// Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only #include "glbuffer_p.h" #include #if !defined(GL_UNIFORM_BUFFER) #define GL_UNIFORM_BUFFER 0x8A11 #endif #if !defined(GL_ARRAY_BUFFER) #define GL_ARRAY_BUFFER 0x8892 #endif #if !defined(GL_ELEMENT_ARRAY_BUFFER) #define GL_ELEMENT_ARRAY_BUFFER 0x8893 #endif #if !defined(GL_SHADER_STORAGE_BUFFER) #define GL_SHADER_STORAGE_BUFFER 0x90D2 #endif #if !defined(GL_PIXEL_PACK_BUFFER) #define GL_PIXEL_PACK_BUFFER 0x88EB #endif #if !defined(GL_PIXEL_UNPACK_BUFFER) #define GL_PIXEL_UNPACK_BUFFER 0x88EC #endif #if !defined(GL_DRAW_INDIRECT_BUFFER) #define GL_DRAW_INDIRECT_BUFFER 0x8F3F #endif QT_BEGIN_NAMESPACE namespace Qt3DRender { namespace Render { namespace OpenGL { // A UBO is created for each ShaderData Shader Pair // That means a UBO is unique to a shader/shaderdata namespace { GLenum glBufferTypes[] = { GL_ARRAY_BUFFER, GL_UNIFORM_BUFFER, GL_ELEMENT_ARRAY_BUFFER, GL_SHADER_STORAGE_BUFFER, GL_PIXEL_PACK_BUFFER, GL_PIXEL_UNPACK_BUFFER, GL_DRAW_INDIRECT_BUFFER }; } // anonymous GLBuffer::GLBuffer() : m_bufferId(0) , m_isCreated(false) , m_bound(false) , m_lastTarget(GL_ARRAY_BUFFER) { } bool GLBuffer::bind(GraphicsContext *ctx, Type t) { if (m_bufferId == 0) return false; m_lastTarget = glBufferTypes[t]; ctx->openGLContext()->functions()->glBindBuffer(m_lastTarget, m_bufferId); m_bound = true; return true; } bool GLBuffer::release(GraphicsContext *ctx) { m_bound = false; ctx->openGLContext()->functions()->glBindBuffer(m_lastTarget, 0); return true; } bool GLBuffer::create(GraphicsContext *ctx) { ctx->openGLContext()->functions()->glGenBuffers(1, &m_bufferId); m_isCreated = true; return m_bufferId != 0; } void GLBuffer::destroy(GraphicsContext *ctx) { ctx->openGLContext()->functions()->glDeleteBuffers(1, &m_bufferId); m_isCreated = false; } void GLBuffer::allocate(GraphicsContext *ctx, uint size, bool dynamic) { // Either GL_STATIC_DRAW OR GL_DYNAMIC_DRAW depending on the use case // TO DO: find a way to know how a buffer/QShaderData will be used to use the right usage ctx->openGLContext()->functions()->glBufferData(m_lastTarget, size, NULL, dynamic ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW); } void GLBuffer::allocate(GraphicsContext *ctx, const void *data, uint size, bool dynamic) { ctx->openGLContext()->functions()->glBufferData(m_lastTarget, size, data, dynamic ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW); } void GLBuffer::update(GraphicsContext *ctx, const void *data, uint size, int offset) { ctx->openGLContext()->functions()->glBufferSubData(m_lastTarget, offset, size, data); } QByteArray GLBuffer::download(GraphicsContext *ctx, uint size) { char *gpu_ptr = ctx->mapBuffer(m_lastTarget, size); QByteArray data; if (gpu_ptr != nullptr) { data.resize(size); std::copy(gpu_ptr, gpu_ptr+size, data.data()); } ctx->unmapBuffer(m_lastTarget); return data; } void GLBuffer::bindBufferBase(GraphicsContext *ctx, int bindingPoint, GLBuffer::Type t) { ctx->bindBufferBase(glBufferTypes[t], bindingPoint, m_bufferId); } void GLBuffer::bindBufferBase(GraphicsContext *ctx, int bindingPoint) { ctx->bindBufferBase(m_lastTarget, bindingPoint, m_bufferId); } } // namespace OpenGL } // namespace Render } // namespace Qt3DRender QT_END_NAMESPACE