLShaderProgram); |
| 1423 | if (!init() || !d->programGuard || !d->programGuard->id()) |
| 1424 | return; |
| 1425 | d->glfuncs->glBindAttribLocation(program: d->programGuard->id(), index: location, name); |
| 1426 | d->linked = false; // Program needs to be relinked. |
| 1427 | } |
| 1428 | |
| 1429 | /*! |
| 1430 | \overload |
| 1431 | |
| 1432 | Binds the attribute \a name to the specified \a location. This |
| 1433 | function can be called before or after the program has been linked. |
| 1434 | Any attributes that have not been explicitly bound when the program |
| 1435 | is linked will be assigned locations automatically. |
| 1436 | |
| 1437 | When this function is called after the program has been linked, |
| 1438 | the program will need to be relinked for the change to take effect. |
| 1439 | |
| 1440 | \sa attributeLocation() |
| 1441 | */ |
| 1442 | void QOpenGLShaderProgram::bindAttributeLocation(const QByteArray& name, int location) |
| 1443 | { |
| 1444 | bindAttributeLocation(name: name.constData(), location); |
| 1445 | } |
| 1446 | |
| 1447 | /*! |
| 1448 | \overload |
| 1449 | |
| 1450 | Binds the attribute \a name to the specified \a location. This |
| 1451 | function can be called before or after the program has been linked. |
| 1452 | Any attributes that have not been explicitly bound when the program |
| 1453 | is linked will be assigned locations automatically. |
| 1454 | |
| 1455 | When this function is called after the program has been linked, |
| 1456 | the program will need to be relinked for the change to take effect. |
| 1457 | |
| 1458 | \sa attributeLocation() |
| 1459 | */ |
| 1460 | void QOpenGLShaderProgram::bindAttributeLocation(const QString& name, int location) |
| 1461 | { |
| 1462 | bindAttributeLocation(name: name.toLatin1().constData(), location); |
| 1463 | } |
| 1464 | |
| 1465 | /*! |
| 1466 | Returns the location of the attribute \a name within this shader |
| 1467 | program's parameter list. Returns -1 if \a name is not a valid |
| 1468 | attribute for this shader program. |
| 1469 | |
| 1470 | \sa uniformLocation(), bindAttributeLocation() |
| 1471 | */ |
| 1472 | int QOpenGLShaderProgram::attributeLocation(const char *name) const |
| 1473 | { |
| 1474 | Q_D(const QOpenGLShaderProgram); |
| 1475 | if (d->linked && d->programGuard && d->programGuard->id()) { |
| 1476 | return d->glfuncs->glGetAttribLocation(program: d->programGuard->id(), name); |
| 1477 | } else { |
| 1478 | qWarning(msg: "QOpenGLShaderProgram::attributeLocation(%s): shader program is not linked" , name); |
| 1479 | return -1; |
| 1480 | } |
| 1481 | } |
| 1482 | |
| 1483 | /*! |
| 1484 | \overload |
| 1485 | |
| 1486 | Returns the location of the attribute \a name within this shader |
| 1487 | program's parameter list. Returns -1 if \a name is not a valid |
| 1488 | attribute for this shader program. |
| 1489 | |
| 1490 | \sa uniformLocation(), bindAttributeLocation() |
| 1491 | */ |
| 1492 | int QOpenGLShaderProgram::attributeLocation(const QByteArray& name) const |
| 1493 | { |
| 1494 | return attributeLocation(name: name.constData()); |
| 1495 | } |
| 1496 | |
| 1497 | /*! |
| 1498 | \overload |
| 1499 | |
| 1500 | Returns the location of the attribute \a name within this shader |
| 1501 | program's parameter list. Returns -1 if \a name is not a valid |
| 1502 | attribute for this shader program. |
| 1503 | |
| 1504 | \sa uniformLocation(), bindAttributeLocation() |
| 1505 | */ |
| 1506 | int QOpenGLShaderProgram::attributeLocation(const QString& name) const |
| 1507 | { |
| 1508 | return attributeLocation(name: name.toLatin1().constData()); |
| 1509 | } |
| 1510 | |
| 1511 | /*! |
| 1512 | Sets the attribute at \a location in the current context to \a value. |
| 1513 | |
| 1514 | \sa setUniformValue() |
| 1515 | */ |
| 1516 | void QOpenGLShaderProgram::setAttributeValue(int location, GLfloat value) |
| 1517 | { |
| 1518 | Q_D(QOpenGLShaderProgram); |
| 1519 | if (location != -1) |
| 1520 | d->glfuncs->glVertexAttrib1fv(indx: location, values: &value); |
| 1521 | } |
| 1522 | |
| 1523 | /*! |
| 1524 | \overload |
| 1525 | |
| 1526 | Sets the attribute called \a name in the current context to \a value. |
| 1527 | |
| 1528 | \sa setUniformValue() |
| 1529 | */ |
| 1530 | void QOpenGLShaderProgram::setAttributeValue(const char *name, GLfloat value) |
| 1531 | { |
| 1532 | setAttributeValue(location: attributeLocation(name), value); |
| 1533 | } |
| 1534 | |
| 1535 | /*! |
| 1536 | Sets the attribute at \a location in the current context to |
| 1537 | the 2D vector (\a x, \a y). |
| 1538 | |
| 1539 | \sa setUniformValue() |
| 1540 | */ |
| 1541 | void QOpenGLShaderProgram::setAttributeValue(int location, GLfloat x, GLfloat y) |
| 1542 | { |
| 1543 | Q_D(QOpenGLShaderProgram); |
| 1544 | if (location != -1) { |
| 1545 | GLfloat values[2] = {x, y}; |
| 1546 | d->glfuncs->glVertexAttrib2fv(indx: location, values); |
| 1547 | } |
| 1548 | } |
| 1549 | |
| 1550 | /*! |
| 1551 | \overload |
| 1552 | |
| 1553 | Sets the attribute called \a name in the current context to |
| 1554 | the 2D vector (\a x, \a y). |
| 1555 | |
| 1556 | \sa setUniformValue() |
| 1557 | */ |
| 1558 | void QOpenGLShaderProgram::setAttributeValue(const char *name, GLfloat x, GLfloat y) |
| 1559 | { |
| 1560 | setAttributeValue(location: attributeLocation(name), x, y); |
| 1561 | } |
| 1562 | |
| 1563 | /*! |
| 1564 | Sets the attribute at \a location in the current context to |
| 1565 | the 3D vector (\a x, \a y, \a z). |
| 1566 | |
| 1567 | \sa setUniformValue() |
| 1568 | */ |
| 1569 | void QOpenGLShaderProgram::setAttributeValue |
| 1570 | (int location, GLfloat x, GLfloat y, GLfloat z) |
| 1571 | { |
| 1572 | Q_D(QOpenGLShaderProgram); |
| 1573 | Q_UNUSED(d); |
| 1574 | if (location != -1) { |
| 1575 | GLfloat values[3] = {x, y, z}; |
| 1576 | d->glfuncs->glVertexAttrib3fv(indx: location, values); |
| 1577 | } |
| 1578 | } |
| 1579 | |
| 1580 | /*! |
| 1581 | \overload |
| 1582 | |
| 1583 | Sets the attribute called \a name in the current context to |
| 1584 | the 3D vector (\a x, \a y, \a z). |
| 1585 | |
| 1586 | \sa setUniformValue() |
| 1587 | */ |
| 1588 | void QOpenGLShaderProgram::setAttributeValue |
| 1589 | (const char *name, GLfloat x, GLfloat y, GLfloat z) |
| 1590 | { |
| 1591 | setAttributeValue(location: attributeLocation(name), x, y, z); |
| 1592 | } |
| 1593 | |
| 1594 | /*! |
| 1595 | Sets the attribute at \a location in the current context to |
| 1596 | the 4D vector (\a x, \a y, \a z, \a w). |
| 1597 | |
| 1598 | \sa setUniformValue() |
| 1599 | */ |
| 1600 | void QOpenGLShaderProgram::setAttributeValue |
| 1601 | (int location, GLfloat x, GLfloat y, GLfloat z, GLfloat w) |
| 1602 | { |
| 1603 | Q_D(QOpenGLShaderProgram); |
| 1604 | if (location != -1) { |
| 1605 | GLfloat values[4] = {x, y, z, w}; |
| 1606 | d->glfuncs->glVertexAttrib4fv(indx: location, values); |
| 1607 | } |
| 1608 | } |
| 1609 | |
| 1610 | /*! |
| 1611 | \overload |
| 1612 | |
| 1613 | Sets the attribute called \a name in the current context to |
| 1614 | the 4D vector (\a x, \a y, \a z, \a w). |
| 1615 | |
| 1616 | \sa setUniformValue() |
| 1617 | */ |
| 1618 | void QOpenGLShaderProgram::setAttributeValue |
| 1619 | (const char *name, GLfloat x, GLfloat y, GLfloat z, GLfloat w) |
| 1620 | { |
| 1621 | setAttributeValue(location: attributeLocation(name), x, y, z, w); |
| 1622 | } |
| 1623 | |
| 1624 | /*! |
| 1625 | Sets the attribute at \a location in the current context to \a value. |
| 1626 | |
| 1627 | \sa setUniformValue() |
| 1628 | */ |
| 1629 | void QOpenGLShaderProgram::setAttributeValue(int location, const QVector2D& value) |
| 1630 | { |
| 1631 | Q_D(QOpenGLShaderProgram); |
| 1632 | if (location != -1) |
| 1633 | d->glfuncs->glVertexAttrib2fv(indx: location, values: reinterpret_cast<const GLfloat *>(&value)); |
| 1634 | } |
| 1635 | |
| 1636 | /*! |
| 1637 | \overload |
| 1638 | |
| 1639 | Sets the attribute called \a name in the current context to \a value. |
| 1640 | |
| 1641 | \sa setUniformValue() |
| 1642 | */ |
| 1643 | void QOpenGLShaderProgram::setAttributeValue(const char *name, const QVector2D& value) |
| 1644 | { |
| 1645 | setAttributeValue(location: attributeLocation(name), value); |
| 1646 | } |
| 1647 | |
| 1648 | /*! |
| 1649 | Sets the attribute at \a location in the current context to \a value. |
| 1650 | |
| 1651 | \sa setUniformValue() |
| 1652 | */ |
| 1653 | void QOpenGLShaderProgram::setAttributeValue(int location, const QVector3D& value) |
| 1654 | { |
| 1655 | Q_D(QOpenGLShaderProgram); |
| 1656 | Q_UNUSED(d); |
| 1657 | if (location != -1) |
| 1658 | d->glfuncs->glVertexAttrib3fv(indx: location, values: reinterpret_cast<const GLfloat *>(&value)); |
| 1659 | } |
| 1660 | |
| 1661 | /*! |
| 1662 | \overload |
| 1663 | |
| 1664 | Sets the attribute called \a name in the current context to \a value. |
| 1665 | |
| 1666 | \sa setUniformValue() |
| 1667 | */ |
| 1668 | void QOpenGLShaderProgram::setAttributeValue(const char *name, const QVector3D& value) |
| 1669 | { |
| 1670 | setAttributeValue(location: attributeLocation(name), value); |
| 1671 | } |
| 1672 | |
| 1673 | /*! |
| 1674 | Sets the attribute at \a location in the current context to \a value. |
| 1675 | |
| 1676 | \sa setUniformValue() |
| 1677 | */ |
| 1678 | void QOpenGLShaderProgram::setAttributeValue(int location, const QVector4D& value) |
| 1679 | { |
| 1680 | Q_D(QOpenGLShaderProgram); |
| 1681 | Q_UNUSED(d); |
| 1682 | if (location != -1) |
| 1683 | d->glfuncs->glVertexAttrib4fv(indx: location, values: reinterpret_cast<const GLfloat *>(&value)); |
| 1684 | } |
| 1685 | |
| 1686 | /*! |
| 1687 | \overload |
| 1688 | |
| 1689 | Sets the attribute called \a name in the current context to \a value. |
| 1690 | |
| 1691 | \sa setUniformValue() |
| 1692 | */ |
| 1693 | void QOpenGLShaderProgram::setAttributeValue(const char *name, const QVector4D& value) |
| 1694 | { |
| 1695 | setAttributeValue(location: attributeLocation(name), value); |
| 1696 | } |
| 1697 | |
| 1698 | /*! |
| 1699 | Sets the attribute at \a location in the current context to \a value. |
| 1700 | |
| 1701 | \sa setUniformValue() |
| 1702 | */ |
| 1703 | void QOpenGLShaderProgram::setAttributeValue(int location, const QColor& value) |
| 1704 | { |
| 1705 | Q_D(QOpenGLShaderProgram); |
| 1706 | Q_UNUSED(d); |
| 1707 | if (location != -1) { |
| 1708 | GLfloat values[4] = {GLfloat(value.redF()), GLfloat(value.greenF()), |
| 1709 | GLfloat(value.blueF()), GLfloat(value.alphaF())}; |
| 1710 | d->glfuncs->glVertexAttrib4fv(indx: location, values); |
| 1711 | } |
| 1712 | } |
| 1713 | |
| 1714 | /*! |
| 1715 | \overload |
| 1716 | |
| 1717 | Sets the attribute called \a name in the current context to \a value. |
| 1718 | |
| 1719 | \sa setUniformValue() |
| 1720 | */ |
| 1721 | void QOpenGLShaderProgram::setAttributeValue(const char *name, const QColor& value) |
| 1722 | { |
| 1723 | setAttributeValue(location: attributeLocation(name), value); |
| 1724 | } |
| 1725 | |
| 1726 | /*! |
| 1727 | Sets the attribute at \a location in the current context to the |
| 1728 | contents of \a values, which contains \a columns elements, each |
| 1729 | consisting of \a rows elements. The \a rows value should be |
| 1730 | 1, 2, 3, or 4. This function is typically used to set matrix |
| 1731 | values and column vectors. |
| 1732 | |
| 1733 | \sa setUniformValue() |
| 1734 | */ |
| 1735 | void QOpenGLShaderProgram::setAttributeValue |
| 1736 | (int location, const GLfloat *values, int columns, int rows) |
| 1737 | { |
| 1738 | Q_D(QOpenGLShaderProgram); |
| 1739 | Q_UNUSED(d); |
| 1740 | if (rows < 1 || rows > 4) { |
| 1741 | qWarning(msg: "QOpenGLShaderProgram::setAttributeValue: rows %d not supported" , rows); |
| 1742 | return; |
| 1743 | } |
| 1744 | if (location != -1) { |
| 1745 | while (columns-- > 0) { |
| 1746 | if (rows == 1) |
| 1747 | d->glfuncs->glVertexAttrib1fv(indx: location, values); |
| 1748 | else if (rows == 2) |
| 1749 | d->glfuncs->glVertexAttrib2fv(indx: location, values); |
| 1750 | else if (rows == 3) |
| 1751 | d->glfuncs->glVertexAttrib3fv(indx: location, values); |
| 1752 | else |
| 1753 | d->glfuncs->glVertexAttrib4fv(indx: location, values); |
| 1754 | values += rows; |
| 1755 | ++location; |
| 1756 | } |
| 1757 | } |
| 1758 | } |
| 1759 | |
| 1760 | /*! |
| 1761 | \overload |
| 1762 | |
| 1763 | Sets the attribute called \a name in the current context to the |
| 1764 | contents of \a values, which contains \a columns elements, each |
| 1765 | consisting of \a rows elements. The \a rows value should be |
| 1766 | 1, 2, 3, or 4. This function is typically used to set matrix |
| 1767 | values and column vectors. |
| 1768 | |
| 1769 | \sa setUniformValue() |
| 1770 | */ |
| 1771 | void QOpenGLShaderProgram::setAttributeValue |
| 1772 | (const char *name, const GLfloat *values, int columns, int rows) |
| 1773 | { |
| 1774 | setAttributeValue(location: attributeLocation(name), values, columns, rows); |
| 1775 | } |
| 1776 | |
| 1777 | /*! |
| 1778 | Sets an array of vertex \a values on the attribute at \a location |
| 1779 | in this shader program. The \a tupleSize indicates the number of |
| 1780 | components per vertex (1, 2, 3, or 4), and the \a stride indicates |
| 1781 | the number of bytes between vertices. A default \a stride value |
| 1782 | of zero indicates that the vertices are densely packed in \a values. |
| 1783 | |
| 1784 | The array will become active when enableAttributeArray() is called |
| 1785 | on the \a location. Otherwise the value specified with |
| 1786 | setAttributeValue() for \a location will be used. |
| 1787 | |
| 1788 | \sa setAttributeValue(), setUniformValue(), enableAttributeArray() |
| 1789 | \sa disableAttributeArray() |
| 1790 | */ |
| 1791 | void QOpenGLShaderProgram::setAttributeArray |
| 1792 | (int location, const GLfloat *values, int tupleSize, int stride) |
| 1793 | { |
| 1794 | Q_D(QOpenGLShaderProgram); |
| 1795 | Q_UNUSED(d); |
| 1796 | if (location != -1) { |
| 1797 | d->glfuncs->glVertexAttribPointer(indx: location, size: tupleSize, GL_FLOAT, GL_FALSE, |
| 1798 | stride, ptr: values); |
| 1799 | } |
| 1800 | } |
| 1801 | |
| 1802 | /*! |
| 1803 | Sets an array of 2D vertex \a values on the attribute at \a location |
| 1804 | in this shader program. The \a stride indicates the number of bytes |
| 1805 | between vertices. A default \a stride value of zero indicates that |
| 1806 | the vertices are densely packed in \a values. |
| 1807 | |
| 1808 | The array will become active when enableAttributeArray() is called |
| 1809 | on the \a location. Otherwise the value specified with |
| 1810 | setAttributeValue() for \a location will be used. |
| 1811 | |
| 1812 | \sa setAttributeValue(), setUniformValue(), enableAttributeArray() |
| 1813 | \sa disableAttributeArray() |
| 1814 | */ |
| 1815 | void QOpenGLShaderProgram::setAttributeArray |
| 1816 | (int location, const QVector2D *values, int stride) |
| 1817 | { |
| 1818 | Q_D(QOpenGLShaderProgram); |
| 1819 | Q_UNUSED(d); |
| 1820 | if (location != -1) { |
| 1821 | d->glfuncs->glVertexAttribPointer(indx: location, size: 2, GL_FLOAT, GL_FALSE, |
| 1822 | stride, ptr: values); |
| 1823 | } |
| 1824 | } |
| 1825 | |
| 1826 | /*! |
| 1827 | Sets an array of 3D vertex \a values on the attribute at \a location |
| 1828 | in this shader program. The \a stride indicates the number of bytes |
| 1829 | between vertices. A default \a stride value of zero indicates that |
| 1830 | the vertices are densely packed in \a values. |
| 1831 | |
| 1832 | The array will become active when enableAttributeArray() is called |
| 1833 | on the \a location. Otherwise the value specified with |
| 1834 | setAttributeValue() for \a location will be used. |
| 1835 | |
| 1836 | \sa setAttributeValue(), setUniformValue(), enableAttributeArray() |
| 1837 | \sa disableAttributeArray() |
| 1838 | */ |
| 1839 | void QOpenGLShaderProgram::setAttributeArray |
| 1840 | (int location, const QVector3D *values, int stride) |
| 1841 | { |
| 1842 | Q_D(QOpenGLShaderProgram); |
| 1843 | Q_UNUSED(d); |
| 1844 | if (location != -1) { |
| 1845 | d->glfuncs->glVertexAttribPointer(indx: location, size: 3, GL_FLOAT, GL_FALSE, |
| 1846 | stride, ptr: values); |
| 1847 | } |
| 1848 | } |
| 1849 | |
| 1850 | /*! |
| 1851 | Sets an array of 4D vertex \a values on the attribute at \a location |
| 1852 | in this shader program. The \a stride indicates the number of bytes |
| 1853 | between vertices. A default \a stride value of zero indicates that |
| 1854 | the vertices are densely packed in \a values. |
| 1855 | |
| 1856 | The array will become active when enableAttributeArray() is called |
| 1857 | on the \a location. Otherwise the value specified with |
| 1858 | setAttributeValue() for \a location will be used. |
| 1859 | |
| 1860 | \sa setAttributeValue(), setUniformValue(), enableAttributeArray() |
| 1861 | \sa disableAttributeArray() |
| 1862 | */ |
| 1863 | void QOpenGLShaderProgram::setAttributeArray |
| 1864 | (int location, const QVector4D *values, int stride) |
| 1865 | { |
| 1866 | Q_D(QOpenGLShaderProgram); |
| 1867 | Q_UNUSED(d); |
| 1868 | if (location != -1) { |
| 1869 | d->glfuncs->glVertexAttribPointer(indx: location, size: 4, GL_FLOAT, GL_FALSE, |
| 1870 | stride, ptr: values); |
| 1871 | } |
| 1872 | } |
| 1873 | |
| 1874 | /*! |
| 1875 | Sets an array of vertex \a values on the attribute at \a location |
| 1876 | in this shader program. The \a stride indicates the number of bytes |
| 1877 | between vertices. A default \a stride value of zero indicates that |
| 1878 | the vertices are densely packed in \a values. |
| 1879 | |
| 1880 | The \a type indicates the type of elements in the \a values array, |
| 1881 | usually \c{GL_FLOAT}, \c{GL_UNSIGNED_BYTE}, etc. The \a tupleSize |
| 1882 | indicates the number of components per vertex: 1, 2, 3, or 4. |
| 1883 | |
| 1884 | The array will become active when enableAttributeArray() is called |
| 1885 | on the \a location. Otherwise the value specified with |
| 1886 | setAttributeValue() for \a location will be used. |
| 1887 | |
| 1888 | The setAttributeBuffer() function can be used to set the attribute |
| 1889 | array to an offset within a vertex buffer. |
| 1890 | |
| 1891 | \note Normalization will be enabled. If this is not desired, call |
| 1892 | glVertexAttribPointer directly through QOpenGLFunctions. |
| 1893 | |
| 1894 | \sa setAttributeValue(), setUniformValue(), enableAttributeArray() |
| 1895 | \sa disableAttributeArray(), setAttributeBuffer() |
| 1896 | */ |
| 1897 | void QOpenGLShaderProgram::setAttributeArray |
| 1898 | (int location, GLenum type, const void *values, int tupleSize, int stride) |
| 1899 | { |
| 1900 | Q_D(QOpenGLShaderProgram); |
| 1901 | Q_UNUSED(d); |
| 1902 | if (location != -1) { |
| 1903 | d->glfuncs->glVertexAttribPointer(indx: location, size: tupleSize, type, GL_TRUE, |
| 1904 | stride, ptr: values); |
| 1905 | } |
| 1906 | } |
| 1907 | |
| 1908 | /*! |
| 1909 | \overload |
| 1910 | |
| 1911 | Sets an array of vertex \a values on the attribute called \a name |
| 1912 | in this shader program. The \a tupleSize indicates the number of |
| 1913 | components per vertex (1, 2, 3, or 4), and the \a stride indicates |
| 1914 | the number of bytes between vertices. A default \a stride value |
| 1915 | of zero indicates that the vertices are densely packed in \a values. |
| 1916 | |
| 1917 | The array will become active when enableAttributeArray() is called |
| 1918 | on \a name. Otherwise the value specified with setAttributeValue() |
| 1919 | for \a name will be used. |
| 1920 | |
| 1921 | \sa setAttributeValue(), setUniformValue(), enableAttributeArray() |
| 1922 | \sa disableAttributeArray() |
| 1923 | */ |
| 1924 | void QOpenGLShaderProgram::setAttributeArray |
| 1925 | (const char *name, const GLfloat *values, int tupleSize, int stride) |
| 1926 | { |
| 1927 | setAttributeArray(location: attributeLocation(name), values, tupleSize, stride); |
| 1928 | } |
| 1929 | |
| 1930 | /*! |
| 1931 | \overload |
| 1932 | |
| 1933 | Sets an array of 2D vertex \a values on the attribute called \a name |
| 1934 | in this shader program. The \a stride indicates the number of bytes |
| 1935 | between vertices. A default \a stride value of zero indicates that |
| 1936 | the vertices are densely packed in \a values. |
| 1937 | |
| 1938 | The array will become active when enableAttributeArray() is called |
| 1939 | on \a name. Otherwise the value specified with setAttributeValue() |
| 1940 | for \a name will be used. |
| 1941 | |
| 1942 | \sa setAttributeValue(), setUniformValue(), enableAttributeArray() |
| 1943 | \sa disableAttributeArray() |
| 1944 | */ |
| 1945 | void QOpenGLShaderProgram::setAttributeArray |
| 1946 | (const char *name, const QVector2D *values, int stride) |
| 1947 | { |
| 1948 | setAttributeArray(location: attributeLocation(name), values, stride); |
| 1949 | } |
| 1950 | |
| 1951 | /*! |
| 1952 | \overload |
| 1953 | |
| 1954 | Sets an array of 3D vertex \a values on the attribute called \a name |
| 1955 | in this shader program. The \a stride indicates the number of bytes |
| 1956 | between vertices. A default \a stride value of zero indicates that |
| 1957 | the vertices are densely packed in \a values. |
| 1958 | |
| 1959 | The array will become active when enableAttributeArray() is called |
| 1960 | on \a name. Otherwise the value specified with setAttributeValue() |
| 1961 | for \a name will be used. |
| 1962 | |
| 1963 | \sa setAttributeValue(), setUniformValue(), enableAttributeArray() |
| 1964 | \sa disableAttributeArray() |
| 1965 | */ |
| 1966 | void QOpenGLShaderProgram::setAttributeArray |
| 1967 | (const char *name, const QVector3D *values, int stride) |
| 1968 | { |
| 1969 | setAttributeArray(location: attributeLocation(name), values, stride); |
| 1970 | } |
| 1971 | |
| 1972 | /*! |
| 1973 | \overload |
| 1974 | |
| 1975 | Sets an array of 4D vertex \a values on the attribute called \a name |
| 1976 | in this shader program. The \a stride indicates the number of bytes |
| 1977 | between vertices. A default \a stride value of zero indicates that |
| 1978 | the vertices are densely packed in \a values. |
| 1979 | |
| 1980 | The array will become active when enableAttributeArray() is called |
| 1981 | on \a name. Otherwise the value specified with setAttributeValue() |
| 1982 | for \a name will be used. |
| 1983 | |
| 1984 | \sa setAttributeValue(), setUniformValue(), enableAttributeArray() |
| 1985 | \sa disableAttributeArray() |
| 1986 | */ |
| 1987 | void QOpenGLShaderProgram::setAttributeArray |
| 1988 | (const char *name, const QVector4D *values, int stride) |
| 1989 | { |
| 1990 | setAttributeArray(location: attributeLocation(name), values, stride); |
| 1991 | } |
| 1992 | |
| 1993 | /*! |
| 1994 | \overload |
| 1995 | |
| 1996 | Sets an array of vertex \a values on the attribute called \a name |
| 1997 | in this shader program. The \a stride indicates the number of bytes |
| 1998 | between vertices. A default \a stride value of zero indicates that |
| 1999 | the vertices are densely packed in \a values. |
| 2000 | |
| 2001 | The \a type indicates the type of elements in the \a values array, |
| 2002 | usually \c{GL_FLOAT}, \c{GL_UNSIGNED_BYTE}, etc. The \a tupleSize |
| 2003 | indicates the number of components per vertex: 1, 2, 3, or 4. |
| 2004 | |
| 2005 | The array will become active when enableAttributeArray() is called |
| 2006 | on the \a name. Otherwise the value specified with |
| 2007 | setAttributeValue() for \a name will be used. |
| 2008 | |
| 2009 | The setAttributeBuffer() function can be used to set the attribute |
| 2010 | array to an offset within a vertex buffer. |
| 2011 | |
| 2012 | \sa setAttributeValue(), setUniformValue(), enableAttributeArray() |
| 2013 | \sa disableAttributeArray(), setAttributeBuffer() |
| 2014 | */ |
| 2015 | void QOpenGLShaderProgram::setAttributeArray |
| 2016 | (const char *name, GLenum type, const void *values, int tupleSize, int stride) |
| 2017 | { |
| 2018 | setAttributeArray(location: attributeLocation(name), type, values, tupleSize, stride); |
| 2019 | } |
| 2020 | |
| 2021 | /*! |
| 2022 | Sets an array of vertex values on the attribute at \a location in |
| 2023 | this shader program, starting at a specific \a offset in the |
| 2024 | currently bound vertex buffer. The \a stride indicates the number |
| 2025 | of bytes between vertices. A default \a stride value of zero |
| 2026 | indicates that the vertices are densely packed in the value array. |
| 2027 | |
| 2028 | The \a type indicates the type of elements in the vertex value |
| 2029 | array, usually \c{GL_FLOAT}, \c{GL_UNSIGNED_BYTE}, etc. The \a |
| 2030 | tupleSize indicates the number of components per vertex: 1, 2, 3, |
| 2031 | or 4. |
| 2032 | |
| 2033 | The array will become active when enableAttributeArray() is called |
| 2034 | on the \a location. Otherwise the value specified with |
| 2035 | setAttributeValue() for \a location will be used. |
| 2036 | |
| 2037 | \note Normalization will be enabled. If this is not desired, call |
| 2038 | glVertexAttribPointer directly through QOpenGLFunctions. |
| 2039 | |
| 2040 | \sa setAttributeArray() |
| 2041 | */ |
| 2042 | void QOpenGLShaderProgram::setAttributeBuffer |
| 2043 | (int location, GLenum type, int offset, int tupleSize, int stride) |
| 2044 | { |
| 2045 | Q_D(QOpenGLShaderProgram); |
| 2046 | Q_UNUSED(d); |
| 2047 | if (location != -1) { |
| 2048 | d->glfuncs->glVertexAttribPointer(indx: location, size: tupleSize, type, GL_TRUE, stride, |
| 2049 | ptr: reinterpret_cast<const void *>(qintptr(offset))); |
| 2050 | } |
| 2051 | } |
| 2052 | |
| 2053 | /*! |
| 2054 | \overload |
| 2055 | |
| 2056 | Sets an array of vertex values on the attribute called \a name |
| 2057 | in this shader program, starting at a specific \a offset in the |
| 2058 | currently bound vertex buffer. The \a stride indicates the number |
| 2059 | of bytes between vertices. A default \a stride value of zero |
| 2060 | indicates that the vertices are densely packed in the value array. |
| 2061 | |
| 2062 | The \a type indicates the type of elements in the vertex value |
| 2063 | array, usually \c{GL_FLOAT}, \c{GL_UNSIGNED_BYTE}, etc. The \a |
| 2064 | tupleSize indicates the number of components per vertex: 1, 2, 3, |
| 2065 | or 4. |
| 2066 | |
| 2067 | The array will become active when enableAttributeArray() is called |
| 2068 | on the \a name. Otherwise the value specified with |
| 2069 | setAttributeValue() for \a name will be used. |
| 2070 | |
| 2071 | \sa setAttributeArray() |
| 2072 | */ |
| 2073 | void QOpenGLShaderProgram::setAttributeBuffer |
| 2074 | (const char *name, GLenum type, int offset, int tupleSize, int stride) |
| 2075 | { |
| 2076 | setAttributeBuffer(location: attributeLocation(name), type, offset, tupleSize, stride); |
| 2077 | } |
| 2078 | |
| 2079 | /*! |
| 2080 | Enables the vertex array at \a location in this shader program |
| 2081 | so that the value set by setAttributeArray() on \a location |
| 2082 | will be used by the shader program. |
| 2083 | |
| 2084 | \sa disableAttributeArray(), setAttributeArray(), setAttributeValue() |
| 2085 | \sa setUniformValue() |
| 2086 | */ |
| 2087 | void QOpenGLShaderProgram::enableAttributeArray(int location) |
| 2088 | { |
| 2089 | Q_D(QOpenGLShaderProgram); |
| 2090 | Q_UNUSED(d); |
| 2091 | if (location != -1) |
| 2092 | d->glfuncs->glEnableVertexAttribArray(index: location); |
| 2093 | } |
| 2094 | |
| 2095 | /*! |
| 2096 | \overload |
| 2097 | |
| 2098 | Enables the vertex array called \a name in this shader program |
| 2099 | so that the value set by setAttributeArray() on \a name |
| 2100 | will be used by the shader program. |
| 2101 | |
| 2102 | \sa disableAttributeArray(), setAttributeArray(), setAttributeValue() |
| 2103 | \sa setUniformValue() |
| 2104 | */ |
| 2105 | void QOpenGLShaderProgram::enableAttributeArray(const char *name) |
| 2106 | { |
| 2107 | enableAttributeArray(location: attributeLocation(name)); |
| 2108 | } |
| 2109 | |
| 2110 | /*! |
| 2111 | Disables the vertex array at \a location in this shader program |
| 2112 | that was enabled by a previous call to enableAttributeArray(). |
| 2113 | |
| 2114 | \sa enableAttributeArray(), setAttributeArray(), setAttributeValue() |
| 2115 | \sa setUniformValue() |
| 2116 | */ |
| 2117 | void QOpenGLShaderProgram::disableAttributeArray(int location) |
| 2118 | { |
| 2119 | Q_D(QOpenGLShaderProgram); |
| 2120 | Q_UNUSED(d); |
| 2121 | if (location != -1) |
| 2122 | d->glfuncs->glDisableVertexAttribArray(index: location); |
| 2123 | } |
| 2124 | |
| 2125 | /*! |
| 2126 | \overload |
| 2127 | |
| 2128 | Disables the vertex array called \a name in this shader program |
| 2129 | that was enabled by a previous call to enableAttributeArray(). |
| 2130 | |
| 2131 | \sa enableAttributeArray(), setAttributeArray(), setAttributeValue() |
| 2132 | \sa setUniformValue() |
| 2133 | */ |
| 2134 | void QOpenGLShaderProgram::disableAttributeArray(const char *name) |
| 2135 | { |
| 2136 | disableAttributeArray(location: attributeLocation(name)); |
| 2137 | } |
| 2138 | |
| 2139 | /*! |
| 2140 | Returns the location of the uniform variable \a name within this shader |
| 2141 | program's parameter list. Returns -1 if \a name is not a valid |
| 2142 | uniform variable for this shader program. |
| 2143 | |
| 2144 | \sa attributeLocation() |
| 2145 | */ |
| 2146 | int QOpenGLShaderProgram::uniformLocation(const char *name) const |
| 2147 | { |
| 2148 | Q_D(const QOpenGLShaderProgram); |
| 2149 | Q_UNUSED(d); |
| 2150 | if (d->linked && d->programGuard && d->programGuard->id()) { |
| 2151 | return d->glfuncs->glGetUniformLocation(program: d->programGuard->id(), name); |
| 2152 | } else { |
| 2153 | qWarning(msg: "QOpenGLShaderProgram::uniformLocation(%s): shader program is not linked" , name); |
| 2154 | return -1; |
| 2155 | } |
| 2156 | } |
| 2157 | |
| 2158 | /*! |
| 2159 | \overload |
| 2160 | |
| 2161 | Returns the location of the uniform variable \a name within this shader |
| 2162 | program's parameter list. Returns -1 if \a name is not a valid |
| 2163 | uniform variable for this shader program. |
| 2164 | |
| 2165 | \sa attributeLocation() |
| 2166 | */ |
| 2167 | int QOpenGLShaderProgram::uniformLocation(const QByteArray& name) const |
| 2168 | { |
| 2169 | return uniformLocation(name: name.constData()); |
| 2170 | } |
| 2171 | |
| 2172 | /*! |
| 2173 | \overload |
| 2174 | |
| 2175 | Returns the location of the uniform variable \a name within this shader |
| 2176 | program's parameter list. Returns -1 if \a name is not a valid |
| 2177 | uniform variable for this shader program. |
| 2178 | |
| 2179 | \sa attributeLocation() |
| 2180 | */ |
| 2181 | int QOpenGLShaderProgram::uniformLocation(const QString& name) const |
| 2182 | { |
| 2183 | return uniformLocation(name: name.toLatin1().constData()); |
| 2184 | } |
| 2185 | |
| 2186 | /*! |
| 2187 | Sets the uniform variable at \a location in the current context to \a value. |
| 2188 | |
| 2189 | \sa setAttributeValue() |
| 2190 | */ |
| 2191 | void QOpenGLShaderProgram::setUniformValue(int location, GLfloat value) |
| 2192 | { |
| 2193 | Q_D(QOpenGLShaderProgram); |
| 2194 | Q_UNUSED(d); |
| 2195 | if (location != -1) |
| 2196 | d->glfuncs->glUniform1fv(location, count: 1, v: &value); |
| 2197 | } |
| 2198 | |
| 2199 | /*! |
| 2200 | \overload |
| 2201 | |
| 2202 | Sets the uniform variable called \a name in the current context |
| 2203 | to \a value. |
| 2204 | |
| 2205 | \sa setAttributeValue() |
| 2206 | */ |
| 2207 | void QOpenGLShaderProgram::setUniformValue(const char *name, GLfloat value) |
| 2208 | { |
| 2209 | setUniformValue(location: uniformLocation(name), value); |
| 2210 | } |
| 2211 | |
| 2212 | /*! |
| 2213 | Sets the uniform variable at \a location in the current context to \a value. |
| 2214 | |
| 2215 | \sa setAttributeValue() |
| 2216 | */ |
| 2217 | void QOpenGLShaderProgram::setUniformValue(int location, GLint value) |
| 2218 | { |
| 2219 | Q_D(QOpenGLShaderProgram); |
| 2220 | Q_UNUSED(d); |
| 2221 | if (location != -1) |
| 2222 | d->glfuncs->glUniform1i(location, x: value); |
| 2223 | } |
| 2224 | |
| 2225 | /*! |
| 2226 | \overload |
| 2227 | |
| 2228 | Sets the uniform variable called \a name in the current context |
| 2229 | to \a value. |
| 2230 | |
| 2231 | \sa setAttributeValue() |
| 2232 | */ |
| 2233 | void QOpenGLShaderProgram::setUniformValue(const char *name, GLint value) |
| 2234 | { |
| 2235 | setUniformValue(location: uniformLocation(name), value); |
| 2236 | } |
| 2237 | |
| 2238 | /*! |
| 2239 | Sets the uniform variable at \a location in the current context to \a value. |
| 2240 | This function should be used when setting sampler values. |
| 2241 | |
| 2242 | \note This function is not aware of unsigned int support in modern OpenGL |
| 2243 | versions and therefore treats \a value as a GLint and calls glUniform1i. |
| 2244 | |
| 2245 | \sa setAttributeValue() |
| 2246 | */ |
| 2247 | void QOpenGLShaderProgram::setUniformValue(int location, GLuint value) |
| 2248 | { |
| 2249 | Q_D(QOpenGLShaderProgram); |
| 2250 | Q_UNUSED(d); |
| 2251 | if (location != -1) |
| 2252 | d->glfuncs->glUniform1i(location, x: value); |
| 2253 | } |
| 2254 | |
| 2255 | /*! |
| 2256 | \overload |
| 2257 | |
| 2258 | Sets the uniform variable called \a name in the current context |
| 2259 | to \a value. This function should be used when setting sampler values. |
| 2260 | |
| 2261 | \note This function is not aware of unsigned int support in modern OpenGL |
| 2262 | versions and therefore treats \a value as a GLint and calls glUniform1i. |
| 2263 | |
| 2264 | \sa setAttributeValue() |
| 2265 | */ |
| 2266 | void QOpenGLShaderProgram::setUniformValue(const char *name, GLuint value) |
| 2267 | { |
| 2268 | setUniformValue(location: uniformLocation(name), value); |
| 2269 | } |
| 2270 | |
| 2271 | /*! |
| 2272 | Sets the uniform variable at \a location in the current context to |
| 2273 | the 2D vector (\a x, \a y). |
| 2274 | |
| 2275 | \sa setAttributeValue() |
| 2276 | */ |
| 2277 | void QOpenGLShaderProgram::setUniformValue(int location, GLfloat x, GLfloat y) |
| 2278 | { |
| 2279 | Q_D(QOpenGLShaderProgram); |
| 2280 | Q_UNUSED(d); |
| 2281 | if (location != -1) { |
| 2282 | GLfloat values[2] = {x, y}; |
| 2283 | d->glfuncs->glUniform2fv(location, count: 1, v: values); |
| 2284 | } |
| 2285 | } |
| 2286 | |
| 2287 | /*! |
| 2288 | \overload |
| 2289 | |
| 2290 | Sets the uniform variable called \a name in the current context to |
| 2291 | the 2D vector (\a x, \a y). |
| 2292 | |
| 2293 | \sa setAttributeValue() |
| 2294 | */ |
| 2295 | void QOpenGLShaderProgram::setUniformValue(const char *name, GLfloat x, GLfloat y) |
| 2296 | { |
| 2297 | setUniformValue(location: uniformLocation(name), x, y); |
| 2298 | } |
| 2299 | |
| 2300 | /*! |
| 2301 | Sets the uniform variable at \a location in the current context to |
| 2302 | the 3D vector (\a x, \a y, \a z). |
| 2303 | |
| 2304 | \sa setAttributeValue() |
| 2305 | */ |
| 2306 | void QOpenGLShaderProgram::setUniformValue |
| 2307 | (int location, GLfloat x, GLfloat y, GLfloat z) |
| 2308 | { |
| 2309 | Q_D(QOpenGLShaderProgram); |
| 2310 | Q_UNUSED(d); |
| 2311 | if (location != -1) { |
| 2312 | GLfloat values[3] = {x, y, z}; |
| 2313 | d->glfuncs->glUniform3fv(location, count: 1, v: values); |
| 2314 | } |
| 2315 | } |
| 2316 | |
| 2317 | /*! |
| 2318 | \overload |
| 2319 | |
| 2320 | Sets the uniform variable called \a name in the current context to |
| 2321 | the 3D vector (\a x, \a y, \a z). |
| 2322 | |
| 2323 | \sa setAttributeValue() |
| 2324 | */ |
| 2325 | void QOpenGLShaderProgram::setUniformValue |
| 2326 | (const char *name, GLfloat x, GLfloat y, GLfloat z) |
| 2327 | { |
| 2328 | setUniformValue(location: uniformLocation(name), x, y, z); |
| 2329 | } |
| 2330 | |
| 2331 | /*! |
| 2332 | Sets the uniform variable at \a location in the current context to |
| 2333 | the 4D vector (\a x, \a y, \a z, \a w). |
| 2334 | |
| 2335 | \sa setAttributeValue() |
| 2336 | */ |
| 2337 | void QOpenGLShaderProgram::setUniformValue |
| 2338 | (int location, GLfloat x, GLfloat y, GLfloat z, GLfloat w) |
| 2339 | { |
| 2340 | Q_D(QOpenGLShaderProgram); |
| 2341 | Q_UNUSED(d); |
| 2342 | if (location != -1) { |
| 2343 | GLfloat values[4] = {x, y, z, w}; |
| 2344 | d->glfuncs->glUniform4fv(location, count: 1, v: values); |
| 2345 | } |
| 2346 | } |
| 2347 | |
| 2348 | /*! |
| 2349 | \overload |
| 2350 | |
| 2351 | Sets the uniform variable called \a name in the current context to |
| 2352 | the 4D vector (\a x, \a y, \a z, \a w). |
| 2353 | |
| 2354 | \sa setAttributeValue() |
| 2355 | */ |
| 2356 | void QOpenGLShaderProgram::setUniformValue |
| 2357 | (const char *name, GLfloat x, GLfloat y, GLfloat z, GLfloat w) |
| 2358 | { |
| 2359 | setUniformValue(location: uniformLocation(name), x, y, z, w); |
| 2360 | } |
| 2361 | |
| 2362 | /*! |
| 2363 | Sets the uniform variable at \a location in the current context to \a value. |
| 2364 | |
| 2365 | \sa setAttributeValue() |
| 2366 | */ |
| 2367 | void QOpenGLShaderProgram::setUniformValue(int location, const QVector2D& value) |
| 2368 | { |
| 2369 | Q_D(QOpenGLShaderProgram); |
| 2370 | Q_UNUSED(d); |
| 2371 | if (location != -1) |
| 2372 | d->glfuncs->glUniform2fv(location, count: 1, v: reinterpret_cast<const GLfloat *>(&value)); |
| 2373 | } |
| 2374 | |
| 2375 | /*! |
| 2376 | \overload |
| 2377 | |
| 2378 | Sets the uniform variable called \a name in the current context |
| 2379 | to \a value. |
| 2380 | |
| 2381 | \sa setAttributeValue() |
| 2382 | */ |
| 2383 | void QOpenGLShaderProgram::setUniformValue(const char *name, const QVector2D& value) |
| 2384 | { |
| 2385 | setUniformValue(location: uniformLocation(name), value); |
| 2386 | } |
| 2387 | |
| 2388 | /*! |
| 2389 | Sets the uniform variable at \a location in the current context to \a value. |
| 2390 | |
| 2391 | \sa setAttributeValue() |
| 2392 | */ |
| 2393 | void QOpenGLShaderProgram::setUniformValue(int location, const QVector3D& value) |
| 2394 | { |
| 2395 | Q_D(QOpenGLShaderProgram); |
| 2396 | Q_UNUSED(d); |
| 2397 | if (location != -1) |
| 2398 | d->glfuncs->glUniform3fv(location, count: 1, v: reinterpret_cast<const GLfloat *>(&value)); |
| 2399 | } |
| 2400 | |
| 2401 | /*! |
| 2402 | \overload |
| 2403 | |
| 2404 | Sets the uniform variable called \a name in the current context |
| 2405 | to \a value. |
| 2406 | |
| 2407 | \sa setAttributeValue() |
| 2408 | */ |
| 2409 | void QOpenGLShaderProgram::setUniformValue(const char *name, const QVector3D& value) |
| 2410 | { |
| 2411 | setUniformValue(location: uniformLocation(name), value); |
| 2412 | } |
| 2413 | |
| 2414 | /*! |
| 2415 | Sets the uniform variable at \a location in the current context to \a value. |
| 2416 | |
| 2417 | \sa setAttributeValue() |
| 2418 | */ |
| 2419 | void QOpenGLShaderProgram::setUniformValue(int location, const QVector4D& value) |
| 2420 | { |
| 2421 | Q_D(QOpenGLShaderProgram); |
| 2422 | Q_UNUSED(d); |
| 2423 | if (location != -1) |
| 2424 | d->glfuncs->glUniform4fv(location, count: 1, v: reinterpret_cast<const GLfloat *>(&value)); |
| 2425 | } |
| 2426 | |
| 2427 | /*! |
| 2428 | \overload |
| 2429 | |
| 2430 | Sets the uniform variable called \a name in the current context |
| 2431 | to \a value. |
| 2432 | |
| 2433 | \sa setAttributeValue() |
| 2434 | */ |
| 2435 | void QOpenGLShaderProgram::setUniformValue(const char *name, const QVector4D& value) |
| 2436 | { |
| 2437 | setUniformValue(location: uniformLocation(name), value); |
| 2438 | } |
| 2439 | |
| 2440 | /*! |
| 2441 | Sets the uniform variable at \a location in the current context to |
| 2442 | the red, green, blue, and alpha components of \a color. |
| 2443 | |
| 2444 | \sa setAttributeValue() |
| 2445 | */ |
| 2446 | void QOpenGLShaderProgram::setUniformValue(int location, const QColor& color) |
| 2447 | { |
| 2448 | Q_D(QOpenGLShaderProgram); |
| 2449 | Q_UNUSED(d); |
| 2450 | if (location != -1) { |
| 2451 | GLfloat values[4] = {GLfloat(color.redF()), GLfloat(color.greenF()), |
| 2452 | GLfloat(color.blueF()), GLfloat(color.alphaF())}; |
| 2453 | d->glfuncs->glUniform4fv(location, count: 1, v: values); |
| 2454 | } |
| 2455 | } |
| 2456 | |
| 2457 | /*! |
| 2458 | \overload |
| 2459 | |
| 2460 | Sets the uniform variable called \a name in the current context to |
| 2461 | the red, green, blue, and alpha components of \a color. |
| 2462 | |
| 2463 | \sa setAttributeValue() |
| 2464 | */ |
| 2465 | void QOpenGLShaderProgram::setUniformValue(const char *name, const QColor& color) |
| 2466 | { |
| 2467 | setUniformValue(location: uniformLocation(name), color); |
| 2468 | } |
| 2469 | |
| 2470 | /*! |
| 2471 | Sets the uniform variable at \a location in the current context to |
| 2472 | the x and y coordinates of \a point. |
| 2473 | |
| 2474 | \sa setAttributeValue() |
| 2475 | */ |
| 2476 | void QOpenGLShaderProgram::setUniformValue(int location, const QPoint& point) |
| 2477 | { |
| 2478 | Q_D(QOpenGLShaderProgram); |
| 2479 | Q_UNUSED(d); |
| 2480 | if (location != -1) { |
| 2481 | GLfloat values[4] = {GLfloat(point.x()), GLfloat(point.y())}; |
| 2482 | d->glfuncs->glUniform2fv(location, count: 1, v: values); |
| 2483 | } |
| 2484 | } |
| 2485 | |
| 2486 | /*! |
| 2487 | \overload |
| 2488 | |
| 2489 | Sets the uniform variable associated with \a name in the current |
| 2490 | context to the x and y coordinates of \a point. |
| 2491 | |
| 2492 | \sa setAttributeValue() |
| 2493 | */ |
| 2494 | void QOpenGLShaderProgram::setUniformValue(const char *name, const QPoint& point) |
| 2495 | { |
| 2496 | setUniformValue(location: uniformLocation(name), point); |
| 2497 | } |
| 2498 | |
| 2499 | /*! |
| 2500 | Sets the uniform variable at \a location in the current context to |
| 2501 | the x and y coordinates of \a point. |
| 2502 | |
| 2503 | \sa setAttributeValue() |
| 2504 | */ |
| 2505 | void QOpenGLShaderProgram::setUniformValue(int location, const QPointF& point) |
| 2506 | { |
| 2507 | Q_D(QOpenGLShaderProgram); |
| 2508 | Q_UNUSED(d); |
| 2509 | if (location != -1) { |
| 2510 | GLfloat values[4] = {GLfloat(point.x()), GLfloat(point.y())}; |
| 2511 | d->glfuncs->glUniform2fv(location, count: 1, v: values); |
| 2512 | } |
| 2513 | } |
| 2514 | |
| 2515 | /*! |
| 2516 | \overload |
| 2517 | |
| 2518 | Sets the uniform variable associated with \a name in the current |
| 2519 | context to the x and y coordinates of \a point. |
| 2520 | |
| 2521 | \sa setAttributeValue() |
| 2522 | */ |
| 2523 | void QOpenGLShaderProgram::setUniformValue(const char *name, const QPointF& point) |
| 2524 | { |
| 2525 | setUniformValue(location: uniformLocation(name), point); |
| 2526 | } |
| 2527 | |
| 2528 | /*! |
| 2529 | Sets the uniform variable at \a location in the current context to |
| 2530 | the width and height of the given \a size. |
| 2531 | |
| 2532 | \sa setAttributeValue() |
| 2533 | */ |
| 2534 | void QOpenGLShaderProgram::setUniformValue(int location, const QSize& size) |
| 2535 | { |
| 2536 | Q_D(QOpenGLShaderProgram); |
| 2537 | Q_UNUSED(d); |
| 2538 | if (location != -1) { |
| 2539 | GLfloat values[4] = {GLfloat(size.width()), GLfloat(size.height())}; |
| 2540 | d->glfuncs->glUniform2fv(location, count: 1, v: values); |
| 2541 | } |
| 2542 | } |
| 2543 | |
| 2544 | /*! |
| 2545 | \overload |
| 2546 | |
| 2547 | Sets the uniform variable associated with \a name in the current |
| 2548 | context to the width and height of the given \a size. |
| 2549 | |
| 2550 | \sa setAttributeValue() |
| 2551 | */ |
| 2552 | void QOpenGLShaderProgram::setUniformValue(const char *name, const QSize& size) |
| 2553 | { |
| 2554 | setUniformValue(location: uniformLocation(name), size); |
| 2555 | } |
| 2556 | |
| 2557 | /*! |
| 2558 | Sets the uniform variable at \a location in the current context to |
| 2559 | the width and height of the given \a size. |
| 2560 | |
| 2561 | \sa setAttributeValue() |
| 2562 | */ |
| 2563 | void QOpenGLShaderProgram::setUniformValue(int location, const QSizeF& size) |
| 2564 | { |
| 2565 | Q_D(QOpenGLShaderProgram); |
| 2566 | Q_UNUSED(d); |
| 2567 | if (location != -1) { |
| 2568 | GLfloat values[4] = {GLfloat(size.width()), GLfloat(size.height())}; |
| 2569 | d->glfuncs->glUniform2fv(location, count: 1, v: values); |
| 2570 | } |
| 2571 | } |
| 2572 | |
| 2573 | /*! |
| 2574 | \overload |
| 2575 | |
| 2576 | Sets the uniform variable associated with \a name in the current |
| 2577 | context to the width and height of the given \a size. |
| 2578 | |
| 2579 | \sa setAttributeValue() |
| 2580 | */ |
| 2581 | void QOpenGLShaderProgram::setUniformValue(const char *name, const QSizeF& size) |
| 2582 | { |
| 2583 | setUniformValue(location: uniformLocation(name), size); |
| 2584 | } |
| 2585 | |
| 2586 | /*! |
| 2587 | Sets the uniform variable at \a location in the current context |
| 2588 | to a 2x2 matrix \a value. |
| 2589 | |
| 2590 | \sa setAttributeValue() |
| 2591 | */ |
| 2592 | void QOpenGLShaderProgram::setUniformValue(int location, const QMatrix2x2& value) |
| 2593 | { |
| 2594 | Q_D(QOpenGLShaderProgram); |
| 2595 | Q_UNUSED(d); |
| 2596 | d->glfuncs->glUniformMatrix2fv(location, count: 1, GL_FALSE, value: value.constData()); |
| 2597 | } |
| 2598 | |
| 2599 | /*! |
| 2600 | \overload |
| 2601 | |
| 2602 | Sets the uniform variable called \a name in the current context |
| 2603 | to a 2x2 matrix \a value. |
| 2604 | |
| 2605 | \sa setAttributeValue() |
| 2606 | */ |
| 2607 | void QOpenGLShaderProgram::setUniformValue(const char *name, const QMatrix2x2& value) |
| 2608 | { |
| 2609 | setUniformValue(location: uniformLocation(name), value); |
| 2610 | } |
| 2611 | |
| 2612 | /*! |
| 2613 | Sets the uniform variable at \a location in the current context |
| 2614 | to a 2x3 matrix \a value. |
| 2615 | |
| 2616 | \note This function is not aware of non square matrix support, |
| 2617 | that is, GLSL types like mat2x3, that is present in modern OpenGL |
| 2618 | versions. Instead, it treats the uniform as an array of vec3. |
| 2619 | |
| 2620 | \sa setAttributeValue() |
| 2621 | */ |
| 2622 | void QOpenGLShaderProgram::setUniformValue(int location, const QMatrix2x3& value) |
| 2623 | { |
| 2624 | Q_D(QOpenGLShaderProgram); |
| 2625 | Q_UNUSED(d); |
| 2626 | d->glfuncs->glUniform3fv(location, count: 2, v: value.constData()); |
| 2627 | } |
| 2628 | |
| 2629 | /*! |
| 2630 | \overload |
| 2631 | |
| 2632 | Sets the uniform variable called \a name in the current context |
| 2633 | to a 2x3 matrix \a value. |
| 2634 | |
| 2635 | \note This function is not aware of non square matrix support, |
| 2636 | that is, GLSL types like mat2x3, that is present in modern OpenGL |
| 2637 | versions. Instead, it treats the uniform as an array of vec3. |
| 2638 | |
| 2639 | \sa setAttributeValue() |
| 2640 | */ |
| 2641 | void QOpenGLShaderProgram::setUniformValue(const char *name, const QMatrix2x3& value) |
| 2642 | { |
| 2643 | setUniformValue(location: uniformLocation(name), value); |
| 2644 | } |
| 2645 | |
| 2646 | /*! |
| 2647 | Sets the uniform variable at \a location in the current context |
| 2648 | to a 2x4 matrix \a value. |
| 2649 | |
| 2650 | \note This function is not aware of non square matrix support, |
| 2651 | that is, GLSL types like mat2x4, that is present in modern OpenGL |
| 2652 | versions. Instead, it treats the uniform as an array of vec4. |
| 2653 | |
| 2654 | \sa setAttributeValue() |
| 2655 | */ |
| 2656 | void QOpenGLShaderProgram::setUniformValue(int location, const QMatrix2x4& value) |
| 2657 | { |
| 2658 | Q_D(QOpenGLShaderProgram); |
| 2659 | Q_UNUSED(d); |
| 2660 | d->glfuncs->glUniform4fv(location, count: 2, v: value.constData()); |
| 2661 | } |
| 2662 | |
| 2663 | /*! |
| 2664 | \overload |
| 2665 | |
| 2666 | Sets the uniform variable called \a name in the current context |
| 2667 | to a 2x4 matrix \a value. |
| 2668 | |
| 2669 | \note This function is not aware of non square matrix support, |
| 2670 | that is, GLSL types like mat2x4, that is present in modern OpenGL |
| 2671 | versions. Instead, it treats the uniform as an array of vec4. |
| 2672 | |
| 2673 | \sa setAttributeValue() |
| 2674 | */ |
| 2675 | void QOpenGLShaderProgram::setUniformValue(const char *name, const QMatrix2x4& value) |
| 2676 | { |
| 2677 | setUniformValue(location: uniformLocation(name), value); |
| 2678 | } |
| 2679 | |
| 2680 | /*! |
| 2681 | Sets the uniform variable at \a location in the current context |
| 2682 | to a 3x2 matrix \a value. |
| 2683 | |
| 2684 | \note This function is not aware of non square matrix support, |
| 2685 | that is, GLSL types like mat3x2, that is present in modern OpenGL |
| 2686 | versions. Instead, it treats the uniform as an array of vec2. |
| 2687 | |
| 2688 | \sa setAttributeValue() |
| 2689 | */ |
| 2690 | void QOpenGLShaderProgram::setUniformValue(int location, const QMatrix3x2& value) |
| 2691 | { |
| 2692 | Q_D(QOpenGLShaderProgram); |
| 2693 | Q_UNUSED(d); |
| 2694 | d->glfuncs->glUniform2fv(location, count: 3, v: value.constData()); |
| 2695 | } |
| 2696 | |
| 2697 | /*! |
| 2698 | \overload |
| 2699 | |
| 2700 | Sets the uniform variable called \a name in the current context |
| 2701 | to a 3x2 matrix \a value. |
| 2702 | |
| 2703 | \note This function is not aware of non square matrix support, |
| 2704 | that is, GLSL types like mat3x2, that is present in modern OpenGL |
| 2705 | versions. Instead, it treats the uniform as an array of vec2. |
| 2706 | |
| 2707 | \sa setAttributeValue() |
| 2708 | */ |
| 2709 | void QOpenGLShaderProgram::setUniformValue(const char *name, const QMatrix3x2& value) |
| 2710 | { |
| 2711 | setUniformValue(location: uniformLocation(name), value); |
| 2712 | } |
| 2713 | |
| 2714 | /*! |
| 2715 | Sets the uniform variable at \a location in the current context |
| 2716 | to a 3x3 matrix \a value. |
| 2717 | |
| 2718 | \sa setAttributeValue() |
| 2719 | */ |
| 2720 | void QOpenGLShaderProgram::setUniformValue(int location, const QMatrix3x3& value) |
| 2721 | { |
| 2722 | Q_D(QOpenGLShaderProgram); |
| 2723 | Q_UNUSED(d); |
| 2724 | d->glfuncs->glUniformMatrix3fv(location, count: 1, GL_FALSE, value: value.constData()); |
| 2725 | } |
| 2726 | |
| 2727 | /*! |
| 2728 | \overload |
| 2729 | |
| 2730 | Sets the uniform variable called \a name in the current context |
| 2731 | to a 3x3 matrix \a value. |
| 2732 | |
| 2733 | \sa setAttributeValue() |
| 2734 | */ |
| 2735 | void QOpenGLShaderProgram::setUniformValue(const char *name, const QMatrix3x3& value) |
| 2736 | { |
| 2737 | setUniformValue(location: uniformLocation(name), value); |
| 2738 | } |
| 2739 | |
| 2740 | /*! |
| 2741 | Sets the uniform variable at \a location in the current context |
| 2742 | to a 3x4 matrix \a value. |
| 2743 | |
| 2744 | \note This function is not aware of non square matrix support, |
| 2745 | that is, GLSL types like mat3x4, that is present in modern OpenGL |
| 2746 | versions. Instead, it treats the uniform as an array of vec4. |
| 2747 | |
| 2748 | \sa setAttributeValue() |
| 2749 | */ |
| 2750 | void QOpenGLShaderProgram::setUniformValue(int location, const QMatrix3x4& value) |
| 2751 | { |
| 2752 | Q_D(QOpenGLShaderProgram); |
| 2753 | Q_UNUSED(d); |
| 2754 | d->glfuncs->glUniform4fv(location, count: 3, v: value.constData()); |
| 2755 | } |
| 2756 | |
| 2757 | /*! |
| 2758 | \overload |
| 2759 | |
| 2760 | Sets the uniform variable called \a name in the current context |
| 2761 | to a 3x4 matrix \a value. |
| 2762 | |
| 2763 | \note This function is not aware of non square matrix support, |
| 2764 | that is, GLSL types like mat3x4, that is present in modern OpenGL |
| 2765 | versions. Instead, it treats the uniform as an array of vec4. |
| 2766 | |
| 2767 | \sa setAttributeValue() |
| 2768 | */ |
| 2769 | void QOpenGLShaderProgram::setUniformValue(const char *name, const QMatrix3x4& value) |
| 2770 | { |
| 2771 | setUniformValue(location: uniformLocation(name), value); |
| 2772 | } |
| 2773 | |
| 2774 | /*! |
| 2775 | Sets the uniform variable at \a location in the current context |
| 2776 | to a 4x2 matrix \a value. |
| 2777 | |
| 2778 | \note This function is not aware of non square matrix support, |
| 2779 | that is, GLSL types like mat4x2, that is present in modern OpenGL |
| 2780 | versions. Instead, it treats the uniform as an array of vec2. |
| 2781 | |
| 2782 | \sa setAttributeValue() |
| 2783 | */ |
| 2784 | void QOpenGLShaderProgram::setUniformValue(int location, const QMatrix4x2& value) |
| 2785 | { |
| 2786 | Q_D(QOpenGLShaderProgram); |
| 2787 | Q_UNUSED(d); |
| 2788 | d->glfuncs->glUniform2fv(location, count: 4, v: value.constData()); |
| 2789 | } |
| 2790 | |
| 2791 | /*! |
| 2792 | \overload |
| 2793 | |
| 2794 | Sets the uniform variable called \a name in the current context |
| 2795 | to a 4x2 matrix \a value. |
| 2796 | |
| 2797 | \note This function is not aware of non square matrix support, |
| 2798 | that is, GLSL types like mat4x2, that is present in modern OpenGL |
| 2799 | versions. Instead, it treats the uniform as an array of vec2. |
| 2800 | |
| 2801 | \sa setAttributeValue() |
| 2802 | */ |
| 2803 | void QOpenGLShaderProgram::setUniformValue(const char *name, const QMatrix4x2& value) |
| 2804 | { |
| 2805 | setUniformValue(location: uniformLocation(name), value); |
| 2806 | } |
| 2807 | |
| 2808 | /*! |
| 2809 | Sets the uniform variable at \a location in the current context |
| 2810 | to a 4x3 matrix \a value. |
| 2811 | |
| 2812 | \note This function is not aware of non square matrix support, |
| 2813 | that is, GLSL types like mat4x3, that is present in modern OpenGL |
| 2814 | versions. Instead, it treats the uniform as an array of vec3. |
| 2815 | |
| 2816 | \sa setAttributeValue() |
| 2817 | */ |
| 2818 | void QOpenGLShaderProgram::setUniformValue(int location, const QMatrix4x3& value) |
| 2819 | { |
| 2820 | Q_D(QOpenGLShaderProgram); |
| 2821 | Q_UNUSED(d); |
| 2822 | d->glfuncs->glUniform3fv(location, count: 4, v: value.constData()); |
| 2823 | } |
| 2824 | |
| 2825 | /*! |
| 2826 | \overload |
| 2827 | |
| 2828 | Sets the uniform variable called \a name in the current context |
| 2829 | to a 4x3 matrix \a value. |
| 2830 | |
| 2831 | \note This function is not aware of non square matrix support, |
| 2832 | that is, GLSL types like mat4x3, that is present in modern OpenGL |
| 2833 | versions. Instead, it treats the uniform as an array of vec3. |
| 2834 | |
| 2835 | \sa setAttributeValue() |
| 2836 | */ |
| 2837 | void QOpenGLShaderProgram::setUniformValue(const char *name, const QMatrix4x3& value) |
| 2838 | { |
| 2839 | setUniformValue(location: uniformLocation(name), value); |
| 2840 | } |
| 2841 | |
| 2842 | /*! |
| 2843 | Sets the uniform variable at \a location in the current context |
| 2844 | to a 4x4 matrix \a value. |
| 2845 | |
| 2846 | \sa setAttributeValue() |
| 2847 | */ |
| 2848 | void QOpenGLShaderProgram::setUniformValue(int location, const QMatrix4x4& value) |
| 2849 | { |
| 2850 | Q_D(QOpenGLShaderProgram); |
| 2851 | Q_UNUSED(d); |
| 2852 | d->glfuncs->glUniformMatrix4fv(location, count: 1, GL_FALSE, value: value.constData()); |
| 2853 | } |
| 2854 | |
| 2855 | /*! |
| 2856 | \overload |
| 2857 | |
| 2858 | Sets the uniform variable called \a name in the current context |
| 2859 | to a 4x4 matrix \a value. |
| 2860 | |
| 2861 | \sa setAttributeValue() |
| 2862 | */ |
| 2863 | void QOpenGLShaderProgram::setUniformValue(const char *name, const QMatrix4x4& value) |
| 2864 | { |
| 2865 | setUniformValue(location: uniformLocation(name), value); |
| 2866 | } |
| 2867 | |
| 2868 | /*! |
| 2869 | \overload |
| 2870 | |
| 2871 | Sets the uniform variable at \a location in the current context |
| 2872 | to a 2x2 matrix \a value. The matrix elements must be specified |
| 2873 | in column-major order. |
| 2874 | |
| 2875 | \sa setAttributeValue() |
| 2876 | */ |
| 2877 | void QOpenGLShaderProgram::setUniformValue(int location, const GLfloat value[2][2]) |
| 2878 | { |
| 2879 | Q_D(QOpenGLShaderProgram); |
| 2880 | Q_UNUSED(d); |
| 2881 | if (location != -1) |
| 2882 | d->glfuncs->glUniformMatrix2fv(location, count: 1, GL_FALSE, value: value[0]); |
| 2883 | } |
| 2884 | |
| 2885 | /*! |
| 2886 | \overload |
| 2887 | |
| 2888 | Sets the uniform variable at \a location in the current context |
| 2889 | to a 3x3 matrix \a value. The matrix elements must be specified |
| 2890 | in column-major order. |
| 2891 | |
| 2892 | \sa setAttributeValue() |
| 2893 | */ |
| 2894 | void QOpenGLShaderProgram::setUniformValue(int location, const GLfloat value[3][3]) |
| 2895 | { |
| 2896 | Q_D(QOpenGLShaderProgram); |
| 2897 | Q_UNUSED(d); |
| 2898 | if (location != -1) |
| 2899 | d->glfuncs->glUniformMatrix3fv(location, count: 1, GL_FALSE, value: value[0]); |
| 2900 | } |
| 2901 | |
| 2902 | /*! |
| 2903 | \overload |
| 2904 | |
| 2905 | Sets the uniform variable at \a location in the current context |
| 2906 | to a 4x4 matrix \a value. The matrix elements must be specified |
| 2907 | in column-major order. |
| 2908 | |
| 2909 | \sa setAttributeValue() |
| 2910 | */ |
| 2911 | void QOpenGLShaderProgram::setUniformValue(int location, const GLfloat value[4][4]) |
| 2912 | { |
| 2913 | Q_D(QOpenGLShaderProgram); |
| 2914 | Q_UNUSED(d); |
| 2915 | if (location != -1) |
| 2916 | d->glfuncs->glUniformMatrix4fv(location, count: 1, GL_FALSE, value: value[0]); |
| 2917 | } |
| 2918 | |
| 2919 | |
| 2920 | /*! |
| 2921 | \overload |
| 2922 | |
| 2923 | Sets the uniform variable called \a name in the current context |
| 2924 | to a 2x2 matrix \a value. The matrix elements must be specified |
| 2925 | in column-major order. |
| 2926 | |
| 2927 | \sa setAttributeValue() |
| 2928 | */ |
| 2929 | void QOpenGLShaderProgram::setUniformValue(const char *name, const GLfloat value[2][2]) |
| 2930 | { |
| 2931 | setUniformValue(location: uniformLocation(name), value); |
| 2932 | } |
| 2933 | |
| 2934 | /*! |
| 2935 | \overload |
| 2936 | |
| 2937 | Sets the uniform variable called \a name in the current context |
| 2938 | to a 3x3 matrix \a value. The matrix elements must be specified |
| 2939 | in column-major order. |
| 2940 | |
| 2941 | \sa setAttributeValue() |
| 2942 | */ |
| 2943 | void QOpenGLShaderProgram::setUniformValue(const char *name, const GLfloat value[3][3]) |
| 2944 | { |
| 2945 | setUniformValue(location: uniformLocation(name), value); |
| 2946 | } |
| 2947 | |
| 2948 | /*! |
| 2949 | \overload |
| 2950 | |
| 2951 | Sets the uniform variable called \a name in the current context |
| 2952 | to a 4x4 matrix \a value. The matrix elements must be specified |
| 2953 | in column-major order. |
| 2954 | |
| 2955 | \sa setAttributeValue() |
| 2956 | */ |
| 2957 | void QOpenGLShaderProgram::setUniformValue(const char *name, const GLfloat value[4][4]) |
| 2958 | { |
| 2959 | setUniformValue(location: uniformLocation(name), value); |
| 2960 | } |
| 2961 | |
| 2962 | /*! |
| 2963 | Sets the uniform variable at \a location in the current context to a |
| 2964 | 3x3 transformation matrix \a value that is specified as a QTransform value. |
| 2965 | |
| 2966 | To set a QTransform value as a 4x4 matrix in a shader, use |
| 2967 | \c{setUniformValue(location, QMatrix4x4(value))}. |
| 2968 | */ |
| 2969 | void QOpenGLShaderProgram::setUniformValue(int location, const QTransform& value) |
| 2970 | { |
| 2971 | Q_D(QOpenGLShaderProgram); |
| 2972 | Q_UNUSED(d); |
| 2973 | if (location != -1) { |
| 2974 | GLfloat mat[3][3] = { |
| 2975 | {GLfloat(value.m11()), GLfloat(value.m12()), GLfloat(value.m13())}, |
| 2976 | {GLfloat(value.m21()), GLfloat(value.m22()), GLfloat(value.m23())}, |
| 2977 | {GLfloat(value.m31()), GLfloat(value.m32()), GLfloat(value.m33())} |
| 2978 | }; |
| 2979 | d->glfuncs->glUniformMatrix3fv(location, count: 1, GL_FALSE, value: mat[0]); |
| 2980 | } |
| 2981 | } |
| 2982 | |
| 2983 | /*! |
| 2984 | \overload |
| 2985 | |
| 2986 | Sets the uniform variable called \a name in the current context to a |
| 2987 | 3x3 transformation matrix \a value that is specified as a QTransform value. |
| 2988 | |
| 2989 | To set a QTransform value as a 4x4 matrix in a shader, use |
| 2990 | \c{setUniformValue(name, QMatrix4x4(value))}. |
| 2991 | */ |
| 2992 | void QOpenGLShaderProgram::setUniformValue |
| 2993 | (const char *name, const QTransform& value) |
| 2994 | { |
| 2995 | setUniformValue(location: uniformLocation(name), value); |
| 2996 | } |
| 2997 | |
| 2998 | /*! |
| 2999 | Sets the uniform variable array at \a location in the current |
| 3000 | context to the \a count elements of \a values. |
| 3001 | |
| 3002 | \sa setAttributeValue() |
| 3003 | */ |
| 3004 | void QOpenGLShaderProgram::setUniformValueArray(int location, const GLint *values, int count) |
| 3005 | { |
| 3006 | Q_D(QOpenGLShaderProgram); |
| 3007 | Q_UNUSED(d); |
| 3008 | if (location != -1) |
| 3009 | d->glfuncs->glUniform1iv(location, count, v: values); |
| 3010 | } |
| 3011 | |
| 3012 | /*! |
| 3013 | \overload |
| 3014 | |
| 3015 | Sets the uniform variable array called \a name in the current |
| 3016 | context to the \a count elements of \a values. |
| 3017 | |
| 3018 | \sa setAttributeValue() |
| 3019 | */ |
| 3020 | void QOpenGLShaderProgram::setUniformValueArray |
| 3021 | (const char *name, const GLint *values, int count) |
| 3022 | { |
| 3023 | setUniformValueArray(location: uniformLocation(name), values, count); |
| 3024 | } |
| 3025 | |
| 3026 | /*! |
| 3027 | Sets the uniform variable array at \a location in the current |
| 3028 | context to the \a count elements of \a values. This overload |
| 3029 | should be used when setting an array of sampler values. |
| 3030 | |
| 3031 | \note This function is not aware of unsigned int support in modern OpenGL |
| 3032 | versions and therefore treats \a values as a GLint and calls glUniform1iv. |
| 3033 | |
| 3034 | \sa setAttributeValue() |
| 3035 | */ |
| 3036 | void QOpenGLShaderProgram::setUniformValueArray(int location, const GLuint *values, int count) |
| 3037 | { |
| 3038 | Q_D(QOpenGLShaderProgram); |
| 3039 | Q_UNUSED(d); |
| 3040 | if (location != -1) |
| 3041 | d->glfuncs->glUniform1iv(location, count, v: reinterpret_cast<const GLint *>(values)); |
| 3042 | } |
| 3043 | |
| 3044 | /*! |
| 3045 | \overload |
| 3046 | |
| 3047 | Sets the uniform variable array called \a name in the current |
| 3048 | context to the \a count elements of \a values. This overload |
| 3049 | should be used when setting an array of sampler values. |
| 3050 | |
| 3051 | \sa setAttributeValue() |
| 3052 | */ |
| 3053 | void QOpenGLShaderProgram::setUniformValueArray |
| 3054 | (const char *name, const GLuint *values, int count) |
| 3055 | { |
| 3056 | setUniformValueArray(location: uniformLocation(name), values, count); |
| 3057 | } |
| 3058 | |
| 3059 | /*! |
| 3060 | Sets the uniform variable array at \a location in the current |
| 3061 | context to the \a count elements of \a values. Each element |
| 3062 | has \a tupleSize components. The \a tupleSize must be 1, 2, 3, or 4. |
| 3063 | |
| 3064 | \sa setAttributeValue() |
| 3065 | */ |
| 3066 | void QOpenGLShaderProgram::setUniformValueArray(int location, const GLfloat *values, int count, int tupleSize) |
| 3067 | { |
| 3068 | Q_D(QOpenGLShaderProgram); |
| 3069 | Q_UNUSED(d); |
| 3070 | if (location != -1) { |
| 3071 | if (tupleSize == 1) |
| 3072 | d->glfuncs->glUniform1fv(location, count, v: values); |
| 3073 | else if (tupleSize == 2) |
| 3074 | d->glfuncs->glUniform2fv(location, count, v: values); |
| 3075 | else if (tupleSize == 3) |
| 3076 | d->glfuncs->glUniform3fv(location, count, v: values); |
| 3077 | else if (tupleSize == 4) |
| 3078 | d->glfuncs->glUniform4fv(location, count, v: values); |
| 3079 | else |
| 3080 | qWarning(msg: "QOpenGLShaderProgram::setUniformValue: size %d not supported" , tupleSize); |
| 3081 | } |
| 3082 | } |
| 3083 | |
| 3084 | /*! |
| 3085 | \overload |
| 3086 | |
| 3087 | Sets the uniform variable array called \a name in the current |
| 3088 | context to the \a count elements of \a values. Each element |
| 3089 | has \a tupleSize components. The \a tupleSize must be 1, 2, 3, or 4. |
| 3090 | |
| 3091 | \sa setAttributeValue() |
| 3092 | */ |
| 3093 | void QOpenGLShaderProgram::setUniformValueArray |
| 3094 | (const char *name, const GLfloat *values, int count, int tupleSize) |
| 3095 | { |
| 3096 | setUniformValueArray(location: uniformLocation(name), values, count, tupleSize); |
| 3097 | } |
| 3098 | |
| 3099 | /*! |
| 3100 | Sets the uniform variable array at \a location in the current |
| 3101 | context to the \a count 2D vector elements of \a values. |
| 3102 | |
| 3103 | \sa setAttributeValue() |
| 3104 | */ |
| 3105 | void QOpenGLShaderProgram::setUniformValueArray(int location, const QVector2D *values, int count) |
| 3106 | { |
| 3107 | Q_D(QOpenGLShaderProgram); |
| 3108 | Q_UNUSED(d); |
| 3109 | if (location != -1) |
| 3110 | d->glfuncs->glUniform2fv(location, count, v: reinterpret_cast<const GLfloat *>(values)); |
| 3111 | } |
| 3112 | |
| 3113 | /*! |
| 3114 | \overload |
| 3115 | |
| 3116 | Sets the uniform variable array called \a name in the current |
| 3117 | context to the \a count 2D vector elements of \a values. |
| 3118 | |
| 3119 | \sa setAttributeValue() |
| 3120 | */ |
| 3121 | void QOpenGLShaderProgram::setUniformValueArray(const char *name, const QVector2D *values, int count) |
| 3122 | { |
| 3123 | setUniformValueArray(location: uniformLocation(name), values, count); |
| 3124 | } |
| 3125 | |
| 3126 | /*! |
| 3127 | Sets the uniform variable array at \a location in the current |
| 3128 | context to the \a count 3D vector elements of \a values. |
| 3129 | |
| 3130 | \sa setAttributeValue() |
| 3131 | */ |
| 3132 | void QOpenGLShaderProgram::setUniformValueArray(int location, const QVector3D *values, int count) |
| 3133 | { |
| 3134 | Q_D(QOpenGLShaderProgram); |
| 3135 | Q_UNUSED(d); |
| 3136 | if (location != -1) |
| 3137 | d->glfuncs->glUniform3fv(location, count, v: reinterpret_cast<const GLfloat *>(values)); |
| 3138 | } |
| 3139 | |
| 3140 | /*! |
| 3141 | \overload |
| 3142 | |
| 3143 | Sets the uniform variable array called \a name in the current |
| 3144 | context to the \a count 3D vector elements of \a values. |
| 3145 | |
| 3146 | \sa setAttributeValue() |
| 3147 | */ |
| 3148 | void QOpenGLShaderProgram::setUniformValueArray(const char *name, const QVector3D *values, int count) |
| 3149 | { |
| 3150 | setUniformValueArray(location: uniformLocation(name), values, count); |
| 3151 | } |
| 3152 | |
| 3153 | /*! |
| 3154 | Sets the uniform variable array at \a location in the current |
| 3155 | context to the \a count 4D vector elements of \a values. |
| 3156 | |
| 3157 | \sa setAttributeValue() |
| 3158 | */ |
| 3159 | void QOpenGLShaderProgram::setUniformValueArray(int location, const QVector4D *values, int count) |
| 3160 | { |
| 3161 | Q_D(QOpenGLShaderProgram); |
| 3162 | Q_UNUSED(d); |
| 3163 | if (location != -1) |
| 3164 | d->glfuncs->glUniform4fv(location, count, v: reinterpret_cast<const GLfloat *>(values)); |
| 3165 | } |
| 3166 | |
| 3167 | /*! |
| 3168 | \overload |
| 3169 | |
| 3170 | Sets the uniform variable array called \a name in the current |
| 3171 | context to the \a count 4D vector elements of \a values. |
| 3172 | |
| 3173 | \sa setAttributeValue() |
| 3174 | */ |
| 3175 | void QOpenGLShaderProgram::setUniformValueArray(const char *name, const QVector4D *values, int count) |
| 3176 | { |
| 3177 | setUniformValueArray(location: uniformLocation(name), values, count); |
| 3178 | } |
| 3179 | |
| 3180 | // We have to repack matrix arrays from qreal to GLfloat. |
| 3181 | #define setUniformMatrixArray(func,location,values,count,type,cols,rows) \ |
| 3182 | if (location == -1 || count <= 0) \ |
| 3183 | return; \ |
| 3184 | if (sizeof(type) == sizeof(GLfloat) * cols * rows) { \ |
| 3185 | func(location, count, GL_FALSE, \ |
| 3186 | reinterpret_cast<const GLfloat *>(values[0].constData())); \ |
| 3187 | } else { \ |
| 3188 | QVarLengthArray<GLfloat> temp(cols * rows * count); \ |
| 3189 | for (int index = 0; index < count; ++index) { \ |
| 3190 | for (int index2 = 0; index2 < (cols * rows); ++index2) { \ |
| 3191 | temp.data()[cols * rows * index + index2] = \ |
| 3192 | values[index].constData()[index2]; \ |
| 3193 | } \ |
| 3194 | } \ |
| 3195 | func(location, count, GL_FALSE, temp.constData()); \ |
| 3196 | } |
| 3197 | #define setUniformGenericMatrixArray(colfunc,location,values,count,type,cols,rows) \ |
| 3198 | if (location == -1 || count <= 0) \ |
| 3199 | return; \ |
| 3200 | if (sizeof(type) == sizeof(GLfloat) * cols * rows) { \ |
| 3201 | const GLfloat *data = reinterpret_cast<const GLfloat *> \ |
| 3202 | (values[0].constData()); \ |
| 3203 | colfunc(location, count * cols, data); \ |
| 3204 | } else { \ |
| 3205 | QVarLengthArray<GLfloat> temp(cols * rows * count); \ |
| 3206 | for (int index = 0; index < count; ++index) { \ |
| 3207 | for (int index2 = 0; index2 < (cols * rows); ++index2) { \ |
| 3208 | temp.data()[cols * rows * index + index2] = \ |
| 3209 | values[index].constData()[index2]; \ |
| 3210 | } \ |
| 3211 | } \ |
| 3212 | colfunc(location, count * cols, temp.constData()); \ |
| 3213 | } |
| 3214 | |
| 3215 | /*! |
| 3216 | Sets the uniform variable array at \a location in the current |
| 3217 | context to the \a count 2x2 matrix elements of \a values. |
| 3218 | |
| 3219 | \sa setAttributeValue() |
| 3220 | */ |
| 3221 | void QOpenGLShaderProgram::setUniformValueArray(int location, const QMatrix2x2 *values, int count) |
| 3222 | { |
| 3223 | Q_D(QOpenGLShaderProgram); |
| 3224 | Q_UNUSED(d); |
| 3225 | setUniformMatrixArray |
| 3226 | (d->glfuncs->glUniformMatrix2fv, location, values, count, QMatrix2x2, 2, 2); |
| 3227 | } |
| 3228 | |
| 3229 | /*! |
| 3230 | \overload |
| 3231 | |
| 3232 | Sets the uniform variable array called \a name in the current |
| 3233 | context to the \a count 2x2 matrix elements of \a values. |
| 3234 | |
| 3235 | \sa setAttributeValue() |
| 3236 | */ |
| 3237 | void QOpenGLShaderProgram::setUniformValueArray(const char *name, const QMatrix2x2 *values, int count) |
| 3238 | { |
| 3239 | setUniformValueArray(location: uniformLocation(name), values, count); |
| 3240 | } |
| 3241 | |
| 3242 | /*! |
| 3243 | Sets the uniform variable array at \a location in the current |
| 3244 | context to the \a count 2x3 matrix elements of \a values. |
| 3245 | |
| 3246 | \sa setAttributeValue() |
| 3247 | */ |
| 3248 | void QOpenGLShaderProgram::setUniformValueArray(int location, const QMatrix2x3 *values, int count) |
| 3249 | { |
| 3250 | Q_D(QOpenGLShaderProgram); |
| 3251 | Q_UNUSED(d); |
| 3252 | setUniformGenericMatrixArray |
| 3253 | (d->glfuncs->glUniform3fv, location, values, count, |
| 3254 | QMatrix2x3, 2, 3); |
| 3255 | } |
| 3256 | |
| 3257 | /*! |
| 3258 | \overload |
| 3259 | |
| 3260 | Sets the uniform variable array called \a name in the current |
| 3261 | context to the \a count 2x3 matrix elements of \a values. |
| 3262 | |
| 3263 | \sa setAttributeValue() |
| 3264 | */ |
| 3265 | void QOpenGLShaderProgram::setUniformValueArray(const char *name, const QMatrix2x3 *values, int count) |
| 3266 | { |
| 3267 | setUniformValueArray(location: uniformLocation(name), values, count); |
| 3268 | } |
| 3269 | |
| 3270 | /*! |
| 3271 | Sets the uniform variable array at \a location in the current |
| 3272 | context to the \a count 2x4 matrix elements of \a values. |
| 3273 | |
| 3274 | \sa setAttributeValue() |
| 3275 | */ |
| 3276 | void QOpenGLShaderProgram::setUniformValueArray(int location, const QMatrix2x4 *values, int count) |
| 3277 | { |
| 3278 | Q_D(QOpenGLShaderProgram); |
| 3279 | Q_UNUSED(d); |
| 3280 | setUniformGenericMatrixArray |
| 3281 | (d->glfuncs->glUniform4fv, location, values, count, |
| 3282 | QMatrix2x4, 2, 4); |
| 3283 | } |
| 3284 | |
| 3285 | /*! |
| 3286 | \overload |
| 3287 | |
| 3288 | Sets the uniform variable array called \a name in the current |
| 3289 | context to the \a count 2x4 matrix elements of \a values. |
| 3290 | |
| 3291 | \sa setAttributeValue() |
| 3292 | */ |
| 3293 | void QOpenGLShaderProgram::setUniformValueArray(const char *name, const QMatrix2x4 *values, int count) |
| 3294 | { |
| 3295 | setUniformValueArray(location: uniformLocation(name), values, count); |
| 3296 | } |
| 3297 | |
| 3298 | /*! |
| 3299 | Sets the uniform variable array at \a location in the current |
| 3300 | context to the \a count 3x2 matrix elements of \a values. |
| 3301 | |
| 3302 | \sa setAttributeValue() |
| 3303 | */ |
| 3304 | void QOpenGLShaderProgram::setUniformValueArray(int location, const QMatrix3x2 *values, int count) |
| 3305 | { |
| 3306 | Q_D(QOpenGLShaderProgram); |
| 3307 | Q_UNUSED(d); |
| 3308 | setUniformGenericMatrixArray |
| 3309 | (d->glfuncs->glUniform2fv, location, values, count, |
| 3310 | QMatrix3x2, 3, 2); |
| 3311 | } |
| 3312 | |
| 3313 | /*! |
| 3314 | \overload |
| 3315 | |
| 3316 | Sets the uniform variable array called \a name in the current |
| 3317 | context to the \a count 3x2 matrix elements of \a values. |
| 3318 | |
| 3319 | \sa setAttributeValue() |
| 3320 | */ |
| 3321 | void QOpenGLShaderProgram::setUniformValueArray(const char *name, const QMatrix3x2 *values, int count) |
| 3322 | { |
| 3323 | setUniformValueArray(location: uniformLocation(name), values, count); |
| 3324 | } |
| 3325 | |
| 3326 | /*! |
| 3327 | Sets the uniform variable array at \a location in the current |
| 3328 | context to the \a count 3x3 matrix elements of \a values. |
| 3329 | |
| 3330 | \sa setAttributeValue() |
| 3331 | */ |
| 3332 | void QOpenGLShaderProgram::setUniformValueArray(int location, const QMatrix3x3 *values, int count) |
| 3333 | { |
| 3334 | Q_D(QOpenGLShaderProgram); |
| 3335 | Q_UNUSED(d); |
| 3336 | setUniformMatrixArray |
| 3337 | (d->glfuncs->glUniformMatrix3fv, location, values, count, QMatrix3x3, 3, 3); |
| 3338 | } |
| 3339 | |
| 3340 | /*! |
| 3341 | \overload |
| 3342 | |
| 3343 | Sets the uniform variable array called \a name in the current |
| 3344 | context to the \a count 3x3 matrix elements of \a values. |
| 3345 | |
| 3346 | \sa setAttributeValue() |
| 3347 | */ |
| 3348 | void QOpenGLShaderProgram::setUniformValueArray(const char *name, const QMatrix3x3 *values, int count) |
| 3349 | { |
| 3350 | setUniformValueArray(location: uniformLocation(name), values, count); |
| 3351 | } |
| 3352 | |
| 3353 | /*! |
| 3354 | Sets the uniform variable array at \a location in the current |
| 3355 | context to the \a count 3x4 matrix elements of \a values. |
| 3356 | |
| 3357 | \sa setAttributeValue() |
| 3358 | */ |
| 3359 | void QOpenGLShaderProgram::setUniformValueArray(int location, const QMatrix3x4 *values, int count) |
| 3360 | { |
| 3361 | Q_D(QOpenGLShaderProgram); |
| 3362 | Q_UNUSED(d); |
| 3363 | setUniformGenericMatrixArray |
| 3364 | (d->glfuncs->glUniform4fv, location, values, count, |
| 3365 | QMatrix3x4, 3, 4); |
| 3366 | } |
| 3367 | |
| 3368 | /*! |
| 3369 | \overload |
| 3370 | |
| 3371 | Sets the uniform variable array called \a name in the current |
| 3372 | context to the \a count 3x4 matrix elements of \a values. |
| 3373 | |
| 3374 | \sa setAttributeValue() |
| 3375 | */ |
| 3376 | void QOpenGLShaderProgram::setUniformValueArray(const char *name, const QMatrix3x4 *values, int count) |
| 3377 | { |
| 3378 | setUniformValueArray(location: uniformLocation(name), values, count); |
| 3379 | } |
| 3380 | |
| 3381 | /*! |
| 3382 | Sets the uniform variable array at \a location in the current |
| 3383 | context to the \a count 4x2 matrix elements of \a values. |
| 3384 | |
| 3385 | \sa setAttributeValue() |
| 3386 | */ |
| 3387 | void QOpenGLShaderProgram::setUniformValueArray(int location, const QMatrix4x2 *values, int count) |
| 3388 | { |
| 3389 | Q_D(QOpenGLShaderProgram); |
| 3390 | Q_UNUSED(d); |
| 3391 | setUniformGenericMatrixArray |
| 3392 | (d->glfuncs->glUniform2fv, location, values, count, |
| 3393 | QMatrix4x2, 4, 2); |
| 3394 | } |
| 3395 | |
| 3396 | /*! |
| 3397 | \overload |
| 3398 | |
| 3399 | Sets the uniform variable array called \a name in the current |
| 3400 | context to the \a count 4x2 matrix elements of \a values. |
| 3401 | |
| 3402 | \sa setAttributeValue() |
| 3403 | */ |
| 3404 | void QOpenGLShaderProgram::setUniformValueArray(const char *name, const QMatrix4x2 *values, int count) |
| 3405 | { |
| 3406 | setUniformValueArray(location: uniformLocation(name), values, count); |
| 3407 | } |
| 3408 | |
| 3409 | /*! |
| 3410 | Sets the uniform variable array at \a location in the current |
| 3411 | context to the \a count 4x3 matrix elements of \a values. |
| 3412 | |
| 3413 | \sa setAttributeValue() |
| 3414 | */ |
| 3415 | void QOpenGLShaderProgram::setUniformValueArray(int location, const QMatrix4x3 *values, int count) |
| 3416 | { |
| 3417 | Q_D(QOpenGLShaderProgram); |
| 3418 | Q_UNUSED(d); |
| 3419 | setUniformGenericMatrixArray |
| 3420 | (d->glfuncs->glUniform3fv, location, values, count, |
| 3421 | QMatrix4x3, 4, 3); |
| 3422 | } |
| 3423 | |
| 3424 | /*! |
| 3425 | \overload |
| 3426 | |
| 3427 | Sets the uniform variable array called \a name in the current |
| 3428 | context to the \a count 4x3 matrix elements of \a values. |
| 3429 | |
| 3430 | \sa setAttributeValue() |
| 3431 | */ |
| 3432 | void QOpenGLShaderProgram::setUniformValueArray(const char *name, const QMatrix4x3 *values, int count) |
| 3433 | { |
| 3434 | setUniformValueArray(location: uniformLocation(name), values, count); |
| 3435 | } |
| 3436 | |
| 3437 | /*! |
| 3438 | Sets the uniform variable array at \a location in the current |
| 3439 | context to the \a count 4x4 matrix elements of \a values. |
| 3440 | |
| 3441 | \sa setAttributeValue() |
| 3442 | */ |
| 3443 | void QOpenGLShaderProgram::setUniformValueArray(int location, const QMatrix4x4 *values, int count) |
| 3444 | { |
| 3445 | Q_D(QOpenGLShaderProgram); |
| 3446 | Q_UNUSED(d); |
| 3447 | setUniformMatrixArray |
| 3448 | (d->glfuncs->glUniformMatrix4fv, location, values, count, QMatrix4x4, 4, 4); |
| 3449 | } |
| 3450 | |
| 3451 | /*! |
| 3452 | \overload |
| 3453 | |
| 3454 | Sets the uniform variable array called \a name in the current |
| 3455 | context to the \a count 4x4 matrix elements of \a values. |
| 3456 | |
| 3457 | \sa setAttributeValue() |
| 3458 | */ |
| 3459 | void QOpenGLShaderProgram::setUniformValueArray(const char *name, const QMatrix4x4 *values, int count) |
| 3460 | { |
| 3461 | setUniformValueArray(location: uniformLocation(name), values, count); |
| 3462 | } |
| 3463 | |
| 3464 | /*! |
| 3465 | Returns the hardware limit for how many vertices a geometry shader |
| 3466 | can output. |
| 3467 | */ |
| 3468 | int QOpenGLShaderProgram::maxGeometryOutputVertices() const |
| 3469 | { |
| 3470 | GLint n = 0; |
| 3471 | Q_D(const QOpenGLShaderProgram); |
| 3472 | d->glfuncs->glGetIntegerv(GL_MAX_GEOMETRY_OUTPUT_VERTICES, params: &n); |
| 3473 | return n; |
| 3474 | } |
| 3475 | |
| 3476 | /*! |
| 3477 | Use this function to specify to OpenGL the number of vertices in |
| 3478 | a patch to \a count. A patch is a custom OpenGL primitive whose interpretation |
| 3479 | is entirely defined by the tessellation shader stages. Therefore, calling |
| 3480 | this function only makes sense when using a QOpenGLShaderProgram |
| 3481 | containing tessellation stage shaders. When using OpenGL tessellation, |
| 3482 | the only primitive that can be rendered with \c{glDraw*()} functions is |
| 3483 | \c{GL_PATCHES}. |
| 3484 | |
| 3485 | This is equivalent to calling glPatchParameteri(GL_PATCH_VERTICES, count). |
| 3486 | |
| 3487 | \note This modifies global OpenGL state and is not specific to this |
| 3488 | QOpenGLShaderProgram instance. You should call this in your render |
| 3489 | function when needed, as QOpenGLShaderProgram will not apply this for |
| 3490 | you. This is purely a convenience function. |
| 3491 | |
| 3492 | \sa patchVertexCount() |
| 3493 | */ |
| 3494 | void QOpenGLShaderProgram::setPatchVertexCount(int count) |
| 3495 | { |
| 3496 | Q_D(QOpenGLShaderProgram); |
| 3497 | d->glfuncs->glPatchParameteri(GL_PATCH_VERTICES, value: count); |
| 3498 | } |
| 3499 | |
| 3500 | /*! |
| 3501 | Returns the number of vertices per-patch to be used when rendering. |
| 3502 | |
| 3503 | \note This returns the global OpenGL state value. It is not specific to |
| 3504 | this QOpenGLShaderProgram instance. |
| 3505 | |
| 3506 | \sa setPatchVertexCount() |
| 3507 | */ |
| 3508 | int QOpenGLShaderProgram::patchVertexCount() const |
| 3509 | { |
| 3510 | int patchVertices = 0; |
| 3511 | Q_D(const QOpenGLShaderProgram); |
| 3512 | d->glfuncs->glGetIntegerv(GL_PATCH_VERTICES, params: &patchVertices); |
| 3513 | return patchVertices; |
| 3514 | } |
| 3515 | |
| 3516 | /*! |
| 3517 | Sets the default outer tessellation levels to be used by the tessellation |
| 3518 | primitive generator in the event that the tessellation control shader |
| 3519 | does not output them to \a levels. For more details on OpenGL and Tessellation |
| 3520 | shaders see \l{OpenGL Tessellation Shaders}. |
| 3521 | |
| 3522 | The \a levels argument should be a QList consisting of 4 floats. Not all |
| 3523 | of the values make sense for all tessellation modes. If you specify a vector with |
| 3524 | fewer than 4 elements, the remaining elements will be given a default value of 1. |
| 3525 | |
| 3526 | \note This modifies global OpenGL state and is not specific to this |
| 3527 | QOpenGLShaderProgram instance. You should call this in your render |
| 3528 | function when needed, as QOpenGLShaderProgram will not apply this for |
| 3529 | you. This is purely a convenience function. |
| 3530 | |
| 3531 | \note This function is only available with OpenGL >= 4.0 and is not supported |
| 3532 | with OpenGL ES 3.2. |
| 3533 | |
| 3534 | \sa defaultOuterTessellationLevels(), setDefaultInnerTessellationLevels() |
| 3535 | */ |
| 3536 | void QOpenGLShaderProgram::setDefaultOuterTessellationLevels(const QList<float> &levels) |
| 3537 | { |
| 3538 | #if !QT_CONFIG(opengles2) |
| 3539 | Q_D(QOpenGLShaderProgram); |
| 3540 | if (d->tessellationFuncs) { |
| 3541 | QList<float> tessLevels = levels; |
| 3542 | |
| 3543 | // Ensure we have the required 4 outer tessellation levels |
| 3544 | // Use default of 1 for missing entries (same as spec) |
| 3545 | const int argCount = 4; |
| 3546 | if (tessLevels.size() < argCount) { |
| 3547 | tessLevels.reserve(asize: argCount); |
| 3548 | for (int i = tessLevels.size(); i < argCount; ++i) |
| 3549 | tessLevels.append(t: 1.0f); |
| 3550 | } |
| 3551 | d->tessellationFuncs->glPatchParameterfv(GL_PATCH_DEFAULT_OUTER_LEVEL, values: tessLevels.data()); |
| 3552 | } |
| 3553 | #else |
| 3554 | Q_UNUSED(levels); |
| 3555 | #endif |
| 3556 | } |
| 3557 | |
| 3558 | /*! |
| 3559 | Returns the default outer tessellation levels to be used by the tessellation |
| 3560 | primitive generator in the event that the tessellation control shader |
| 3561 | does not output them. For more details on OpenGL and Tessellation shaders see |
| 3562 | \l{OpenGL Tessellation Shaders}. |
| 3563 | |
| 3564 | Returns a QList of floats describing the outer tessellation levels. The vector |
| 3565 | will always have four elements but not all of them make sense for every mode |
| 3566 | of tessellation. |
| 3567 | |
| 3568 | \note This returns the global OpenGL state value. It is not specific to |
| 3569 | this QOpenGLShaderProgram instance. |
| 3570 | |
| 3571 | \note This function is only supported with OpenGL >= 4.0 and will not |
| 3572 | return valid results with OpenGL ES 3.2. |
| 3573 | |
| 3574 | \sa setDefaultOuterTessellationLevels(), defaultInnerTessellationLevels() |
| 3575 | */ |
| 3576 | QList<float> QOpenGLShaderProgram::defaultOuterTessellationLevels() const |
| 3577 | { |
| 3578 | #if !QT_CONFIG(opengles2) |
| 3579 | QList<float> tessLevels(4, 1.0f); |
| 3580 | Q_D(const QOpenGLShaderProgram); |
| 3581 | if (d->tessellationFuncs) |
| 3582 | d->tessellationFuncs->glGetFloatv(GL_PATCH_DEFAULT_OUTER_LEVEL, params: tessLevels.data()); |
| 3583 | return tessLevels; |
| 3584 | #else |
| 3585 | return QList<float>(); |
| 3586 | #endif |
| 3587 | } |
| 3588 | |
| 3589 | /*! |
| 3590 | Sets the default outer tessellation levels to be used by the tessellation |
| 3591 | primitive generator in the event that the tessellation control shader |
| 3592 | does not output them to \a levels. For more details on OpenGL and Tessellation shaders see |
| 3593 | \l{OpenGL Tessellation Shaders}. |
| 3594 | |
| 3595 | The \a levels argument should be a QList consisting of 2 floats. Not all |
| 3596 | of the values make sense for all tessellation modes. If you specify a vector with |
| 3597 | fewer than 2 elements, the remaining elements will be given a default value of 1. |
| 3598 | |
| 3599 | \note This modifies global OpenGL state and is not specific to this |
| 3600 | QOpenGLShaderProgram instance. You should call this in your render |
| 3601 | function when needed, as QOpenGLShaderProgram will not apply this for |
| 3602 | you. This is purely a convenience function. |
| 3603 | |
| 3604 | \note This function is only available with OpenGL >= 4.0 and is not supported |
| 3605 | with OpenGL ES 3.2. |
| 3606 | |
| 3607 | \sa defaultInnerTessellationLevels(), setDefaultOuterTessellationLevels() |
| 3608 | */ |
| 3609 | void QOpenGLShaderProgram::setDefaultInnerTessellationLevels(const QList<float> &levels) |
| 3610 | { |
| 3611 | #if !QT_CONFIG(opengles2) |
| 3612 | Q_D(QOpenGLShaderProgram); |
| 3613 | if (d->tessellationFuncs) { |
| 3614 | QList<float> tessLevels = levels; |
| 3615 | |
| 3616 | // Ensure we have the required 2 inner tessellation levels |
| 3617 | // Use default of 1 for missing entries (same as spec) |
| 3618 | const int argCount = 2; |
| 3619 | if (tessLevels.size() < argCount) { |
| 3620 | tessLevels.reserve(asize: argCount); |
| 3621 | for (int i = tessLevels.size(); i < argCount; ++i) |
| 3622 | tessLevels.append(t: 1.0f); |
| 3623 | } |
| 3624 | d->tessellationFuncs->glPatchParameterfv(GL_PATCH_DEFAULT_INNER_LEVEL, values: tessLevels.data()); |
| 3625 | } |
| 3626 | #else |
| 3627 | Q_UNUSED(levels); |
| 3628 | #endif |
| 3629 | } |
| 3630 | |
| 3631 | /*! |
| 3632 | Returns the default inner tessellation levels to be used by the tessellation |
| 3633 | primitive generator in the event that the tessellation control shader |
| 3634 | does not output them. For more details on OpenGL and Tessellation shaders see |
| 3635 | \l{OpenGL Tessellation Shaders}. |
| 3636 | |
| 3637 | Returns a QList of floats describing the inner tessellation levels. The vector |
| 3638 | will always have two elements but not all of them make sense for every mode |
| 3639 | of tessellation. |
| 3640 | |
| 3641 | \note This returns the global OpenGL state value. It is not specific to |
| 3642 | this QOpenGLShaderProgram instance. |
| 3643 | |
| 3644 | \note This function is only supported with OpenGL >= 4.0 and will not |
| 3645 | return valid results with OpenGL ES 3.2. |
| 3646 | |
| 3647 | \sa setDefaultInnerTessellationLevels(), defaultOuterTessellationLevels() |
| 3648 | */ |
| 3649 | QList<float> QOpenGLShaderProgram::defaultInnerTessellationLevels() const |
| 3650 | { |
| 3651 | #if !QT_CONFIG(opengles2) |
| 3652 | QList<float> tessLevels(2, 1.0f); |
| 3653 | Q_D(const QOpenGLShaderProgram); |
| 3654 | if (d->tessellationFuncs) |
| 3655 | d->tessellationFuncs->glGetFloatv(GL_PATCH_DEFAULT_INNER_LEVEL, params: tessLevels.data()); |
| 3656 | return tessLevels; |
| 3657 | #else |
| 3658 | return QList<float>(); |
| 3659 | #endif |
| 3660 | } |
| 3661 | |
| 3662 | |
| 3663 | /*! |
| 3664 | Returns \c true if shader programs written in the OpenGL Shading |
| 3665 | Language (GLSL) are supported on this system; false otherwise. |
| 3666 | |
| 3667 | The \a context is used to resolve the GLSL extensions. |
| 3668 | If \a context is \nullptr, then QOpenGLContext::currentContext() |
| 3669 | is used. |
| 3670 | */ |
| 3671 | bool QOpenGLShaderProgram::hasOpenGLShaderPrograms(QOpenGLContext *context) |
| 3672 | { |
| 3673 | if (!context) |
| 3674 | context = QOpenGLContext::currentContext(); |
| 3675 | if (!context) |
| 3676 | return false; |
| 3677 | return QOpenGLFunctions(context).hasOpenGLFeature(feature: QOpenGLFunctions::Shaders); |
| 3678 | } |
| 3679 | |
| 3680 | /*! |
| 3681 | \internal |
| 3682 | */ |
| 3683 | void QOpenGLShaderProgram::shaderDestroyed() |
| 3684 | { |
| 3685 | Q_D(QOpenGLShaderProgram); |
| 3686 | QOpenGLShader *shader = qobject_cast<QOpenGLShader *>(object: sender()); |
| 3687 | if (shader && !d->removingShaders) |
| 3688 | removeShader(shader); |
| 3689 | } |
| 3690 | |
| 3691 | /*! |
| 3692 | Returns \c true if shader programs of type \a type are supported on |
| 3693 | this system; false otherwise. |
| 3694 | |
| 3695 | The \a context is used to resolve the GLSL extensions. |
| 3696 | If \a context is \nullptr, then QOpenGLContext::currentContext() |
| 3697 | is used. |
| 3698 | */ |
| 3699 | bool QOpenGLShader::hasOpenGLShaders(ShaderType type, QOpenGLContext *context) |
| 3700 | { |
| 3701 | if (!context) |
| 3702 | context = QOpenGLContext::currentContext(); |
| 3703 | if (!context) |
| 3704 | return false; |
| 3705 | |
| 3706 | if ((type & ~(Geometry | Vertex | Fragment | TessellationControl | TessellationEvaluation | Compute)) || type == 0) |
| 3707 | return false; |
| 3708 | |
| 3709 | if (type & QOpenGLShader::Geometry) |
| 3710 | return supportsGeometry(f: context->format()); |
| 3711 | else if (type & (QOpenGLShader::TessellationControl | QOpenGLShader::TessellationEvaluation)) |
| 3712 | return supportsTessellation(f: context->format()); |
| 3713 | else if (type & QOpenGLShader::Compute) |
| 3714 | return supportsCompute(f: context->format()); |
| 3715 | |
| 3716 | // Unconditional support of vertex and fragment shaders implicitly assumes |
| 3717 | // a minimum OpenGL version of 2.0 |
| 3718 | return true; |
| 3719 | } |
| 3720 | |
| 3721 | bool QOpenGLShaderProgramPrivate::isCacheDisabled() const |
| 3722 | { |
| 3723 | static QOpenGLProgramBinarySupportCheckWrapper binSupportCheck; |
| 3724 | return !binSupportCheck.get(context: QOpenGLContext::currentContext())->isSupported(); |
| 3725 | } |
| 3726 | |
| 3727 | bool QOpenGLShaderProgramPrivate::compileCacheable() |
| 3728 | { |
| 3729 | Q_Q(QOpenGLShaderProgram); |
| 3730 | for (const QOpenGLProgramBinaryCache::ShaderDesc &shader : std::as_const(t&: binaryProgram.shaders)) { |
| 3731 | auto s = std::make_unique<QOpenGLShader>(args: qt_shaderStageToType(stage: shader.stage), args: q); |
| 3732 | if (!s->compileSourceCode(source: shader.source)) { |
| 3733 | log = s->log(); |
| 3734 | return false; |
| 3735 | } |
| 3736 | anonShaders.append(t: s.release()); |
| 3737 | if (!q->addShader(shader: anonShaders.last())) |
| 3738 | return false; |
| 3739 | } |
| 3740 | return true; |
| 3741 | } |
| 3742 | |
| 3743 | bool QOpenGLShaderProgramPrivate::linkBinary() |
| 3744 | { |
| 3745 | static QOpenGLProgramBinaryCache binCache; |
| 3746 | |
| 3747 | Q_Q(QOpenGLShaderProgram); |
| 3748 | |
| 3749 | const QByteArray cacheKey = binaryProgram.cacheKey(); |
| 3750 | if (lcOpenGLProgramDiskCache().isEnabled(type: QtDebugMsg)) |
| 3751 | qCDebug(lcOpenGLProgramDiskCache, "program with %d shaders, cache key %s" , |
| 3752 | int(binaryProgram.shaders.size()), cacheKey.constData()); |
| 3753 | |
| 3754 | bool needsCompile = true; |
| 3755 | if (binCache.load(cacheKey, programId: q->programId())) { |
| 3756 | qCDebug(lcOpenGLProgramDiskCache, "Program binary received from cache" ); |
| 3757 | needsCompile = false; |
| 3758 | } |
| 3759 | |
| 3760 | bool needsSave = false; |
| 3761 | if (needsCompile) { |
| 3762 | qCDebug(lcOpenGLProgramDiskCache, "Program binary not in cache, compiling" ); |
| 3763 | if (compileCacheable()) |
| 3764 | needsSave = true; |
| 3765 | else |
| 3766 | return false; |
| 3767 | } |
| 3768 | |
| 3769 | linkBinaryRecursion = true; |
| 3770 | bool ok = q->link(); |
| 3771 | linkBinaryRecursion = false; |
| 3772 | if (ok && needsSave) |
| 3773 | binCache.save(cacheKey, programId: q->programId()); |
| 3774 | |
| 3775 | return ok; |
| 3776 | } |
| 3777 | |
| 3778 | QT_END_NAMESPACE |
| 3779 | |
| 3780 | #include "moc_qopenglshaderprogram.cpp" |
| 3781 | |