summaryrefslogtreecommitdiffstats
path: root/src/opengl/qglshaderprogram.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'src/opengl/qglshaderprogram.cpp')
-rw-r--r--src/opengl/qglshaderprogram.cpp225
1 files changed, 220 insertions, 5 deletions
diff --git a/src/opengl/qglshaderprogram.cpp b/src/opengl/qglshaderprogram.cpp
index 5e2f1f5..80b4872 100644
--- a/src/opengl/qglshaderprogram.cpp
+++ b/src/opengl/qglshaderprogram.cpp
@@ -50,7 +50,7 @@
QT_BEGIN_NAMESPACE
-#if !defined(QT_OPENGL_ES_1_CL) && !defined(QT_OPENGL_ES_1)
+#if !defined(QT_OPENGL_ES_1)
/*!
\class QGLShaderProgram
@@ -106,6 +106,19 @@ QT_BEGIN_NAMESPACE
\snippet doc/src/snippets/code/src_opengl_qglshaderprogram.cpp 2
+ \section1 Binary shaders and programs
+
+ Binary shaders may be specified using \c{glShaderBinary()} on
+ the return value from QGLShader::shaderId(). The QGLShader instance
+ containing the binary can then be added to the shader program with
+ addShader() and linked in the usual fashion with link().
+
+ Binary programs may be specified using \c{glProgramBinaryOES()}
+ on the return value from programId(). Then the application should
+ call link(), which will notice that the program has already been
+ specified and linked, allowing other operations to be performed
+ on the shader program.
+
\sa QGLShader
*/
@@ -632,8 +645,6 @@ bool QGLShaderProgram::addShader(QGLShader *shader)
qWarning("QGLShaderProgram::addShader: Program and shader are not associated with same context.");
return false;
}
- if (!shader->d_func()->compiled)
- return false;
if (!shader->d_func()->shaderGuard.id())
return false;
glAttachShader(d->programGuard.id(), shader->d_func()->shaderGuard.id());
@@ -820,8 +831,20 @@ bool QGLShaderProgram::link()
GLuint program = d->programGuard.id();
if (!program)
return false;
+ GLint value;
+ if (d->shaders.isEmpty()) {
+ // If there are no explicit shaders, then it is possible that the
+ // application added a program binary with glProgramBinaryOES(),
+ // or otherwise populated the shaders itself. Check to see if the
+ // program is already linked and bail out if so.
+ value = 0;
+ glGetProgramiv(program, GL_LINK_STATUS, &value);
+ d->linked = (value != 0);
+ if (d->linked)
+ return true;
+ }
glLinkProgram(program);
- GLint value = 0;
+ value = 0;
glGetProgramiv(program, GL_LINK_STATUS, &value);
d->linked = (value != 0);
value = 0;
@@ -928,6 +951,15 @@ void QGLShaderProgram::release()
GLuint QGLShaderProgram::programId() const
{
Q_D(const QGLShaderProgram);
+ GLuint id = d->programGuard.id();
+ if (id)
+ return id;
+
+ // Create the identifier if we don't have one yet. This is for
+ // applications that want to create the attached shader configuration
+ // themselves, particularly those using program binaries.
+ if (!const_cast<QGLShaderProgram *>(this)->init())
+ return 0;
return d->programGuard.id();
}
@@ -1394,6 +1426,38 @@ void QGLShaderProgram::setAttributeArray
}
/*!
+ Sets an array of vertex \a values on the attribute at \a location
+ in this shader program. The \a stride indicates the number of bytes
+ between vertices. A default \a stride value of zero indicates that
+ the vertices are densely packed in \a values.
+
+ The \a type indicates the type of elements in the \a values array,
+ usually \c{GL_FLOAT}, \c{GL_UNSIGNED_BYTE}, etc. The \a tupleSize
+ indicates the number of components per vertex: 1, 2, 3, or 4.
+
+ The array will become active when enableAttributeArray() is called
+ on the \a location. Otherwise the value specified with
+ setAttributeValue() for \a location will be used.
+
+ The setAttributeBuffer() function can be used to set the attribute
+ array to an offset within a vertex buffer.
+
+ \sa setAttributeValue(), setUniformValue(), enableAttributeArray()
+ \sa disableAttributeArray(), setAttributeBuffer()
+ \since 4.7
+*/
+void QGLShaderProgram::setAttributeArray
+ (int location, GLenum type, const void *values, int tupleSize, int stride)
+{
+ Q_D(QGLShaderProgram);
+ Q_UNUSED(d);
+ if (location != -1) {
+ glVertexAttribPointer(location, tupleSize, type, GL_FALSE,
+ stride, values);
+ }
+}
+
+/*!
\overload
Sets an array of vertex \a values on the attribute called \a name
@@ -1479,6 +1543,90 @@ void QGLShaderProgram::setAttributeArray
}
/*!
+ \overload
+
+ Sets an array of vertex \a values on the attribute called \a name
+ in this shader program. The \a stride indicates the number of bytes
+ between vertices. A default \a stride value of zero indicates that
+ the vertices are densely packed in \a values.
+
+ The \a type indicates the type of elements in the \a values array,
+ usually \c{GL_FLOAT}, \c{GL_UNSIGNED_BYTE}, etc. The \a tupleSize
+ indicates the number of components per vertex: 1, 2, 3, or 4.
+
+ The array will become active when enableAttributeArray() is called
+ on the \a location. Otherwise the value specified with
+ setAttributeValue() for \a location will be used.
+
+ The setAttributeBuffer() function can be used to set the attribute
+ array to an offset within a vertex buffer.
+
+ \sa setAttributeValue(), setUniformValue(), enableAttributeArray()
+ \sa disableAttributeArray(), setAttributeBuffer()
+ \since 4.7
+*/
+void QGLShaderProgram::setAttributeArray
+ (const char *name, GLenum type, const void *values, int tupleSize, int stride)
+{
+ setAttributeArray(attributeLocation(name), type, values, tupleSize, stride);
+}
+
+/*!
+ Sets an array of vertex values on the attribute at \a location
+ in this shader program, starting at a specific \a offset in the
+ currently bound vertex buffer. The \a stride indicates the number
+ of bytes between vertices. A default \a stride value of zero
+ indicates that the vertices are densely packed in \a values.
+
+ The \a type indicates the type of elements in the \a values array,
+ usually \c{GL_FLOAT}, \c{GL_UNSIGNED_BYTE}, etc. The \a tupleSize
+ indicates the number of components per vertex: 1, 2, 3, or 4.
+
+ The array will become active when enableAttributeArray() is called
+ on the \a location. Otherwise the value specified with
+ setAttributeValue() for \a location will be used.
+
+ \sa setAttributeArray()
+ \since 4.7
+*/
+void QGLShaderProgram::setAttributeBuffer
+ (int location, GLenum type, int offset, int tupleSize, int stride)
+{
+ Q_D(QGLShaderProgram);
+ Q_UNUSED(d);
+ if (location != -1) {
+ glVertexAttribPointer(location, tupleSize, type, GL_FALSE, stride,
+ reinterpret_cast<const void *>(offset));
+ }
+}
+
+/*!
+ \overload
+
+ Sets an array of vertex values on the attribute called \a name
+ in this shader program, starting at a specific \a offset in the
+ currently bound vertex buffer. The \a stride indicates the number
+ of bytes between vertices. A default \a stride value of zero
+ indicates that the vertices are densely packed in \a values.
+
+ The \a type indicates the type of elements in the \a values array,
+ usually \c{GL_FLOAT}, \c{GL_UNSIGNED_BYTE}, etc. The \a tupleSize
+ indicates the number of components per vertex: 1, 2, 3, or 4.
+
+ The array will become active when enableAttributeArray() is called
+ on the \a location. Otherwise the value specified with
+ setAttributeValue() for \a location will be used.
+
+ \sa setAttributeArray()
+ \since 4.7
+*/
+void QGLShaderProgram::setAttributeBuffer
+ (const char *name, GLenum type, int offset, int tupleSize, int stride)
+{
+ setAttributeBuffer(attributeLocation(name), type, offset, tupleSize, stride);
+}
+
+/*!
Enables the vertex array at \a location in this shader program
so that the value set by setAttributeArray() on \a location
will be used by the shader program.
@@ -2275,6 +2423,42 @@ void QGLShaderProgram::setUniformValue(const char *name, const QMatrix4x4& value
\overload
Sets the uniform variable at \a location in the current context
+ to a 2x2 matrix \a value. The matrix elements must be specified
+ in column-major order.
+
+ \sa setAttributeValue()
+ \since 4.7
+*/
+void QGLShaderProgram::setUniformValue(int location, const GLfloat value[2][2])
+{
+ Q_D(QGLShaderProgram);
+ Q_UNUSED(d);
+ if (location != -1)
+ glUniformMatrix2fv(location, 1, GL_FALSE, value[0]);
+}
+
+/*!
+ \overload
+
+ Sets the uniform variable at \a location in the current context
+ to a 3x3 matrix \a value. The matrix elements must be specified
+ in column-major order.
+
+ \sa setAttributeValue()
+ \since 4.7
+*/
+void QGLShaderProgram::setUniformValue(int location, const GLfloat value[3][3])
+{
+ Q_D(QGLShaderProgram);
+ Q_UNUSED(d);
+ if (location != -1)
+ glUniformMatrix3fv(location, 1, GL_FALSE, value[0]);
+}
+
+/*!
+ \overload
+
+ Sets the uniform variable at \a location in the current context
to a 4x4 matrix \a value. The matrix elements must be specified
in column-major order.
@@ -2288,6 +2472,37 @@ void QGLShaderProgram::setUniformValue(int location, const GLfloat value[4][4])
glUniformMatrix4fv(location, 1, GL_FALSE, value[0]);
}
+
+/*!
+ \overload
+
+ Sets the uniform variable called \a name in the current context
+ to a 2x2 matrix \a value. The matrix elements must be specified
+ in column-major order.
+
+ \sa setAttributeValue()
+ \since 4.7
+*/
+void QGLShaderProgram::setUniformValue(const char *name, const GLfloat value[2][2])
+{
+ setUniformValue(uniformLocation(name), value);
+}
+
+/*!
+ \overload
+
+ Sets the uniform variable called \a name in the current context
+ to a 3x3 matrix \a value. The matrix elements must be specified
+ in column-major order.
+
+ \sa setAttributeValue()
+ \since 4.7
+*/
+void QGLShaderProgram::setUniformValue(const char *name, const GLfloat value[3][3])
+{
+ setUniformValue(uniformLocation(name), value);
+}
+
/*!
\overload
@@ -2911,6 +3126,6 @@ void QGLShaderProgram::setUniformValueArray(const char *name, const QMacCompatGL
}
#endif
-#endif // !defined(QT_OPENGL_ES_1_CL) && !defined(QT_OPENGL_ES_1)
+#endif // !defined(QT_OPENGL_ES_1)
QT_END_NAMESPACE