OpenGL: Add support for OpenGL 4 tessellation shader stages
This adds support for OpenGL 4 tessellation shader stages to QOpenGLShaderProgram and QOpenGLShader. Change-Id: Iefb2f411e00767990d54670c5d39413be694dd66 Reviewed-by: James Turner <james.turner@kdab.com> Reviewed-by: Giuseppe D'Angelo <giuseppe.dangelo@kdab.com> Reviewed-by: Gunnar Sletta <gunnar.sletta@digia.com>
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@ -45,3 +45,8 @@
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\externalpage http://www.xfree86.org/4.3.0/Xcursor.3.html
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\title Xcursor
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*/
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/*!
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\externalpage http://www.opengl.org/wiki/Tessellation_Shader
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\title OpenGL Tessellation Shaders
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*/
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@ -100,11 +100,15 @@ typedef GLfloat GLdouble;
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#endif
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// Desktops, apart from Mac OS X prior to 10.7 can support OpenGL 3
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// and desktops apart from Mac can support OpenGL 4
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#if !defined(QT_OPENGL_ES_2)
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# if !defined(Q_OS_MAC) || (defined(Q_OS_MAC) && MAC_OS_X_VERSION_MAX_ALLOWED >= MAC_OS_X_VERSION_10_7)
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# define QT_OPENGL_3
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# define QT_OPENGL_3_2
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# endif
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#if !defined(Q_OS_MAC)
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# define QT_OPENGL_4
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#endif
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#endif
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QT_BEGIN_NAMESPACE
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@ -50,6 +50,10 @@
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#include <QtGui/qtransform.h>
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#include <QtGui/QColor>
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#if !defined(QT_OPENGL_ES_2)
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#include <QtGui/qopenglfunctions_4_0_core.h>
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#endif
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QT_BEGIN_NAMESPACE
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/*!
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@ -147,6 +151,10 @@ QT_BEGIN_NAMESPACE
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\value Fragment Fragment shader written in the OpenGL Shading Language (GLSL).
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\value Geometry Geometry shaders written in the OpenGL Shading Language (GLSL)
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based on the OpenGL core feature (requires OpenGL >= 3.2).
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\value TessellationControl Tessellation control shaders written in the OpenGL
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shading language (GLSL), based on the core feature (requires OpenGL >= 4.0).
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\value TessellationEvaluation Tessellation evaluation shaders written in the OpenGL
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shading language (GLSL), based on the core feature (requires OpenGL >= 4.0).
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*/
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class QOpenGLShaderPrivate : public QObjectPrivate
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@ -160,14 +168,17 @@ public:
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, glfuncs(new QOpenGLFunctions(ctx))
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#ifndef QT_OPENGL_ES_2
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, supportsGeometryShaders(false)
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, supportsTessellationShaders(false)
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#endif
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{
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#ifndef QT_OPENGL_ES_2
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QSurfaceFormat f = ctx->format();
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// Geometry shaders require OpenGL >= 3.2
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if (shaderType & QOpenGLShader::Geometry) {
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QSurfaceFormat f = ctx->format();
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if (shaderType & QOpenGLShader::Geometry)
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supportsGeometryShaders = (f.version() >= qMakePair<int, int>(3, 2));
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}
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else if (shaderType & (QOpenGLShader::TessellationControl | QOpenGLShader::TessellationEvaluation))
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supportsTessellationShaders = (f.version() >= qMakePair<int, int>(4, 0));
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#endif
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}
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~QOpenGLShaderPrivate();
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@ -182,6 +193,9 @@ public:
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#ifndef QT_OPENGL_ES_2
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// Support for geometry shaders
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bool supportsGeometryShaders;
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// Support for tessellation shaders
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bool supportsTessellationShaders;
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#endif
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bool create();
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@ -214,6 +228,12 @@ bool QOpenGLShaderPrivate::create()
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#if defined(QT_OPENGL_3_2)
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} else if (shaderType == QOpenGLShader::Geometry && supportsGeometryShaders) {
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shader = glfuncs->glCreateShader(GL_GEOMETRY_SHADER);
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#endif
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#if defined(QT_OPENGL_4)
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} else if (shaderType == QOpenGLShader::TessellationControl && supportsTessellationShaders) {
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shader = glfuncs->glCreateShader(GL_TESS_CONTROL_SHADER);
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} else if (shaderType == QOpenGLShader::TessellationEvaluation && supportsTessellationShaders) {
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shader = glfuncs->glCreateShader(GL_TESS_EVALUATION_SHADER);
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#endif
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} else {
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shader = glfuncs->glCreateShader(GL_FRAGMENT_SHADER);
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@ -534,6 +554,9 @@ public:
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, inited(false)
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, removingShaders(false)
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, glfuncs(new QOpenGLFunctions)
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#ifndef QT_OPENGL_ES_2
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, tessellationFuncs(0)
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#endif
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{
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}
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~QOpenGLShaderProgramPrivate();
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@ -549,6 +572,11 @@ public:
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QOpenGLFunctions *glfuncs;
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#ifndef QT_OPENGL_ES_2
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// Tessellation shader support
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QOpenGLFunctions_4_0_Core *tessellationFuncs;
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#endif
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bool hasShader(QOpenGLShader::ShaderType type) const;
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};
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@ -606,6 +634,16 @@ bool QOpenGLShaderProgram::init()
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if (!context)
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return false;
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d->glfuncs->initializeOpenGLFunctions();
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#ifndef QT_OPENGL_ES_2
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// Resolve OpenGL 4 functions for tessellation shader support
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QSurfaceFormat format = context->format();
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if (format.version() >= qMakePair<int, int>(4, 0)) {
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d->tessellationFuncs = context->versionFunctions<QOpenGLFunctions_4_0_Core>();
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d->tessellationFuncs->initializeOpenGLFunctions();
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}
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#endif
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GLuint program = d->glfuncs->glCreateProgram();
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if (!program) {
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qWarning() << "QOpenGLShaderProgram: could not create shader program";
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@ -2963,6 +3001,185 @@ int QOpenGLShaderProgram::maxGeometryOutputVertices() const
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return n;
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}
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/*!
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Use this function to specify to OpenGL the number of vertices in
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a patch to \a count. A patch is a custom OpenGL primitive whose interpretation
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is entirely defined by the tessellation shader stages. Therefore, calling
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this function only makes sense when using a QOpenGLShaderProgram
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containing tessellation stage shaders. When using OpenGL tessellation,
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the only primitive that can be rendered with \c{glDraw*()} functions is
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\c{GL_PATCHES}.
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This is equivalent to calling glPatchParameteri(GL_PATCH_VERTICES, count).
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\note This modifies global OpenGL state and is not specific to this
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QOpenGLShaderProgram instance. You should call this in your render
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function when needed, as QOpenGLShaderProgram will not apply this for
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you. This is purely a convenience function.
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\sa patchVertexCount()
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*/
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void QOpenGLShaderProgram::setPatchVertexCount(int count)
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{
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#if defined(QT_OPENGL_4)
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Q_D(QOpenGLShaderProgram);
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if (d->tessellationFuncs)
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d->tessellationFuncs->glPatchParameteri(GL_PATCH_VERTICES, count);
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#else
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Q_UNUSED(count);
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#endif
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}
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/*!
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Returns the number of vertices per-patch to be used when rendering.
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\note This returns the global OpenGL state value. It is not specific to
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this QOpenGLShaderProgram instance.
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\sa setPatchVertexCount()
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*/
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int QOpenGLShaderProgram::patchVertexCount() const
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{
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int patchVertices = 0;
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#if defined(QT_OPENGL_4)
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Q_D(const QOpenGLShaderProgram);
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if (d->tessellationFuncs)
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d->tessellationFuncs->glGetIntegerv(GL_PATCH_VERTICES, &patchVertices);
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#endif
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return patchVertices;
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}
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/*!
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Sets the default outer tessellation levels to be used by the tessellation
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primitive generator in the event that the tessellation control shader
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does not output them to \a levels. For more details on OpenGL and Tessellation
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shaders see \l{OpenGL Tessellation Shaders}.
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The \a levels argument should be a QVector consisting of 4 floats. Not all
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of the values make sense for all tessellation modes. If you specify a vector with
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fewer than 4 elements, the remaining elements will be given a default value of 1.
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\note This modifies global OpenGL state and is not specific to this
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QOpenGLShaderProgram instance. You should call this in your render
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function when needed, as QOpenGLShaderProgram will not apply this for
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you. This is purely a convenience function.
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\sa defaultOuterTessellationLevels(), setDefaultInnerTessellationLevels()
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*/
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void QOpenGLShaderProgram::setDefaultOuterTessellationLevels(const QVector<float> &levels)
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{
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#if defined(QT_OPENGL_4)
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QVector<float> tessLevels = levels;
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// Ensure we have the required 4 outer tessellation levels
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// Use default of 1 for missing entries (same as spec)
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const int argCount = 4;
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if (tessLevels.size() < argCount) {
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tessLevels.reserve(argCount);
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for (int i = tessLevels.size(); i < argCount; ++i)
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tessLevels.append(1.0f);
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}
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Q_D(QOpenGLShaderProgram);
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if (d->tessellationFuncs)
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d->tessellationFuncs->glPatchParameterfv(GL_PATCH_DEFAULT_OUTER_LEVEL, tessLevels.data());
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#else
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Q_UNUSED(levels);
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#endif
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}
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/*!
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Returns the default outer tessellation levels to be used by the tessellation
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primitive generator in the event that the tessellation control shader
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does not output them. For more details on OpenGL and Tessellation shaders see
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\l{OpenGL Tessellation Shaders}.
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Returns a QVector of floats describing the outer tessellation levels. The vector
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will always have four elements but not all of them make sense for every mode
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of tessellation.
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\note This returns the global OpenGL state value. It is not specific to
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this QOpenGLShaderProgram instance.
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\sa setDefaultOuterTessellationLevels(), defaultInnerTessellationLevels()
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*/
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QVector<float> QOpenGLShaderProgram::defaultOuterTessellationLevels() const
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{
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QVector<float> tessLevels(4, 1.0f);
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#if defined(QT_OPENGL_4)
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Q_D(const QOpenGLShaderProgram);
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if (d->tessellationFuncs)
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d->tessellationFuncs->glGetFloatv(GL_PATCH_DEFAULT_OUTER_LEVEL, tessLevels.data());
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#endif
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return tessLevels;
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}
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/*!
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Sets the default outer tessellation levels to be used by the tessellation
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primitive generator in the event that the tessellation control shader
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does not output them to \a levels. For more details on OpenGL and Tessellation shaders see
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\l{OpenGL Tessellation Shaders}.
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The \a levels argument should be a QVector consisting of 2 floats. Not all
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of the values make sense for all tessellation modes. If you specify a vector with
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fewer than 2 elements, the remaining elements will be given a default value of 1.
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\note This modifies global OpenGL state and is not specific to this
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QOpenGLShaderProgram instance. You should call this in your render
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function when needed, as QOpenGLShaderProgram will not apply this for
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you. This is purely a convenience function.
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\sa defaultInnerTessellationLevels(), setDefaultOuterTessellationLevels()
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*/
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void QOpenGLShaderProgram::setDefaultInnerTessellationLevels(const QVector<float> &levels)
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{
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#if defined(QT_OPENGL_4)
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QVector<float> tessLevels = levels;
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// Ensure we have the required 2 inner tessellation levels
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// Use default of 1 for missing entries (same as spec)
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const int argCount = 2;
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if (tessLevels.size() < argCount) {
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tessLevels.reserve(argCount);
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for (int i = tessLevels.size(); i < argCount; ++i)
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tessLevels.append(1.0f);
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}
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Q_D(QOpenGLShaderProgram);
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if (d->tessellationFuncs)
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d->tessellationFuncs->glPatchParameterfv(GL_PATCH_DEFAULT_INNER_LEVEL, tessLevels.data());
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#else
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Q_UNUSED(levels);
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#endif
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}
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/*!
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Returns the default inner tessellation levels to be used by the tessellation
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primitive generator in the event that the tessellation control shader
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does not output them. For more details on OpenGL and Tessellation shaders see
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\l{OpenGL Tessellation Shaders}.
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Returns a QVector of floats describing the inner tessellation levels. The vector
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will always have two elements but not all of them make sense for every mode
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of tessellation.
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\note This returns the global OpenGL state value. It is not specific to
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this QOpenGLShaderProgram instance.
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\sa setDefaultInnerTessellationLevels(), defaultOuterTessellationLevels()
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*/
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QVector<float> QOpenGLShaderProgram::defaultInnerTessellationLevels() const
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{
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QVector<float> tessLevels(2, 1.0f);
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#if defined(QT_OPENGL_4)
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Q_D(const QOpenGLShaderProgram);
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if (d->tessellationFuncs)
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d->tessellationFuncs->glGetFloatv(GL_PATCH_DEFAULT_OUTER_LEVEL, tessLevels.data());
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#endif
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return tessLevels;
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}
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/*!
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Returns true if shader programs written in the OpenGL Shading
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Language (GLSL) are supported on this system; false otherwise.
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@ -3009,9 +3226,10 @@ bool QOpenGLShader::hasOpenGLShaders(ShaderType type, QOpenGLContext *context)
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if (!context)
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return false;
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if ((type & ~(Geometry | Vertex | Fragment)) || type == 0)
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if ((type & ~(Geometry | Vertex | Fragment | TessellationControl | TessellationEvaluation)) || type == 0)
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return false;
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QSurfaceFormat format = context->format();
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if (type == Geometry) {
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#ifndef QT_OPENGL_ES_2
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// Geometry shaders require OpenGL 3.2 or newer
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@ -3020,6 +3238,13 @@ bool QOpenGLShader::hasOpenGLShaders(ShaderType type, QOpenGLContext *context)
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#else
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// No geometry shader support in OpenGL ES2
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return false;
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#endif
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} else if (type == TessellationControl || type == TessellationEvaluation) {
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#if !defined(QT_OPENGL_ES_2)
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return (format.version() >= qMakePair<int, int>(4, 0));
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#else
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// No tessellation shader support in OpenGL ES2
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return false;
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#endif
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}
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@ -63,9 +63,11 @@ class Q_GUI_EXPORT QOpenGLShader : public QObject
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public:
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enum ShaderTypeBit
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{
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Vertex = 0x0001,
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Fragment = 0x0002,
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Geometry = 0x0004
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Vertex = 0x0001,
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Fragment = 0x0002,
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Geometry = 0x0004,
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TessellationControl = 0x0008,
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TessellationEvaluation = 0x0010
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};
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Q_DECLARE_FLAGS(ShaderType, ShaderTypeBit)
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@ -129,6 +131,15 @@ public:
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int maxGeometryOutputVertices() const;
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void setPatchVertexCount(int count);
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int patchVertexCount() const;
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void setDefaultOuterTessellationLevels(const QVector<float> &levels);
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QVector<float> defaultOuterTessellationLevels() const;
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void setDefaultInnerTessellationLevels(const QVector<float> &levels);
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QVector<float> defaultInnerTessellationLevels() const;
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void bindAttributeLocation(const char *name, int location);
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void bindAttributeLocation(const QByteArray& name, int location);
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void bindAttributeLocation(const QString& name, int location);
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