void OpenGLVideoPrivate::bindAttributes(VideoShader* shader, const QRectF &t, const QRectF &r) { const bool tex_rect = shader->textureTarget() == GL_TEXTURE_RECTANGLE; // also check size change for normalizedROI computation if roi is not normalized const bool roi_changed = valiad_tex_width != material->validTextureWidth() || roi != r || video_size != material->frameSize(); const int tc = shader->textureLocationCount(); if (roi_changed) { roi = r; valiad_tex_width = material->validTextureWidth(); video_size = material->frameSize(); } if (tex_target != shader->textureTarget()) { tex_target = shader->textureTarget(); update_geo = true; } QRectF& target_rect = rect; if (target.isValid()) { if (roi_changed || target != t) { target = t; update_geo = true; } } else { if (roi_changed) { update_geo = true; } } if (!update_geo) goto end; //qDebug("updating geometry..."); geometry.setRect(target_rect, material->mapToTexture(0, roi)); if (tex_rect) { geometry.setTextureCount(tc); for (int i = 1; i < tc; ++i) { // tc can > planes, but that will compute chroma plane geometry.setTextureRect(material->mapToTexture(i, roi), i); } } update_geo = false; if (!try_vbo) goto end; { //VAO scope BEGIN #if QT_VAO if (try_vao) { //qDebug("updating vao..."); if (!vao.isCreated()) { if (!vao.create()) { try_vao = false; qDebug("VAO is not supported"); } } } QOpenGLVertexArrayObject::Binder vao_bind(&vao); Q_UNUSED(vao_bind); #endif if (!vbo.isCreated()) { if (!vbo.create()) { try_vbo = false; // not supported by OpenGL try_vao = false; // also disable VAO. destroy? qWarning("VBO is not supported"); goto end; } } //qDebug("updating vbo..."); vbo.bind(); //check here vbo.allocate(geometry.data(), geometry.size()); #if QT_VAO if (try_vao) { shader->program()->setAttributeBuffer(0, GL_FLOAT, 0, geometry.tupleSize(), geometry.stride()); shader->program()->setAttributeBuffer(1, GL_FLOAT, geometry.tupleSize()*sizeof(float), geometry.tupleSize(), geometry.stride()); if (tex_rect) { for (int i = 1; i < tc; ++i) { shader->program()->setAttributeBuffer(i + 1, GL_FLOAT, i*geometry.textureSize() + geometry.tupleSize()*sizeof(float), geometry.tupleSize(), geometry.stride()); } } char const *const *attr = shader->attributeNames(); for (int i = 0; attr[i]; ++i) { shader->program()->enableAttributeArray(i); //TODO: in setActiveShader } } #endif vbo.release(); } //VAO scope END end: #if QT_VAO if (try_vao && vao.isCreated()) { vao.bind(); return; } #endif if (try_vbo && vbo.isCreated()) { vbo.bind(); shader->program()->setAttributeBuffer(0, GL_FLOAT, 0, geometry.tupleSize(), geometry.stride()); shader->program()->setAttributeBuffer(1, GL_FLOAT, geometry.tupleSize()*sizeof(float), geometry.tupleSize(), geometry.stride()); if (tex_rect) { for (int i = 1; i < tc; ++i) { shader->program()->setAttributeBuffer(i + 1, GL_FLOAT, i*geometry.textureSize() + geometry.tupleSize()*sizeof(float), geometry.tupleSize(), geometry.stride()); } } } else { shader->program()->setAttributeArray(0, GL_FLOAT, geometry.data(0), geometry.tupleSize(), geometry.stride()); shader->program()->setAttributeArray(1, GL_FLOAT, geometry.data(1), geometry.tupleSize(), geometry.stride()); if (tex_rect) { for (int i = 1; i < tc; ++i) { shader->program()->setAttributeArray(i + 1, GL_FLOAT, geometry.data(1), i*geometry.textureSize() + geometry.tupleSize(), geometry.stride()); } } } char const *const *attr = shader->attributeNames(); for (int i = 0; attr[i]; ++i) { shader->program()->enableAttributeArray(i); //TODO: in setActiveShader } }