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/****************************************************************************
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** Copyright (C) 2012 Digia Plc and/or its subsidiary(-ies).
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** Contact: http://www.qt-project.org/legal
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** This file is part of the QtGui module of the Qt Toolkit.
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** $QT_BEGIN_LICENSE:LGPL$
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** Commercial License Usage
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** Licensees holding valid commercial Qt licenses may use this file in
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** accordance with the commercial license agreement provided with the
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** Software or, alternatively, in accordance with the terms contained in
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** a written agreement between you and Digia. For licensing terms and
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** conditions see http://qt.digia.com/licensing. For further information
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** use the contact form at http://qt.digia.com/contact-us.
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** GNU Lesser General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU Lesser
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** General Public License version 2.1 as published by the Free Software
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** Foundation and appearing in the file LICENSE.LGPL included in the
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** packaging of this file. Please review the following information to
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** ensure the GNU Lesser General Public License version 2.1 requirements
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** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
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** In addition, as a special exception, Digia gives you certain additional
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** rights. These rights are described in the Digia Qt LGPL Exception
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** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
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** GNU General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU
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** General Public License version 3.0 as published by the Free Software
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** Foundation and appearing in the file LICENSE.GPL included in the
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** packaging of this file. Please review the following information to
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** ensure the GNU General Public License version 3.0 requirements will be
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** met: http://www.gnu.org/copyleft/gpl.html.
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****************************************************************************/
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When the active program changes, we need to update it's uniforms.
44
We could track state for each program and only update stale uniforms
45
- Could lead to lots of overhead if there's a lot of programs
46
We could update all the uniforms when the program changes
47
- Could end up updating lots of uniforms which don't need updating
49
Updating uniforms should be cheap, so the overhead of updating up-to-date
50
uniforms should be minimal. It's also less complex.
52
Things which _may_ cause a different program to be used:
53
- Change in brush/pen style
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- Change in painter opacity
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- Change in composition mode
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Whenever we set a mode on the shader manager - it needs to tell us if it had
58
to switch to a different program.
60
The shader manager should only switch when we tell it to. E.g. if we set a new
61
brush style and then switch to transparent painter, we only want it to compile
62
and use the correct program when we really need it.
65
// #define QT_OPENGL_CACHE_AS_VBOS
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#include "qopenglgradientcache_p.h"
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#include "qopengltexturecache_p.h"
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#include "qopenglpaintengine_p.h"
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#include <string.h> //for memcpy
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#include <private/qopengl_p.h>
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#include <private/qopenglcontext_p.h>
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#include <private/qopenglextensions_p.h>
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#include <private/qmath_p.h>
78
#include <private/qpaintengineex_p.h>
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#include <QPaintEngine>
80
#include <private/qpainter_p.h>
81
#include <private/qfontengine_p.h>
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#include <private/qdatabuffer_p.h>
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#include <private/qstatictext_p.h>
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#include <private/qtriangulator_p.h>
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#include "qopenglengineshadermanager_p.h"
87
#include "qopengl2pexvertexarray_p.h"
88
#include "qopengltextureglyphcache_p.h"
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// ####TODO Properly #ifdef this class to use #define symbols actually defined
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// by OpenGL/ES includes
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#ifndef GL_FRAMEBUFFER_SRGB
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#define GL_FRAMEBUFFER_SRGB 0x8DB9
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Q_GUI_EXPORT QImage qt_imageForBrush(int brushStyle, bool invert);
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////////////////////////////////// Private Methods //////////////////////////////////////////
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QOpenGL2PaintEngineExPrivate::~QOpenGL2PaintEngineExPrivate()
108
delete shaderManager;
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while (pathCaches.size()) {
111
QVectorPath::CacheEntry *e = *(pathCaches.constBegin());
112
e->cleanup(e->engine, e->data);
117
if (elementIndicesVBOId != 0) {
118
funcs.glDeleteBuffers(1, &elementIndicesVBOId);
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elementIndicesVBOId = 0;
123
void QOpenGL2PaintEngineExPrivate::updateTextureFilter(GLenum target, GLenum wrapMode, bool smoothPixmapTransform, GLuint id)
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// funcs.glActiveTexture(GL_TEXTURE0 + QT_BRUSH_TEXTURE_UNIT); //### Is it always this texture unit?
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if (id != GLuint(-1) && id == lastTextureUsed)
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lastTextureUsed = id;
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if (smoothPixmapTransform) {
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glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(target, GL_TEXTURE_WRAP_S, wrapMode);
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glTexParameteri(target, GL_TEXTURE_WRAP_T, wrapMode);
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inline QColor qt_premultiplyColor(QColor c, GLfloat opacity)
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qreal alpha = c.alphaF() * opacity;
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c.setRedF(c.redF() * alpha);
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c.setGreenF(c.greenF() * alpha);
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c.setBlueF(c.blueF() * alpha);
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void QOpenGL2PaintEngineExPrivate::setBrush(const QBrush& brush)
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if (qbrush_fast_equals(currentBrush, brush))
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const Qt::BrushStyle newStyle = qbrush_style(brush);
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Q_ASSERT(newStyle != Qt::NoBrush);
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currentBrush = brush;
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if (!currentBrushPixmap.isNull())
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currentBrushPixmap = QPixmap();
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brushUniformsDirty = true; // All brushes have at least one uniform
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if (newStyle > Qt::SolidPattern)
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brushTextureDirty = true;
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if (currentBrush.style() == Qt::TexturePattern
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&& qHasPixmapTexture(brush) && brush.texture().isQBitmap())
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shaderManager->setSrcPixelType(QOpenGLEngineShaderManager::TextureSrcWithPattern);
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shaderManager->setSrcPixelType(newStyle);
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shaderManager->optimiseForBrushTransform(currentBrush.transform().type());
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void QOpenGL2PaintEngineExPrivate::useSimpleShader()
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shaderManager->useSimpleProgram();
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void QOpenGL2PaintEngineExPrivate::updateBrushTexture()
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Q_Q(QOpenGL2PaintEngineEx);
192
// qDebug("QOpenGL2PaintEngineExPrivate::updateBrushTexture()");
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Qt::BrushStyle style = currentBrush.style();
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if ( (style >= Qt::Dense1Pattern) && (style <= Qt::DiagCrossPattern) ) {
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// Get the image data for the pattern
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QImage texImage = qt_imageForBrush(style, false);
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funcs.glActiveTexture(GL_TEXTURE0 + QT_BRUSH_TEXTURE_UNIT);
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QOpenGLTextureCache::cacheForContext(ctx)->bindTexture(ctx, texImage);
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updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, q->state()->renderHints & QPainter::SmoothPixmapTransform);
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else if (style >= Qt::LinearGradientPattern && style <= Qt::ConicalGradientPattern) {
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// Gradiant brush: All the gradiants use the same texture
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const QGradient* g = currentBrush.gradient();
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// We apply global opacity in the fragment shaders, so we always pass 1.0
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// for opacity to the cache.
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GLuint texId = QOpenGL2GradientCache::cacheForContext(ctx)->getBuffer(*g, 1.0);
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funcs.glActiveTexture(GL_TEXTURE0 + QT_BRUSH_TEXTURE_UNIT);
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glBindTexture(GL_TEXTURE_2D, texId);
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if (g->spread() == QGradient::RepeatSpread || g->type() == QGradient::ConicalGradient)
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updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, q->state()->renderHints & QPainter::SmoothPixmapTransform);
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else if (g->spread() == QGradient::ReflectSpread)
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updateTextureFilter(GL_TEXTURE_2D, GL_MIRRORED_REPEAT, q->state()->renderHints & QPainter::SmoothPixmapTransform);
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updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE, q->state()->renderHints & QPainter::SmoothPixmapTransform);
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else if (style == Qt::TexturePattern) {
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currentBrushPixmap = currentBrush.texture();
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int max_texture_size = ctx->d_func()->maxTextureSize();
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if (currentBrushPixmap.width() > max_texture_size || currentBrushPixmap.height() > max_texture_size)
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currentBrushPixmap = currentBrushPixmap.scaled(max_texture_size, max_texture_size, Qt::KeepAspectRatio);
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funcs.glActiveTexture(GL_TEXTURE0 + QT_BRUSH_TEXTURE_UNIT);
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QOpenGLTextureCache::cacheForContext(ctx)->bindTexture(ctx, currentBrushPixmap);
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updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, q->state()->renderHints & QPainter::SmoothPixmapTransform);
232
textureInvertedY = false;
234
brushTextureDirty = false;
238
void QOpenGL2PaintEngineExPrivate::updateBrushUniforms()
240
// qDebug("QOpenGL2PaintEngineExPrivate::updateBrushUniforms()");
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Qt::BrushStyle style = currentBrush.style();
243
if (style == Qt::NoBrush)
246
QTransform brushQTransform = currentBrush.transform();
248
if (style == Qt::SolidPattern) {
249
QColor col = qt_premultiplyColor(currentBrush.color(), (GLfloat)q->state()->opacity);
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shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::FragmentColor), col);
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// All other brushes have a transform and thus need the translation point:
254
QPointF translationPoint;
256
if (style <= Qt::DiagCrossPattern) {
257
QColor col = qt_premultiplyColor(currentBrush.color(), (GLfloat)q->state()->opacity);
259
shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::PatternColor), col);
261
QVector2D halfViewportSize(width*0.5, height*0.5);
262
shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::HalfViewportSize), halfViewportSize);
264
else if (style == Qt::LinearGradientPattern) {
265
const QLinearGradient *g = static_cast<const QLinearGradient *>(currentBrush.gradient());
267
QPointF realStart = g->start();
268
QPointF realFinal = g->finalStop();
269
translationPoint = realStart;
271
QPointF l = realFinal - realStart;
273
QVector3D linearData(
276
1.0f / (l.x() * l.x() + l.y() * l.y())
279
shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::LinearData), linearData);
281
QVector2D halfViewportSize(width*0.5, height*0.5);
282
shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::HalfViewportSize), halfViewportSize);
284
else if (style == Qt::ConicalGradientPattern) {
285
const QConicalGradient *g = static_cast<const QConicalGradient *>(currentBrush.gradient());
286
translationPoint = g->center();
288
GLfloat angle = -(g->angle() * 2 * Q_PI) / 360.0;
290
shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::Angle), angle);
292
QVector2D halfViewportSize(width*0.5, height*0.5);
293
shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::HalfViewportSize), halfViewportSize);
295
else if (style == Qt::RadialGradientPattern) {
296
const QRadialGradient *g = static_cast<const QRadialGradient *>(currentBrush.gradient());
297
QPointF realCenter = g->center();
298
QPointF realFocal = g->focalPoint();
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qreal realRadius = g->centerRadius() - g->focalRadius();
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translationPoint = realFocal;
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QPointF fmp = realCenter - realFocal;
303
shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::Fmp), fmp);
305
GLfloat fmp2_m_radius2 = -fmp.x() * fmp.x() - fmp.y() * fmp.y() + realRadius*realRadius;
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shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::Fmp2MRadius2), fmp2_m_radius2);
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shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::Inverse2Fmp2MRadius2),
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GLfloat(1.0 / (2.0*fmp2_m_radius2)));
309
shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::SqrFr),
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GLfloat(g->focalRadius() * g->focalRadius()));
311
shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::BRadius),
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GLfloat(2 * (g->centerRadius() - g->focalRadius()) * g->focalRadius()),
314
g->centerRadius() - g->focalRadius());
316
QVector2D halfViewportSize(width*0.5, height*0.5);
317
shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::HalfViewportSize), halfViewportSize);
319
else if (style == Qt::TexturePattern) {
320
const QPixmap& texPixmap = currentBrush.texture();
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if (qHasPixmapTexture(currentBrush) && currentBrush.texture().isQBitmap()) {
323
QColor col = qt_premultiplyColor(currentBrush.color(), (GLfloat)q->state()->opacity);
324
shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::PatternColor), col);
327
QSizeF invertedTextureSize(1.0 / texPixmap.width(), 1.0 / texPixmap.height());
328
shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::InvertedTextureSize), invertedTextureSize);
330
QVector2D halfViewportSize(width*0.5, height*0.5);
331
shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::HalfViewportSize), halfViewportSize);
334
qWarning("QOpenGL2PaintEngineEx: Unimplemented fill style");
336
const QPointF &brushOrigin = q->state()->brushOrigin;
337
QTransform matrix = q->state()->matrix;
338
matrix.translate(brushOrigin.x(), brushOrigin.y());
340
QTransform translate(1, 0, 0, 1, -translationPoint.x(), -translationPoint.y());
343
if (device->paintFlipped()) {
347
QTransform gl_to_qt(1, 0, 0, m22, 0, dy);
348
QTransform inv_matrix;
349
if (style == Qt::TexturePattern && textureInvertedY == -1)
350
inv_matrix = gl_to_qt * (QTransform(1, 0, 0, -1, 0, currentBrush.texture().height()) * brushQTransform * matrix).inverted() * translate;
352
inv_matrix = gl_to_qt * (brushQTransform * matrix).inverted() * translate;
354
shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::BrushTransform), inv_matrix);
355
shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::BrushTexture), QT_BRUSH_TEXTURE_UNIT);
357
brushUniformsDirty = false;
361
// This assumes the shader manager has already setup the correct shader program
362
void QOpenGL2PaintEngineExPrivate::updateMatrix()
364
// qDebug("QOpenGL2PaintEngineExPrivate::updateMatrix()");
366
const QTransform& transform = q->state()->matrix;
368
// The projection matrix converts from Qt's coordinate system to GL's coordinate system
369
// * GL's viewport is 2x2, Qt's is width x height
370
// * GL has +y -> -y going from bottom -> top, Qt is the other way round
371
// * GL has [0,0] in the center, Qt has it in the top-left
373
// This results in the Projection matrix below, which is multiplied by the painter's
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// transformation matrix, as shown below:
376
// Projection Matrix Painter Transform
377
// ------------------------------------------------ ------------------------
378
// | 2.0 / width | 0.0 | -1.0 | | m11 | m21 | dx |
379
// | 0.0 | -2.0 / height | 1.0 | * | m12 | m22 | dy |
380
// | 0.0 | 0.0 | 1.0 | | m13 | m23 | m33 |
381
// ------------------------------------------------ ------------------------
383
// NOTE: The resultant matrix is also transposed, as GL expects column-major matracies
385
const GLfloat wfactor = 2.0f / width;
386
GLfloat hfactor = -2.0f / height;
388
GLfloat dx = transform.dx();
389
GLfloat dy = transform.dy();
391
if (device->paintFlipped()) {
396
// Non-integer translates can have strange effects for some rendering operations such as
397
// anti-aliased text rendering. In such cases, we snap the translate to the pixel grid.
398
if (snapToPixelGrid && transform.type() == QTransform::TxTranslate) {
399
// 0.50 needs to rounded down to 0.0 for consistency with raster engine:
400
dx = ceilf(dx - 0.5f);
401
dy = ceilf(dy - 0.5f);
403
pmvMatrix[0][0] = (wfactor * transform.m11()) - transform.m13();
404
pmvMatrix[1][0] = (wfactor * transform.m21()) - transform.m23();
405
pmvMatrix[2][0] = (wfactor * dx) - transform.m33();
406
pmvMatrix[0][1] = (hfactor * transform.m12()) + transform.m13();
407
pmvMatrix[1][1] = (hfactor * transform.m22()) + transform.m23();
408
pmvMatrix[2][1] = (hfactor * dy) + transform.m33();
409
pmvMatrix[0][2] = transform.m13();
410
pmvMatrix[1][2] = transform.m23();
411
pmvMatrix[2][2] = transform.m33();
413
// 1/10000 == 0.0001, so we have good enough res to cover curves
414
// that span the entire widget...
415
inverseScale = qMax(1 / qMax( qMax(qAbs(transform.m11()), qAbs(transform.m22())),
416
qMax(qAbs(transform.m12()), qAbs(transform.m21())) ),
420
matrixUniformDirty = true;
422
// Set the PMV matrix attribute. As we use an attributes rather than uniforms, we only
423
// need to do this once for every matrix change and persists across all shader programs.
424
funcs.glVertexAttrib3fv(QT_PMV_MATRIX_1_ATTR, pmvMatrix[0]);
425
funcs.glVertexAttrib3fv(QT_PMV_MATRIX_2_ATTR, pmvMatrix[1]);
426
funcs.glVertexAttrib3fv(QT_PMV_MATRIX_3_ATTR, pmvMatrix[2]);
428
dasher.setInvScale(inverseScale);
429
stroker.setInvScale(inverseScale);
433
void QOpenGL2PaintEngineExPrivate::updateCompositionMode()
435
// NOTE: The entire paint engine works on pre-multiplied data - which is why some of these
436
// composition modes look odd.
437
// qDebug() << "QOpenGL2PaintEngineExPrivate::updateCompositionMode() - Setting GL composition mode for " << q->state()->composition_mode;
438
switch(q->state()->composition_mode) {
439
case QPainter::CompositionMode_SourceOver:
440
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
442
case QPainter::CompositionMode_DestinationOver:
443
glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ONE);
445
case QPainter::CompositionMode_Clear:
446
glBlendFunc(GL_ZERO, GL_ZERO);
448
case QPainter::CompositionMode_Source:
449
glBlendFunc(GL_ONE, GL_ZERO);
451
case QPainter::CompositionMode_Destination:
452
glBlendFunc(GL_ZERO, GL_ONE);
454
case QPainter::CompositionMode_SourceIn:
455
glBlendFunc(GL_DST_ALPHA, GL_ZERO);
457
case QPainter::CompositionMode_DestinationIn:
458
glBlendFunc(GL_ZERO, GL_SRC_ALPHA);
460
case QPainter::CompositionMode_SourceOut:
461
glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
463
case QPainter::CompositionMode_DestinationOut:
464
glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_ALPHA);
466
case QPainter::CompositionMode_SourceAtop:
467
glBlendFunc(GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
469
case QPainter::CompositionMode_DestinationAtop:
470
glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA);
472
case QPainter::CompositionMode_Xor:
473
glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
475
case QPainter::CompositionMode_Plus:
476
glBlendFunc(GL_ONE, GL_ONE);
479
qWarning("Unsupported composition mode");
483
compositionModeDirty = false;
486
static inline void setCoords(GLfloat *coords, const QOpenGLRect &rect)
488
coords[0] = rect.left;
489
coords[1] = rect.top;
490
coords[2] = rect.right;
491
coords[3] = rect.top;
492
coords[4] = rect.right;
493
coords[5] = rect.bottom;
494
coords[6] = rect.left;
495
coords[7] = rect.bottom;
498
void QOpenGL2PaintEngineExPrivate::drawTexture(const QOpenGLRect& dest, const QOpenGLRect& src, const QSize &textureSize, bool opaque, bool pattern)
500
// Setup for texture drawing
501
currentBrush = noBrush;
502
shaderManager->setSrcPixelType(pattern ? QOpenGLEngineShaderManager::PatternSrc : QOpenGLEngineShaderManager::ImageSrc);
504
if (snapToPixelGrid) {
505
snapToPixelGrid = false;
509
if (prepareForDraw(opaque))
510
shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::ImageTexture), QT_IMAGE_TEXTURE_UNIT);
513
QColor col = qt_premultiplyColor(q->state()->pen.color(), (GLfloat)q->state()->opacity);
514
shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::PatternColor), col);
517
GLfloat dx = 1.0 / textureSize.width();
518
GLfloat dy = 1.0 / textureSize.height();
520
QOpenGLRect srcTextureRect(src.left*dx, src.top*dy, src.right*dx, src.bottom*dy);
522
setCoords(staticVertexCoordinateArray, dest);
523
setCoords(staticTextureCoordinateArray, srcTextureRect);
525
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
528
void QOpenGL2PaintEngineEx::beginNativePainting()
530
Q_D(QOpenGL2PaintEngineEx);
532
d->transferMode(BrushDrawingMode);
534
d->nativePaintingActive = true;
536
d->funcs.glUseProgram(0);
538
// Disable all the vertex attribute arrays:
539
for (int i = 0; i < QT_GL_VERTEX_ARRAY_TRACKED_COUNT; ++i)
540
d->funcs.glDisableVertexAttribArray(i);
542
#ifndef QT_OPENGL_ES_2
543
Q_ASSERT(QOpenGLContext::currentContext());
544
const QSurfaceFormat &fmt = d->device->context()->format();
545
if (fmt.majorVersion() < 3 || (fmt.majorVersion() == 3 && fmt.minorVersion() < 1)
546
|| fmt.profile() == QSurfaceFormat::CompatibilityProfile)
548
// be nice to people who mix OpenGL 1.x code with QPainter commands
549
// by setting modelview and projection matrices to mirror the GL 1
551
const QTransform& mtx = state()->matrix;
553
float mv_matrix[4][4] =
555
{ float(mtx.m11()), float(mtx.m12()), 0, float(mtx.m13()) },
556
{ float(mtx.m21()), float(mtx.m22()), 0, float(mtx.m23()) },
558
{ float(mtx.dx()), float(mtx.dy()), 0, float(mtx.m33()) }
561
const QSize sz = d->device->size();
563
glMatrixMode(GL_PROJECTION);
565
glOrtho(0, sz.width(), sz.height(), 0, -999999, 999999);
567
glMatrixMode(GL_MODELVIEW);
568
glLoadMatrixf(&mv_matrix[0][0]);
572
d->lastTextureUsed = GLuint(-1);
573
d->dirtyStencilRegion = QRect(0, 0, d->width, d->height);
576
d->shaderManager->setDirty();
581
void QOpenGL2PaintEngineExPrivate::resetGLState()
584
funcs.glActiveTexture(GL_TEXTURE0);
585
glDisable(GL_STENCIL_TEST);
586
glDisable(GL_DEPTH_TEST);
587
glDisable(GL_SCISSOR_TEST);
589
glDepthFunc(GL_LESS);
590
funcs.glClearDepthf(1);
592
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
593
glStencilFunc(GL_ALWAYS, 0, 0xff);
594
setVertexAttribArrayEnabled(QT_TEXTURE_COORDS_ATTR, false);
595
setVertexAttribArrayEnabled(QT_VERTEX_COORDS_ATTR, false);
596
setVertexAttribArrayEnabled(QT_OPACITY_ATTR, false);
597
#ifndef QT_OPENGL_ES_2
598
// gl_Color, corresponding to vertex attribute 3, may have been changed
599
float color[] = { 1.0f, 1.0f, 1.0f, 1.0f };
600
funcs.glVertexAttrib4fv(3, color);
604
void QOpenGL2PaintEngineEx::endNativePainting()
606
Q_D(QOpenGL2PaintEngineEx);
608
d->nativePaintingActive = false;
611
void QOpenGL2PaintEngineEx::invalidateState()
613
Q_D(QOpenGL2PaintEngineEx);
617
bool QOpenGL2PaintEngineEx::isNativePaintingActive() const {
618
Q_D(const QOpenGL2PaintEngineEx);
619
return d->nativePaintingActive;
622
void QOpenGL2PaintEngineExPrivate::transferMode(EngineMode newMode)
627
if (mode == TextDrawingMode || mode == ImageDrawingMode || mode == ImageArrayDrawingMode) {
628
lastTextureUsed = GLuint(-1);
631
if (newMode == TextDrawingMode) {
632
shaderManager->setHasComplexGeometry(true);
634
shaderManager->setHasComplexGeometry(false);
637
if (newMode == ImageDrawingMode) {
638
setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, staticVertexCoordinateArray);
639
setVertexAttributePointer(QT_TEXTURE_COORDS_ATTR, staticTextureCoordinateArray);
642
if (newMode == ImageArrayDrawingMode) {
643
setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, (GLfloat*)vertexCoordinateArray.data());
644
setVertexAttributePointer(QT_TEXTURE_COORDS_ATTR, (GLfloat*)textureCoordinateArray.data());
645
setVertexAttributePointer(QT_OPACITY_ATTR, (GLfloat*)opacityArray.data());
648
// This needs to change when we implement high-quality anti-aliasing...
649
if (newMode != TextDrawingMode)
650
shaderManager->setMaskType(QOpenGLEngineShaderManager::NoMask);
655
struct QOpenGL2PEVectorPathCache
657
#ifdef QT_OPENGL_CACHE_AS_VBOS
666
GLenum primitiveType;
668
QVertexIndexVector::Type indexType;
671
void QOpenGL2PaintEngineExPrivate::cleanupVectorPath(QPaintEngineEx *engine, void *data)
673
QOpenGL2PEVectorPathCache *c = (QOpenGL2PEVectorPathCache *) data;
674
#ifdef QT_OPENGL_CACHE_AS_VBOS
675
Q_ASSERT(engine->type() == QPaintEngine::OpenGL2);
676
static_cast<QOpenGL2PaintEngineEx *>(engine)->d_func()->unusedVBOSToClean << c->vbo;
678
d->unusedIBOSToClean << c->ibo;
687
// Assumes everything is configured for the brush you want to use
688
void QOpenGL2PaintEngineExPrivate::fill(const QVectorPath& path)
690
transferMode(BrushDrawingMode);
692
if (snapToPixelGrid) {
693
snapToPixelGrid = false;
697
// Might need to call updateMatrix to re-calculate inverseScale
701
const QPointF* const points = reinterpret_cast<const QPointF*>(path.points());
703
// Check to see if there's any hints
704
if (path.shape() == QVectorPath::RectangleHint) {
705
QOpenGLRect rect(points[0].x(), points[0].y(), points[2].x(), points[2].y());
706
prepareForDraw(currentBrush.isOpaque());
708
} else if (path.isConvex()) {
710
if (path.isCacheable()) {
711
QVectorPath::CacheEntry *data = path.lookupCacheData(q);
712
QOpenGL2PEVectorPathCache *cache;
714
bool updateCache = false;
717
cache = (QOpenGL2PEVectorPathCache *) data->data;
718
// Check if scale factor is exceeded for curved paths and generate curves if so...
719
if (path.isCurved()) {
720
qreal scaleFactor = cache->iscale / inverseScale;
721
if (scaleFactor < 0.5 || scaleFactor > 2.0) {
722
#ifdef QT_OPENGL_CACHE_AS_VBOS
723
glDeleteBuffers(1, &cache->vbo);
725
Q_ASSERT(cache->ibo == 0);
727
free(cache->vertices);
728
Q_ASSERT(cache->indices == 0);
734
cache = new QOpenGL2PEVectorPathCache;
735
data = const_cast<QVectorPath &>(path).addCacheData(q, cache, cleanupVectorPath);
739
// Flatten the path at the current scale factor and fill it into the cache struct.
741
vertexCoordinateArray.clear();
742
vertexCoordinateArray.addPath(path, inverseScale, false);
743
int vertexCount = vertexCoordinateArray.vertexCount();
744
int floatSizeInBytes = vertexCount * 2 * sizeof(float);
745
cache->vertexCount = vertexCount;
746
cache->indexCount = 0;
747
cache->primitiveType = GL_TRIANGLE_FAN;
748
cache->iscale = inverseScale;
749
#ifdef QT_OPENGL_CACHE_AS_VBOS
750
glGenBuffers(1, &cache->vbo);
751
glBindBuffer(GL_ARRAY_BUFFER, cache->vbo);
752
glBufferData(GL_ARRAY_BUFFER, floatSizeInBytes, vertexCoordinateArray.data(), GL_STATIC_DRAW);
755
cache->vertices = (float *) malloc(floatSizeInBytes);
756
memcpy(cache->vertices, vertexCoordinateArray.data(), floatSizeInBytes);
761
prepareForDraw(currentBrush.isOpaque());
762
#ifdef QT_OPENGL_CACHE_AS_VBOS
763
glBindBuffer(GL_ARRAY_BUFFER, cache->vbo);
764
setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, 0);
766
setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, cache->vertices);
768
glDrawArrays(cache->primitiveType, 0, cache->vertexCount);
771
// printf(" - Marking path as cachable...\n");
772
// Tag it for later so that if the same path is drawn twice, it is assumed to be static and thus cachable
773
path.makeCacheable();
774
vertexCoordinateArray.clear();
775
vertexCoordinateArray.addPath(path, inverseScale, false);
776
prepareForDraw(currentBrush.isOpaque());
777
drawVertexArrays(vertexCoordinateArray, GL_TRIANGLE_FAN);
781
bool useCache = path.isCacheable();
783
QRectF bbox = path.controlPointRect();
784
// If the path doesn't fit within these limits, it is possible that the triangulation will fail.
785
useCache &= (bbox.left() > -0x8000 * inverseScale)
786
&& (bbox.right() < 0x8000 * inverseScale)
787
&& (bbox.top() > -0x8000 * inverseScale)
788
&& (bbox.bottom() < 0x8000 * inverseScale);
792
QVectorPath::CacheEntry *data = path.lookupCacheData(q);
793
QOpenGL2PEVectorPathCache *cache;
795
bool updateCache = false;
798
cache = (QOpenGL2PEVectorPathCache *) data->data;
799
// Check if scale factor is exceeded for curved paths and generate curves if so...
800
if (path.isCurved()) {
801
qreal scaleFactor = cache->iscale / inverseScale;
802
if (scaleFactor < 0.5 || scaleFactor > 2.0) {
803
#ifdef QT_OPENGL_CACHE_AS_VBOS
804
glDeleteBuffers(1, &cache->vbo);
805
glDeleteBuffers(1, &cache->ibo);
807
free(cache->vertices);
808
free(cache->indices);
814
cache = new QOpenGL2PEVectorPathCache;
815
data = const_cast<QVectorPath &>(path).addCacheData(q, cache, cleanupVectorPath);
819
// Flatten the path at the current scale factor and fill it into the cache struct.
821
QTriangleSet polys = qTriangulate(path, QTransform().scale(1 / inverseScale, 1 / inverseScale));
822
cache->vertexCount = polys.vertices.size() / 2;
823
cache->indexCount = polys.indices.size();
824
cache->primitiveType = GL_TRIANGLES;
825
cache->iscale = inverseScale;
826
cache->indexType = polys.indices.type();
827
#ifdef QT_OPENGL_CACHE_AS_VBOS
828
glGenBuffers(1, &cache->vbo);
829
glGenBuffers(1, &cache->ibo);
830
glBindBuffer(GL_ARRAY_BUFFER, cache->vbo);
831
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, cache->ibo);
833
if (polys.indices.type() == QVertexIndexVector::UnsignedInt)
834
funcs.glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(quint32) * polys.indices.size(), polys.indices.data(), GL_STATIC_DRAW);
836
funcs.glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(quint16) * polys.indices.size(), polys.indices.data(), GL_STATIC_DRAW);
838
QVarLengthArray<float> vertices(polys.vertices.size());
839
for (int i = 0; i < polys.vertices.size(); ++i)
840
vertices[i] = float(inverseScale * polys.vertices.at(i));
841
funcs.glBufferData(GL_ARRAY_BUFFER, sizeof(float) * vertices.size(), vertices.data(), GL_STATIC_DRAW);
843
cache->vertices = (float *) malloc(sizeof(float) * polys.vertices.size());
844
if (polys.indices.type() == QVertexIndexVector::UnsignedInt) {
845
cache->indices = (quint32 *) malloc(sizeof(quint32) * polys.indices.size());
846
memcpy(cache->indices, polys.indices.data(), sizeof(quint32) * polys.indices.size());
848
cache->indices = (quint16 *) malloc(sizeof(quint16) * polys.indices.size());
849
memcpy(cache->indices, polys.indices.data(), sizeof(quint16) * polys.indices.size());
851
for (int i = 0; i < polys.vertices.size(); ++i)
852
cache->vertices[i] = float(inverseScale * polys.vertices.at(i));
856
prepareForDraw(currentBrush.isOpaque());
857
#ifdef QT_OPENGL_CACHE_AS_VBOS
858
glBindBuffer(GL_ARRAY_BUFFER, cache->vbo);
859
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, cache->ibo);
860
setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, 0);
861
if (cache->indexType == QVertexIndexVector::UnsignedInt)
862
glDrawElements(cache->primitiveType, cache->indexCount, GL_UNSIGNED_INT, 0);
864
glDrawElements(cache->primitiveType, cache->indexCount, GL_UNSIGNED_SHORT, 0);
865
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
866
glBindBuffer(GL_ARRAY_BUFFER, 0);
868
setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, cache->vertices);
869
if (cache->indexType == QVertexIndexVector::UnsignedInt)
870
glDrawElements(cache->primitiveType, cache->indexCount, GL_UNSIGNED_INT, (qint32 *)cache->indices);
872
glDrawElements(cache->primitiveType, cache->indexCount, GL_UNSIGNED_SHORT, (qint16 *)cache->indices);
876
// printf(" - Marking path as cachable...\n");
877
// Tag it for later so that if the same path is drawn twice, it is assumed to be static and thus cachable
878
path.makeCacheable();
880
if (device->context()->format().stencilBufferSize() == 0) {
881
// If there is no stencil buffer, triangulate the path instead.
883
QRectF bbox = path.controlPointRect();
884
// If the path doesn't fit within these limits, it is possible that the triangulation will fail.
885
bool withinLimits = (bbox.left() > -0x8000 * inverseScale)
886
&& (bbox.right() < 0x8000 * inverseScale)
887
&& (bbox.top() > -0x8000 * inverseScale)
888
&& (bbox.bottom() < 0x8000 * inverseScale);
890
QTriangleSet polys = qTriangulate(path, QTransform().scale(1 / inverseScale, 1 / inverseScale));
892
QVarLengthArray<float> vertices(polys.vertices.size());
893
for (int i = 0; i < polys.vertices.size(); ++i)
894
vertices[i] = float(inverseScale * polys.vertices.at(i));
896
prepareForDraw(currentBrush.isOpaque());
897
setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, vertices.constData());
898
if (funcs.hasOpenGLExtension(QOpenGLExtensions::ElementIndexUint))
899
glDrawElements(GL_TRIANGLES, polys.indices.size(), GL_UNSIGNED_INT, polys.indices.data());
901
glDrawElements(GL_TRIANGLES, polys.indices.size(), GL_UNSIGNED_SHORT, polys.indices.data());
903
// We can't handle big, concave painter paths with OpenGL without stencil buffer.
904
qWarning("Painter path exceeds +/-32767 pixels.");
909
// The path is too complicated & needs the stencil technique
910
vertexCoordinateArray.clear();
911
vertexCoordinateArray.addPath(path, inverseScale, false);
913
fillStencilWithVertexArray(vertexCoordinateArray, path.hasWindingFill());
916
glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE);
918
if (q->state()->clipTestEnabled) {
919
// Pass when high bit is set, replace stencil value with current clip
920
glStencilFunc(GL_NOTEQUAL, q->state()->currentClip, GL_STENCIL_HIGH_BIT);
921
} else if (path.hasWindingFill()) {
922
// Pass when any bit is set, replace stencil value with 0
923
glStencilFunc(GL_NOTEQUAL, 0, 0xff);
925
// Pass when high bit is set, replace stencil value with 0
926
glStencilFunc(GL_NOTEQUAL, 0, GL_STENCIL_HIGH_BIT);
928
prepareForDraw(currentBrush.isOpaque());
930
// Stencil the brush onto the dest buffer
931
composite(vertexCoordinateArray.boundingRect());
933
updateClipScissorTest();
939
void QOpenGL2PaintEngineExPrivate::fillStencilWithVertexArray(const float *data,
943
const QOpenGLRect &bounds,
944
StencilFillMode mode)
946
Q_ASSERT(count || stops);
948
// qDebug("QOpenGL2PaintEngineExPrivate::fillStencilWithVertexArray()");
949
glStencilMask(0xff); // Enable stencil writes
951
if (dirtyStencilRegion.intersects(currentScissorBounds)) {
952
QVector<QRect> clearRegion = dirtyStencilRegion.intersected(currentScissorBounds).rects();
953
glClearStencil(0); // Clear to zero
954
for (int i = 0; i < clearRegion.size(); ++i) {
955
#ifndef QT_GL_NO_SCISSOR_TEST
956
setScissor(clearRegion.at(i));
958
glClear(GL_STENCIL_BUFFER_BIT);
961
dirtyStencilRegion -= currentScissorBounds;
963
#ifndef QT_GL_NO_SCISSOR_TEST
964
updateClipScissorTest();
968
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); // Disable color writes
970
glEnable(GL_STENCIL_TEST); // For some reason, this has to happen _after_ the simple shader is use()'d
972
if (mode == WindingFillMode) {
973
Q_ASSERT(stops && !count);
974
if (q->state()->clipTestEnabled) {
975
// Flatten clip values higher than current clip, and set high bit to match current clip
976
glStencilFunc(GL_LEQUAL, GL_STENCIL_HIGH_BIT | q->state()->currentClip, ~GL_STENCIL_HIGH_BIT);
977
glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE);
980
glStencilFunc(GL_EQUAL, GL_STENCIL_HIGH_BIT, GL_STENCIL_HIGH_BIT);
981
} else if (!stencilClean) {
982
// Clear stencil buffer within bounding rect
983
glStencilFunc(GL_ALWAYS, 0, 0xff);
984
glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO);
988
// Inc. for front-facing triangle
989
funcs.glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_INCR_WRAP, GL_INCR_WRAP);
990
// Dec. for back-facing "holes"
991
funcs.glStencilOpSeparate(GL_BACK, GL_KEEP, GL_DECR_WRAP, GL_DECR_WRAP);
992
glStencilMask(~GL_STENCIL_HIGH_BIT);
993
drawVertexArrays(data, stops, stopCount, GL_TRIANGLE_FAN);
995
if (q->state()->clipTestEnabled) {
996
// Clear high bit of stencil outside of path
997
glStencilFunc(GL_EQUAL, q->state()->currentClip, ~GL_STENCIL_HIGH_BIT);
998
glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE);
999
glStencilMask(GL_STENCIL_HIGH_BIT);
1002
} else if (mode == OddEvenFillMode) {
1003
glStencilMask(GL_STENCIL_HIGH_BIT);
1004
glStencilOp(GL_KEEP, GL_KEEP, GL_INVERT); // Simply invert the stencil bit
1005
drawVertexArrays(data, stops, stopCount, GL_TRIANGLE_FAN);
1007
} else { // TriStripStrokeFillMode
1008
Q_ASSERT(count && !stops); // tristrips generated directly, so no vertexArray or stops
1009
glStencilMask(GL_STENCIL_HIGH_BIT);
1011
glStencilOp(GL_KEEP, GL_KEEP, GL_INVERT); // Simply invert the stencil bit
1012
setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, data);
1013
glDrawArrays(GL_TRIANGLE_STRIP, 0, count);
1016
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
1017
if (q->state()->clipTestEnabled) {
1018
glStencilFunc(GL_LEQUAL, q->state()->currentClip | GL_STENCIL_HIGH_BIT,
1019
~GL_STENCIL_HIGH_BIT);
1021
glStencilFunc(GL_ALWAYS, GL_STENCIL_HIGH_BIT, 0xff);
1023
setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, data);
1024
glDrawArrays(GL_TRIANGLE_STRIP, 0, count);
1028
// Enable color writes & disable stencil writes
1029
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
1033
If the maximum value in the stencil buffer is GL_STENCIL_HIGH_BIT - 1,
1034
restore the stencil buffer to a pristine state. The current clip region
1035
is set to 1, and the rest to 0.
1037
void QOpenGL2PaintEngineExPrivate::resetClipIfNeeded()
1039
if (maxClip != (GL_STENCIL_HIGH_BIT - 1))
1042
Q_Q(QOpenGL2PaintEngineEx);
1045
glEnable(GL_STENCIL_TEST);
1046
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
1048
QRectF bounds = q->state()->matrix.inverted().mapRect(QRectF(0, 0, width, height));
1049
QOpenGLRect rect(bounds.left(), bounds.top(), bounds.right(), bounds.bottom());
1051
// Set high bit on clip region
1052
glStencilFunc(GL_LEQUAL, q->state()->currentClip, 0xff);
1053
glStencilOp(GL_KEEP, GL_INVERT, GL_INVERT);
1054
glStencilMask(GL_STENCIL_HIGH_BIT);
1057
// Reset clipping to 1 and everything else to zero
1058
glStencilFunc(GL_NOTEQUAL, 0x01, GL_STENCIL_HIGH_BIT);
1059
glStencilOp(GL_ZERO, GL_REPLACE, GL_REPLACE);
1060
glStencilMask(0xff);
1063
q->state()->currentClip = 1;
1064
q->state()->canRestoreClip = false;
1069
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
1072
bool QOpenGL2PaintEngineExPrivate::prepareForDraw(bool srcPixelsAreOpaque)
1074
if (brushTextureDirty && mode != ImageDrawingMode && mode != ImageArrayDrawingMode)
1075
updateBrushTexture();
1077
if (compositionModeDirty)
1078
updateCompositionMode();
1083
const bool stateHasOpacity = q->state()->opacity < 0.99f;
1084
if (q->state()->composition_mode == QPainter::CompositionMode_Source
1085
|| (q->state()->composition_mode == QPainter::CompositionMode_SourceOver
1086
&& srcPixelsAreOpaque && !stateHasOpacity))
1088
glDisable(GL_BLEND);
1093
QOpenGLEngineShaderManager::OpacityMode opacityMode;
1094
if (mode == ImageArrayDrawingMode) {
1095
opacityMode = QOpenGLEngineShaderManager::AttributeOpacity;
1097
opacityMode = stateHasOpacity ? QOpenGLEngineShaderManager::UniformOpacity
1098
: QOpenGLEngineShaderManager::NoOpacity;
1099
if (stateHasOpacity && (mode != ImageDrawingMode)) {
1101
bool brushIsPattern = (currentBrush.style() >= Qt::Dense1Pattern) &&
1102
(currentBrush.style() <= Qt::DiagCrossPattern);
1104
if ((currentBrush.style() == Qt::SolidPattern) || brushIsPattern)
1105
opacityMode = QOpenGLEngineShaderManager::NoOpacity; // Global opacity handled by srcPixel shader
1108
shaderManager->setOpacityMode(opacityMode);
1110
bool changed = shaderManager->useCorrectShaderProg();
1111
// If the shader program needs changing, we change it and mark all uniforms as dirty
1113
// The shader program has changed so mark all uniforms as dirty:
1114
brushUniformsDirty = true;
1115
opacityUniformDirty = true;
1116
matrixUniformDirty = true;
1119
if (brushUniformsDirty && mode != ImageDrawingMode && mode != ImageArrayDrawingMode)
1120
updateBrushUniforms();
1122
if (opacityMode == QOpenGLEngineShaderManager::UniformOpacity && opacityUniformDirty) {
1123
shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::GlobalOpacity), (GLfloat)q->state()->opacity);
1124
opacityUniformDirty = false;
1127
if (matrixUniformDirty && shaderManager->hasComplexGeometry()) {
1128
shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::Matrix),
1130
matrixUniformDirty = false;
1136
void QOpenGL2PaintEngineExPrivate::composite(const QOpenGLRect& boundingRect)
1138
setCoords(staticVertexCoordinateArray, boundingRect);
1139
setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, staticVertexCoordinateArray);
1140
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1143
// Draws the vertex array as a set of <vertexArrayStops.size()> triangle fans.
1144
void QOpenGL2PaintEngineExPrivate::drawVertexArrays(const float *data, int *stops, int stopCount,
1147
// Now setup the pointer to the vertex array:
1148
setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, (GLfloat*)data);
1150
int previousStop = 0;
1151
for (int i=0; i<stopCount; ++i) {
1152
int stop = stops[i];
1154
qDebug("Drawing triangle fan for vertecies %d -> %d:", previousStop, stop-1);
1155
for (int i=previousStop; i<stop; ++i)
1156
qDebug(" %02d: [%.2f, %.2f]", i, vertexArray.data()[i].x, vertexArray.data()[i].y);
1158
glDrawArrays(primitive, previousStop, stop - previousStop);
1159
previousStop = stop;
1163
/////////////////////////////////// Public Methods //////////////////////////////////////////
1165
QOpenGL2PaintEngineEx::QOpenGL2PaintEngineEx()
1166
: QPaintEngineEx(*(new QOpenGL2PaintEngineExPrivate(this)))
1170
QOpenGL2PaintEngineEx::~QOpenGL2PaintEngineEx()
1174
void QOpenGL2PaintEngineEx::fill(const QVectorPath &path, const QBrush &brush)
1176
Q_D(QOpenGL2PaintEngineEx);
1178
if (qbrush_style(brush) == Qt::NoBrush)
1185
Q_GUI_EXPORT bool qt_scaleForTransform(const QTransform &transform, qreal *scale); // qtransform.cpp
1188
void QOpenGL2PaintEngineEx::stroke(const QVectorPath &path, const QPen &pen)
1190
Q_D(QOpenGL2PaintEngineEx);
1192
const QBrush &penBrush = qpen_brush(pen);
1193
if (qpen_style(pen) == Qt::NoPen || qbrush_style(penBrush) == Qt::NoBrush)
1196
QOpenGL2PaintEngineState *s = state();
1197
if (qt_pen_is_cosmetic(pen, state()->renderHints) && !qt_scaleForTransform(s->transform(), 0)) {
1198
// QTriangulatingStroker class is not meant to support cosmetically sheared strokes.
1199
QPaintEngineEx::stroke(path, pen);
1204
d->setBrush(penBrush);
1205
d->stroke(path, pen);
1208
void QOpenGL2PaintEngineExPrivate::stroke(const QVectorPath &path, const QPen &pen)
1210
const QOpenGL2PaintEngineState *s = q->state();
1211
if (snapToPixelGrid) {
1212
snapToPixelGrid = false;
1216
const Qt::PenStyle penStyle = qpen_style(pen);
1217
const QBrush &penBrush = qpen_brush(pen);
1218
const bool opaque = penBrush.isOpaque() && s->opacity > 0.99;
1220
transferMode(BrushDrawingMode);
1222
// updateMatrix() is responsible for setting the inverse scale on
1223
// the strokers, so we need to call it here and not wait for
1224
// prepareForDraw() down below.
1227
QRectF clip = q->state()->matrix.inverted().mapRect(q->state()->clipEnabled
1228
? q->state()->rectangleClip
1229
: QRectF(0, 0, width, height));
1231
if (penStyle == Qt::SolidLine) {
1232
stroker.process(path, pen, clip, s->renderHints);
1234
} else { // Some sort of dash
1235
dasher.process(path, pen, clip, s->renderHints);
1237
QVectorPath dashStroke(dasher.points(),
1238
dasher.elementCount(),
1239
dasher.elementTypes(),
1241
stroker.process(dashStroke, pen, clip, s->renderHints);
1244
if (!stroker.vertexCount())
1248
prepareForDraw(opaque);
1249
setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, stroker.vertices());
1250
glDrawArrays(GL_TRIANGLE_STRIP, 0, stroker.vertexCount() / 2);
1252
// QBrush b(Qt::green);
1254
// d->prepareForDraw(true);
1255
// glDrawArrays(GL_LINE_STRIP, 0, d->stroker.vertexCount() / 2);
1258
qreal width = qpen_widthf(pen) / 2;
1261
qreal extra = pen.joinStyle() == Qt::MiterJoin
1262
? qMax(pen.miterLimit() * width, width)
1265
if (qt_pen_is_cosmetic(pen, q->state()->renderHints))
1266
extra = extra * inverseScale;
1268
QRectF bounds = path.controlPointRect().adjusted(-extra, -extra, extra, extra);
1270
fillStencilWithVertexArray(stroker.vertices(), stroker.vertexCount() / 2,
1271
0, 0, bounds, QOpenGL2PaintEngineExPrivate::TriStripStrokeFillMode);
1273
glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE);
1275
// Pass when any bit is set, replace stencil value with 0
1276
glStencilFunc(GL_NOTEQUAL, 0, GL_STENCIL_HIGH_BIT);
1277
prepareForDraw(false);
1279
// Stencil the brush onto the dest buffer
1284
updateClipScissorTest();
1288
void QOpenGL2PaintEngineEx::penChanged() { }
1289
void QOpenGL2PaintEngineEx::brushChanged() { }
1290
void QOpenGL2PaintEngineEx::brushOriginChanged() { }
1292
void QOpenGL2PaintEngineEx::opacityChanged()
1294
// qDebug("QOpenGL2PaintEngineEx::opacityChanged()");
1295
Q_D(QOpenGL2PaintEngineEx);
1296
state()->opacityChanged = true;
1298
Q_ASSERT(d->shaderManager);
1299
d->brushUniformsDirty = true;
1300
d->opacityUniformDirty = true;
1303
void QOpenGL2PaintEngineEx::compositionModeChanged()
1305
// qDebug("QOpenGL2PaintEngineEx::compositionModeChanged()");
1306
Q_D(QOpenGL2PaintEngineEx);
1307
state()->compositionModeChanged = true;
1308
d->compositionModeDirty = true;
1311
void QOpenGL2PaintEngineEx::renderHintsChanged()
1313
state()->renderHintsChanged = true;
1315
#if !defined(QT_OPENGL_ES_2)
1316
if ((state()->renderHints & QPainter::Antialiasing)
1317
|| (state()->renderHints & QPainter::HighQualityAntialiasing))
1318
glEnable(GL_MULTISAMPLE);
1320
glDisable(GL_MULTISAMPLE);
1323
Q_D(QOpenGL2PaintEngineEx);
1324
d->lastTextureUsed = GLuint(-1);
1325
d->brushTextureDirty = true;
1326
// qDebug("QOpenGL2PaintEngineEx::renderHintsChanged() not implemented!");
1329
void QOpenGL2PaintEngineEx::transformChanged()
1331
Q_D(QOpenGL2PaintEngineEx);
1332
d->matrixDirty = true;
1333
state()->matrixChanged = true;
1337
static const QRectF scaleRect(const QRectF &r, qreal sx, qreal sy)
1339
return QRectF(r.x() * sx, r.y() * sy, r.width() * sx, r.height() * sy);
1342
void QOpenGL2PaintEngineEx::drawPixmap(const QRectF& dest, const QPixmap & pixmap, const QRectF & src)
1344
Q_D(QOpenGL2PaintEngineEx);
1345
QOpenGLContext *ctx = d->ctx;
1347
int max_texture_size = ctx->d_func()->maxTextureSize();
1348
if (pixmap.width() > max_texture_size || pixmap.height() > max_texture_size) {
1349
QPixmap scaled = pixmap.scaled(max_texture_size, max_texture_size, Qt::KeepAspectRatio);
1351
const qreal sx = scaled.width() / qreal(pixmap.width());
1352
const qreal sy = scaled.height() / qreal(pixmap.height());
1354
drawPixmap(dest, scaled, scaleRect(src, sx, sy));
1359
d->transferMode(ImageDrawingMode);
1361
d->funcs.glActiveTexture(GL_TEXTURE0 + QT_IMAGE_TEXTURE_UNIT);
1362
GLuint id = QOpenGLTextureCache::cacheForContext(ctx)->bindTexture(ctx, pixmap);
1364
QOpenGLRect srcRect(src.left(), src.top(), src.right(), src.bottom());
1366
bool isBitmap = pixmap.isQBitmap();
1367
bool isOpaque = !isBitmap && !pixmap.hasAlpha();
1369
d->updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE,
1370
state()->renderHints & QPainter::SmoothPixmapTransform, id);
1371
d->drawTexture(dest, srcRect, pixmap.size(), isOpaque, isBitmap);
1374
void QOpenGL2PaintEngineEx::drawImage(const QRectF& dest, const QImage& image, const QRectF& src,
1375
Qt::ImageConversionFlags)
1377
Q_D(QOpenGL2PaintEngineEx);
1378
QOpenGLContext *ctx = d->ctx;
1380
int max_texture_size = ctx->d_func()->maxTextureSize();
1381
if (image.width() > max_texture_size || image.height() > max_texture_size) {
1382
QImage scaled = image.scaled(max_texture_size, max_texture_size, Qt::KeepAspectRatio);
1384
const qreal sx = scaled.width() / qreal(image.width());
1385
const qreal sy = scaled.height() / qreal(image.height());
1387
drawImage(dest, scaled, scaleRect(src, sx, sy));
1392
d->transferMode(ImageDrawingMode);
1394
d->funcs.glActiveTexture(GL_TEXTURE0 + QT_IMAGE_TEXTURE_UNIT);
1396
GLuint id = QOpenGLTextureCache::cacheForContext(ctx)->bindTexture(ctx, image);
1398
d->updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE,
1399
state()->renderHints & QPainter::SmoothPixmapTransform, id);
1400
d->drawTexture(dest, src, image.size(), !image.hasAlphaChannel());
1403
void QOpenGL2PaintEngineEx::drawStaticTextItem(QStaticTextItem *textItem)
1405
Q_D(QOpenGL2PaintEngineEx);
1409
QPainterState *s = state();
1410
float det = s->matrix.determinant();
1412
// don't try to cache huge fonts or vastly transformed fonts
1413
QFontEngine *fontEngine = textItem->fontEngine();
1414
if (shouldDrawCachedGlyphs(fontEngine, s->matrix) && det >= 0.25f && det <= 4.f) {
1415
QFontEngineGlyphCache::Type glyphType = fontEngine->glyphFormat >= 0
1416
? QFontEngineGlyphCache::Type(textItem->fontEngine()->glyphFormat)
1417
: d->glyphCacheType;
1418
if (glyphType == QFontEngineGlyphCache::Raster_RGBMask) {
1419
if (d->device->context()->format().alphaBufferSize() > 0 || s->matrix.type() > QTransform::TxTranslate
1420
|| (s->composition_mode != QPainter::CompositionMode_Source
1421
&& s->composition_mode != QPainter::CompositionMode_SourceOver))
1423
glyphType = QFontEngineGlyphCache::Raster_A8;
1427
d->drawCachedGlyphs(glyphType, textItem);
1429
QPaintEngineEx::drawStaticTextItem(textItem);
1433
bool QOpenGL2PaintEngineEx::drawTexture(const QRectF &dest, GLuint textureId, const QSize &size, const QRectF &src)
1435
Q_D(QOpenGL2PaintEngineEx);
1436
if (!d->shaderManager)
1440
d->transferMode(ImageDrawingMode);
1442
d->funcs.glActiveTexture(GL_TEXTURE0 + QT_IMAGE_TEXTURE_UNIT);
1443
glBindTexture(GL_TEXTURE_2D, textureId);
1445
QOpenGLRect srcRect(src.left(), src.bottom(), src.right(), src.top());
1447
d->updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE,
1448
state()->renderHints & QPainter::SmoothPixmapTransform, textureId);
1449
d->drawTexture(dest, srcRect, size, false);
1453
void QOpenGL2PaintEngineEx::drawTextItem(const QPointF &p, const QTextItem &textItem)
1455
Q_D(QOpenGL2PaintEngineEx);
1458
QOpenGL2PaintEngineState *s = state();
1460
const QTextItemInt &ti = static_cast<const QTextItemInt &>(textItem);
1462
QTransform::TransformationType txtype = s->matrix.type();
1464
float det = s->matrix.determinant();
1465
bool drawCached = txtype < QTransform::TxProject;
1467
// don't try to cache huge fonts or vastly transformed fonts
1468
if (!shouldDrawCachedGlyphs(ti.fontEngine, s->matrix) || det < 0.25f || det > 4.f)
1471
QFontEngineGlyphCache::Type glyphType = ti.fontEngine->glyphFormat >= 0
1472
? QFontEngineGlyphCache::Type(ti.fontEngine->glyphFormat)
1473
: d->glyphCacheType;
1476
if (glyphType == QFontEngineGlyphCache::Raster_RGBMask) {
1477
if (d->device->context()->format().alphaBufferSize() > 0 || txtype > QTransform::TxTranslate
1478
|| (state()->composition_mode != QPainter::CompositionMode_Source
1479
&& state()->composition_mode != QPainter::CompositionMode_SourceOver))
1481
glyphType = QFontEngineGlyphCache::Raster_A8;
1486
QVarLengthArray<QFixedPoint> positions;
1487
QVarLengthArray<glyph_t> glyphs;
1488
QTransform matrix = QTransform::fromTranslate(p.x(), p.y());
1489
ti.fontEngine->getGlyphPositions(ti.glyphs, matrix, ti.flags, glyphs, positions);
1492
QStaticTextItem staticTextItem;
1493
staticTextItem.chars = const_cast<QChar *>(ti.chars);
1494
staticTextItem.setFontEngine(ti.fontEngine);
1495
staticTextItem.glyphs = glyphs.data();
1496
staticTextItem.numChars = ti.num_chars;
1497
staticTextItem.numGlyphs = glyphs.size();
1498
staticTextItem.glyphPositions = positions.data();
1500
d->drawCachedGlyphs(glyphType, &staticTextItem);
1505
QPaintEngineEx::drawTextItem(p, ti);
1510
class QOpenGLStaticTextUserData: public QStaticTextUserData
1513
QOpenGLStaticTextUserData()
1514
: QStaticTextUserData(OpenGLUserData), cacheSize(0, 0), cacheSerialNumber(0)
1518
~QOpenGLStaticTextUserData()
1523
QOpenGL2PEXVertexArray vertexCoordinateArray;
1524
QOpenGL2PEXVertexArray textureCoordinateArray;
1525
QFontEngineGlyphCache::Type glyphType;
1526
int cacheSerialNumber;
1532
// #define QT_OPENGL_DRAWCACHEDGLYPHS_INDEX_ARRAY_VBO
1534
void QOpenGL2PaintEngineExPrivate::drawCachedGlyphs(QFontEngineGlyphCache::Type glyphType,
1535
QStaticTextItem *staticTextItem)
1537
Q_Q(QOpenGL2PaintEngineEx);
1539
QOpenGL2PaintEngineState *s = q->state();
1541
void *cacheKey = ctx->shareGroup();
1542
bool recreateVertexArrays = false;
1543
QFontEngine *fe = staticTextItem->fontEngine();
1545
QOpenGLTextureGlyphCache *cache =
1546
(QOpenGLTextureGlyphCache *) fe->glyphCache(cacheKey, glyphType, QTransform());
1547
if (!cache || cache->cacheType() != glyphType || cache->contextGroup() == 0) {
1548
cache = new QOpenGLTextureGlyphCache(glyphType, QTransform());
1549
fe->setGlyphCache(cacheKey, cache);
1550
recreateVertexArrays = true;
1553
if (staticTextItem->userDataNeedsUpdate) {
1554
recreateVertexArrays = true;
1555
} else if (staticTextItem->userData() == 0) {
1556
recreateVertexArrays = true;
1557
} else if (staticTextItem->userData()->type != QStaticTextUserData::OpenGLUserData) {
1558
recreateVertexArrays = true;
1560
QOpenGLStaticTextUserData *userData = static_cast<QOpenGLStaticTextUserData *>(staticTextItem->userData());
1561
if (userData->glyphType != glyphType) {
1562
recreateVertexArrays = true;
1563
} else if (userData->cacheSerialNumber != cache->serialNumber()) {
1564
recreateVertexArrays = true;
1568
// We only need to update the cache with new glyphs if we are actually going to recreate the vertex arrays.
1569
// If the cache size has changed, we do need to regenerate the vertices, but we don't need to repopulate the
1570
// cache so this text is performed before we test if the cache size has changed.
1571
if (recreateVertexArrays) {
1572
cache->setPaintEnginePrivate(this);
1573
if (!cache->populate(fe, staticTextItem->numGlyphs,
1574
staticTextItem->glyphs, staticTextItem->glyphPositions)) {
1575
// No space for glyphs in cache. We need to reset it and try again.
1577
cache->populate(fe, staticTextItem->numGlyphs,
1578
staticTextItem->glyphs, staticTextItem->glyphPositions);
1580
cache->fillInPendingGlyphs();
1583
if (cache->width() == 0 || cache->height() == 0)
1586
transferMode(TextDrawingMode);
1588
int margin = fe->glyphMargin(glyphType);
1590
GLfloat dx = 1.0 / cache->width();
1591
GLfloat dy = 1.0 / cache->height();
1593
// Use global arrays by default
1594
QOpenGL2PEXVertexArray *vertexCoordinates = &vertexCoordinateArray;
1595
QOpenGL2PEXVertexArray *textureCoordinates = &textureCoordinateArray;
1597
if (staticTextItem->useBackendOptimizations) {
1598
QOpenGLStaticTextUserData *userData = 0;
1600
if (staticTextItem->userData() == 0
1601
|| staticTextItem->userData()->type != QStaticTextUserData::OpenGLUserData) {
1603
userData = new QOpenGLStaticTextUserData();
1604
staticTextItem->setUserData(userData);
1607
userData = static_cast<QOpenGLStaticTextUserData*>(staticTextItem->userData());
1610
userData->glyphType = glyphType;
1611
userData->cacheSerialNumber = cache->serialNumber();
1613
// Use cache if backend optimizations is turned on
1614
vertexCoordinates = &userData->vertexCoordinateArray;
1615
textureCoordinates = &userData->textureCoordinateArray;
1617
QSize size(cache->width(), cache->height());
1618
if (userData->cacheSize != size) {
1619
recreateVertexArrays = true;
1620
userData->cacheSize = size;
1624
if (recreateVertexArrays) {
1625
vertexCoordinates->clear();
1626
textureCoordinates->clear();
1628
bool supportsSubPixelPositions = fe->supportsSubPixelPositions();
1629
for (int i=0; i<staticTextItem->numGlyphs; ++i) {
1630
QFixed subPixelPosition;
1631
if (supportsSubPixelPositions)
1632
subPixelPosition = fe->subPixelPositionForX(staticTextItem->glyphPositions[i].x);
1634
QTextureGlyphCache::GlyphAndSubPixelPosition glyph(staticTextItem->glyphs[i], subPixelPosition);
1636
const QTextureGlyphCache::Coord &c = cache->coords[glyph];
1640
int x = qFloor(staticTextItem->glyphPositions[i].x) + c.baseLineX - margin;
1641
int y = qRound(staticTextItem->glyphPositions[i].y) - c.baseLineY - margin;
1643
vertexCoordinates->addQuad(QRectF(x, y, c.w, c.h));
1644
textureCoordinates->addQuad(QRectF(c.x*dx, c.y*dy, c.w * dx, c.h * dy));
1647
staticTextItem->userDataNeedsUpdate = false;
1650
int numGlyphs = vertexCoordinates->vertexCount() / 4;
1654
if (elementIndices.size() < numGlyphs*6) {
1655
Q_ASSERT(elementIndices.size() % 6 == 0);
1656
int j = elementIndices.size() / 6 * 4;
1657
while (j < numGlyphs*4) {
1658
elementIndices.append(j + 0);
1659
elementIndices.append(j + 0);
1660
elementIndices.append(j + 1);
1661
elementIndices.append(j + 2);
1662
elementIndices.append(j + 3);
1663
elementIndices.append(j + 3);
1668
#if defined(QT_OPENGL_DRAWCACHEDGLYPHS_INDEX_ARRAY_VBO)
1669
if (elementIndicesVBOId == 0)
1670
glGenBuffers(1, &elementIndicesVBOId);
1672
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementIndicesVBOId);
1673
glBufferData(GL_ELEMENT_ARRAY_BUFFER, elementIndices.size() * sizeof(GLushort),
1674
elementIndices.constData(), GL_STATIC_DRAW);
1677
#if defined(QT_OPENGL_DRAWCACHEDGLYPHS_INDEX_ARRAY_VBO)
1678
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementIndicesVBOId);
1682
setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, (GLfloat*)vertexCoordinates->data());
1683
setVertexAttributePointer(QT_TEXTURE_COORDS_ATTR, (GLfloat*)textureCoordinates->data());
1685
if (!snapToPixelGrid) {
1686
snapToPixelGrid = true;
1690
QBrush pensBrush = q->state()->pen.brush();
1691
setBrush(pensBrush);
1693
if (glyphType == QFontEngineGlyphCache::Raster_RGBMask) {
1695
// Subpixel antialiasing without gamma correction
1697
QPainter::CompositionMode compMode = q->state()->composition_mode;
1698
Q_ASSERT(compMode == QPainter::CompositionMode_Source
1699
|| compMode == QPainter::CompositionMode_SourceOver);
1701
shaderManager->setMaskType(QOpenGLEngineShaderManager::SubPixelMaskPass1);
1703
if (pensBrush.style() == Qt::SolidPattern) {
1704
// Solid patterns can get away with only one pass.
1705
QColor c = pensBrush.color();
1706
qreal oldOpacity = q->state()->opacity;
1707
if (compMode == QPainter::CompositionMode_Source) {
1708
c = qt_premultiplyColor(c, q->state()->opacity);
1709
q->state()->opacity = 1;
1710
opacityUniformDirty = true;
1713
compositionModeDirty = false; // I can handle this myself, thank you very much
1714
prepareForDraw(false); // Text always causes src pixels to be transparent
1716
// prepareForDraw() have set the opacity on the current shader, so the opacity state can now be reset.
1717
if (compMode == QPainter::CompositionMode_Source) {
1718
q->state()->opacity = oldOpacity;
1719
opacityUniformDirty = true;
1723
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR);
1724
funcs.glBlendColor(c.redF(), c.greenF(), c.blueF(), c.alphaF());
1726
// Other brush styles need two passes.
1728
qreal oldOpacity = q->state()->opacity;
1729
if (compMode == QPainter::CompositionMode_Source) {
1730
q->state()->opacity = 1;
1731
opacityUniformDirty = true;
1732
pensBrush = Qt::white;
1733
setBrush(pensBrush);
1736
compositionModeDirty = false; // I can handle this myself, thank you very much
1737
prepareForDraw(false); // Text always causes src pixels to be transparent
1739
glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
1741
funcs.glActiveTexture(GL_TEXTURE0 + QT_MASK_TEXTURE_UNIT);
1742
glBindTexture(GL_TEXTURE_2D, cache->texture());
1743
updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, false);
1745
#if defined(QT_OPENGL_DRAWCACHEDGLYPHS_INDEX_ARRAY_VBO)
1746
glDrawElements(GL_TRIANGLE_STRIP, 6 * numGlyphs, GL_UNSIGNED_SHORT, 0);
1748
glDrawElements(GL_TRIANGLE_STRIP, 6 * numGlyphs, GL_UNSIGNED_SHORT, elementIndices.data());
1751
shaderManager->setMaskType(QOpenGLEngineShaderManager::SubPixelMaskPass2);
1753
if (compMode == QPainter::CompositionMode_Source) {
1754
q->state()->opacity = oldOpacity;
1755
opacityUniformDirty = true;
1756
pensBrush = q->state()->pen.brush();
1757
setBrush(pensBrush);
1760
compositionModeDirty = false;
1761
prepareForDraw(false); // Text always causes src pixels to be transparent
1763
glBlendFunc(GL_ONE, GL_ONE);
1765
compositionModeDirty = true;
1767
// Greyscale/mono glyphs
1769
shaderManager->setMaskType(QOpenGLEngineShaderManager::PixelMask);
1770
prepareForDraw(false); // Text always causes src pixels to be transparent
1773
QOpenGLTextureGlyphCache::FilterMode filterMode = (s->matrix.type() > QTransform::TxTranslate)?QOpenGLTextureGlyphCache::Linear:QOpenGLTextureGlyphCache::Nearest;
1774
if (lastMaskTextureUsed != cache->texture() || cache->filterMode() != filterMode) {
1776
funcs.glActiveTexture(GL_TEXTURE0 + QT_MASK_TEXTURE_UNIT);
1777
if (lastMaskTextureUsed != cache->texture()) {
1778
glBindTexture(GL_TEXTURE_2D, cache->texture());
1779
lastMaskTextureUsed = cache->texture();
1782
if (cache->filterMode() != filterMode) {
1783
if (filterMode == QOpenGLTextureGlyphCache::Linear) {
1784
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1785
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
1787
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1788
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1790
cache->setFilterMode(filterMode);
1794
bool srgbFrameBufferEnabled = false;
1795
if (funcs.hasOpenGLExtension(QOpenGLExtensions::SRGBFrameBuffer)) {
1798
glEnable(GL_FRAMEBUFFER_SRGB);
1799
srgbFrameBufferEnabled = true;
1803
#if defined(QT_OPENGL_DRAWCACHEDGLYPHS_INDEX_ARRAY_VBO)
1804
glDrawElements(GL_TRIANGLE_STRIP, 6 * numGlyphs, GL_UNSIGNED_SHORT, 0);
1805
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
1807
glDrawElements(GL_TRIANGLE_STRIP, 6 * numGlyphs, GL_UNSIGNED_SHORT, elementIndices.data());
1810
if (srgbFrameBufferEnabled)
1811
glDisable(GL_FRAMEBUFFER_SRGB);
1815
void QOpenGL2PaintEngineEx::drawPixmapFragments(const QPainter::PixmapFragment *fragments, int fragmentCount, const QPixmap &pixmap,
1816
QPainter::PixmapFragmentHints hints)
1818
Q_D(QOpenGL2PaintEngineEx);
1819
// Use fallback for extended composition modes.
1820
if (state()->composition_mode > QPainter::CompositionMode_Plus) {
1821
QPaintEngineEx::drawPixmapFragments(fragments, fragmentCount, pixmap, hints);
1826
int max_texture_size = d->ctx->d_func()->maxTextureSize();
1827
if (pixmap.width() > max_texture_size || pixmap.height() > max_texture_size) {
1828
QPixmap scaled = pixmap.scaled(max_texture_size, max_texture_size, Qt::KeepAspectRatio);
1829
d->drawPixmapFragments(fragments, fragmentCount, scaled, hints);
1831
d->drawPixmapFragments(fragments, fragmentCount, pixmap, hints);
1836
void QOpenGL2PaintEngineExPrivate::drawPixmapFragments(const QPainter::PixmapFragment *fragments,
1837
int fragmentCount, const QPixmap &pixmap,
1838
QPainter::PixmapFragmentHints hints)
1840
GLfloat dx = 1.0f / pixmap.size().width();
1841
GLfloat dy = 1.0f / pixmap.size().height();
1843
vertexCoordinateArray.clear();
1844
textureCoordinateArray.clear();
1845
opacityArray.reset();
1847
if (snapToPixelGrid) {
1848
snapToPixelGrid = false;
1852
bool allOpaque = true;
1854
for (int i = 0; i < fragmentCount; ++i) {
1857
if (fragments[i].rotation != 0) {
1858
s = qFastSin(fragments[i].rotation * Q_PI / 180);
1859
c = qFastCos(fragments[i].rotation * Q_PI / 180);
1862
qreal right = 0.5 * fragments[i].scaleX * fragments[i].width;
1863
qreal bottom = 0.5 * fragments[i].scaleY * fragments[i].height;
1864
QOpenGLPoint bottomRight(right * c - bottom * s, right * s + bottom * c);
1865
QOpenGLPoint bottomLeft(-right * c - bottom * s, -right * s + bottom * c);
1867
vertexCoordinateArray.addVertex(bottomRight.x + fragments[i].x, bottomRight.y + fragments[i].y);
1868
vertexCoordinateArray.addVertex(-bottomLeft.x + fragments[i].x, -bottomLeft.y + fragments[i].y);
1869
vertexCoordinateArray.addVertex(-bottomRight.x + fragments[i].x, -bottomRight.y + fragments[i].y);
1870
vertexCoordinateArray.addVertex(-bottomRight.x + fragments[i].x, -bottomRight.y + fragments[i].y);
1871
vertexCoordinateArray.addVertex(bottomLeft.x + fragments[i].x, bottomLeft.y + fragments[i].y);
1872
vertexCoordinateArray.addVertex(bottomRight.x + fragments[i].x, bottomRight.y + fragments[i].y);
1874
QOpenGLRect src(fragments[i].sourceLeft * dx, fragments[i].sourceTop * dy,
1875
(fragments[i].sourceLeft + fragments[i].width) * dx,
1876
(fragments[i].sourceTop + fragments[i].height) * dy);
1878
textureCoordinateArray.addVertex(src.right, src.bottom);
1879
textureCoordinateArray.addVertex(src.right, src.top);
1880
textureCoordinateArray.addVertex(src.left, src.top);
1881
textureCoordinateArray.addVertex(src.left, src.top);
1882
textureCoordinateArray.addVertex(src.left, src.bottom);
1883
textureCoordinateArray.addVertex(src.right, src.bottom);
1885
qreal opacity = fragments[i].opacity * q->state()->opacity;
1886
opacityArray << opacity << opacity << opacity << opacity << opacity << opacity;
1887
allOpaque &= (opacity >= 0.99f);
1890
funcs.glActiveTexture(GL_TEXTURE0 + QT_IMAGE_TEXTURE_UNIT);
1891
GLuint id = QOpenGLTextureCache::cacheForContext(ctx)->bindTexture(ctx, pixmap);
1892
transferMode(ImageArrayDrawingMode);
1894
bool isBitmap = pixmap.isQBitmap();
1895
bool isOpaque = !isBitmap && (!pixmap.hasAlpha() || (hints & QPainter::OpaqueHint)) && allOpaque;
1897
updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE,
1898
q->state()->renderHints & QPainter::SmoothPixmapTransform, id);
1900
// Setup for texture drawing
1901
currentBrush = noBrush;
1902
shaderManager->setSrcPixelType(isBitmap ? QOpenGLEngineShaderManager::PatternSrc
1903
: QOpenGLEngineShaderManager::ImageSrc);
1904
if (prepareForDraw(isOpaque))
1905
shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::ImageTexture), QT_IMAGE_TEXTURE_UNIT);
1908
QColor col = qt_premultiplyColor(q->state()->pen.color(), (GLfloat)q->state()->opacity);
1909
shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::PatternColor), col);
1912
glDrawArrays(GL_TRIANGLES, 0, 6 * fragmentCount);
1915
bool QOpenGL2PaintEngineEx::begin(QPaintDevice *pdev)
1917
Q_D(QOpenGL2PaintEngineEx);
1919
Q_ASSERT(pdev->devType() == QInternal::OpenGL);
1920
d->device = static_cast<QOpenGLPaintDevice*>(pdev);
1925
if (d->device->context() != QOpenGLContext::currentContext()) {
1926
qWarning("QPainter::begin(): QOpenGLPaintDevice's context needs to be current");
1930
d->ctx = QOpenGLContext::currentContext();
1931
d->ctx->d_func()->active_engine = this;
1933
d->funcs.initializeOpenGLFunctions();
1935
for (int i = 0; i < QT_GL_VERTEX_ARRAY_TRACKED_COUNT; ++i)
1936
d->vertexAttributeArraysEnabledState[i] = false;
1938
const QSize sz = d->device->size();
1939
d->width = sz.width();
1940
d->height = sz.height();
1941
d->mode = BrushDrawingMode;
1942
d->brushTextureDirty = true;
1943
d->brushUniformsDirty = true;
1944
d->matrixUniformDirty = true;
1945
d->matrixDirty = true;
1946
d->compositionModeDirty = true;
1947
d->opacityUniformDirty = true;
1948
d->needsSync = true;
1949
d->useSystemClip = !systemClip().isEmpty();
1950
d->currentBrush = QBrush();
1952
d->dirtyStencilRegion = QRect(0, 0, d->width, d->height);
1953
d->stencilClean = true;
1955
d->shaderManager = new QOpenGLEngineShaderManager(d->ctx);
1957
glDisable(GL_STENCIL_TEST);
1958
glDisable(GL_DEPTH_TEST);
1959
glDisable(GL_SCISSOR_TEST);
1961
#if !defined(QT_OPENGL_ES_2)
1962
glDisable(GL_MULTISAMPLE);
1965
d->glyphCacheType = QFontEngineGlyphCache::Raster_A8;
1967
#if !defined(QT_OPENGL_ES_2)
1968
d->glyphCacheType = QFontEngineGlyphCache::Raster_RGBMask;
1971
#if defined(QT_OPENGL_ES_2)
1972
// OpenGL ES can't switch MSAA off, so if the gl paint device is
1973
// multisampled, it's always multisampled.
1974
d->multisamplingAlwaysEnabled = d->device->context()->format().samples() > 1;
1976
d->multisamplingAlwaysEnabled = false;
1982
bool QOpenGL2PaintEngineEx::end()
1984
Q_D(QOpenGL2PaintEngineEx);
1986
QOpenGLContext *ctx = d->ctx;
1987
d->funcs.glUseProgram(0);
1988
d->transferMode(BrushDrawingMode);
1990
ctx->d_func()->active_engine = 0;
1994
delete d->shaderManager;
1995
d->shaderManager = 0;
1996
d->currentBrush = QBrush();
1998
#ifdef QT_OPENGL_CACHE_AS_VBOS
1999
if (!d->unusedVBOSToClean.isEmpty()) {
2000
glDeleteBuffers(d->unusedVBOSToClean.size(), d->unusedVBOSToClean.constData());
2001
d->unusedVBOSToClean.clear();
2003
if (!d->unusedIBOSToClean.isEmpty()) {
2004
glDeleteBuffers(d->unusedIBOSToClean.size(), d->unusedIBOSToClean.constData());
2005
d->unusedIBOSToClean.clear();
2012
void QOpenGL2PaintEngineEx::ensureActive()
2014
Q_D(QOpenGL2PaintEngineEx);
2015
QOpenGLContext *ctx = d->ctx;
2017
if (isActive() && ctx->d_func()->active_engine != this) {
2018
ctx->d_func()->active_engine = this;
2019
d->needsSync = true;
2023
d->device->ensureActiveTarget();
2025
d->transferMode(BrushDrawingMode);
2026
glViewport(0, 0, d->width, d->height);
2027
d->needsSync = false;
2028
d->lastMaskTextureUsed = 0;
2029
d->shaderManager->setDirty();
2031
for (int i = 0; i < 3; ++i)
2032
d->vertexAttribPointers[i] = (GLfloat*)-1; // Assume the pointers are clobbered
2037
void QOpenGL2PaintEngineExPrivate::updateClipScissorTest()
2039
Q_Q(QOpenGL2PaintEngineEx);
2040
if (q->state()->clipTestEnabled) {
2041
glEnable(GL_STENCIL_TEST);
2042
glStencilFunc(GL_LEQUAL, q->state()->currentClip, ~GL_STENCIL_HIGH_BIT);
2044
glDisable(GL_STENCIL_TEST);
2045
glStencilFunc(GL_ALWAYS, 0, 0xff);
2048
#ifdef QT_GL_NO_SCISSOR_TEST
2049
currentScissorBounds = QRect(0, 0, width, height);
2051
QRect bounds = q->state()->rectangleClip;
2052
if (!q->state()->clipEnabled) {
2054
bounds = systemClip.boundingRect();
2056
bounds = QRect(0, 0, width, height);
2059
bounds = bounds.intersected(systemClip.boundingRect());
2061
bounds = bounds.intersected(QRect(0, 0, width, height));
2064
currentScissorBounds = bounds;
2066
if (bounds == QRect(0, 0, width, height)) {
2067
glDisable(GL_SCISSOR_TEST);
2069
glEnable(GL_SCISSOR_TEST);
2075
void QOpenGL2PaintEngineExPrivate::setScissor(const QRect &rect)
2077
const int left = rect.left();
2078
const int width = rect.width();
2079
int bottom = height - (rect.top() + rect.height());
2080
if (device->paintFlipped()) {
2081
bottom = rect.top();
2083
const int height = rect.height();
2085
glScissor(left, bottom, width, height);
2088
void QOpenGL2PaintEngineEx::clipEnabledChanged()
2090
Q_D(QOpenGL2PaintEngineEx);
2092
state()->clipChanged = true;
2094
if (painter()->hasClipping())
2095
d->regenerateClip();
2097
d->systemStateChanged();
2100
void QOpenGL2PaintEngineExPrivate::clearClip(uint value)
2102
dirtyStencilRegion -= currentScissorBounds;
2104
glStencilMask(0xff);
2105
glClearStencil(value);
2106
glClear(GL_STENCIL_BUFFER_BIT);
2109
q->state()->needsClipBufferClear = false;
2112
void QOpenGL2PaintEngineExPrivate::writeClip(const QVectorPath &path, uint value)
2114
transferMode(BrushDrawingMode);
2116
if (snapToPixelGrid) {
2117
snapToPixelGrid = false;
2124
stencilClean = false;
2126
const bool singlePass = !path.hasWindingFill()
2127
&& (((q->state()->currentClip == maxClip - 1) && q->state()->clipTestEnabled)
2128
|| q->state()->needsClipBufferClear);
2129
const uint referenceClipValue = q->state()->needsClipBufferClear ? 1 : q->state()->currentClip;
2131
if (q->state()->needsClipBufferClear)
2134
if (path.isEmpty()) {
2135
glEnable(GL_STENCIL_TEST);
2136
glStencilFunc(GL_LEQUAL, value, ~GL_STENCIL_HIGH_BIT);
2140
if (q->state()->clipTestEnabled)
2141
glStencilFunc(GL_LEQUAL, q->state()->currentClip, ~GL_STENCIL_HIGH_BIT);
2143
glStencilFunc(GL_ALWAYS, 0, 0xff);
2145
vertexCoordinateArray.clear();
2146
vertexCoordinateArray.addPath(path, inverseScale, false);
2149
fillStencilWithVertexArray(vertexCoordinateArray, path.hasWindingFill());
2151
glColorMask(false, false, false, false);
2152
glEnable(GL_STENCIL_TEST);
2156
// Under these conditions we can set the new stencil value in a single
2157
// pass, by using the current value and the "new value" as the toggles
2159
glStencilFunc(GL_LEQUAL, referenceClipValue, ~GL_STENCIL_HIGH_BIT);
2160
glStencilOp(GL_KEEP, GL_INVERT, GL_INVERT);
2161
glStencilMask(value ^ referenceClipValue);
2163
drawVertexArrays(vertexCoordinateArray, GL_TRIANGLE_FAN);
2165
glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE);
2166
glStencilMask(0xff);
2168
if (!q->state()->clipTestEnabled && path.hasWindingFill()) {
2169
// Pass when any clip bit is set, set high bit
2170
glStencilFunc(GL_NOTEQUAL, GL_STENCIL_HIGH_BIT, ~GL_STENCIL_HIGH_BIT);
2171
composite(vertexCoordinateArray.boundingRect());
2174
// Pass when high bit is set, replace stencil value with new clip value
2175
glStencilFunc(GL_NOTEQUAL, value, GL_STENCIL_HIGH_BIT);
2177
composite(vertexCoordinateArray.boundingRect());
2180
glStencilFunc(GL_LEQUAL, value, ~GL_STENCIL_HIGH_BIT);
2183
glColorMask(true, true, true, true);
2186
void QOpenGL2PaintEngineEx::clip(const QVectorPath &path, Qt::ClipOperation op)
2188
// qDebug("QOpenGL2PaintEngineEx::clip()");
2189
Q_D(QOpenGL2PaintEngineEx);
2191
state()->clipChanged = true;
2195
if (op == Qt::ReplaceClip) {
2196
op = Qt::IntersectClip;
2197
if (d->hasClipOperations()) {
2198
d->systemStateChanged();
2199
state()->canRestoreClip = false;
2203
#ifndef QT_GL_NO_SCISSOR_TEST
2204
if (!path.isEmpty() && op == Qt::IntersectClip && (path.shape() == QVectorPath::RectangleHint)) {
2205
const QPointF* const points = reinterpret_cast<const QPointF*>(path.points());
2206
QRectF rect(points[0], points[2]);
2208
if (state()->matrix.type() <= QTransform::TxScale
2209
|| (state()->matrix.type() == QTransform::TxRotate
2210
&& qFuzzyIsNull(state()->matrix.m11())
2211
&& qFuzzyIsNull(state()->matrix.m22())))
2213
state()->rectangleClip = state()->rectangleClip.intersected(state()->matrix.mapRect(rect).toRect());
2214
d->updateClipScissorTest();
2220
const QRect pathRect = state()->matrix.mapRect(path.controlPointRect()).toAlignedRect();
2224
if (d->useSystemClip) {
2225
state()->clipTestEnabled = true;
2226
state()->currentClip = 1;
2228
state()->clipTestEnabled = false;
2230
state()->rectangleClip = QRect(0, 0, d->width, d->height);
2231
state()->canRestoreClip = false;
2232
d->updateClipScissorTest();
2234
case Qt::IntersectClip:
2235
state()->rectangleClip = state()->rectangleClip.intersected(pathRect);
2236
d->updateClipScissorTest();
2237
d->resetClipIfNeeded();
2239
d->writeClip(path, d->maxClip);
2240
state()->currentClip = d->maxClip;
2241
state()->clipTestEnabled = true;
2248
void QOpenGL2PaintEngineExPrivate::regenerateClip()
2250
systemStateChanged();
2251
replayClipOperations();
2254
void QOpenGL2PaintEngineExPrivate::systemStateChanged()
2256
Q_Q(QOpenGL2PaintEngineEx);
2258
q->state()->clipChanged = true;
2260
if (systemClip.isEmpty()) {
2261
useSystemClip = false;
2263
if (q->paintDevice()->devType() == QInternal::Widget && currentClipDevice) {
2264
//QWidgetPrivate *widgetPrivate = qt_widget_private(static_cast<QWidget *>(currentClipDevice)->window());
2265
//useSystemClip = widgetPrivate->extra && widgetPrivate->extra->inRenderWithPainter;
2266
useSystemClip = true;
2268
useSystemClip = true;
2272
q->state()->clipTestEnabled = false;
2273
q->state()->needsClipBufferClear = true;
2275
q->state()->currentClip = 1;
2278
q->state()->rectangleClip = useSystemClip ? systemClip.boundingRect() : QRect(0, 0, width, height);
2279
updateClipScissorTest();
2281
if (systemClip.rectCount() == 1) {
2282
if (systemClip.boundingRect() == QRect(0, 0, width, height))
2283
useSystemClip = false;
2284
#ifndef QT_GL_NO_SCISSOR_TEST
2285
// scissoring takes care of the system clip
2290
if (useSystemClip) {
2294
path.addRegion(systemClip);
2296
q->state()->currentClip = 0;
2297
writeClip(qtVectorPathForPath(q->state()->matrix.inverted().map(path)), 1);
2298
q->state()->currentClip = 1;
2299
q->state()->clipTestEnabled = true;
2303
void QOpenGL2PaintEngineEx::setState(QPainterState *new_state)
2305
// qDebug("QOpenGL2PaintEngineEx::setState()");
2307
Q_D(QOpenGL2PaintEngineEx);
2309
QOpenGL2PaintEngineState *s = static_cast<QOpenGL2PaintEngineState *>(new_state);
2310
QOpenGL2PaintEngineState *old_state = state();
2312
QPaintEngineEx::setState(s);
2315
// Newly created state object. The call to setState()
2316
// will either be followed by a call to begin(), or we are
2317
// setting the state as part of a save().
2322
// Setting the state as part of a restore().
2324
if (old_state == s || old_state->renderHintsChanged)
2325
renderHintsChanged();
2327
if (old_state == s || old_state->matrixChanged)
2328
d->matrixDirty = true;
2330
if (old_state == s || old_state->compositionModeChanged)
2331
d->compositionModeDirty = true;
2333
if (old_state == s || old_state->opacityChanged)
2334
d->opacityUniformDirty = true;
2336
if (old_state == s || old_state->clipChanged) {
2337
if (old_state && old_state != s && old_state->canRestoreClip) {
2338
d->updateClipScissorTest();
2339
glDepthFunc(GL_LEQUAL);
2341
d->regenerateClip();
2346
QPainterState *QOpenGL2PaintEngineEx::createState(QPainterState *orig) const
2349
const_cast<QOpenGL2PaintEngineEx *>(this)->ensureActive();
2351
QOpenGL2PaintEngineState *s;
2353
s = new QOpenGL2PaintEngineState();
2355
s = new QOpenGL2PaintEngineState(*static_cast<QOpenGL2PaintEngineState *>(orig));
2357
s->matrixChanged = false;
2358
s->compositionModeChanged = false;
2359
s->opacityChanged = false;
2360
s->renderHintsChanged = false;
2361
s->clipChanged = false;
2366
QOpenGL2PaintEngineState::QOpenGL2PaintEngineState(QOpenGL2PaintEngineState &other)
2367
: QPainterState(other)
2370
needsClipBufferClear = other.needsClipBufferClear;
2371
clipTestEnabled = other.clipTestEnabled;
2372
currentClip = other.currentClip;
2373
canRestoreClip = other.canRestoreClip;
2374
rectangleClip = other.rectangleClip;
2377
QOpenGL2PaintEngineState::QOpenGL2PaintEngineState()
2380
needsClipBufferClear = true;
2381
clipTestEnabled = false;
2382
canRestoreClip = true;
2385
QOpenGL2PaintEngineState::~QOpenGL2PaintEngineState()
2389
void QOpenGL2PaintEngineExPrivate::setVertexAttribArrayEnabled(int arrayIndex, bool enabled)
2391
Q_ASSERT(arrayIndex < QT_GL_VERTEX_ARRAY_TRACKED_COUNT);
2393
if (vertexAttributeArraysEnabledState[arrayIndex] && !enabled)
2394
funcs.glDisableVertexAttribArray(arrayIndex);
2396
if (!vertexAttributeArraysEnabledState[arrayIndex] && enabled)
2397
funcs.glEnableVertexAttribArray(arrayIndex);
2399
vertexAttributeArraysEnabledState[arrayIndex] = enabled;
2402
void QOpenGL2PaintEngineExPrivate::syncGlState()
2404
for (int i = 0; i < QT_GL_VERTEX_ARRAY_TRACKED_COUNT; ++i) {
2405
if (vertexAttributeArraysEnabledState[i])
2406
funcs.glEnableVertexAttribArray(i);
2408
funcs.glDisableVertexAttribArray(i);