// Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). // Copyright (C) 2016 The Qt Company Ltd and/or its subsidiary(-ies). // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only #ifndef QT3DRENDER_RENDER_OPENGL_SUBMISSIONCONTEXT_H #define QT3DRENDER_RENDER_OPENGL_SUBMISSIONCONTEXT_H // // W A R N I N G // ------------- // // This file is not part of the Qt API. It exists for the convenience // of other Qt classes. This header file may change from version to // version without notice, or even be removed. // // We mean it. // #include #include #include #include #include #include #include #include QT_BEGIN_NAMESPACE class QAbstractOpenGLFunctions; namespace Qt3DRender { namespace Render { class Material; class AttachmentPack; class Attribute; class Buffer; class ShaderManager; struct StateVariant; class RenderTarget; class RenderStateSet; namespace OpenGL { class Renderer; class GraphicsHelperInterface; class GLTexture; class RenderCommand; typedef QPair NamedUniformLocation; class Q_AUTOTEST_EXPORT SubmissionContext : public GraphicsContext { public: SubmissionContext(); ~SubmissionContext(); int id() const; // unique, small integer ID of this context void setRenderer(Renderer *renderer) { m_renderer = renderer; } bool beginDrawing(QSurface *surface); void endDrawing(bool swapBuffers); void releaseOpenGL(); void setOpenGLContext(QOpenGLContext* ctx); // Viewport void setViewport(const QRectF &viewport, const QSize &surfaceSize); QRectF viewport() const { return m_viewport; } // Shaders bool activateShader(GLShader *shader); QOpenGLShaderProgram *activeShader() const { return m_activeShader; } // FBO GLuint activeFBO() const { return m_activeFBO; } void activateRenderTarget(const Qt3DCore::QNodeId id, const AttachmentPack &attachments, GLuint defaultFboId); void releaseRenderTarget(const Qt3DCore::QNodeId id); void releaseRenderTargets(); QSize renderTargetSize(const QSize &surfaceSize) const; QImage readFramebuffer(const QRect &rect); void blitFramebuffer(Qt3DCore::QNodeId outputRenderTargetId, Qt3DCore::QNodeId inputRenderTargetId, QRect inputRect, QRect outputRect, uint defaultFboId, QRenderTargetOutput::AttachmentPoint inputAttachmentPoint, QRenderTargetOutput::AttachmentPoint outputAttachmentPoint, QBlitFramebuffer::InterpolationMethod interpolationMethod); // Attributes void specifyAttribute(const Attribute *attribute, Buffer *buffer, const ShaderAttribute *attributeDescription); void specifyIndices(Buffer *buffer); // Buffer void updateBuffer(Buffer *buffer); QByteArray downloadBufferContent(Buffer *buffer); void releaseBuffer(Qt3DCore::QNodeId bufferId); bool hasGLBufferForBuffer(Buffer *buffer); GLBuffer *glBufferForRenderBuffer(Buffer *buf); // Parameters bool setParameters(ShaderParameterPack ¶meterPack, GLShader *shader); // RenderState void setCurrentStateSet(RenderStateSet* ss); RenderStateSet *currentStateSet() const; void applyState(const StateVariant &state); void resetState(); void resetMasked(qint64 maskOfStatesToReset); void applyStateSet(RenderStateSet *ss); // Wrappers void clearColor(const QColor &color); void clearDepthValue(float depth); void clearStencilValue(int stencil); // Fences GLFence fenceSync(); void clientWaitSync(GLFence sync, GLuint64 nanoSecTimeout); void waitSync(GLFence sync); bool wasSyncSignaled(GLFence sync); void deleteSync(GLFence sync); // Textures void setUpdatedTexture(const Qt3DCore::QNodeIdVector &updatedTextureIds); private: struct RenderTargetInfo { GLuint fboId; QSize size; AttachmentPack attachments; }; void initialize(); // Material Material* activeMaterial() const { return m_material; } void setActiveMaterial(Material* rmat); // FBO RenderTargetInfo bindFrameBufferAttachmentHelper(GLuint fboId, const AttachmentPack &attachments); void activateDrawBuffers(const AttachmentPack &attachments); void resolveRenderTargetFormat(); GLuint createRenderTarget(Qt3DCore::QNodeId renderTargetNodeId, const AttachmentPack &attachments); GLuint updateRenderTarget(Qt3DCore::QNodeId renderTargetNodeId, const AttachmentPack &attachments, bool isActiveRenderTarget); // Buffers HGLBuffer createGLBufferFor(Buffer *buffer); void uploadDataToGLBuffer(Buffer *buffer, GLBuffer *b, bool releaseBuffer = false); QByteArray downloadDataFromGLBuffer(Buffer *buffer, GLBuffer *b); bool bindGLBuffer(GLBuffer *buffer, GLBuffer::Type type); bool m_ownCurrent; const unsigned int m_id; QSurface *m_surface; QSize m_surfaceSize; QOpenGLShaderProgram *m_activeShader; QHash m_renderBufferHash; QHash m_renderTargets; QAbstractTexture::TextureFormat m_renderTargetFormat; // cache some current state, to make sure we don't issue unnecessary GL calls int m_currClearStencilValue; float m_currClearDepthValue; QColor m_currClearColorValue; Material* m_material; QRectF m_viewport; GLuint m_activeFBO; Qt3DCore::QNodeId m_activeFBONodeId; GLBuffer *m_boundArrayBuffer; RenderStateSet* m_stateSet; Renderer *m_renderer; QByteArray m_uboTempArray; TextureSubmissionContext m_textureContext; ImageSubmissionContext m_imageContext; // Attributes friend class OpenGLVertexArrayObject; struct VAOVertexAttribute { HGLBuffer bufferHandle; GLBuffer::Type attributeType; int location; GLint dataType; uint byteOffset; uint vertexSize; uint byteStride; uint divisor; GLenum shaderDataType; }; using VAOIndexAttribute = HGLBuffer; void enableAttribute(const VAOVertexAttribute &attr); void disableAttribute(const VAOVertexAttribute &attr); Qt3DCore::QNodeIdVector m_updateTextureIds; }; } // namespace OpenGL } // namespace Render } // namespace Qt3DRender QT_END_NAMESPACE #endif // QT3DRENDER_RENDER_OPENGL_SUBMISSIONCONTEXT_H