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GLShaderTextured: use mutable or immutable storage depending on system capability. Implements #582
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161cded056
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@ -27,10 +27,12 @@
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#include "gui/glshadertextured.h"
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#include "gui/glshadertextured.h"
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GLShaderTextured::GLShaderTextured() :
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GLShaderTextured::GLShaderTextured() :
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m_program(0),
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m_program(nullptr),
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m_texture(0),
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m_texture(nullptr),
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m_textureId(0),
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m_matrixLoc(0),
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m_matrixLoc(0),
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m_textureLoc(0)
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m_textureLoc(0),
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m_useImmutableStorage(true)
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{ }
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{ }
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GLShaderTextured::~GLShaderTextured()
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GLShaderTextured::~GLShaderTextured()
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@ -40,6 +42,10 @@ GLShaderTextured::~GLShaderTextured()
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void GLShaderTextured::initializeGL()
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void GLShaderTextured::initializeGL()
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{
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{
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initializeOpenGLFunctions();
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m_useImmutableStorage = useImmutableStorage();
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qDebug() << "GLShaderTextured::initializeGL: m_useImmutableStorage: " << m_useImmutableStorage;
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m_program = new QOpenGLShaderProgram;
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m_program = new QOpenGLShaderProgram;
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if (!m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, m_vertexShaderSourceTextured)) {
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if (!m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, m_vertexShaderSourceTextured)) {
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@ -64,6 +70,15 @@ void GLShaderTextured::initializeGL()
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}
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}
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void GLShaderTextured::initTexture(const QImage& image, QOpenGLTexture::WrapMode wrapMode)
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void GLShaderTextured::initTexture(const QImage& image, QOpenGLTexture::WrapMode wrapMode)
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{
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if (m_useImmutableStorage) {
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initTextureImmutable(image, wrapMode);
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} else {
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initTextureMutable(image, wrapMode);
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}
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}
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void GLShaderTextured::initTextureImmutable(const QImage& image, QOpenGLTexture::WrapMode wrapMode)
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{
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{
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if (m_texture) {
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if (m_texture) {
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delete m_texture;
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delete m_texture;
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@ -76,10 +91,39 @@ void GLShaderTextured::initTexture(const QImage& image, QOpenGLTexture::WrapMode
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m_texture->setWrapMode(wrapMode);
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m_texture->setWrapMode(wrapMode);
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}
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}
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void GLShaderTextured::initTextureMutable(const QImage& image, QOpenGLTexture::WrapMode wrapMode)
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{
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if (m_textureId)
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{
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glDeleteTextures(1, &m_textureId);
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m_textureId = 0;
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}
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glGenTextures(1, &m_textureId);
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glBindTexture(GL_TEXTURE_2D, m_textureId);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8,
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image.width(), image.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, image.constScanLine(0));
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapMode);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapMode);
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}
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void GLShaderTextured::subTexture(int xOffset, int yOffset, int width, int height, const void *pixels)
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void GLShaderTextured::subTexture(int xOffset, int yOffset, int width, int height, const void *pixels)
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{
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{
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if (!m_texture) {
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if (m_useImmutableStorage) {
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qDebug("GLShaderTextured::subTexture: no texture defined. Doing nothing");
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subTextureImmutable(xOffset, yOffset, width, height, pixels);
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} else {
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subTextureMutable(xOffset, yOffset, width, height, pixels);
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}
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}
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void GLShaderTextured::subTextureImmutable(int xOffset, int yOffset, int width, int height, const void *pixels)
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{
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if (!m_texture)
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{
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qDebug("GLShaderTextured::subTextureImmutable: no texture defined. Doing nothing");
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return;
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return;
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}
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}
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@ -88,14 +132,31 @@ void GLShaderTextured::subTexture(int xOffset, int yOffset, int width, int heigh
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f->glTexSubImage2D(GL_TEXTURE_2D, 0, xOffset, yOffset, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
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f->glTexSubImage2D(GL_TEXTURE_2D, 0, xOffset, yOffset, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
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}
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}
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void GLShaderTextured::subTextureMutable(int xOffset, int yOffset, int width, int height, const void *pixels)
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{
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if (!m_textureId)
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{
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qDebug("GLShaderTextured::subTextureMutable: no texture defined. Doing nothing");
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return;
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}
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glBindTexture(GL_TEXTURE_2D, m_textureId);
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glTexSubImage2D(GL_TEXTURE_2D, 0, xOffset, yOffset, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
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}
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void GLShaderTextured::drawSurface(const QMatrix4x4& transformMatrix, GLfloat *textureCoords, GLfloat *vertices, int nbVertices)
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void GLShaderTextured::drawSurface(const QMatrix4x4& transformMatrix, GLfloat *textureCoords, GLfloat *vertices, int nbVertices)
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{
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{
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draw(GL_TRIANGLE_FAN, transformMatrix, textureCoords, vertices, nbVertices);
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if (m_useImmutableStorage) {
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draw(GL_TRIANGLE_FAN, transformMatrix, textureCoords, vertices, nbVertices);
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} else {
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drawMutable(GL_TRIANGLE_FAN, transformMatrix, textureCoords, vertices, nbVertices);
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}
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}
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}
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void GLShaderTextured::draw(unsigned int mode, const QMatrix4x4& transformMatrix, GLfloat *textureCoords, GLfloat *vertices, int nbVertices)
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void GLShaderTextured::draw(unsigned int mode, const QMatrix4x4& transformMatrix, GLfloat *textureCoords, GLfloat *vertices, int nbVertices)
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{
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{
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if (!m_texture) {
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if (!m_texture)
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{
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qDebug("GLShaderTextured::draw: no texture defined. Doing nothing");
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qDebug("GLShaderTextured::draw: no texture defined. Doing nothing");
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return;
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return;
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}
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}
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@ -114,17 +175,73 @@ void GLShaderTextured::draw(unsigned int mode, const QMatrix4x4& transformMatrix
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m_program->release();
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m_program->release();
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}
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}
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void GLShaderTextured::cleanup()
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void GLShaderTextured::drawMutable(unsigned int mode, const QMatrix4x4& transformMatrix, GLfloat *textureCoords, GLfloat *vertices, int nbVertices)
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{
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{
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if (m_program) {
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if (!m_textureId)
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delete m_program;
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{
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m_program = 0;
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qDebug("GLShaderTextured::drawMutable: no texture defined. Doing nothing");
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return;
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}
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}
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if (m_texture) {
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m_program->bind();
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delete m_texture;
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m_program->setUniformValue(m_matrixLoc, transformMatrix);
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m_texture = 0;
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glBindTexture(GL_TEXTURE_2D, m_textureId);
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m_program->setUniformValue(m_textureLoc, 0); // Use texture unit 0 which magically contains our texture
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glEnableVertexAttribArray(0); // vertex
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, vertices);
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glEnableVertexAttribArray(1); // texture coordinates
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, textureCoords);
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glDrawArrays(mode, 0, nbVertices);
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glDisableVertexAttribArray(0);
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m_program->release();
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}
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void GLShaderTextured::cleanup()
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{
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if (m_program)
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{
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delete m_program;
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m_program = nullptr;
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}
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}
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if (m_texture)
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{
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delete m_texture;
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m_texture = nullptr;
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}
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if (m_textureId)
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{
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glDeleteTextures(1, &m_textureId);
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m_textureId = 0;
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}
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}
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bool GLShaderTextured::useImmutableStorage()
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{
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QOpenGLContext* ctx = QOpenGLContext::currentContext();
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QSurfaceFormat sf = ctx->format();
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if (sf.version() >= qMakePair(4, 2)
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|| ctx->hasExtension(QByteArrayLiteral("GL_ARB_texture_storage"))
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|| ctx->hasExtension(QByteArrayLiteral("GL_EXT_texture_storage")))
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{
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void (QOPENGLF_APIENTRYP glTexStorage2D)(
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GLenum target, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height);
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glTexStorage2D = reinterpret_cast<void (QOPENGLF_APIENTRYP)(
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GLenum, GLsizei, GLenum, GLsizei, GLsizei)>(ctx->getProcAddress("glTexStorage2D"));
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int data = 0;
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GLuint textureId;
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glGenTextures(1, &textureId);
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glBindTexture(GL_TEXTURE_2D, textureId);
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glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 1, 1);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, &data);
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GLenum err = glGetError();
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glDeleteTextures(1, &textureId);
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return err == GL_NO_ERROR;
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}
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return false;
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}
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}
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const QString GLShaderTextured::m_vertexShaderSourceTextured = QString(
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const QString GLShaderTextured::m_vertexShaderSourceTextured = QString(
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@ -32,7 +32,7 @@ class QOpenGLShaderProgram;
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class QMatrix4x4;
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class QMatrix4x4;
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class QImage;
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class QImage;
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class SDRGUI_API GLShaderTextured
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class SDRGUI_API GLShaderTextured : protected QOpenGLFunctions
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{
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{
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public:
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public:
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GLShaderTextured();
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GLShaderTextured();
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@ -46,11 +46,19 @@ public:
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private:
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private:
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void draw(unsigned int mode, const QMatrix4x4& transformMatrix, GLfloat *textureCoords, GLfloat *vertices, int nbVertices);
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void draw(unsigned int mode, const QMatrix4x4& transformMatrix, GLfloat *textureCoords, GLfloat *vertices, int nbVertices);
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void drawMutable(unsigned int mode, const QMatrix4x4& transformMatrix, GLfloat *textureCoords, GLfloat *vertices, int nbVertices);
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void initTextureImmutable(const QImage& image, QOpenGLTexture::WrapMode wrapMode = QOpenGLTexture::Repeat);
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void subTextureImmutable(int xOffset, int yOffset, int width, int height, const void *pixels);
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void initTextureMutable(const QImage& image, QOpenGLTexture::WrapMode wrapMode = QOpenGLTexture::Repeat);
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void subTextureMutable(int xOffset, int yOffset, int width, int height, const void *pixels);
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bool useImmutableStorage();
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QOpenGLShaderProgram *m_program;
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QOpenGLShaderProgram *m_program;
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QOpenGLTexture *m_texture;
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QOpenGLTexture *m_texture;
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unsigned int m_textureId;
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int m_matrixLoc;
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int m_matrixLoc;
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int m_textureLoc;
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int m_textureLoc;
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bool m_useImmutableStorage;
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static const QString m_vertexShaderSourceTextured;
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static const QString m_vertexShaderSourceTextured;
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static const QString m_fragmentShaderSourceTextured;
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static const QString m_fragmentShaderSourceTextured;
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};
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};
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