diff -r 56cd8111b7f7 -r 41300fa6a67c src/opengl/qglshaderprogram.cpp --- a/src/opengl/qglshaderprogram.cpp Tue Jan 26 12:42:25 2010 +0200 +++ b/src/opengl/qglshaderprogram.cpp Tue Feb 02 00:43:10 2010 +0200 @@ -42,6 +42,7 @@ #include "qglshaderprogram.h" #include "qglextensions_p.h" #include "qgl_p.h" +#include #include #include #include @@ -68,7 +69,7 @@ The following example creates a vertex shader program using the supplied source \c{code}. Once compiled and linked, the shader program is activated in the current QGLContext by calling - QGLShaderProgram::enable(): + QGLShaderProgram::bind(): \snippet doc/src/snippets/code/src_opengl_qglshaderprogram.cpp 0 @@ -105,30 +106,6 @@ \snippet doc/src/snippets/code/src_opengl_qglshaderprogram.cpp 2 - \section1 Partial shaders - - Desktop GLSL can attach an arbitrary number of vertex and fragment - shaders to a shader program. Embedded GLSL/ES on the other hand - supports only a single shader of each type on a shader program. - - Multiple shaders of the same type can be useful when large libraries - of shaders are needed. Common functions can be factored out into - library shaders that can be reused in multiple shader programs. - - To support this use of shaders, the application programmer can - create shaders with the QGLShader::PartialVertexShader and - QGLShader::PartialFragmentShader types. These types direct - QGLShader and QGLShaderProgram to delay shader compilation until - link time. - - When link() is called, the sources for the partial shaders are - concatenated, and a single vertex or fragment shader is compiled - and linked into the shader program. - - It is more efficient to use the QGLShader::VertexShader and - QGLShader::FragmentShader when there is only one shader of that - type in the program. - \sa QGLShader */ @@ -148,16 +125,11 @@ */ /*! - \enum QGLShader::ShaderTypeBits + \enum QGLShader::ShaderTypeBit This enum specifies the type of QGLShader that is being created. - \value VertexShader Vertex shader written in the OpenGL Shading Language (GLSL). - \value FragmentShader Fragment shader written in the OpenGL Shading Language (GLSL). - - \value PartialVertexShader Partial vertex shader that will be concatenated with all other partial vertex shaders at link time. - \value PartialFragmentShader Partial fragment shader that will be concatenated with all other partial fragment shaders at link time. - - \omitvalue PartialShader + \value Vertex Vertex shader written in the OpenGL Shading Language (GLSL). + \value Fragment Fragment shader written in the OpenGL Shading Language (GLSL). */ #ifndef GL_FRAGMENT_SHADER @@ -200,25 +172,22 @@ #define GL_NUM_SHADER_BINARY_FORMATS 0x8DF9 #endif -class QGLShaderPrivate +class QGLShaderPrivate : public QObjectPrivate { + Q_DECLARE_PUBLIC(QGLShader) public: QGLShaderPrivate(const QGLContext *context, QGLShader::ShaderType type) : shaderGuard(context) , shaderType(type) , compiled(false) - , isPartial((type & QGLShader::PartialShader) != 0) - , hasPartialSource(false) { } + ~QGLShaderPrivate(); QGLSharedResourceGuard shaderGuard; QGLShader::ShaderType shaderType; bool compiled; - bool isPartial; - bool hasPartialSource; QString log; - QByteArray partialSource; bool create(); bool compile(QGLShader *q); @@ -227,16 +196,22 @@ #define ctx shaderGuard.context() +QGLShaderPrivate::~QGLShaderPrivate() +{ + if (shaderGuard.id()) { + QGLShareContextScope scope(shaderGuard.context()); + glDeleteShader(shaderGuard.id()); + } +} + bool QGLShaderPrivate::create() { const QGLContext *context = shaderGuard.context(); if (!context) return false; - if (isPartial) - return true; if (qt_resolve_glsl_extensions(const_cast(context))) { GLuint shader; - if (shaderType == QGLShader::VertexShader) + if (shaderType == QGLShader::Vertex) shader = glCreateShader(GL_VERTEX_SHADER); else shader = glCreateShader(GL_FRAGMENT_SHADER); @@ -253,11 +228,6 @@ bool QGLShaderPrivate::compile(QGLShader *q) { - // Partial shaders are compiled during QGLShaderProgram::link(). - if (isPartial && hasPartialSource) { - compiled = true; - return true; - } GLuint shader = shaderGuard.id(); if (!shader) return false; @@ -296,61 +266,41 @@ /*! Constructs a new QGLShader object of the specified \a type and attaches it to \a parent. If shader programs are not supported, - QGLShaderProgram::hasShaderPrograms() will return false. - - This constructor is normally followed by a call to compile() - or compileFile(). + QGLShaderProgram::hasOpenGLShaderPrograms() will return false. + + This constructor is normally followed by a call to compileSourceCode() + or compileSourceFile(). The shader will be associated with the current QGLContext. - \sa compile(), compileFile() + \sa compileSourceCode(), compileSourceFile() */ QGLShader::QGLShader(QGLShader::ShaderType type, QObject *parent) - : QObject(parent) + : QObject(*new QGLShaderPrivate(QGLContext::currentContext(), type), parent) { - d = new QGLShaderPrivate(QGLContext::currentContext(), type); + Q_D(QGLShader); d->create(); } /*! - Constructs a new QGLShader object of the specified \a type from the - source code in \a fileName and attaches it to \a parent. - If the shader could not be loaded, then isCompiled() will return false. - - The shader will be associated with the current QGLContext. - - \sa isCompiled() -*/ -QGLShader::QGLShader - (const QString& fileName, QGLShader::ShaderType type, QObject *parent) - : QObject(parent) -{ - d = new QGLShaderPrivate(QGLContext::currentContext(), type); - if (d->create() && !compileFile(fileName)) - d->deleteShader(); -} - -/*! Constructs a new QGLShader object of the specified \a type and attaches it to \a parent. If shader programs are not supported, - then QGLShaderProgram::hasShaderPrograms() will return false. - - This constructor is normally followed by a call to compile() - or compileFile(). + then QGLShaderProgram::hasOpenGLShaderPrograms() will return false. + + This constructor is normally followed by a call to compileSourceCode() + or compileSourceFile(). The shader will be associated with \a context. - \sa compile(), compileFile() + \sa compileSourceCode(), compileSourceFile() */ QGLShader::QGLShader(QGLShader::ShaderType type, const QGLContext *context, QObject *parent) - : QObject(parent) + : QObject(*new QGLShaderPrivate(context ? context : QGLContext::currentContext(), type), parent) { - if (!context) - context = QGLContext::currentContext(); - d = new QGLShaderPrivate(context, type); + Q_D(QGLShader); #ifndef QT_NO_DEBUG if (context && !QGLContext::areSharing(context, QGLContext::currentContext())) { - qWarning("QGLShader::QGLShader: \'context\' must be the currect context or sharing with it."); + qWarning("QGLShader::QGLShader: \'context\' must be the current context or sharing with it."); return; } #endif @@ -358,43 +308,12 @@ } /*! - Constructs a new QGLShader object of the specified \a type from the - source code in \a fileName and attaches it to \a parent. - If the shader could not be loaded, then isCompiled() will return false. - - The shader will be associated with \a context. - - \sa isCompiled() -*/ -QGLShader::QGLShader - (const QString& fileName, QGLShader::ShaderType type, const QGLContext *context, QObject *parent) - : QObject(parent) -{ - if (!context) - context = QGLContext::currentContext(); - d = new QGLShaderPrivate(context, type); -#ifndef QT_NO_DEBUG - if (context && !QGLContext::areSharing(context, QGLContext::currentContext())) { - qWarning("QGLShader::QGLShader: \'context\' must be currect context or sharing with it."); - return; - } -#endif - if (d->create() && !compileFile(fileName)) - d->deleteShader(); -} - -/*! Deletes this shader. If the shader has been attached to a QGLShaderProgram object, then the actual shader will stay around until the QGLShaderProgram is destroyed. */ QGLShader::~QGLShader() { - if (d->shaderGuard.id()) { - QGLShareContextScope scope(d->shaderGuard.context()); - glDeleteShader(d->shaderGuard.id()); - } - delete d; } /*! @@ -402,6 +321,7 @@ */ QGLShader::ShaderType QGLShader::shaderType() const { + Q_D(const QGLShader); return d->shaderType; } @@ -430,21 +350,14 @@ Sets the \a source code for this shader and compiles it. Returns true if the source was successfully compiled, false otherwise. - If shaderType() is PartialVertexShader or PartialFragmentShader, - then this function will always return true, even if the source code - is invalid. Partial shaders are compiled when QGLShaderProgram::link() - is called. - - \sa compileFile() + \sa compileSourceFile() */ -bool QGLShader::compile(const char *source) +bool QGLShader::compileSourceCode(const char *source) { - if (d->isPartial) { - d->partialSource = QByteArray(source); - d->hasPartialSource = true; - return d->compile(this); - } else if (d->shaderGuard.id()) { - QVarLengthArray src; + Q_D(QGLShader); + if (d->shaderGuard.id()) { + QVarLengthArray src; + QVarLengthArray srclen; int headerLen = 0; while (source && source[headerLen] == '#') { // Skip #version and #extension directives at the start of @@ -459,21 +372,23 @@ if (source[headerLen] == '\n') ++headerLen; } - QByteArray header; if (headerLen > 0) { - header = QByteArray(source, headerLen); - src.append(header.constData()); + src.append(source); + srclen.append(GLint(headerLen)); } #ifdef QGL_DEFINE_QUALIFIERS src.append(qualifierDefines); + srclen.append(GLint(sizeof(qualifierDefines) - 1)); #endif #ifdef QGL_REDEFINE_HIGHP - if (d->shaderType == FragmentShader || - d->shaderType == PartialFragmentShader) + if (d->shaderType == Fragment) { src.append(redefineHighp); + srclen.append(GLint(sizeof(redefineHighp) - 1)); + } #endif src.append(source + headerLen); - glShaderSource(d->shaderGuard.id(), src.size(), src.data(), 0); + srclen.append(GLint(qstrlen(source + headerLen))); + glShaderSource(d->shaderGuard.id(), src.size(), src.data(), srclen.data()); return d->compile(this); } else { return false; @@ -486,16 +401,11 @@ Sets the \a source code for this shader and compiles it. Returns true if the source was successfully compiled, false otherwise. - If shaderType() is PartialVertexShader or PartialFragmentShader, - then this function will always return true, even if the source code - is invalid. Partial shaders are compiled when QGLShaderProgram::link() - is called. - - \sa compileFile() + \sa compileSourceFile() */ -bool QGLShader::compile(const QByteArray& source) +bool QGLShader::compileSourceCode(const QByteArray& source) { - return compile(source.constData()); + return compileSourceCode(source.constData()); } /*! @@ -504,16 +414,11 @@ Sets the \a source code for this shader and compiles it. Returns true if the source was successfully compiled, false otherwise. - If shaderType() is PartialVertexShader or PartialFragmentShader, - then this function will always return true, even if the source code - is invalid. Partial shaders are compiled when QGLShaderProgram::link() - is called. - - \sa compileFile() + \sa compileSourceFile() */ -bool QGLShader::compile(const QString& source) +bool QGLShader::compileSourceCode(const QString& source) { - return compile(source.toLatin1().constData()); + return compileSourceCode(source.toLatin1().constData()); } /*! @@ -521,14 +426,9 @@ and compiles it. Returns true if the file could be opened and the source compiled, false otherwise. - If shaderType() is PartialVertexShader or PartialFragmentShader, - then this function will always return true, even if the source code - is invalid. Partial shaders are compiled when QGLShaderProgram::link() - is called. - - \sa compile() + \sa compileSourceCode() */ -bool QGLShader::compileFile(const QString& fileName) +bool QGLShader::compileSourceFile(const QString& fileName) { QFile file(fileName); if (!file.open(QFile::ReadOnly)) { @@ -537,105 +437,17 @@ } QByteArray contents = file.readAll(); - return compile(contents.constData()); -} - -/*! - Sets the binary code for this shader to the \a length bytes from - the array \a binary. The \a format specifies how the binary data - should be interpreted by the OpenGL engine. Returns true if the - binary was set on the shader; false otherwise. - - This function cannot be used with PartialVertexShader or - PartialFragmentShader. - - If this function succeeds, then the shader will be considered compiled. - - \sa shaderBinaryFormats() -*/ -bool QGLShader::setShaderBinary(GLenum format, const void *binary, int length) -{ -#if !defined(QT_OPENGL_ES_2) - if (!glShaderBinary) - return false; -#endif - GLuint shader = d->shaderGuard.id(); - if (d->isPartial || !shader) - return false; - glGetError(); // Clear error state. - glShaderBinary(1, &shader, format, binary, length); - d->compiled = (glGetError() == GL_NO_ERROR); - return d->compiled; -} - -/*! - Sets the binary code for this shader to the \a length bytes from - the array \a binary. The \a format specifies how the binary data - should be interpreted by the OpenGL engine. Returns true if the - binary was set on the shader; false otherwise. - - The \a otherShader will also have binary code set on it. This is - for the case where \a binary contains both vertex and fragment - shader code. - - This function cannot be used with PartialVertexShader or - PartialFragmentShader. - - If this function succeeds, then the shader will be considered compiled. - - \sa shaderBinaryFormats() -*/ -bool QGLShader::setShaderBinary - (QGLShader& otherShader, GLenum format, const void *binary, int length) -{ -#if !defined(QT_OPENGL_ES_2) - if (!glShaderBinary) - return false; -#endif - if (d->isPartial || !d->shaderGuard.id()) - return false; - if (otherShader.d->isPartial || !otherShader.d->shaderGuard.id()) - return false; - glGetError(); // Clear error state. - GLuint shaders[2]; - shaders[0] = d->shaderGuard.id(); - shaders[1] = otherShader.d->shaderGuard.id(); - glShaderBinary(2, shaders, format, binary, length); - d->compiled = (glGetError() == GL_NO_ERROR); - otherShader.d->compiled = d->compiled; - return d->compiled; -} - -/*! - Returns a list of all binary formats that are supported by - setShaderBinary() on this system. - - \sa setShaderBinary() -*/ -QList QGLShader::shaderBinaryFormats() -{ - GLint num; - QList list; - glGetError(); // Clear error state. - glGetIntegerv(GL_NUM_SHADER_BINARY_FORMATS, &num); - if (glGetError() != GL_NO_ERROR || num <= 0) - return list; - QVarLengthArray formats(num); - glGetIntegerv(GL_SHADER_BINARY_FORMATS, formats.data()); - for (GLint i = 0; i < num; ++i) - list += (GLenum)(formats[i]); - return list; + return compileSourceCode(contents.constData()); } /*! Returns the source code for this shader. - \sa compile() + \sa compileSourceCode() */ QByteArray QGLShader::sourceCode() const { - if (d->isPartial) - return d->partialSource; + Q_D(const QGLShader); GLuint shader = d->shaderGuard.id(); if (!shader) return QByteArray(); @@ -654,48 +466,47 @@ /*! Returns true if this shader has been compiled; false otherwise. - \sa compile() + \sa compileSourceCode(), compileSourceFile() */ bool QGLShader::isCompiled() const { + Q_D(const QGLShader); return d->compiled; } /*! Returns the errors and warnings that occurred during the last compile. - \sa compile() + \sa compileSourceCode(), compileSourceFile() */ QString QGLShader::log() const { + Q_D(const QGLShader); return d->log; } /*! Returns the OpenGL identifier associated with this shader. - If shaderType() is PartialVertexShader or PartialFragmentShader, - this function will always return zero. Partial shaders are - created and compiled when QGLShaderProgram::link() is called. - \sa QGLShaderProgram::programId() */ GLuint QGLShader::shaderId() const { + Q_D(const QGLShader); return d->shaderGuard.id(); } #undef ctx #define ctx programGuard.context() -class QGLShaderProgramPrivate +class QGLShaderProgramPrivate : public QObjectPrivate { + Q_DECLARE_PUBLIC(QGLShaderProgram) public: QGLShaderProgramPrivate(const QGLContext *context) : programGuard(context) , linked(false) , inited(false) - , hasPartialShaders(false) , removingShaders(false) , vertexShader(0) , fragmentShader(0) @@ -706,13 +517,14 @@ QGLSharedResourceGuard programGuard; bool linked; bool inited; - bool hasPartialShaders; bool removingShaders; QString log; QList shaders; QList anonShaders; QGLShader *vertexShader; QGLShader *fragmentShader; + + bool hasShader(QGLShader::ShaderType type) const; }; QGLShaderProgramPrivate::~QGLShaderProgramPrivate() @@ -723,6 +535,15 @@ } } +bool QGLShaderProgramPrivate::hasShader(QGLShader::ShaderType type) const +{ + foreach (QGLShader *shader, shaders) { + if (shader->shaderType() == type) + return true; + } + return false; +} + #undef ctx #define ctx d->programGuard.context() @@ -735,9 +556,8 @@ \sa addShader() */ QGLShaderProgram::QGLShaderProgram(QObject *parent) - : QObject(parent) + : QObject(*new QGLShaderProgramPrivate(QGLContext::currentContext()), parent) { - d = new QGLShaderProgramPrivate(QGLContext::currentContext()); } /*! @@ -749,9 +569,8 @@ \sa addShader() */ QGLShaderProgram::QGLShaderProgram(const QGLContext *context, QObject *parent) - : QObject(parent) + : QObject(*new QGLShaderProgramPrivate(context), parent) { - d = new QGLShaderProgramPrivate(context); } /*! @@ -759,11 +578,11 @@ */ QGLShaderProgram::~QGLShaderProgram() { - delete d; } bool QGLShaderProgram::init() { + Q_D(QGLShaderProgram); if (d->programGuard.id() || d->inited) return true; d->inited = true; @@ -797,29 +616,27 @@ is deleted. This allows the caller to add the same shader to multiple shader programs. + \sa addShaderFromSourceCode(), addShaderFromSourceFile() \sa removeShader(), link(), removeAllShaders() */ bool QGLShaderProgram::addShader(QGLShader *shader) { + Q_D(QGLShaderProgram); if (!init()) return false; if (d->shaders.contains(shader)) return true; // Already added to this shader program. if (d->programGuard.id() && shader) { - if (!QGLContext::areSharing(shader->d->shaderGuard.context(), + if (!QGLContext::areSharing(shader->d_func()->shaderGuard.context(), d->programGuard.context())) { qWarning("QGLShaderProgram::addShader: Program and shader are not associated with same context."); return false; } - if (!shader->d->compiled) + if (!shader->d_func()->compiled) return false; - if (!shader->d->isPartial) { - if (!shader->d->shaderGuard.id()) - return false; - glAttachShader(d->programGuard.id(), shader->d->shaderGuard.id()); - } else { - d->hasPartialShaders = true; - } + if (!shader->d_func()->shaderGuard.id()) + return false; + glAttachShader(d->programGuard.id(), shader->d_func()->shaderGuard.id()); d->linked = false; // Program needs to be relinked. d->shaders.append(shader); connect(shader, SIGNAL(destroyed()), this, SLOT(shaderDestroyed())); @@ -839,14 +656,16 @@ adding vertex and fragment shaders to a shader program without creating an instance of QGLShader first. + \sa addShader(), addShaderFromSourceFile() \sa removeShader(), link(), log(), removeAllShaders() */ -bool QGLShaderProgram::addShader(QGLShader::ShaderType type, const char *source) +bool QGLShaderProgram::addShaderFromSourceCode(QGLShader::ShaderType type, const char *source) { + Q_D(QGLShaderProgram); if (!init()) return false; QGLShader *shader = new QGLShader(type, this); - if (!shader->compile(source)) { + if (!shader->compileSourceCode(source)) { d->log = shader->log(); delete shader; return false; @@ -867,11 +686,12 @@ adding vertex and fragment shaders to a shader program without creating an instance of QGLShader first. + \sa addShader(), addShaderFromSourceFile() \sa removeShader(), link(), log(), removeAllShaders() */ -bool QGLShaderProgram::addShader(QGLShader::ShaderType type, const QByteArray& source) +bool QGLShaderProgram::addShaderFromSourceCode(QGLShader::ShaderType type, const QByteArray& source) { - return addShader(type, source.constData()); + return addShaderFromSourceCode(type, source.constData()); } /*! @@ -886,11 +706,12 @@ adding vertex and fragment shaders to a shader program without creating an instance of QGLShader first. + \sa addShader(), addShaderFromSourceFile() \sa removeShader(), link(), log(), removeAllShaders() */ -bool QGLShaderProgram::addShader(QGLShader::ShaderType type, const QString& source) +bool QGLShaderProgram::addShaderFromSourceCode(QGLShader::ShaderType type, const QString& source) { - return addShader(type, source.toLatin1().constData()); + return addShaderFromSourceCode(type, source.toLatin1().constData()); } /*! @@ -903,15 +724,16 @@ adding vertex and fragment shaders to a shader program without creating an instance of QGLShader first. - \sa addShader() + \sa addShader(), addShaderFromSourceCode() */ -bool QGLShaderProgram::addShaderFromFile +bool QGLShaderProgram::addShaderFromSourceFile (QGLShader::ShaderType type, const QString& fileName) { + Q_D(QGLShaderProgram); if (!init()) return false; QGLShader *shader = new QGLShader(type, this); - if (!shader->compileFile(fileName)) { + if (!shader->compileSourceFile(fileName)) { d->log = shader->log(); delete shader; return false; @@ -927,9 +749,10 @@ */ void QGLShaderProgram::removeShader(QGLShader *shader) { - if (d->programGuard.id() && shader && shader->d->shaderGuard.id()) { + Q_D(QGLShaderProgram); + if (d->programGuard.id() && shader && shader->d_func()->shaderGuard.id()) { QGLShareContextScope scope(d->programGuard.context()); - glDetachShader(d->programGuard.id(), shader->d->shaderGuard.id()); + glDetachShader(d->programGuard.id(), shader->d_func()->shaderGuard.id()); } d->linked = false; // Program needs to be relinked. if (shader) { @@ -947,6 +770,7 @@ */ QList QGLShaderProgram::shaders() const { + Q_D(const QGLShaderProgram); return d->shaders; } @@ -960,10 +784,11 @@ */ void QGLShaderProgram::removeAllShaders() { + Q_D(QGLShaderProgram); d->removingShaders = true; foreach (QGLShader *shader, d->shaders) { - if (d->programGuard.id() && shader && shader->d->shaderGuard.id()) - glDetachShader(d->programGuard.id(), shader->d->shaderGuard.id()); + if (d->programGuard.id() && shader && shader->d_func()->shaderGuard.id()) + glDetachShader(d->programGuard.id(), shader->d_func()->shaderGuard.id()); } foreach (QGLShader *shader, d->anonShaders) { // Delete shader objects that were created anonymously. @@ -975,128 +800,6 @@ d->removingShaders = false; } -#if defined(QT_OPENGL_ES_2) - -#ifndef GL_PROGRAM_BINARY_LENGTH_OES -#define GL_PROGRAM_BINARY_LENGTH_OES 0x8741 -#endif -#ifndef GL_NUM_PROGRAM_BINARY_FORMATS_OES -#define GL_NUM_PROGRAM_BINARY_FORMATS_OES 0x87FE -#endif -#ifndef GL_PROGRAM_BINARY_FORMATS_OES -#define GL_PROGRAM_BINARY_FORMATS_OES 0x87FF -#endif - -#endif - -/*! - Returns the program binary associated with this shader program. - The numeric identifier of the program binary format is returned - in \a format. The \c OES_get_program_binary extension will need - to be supported by the system for binary retrieval to succeed. - - Returns an empty QByteArray if the program binary cannot be - retrieved on this system, or the shader program has not yet - been linked. - - The returned binary can be supplied to setProgramBinary() on the - same machine at some future point to reload the program. It contains - the compiled code of all of the shaders that were attached to the - program at the time programBinary() is called. - - \sa setProgramBinary(), programBinaryFormats() -*/ -QByteArray QGLShaderProgram::programBinary(int *format) const -{ -#if defined(QT_OPENGL_ES_2) - if (!isLinked()) - return QByteArray(); - - // Get the length of the binary data, bailing out if there is none. - GLint length = 0; - GLuint program = d->programGuard.id(); - glGetProgramiv(program, GL_PROGRAM_BINARY_LENGTH_OES, &length); - if (length <= 0) - return QByteArray(); - - // Retrieve the binary data. - QByteArray binary(length, 0); - GLenum binaryFormat; - glGetProgramBinaryOES(program, length, 0, &binaryFormat, binary.data()); - if (format) - *format = (int)binaryFormat; - return binary; -#else - Q_UNUSED(format); - return QByteArray(); -#endif -} - -/*! - Sets the \a binary for this shader program according to \a format. - Returns true if the binary was set, or false if the binary format - is not supported or this system does not support program binaries. - The program will be linked if the load succeeds. - - \sa programBinary(), programBinaryFormats(), isLinked() -*/ -bool QGLShaderProgram::setProgramBinary(int format, const QByteArray& binary) -{ -#if defined(QT_OPENGL_ES_2) - // Load the binary and check that it was linked correctly. - GLuint program = d->programGuard.id(); - if (!program) - return false; - glProgramBinaryOES(program, (GLenum)format, - binary.constData(), binary.size()); - GLint value = 0; - glGetProgramiv(program, GL_LINK_STATUS, &value); - d->linked = (value != 0); - value = 0; - glGetProgramiv(program, GL_INFO_LOG_LENGTH, &value); - d->log = QString(); - if (value > 1) { - char *logbuf = new char [value]; - GLint len; - glGetProgramInfoLog(program, value, &len, logbuf); - d->log = QString::fromLatin1(logbuf); - QString name = objectName(); - if (name.isEmpty()) - qWarning() << "QGLShader::setProgramBinary:" << d->log; - else - qWarning() << "QGLShader::setProgramBinary[" << name << "]:" << d->log; - delete [] logbuf; - } - return d->linked; -#else - Q_UNUSED(format); - Q_UNUSED(binary); - return false; -#endif -} - -/*! - Returns the list of program binary formats that are accepted by - this system for use with setProgramBinary(). - - \sa programBinary(), setProgramBinary() -*/ -QList QGLShaderProgram::programBinaryFormats() -{ -#if defined(QT_OPENGL_ES_2) - GLint count = 0; - glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS_OES, &count); - if (count <= 0) - return QList(); - QVector list; - list.resize(count); - glGetIntegerv(GL_PROGRAM_BINARY_FORMATS_OES, list.data()); - return list.toList(); -#else - return QList(); -#endif -} - /*! Links together the shaders that were added to this program with addShader(). Returns true if the link was successful or @@ -1113,54 +816,10 @@ */ bool QGLShaderProgram::link() { + Q_D(QGLShaderProgram); GLuint program = d->programGuard.id(); if (!program) return false; - if (d->hasPartialShaders) { - // Compile the partial vertex and fragment shaders. - QByteArray vertexSource; - QByteArray fragmentSource; - foreach (QGLShader *shader, d->shaders) { - if (shader->shaderType() == QGLShader::PartialVertexShader) - vertexSource += shader->sourceCode(); - else if (shader->shaderType() == QGLShader::PartialFragmentShader) - fragmentSource += shader->sourceCode(); - } - if (vertexSource.isEmpty()) { - if (d->vertexShader) { - glDetachShader(program, d->vertexShader->d->shaderGuard.id()); - delete d->vertexShader; - d->vertexShader = 0; - } - } else { - if (!d->vertexShader) { - d->vertexShader = - new QGLShader(QGLShader::VertexShader, this); - } - if (!d->vertexShader->compile(vertexSource)) { - d->log = d->vertexShader->log(); - return false; - } - glAttachShader(program, d->vertexShader->d->shaderGuard.id()); - } - if (fragmentSource.isEmpty()) { - if (d->fragmentShader) { - glDetachShader(program, d->fragmentShader->d->shaderGuard.id()); - delete d->fragmentShader; - d->fragmentShader = 0; - } - } else { - if (!d->fragmentShader) { - d->fragmentShader = - new QGLShader(QGLShader::FragmentShader, this); - } - if (!d->fragmentShader->compile(fragmentSource)) { - d->log = d->fragmentShader->log(); - return false; - } - glAttachShader(program, d->fragmentShader->d->shaderGuard.id()); - } - } glLinkProgram(program); GLint value = 0; glGetProgramiv(program, GL_LINK_STATUS, &value); @@ -1190,6 +849,7 @@ */ bool QGLShaderProgram::isLinked() const { + Q_D(const QGLShaderProgram); return d->linked; } @@ -1201,24 +861,34 @@ */ QString QGLShaderProgram::log() const { + Q_D(const QGLShaderProgram); return d->log; } /*! - Enable use of this shader program in the currently active QGLContext. - Returns true if the program was successfully enabled; false - otherwise. If the shader program has not yet been linked, + Binds this shader program to the active QGLContext and makes + it the current shader program. Any previously bound shader program + is released. This is equivalent to calling \c{glUseProgram()} on + programId(). Returns true if the program was successfully bound; + false otherwise. If the shader program has not yet been linked, or it needs to be re-linked, this function will call link(). - \sa link(), disable() + \sa link(), release() */ -bool QGLShaderProgram::enable() +bool QGLShaderProgram::bind() { + Q_D(QGLShaderProgram); GLuint program = d->programGuard.id(); if (!program) return false; if (!d->linked && !link()) return false; +#ifndef QT_NO_DEBUG + if (!QGLContext::areSharing(d->programGuard.context(), QGLContext::currentContext())) { + qWarning("QGLShaderProgram::bind: program is not valid in the current context."); + return false; + } +#endif glUseProgram(program); return true; } @@ -1227,13 +897,18 @@ #define ctx QGLContext::currentContext() /*! - Disables the active shader program in the current QGLContext. + Releases the active shader program from the current QGLContext. This is equivalent to calling \c{glUseProgram(0)}. - \sa enable() + \sa bind() */ -void QGLShaderProgram::disable() +void QGLShaderProgram::release() { +#ifndef QT_NO_DEBUG + Q_D(QGLShaderProgram); + if (!QGLContext::areSharing(d->programGuard.context(), QGLContext::currentContext())) + qWarning("QGLShaderProgram::release: program is not valid in the current context."); +#endif #if defined(QT_OPENGL_ES_2) glUseProgram(0); #else @@ -1252,6 +927,7 @@ */ GLuint QGLShaderProgram::programId() const { + Q_D(const QGLShaderProgram); return d->programGuard.id(); } @@ -1265,7 +941,13 @@ */ void QGLShaderProgram::bindAttributeLocation(const char *name, int location) { - glBindAttribLocation(d->programGuard.id(), location, name); + Q_D(QGLShaderProgram); + if (!d->linked) { + glBindAttribLocation(d->programGuard.id(), location, name); + } else { + qWarning() << "QGLShaderProgram::bindAttributeLocation(" << name + << "): cannot bind after shader program is linked"; + } } /*! @@ -1280,7 +962,7 @@ */ void QGLShaderProgram::bindAttributeLocation(const QByteArray& name, int location) { - glBindAttribLocation(d->programGuard.id(), location, name.constData()); + bindAttributeLocation(name.constData(), location); } /*! @@ -1295,7 +977,7 @@ */ void QGLShaderProgram::bindAttributeLocation(const QString& name, int location) { - glBindAttribLocation(d->programGuard.id(), location, name.toLatin1().constData()); + bindAttributeLocation(name.toLatin1().constData(), location); } /*! @@ -1307,6 +989,7 @@ */ int QGLShaderProgram::attributeLocation(const char *name) const { + Q_D(const QGLShaderProgram); if (d->linked) { return glGetAttribLocation(d->programGuard.id(), name); } else { @@ -1351,6 +1034,8 @@ */ void QGLShaderProgram::setAttributeValue(int location, GLfloat value) { + Q_D(QGLShaderProgram); + Q_UNUSED(d); if (location != -1) glVertexAttrib1fv(location, &value); } @@ -1375,6 +1060,8 @@ */ void QGLShaderProgram::setAttributeValue(int location, GLfloat x, GLfloat y) { + Q_D(QGLShaderProgram); + Q_UNUSED(d); if (location != -1) { GLfloat values[2] = {x, y}; glVertexAttrib2fv(location, values); @@ -1403,6 +1090,8 @@ void QGLShaderProgram::setAttributeValue (int location, GLfloat x, GLfloat y, GLfloat z) { + Q_D(QGLShaderProgram); + Q_UNUSED(d); if (location != -1) { GLfloat values[3] = {x, y, z}; glVertexAttrib3fv(location, values); @@ -1432,6 +1121,8 @@ void QGLShaderProgram::setAttributeValue (int location, GLfloat x, GLfloat y, GLfloat z, GLfloat w) { + Q_D(QGLShaderProgram); + Q_UNUSED(d); if (location != -1) { GLfloat values[4] = {x, y, z, w}; glVertexAttrib4fv(location, values); @@ -1459,6 +1150,8 @@ */ void QGLShaderProgram::setAttributeValue(int location, const QVector2D& value) { + Q_D(QGLShaderProgram); + Q_UNUSED(d); if (location != -1) glVertexAttrib2fv(location, reinterpret_cast(&value)); } @@ -1482,6 +1175,8 @@ */ void QGLShaderProgram::setAttributeValue(int location, const QVector3D& value) { + Q_D(QGLShaderProgram); + Q_UNUSED(d); if (location != -1) glVertexAttrib3fv(location, reinterpret_cast(&value)); } @@ -1505,6 +1200,8 @@ */ void QGLShaderProgram::setAttributeValue(int location, const QVector4D& value) { + Q_D(QGLShaderProgram); + Q_UNUSED(d); if (location != -1) glVertexAttrib4fv(location, reinterpret_cast(&value)); } @@ -1528,6 +1225,8 @@ */ void QGLShaderProgram::setAttributeValue(int location, const QColor& value) { + Q_D(QGLShaderProgram); + Q_UNUSED(d); if (location != -1) { GLfloat values[4] = {value.redF(), value.greenF(), value.blueF(), value.alphaF()}; glVertexAttrib4fv(location, values); @@ -1558,6 +1257,8 @@ void QGLShaderProgram::setAttributeValue (int location, const GLfloat *values, int columns, int rows) { + Q_D(QGLShaderProgram); + Q_UNUSED(d); if (rows < 1 || rows > 4) { qWarning() << "QGLShaderProgram::setAttributeValue: rows" << rows << "not supported"; return; @@ -1597,20 +1298,26 @@ /*! Sets an array of vertex \a values on the attribute at \a location - in this shader program. The \a size indicates the number of + in this shader program. The \a tupleSize indicates the number of components per vertex (1, 2, 3, or 4), and 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. - \sa setAttributeValue(), setUniformValue(), disableAttributeArray() + 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 setAttributeValue(), setUniformValue(), enableAttributeArray() + \sa disableAttributeArray() */ void QGLShaderProgram::setAttributeArray - (int location, const GLfloat *values, int size, int stride) + (int location, const GLfloat *values, int tupleSize, int stride) { + Q_D(QGLShaderProgram); + Q_UNUSED(d); if (location != -1) { - glVertexAttribPointer(location, size, GL_FLOAT, GL_FALSE, + glVertexAttribPointer(location, tupleSize, GL_FLOAT, GL_FALSE, stride, values); - glEnableVertexAttribArray(location); } } @@ -1620,15 +1327,21 @@ between vertices. A default \a stride value of zero indicates that the vertices are densely packed in \a values. - \sa setAttributeValue(), setUniformValue(), disableAttributeArray() + 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 setAttributeValue(), setUniformValue(), enableAttributeArray() + \sa disableAttributeArray() */ void QGLShaderProgram::setAttributeArray (int location, const QVector2D *values, int stride) { + Q_D(QGLShaderProgram); + Q_UNUSED(d); if (location != -1) { glVertexAttribPointer(location, 2, GL_FLOAT, GL_FALSE, stride, values); - glEnableVertexAttribArray(location); } } @@ -1638,15 +1351,21 @@ between vertices. A default \a stride value of zero indicates that the vertices are densely packed in \a values. - \sa setAttributeValue(), setUniformValue(), disableAttributeArray() + 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 setAttributeValue(), setUniformValue(), enableAttributeArray() + \sa disableAttributeArray() */ void QGLShaderProgram::setAttributeArray (int location, const QVector3D *values, int stride) { + Q_D(QGLShaderProgram); + Q_UNUSED(d); if (location != -1) { glVertexAttribPointer(location, 3, GL_FLOAT, GL_FALSE, stride, values); - glEnableVertexAttribArray(location); } } @@ -1656,15 +1375,21 @@ between vertices. A default \a stride value of zero indicates that the vertices are densely packed in \a values. - \sa setAttributeValue(), setUniformValue(), disableAttributeArray() + 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 setAttributeValue(), setUniformValue(), enableAttributeArray() + \sa disableAttributeArray() */ void QGLShaderProgram::setAttributeArray (int location, const QVector4D *values, int stride) { + Q_D(QGLShaderProgram); + Q_UNUSED(d); if (location != -1) { glVertexAttribPointer(location, 4, GL_FLOAT, GL_FALSE, stride, values); - glEnableVertexAttribArray(location); } } @@ -1672,17 +1397,22 @@ \overload Sets an array of vertex \a values on the attribute called \a name - in this shader program. The \a size indicates the number of + in this shader program. The \a tupleSize indicates the number of components per vertex (1, 2, 3, or 4), and 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. - \sa setAttributeValue(), setUniformValue(), disableAttributeArray() + The array will become active when enableAttributeArray() is called + on \a name. Otherwise the value specified with setAttributeValue() + for \a name will be used. + + \sa setAttributeValue(), setUniformValue(), enableAttributeArray() + \sa disableAttributeArray() */ void QGLShaderProgram::setAttributeArray - (const char *name, const GLfloat *values, int size, int stride) + (const char *name, const GLfloat *values, int tupleSize, int stride) { - setAttributeArray(attributeLocation(name), values, size, stride); + setAttributeArray(attributeLocation(name), values, tupleSize, stride); } /*! @@ -1693,7 +1423,12 @@ between vertices. A default \a stride value of zero indicates that the vertices are densely packed in \a values. - \sa setAttributeValue(), setUniformValue(), disableAttributeArray() + The array will become active when enableAttributeArray() is called + on \a name. Otherwise the value specified with setAttributeValue() + for \a name will be used. + + \sa setAttributeValue(), setUniformValue(), enableAttributeArray() + \sa disableAttributeArray() */ void QGLShaderProgram::setAttributeArray (const char *name, const QVector2D *values, int stride) @@ -1709,7 +1444,12 @@ between vertices. A default \a stride value of zero indicates that the vertices are densely packed in \a values. - \sa setAttributeValue(), setUniformValue(), disableAttributeArray() + The array will become active when enableAttributeArray() is called + on \a name. Otherwise the value specified with setAttributeValue() + for \a name will be used. + + \sa setAttributeValue(), setUniformValue(), enableAttributeArray() + \sa disableAttributeArray() */ void QGLShaderProgram::setAttributeArray (const char *name, const QVector3D *values, int stride) @@ -1725,7 +1465,12 @@ between vertices. A default \a stride value of zero indicates that the vertices are densely packed in \a values. - \sa setAttributeValue(), setUniformValue(), disableAttributeArray() + The array will become active when enableAttributeArray() is called + on \a name. Otherwise the value specified with setAttributeValue() + for \a name will be used. + + \sa setAttributeValue(), setUniformValue(), enableAttributeArray() + \sa disableAttributeArray() */ void QGLShaderProgram::setAttributeArray (const char *name, const QVector4D *values, int stride) @@ -1734,13 +1479,47 @@ } /*! + 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. + + \sa disableAttributeArray(), setAttributeArray(), setAttributeValue() + \sa setUniformValue() +*/ +void QGLShaderProgram::enableAttributeArray(int location) +{ + Q_D(QGLShaderProgram); + Q_UNUSED(d); + if (location != -1) + glEnableVertexAttribArray(location); +} + +/*! + \overload + + Enables the vertex array called \a name in this shader program + so that the value set by setAttributeArray() on \a name + will be used by the shader program. + + \sa disableAttributeArray(), setAttributeArray(), setAttributeValue() + \sa setUniformValue() +*/ +void QGLShaderProgram::enableAttributeArray(const char *name) +{ + enableAttributeArray(attributeLocation(name)); +} + +/*! Disables the vertex array at \a location in this shader program - that was enabled by a previous call to setAttributeArray(). - - \sa setAttributeArray(), setAttributeValue(), setUniformValue() + that was enabled by a previous call to enableAttributeArray(). + + \sa enableAttributeArray(), setAttributeArray(), setAttributeValue() + \sa setUniformValue() */ void QGLShaderProgram::disableAttributeArray(int location) { + Q_D(QGLShaderProgram); + Q_UNUSED(d); if (location != -1) glDisableVertexAttribArray(location); } @@ -1749,9 +1528,10 @@ \overload Disables the vertex array called \a name in this shader program - that was enabled by a previous call to setAttributeArray(). - - \sa setAttributeArray(), setAttributeValue(), setUniformValue() + that was enabled by a previous call to enableAttributeArray(). + + \sa enableAttributeArray(), setAttributeArray(), setAttributeValue() + \sa setUniformValue() */ void QGLShaderProgram::disableAttributeArray(const char *name) { @@ -1767,6 +1547,8 @@ */ int QGLShaderProgram::uniformLocation(const char *name) const { + Q_D(const QGLShaderProgram); + Q_UNUSED(d); if (d->linked) { return glGetUniformLocation(d->programGuard.id(), name); } else { @@ -1811,6 +1593,8 @@ */ void QGLShaderProgram::setUniformValue(int location, GLfloat value) { + Q_D(QGLShaderProgram); + Q_UNUSED(d); if (location != -1) glUniform1fv(location, 1, &value); } @@ -1835,6 +1619,8 @@ */ void QGLShaderProgram::setUniformValue(int location, GLint value) { + Q_D(QGLShaderProgram); + Q_UNUSED(d); if (location != -1) glUniform1i(location, value); } @@ -1860,6 +1646,8 @@ */ void QGLShaderProgram::setUniformValue(int location, GLuint value) { + Q_D(QGLShaderProgram); + Q_UNUSED(d); if (location != -1) glUniform1i(location, value); } @@ -1885,6 +1673,8 @@ */ void QGLShaderProgram::setUniformValue(int location, GLfloat x, GLfloat y) { + Q_D(QGLShaderProgram); + Q_UNUSED(d); if (location != -1) { GLfloat values[2] = {x, y}; glUniform2fv(location, 1, values); @@ -1913,6 +1703,8 @@ void QGLShaderProgram::setUniformValue (int location, GLfloat x, GLfloat y, GLfloat z) { + Q_D(QGLShaderProgram); + Q_UNUSED(d); if (location != -1) { GLfloat values[3] = {x, y, z}; glUniform3fv(location, 1, values); @@ -1942,6 +1734,8 @@ void QGLShaderProgram::setUniformValue (int location, GLfloat x, GLfloat y, GLfloat z, GLfloat w) { + Q_D(QGLShaderProgram); + Q_UNUSED(d); if (location != -1) { GLfloat values[4] = {x, y, z, w}; glUniform4fv(location, 1, values); @@ -1969,6 +1763,8 @@ */ void QGLShaderProgram::setUniformValue(int location, const QVector2D& value) { + Q_D(QGLShaderProgram); + Q_UNUSED(d); if (location != -1) glUniform2fv(location, 1, reinterpret_cast(&value)); } @@ -1993,6 +1789,8 @@ */ void QGLShaderProgram::setUniformValue(int location, const QVector3D& value) { + Q_D(QGLShaderProgram); + Q_UNUSED(d); if (location != -1) glUniform3fv(location, 1, reinterpret_cast(&value)); } @@ -2017,6 +1815,8 @@ */ void QGLShaderProgram::setUniformValue(int location, const QVector4D& value) { + Q_D(QGLShaderProgram); + Q_UNUSED(d); if (location != -1) glUniform4fv(location, 1, reinterpret_cast(&value)); } @@ -2042,6 +1842,8 @@ */ void QGLShaderProgram::setUniformValue(int location, const QColor& color) { + Q_D(QGLShaderProgram); + Q_UNUSED(d); if (location != -1) { GLfloat values[4] = {color.redF(), color.greenF(), color.blueF(), color.alphaF()}; glUniform4fv(location, 1, values); @@ -2069,6 +1871,8 @@ */ void QGLShaderProgram::setUniformValue(int location, const QPoint& point) { + Q_D(QGLShaderProgram); + Q_UNUSED(d); if (location != -1) { GLfloat values[4] = {point.x(), point.y()}; glUniform2fv(location, 1, values); @@ -2096,6 +1900,8 @@ */ void QGLShaderProgram::setUniformValue(int location, const QPointF& point) { + Q_D(QGLShaderProgram); + Q_UNUSED(d); if (location != -1) { GLfloat values[4] = {point.x(), point.y()}; glUniform2fv(location, 1, values); @@ -2123,6 +1929,8 @@ */ void QGLShaderProgram::setUniformValue(int location, const QSize& size) { + Q_D(QGLShaderProgram); + Q_UNUSED(d); if (location != -1) { GLfloat values[4] = {size.width(), size.width()}; glUniform2fv(location, 1, values); @@ -2150,6 +1958,8 @@ */ void QGLShaderProgram::setUniformValue(int location, const QSizeF& size) { + Q_D(QGLShaderProgram); + Q_UNUSED(d); if (location != -1) { GLfloat values[4] = {size.width(), size.height()}; glUniform2fv(location, 1, values); @@ -2229,6 +2039,8 @@ */ void QGLShaderProgram::setUniformValue(int location, const QMatrix2x2& value) { + Q_D(QGLShaderProgram); + Q_UNUSED(d); setUniformMatrix(glUniformMatrix2fv, location, value, 2, 2); } @@ -2253,6 +2065,8 @@ */ void QGLShaderProgram::setUniformValue(int location, const QMatrix2x3& value) { + Q_D(QGLShaderProgram); + Q_UNUSED(d); setUniformGenericMatrix (glUniformMatrix2x3fv, glUniform3fv, location, value, 2, 3); } @@ -2278,6 +2092,8 @@ */ void QGLShaderProgram::setUniformValue(int location, const QMatrix2x4& value) { + Q_D(QGLShaderProgram); + Q_UNUSED(d); setUniformGenericMatrix (glUniformMatrix2x4fv, glUniform4fv, location, value, 2, 4); } @@ -2303,6 +2119,8 @@ */ void QGLShaderProgram::setUniformValue(int location, const QMatrix3x2& value) { + Q_D(QGLShaderProgram); + Q_UNUSED(d); setUniformGenericMatrix (glUniformMatrix3x2fv, glUniform2fv, location, value, 3, 2); } @@ -2328,6 +2146,8 @@ */ void QGLShaderProgram::setUniformValue(int location, const QMatrix3x3& value) { + Q_D(QGLShaderProgram); + Q_UNUSED(d); setUniformMatrix(glUniformMatrix3fv, location, value, 3, 3); } @@ -2352,6 +2172,8 @@ */ void QGLShaderProgram::setUniformValue(int location, const QMatrix3x4& value) { + Q_D(QGLShaderProgram); + Q_UNUSED(d); setUniformGenericMatrix (glUniformMatrix3x4fv, glUniform4fv, location, value, 3, 4); } @@ -2377,6 +2199,8 @@ */ void QGLShaderProgram::setUniformValue(int location, const QMatrix4x2& value) { + Q_D(QGLShaderProgram); + Q_UNUSED(d); setUniformGenericMatrix (glUniformMatrix4x2fv, glUniform2fv, location, value, 4, 2); } @@ -2402,6 +2226,8 @@ */ void QGLShaderProgram::setUniformValue(int location, const QMatrix4x3& value) { + Q_D(QGLShaderProgram); + Q_UNUSED(d); setUniformGenericMatrix (glUniformMatrix4x3fv, glUniform3fv, location, value, 4, 3); } @@ -2427,6 +2253,8 @@ */ void QGLShaderProgram::setUniformValue(int location, const QMatrix4x4& value) { + Q_D(QGLShaderProgram); + Q_UNUSED(d); setUniformMatrix(glUniformMatrix4fv, location, value, 4, 4); } @@ -2454,6 +2282,8 @@ */ void QGLShaderProgram::setUniformValue(int location, const GLfloat value[4][4]) { + Q_D(QGLShaderProgram); + Q_UNUSED(d); if (location != -1) glUniformMatrix4fv(location, 1, GL_FALSE, value[0]); } @@ -2481,6 +2311,8 @@ */ void QGLShaderProgram::setUniformValue(int location, const QTransform& value) { + Q_D(QGLShaderProgram); + Q_UNUSED(d); if (location != -1) { GLfloat mat[3][3] = { {value.m11(), value.m12(), value.m13()}, @@ -2514,6 +2346,8 @@ */ void QGLShaderProgram::setUniformValueArray(int location, const GLint *values, int count) { + Q_D(QGLShaderProgram); + Q_UNUSED(d); if (location != -1) glUniform1iv(location, count, values); } @@ -2541,6 +2375,8 @@ */ void QGLShaderProgram::setUniformValueArray(int location, const GLuint *values, int count) { + Q_D(QGLShaderProgram); + Q_UNUSED(d); if (location != -1) glUniform1iv(location, count, reinterpret_cast(values)); } @@ -2563,23 +2399,25 @@ /*! Sets the uniform variable array at \a location in the current context to the \a count elements of \a values. Each element - has \a size components. The \a size must be 1, 2, 3, or 4. + has \a tupleSize components. The \a tupleSize must be 1, 2, 3, or 4. \sa setAttributeValue() */ -void QGLShaderProgram::setUniformValueArray(int location, const GLfloat *values, int count, int size) +void QGLShaderProgram::setUniformValueArray(int location, const GLfloat *values, int count, int tupleSize) { + Q_D(QGLShaderProgram); + Q_UNUSED(d); if (location != -1) { - if (size == 1) + if (tupleSize == 1) glUniform1fv(location, count, values); - else if (size == 2) + else if (tupleSize == 2) glUniform2fv(location, count, values); - else if (size == 3) + else if (tupleSize == 3) glUniform3fv(location, count, values); - else if (size == 4) + else if (tupleSize == 4) glUniform4fv(location, count, values); else - qWarning() << "QGLShaderProgram::setUniformValue: size" << size << "not supported"; + qWarning() << "QGLShaderProgram::setUniformValue: size" << tupleSize << "not supported"; } } @@ -2588,14 +2426,14 @@ Sets the uniform variable array called \a name in the current context to the \a count elements of \a values. Each element - has \a size components. The \a size must be 1, 2, 3, or 4. + has \a tupleSize components. The \a tupleSize must be 1, 2, 3, or 4. \sa setAttributeValue() */ void QGLShaderProgram::setUniformValueArray - (const char *name, const GLfloat *values, int count, int size) + (const char *name, const GLfloat *values, int count, int tupleSize) { - setUniformValueArray(uniformLocation(name), values, count, size); + setUniformValueArray(uniformLocation(name), values, count, tupleSize); } /*! @@ -2606,6 +2444,8 @@ */ void QGLShaderProgram::setUniformValueArray(int location, const QVector2D *values, int count) { + Q_D(QGLShaderProgram); + Q_UNUSED(d); if (location != -1) glUniform2fv(location, count, reinterpret_cast(values)); } @@ -2631,6 +2471,8 @@ */ void QGLShaderProgram::setUniformValueArray(int location, const QVector3D *values, int count) { + Q_D(QGLShaderProgram); + Q_UNUSED(d); if (location != -1) glUniform3fv(location, count, reinterpret_cast(values)); } @@ -2656,6 +2498,8 @@ */ void QGLShaderProgram::setUniformValueArray(int location, const QVector4D *values, int count) { + Q_D(QGLShaderProgram); + Q_UNUSED(d); if (location != -1) glUniform4fv(location, count, reinterpret_cast(values)); } @@ -2742,6 +2586,8 @@ */ void QGLShaderProgram::setUniformValueArray(int location, const QMatrix2x2 *values, int count) { + Q_D(QGLShaderProgram); + Q_UNUSED(d); setUniformMatrixArray (glUniformMatrix2fv, location, values, count, QMatrix2x2, 2, 2); } @@ -2767,6 +2613,8 @@ */ void QGLShaderProgram::setUniformValueArray(int location, const QMatrix2x3 *values, int count) { + Q_D(QGLShaderProgram); + Q_UNUSED(d); setUniformGenericMatrixArray (glUniformMatrix2x3fv, glUniform3fv, location, values, count, QMatrix2x3, 2, 3); @@ -2793,6 +2641,8 @@ */ void QGLShaderProgram::setUniformValueArray(int location, const QMatrix2x4 *values, int count) { + Q_D(QGLShaderProgram); + Q_UNUSED(d); setUniformGenericMatrixArray (glUniformMatrix2x4fv, glUniform4fv, location, values, count, QMatrix2x4, 2, 4); @@ -2819,6 +2669,8 @@ */ void QGLShaderProgram::setUniformValueArray(int location, const QMatrix3x2 *values, int count) { + Q_D(QGLShaderProgram); + Q_UNUSED(d); setUniformGenericMatrixArray (glUniformMatrix3x2fv, glUniform2fv, location, values, count, QMatrix3x2, 3, 2); @@ -2845,6 +2697,8 @@ */ void QGLShaderProgram::setUniformValueArray(int location, const QMatrix3x3 *values, int count) { + Q_D(QGLShaderProgram); + Q_UNUSED(d); setUniformMatrixArray (glUniformMatrix3fv, location, values, count, QMatrix3x3, 3, 3); } @@ -2870,6 +2724,8 @@ */ void QGLShaderProgram::setUniformValueArray(int location, const QMatrix3x4 *values, int count) { + Q_D(QGLShaderProgram); + Q_UNUSED(d); setUniformGenericMatrixArray (glUniformMatrix3x4fv, glUniform4fv, location, values, count, QMatrix3x4, 3, 4); @@ -2896,6 +2752,8 @@ */ void QGLShaderProgram::setUniformValueArray(int location, const QMatrix4x2 *values, int count) { + Q_D(QGLShaderProgram); + Q_UNUSED(d); setUniformGenericMatrixArray (glUniformMatrix4x2fv, glUniform2fv, location, values, count, QMatrix4x2, 4, 2); @@ -2922,6 +2780,8 @@ */ void QGLShaderProgram::setUniformValueArray(int location, const QMatrix4x3 *values, int count) { + Q_D(QGLShaderProgram); + Q_UNUSED(d); setUniformGenericMatrixArray (glUniformMatrix4x3fv, glUniform3fv, location, values, count, QMatrix4x3, 4, 3); @@ -2948,6 +2808,8 @@ */ void QGLShaderProgram::setUniformValueArray(int location, const QMatrix4x4 *values, int count) { + Q_D(QGLShaderProgram); + Q_UNUSED(d); setUniformMatrixArray (glUniformMatrix4fv, location, values, count, QMatrix4x4, 4, 4); } @@ -2974,7 +2836,7 @@ The \a context is used to resolve the GLSL extensions. If \a context is null, then QGLContext::currentContext() is used. */ -bool QGLShaderProgram::hasShaderPrograms(const QGLContext *context) +bool QGLShaderProgram::hasOpenGLShaderPrograms(const QGLContext *context) { #if !defined(QT_OPENGL_ES_2) if (!context) @@ -2993,11 +2855,62 @@ */ void QGLShaderProgram::shaderDestroyed() { + Q_D(QGLShaderProgram); QGLShader *shader = qobject_cast(sender()); if (shader && !d->removingShaders) removeShader(shader); } +#ifdef Q_MAC_COMPAT_GL_FUNCTIONS +/*! \internal */ +void QGLShaderProgram::setUniformValue(int location, QMacCompatGLint value) +{ + setUniformValue(location, GLint(value)); +} + +/*! \internal */ +void QGLShaderProgram::setUniformValue(int location, QMacCompatGLuint value) +{ + setUniformValue(location, GLuint(value)); +} + +/*! \internal */ +void QGLShaderProgram::setUniformValue(const char *name, QMacCompatGLint value) +{ + setUniformValue(name, GLint(value)); +} + +/*! \internal */ +void QGLShaderProgram::setUniformValue(const char *name, QMacCompatGLuint value) +{ + setUniformValue(name, GLuint(value)); +} + +/*! \internal */ +void QGLShaderProgram::setUniformValueArray(int location, const QMacCompatGLint *values, int count) +{ + setUniformValueArray(location, (const GLint *)values, count); +} + +/*! \internal */ +void QGLShaderProgram::setUniformValueArray(int location, const QMacCompatGLuint *values, int count) +{ + setUniformValueArray(location, (const GLuint *)values, count); +} + +/*! \internal */ +void QGLShaderProgram::setUniformValueArray(const char *name, const QMacCompatGLint *values, int count) +{ + setUniformValueArray(name, (const GLint *)values, count); +} + +/*! \internal */ +void QGLShaderProgram::setUniformValueArray(const char *name, const QMacCompatGLuint *values, int count) +{ + setUniformValueArray(name, (const GLuint *)values, count); +} #endif +#endif // !defined(QT_OPENGL_ES_1_CL) && !defined(QT_OPENGL_ES_1) + QT_END_NAMESPACE