OpenGL: Add support for the Compute shader stage
Change-Id: Ibb1b79358758c2adf818af8c6fcd5c379efad8c3 Reviewed-by: Samuel Rødal <samuel.rodal@digia.com>
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@ -108,6 +108,7 @@ typedef GLfloat GLdouble;
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# endif
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#if !defined(Q_OS_MAC)
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# define QT_OPENGL_4
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# define QT_OPENGL_4_3
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#endif
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#endif
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@ -156,6 +156,8 @@ QT_BEGIN_NAMESPACE
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shading language (GLSL), based on the core feature (requires OpenGL >= 4.0).
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\value TessellationEvaluation Tessellation evaluation shaders written in the OpenGL
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shading language (GLSL), based on the core feature (requires OpenGL >= 4.0).
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\value Compute Compute shaders written in the OpenGL shading language (GLSL),
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based on the core feature (requires OpenGL >= 4.3).
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*/
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class QOpenGLShaderPrivate : public QObjectPrivate
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@ -235,6 +237,10 @@ bool QOpenGLShaderPrivate::create()
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shader = glfuncs->glCreateShader(GL_TESS_CONTROL_SHADER);
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} else if (shaderType == QOpenGLShader::TessellationEvaluation && supportsTessellationShaders) {
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shader = glfuncs->glCreateShader(GL_TESS_EVALUATION_SHADER);
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#endif
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#if defined(QT_OPENGL_4_3)
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} else if (shaderType == QOpenGLShader::Compute) {
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shader = glfuncs->glCreateShader(GL_COMPUTE_SHADER);
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#endif
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} else {
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shader = glfuncs->glCreateShader(GL_FRAGMENT_SHADER);
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@ -3230,7 +3236,7 @@ bool QOpenGLShader::hasOpenGLShaders(ShaderType type, QOpenGLContext *context)
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if (!context)
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return false;
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if ((type & ~(Geometry | Vertex | Fragment | TessellationControl | TessellationEvaluation)) || type == 0)
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if ((type & ~(Geometry | Vertex | Fragment | TessellationControl | TessellationEvaluation | Compute)) || type == 0)
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return false;
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QSurfaceFormat format = context->format();
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@ -3249,6 +3255,13 @@ bool QOpenGLShader::hasOpenGLShaders(ShaderType type, QOpenGLContext *context)
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#else
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// No tessellation shader support in OpenGL ES2
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return false;
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#endif
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} else if (type == Compute) {
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#if defined(QT_OPENGL_4_3)
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return (format.version() >= qMakePair<int, int>(4, 3));
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#else
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// No compute shader support without OpenGL 4.3 or newer
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return false;
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#endif
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}
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@ -67,7 +67,8 @@ public:
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Fragment = 0x0002,
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Geometry = 0x0004,
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TessellationControl = 0x0008,
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TessellationEvaluation = 0x0010
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TessellationEvaluation = 0x0010,
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Compute = 0x0020
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};
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Q_DECLARE_FLAGS(ShaderType, ShaderTypeBit)
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