QRhi: support matrix array types of the uniform in GLES2 backend

Task-number: QTBUG-83173
Change-Id: Ieda8948820a9470e3b0bc420ec7b1af09395d568
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
This commit is contained in:
Inho Lee 2020-05-25 11:21:57 +02:00
parent db07a20355
commit 02d5566d68

View File

@ -2788,10 +2788,12 @@ void QRhiGles2::bindShaderResources(QRhiGraphicsPipeline *maybeGraphicsPs, QRhiC
&& uniform.type != QShaderDescription::Float
&& uniform.type != QShaderDescription::Vec2
&& uniform.type != QShaderDescription::Vec3
&& uniform.type != QShaderDescription::Vec4)
&& uniform.type != QShaderDescription::Vec4
&& uniform.type != QShaderDescription::Mat3
&& uniform.type != QShaderDescription::Mat4)
{
qWarning("Uniform with buffer binding %d, buffer offset %d, type %d is an array, "
"but arrays are only supported for float, vec2, vec3, and vec4. "
"but arrays are only supported for float, vec2, vec3, vec4, mat3 and mat4. "
"Only the first element will be set.",
uniform.binding, uniform.offset, uniform.type);
}
@ -2848,17 +2850,24 @@ void QRhiGles2::bindShaderResources(QRhiGraphicsPipeline *maybeGraphicsPs, QRhiC
break;
case QShaderDescription::Mat3:
{
// 4 floats per column (or row, if row-major)
float mat[9];
const float *srcMat = reinterpret_cast<const float *>(src);
memcpy(mat, srcMat, 3 * sizeof(float));
memcpy(mat + 3, srcMat + 4, 3 * sizeof(float));
memcpy(mat + 6, srcMat + 8, 3 * sizeof(float));
f->glUniformMatrix3fv(uniform.glslLocation, 1, GL_FALSE, mat);
const int elemCount = uniform.arrayDim;
if (elemCount < 1) {
// 4 floats per column (or row, if row-major)
float mat[9];
const float *srcMat = reinterpret_cast<const float *>(src);
memcpy(mat, srcMat, 3 * sizeof(float));
memcpy(mat + 3, srcMat + 4, 3 * sizeof(float));
memcpy(mat + 6, srcMat + 8, 3 * sizeof(float));
f->glUniformMatrix3fv(uniform.glslLocation, 1, GL_FALSE, mat);
} else {
packedFloatArray.resize(elemCount * 9);
qrhi_std140_to_packed(packedFloatArray.data(), 3, elemCount * 3, src);
f->glUniformMatrix3fv(uniform.glslLocation, elemCount, GL_FALSE, packedFloatArray.constData());
}
}
break;
case QShaderDescription::Mat4:
f->glUniformMatrix4fv(uniform.glslLocation, 1, GL_FALSE, reinterpret_cast<const float *>(src));
f->glUniformMatrix4fv(uniform.glslLocation, qMax(1, uniform.arrayDim), GL_FALSE, reinterpret_cast<const float *>(src));
break;
case QShaderDescription::Int:
f->glUniform1i(uniform.glslLocation, *reinterpret_cast<const qint32 *>(src));