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mirror of https://github.com/f4exb/sdrangel.git synced 2025-09-05 06:37:51 -04:00

Use VAOs for OpenGL 3 CoreProfile

This commit is contained in:
Jon Beniston 2022-06-19 11:22:46 +01:00
parent e31880fc66
commit 74d61855e4
6 changed files with 224 additions and 90 deletions

View File

@ -26,7 +26,10 @@
#include "gui/glshadersimple.h" #include "gui/glshadersimple.h"
GLShaderSimple::GLShaderSimple() : GLShaderSimple::GLShaderSimple() :
m_program(0), m_program(nullptr),
m_vao(nullptr),
m_verticesBuf(nullptr),
m_vertexLoc(0),
m_matrixLoc(0), m_matrixLoc(0),
m_colorLoc(0) m_colorLoc(0)
{ } { }
@ -66,8 +69,19 @@ void GLShaderSimple::initializeGL(int majorVersion, int minorVersion)
} }
m_program->bind(); m_program->bind();
m_vertexLoc = m_program->attributeLocation("vertex");
m_matrixLoc = m_program->uniformLocation("uMatrix"); m_matrixLoc = m_program->uniformLocation("uMatrix");
m_colorLoc = m_program->uniformLocation("uColour"); m_colorLoc = m_program->uniformLocation("uColour");
if (m_vao)
{
m_vao = new QOpenGLVertexArrayObject();
m_vao->create();
m_vao->bind();
m_verticesBuf = new QOpenGLBuffer(QOpenGLBuffer::VertexBuffer);
m_verticesBuf->setUsagePattern(QOpenGLBuffer::DynamicDraw);
m_verticesBuf->create();
m_vao->release();
}
m_program->release(); m_program->release();
} }
@ -102,23 +116,42 @@ void GLShaderSimple::draw(unsigned int mode, const QMatrix4x4& transformMatrix,
m_program->bind(); m_program->bind();
m_program->setUniformValue(m_matrixLoc, transformMatrix); m_program->setUniformValue(m_matrixLoc, transformMatrix);
m_program->setUniformValue(m_colorLoc, color); m_program->setUniformValue(m_colorLoc, color);
if (m_vao)
{
m_vao->bind();
m_verticesBuf->bind();
m_verticesBuf->allocate(vertices, nbVertices * nbComponents * sizeof(GL_FLOAT));
m_program->enableAttributeArray(m_vertexLoc);
m_program->setAttributeBuffer(m_vertexLoc, GL_FLOAT, 0, nbComponents);
}
else
{
f->glEnableVertexAttribArray(m_vertexLoc); // vertex
f->glVertexAttribPointer(m_vertexLoc, nbComponents, GL_FLOAT, GL_FALSE, 0, vertices);
}
f->glEnable(GL_BLEND); f->glEnable(GL_BLEND);
f->glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); f->glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
f->glLineWidth(1.0f); f->glLineWidth(1.0f);
f->glEnableVertexAttribArray(0); // vertex
f->glVertexAttribPointer(0, nbComponents, GL_FLOAT, GL_FALSE, 0, vertices);
f->glDrawArrays(mode, 0, nbVertices); f->glDrawArrays(mode, 0, nbVertices);
f->glDisableVertexAttribArray(0);
if (m_vao) {
m_vao->release();
} else {
f->glDisableVertexAttribArray(m_vertexLoc);
}
m_program->release(); m_program->release();
} }
void GLShaderSimple::cleanup() void GLShaderSimple::cleanup()
{ {
if (QOpenGLContext::currentContext() && m_program) delete m_program;
{ m_program = nullptr;
delete m_program; delete m_vao;
m_program = nullptr; m_vao = nullptr;
} delete m_verticesBuf;
m_verticesBuf = nullptr;
} }
const QString GLShaderSimple::m_vertexShaderSourceSimple2 = QString( const QString GLShaderSimple::m_vertexShaderSourceSimple2 = QString(

View File

@ -21,6 +21,8 @@
#include <QString> #include <QString>
#include <QOpenGLFunctions> #include <QOpenGLFunctions>
#include <QOpenGLVertexArrayObject>
#include <QOpenGLBuffer>
#include "export.h" #include "export.h"
@ -46,6 +48,9 @@ private:
void draw(unsigned int mode, const QMatrix4x4& transformMatrix, const QVector4D& color, GLfloat *vertices, int nbVertices, int nbComponents); void draw(unsigned int mode, const QMatrix4x4& transformMatrix, const QVector4D& color, GLfloat *vertices, int nbVertices, int nbComponents);
QOpenGLShaderProgram *m_program; QOpenGLShaderProgram *m_program;
QOpenGLVertexArrayObject *m_vao;
QOpenGLBuffer *m_verticesBuf;
int m_vertexLoc;
int m_matrixLoc; int m_matrixLoc;
int m_colorLoc; int m_colorLoc;
static const QString m_vertexShaderSourceSimple2; static const QString m_vertexShaderSourceSimple2;

View File

@ -18,6 +18,7 @@
#include <QOpenGLShaderProgram> #include <QOpenGLShaderProgram>
#include <QOpenGLFunctions> #include <QOpenGLFunctions>
#include <QOpenGLFunctions_3_3_Core>
#include <QOpenGLContext> #include <QOpenGLContext>
#include <QtOpenGL> #include <QtOpenGL>
#include <QImage> #include <QImage>
@ -36,6 +37,7 @@ GLShaderSpectrogram::GLShaderSpectrogram() :
m_colorMapTexture(nullptr), m_colorMapTexture(nullptr),
m_colorMapTextureId(0), m_colorMapTextureId(0),
m_programForLocs(nullptr), m_programForLocs(nullptr),
m_coord2dLoc(0),
m_textureTransformLoc(0), m_textureTransformLoc(0),
m_vertexTransformLoc(0), m_vertexTransformLoc(0),
m_dataTextureLoc(0), m_dataTextureLoc(0),
@ -45,9 +47,10 @@ GLShaderSpectrogram::GLShaderSpectrogram() :
m_lightDirLoc(0), m_lightDirLoc(0),
m_lightPosLoc(0), m_lightPosLoc(0),
m_useImmutableStorage(true), m_useImmutableStorage(true),
m_vertexBuf(QOpenGLBuffer::VertexBuffer), m_vao(nullptr),
m_index0Buf(QOpenGLBuffer::IndexBuffer), m_vertexBuf(nullptr),
m_index1Buf(QOpenGLBuffer::IndexBuffer), m_index0Buf(nullptr),
m_index1Buf(nullptr),
m_translateX(0.0), m_translateX(0.0),
m_translateY(0.0), m_translateY(0.0),
m_translateZ(0.0), m_translateZ(0.0),
@ -107,6 +110,10 @@ void GLShaderSpectrogram::initializeGL(int majorVersion, int minorVersion)
if (!m_programSimple->link()) { if (!m_programSimple->link()) {
qDebug() << "GLShaderSpectrogram::initializeGL: error linking shader: " << m_programSimple->log(); qDebug() << "GLShaderSpectrogram::initializeGL: error linking shader: " << m_programSimple->log();
} }
m_vao = new QOpenGLVertexArrayObject();
m_vao->create();
m_vao->bind();
} }
else else
{ {
@ -121,6 +128,20 @@ void GLShaderSpectrogram::initializeGL(int majorVersion, int minorVersion)
qDebug() << "GLShaderSpectrogram::initializeGL: error linking shader: " << m_programSimple->log(); qDebug() << "GLShaderSpectrogram::initializeGL: error linking shader: " << m_programSimple->log();
} }
} }
m_vertexBuf = new QOpenGLBuffer(QOpenGLBuffer::VertexBuffer);
m_vertexBuf->setUsagePattern(QOpenGLBuffer::StaticDraw);
m_vertexBuf->create();
m_index0Buf = new QOpenGLBuffer(QOpenGLBuffer::IndexBuffer);
m_index0Buf->setUsagePattern(QOpenGLBuffer::StaticDraw);
m_index0Buf->create();
m_index1Buf = new QOpenGLBuffer(QOpenGLBuffer::IndexBuffer);
m_index1Buf->setUsagePattern(QOpenGLBuffer::StaticDraw);
m_index1Buf->create();
if (m_vao) {
m_vao->release();
}
} }
void GLShaderSpectrogram::initGrid(int elements) void GLShaderSpectrogram::initGrid(int elements)
@ -141,17 +162,12 @@ void GLShaderSpectrogram::initGrid(int elements)
} }
} }
m_vertexBuf.setUsagePattern(QOpenGLBuffer::StaticDraw); if (m_vao) {
m_vertexBuf.create(); m_vao->bind();
}
m_index0Buf.setUsagePattern(QOpenGLBuffer::StaticDraw); m_vertexBuf->bind();
m_index0Buf.create(); m_vertexBuf->allocate(&vertices[0], vertices.size() * sizeof(QVector2D));
m_index1Buf.setUsagePattern(QOpenGLBuffer::StaticDraw);
m_index1Buf.create();
m_vertexBuf.bind();
m_vertexBuf.allocate(&vertices[0], vertices.size() * sizeof(QVector2D));
// Create an array of indices into the vertex array that traces both horizontal and vertical lines // Create an array of indices into the vertex array that traces both horizontal and vertical lines
std::vector<GLuint> indices(m_gridElements * m_gridElements * 6); std::vector<GLuint> indices(m_gridElements * m_gridElements * 6);
@ -171,8 +187,8 @@ void GLShaderSpectrogram::initGrid(int elements)
} }
} }
m_index0Buf.bind(); m_index0Buf->bind();
m_index0Buf.allocate(&indices[0], m_gridElements * (e1) * 4 * sizeof(GLuint)); m_index0Buf->allocate(&indices[0], m_gridElements * (e1) * 4 * sizeof(GLuint));
// Create another array of indices that describes all the triangles needed to create a completely filled surface // Create another array of indices that describes all the triangles needed to create a completely filled surface
i = 0; i = 0;
@ -189,12 +205,19 @@ void GLShaderSpectrogram::initGrid(int elements)
} }
} }
m_index1Buf.bind(); m_index1Buf->bind();
m_index1Buf.allocate(&indices[0], indices.size() * sizeof(GLuint)); m_index1Buf->allocate(&indices[0], indices.size() * sizeof(GLuint));
QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions(); if (m_vao)
f->glBindBuffer(GL_ARRAY_BUFFER, 0); {
f->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); m_vao->release();
}
else
{
QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
f->glBindBuffer(GL_ARRAY_BUFFER, 0);
f->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
} }
void GLShaderSpectrogram::initColorMapTexture(const QString &colorMapName) void GLShaderSpectrogram::initColorMapTexture(const QString &colorMapName)
@ -356,6 +379,7 @@ void GLShaderSpectrogram::drawSurface(SpectrumSettings::SpectrogramStyle style,
if (program != m_programForLocs) if (program != m_programForLocs)
{ {
m_coord2dLoc = program->attributeLocation("coord2d");
m_textureTransformLoc = program->uniformLocation("textureTransform"); m_textureTransformLoc = program->uniformLocation("textureTransform");
m_vertexTransformLoc = program->uniformLocation("vertexTransform"); m_vertexTransformLoc = program->uniformLocation("vertexTransform");
m_dataTextureLoc = program->uniformLocation("dataTexture"); m_dataTextureLoc = program->uniformLocation("dataTexture");
@ -414,17 +438,28 @@ void GLShaderSpectrogram::drawSurface(SpectrumSettings::SpectrogramStyle style,
program->setUniformValueArray(m_lightPosLoc, lightPos, 1, 3); program->setUniformValueArray(m_lightPosLoc, lightPos, 1, 3);
} }
if (m_vao) {
m_vao->bind();
}
f->glEnable(GL_DEPTH_TEST); f->glEnable(GL_DEPTH_TEST);
f->glPolygonOffset(1, 0); f->glPolygonOffset(1, 0);
f->glEnable(GL_POLYGON_OFFSET_FILL); f->glEnable(GL_POLYGON_OFFSET_FILL);
int attribute_coord2d = program->attributeLocation("coord2d"); m_vertexBuf->bind();
f->glEnableVertexAttribArray(attribute_coord2d); if (m_vao)
m_vertexBuf.bind(); {
f->glVertexAttribPointer(attribute_coord2d, 2, GL_FLOAT, GL_FALSE, 0, 0); program->enableAttributeArray(m_coord2dLoc);
program->setAttributeBuffer(m_coord2dLoc, GL_FLOAT, 0, 2);
}
else
{
f->glEnableVertexAttribArray(m_coord2dLoc);
f->glVertexAttribPointer(m_coord2dLoc, 2, GL_FLOAT, GL_FALSE, 0, 0);
}
m_index1Buf.bind(); m_index1Buf->bind();
switch (style) switch (style)
{ {
case SpectrumSettings::Points: case SpectrumSettings::Points:
@ -447,14 +482,29 @@ void GLShaderSpectrogram::drawSurface(SpectrumSettings::SpectrogramStyle style,
{ {
// Draw the outline // Draw the outline
program->setUniformValue(m_brightnessLoc, 1.5f); program->setUniformValue(m_brightnessLoc, 1.5f);
m_index0Buf.bind(); m_index0Buf->bind();
f->glDrawElements(GL_LINES, m_gridElements * (m_gridElements+1) * 4, GL_UNSIGNED_INT, 0); f->glDrawElements(GL_LINES, m_gridElements * (m_gridElements+1) * 4, GL_UNSIGNED_INT, 0);
} }
f->glDisableVertexAttribArray(attribute_coord2d); if (m_vao) {
// Need to do this, otherwise nothing else is drawn... program->disableAttributeArray(m_coord2dLoc);
f->glBindBuffer(GL_ARRAY_BUFFER, 0); } else {
f->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); f->glDisableVertexAttribArray(m_coord2dLoc);
}
if (m_vao)
{
m_vao->release();
m_vertexBuf->release();
m_index0Buf->release();
m_index1Buf->release();
}
else
{
// Need to do this, otherwise nothing else is drawn by other shaders
f->glBindBuffer(GL_ARRAY_BUFFER, 0);
f->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
// If this is left enabled, channel markers aren't drawn properly // If this is left enabled, channel markers aren't drawn properly
f->glDisable(GL_DEPTH_TEST); f->glDisable(GL_DEPTH_TEST);
@ -464,30 +514,26 @@ void GLShaderSpectrogram::drawSurface(SpectrumSettings::SpectrogramStyle style,
void GLShaderSpectrogram::cleanup() void GLShaderSpectrogram::cleanup()
{ {
delete m_programShaded;
m_programShaded = nullptr;
delete m_programSimple;
m_programSimple = nullptr;
m_programForLocs = nullptr;
delete m_texture;
m_texture = nullptr;
delete m_colorMapTexture;
m_colorMapTexture = nullptr;
delete m_vertexBuf;
m_vertexBuf = nullptr;
delete m_index0Buf;
m_index0Buf = nullptr;
delete m_index1Buf;
m_index1Buf = nullptr;
if (!QOpenGLContext::currentContext()) { if (!QOpenGLContext::currentContext()) {
return; return;
} }
if (m_programShaded)
{
delete m_programShaded;
m_programShaded = nullptr;
}
if (m_programSimple)
{
delete m_programSimple;
m_programSimple = nullptr;
}
m_programForLocs = nullptr;
if (m_texture)
{
delete m_texture;
m_texture = nullptr;
}
if (m_textureId) if (m_textureId)
{ {
glDeleteTextures(1, &m_textureId); glDeleteTextures(1, &m_textureId);
@ -499,12 +545,6 @@ void GLShaderSpectrogram::cleanup()
glDeleteTextures(1, &m_colorMapTextureId); glDeleteTextures(1, &m_colorMapTextureId);
m_colorMapTextureId = 0; m_colorMapTextureId = 0;
} }
if (m_colorMapTexture)
{
delete m_colorMapTexture;
m_colorMapTexture = nullptr;
}
} }
bool GLShaderSpectrogram::useImmutableStorage() bool GLShaderSpectrogram::useImmutableStorage()

View File

@ -83,6 +83,7 @@ private:
unsigned int m_colorMapTextureId; unsigned int m_colorMapTextureId;
QOpenGLShaderProgram *m_programForLocs; // Which program the locations are for QOpenGLShaderProgram *m_programForLocs; // Which program the locations are for
int m_coord2dLoc;
int m_textureTransformLoc; int m_textureTransformLoc;
int m_vertexTransformLoc; int m_vertexTransformLoc;
int m_dataTextureLoc; int m_dataTextureLoc;
@ -100,9 +101,10 @@ private:
static const QString m_fragmentShaderSimple2; static const QString m_fragmentShaderSimple2;
static const QString m_fragmentShaderSimple; static const QString m_fragmentShaderSimple;
QOpenGLBuffer m_vertexBuf; QOpenGLVertexArrayObject *m_vao;
QOpenGLBuffer m_index0Buf; QOpenGLBuffer *m_vertexBuf;
QOpenGLBuffer m_index1Buf; QOpenGLBuffer *m_index0Buf;
QOpenGLBuffer *m_index1Buf;
float m_translateX; float m_translateX;
float m_translateY; float m_translateY;

View File

@ -28,7 +28,12 @@
GLShaderTextured::GLShaderTextured() : GLShaderTextured::GLShaderTextured() :
m_program(nullptr), m_program(nullptr),
m_vao(nullptr),
m_verticesBuf(nullptr),
m_textureCoordsBuf(nullptr),
m_texture(nullptr), m_texture(nullptr),
m_vertexLoc(0),
m_texCoordLoc(0),
m_textureId(0), m_textureId(0),
m_matrixLoc(0), m_matrixLoc(0),
m_textureLoc(0), m_textureLoc(0),
@ -74,8 +79,23 @@ void GLShaderTextured::initializeGL(int majorVersion, int minorVersion)
} }
m_program->bind(); m_program->bind();
m_vertexLoc = m_program->attributeLocation("vertex");
m_texCoordLoc = m_program->attributeLocation("texCoord");
m_matrixLoc = m_program->uniformLocation("uMatrix"); m_matrixLoc = m_program->uniformLocation("uMatrix");
m_textureLoc = m_program->uniformLocation("uTexture"); m_textureLoc = m_program->uniformLocation("uTexture");
if (m_vao)
{
m_vao = new QOpenGLVertexArrayObject();
m_vao->create();
m_vao->bind();
m_verticesBuf = new QOpenGLBuffer(QOpenGLBuffer::VertexBuffer);
m_verticesBuf->setUsagePattern(QOpenGLBuffer::DynamicDraw);
m_verticesBuf->create();
m_textureCoordsBuf = new QOpenGLBuffer(QOpenGLBuffer::VertexBuffer);
m_textureCoordsBuf->setUsagePattern(QOpenGLBuffer::DynamicDraw);
m_textureCoordsBuf->create();
m_vao->release();
}
m_program->release(); m_program->release();
} }
@ -176,12 +196,39 @@ void GLShaderTextured::draw(unsigned int mode, const QMatrix4x4& transformMatrix
m_program->setUniformValue(m_matrixLoc, transformMatrix); m_program->setUniformValue(m_matrixLoc, transformMatrix);
m_texture->bind(); m_texture->bind();
m_program->setUniformValue(m_textureLoc, 0); // Use texture unit 0 which magically contains our texture m_program->setUniformValue(m_textureLoc, 0); // Use texture unit 0 which magically contains our texture
f->glEnableVertexAttribArray(0); // vertex if (m_vao)
f->glVertexAttribPointer(0, nbComponents, GL_FLOAT, GL_FALSE, 0, vertices); {
f->glEnableVertexAttribArray(1); // texture coordinates m_vao->bind();
f->glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, textureCoords);
m_verticesBuf->bind();
m_verticesBuf->allocate(vertices, nbVertices * nbComponents * sizeof(GL_FLOAT));
m_program->enableAttributeArray(m_vertexLoc);
m_program->setAttributeBuffer(m_vertexLoc, GL_FLOAT, 0, nbComponents);
m_textureCoordsBuf->bind();
m_textureCoordsBuf->allocate(textureCoords, nbVertices * 2 * sizeof(GL_FLOAT));
m_program->enableAttributeArray(m_texCoordLoc);
m_program->setAttributeBuffer(m_texCoordLoc, GL_FLOAT, 0, 2);
}
else
{
f->glEnableVertexAttribArray(m_vertexLoc); // vertex
f->glVertexAttribPointer(m_vertexLoc, nbComponents, GL_FLOAT, GL_FALSE, 0, vertices);
f->glEnableVertexAttribArray(m_texCoordLoc); // texture coordinates
f->glVertexAttribPointer(m_texCoordLoc, 2, GL_FLOAT, GL_FALSE, 0, textureCoords);
}
f->glDrawArrays(mode, 0, nbVertices); f->glDrawArrays(mode, 0, nbVertices);
f->glDisableVertexAttribArray(0);
if (m_vao)
{
m_vao->release();
}
else
{
f->glDisableVertexAttribArray(m_vertexLoc);
f->glDisableVertexAttribArray(m_texCoordLoc);
}
m_program->release(); m_program->release();
} }
@ -197,33 +244,33 @@ void GLShaderTextured::drawMutable(unsigned int mode, const QMatrix4x4& transfor
m_program->setUniformValue(m_matrixLoc, transformMatrix); m_program->setUniformValue(m_matrixLoc, transformMatrix);
glBindTexture(GL_TEXTURE_2D, m_textureId); glBindTexture(GL_TEXTURE_2D, m_textureId);
m_program->setUniformValue(m_textureLoc, 0); // Use texture unit 0 which magically contains our texture m_program->setUniformValue(m_textureLoc, 0); // Use texture unit 0 which magically contains our texture
glEnableVertexAttribArray(0); // vertex glEnableVertexAttribArray(m_vertexLoc); // vertex
glVertexAttribPointer(0, nbComponents, GL_FLOAT, GL_FALSE, 0, vertices); glVertexAttribPointer(m_vertexLoc, nbComponents, GL_FLOAT, GL_FALSE, 0, vertices);
glEnableVertexAttribArray(1); // texture coordinates glEnableVertexAttribArray(m_texCoordLoc); // texture coordinates
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, textureCoords); glVertexAttribPointer(m_texCoordLoc, 2, GL_FLOAT, GL_FALSE, 0, textureCoords);
glDrawArrays(mode, 0, nbVertices); glDrawArrays(mode, 0, nbVertices);
glDisableVertexAttribArray(0); glDisableVertexAttribArray(m_vertexLoc);
glDisableVertexAttribArray(m_texCoordLoc);
m_program->release(); m_program->release();
} }
void GLShaderTextured::cleanup() void GLShaderTextured::cleanup()
{ {
delete m_program;
m_program = nullptr;
delete m_vao;
m_vao = nullptr;
delete m_verticesBuf;
m_verticesBuf = nullptr;
delete m_textureCoordsBuf;
m_textureCoordsBuf = nullptr;
delete m_texture;
m_texture = nullptr;
if (!QOpenGLContext::currentContext()) { if (!QOpenGLContext::currentContext()) {
return; return;
} }
if (m_program)
{
delete m_program;
m_program = nullptr;
}
if (m_texture)
{
delete m_texture;
m_texture = nullptr;
}
if (m_textureId) if (m_textureId)
{ {
glDeleteTextures(1, &m_textureId); glDeleteTextures(1, &m_textureId);

View File

@ -25,6 +25,8 @@
#include <QString> #include <QString>
#include <QOpenGLTexture> #include <QOpenGLTexture>
#include <QOpenGLFunctions> #include <QOpenGLFunctions>
#include <QOpenGLVertexArrayObject>
#include <QOpenGLBuffer>
#include "export.h" #include "export.h"
@ -54,8 +56,13 @@ private:
bool useImmutableStorage(); bool useImmutableStorage();
QOpenGLShaderProgram *m_program; QOpenGLShaderProgram *m_program;
QOpenGLVertexArrayObject *m_vao;
QOpenGLBuffer *m_verticesBuf;
QOpenGLBuffer *m_textureCoordsBuf;
QOpenGLTexture *m_texture; QOpenGLTexture *m_texture;
unsigned int m_textureId; unsigned int m_textureId;
int m_vertexLoc;
int m_texCoordLoc;
int m_matrixLoc; int m_matrixLoc;
int m_textureLoc; int m_textureLoc;
bool m_useImmutableStorage; bool m_useImmutableStorage;