format: reformatting files
This commit is contained in:
@@ -265,8 +265,8 @@ void OpenGLRenderer::AttachTextureAsDestination(const QVariant &texture)
|
||||
void OpenGLRenderer::DetachTextureAsDestination()
|
||||
{
|
||||
// QOpenGLWidget renders to a non-zero default FBO.
|
||||
const GLuint default_fbo =
|
||||
context_ ? context_->defaultFramebufferObject() : 0;
|
||||
const GLuint default_fbo = context_ ? context_->defaultFramebufferObject() :
|
||||
0;
|
||||
functions_->glBindFramebuffer(GL_FRAMEBUFFER, default_fbo);
|
||||
}
|
||||
|
||||
@@ -504,8 +504,8 @@ struct TextureToBind {
|
||||
Texture::Interpolation interpolation;
|
||||
};
|
||||
|
||||
void OpenGLRenderer::Blit(QVariant s, AcceleratedJob& a_job, Texture *destination,
|
||||
VideoParams destination_params,
|
||||
void OpenGLRenderer::Blit(QVariant s, AcceleratedJob &a_job,
|
||||
Texture *destination, VideoParams destination_params,
|
||||
bool clear_destination)
|
||||
{
|
||||
GL_PREAMBLE;
|
||||
@@ -519,7 +519,7 @@ void OpenGLRenderer::Blit(QVariant s, AcceleratedJob& a_job, Texture *destinatio
|
||||
functions_->glBindFramebuffer(GL_FRAMEBUFFER, fbo);
|
||||
}
|
||||
|
||||
ShaderJob &s_job=dynamic_cast<ShaderJob &>(a_job);
|
||||
ShaderJob &s_job = dynamic_cast<ShaderJob &>(a_job);
|
||||
ShaderJob job(s_job);
|
||||
// If this node is iterative, we'll pick up which input here
|
||||
QMap<QString, GLuint> texture_index_map;
|
||||
@@ -585,7 +585,8 @@ void OpenGLRenderer::Blit(QVariant s, AcceleratedJob& a_job, Texture *destinatio
|
||||
case NodeValue::kColor: {
|
||||
Color color = value.toColor();
|
||||
functions_->glUniform4f(variable_location, color.red(),
|
||||
color.green(), color.blue(), color.alpha());
|
||||
color.green(), color.blue(),
|
||||
color.alpha());
|
||||
break;
|
||||
}
|
||||
case NodeValue::kBoolean:
|
||||
@@ -595,7 +596,8 @@ void OpenGLRenderer::Blit(QVariant s, AcceleratedJob& a_job, Texture *destinatio
|
||||
TexturePtr texture = value.toTexture();
|
||||
|
||||
// Set value to bound texture
|
||||
functions_->glUniform1i(variable_location, textures_to_bind.size());
|
||||
functions_->glUniform1i(variable_location,
|
||||
textures_to_bind.size());
|
||||
|
||||
texture_index_map.insert(it.key(), textures_to_bind.size());
|
||||
|
||||
@@ -605,8 +607,10 @@ void OpenGLRenderer::Blit(QVariant s, AcceleratedJob& a_job, Texture *destinatio
|
||||
// Set enable flag if shader wants it
|
||||
GLuint tex_id = texture ? texture->id().value<GLuint>() : 0;
|
||||
int enable_param_location = functions_->glGetUniformLocation(
|
||||
shader,
|
||||
QStringLiteral("%1_enabled").arg(it.key()).toUtf8().constData());
|
||||
shader, QStringLiteral("%1_enabled")
|
||||
.arg(it.key())
|
||||
.toUtf8()
|
||||
.constData());
|
||||
if (enable_param_location > -1) {
|
||||
functions_->glUniform1i(enable_param_location, tex_id > 0);
|
||||
}
|
||||
@@ -637,8 +641,9 @@ void OpenGLRenderer::Blit(QVariant s, AcceleratedJob& a_job, Texture *destinatio
|
||||
|
||||
functions_->glActiveTexture(GL_TEXTURE0 + i);
|
||||
|
||||
GLenum target = (texture && texture->params().is_3d()) ? GL_TEXTURE_3D :
|
||||
GL_TEXTURE_2D;
|
||||
GLenum target = (texture && texture->params().is_3d()) ?
|
||||
GL_TEXTURE_3D :
|
||||
GL_TEXTURE_2D;
|
||||
functions_->glBindTexture(target, tex_id);
|
||||
|
||||
if (tex_id) {
|
||||
@@ -647,12 +652,12 @@ void OpenGLRenderer::Blit(QVariant s, AcceleratedJob& a_job, Texture *destinatio
|
||||
if (texture->channel_count() == 1 &&
|
||||
destination_params.channel_count() != 1) {
|
||||
// Interpret this texture as a grayscale texture
|
||||
functions_->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R,
|
||||
GL_RED);
|
||||
functions_->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G,
|
||||
GL_RED);
|
||||
functions_->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B,
|
||||
GL_RED);
|
||||
functions_->glTexParameteri(GL_TEXTURE_2D,
|
||||
GL_TEXTURE_SWIZZLE_R, GL_RED);
|
||||
functions_->glTexParameteri(GL_TEXTURE_2D,
|
||||
GL_TEXTURE_SWIZZLE_G, GL_RED);
|
||||
functions_->glTexParameteri(GL_TEXTURE_2D,
|
||||
GL_TEXTURE_SWIZZLE_B, GL_RED);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -683,7 +688,8 @@ void OpenGLRenderer::Blit(QVariant s, AcceleratedJob& a_job, Texture *destinatio
|
||||
if (!job.GetVertexCoordinates().isEmpty()) {
|
||||
Q_ASSERT(job.GetVertexCoordinates().size() == 18);
|
||||
vert_vbo_.allocate(job.GetVertexCoordinates().constData(),
|
||||
job.GetVertexCoordinates().size() * sizeof(float));
|
||||
job.GetVertexCoordinates().size() *
|
||||
sizeof(float));
|
||||
} else {
|
||||
vert_vbo_.allocate(blit_vertices.constData(),
|
||||
blit_vertices.size() * sizeof(GLfloat));
|
||||
@@ -707,12 +713,13 @@ void OpenGLRenderer::Blit(QVariant s, AcceleratedJob& a_job, Texture *destinatio
|
||||
vert_vbo_.release();
|
||||
}
|
||||
|
||||
GLint tex_location = functions_->glGetAttribLocation(shader, "a_texcoord");
|
||||
GLint tex_location =
|
||||
functions_->glGetAttribLocation(shader, "a_texcoord");
|
||||
if (tex_location != -1) {
|
||||
frag_vbo_.bind();
|
||||
functions_->glEnableVertexAttribArray(tex_location);
|
||||
functions_->glVertexAttribPointer(tex_location, 2, GL_FLOAT, GL_FALSE,
|
||||
0, nullptr);
|
||||
functions_->glVertexAttribPointer(tex_location, 2, GL_FLOAT,
|
||||
GL_FALSE, 0, nullptr);
|
||||
frag_vbo_.release();
|
||||
}
|
||||
|
||||
@@ -788,9 +795,9 @@ void OpenGLRenderer::Blit(QVariant s, AcceleratedJob& a_job, Texture *destinatio
|
||||
// Blit this texture through this shader
|
||||
{
|
||||
PRINT_GL_ERRORS;
|
||||
functions_->glDrawArrays(GL_TRIANGLES, 0, blit_vertices.size() / 3);
|
||||
functions_->glDrawArrays(GL_TRIANGLES, 0,
|
||||
blit_vertices.size() / 3);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if (destination) {
|
||||
@@ -801,8 +808,9 @@ void OpenGLRenderer::Blit(QVariant s, AcceleratedJob& a_job, Texture *destinatio
|
||||
// Release any textures we bound before
|
||||
for (int i = textures_to_bind.size() - 1; i >= 0; i--) {
|
||||
TexturePtr texture = textures_to_bind.at(i).texture;
|
||||
GLenum target = (texture && texture->params().is_3d()) ? GL_TEXTURE_3D :
|
||||
GL_TEXTURE_2D;
|
||||
GLenum target = (texture && texture->params().is_3d()) ?
|
||||
GL_TEXTURE_3D :
|
||||
GL_TEXTURE_2D;
|
||||
functions_->glActiveTexture(GL_TEXTURE0 + i);
|
||||
functions_->glBindTexture(target, 0);
|
||||
}
|
||||
@@ -815,9 +823,8 @@ void OpenGLRenderer::Blit(QVariant s, AcceleratedJob& a_job, Texture *destinatio
|
||||
vert_vbo_.destroy();
|
||||
vao_.release();
|
||||
vao_.destroy();
|
||||
} catch (std::bad_cast e) {
|
||||
}
|
||||
catch (std::bad_cast e){}
|
||||
|
||||
}
|
||||
|
||||
GLint OpenGLRenderer::GetInternalFormat(PixelFormat format, int channel_layout)
|
||||
@@ -965,12 +972,12 @@ GLuint OpenGLRenderer::CompileShader(GLenum type, const QString &code)
|
||||
const int major = context_ ? context_->format().majorVersion() : 0;
|
||||
const int minor = context_ ? context_->format().minorVersion() : 0;
|
||||
const bool is_gles2 = is_gles && (major < 3);
|
||||
const QString gles_preamble = is_gles2
|
||||
? QStringLiteral("#version 100\n\n"
|
||||
"precision highp float;\n\n"
|
||||
"#define frag_color gl_FragColor\n")
|
||||
: QStringLiteral("#version 300 es\n\n"
|
||||
"precision highp float;\n\n");
|
||||
const QString gles_preamble =
|
||||
is_gles2 ? QStringLiteral("#version 100\n\n"
|
||||
"precision highp float;\n\n"
|
||||
"#define frag_color gl_FragColor\n") :
|
||||
QStringLiteral("#version 300 es\n\n"
|
||||
"precision highp float;\n\n");
|
||||
const QString desktop_preamble =
|
||||
// Use appropriate GL 3.2 shader header
|
||||
QStringLiteral("#version 150\n\n"
|
||||
@@ -991,7 +998,8 @@ GLuint OpenGLRenderer::CompileShader(GLenum type, const QString &code)
|
||||
|
||||
QString complete_code;
|
||||
if (base_code.startsWith(QStringLiteral("#version"))) {
|
||||
if (is_gles || !desktop_preamble.startsWith(QStringLiteral("#version"))) {
|
||||
if (is_gles ||
|
||||
!desktop_preamble.startsWith(QStringLiteral("#version"))) {
|
||||
int newline = base_code.indexOf('\n');
|
||||
if (newline >= 0) {
|
||||
complete_code = shader_preamble + base_code.mid(newline + 1);
|
||||
@@ -1007,18 +1015,22 @@ GLuint OpenGLRenderer::CompileShader(GLenum type, const QString &code)
|
||||
|
||||
if (is_gles2) {
|
||||
if (type == GL_VERTEX_SHADER) {
|
||||
complete_code.replace(QRegularExpression(QStringLiteral("\\bin\\b")),
|
||||
QStringLiteral("attribute"));
|
||||
complete_code.replace(QRegularExpression(QStringLiteral("\\bout\\b")),
|
||||
QStringLiteral("varying"));
|
||||
complete_code.replace(
|
||||
QRegularExpression(QStringLiteral("\\bin\\b")),
|
||||
QStringLiteral("attribute"));
|
||||
complete_code.replace(
|
||||
QRegularExpression(QStringLiteral("\\bout\\b")),
|
||||
QStringLiteral("varying"));
|
||||
} else if (type == GL_FRAGMENT_SHADER) {
|
||||
complete_code.replace(QRegularExpression(QStringLiteral("\\bin\\b")),
|
||||
QStringLiteral("varying"));
|
||||
complete_code.replace(QRegularExpression(
|
||||
QStringLiteral("\\bout\\s+vec4\\s+frag_color\\s*;")),
|
||||
complete_code.replace(
|
||||
QRegularExpression(QStringLiteral("\\bin\\b")),
|
||||
QStringLiteral("varying"));
|
||||
complete_code.replace(QRegularExpression(QStringLiteral(
|
||||
"\\bout\\s+vec4\\s+frag_color\\s*;")),
|
||||
QStringLiteral("// frag_color output"));
|
||||
complete_code.replace(QRegularExpression(QStringLiteral("\\btexture\\b")),
|
||||
QStringLiteral("texture2D"));
|
||||
complete_code.replace(
|
||||
QRegularExpression(QStringLiteral("\\btexture\\b")),
|
||||
QStringLiteral("texture2D"));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1058,7 +1070,8 @@ bool OpenGLRenderer::EnsureContextCurrent(const char *caller)
|
||||
// paint code can receive textures produced by a render-thread OpenGL
|
||||
// renderer, so guard here before makeCurrent() can crash inside Qt/GL.
|
||||
if (context_->thread() != QThread::currentThread()) {
|
||||
qWarning() << caller << "called from the wrong thread for this OpenGL context";
|
||||
qWarning()
|
||||
<< caller << "called from the wrong thread for this OpenGL context";
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user