OpenGL: add support for compute shaders in GLES 3.1
OpenGL ES 3.1 introduces compute shaders. This patch enables them also in QOpenGLShader/QOpenGLShaderProgram. A GL/GLES example using QOpenGLShaderProgram for compute shaders is also included. Change-Id: I3951a302d7c2b096548f829b9b4578b5a525c453 Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
This commit is contained in:
parent
abbc5ecc5e
commit
a6b8b03f86
BIN
examples/opengl/computegles31/Qt-logo-medium.png
Normal file
BIN
examples/opengl/computegles31/Qt-logo-medium.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 24 KiB |
9
examples/opengl/computegles31/computegles31.pro
Normal file
9
examples/opengl/computegles31/computegles31.pro
Normal file
@ -0,0 +1,9 @@
|
||||
HEADERS = $$PWD/glwindow.h
|
||||
|
||||
SOURCES = $$PWD/glwindow.cpp \
|
||||
$$PWD/main.cpp
|
||||
|
||||
RESOURCES += computegles31.qrc
|
||||
|
||||
target.path = $$[QT_INSTALL_EXAMPLES]/opengl/computegles31
|
||||
INSTALLS += target
|
5
examples/opengl/computegles31/computegles31.qrc
Normal file
5
examples/opengl/computegles31/computegles31.qrc
Normal file
@ -0,0 +1,5 @@
|
||||
<RCC>
|
||||
<qresource prefix="/">
|
||||
<file>Qt-logo-medium.png</file>
|
||||
</qresource>
|
||||
</RCC>
|
423
examples/opengl/computegles31/glwindow.cpp
Normal file
423
examples/opengl/computegles31/glwindow.cpp
Normal file
@ -0,0 +1,423 @@
|
||||
/****************************************************************************
|
||||
**
|
||||
** Copyright (C) 2016 The Qt Company Ltd.
|
||||
** Contact: http://www.qt.io/licensing/
|
||||
**
|
||||
** This file is part of the examples of the Qt Toolkit.
|
||||
**
|
||||
** $QT_BEGIN_LICENSE:BSD$
|
||||
** You may use this file under the terms of the BSD license as follows:
|
||||
**
|
||||
** "Redistribution and use in source and binary forms, with or without
|
||||
** modification, are permitted provided that the following conditions are
|
||||
** met:
|
||||
** * Redistributions of source code must retain the above copyright
|
||||
** notice, this list of conditions and the following disclaimer.
|
||||
** * Redistributions in binary form must reproduce the above copyright
|
||||
** notice, this list of conditions and the following disclaimer in
|
||||
** the documentation and/or other materials provided with the
|
||||
** distribution.
|
||||
** * Neither the name of The Qt Company Ltd nor the names of its
|
||||
** contributors may be used to endorse or promote products derived
|
||||
** from this software without specific prior written permission.
|
||||
**
|
||||
**
|
||||
** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
|
||||
**
|
||||
** $QT_END_LICENSE$
|
||||
**
|
||||
****************************************************************************/
|
||||
|
||||
#include "glwindow.h"
|
||||
#include <QImage>
|
||||
#include <QOpenGLShaderProgram>
|
||||
#include <QOpenGLContext>
|
||||
#include <QOpenGLFunctions>
|
||||
#include <QOpenGLExtraFunctions>
|
||||
//#include <QtGui/qopenglext.h>
|
||||
#include <QtGui/qopengl.h>
|
||||
#include <QDebug>
|
||||
#include <QTimer>
|
||||
#include <math.h>
|
||||
|
||||
#ifndef GL_READ_WRITE
|
||||
#define GL_READ_WRITE 0x88BA
|
||||
#endif
|
||||
|
||||
#ifndef GL_RGBA8
|
||||
#define GL_RGBA8 0x8058
|
||||
#endif
|
||||
|
||||
#ifndef GL_SHADER_IMAGE_ACCESS_BARRIER_BIT
|
||||
#define GL_SHADER_IMAGE_ACCESS_BARRIER_BIT 0x00000020
|
||||
#endif
|
||||
|
||||
GLWindow::GLWindow()
|
||||
: m_texImageInput(0),
|
||||
m_texImageTmp(0),
|
||||
m_texImageProcessed(0),
|
||||
m_shaderDisplay(0),
|
||||
m_shaderComputeV(0),
|
||||
m_shaderComputeH(0),
|
||||
m_blurRadius(0.0f),
|
||||
m_animate(true)
|
||||
{
|
||||
const float animationStart = 0.0;
|
||||
const float animationEnd = 10.0;
|
||||
const float animationLength = 1000;
|
||||
|
||||
m_animationGroup = new QSequentialAnimationGroup(this);
|
||||
m_animationGroup->setLoopCount(-1);
|
||||
|
||||
m_animationForward = new QPropertyAnimation(this, QByteArrayLiteral("blurRadius"));
|
||||
m_animationForward->setStartValue(animationStart);
|
||||
m_animationForward->setEndValue(animationEnd);
|
||||
m_animationForward->setDuration(animationLength);
|
||||
m_animationGroup->addAnimation(m_animationForward);
|
||||
|
||||
m_animationBackward = new QPropertyAnimation(this, QByteArrayLiteral("blurRadius"));
|
||||
m_animationBackward->setStartValue(animationEnd);
|
||||
m_animationBackward->setEndValue(animationStart);
|
||||
m_animationBackward->setDuration(animationLength);
|
||||
m_animationGroup->addAnimation(m_animationBackward);
|
||||
|
||||
m_animationGroup->start();
|
||||
}
|
||||
|
||||
GLWindow::~GLWindow()
|
||||
{
|
||||
makeCurrent();
|
||||
delete m_texImageInput;
|
||||
delete m_texImageProcessed;
|
||||
delete m_texImageTmp;
|
||||
delete m_shaderDisplay;
|
||||
delete m_shaderComputeH;
|
||||
delete m_shaderComputeV;
|
||||
delete m_animationGroup;
|
||||
delete m_animationForward;
|
||||
delete m_animationBackward;
|
||||
}
|
||||
|
||||
void GLWindow::setBlurRadius(float blurRadius)
|
||||
{
|
||||
int radius = int(blurRadius);
|
||||
if (radius != m_blurRadius) {
|
||||
m_blurRadius = radius;
|
||||
update();
|
||||
}
|
||||
}
|
||||
|
||||
void GLWindow::setAnimating(bool animate)
|
||||
{
|
||||
m_animate = animate;
|
||||
if (animate)
|
||||
m_animationGroup->start();
|
||||
else
|
||||
m_animationGroup->stop();
|
||||
}
|
||||
|
||||
void GLWindow::keyPressEvent(QKeyEvent *e)
|
||||
{
|
||||
if (e->key() == Qt::Key_Space) { // pause
|
||||
setAnimating(!m_animate);
|
||||
}
|
||||
update();
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
static const char *vsDisplaySource =
|
||||
"const vec4 vertices[4] = vec4[4] (\n"
|
||||
" vec4( -1.0, 1.0, 0.0, 1.0),\n"
|
||||
" vec4( -1.0, -1.0, 0.0, 1.0),\n"
|
||||
" vec4( 1.0, 1.0, 0.0, 1.0),\n"
|
||||
" vec4( 1.0, -1.0, 0.0, 1.0)\n"
|
||||
");\n"
|
||||
"const vec2 texCoords[4] = vec2[4] (\n"
|
||||
" vec2( 0.0, 1.0),\n"
|
||||
" vec2( 0.0, 0.0),\n"
|
||||
" vec2( 1.0, 1.0),\n"
|
||||
" vec2( 1.0, 0.0)\n"
|
||||
");\n"
|
||||
"out vec2 texCoord;\n"
|
||||
"uniform mat4 matProjection;\n"
|
||||
"uniform vec2 imageRatio;\n"
|
||||
"void main() {\n"
|
||||
" gl_Position = matProjection * ( vertices[gl_VertexID] * vec4(imageRatio,0,1) );\n"
|
||||
" texCoord = texCoords[gl_VertexID];\n"
|
||||
"}\n";
|
||||
|
||||
static const char *fsDisplaySource =
|
||||
"in lowp vec2 texCoord; \n"
|
||||
"uniform sampler2D samImage; \n"
|
||||
"layout(location = 0) out lowp vec4 color;\n"
|
||||
"void main() {\n"
|
||||
" lowp vec4 texColor = texture(samImage,texCoord);\n"
|
||||
" color = vec4(texColor.rgb, 1.0);\n"
|
||||
"}\n";
|
||||
|
||||
static const char *csComputeSourceV =
|
||||
//"#extension GL_EXT_gpu_shader5 : require \n"
|
||||
"#define COMPUTEPATCHSIZE 32 \n"
|
||||
"#define IMGFMT rgba8 \n"
|
||||
"layout (local_size_x = COMPUTEPATCHSIZE, local_size_y = COMPUTEPATCHSIZE) in;\n"
|
||||
"layout(binding=0, IMGFMT) uniform highp image2D inputImage; // Use a sampler to improve performance \n"
|
||||
"layout(binding=1, IMGFMT) uniform highp image2D resultImage;\n"
|
||||
"uniform int radius;\n"
|
||||
"const float cutoff = 2.2;\n"
|
||||
"float sigma = clamp(float(radius) / cutoff,0.02,100.0);\n" // Const initialization with dynamically uniform expressions doesn't work in GLES
|
||||
"float expFactor = 1.0 / (2.0 * sigma * sigma);\n" // Same here
|
||||
|
||||
"float gaussian(float distance) {\n"
|
||||
" return exp( -(distance * distance) * expFactor);\n"
|
||||
"}\n"
|
||||
|
||||
"void main() {\n"
|
||||
" ivec2 imgSize = imageSize(resultImage);\n"
|
||||
" int x = int(gl_GlobalInvocationID.x);\n"
|
||||
" int y = int(gl_GlobalInvocationID.y);\n"
|
||||
" if ( (x >= imgSize.x) || (y >= imgSize.y) ) return;\n"
|
||||
" vec4 sumPixels = vec4(0.0);\n"
|
||||
" float sumWeights = 0.0;\n"
|
||||
" int left = clamp(x - radius, 0, imgSize.x - 1);\n"
|
||||
" int right = clamp(x + radius, 0, imgSize.x - 1);\n"
|
||||
" int top = clamp(y - radius, 0, imgSize.y - 1);\n"
|
||||
" int bottom = clamp(y + radius, 0, imgSize.y - 1);\n"
|
||||
" for (int iY = top; iY <= bottom; iY++) {\n"
|
||||
" float dy = float(abs(iY - y));\n"
|
||||
" vec4 imgValue = imageLoad(inputImage, ivec2(x,iY));\n"
|
||||
" float weight = gaussian(dy);\n"
|
||||
" sumWeights += weight;\n"
|
||||
" sumPixels += (imgValue * weight);\n"
|
||||
" }\n"
|
||||
" sumPixels /= sumWeights;\n"
|
||||
" imageStore(resultImage, ivec2(x,y), sumPixels);"
|
||||
"}\n";
|
||||
|
||||
static const char *csComputeSourceH =
|
||||
//"#extension GL_EXT_gpu_shader5 : require \n"
|
||||
"#define COMPUTEPATCHSIZE 32 \n"
|
||||
"#define IMGFMT rgba8 \n"
|
||||
"layout (local_size_x = COMPUTEPATCHSIZE, local_size_y = COMPUTEPATCHSIZE) in;\n"
|
||||
"layout(binding=0, IMGFMT) uniform highp image2D inputImage; // Use a sampler to improve performance \n"
|
||||
"layout(binding=1, IMGFMT) uniform highp image2D resultImage;\n"
|
||||
"uniform int radius;\n"
|
||||
"const float cutoff = 2.2;\n"
|
||||
"float sigma = clamp(float(radius) / cutoff,0.02,100.0);\n"
|
||||
"float expFactor = 1.0 / (2.0 * sigma * sigma);\n"
|
||||
|
||||
"float gaussian(float distance) {\n"
|
||||
" return exp( -(distance * distance) * expFactor);\n"
|
||||
"}\n"
|
||||
|
||||
"void main() {\n"
|
||||
" ivec2 imgSize = imageSize(resultImage);\n"
|
||||
" int x = int(gl_GlobalInvocationID.x);\n"
|
||||
" int y = int(gl_GlobalInvocationID.y);\n"
|
||||
" if ( (x >= imgSize.x) || (y >= imgSize.y) ) return;\n"
|
||||
" vec4 sumPixels = vec4(0.0);\n"
|
||||
" float sumWeights = 0.0;\n"
|
||||
" int left = clamp(x - radius, 0, imgSize.x - 1);\n"
|
||||
" int right = clamp(x + radius, 0, imgSize.x - 1);\n"
|
||||
" int top = clamp(y - radius, 0, imgSize.y - 1);\n"
|
||||
" int bottom = clamp(y + radius, 0, imgSize.y - 1);\n"
|
||||
" for (int iX = left; iX <= right; iX++) {\n"
|
||||
" float dx = float(abs(iX - x));\n"
|
||||
" vec4 imgValue = imageLoad(inputImage, ivec2(iX,y));\n"
|
||||
" float weight = gaussian(dx);\n"
|
||||
" sumWeights += weight;\n"
|
||||
" sumPixels += (imgValue * weight);\n"
|
||||
" }\n"
|
||||
" sumPixels /= sumWeights;\n"
|
||||
" imageStore(resultImage, ivec2(x,y), sumPixels);"
|
||||
"}\n";
|
||||
|
||||
|
||||
|
||||
QByteArray versionedShaderCode(const char *src)
|
||||
{
|
||||
QByteArray versionedSrc;
|
||||
|
||||
if (QOpenGLContext::currentContext()->isOpenGLES())
|
||||
versionedSrc.append(QByteArrayLiteral("#version 310 es\n"));
|
||||
else
|
||||
versionedSrc.append(QByteArrayLiteral("#version 430\n"));
|
||||
|
||||
versionedSrc.append(src);
|
||||
return versionedSrc;
|
||||
}
|
||||
|
||||
void computeProjection(int winWidth, int winHeight, int imgWidth, int imgHeight, QMatrix4x4 &outProjection, QSizeF &outQuadSize)
|
||||
{
|
||||
float ratioImg = float(imgWidth) / float(imgHeight);
|
||||
float ratioCanvas = float(winWidth) / float(winHeight);
|
||||
|
||||
float correction = ratioImg / ratioCanvas;
|
||||
float rescaleFactor = 1.0f;
|
||||
float quadWidth = 1.0f;
|
||||
float quadHeight = 1.0f;
|
||||
|
||||
if (correction < 1.0f) // canvas larger than image -- height = 1.0, vertical black bands
|
||||
{
|
||||
quadHeight = 1.0f;
|
||||
quadWidth = 1.0f * ratioImg;
|
||||
rescaleFactor = ratioCanvas;
|
||||
correction = 1.0f / rescaleFactor;
|
||||
}
|
||||
else // image larger than canvas -- width = 1.0, horizontal black bands
|
||||
{
|
||||
quadWidth = 1.0f;
|
||||
quadHeight = 1.0f / ratioImg;
|
||||
correction = 1.0f / ratioCanvas;
|
||||
}
|
||||
|
||||
const float frustumWidth = 1.0f * rescaleFactor;
|
||||
const float frustumHeight = 1.0f * rescaleFactor * correction;
|
||||
|
||||
outProjection = QMatrix4x4();
|
||||
outProjection.ortho(
|
||||
-frustumWidth,
|
||||
frustumWidth,
|
||||
-frustumHeight,
|
||||
frustumHeight,
|
||||
-1.0f,
|
||||
1.0f);
|
||||
outQuadSize = QSizeF(quadWidth,quadHeight);
|
||||
}
|
||||
|
||||
void GLWindow::initializeGL()
|
||||
{
|
||||
QOpenGLContext *ctx = QOpenGLContext::currentContext();
|
||||
qDebug() << "Got a "
|
||||
<< ctx->format().majorVersion()
|
||||
<< "."
|
||||
<< ctx->format().minorVersion()
|
||||
<< ((ctx->format().renderableType() == QSurfaceFormat::OpenGLES) ? (" GLES") : (" GL"))
|
||||
<< " context";
|
||||
//QOpenGLFunctions *f = ctx->functions();
|
||||
|
||||
if (m_texImageInput) {
|
||||
delete m_texImageInput;
|
||||
m_texImageInput = 0;
|
||||
}
|
||||
QImage img(":/Qt-logo-medium.png");
|
||||
Q_ASSERT(!img.isNull());
|
||||
m_texImageInput = new QOpenGLTexture(img.convertToFormat(QImage::Format_RGBA8888).mirrored());
|
||||
|
||||
if (m_texImageTmp) {
|
||||
delete m_texImageTmp;
|
||||
m_texImageTmp = 0;
|
||||
}
|
||||
m_texImageTmp = new QOpenGLTexture(QOpenGLTexture::Target2D);
|
||||
m_texImageTmp->setFormat(m_texImageInput->format());
|
||||
m_texImageTmp->setSize(m_texImageInput->width(),m_texImageInput->height());
|
||||
m_texImageTmp->allocateStorage(QOpenGLTexture::RGBA,QOpenGLTexture::UInt8); // WTF?
|
||||
|
||||
if (m_texImageProcessed) {
|
||||
delete m_texImageProcessed;
|
||||
m_texImageProcessed = 0;
|
||||
}
|
||||
m_texImageProcessed = new QOpenGLTexture(QOpenGLTexture::Target2D);
|
||||
m_texImageProcessed->setFormat(m_texImageInput->format());
|
||||
m_texImageProcessed->setSize(m_texImageInput->width(),m_texImageInput->height());
|
||||
m_texImageProcessed->allocateStorage(QOpenGLTexture::RGBA,QOpenGLTexture::UInt8);
|
||||
|
||||
m_texImageProcessed->setMagnificationFilter(QOpenGLTexture::Linear);
|
||||
m_texImageProcessed->setMinificationFilter(QOpenGLTexture::Linear);
|
||||
m_texImageProcessed->setWrapMode(QOpenGLTexture::ClampToEdge);
|
||||
|
||||
if (m_shaderDisplay) {
|
||||
delete m_shaderDisplay;
|
||||
m_shaderDisplay = 0;
|
||||
}
|
||||
m_shaderDisplay = new QOpenGLShaderProgram;
|
||||
// Prepend the correct version directive to the sources. The rest is the
|
||||
// same, thanks to the common GLSL syntax.
|
||||
m_shaderDisplay->addShaderFromSourceCode(QOpenGLShader::Vertex, versionedShaderCode(vsDisplaySource));
|
||||
m_shaderDisplay->addShaderFromSourceCode(QOpenGLShader::Fragment, versionedShaderCode(fsDisplaySource));
|
||||
m_shaderDisplay->link();
|
||||
|
||||
if (m_shaderComputeV) {
|
||||
delete m_shaderComputeV;
|
||||
m_shaderComputeV = 0;
|
||||
}
|
||||
m_shaderComputeV = new QOpenGLShaderProgram;
|
||||
m_shaderComputeV->addShaderFromSourceCode(QOpenGLShader::Compute, versionedShaderCode(csComputeSourceV));
|
||||
m_shaderComputeV->link();
|
||||
|
||||
if (m_shaderComputeH) {
|
||||
delete m_shaderComputeH;
|
||||
m_shaderComputeH = 0;
|
||||
}
|
||||
m_shaderComputeH = new QOpenGLShaderProgram;
|
||||
m_shaderComputeH->addShaderFromSourceCode(QOpenGLShader::Compute, versionedShaderCode(csComputeSourceH));
|
||||
m_shaderComputeH->link();
|
||||
}
|
||||
|
||||
void GLWindow::resizeGL(int w, int h)
|
||||
{
|
||||
computeProjection(w,h,m_texImageInput->width(),m_texImageInput->height(),m_proj,m_quadSize);
|
||||
}
|
||||
|
||||
QSize getWorkGroups(int workGroupSize, const QSize &imageSize)
|
||||
{
|
||||
int x = imageSize.width();
|
||||
x = (x % workGroupSize) ? (x / workGroupSize) + 1 : (x / workGroupSize);
|
||||
int y = imageSize.height();
|
||||
y = (y % workGroupSize) ? (y / workGroupSize) + 1 : (y / workGroupSize);
|
||||
return QSize(x,y);
|
||||
}
|
||||
|
||||
void GLWindow::paintGL()
|
||||
{
|
||||
// Now use QOpenGLExtraFunctions instead of QOpenGLFunctions as we want to
|
||||
// do more than what GL(ES) 2.0 offers.
|
||||
QOpenGLExtraFunctions *f = QOpenGLContext::currentContext()->extraFunctions();
|
||||
|
||||
|
||||
// Process input image
|
||||
QSize workGroups = getWorkGroups( 32, QSize(m_texImageInput->width(), m_texImageInput->height()));
|
||||
// Pass 1
|
||||
f->glBindImageTexture(0, m_texImageInput->textureId(), 0, 0, 0, GL_READ_WRITE, GL_RGBA8);
|
||||
f->glBindImageTexture(1, m_texImageTmp->textureId(), 0, 0, 0, GL_READ_WRITE, GL_RGBA8);
|
||||
m_shaderComputeV->bind();
|
||||
m_shaderComputeV->setUniformValue("radius",m_blurRadius);
|
||||
f->glDispatchCompute(workGroups.width(),workGroups.height(),1);
|
||||
f->glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
|
||||
m_shaderComputeV->release();
|
||||
// Pass 2
|
||||
f->glBindImageTexture(0, m_texImageTmp->textureId(), 0, 0, 0, GL_READ_WRITE, GL_RGBA8);
|
||||
f->glBindImageTexture(1, m_texImageProcessed->textureId(), 0, 0, 0, GL_READ_WRITE, GL_RGBA8);
|
||||
m_shaderComputeH->bind();
|
||||
m_shaderComputeH->setUniformValue("radius",m_blurRadius);
|
||||
f->glDispatchCompute(workGroups.width(),workGroups.height(),1);
|
||||
f->glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
|
||||
m_shaderComputeH->release();
|
||||
// Compute cleanup
|
||||
f->glBindImageTexture(0, 0, 0, 0, 0, GL_READ_WRITE, GL_RGBA8);
|
||||
f->glBindImageTexture(1, 0, 0, 0, 0, GL_READ_WRITE, GL_RGBA8);
|
||||
|
||||
// Display processed image
|
||||
f->glClearColor(0, 0, 0, 1);
|
||||
f->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
m_texImageProcessed->bind(GL_TEXTURE0);
|
||||
m_shaderDisplay->bind();
|
||||
m_shaderDisplay->setUniformValue("matProjection",m_proj);
|
||||
m_shaderDisplay->setUniformValue("imageRatio",m_quadSize);
|
||||
m_shaderDisplay->setUniformValue("samImage",0);
|
||||
f->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||
m_shaderDisplay->release();
|
||||
m_texImageProcessed->release(GL_TEXTURE0);
|
||||
}
|
||||
|
99
examples/opengl/computegles31/glwindow.h
Normal file
99
examples/opengl/computegles31/glwindow.h
Normal file
@ -0,0 +1,99 @@
|
||||
/****************************************************************************
|
||||
**
|
||||
** Copyright (C) 2016 The Qt Company Ltd.
|
||||
** Contact: http://www.qt.io/licensing/
|
||||
**
|
||||
** This file is part of the examples of the Qt Toolkit.
|
||||
**
|
||||
** $QT_BEGIN_LICENSE:BSD$
|
||||
** You may use this file under the terms of the BSD license as follows:
|
||||
**
|
||||
** "Redistribution and use in source and binary forms, with or without
|
||||
** modification, are permitted provided that the following conditions are
|
||||
** met:
|
||||
** * Redistributions of source code must retain the above copyright
|
||||
** notice, this list of conditions and the following disclaimer.
|
||||
** * Redistributions in binary form must reproduce the above copyright
|
||||
** notice, this list of conditions and the following disclaimer in
|
||||
** the documentation and/or other materials provided with the
|
||||
** distribution.
|
||||
** * Neither the name of The Qt Company Ltd nor the names of its
|
||||
** contributors may be used to endorse or promote products derived
|
||||
** from this software without specific prior written permission.
|
||||
**
|
||||
**
|
||||
** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
|
||||
**
|
||||
** $QT_END_LICENSE$
|
||||
**
|
||||
****************************************************************************/
|
||||
|
||||
#ifndef GLWIDGET_H
|
||||
#define GLWIDGET_H
|
||||
|
||||
#include <QOpenGLWindow>
|
||||
#include <QOpenGLTexture>
|
||||
#include <QMatrix4x4>
|
||||
#include <QVector3D>
|
||||
#include <QKeyEvent>
|
||||
#include <QPropertyAnimation>
|
||||
#include <QSequentialAnimationGroup>
|
||||
#include <QRectF>
|
||||
|
||||
QT_BEGIN_NAMESPACE
|
||||
|
||||
class QOpenGLTexture;
|
||||
class QOpenGLShaderProgram;
|
||||
class QOpenGLBuffer;
|
||||
class QOpenGLVertexArrayObject;
|
||||
|
||||
QT_END_NAMESPACE
|
||||
|
||||
class GLWindow : public QOpenGLWindow
|
||||
{
|
||||
Q_OBJECT
|
||||
Q_PROPERTY(float blurRadius READ blurRadius WRITE setBlurRadius)
|
||||
|
||||
public:
|
||||
GLWindow();
|
||||
~GLWindow();
|
||||
|
||||
void initializeGL();
|
||||
void resizeGL(int w, int h);
|
||||
void paintGL();
|
||||
|
||||
float blurRadius() const { return m_blurRadius; }
|
||||
void setBlurRadius(float blurRadius);
|
||||
|
||||
protected:
|
||||
void keyPressEvent(QKeyEvent *e) Q_DECL_OVERRIDE;
|
||||
void setAnimating(bool animate);
|
||||
|
||||
private:
|
||||
QPropertyAnimation *m_animationForward;
|
||||
QPropertyAnimation *m_animationBackward;
|
||||
QSequentialAnimationGroup *m_animationGroup;
|
||||
QOpenGLTexture *m_texImageInput;
|
||||
QOpenGLTexture *m_texImageTmp;
|
||||
QOpenGLTexture *m_texImageProcessed;
|
||||
QOpenGLShaderProgram *m_shaderDisplay;
|
||||
QOpenGLShaderProgram *m_shaderComputeV;
|
||||
QOpenGLShaderProgram *m_shaderComputeH;
|
||||
QMatrix4x4 m_proj;
|
||||
QSizeF m_quadSize;
|
||||
|
||||
int m_blurRadius;
|
||||
bool m_animate;
|
||||
};
|
||||
|
||||
#endif
|
118
examples/opengl/computegles31/main.cpp
Normal file
118
examples/opengl/computegles31/main.cpp
Normal file
@ -0,0 +1,118 @@
|
||||
/****************************************************************************
|
||||
**
|
||||
** Copyright (C) 2016 The Qt Company Ltd.
|
||||
** Contact: http://www.qt.io/licensing/
|
||||
**
|
||||
** This file is part of the examples of the Qt Toolkit.
|
||||
**
|
||||
** $QT_BEGIN_LICENSE:BSD$
|
||||
** You may use this file under the terms of the BSD license as follows:
|
||||
**
|
||||
** "Redistribution and use in source and binary forms, with or without
|
||||
** modification, are permitted provided that the following conditions are
|
||||
** met:
|
||||
** * Redistributions of source code must retain the above copyright
|
||||
** notice, this list of conditions and the following disclaimer.
|
||||
** * Redistributions in binary form must reproduce the above copyright
|
||||
** notice, this list of conditions and the following disclaimer in
|
||||
** the documentation and/or other materials provided with the
|
||||
** distribution.
|
||||
** * Neither the name of The Qt Company Ltd nor the names of its
|
||||
** contributors may be used to endorse or promote products derived
|
||||
** from this software without specific prior written permission.
|
||||
**
|
||||
**
|
||||
** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
|
||||
**
|
||||
** $QT_END_LICENSE$
|
||||
**
|
||||
****************************************************************************/
|
||||
|
||||
#include <QGuiApplication>
|
||||
#include <QSurfaceFormat>
|
||||
#include <QOffscreenSurface>
|
||||
#include <QOpenGLContext>
|
||||
#include <QDebug>
|
||||
#include <QPair>
|
||||
#include "glwindow.h"
|
||||
|
||||
bool OGLSupports(int major, int minor, bool gles = false)
|
||||
{
|
||||
QOpenGLContext ctx;
|
||||
QSurfaceFormat fmt;
|
||||
fmt.setVersion(major, minor);
|
||||
if (gles)
|
||||
fmt.setRenderableType(QSurfaceFormat::OpenGLES);
|
||||
else
|
||||
fmt.setRenderableType(QSurfaceFormat::OpenGL);
|
||||
|
||||
ctx.setFormat(fmt);
|
||||
ctx.create();
|
||||
if (!ctx.isValid())
|
||||
return false;
|
||||
int ctxMajor = ctx.format().majorVersion();
|
||||
int ctxMinor = ctx.format().minorVersion();
|
||||
bool isGles = (ctx.format().renderableType() == QSurfaceFormat::OpenGLES);
|
||||
|
||||
if (isGles != gles) return false;
|
||||
if (ctxMajor < major) return false;
|
||||
if (ctxMajor == major && ctxMinor < minor)
|
||||
return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
int main(int argc, char *argv[])
|
||||
{
|
||||
QGuiApplication app(argc, argv);
|
||||
|
||||
qDebug() << "Support for GL 2.0 "<<( OGLSupports(2,0) ? "yes" : "no");
|
||||
qDebug() << "Support for GL 2.1 "<<( OGLSupports(2,1) ? "yes" : "no");
|
||||
qDebug() << "Support for GL 3.0 "<<( OGLSupports(3,0) ? "yes" : "no");
|
||||
qDebug() << "Support for GL 3.1 "<<( OGLSupports(3,1) ? "yes" : "no");
|
||||
qDebug() << "Support for GL 3.2 "<<( OGLSupports(3,2) ? "yes" : "no");
|
||||
qDebug() << "Support for GL 3.3 "<<( OGLSupports(3,3) ? "yes" : "no");
|
||||
qDebug() << "Support for GL 4.0 "<<( OGLSupports(4,0) ? "yes" : "no");
|
||||
qDebug() << "Support for GL 4.1 "<<( OGLSupports(4,1) ? "yes" : "no");
|
||||
qDebug() << "Support for GL 4.2 "<<( OGLSupports(4,2) ? "yes" : "no");
|
||||
qDebug() << "Support for GL 4.3 "<<( OGLSupports(4,3) ? "yes" : "no");
|
||||
qDebug() << "Support for GL 4.4 "<<( OGLSupports(4,4) ? "yes" : "no");
|
||||
qDebug() << "Support for GL 4.5 "<<( OGLSupports(4,5) ? "yes" : "no");
|
||||
qDebug() << "Support for GLES 2.0 "<<( OGLSupports(2,0,true) ? "yes" : "no");
|
||||
qDebug() << "Support for GLES 3.0 "<<( OGLSupports(3,0,true) ? "yes" : "no");
|
||||
qDebug() << "Support for GLES 3.1 "<<( OGLSupports(3,1,true) ? "yes" : "no");
|
||||
qDebug() << "Support for GLES 3.2 "<<( OGLSupports(3,2,true) ? "yes" : "no");
|
||||
|
||||
QSurfaceFormat fmt;
|
||||
fmt.setDepthBufferSize(24);
|
||||
|
||||
// Request OpenGL 4.3 compatibility or OpenGL ES 3.1.
|
||||
if (OGLSupports(4,3)) {
|
||||
qDebug("Requesting 4.3 compatibility context");
|
||||
fmt.setVersion(4, 3);
|
||||
fmt.setRenderableType(QSurfaceFormat::OpenGL);
|
||||
fmt.setProfile(QSurfaceFormat::CompatibilityProfile);
|
||||
} else if (OGLSupports(3,1,true)) {
|
||||
qDebug("Requesting 3.1 GLES context");
|
||||
fmt.setVersion(3, 1);
|
||||
fmt.setRenderableType(QSurfaceFormat::OpenGLES);
|
||||
} else {
|
||||
qWarning("Error: This system does not support OpenGL Compute Shaders! Exiting.");
|
||||
return -1;
|
||||
}
|
||||
QSurfaceFormat::setDefaultFormat(fmt);
|
||||
|
||||
GLWindow glWindow;
|
||||
glWindow.showMaximized();
|
||||
|
||||
return app.exec();
|
||||
}
|
@ -14,7 +14,8 @@ qtHaveModule(widgets) {
|
||||
qopenglwidget \
|
||||
cube \
|
||||
textures \
|
||||
hellogles3
|
||||
hellogles3 \
|
||||
computegles31
|
||||
}
|
||||
|
||||
EXAMPLE_FILES += \
|
||||
|
@ -162,6 +162,79 @@ QT_BEGIN_NAMESPACE
|
||||
based on the core feature (requires OpenGL >= 4.3).
|
||||
*/
|
||||
|
||||
|
||||
// For GLES 3.1/3.2
|
||||
#ifndef GL_GEOMETRY_SHADER
|
||||
#define GL_GEOMETRY_SHADER 0x8DD9
|
||||
#endif
|
||||
#ifndef GL_TESS_CONTROL_SHADER
|
||||
#define GL_TESS_CONTROL_SHADER 0x8E88
|
||||
#endif
|
||||
#ifndef GL_TESS_EVALUATION_SHADER
|
||||
#define GL_TESS_EVALUATION_SHADER 0x8E87
|
||||
#endif
|
||||
#ifndef GL_COMPUTE_SHADER
|
||||
#define GL_COMPUTE_SHADER 0x91B9
|
||||
#endif
|
||||
#ifndef GL_MAX_GEOMETRY_OUTPUT_VERTICES
|
||||
#define GL_MAX_GEOMETRY_OUTPUT_VERTICES 0x8DE0
|
||||
#endif
|
||||
#ifndef GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS
|
||||
#define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS 0x8DE1
|
||||
#endif
|
||||
#ifndef GL_PATCH_VERTICES
|
||||
#define GL_PATCH_VERTICES 0x8E72
|
||||
#endif
|
||||
#ifndef GL_PATCH_DEFAULT_OUTER_LEVEL
|
||||
#define GL_PATCH_DEFAULT_OUTER_LEVEL 0x8E74
|
||||
#endif
|
||||
#ifndef GL_PATCH_DEFAULT_INNER_LEVEL
|
||||
#define GL_PATCH_DEFAULT_INNER_LEVEL 0x8E73
|
||||
#endif
|
||||
|
||||
static inline bool isFormatGLES(const QSurfaceFormat &f)
|
||||
{
|
||||
return (f.renderableType() == QSurfaceFormat::OpenGLES);
|
||||
}
|
||||
|
||||
static inline bool supportsGeometry(const QSurfaceFormat &f)
|
||||
{
|
||||
#ifndef QT_OPENGL_ES_2
|
||||
if (!isFormatGLES(f))
|
||||
return (f.version() >= qMakePair<int, int>(3, 2));
|
||||
else
|
||||
return false;
|
||||
#else
|
||||
Q_UNUSED(f);
|
||||
return false;
|
||||
#endif
|
||||
}
|
||||
|
||||
static inline bool supportsCompute(const QSurfaceFormat &f)
|
||||
{
|
||||
#ifndef QT_OPENGL_ES_2
|
||||
if (!isFormatGLES(f))
|
||||
return (f.version() >= qMakePair<int, int>(4, 3));
|
||||
else
|
||||
return (f.version() >= qMakePair<int, int>(3, 1));
|
||||
#else
|
||||
return (f.version() >= qMakePair<int, int>(3, 1));
|
||||
#endif
|
||||
}
|
||||
|
||||
static inline bool supportsTessellation(const QSurfaceFormat &f)
|
||||
{
|
||||
#ifndef QT_OPENGL_ES_2
|
||||
if (!isFormatGLES(f))
|
||||
return (f.version() >= qMakePair<int, int>(4, 0));
|
||||
else
|
||||
return false;
|
||||
#else
|
||||
Q_UNUSED(f);
|
||||
return false;
|
||||
#endif
|
||||
}
|
||||
|
||||
class QOpenGLShaderPrivate : public QObjectPrivate
|
||||
{
|
||||
Q_DECLARE_PUBLIC(QOpenGLShader)
|
||||
@ -171,22 +244,16 @@ public:
|
||||
, shaderType(type)
|
||||
, compiled(false)
|
||||
, glfuncs(new QOpenGLFunctions(ctx))
|
||||
#ifndef QT_OPENGL_ES_2
|
||||
, supportsGeometryShaders(false)
|
||||
, supportsTessellationShaders(false)
|
||||
#endif
|
||||
, supportsComputeShaders(false)
|
||||
{
|
||||
#ifndef QT_OPENGL_ES_2
|
||||
if (!ctx->isOpenGLES()) {
|
||||
QSurfaceFormat f = ctx->format();
|
||||
|
||||
// Geometry shaders require OpenGL >= 3.2
|
||||
if (shaderType & QOpenGLShader::Geometry)
|
||||
supportsGeometryShaders = (f.version() >= qMakePair<int, int>(3, 2));
|
||||
else if (shaderType & (QOpenGLShader::TessellationControl | QOpenGLShader::TessellationEvaluation))
|
||||
supportsTessellationShaders = (f.version() >= qMakePair<int, int>(4, 0));
|
||||
}
|
||||
#endif
|
||||
if (shaderType & QOpenGLShader::Geometry)
|
||||
supportsGeometryShaders = supportsGeometry(ctx->format());
|
||||
else if (shaderType & (QOpenGLShader::TessellationControl | QOpenGLShader::TessellationEvaluation))
|
||||
supportsTessellationShaders = supportsTessellation(ctx->format());
|
||||
else if (shaderType & QOpenGLShader::Compute)
|
||||
supportsComputeShaders = supportsCompute(ctx->format());
|
||||
}
|
||||
~QOpenGLShaderPrivate();
|
||||
|
||||
@ -197,13 +264,13 @@ public:
|
||||
|
||||
QOpenGLFunctions *glfuncs;
|
||||
|
||||
#ifndef QT_OPENGL_ES_2
|
||||
// Support for geometry shaders
|
||||
bool supportsGeometryShaders;
|
||||
|
||||
// Support for tessellation shaders
|
||||
bool supportsTessellationShaders;
|
||||
#endif
|
||||
// Support for compute shaders
|
||||
bool supportsComputeShaders;
|
||||
|
||||
|
||||
bool create();
|
||||
bool compile(QOpenGLShader *q);
|
||||
@ -232,21 +299,15 @@ bool QOpenGLShaderPrivate::create()
|
||||
GLuint shader;
|
||||
if (shaderType == QOpenGLShader::Vertex) {
|
||||
shader = glfuncs->glCreateShader(GL_VERTEX_SHADER);
|
||||
#if defined(QT_OPENGL_3_2)
|
||||
} else if (shaderType == QOpenGLShader::Geometry && supportsGeometryShaders) {
|
||||
shader = glfuncs->glCreateShader(GL_GEOMETRY_SHADER);
|
||||
#endif
|
||||
#if defined(QT_OPENGL_4)
|
||||
} else if (shaderType == QOpenGLShader::TessellationControl && supportsTessellationShaders) {
|
||||
shader = glfuncs->glCreateShader(GL_TESS_CONTROL_SHADER);
|
||||
} else if (shaderType == QOpenGLShader::TessellationEvaluation && supportsTessellationShaders) {
|
||||
shader = glfuncs->glCreateShader(GL_TESS_EVALUATION_SHADER);
|
||||
#endif
|
||||
#if defined(QT_OPENGL_4_3)
|
||||
} else if (shaderType == QOpenGLShader::Compute) {
|
||||
} else if (shaderType == QOpenGLShader::Compute && supportsComputeShaders) {
|
||||
shader = glfuncs->glCreateShader(GL_COMPUTE_SHADER);
|
||||
#endif
|
||||
} else {
|
||||
} else if (shaderType == QOpenGLShader::Fragment) {
|
||||
shader = glfuncs->glCreateShader(GL_FRAGMENT_SHADER);
|
||||
}
|
||||
if (!shader) {
|
||||
@ -3209,10 +3270,8 @@ void QOpenGLShaderProgram::setUniformValueArray(const char *name, const QMatrix4
|
||||
int QOpenGLShaderProgram::maxGeometryOutputVertices() const
|
||||
{
|
||||
GLint n = 0;
|
||||
#if defined(QT_OPENGL_3_2)
|
||||
Q_D(const QOpenGLShaderProgram);
|
||||
d->glfuncs->glGetIntegerv(GL_MAX_GEOMETRY_OUTPUT_VERTICES, &n);
|
||||
#endif
|
||||
return n;
|
||||
}
|
||||
|
||||
@ -3236,7 +3295,7 @@ int QOpenGLShaderProgram::maxGeometryOutputVertices() const
|
||||
*/
|
||||
void QOpenGLShaderProgram::setPatchVertexCount(int count)
|
||||
{
|
||||
#if defined(QT_OPENGL_4)
|
||||
#ifndef QT_OPENGL_ES_2
|
||||
Q_D(QOpenGLShaderProgram);
|
||||
if (d->tessellationFuncs)
|
||||
d->tessellationFuncs->glPatchParameteri(GL_PATCH_VERTICES, count);
|
||||
@ -3255,13 +3314,15 @@ void QOpenGLShaderProgram::setPatchVertexCount(int count)
|
||||
*/
|
||||
int QOpenGLShaderProgram::patchVertexCount() const
|
||||
{
|
||||
#ifndef QT_OPENGL_ES_2
|
||||
int patchVertices = 0;
|
||||
#if defined(QT_OPENGL_4)
|
||||
Q_D(const QOpenGLShaderProgram);
|
||||
if (d->tessellationFuncs)
|
||||
d->tessellationFuncs->glGetIntegerv(GL_PATCH_VERTICES, &patchVertices);
|
||||
#endif
|
||||
return patchVertices;
|
||||
#else
|
||||
return 0;
|
||||
#endif
|
||||
}
|
||||
|
||||
/*!
|
||||
@ -3283,21 +3344,21 @@ int QOpenGLShaderProgram::patchVertexCount() const
|
||||
*/
|
||||
void QOpenGLShaderProgram::setDefaultOuterTessellationLevels(const QVector<float> &levels)
|
||||
{
|
||||
#if defined(QT_OPENGL_4)
|
||||
QVector<float> tessLevels = levels;
|
||||
|
||||
// Ensure we have the required 4 outer tessellation levels
|
||||
// Use default of 1 for missing entries (same as spec)
|
||||
const int argCount = 4;
|
||||
if (tessLevels.size() < argCount) {
|
||||
tessLevels.reserve(argCount);
|
||||
for (int i = tessLevels.size(); i < argCount; ++i)
|
||||
tessLevels.append(1.0f);
|
||||
}
|
||||
|
||||
#ifndef QT_OPENGL_ES_2
|
||||
Q_D(QOpenGLShaderProgram);
|
||||
if (d->tessellationFuncs)
|
||||
if (d->tessellationFuncs) {
|
||||
QVector<float> tessLevels = levels;
|
||||
|
||||
// Ensure we have the required 4 outer tessellation levels
|
||||
// Use default of 1 for missing entries (same as spec)
|
||||
const int argCount = 4;
|
||||
if (tessLevels.size() < argCount) {
|
||||
tessLevels.reserve(argCount);
|
||||
for (int i = tessLevels.size(); i < argCount; ++i)
|
||||
tessLevels.append(1.0f);
|
||||
}
|
||||
d->tessellationFuncs->glPatchParameterfv(GL_PATCH_DEFAULT_OUTER_LEVEL, tessLevels.data());
|
||||
}
|
||||
#else
|
||||
Q_UNUSED(levels);
|
||||
#endif
|
||||
@ -3320,13 +3381,15 @@ void QOpenGLShaderProgram::setDefaultOuterTessellationLevels(const QVector<float
|
||||
*/
|
||||
QVector<float> QOpenGLShaderProgram::defaultOuterTessellationLevels() const
|
||||
{
|
||||
#ifndef QT_OPENGL_ES_2
|
||||
QVector<float> tessLevels(4, 1.0f);
|
||||
#if defined(QT_OPENGL_4)
|
||||
Q_D(const QOpenGLShaderProgram);
|
||||
if (d->tessellationFuncs)
|
||||
d->tessellationFuncs->glGetFloatv(GL_PATCH_DEFAULT_OUTER_LEVEL, tessLevels.data());
|
||||
#endif
|
||||
return tessLevels;
|
||||
#else
|
||||
return QVector<float>();
|
||||
#endif
|
||||
}
|
||||
|
||||
/*!
|
||||
@ -3348,21 +3411,21 @@ QVector<float> QOpenGLShaderProgram::defaultOuterTessellationLevels() const
|
||||
*/
|
||||
void QOpenGLShaderProgram::setDefaultInnerTessellationLevels(const QVector<float> &levels)
|
||||
{
|
||||
#if defined(QT_OPENGL_4)
|
||||
QVector<float> tessLevels = levels;
|
||||
|
||||
// Ensure we have the required 2 inner tessellation levels
|
||||
// Use default of 1 for missing entries (same as spec)
|
||||
const int argCount = 2;
|
||||
if (tessLevels.size() < argCount) {
|
||||
tessLevels.reserve(argCount);
|
||||
for (int i = tessLevels.size(); i < argCount; ++i)
|
||||
tessLevels.append(1.0f);
|
||||
}
|
||||
|
||||
#ifndef QT_OPENGL_ES_2
|
||||
Q_D(QOpenGLShaderProgram);
|
||||
if (d->tessellationFuncs)
|
||||
if (d->tessellationFuncs) {
|
||||
QVector<float> tessLevels = levels;
|
||||
|
||||
// Ensure we have the required 2 inner tessellation levels
|
||||
// Use default of 1 for missing entries (same as spec)
|
||||
const int argCount = 2;
|
||||
if (tessLevels.size() < argCount) {
|
||||
tessLevels.reserve(argCount);
|
||||
for (int i = tessLevels.size(); i < argCount; ++i)
|
||||
tessLevels.append(1.0f);
|
||||
}
|
||||
d->tessellationFuncs->glPatchParameterfv(GL_PATCH_DEFAULT_INNER_LEVEL, tessLevels.data());
|
||||
}
|
||||
#else
|
||||
Q_UNUSED(levels);
|
||||
#endif
|
||||
@ -3385,13 +3448,15 @@ void QOpenGLShaderProgram::setDefaultInnerTessellationLevels(const QVector<float
|
||||
*/
|
||||
QVector<float> QOpenGLShaderProgram::defaultInnerTessellationLevels() const
|
||||
{
|
||||
#ifndef QT_OPENGL_ES_2
|
||||
QVector<float> tessLevels(2, 1.0f);
|
||||
#if defined(QT_OPENGL_4)
|
||||
Q_D(const QOpenGLShaderProgram);
|
||||
if (d->tessellationFuncs)
|
||||
d->tessellationFuncs->glGetFloatv(GL_PATCH_DEFAULT_INNER_LEVEL, tessLevels.data());
|
||||
#endif
|
||||
return tessLevels;
|
||||
#else
|
||||
return QVector<float>();
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
@ -3404,16 +3469,11 @@ QVector<float> QOpenGLShaderProgram::defaultInnerTessellationLevels() const
|
||||
*/
|
||||
bool QOpenGLShaderProgram::hasOpenGLShaderPrograms(QOpenGLContext *context)
|
||||
{
|
||||
#if !defined(QT_OPENGL_ES_2)
|
||||
if (!context)
|
||||
context = QOpenGLContext::currentContext();
|
||||
if (!context)
|
||||
return false;
|
||||
return QOpenGLFunctions(context).hasOpenGLFeature(QOpenGLFunctions::Shaders);
|
||||
#else
|
||||
Q_UNUSED(context);
|
||||
return true;
|
||||
#endif
|
||||
}
|
||||
|
||||
/*!
|
||||
@ -3444,33 +3504,12 @@ bool QOpenGLShader::hasOpenGLShaders(ShaderType type, QOpenGLContext *context)
|
||||
if ((type & ~(Geometry | Vertex | Fragment | TessellationControl | TessellationEvaluation | Compute)) || type == 0)
|
||||
return false;
|
||||
|
||||
QSurfaceFormat format = context->format();
|
||||
if (type == Geometry) {
|
||||
#ifndef QT_OPENGL_ES_2
|
||||
// Geometry shaders require OpenGL 3.2 or newer
|
||||
QSurfaceFormat format = context->format();
|
||||
return (!context->isOpenGLES())
|
||||
&& (format.version() >= qMakePair<int, int>(3, 2));
|
||||
#else
|
||||
// No geometry shader support in OpenGL ES2
|
||||
return false;
|
||||
#endif
|
||||
} else if (type == TessellationControl || type == TessellationEvaluation) {
|
||||
#if !defined(QT_OPENGL_ES_2)
|
||||
return (!context->isOpenGLES())
|
||||
&& (format.version() >= qMakePair<int, int>(4, 0));
|
||||
#else
|
||||
// No tessellation shader support in OpenGL ES2
|
||||
return false;
|
||||
#endif
|
||||
} else if (type == Compute) {
|
||||
#if defined(QT_OPENGL_4_3)
|
||||
return (format.version() >= qMakePair<int, int>(4, 3));
|
||||
#else
|
||||
// No compute shader support without OpenGL 4.3 or newer
|
||||
return false;
|
||||
#endif
|
||||
}
|
||||
if (type & QOpenGLShader::Geometry)
|
||||
return supportsGeometry(context->format());
|
||||
else if (type & (QOpenGLShader::TessellationControl | QOpenGLShader::TessellationEvaluation))
|
||||
return supportsTessellation(context->format());
|
||||
else if (type & QOpenGLShader::Compute)
|
||||
return supportsCompute(context->format());
|
||||
|
||||
// Unconditional support of vertex and fragment shaders implicitly assumes
|
||||
// a minimum OpenGL version of 2.0
|
||||
|
Loading…
x
Reference in New Issue
Block a user