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author | Samuel Rødal <sroedal@trolltech.com> | 2009-10-06 13:38:54 (GMT) |
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committer | Samuel Rødal <sroedal@trolltech.com> | 2009-10-06 13:38:55 (GMT) |
commit | 6b623c04060d274c048c0d4c6dbc5a90d1c31604 (patch) | |
tree | 5cfbc3cd1c3520302d01e9c12a4355317da41b2a | |
parent | 6d17e09c274803d324e8a8db579aaafaefaab33f (diff) | |
download | Qt-6b623c04060d274c048c0d4c6dbc5a90d1c31604.zip Qt-6b623c04060d274c048c0d4c6dbc5a90d1c31604.tar.gz Qt-6b623c04060d274c048c0d4c6dbc5a90d1c31604.tar.bz2 |
Switched to using stencil instead of depth buffer for clipping.
Based on Aaron Kennedy's patch. All tests are green, but when enabling
scissoring UniteClip seems to be broken atm.
-rw-r--r-- | src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp | 277 | ||||
-rw-r--r-- | src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h | 17 |
2 files changed, 173 insertions, 121 deletions
diff --git a/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp b/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp index 13f0079..0af8e71 100644 --- a/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp +++ b/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp @@ -87,6 +87,7 @@ QT_BEGIN_NAMESPACE //#define QT_GL_NO_SCISSOR_TEST +static const GLuint GL_STENCIL_HIGH_BIT = 0x80; static const GLuint QT_BRUSH_TEXTURE_UNIT = 0; static const GLuint QT_IMAGE_TEXTURE_UNIT = 0; //Can be the same as brush texture unit static const GLuint QT_MASK_TEXTURE_UNIT = 1; @@ -227,6 +228,7 @@ void QGLTextureGlyphCache::resizeTextureData(int width, int height) glPushAttrib(GL_ENABLE_BIT | GL_VIEWPORT_BIT | GL_SCISSOR_BIT); #endif + glDisable(GL_STENCIL_TEST); glDisable(GL_DEPTH_TEST); glDisable(GL_SCISSOR_TEST); glDisable(GL_BLEND); @@ -402,11 +404,6 @@ void QGL2PaintEngineExPrivate::useSimpleShader() shaderManager->simpleProgram()->setUniformValue("pmvMatrix", pmvMatrix); simpleShaderMatrixUniformDirty = false; } - - if (simpleShaderDepthUniformDirty) { - shaderManager->simpleProgram()->setUniformValue("depth", normalizedDeviceDepth(q->state()->currentClip)); - simpleShaderDepthUniformDirty = false; - } } void QGL2PaintEngineExPrivate::updateBrushTexture() @@ -771,6 +768,7 @@ void QGL2PaintEngineExPrivate::resetGLState() { glDisable(GL_BLEND); glActiveTexture(GL_TEXTURE0); + glDisable(GL_STENCIL_TEST); glDisable(GL_DEPTH_TEST); glDisable(GL_SCISSOR_TEST); glDepthMask(true); @@ -895,10 +893,10 @@ void QGL2PaintEngineExPrivate::fill(const QVectorPath& path) fillStencilWithVertexArray(vertexCoordinateArray, path.hasWindingFill()); // Stencil the brush onto the dest buffer - glStencilFunc(GL_NOTEQUAL, 0, 0xFFFF); // Pass if stencil buff value != 0 - glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE); + glStencilFunc(GL_EQUAL, GL_STENCIL_HIGH_BIT, GL_STENCIL_HIGH_BIT); // Pass if stencil buff value != 0 + glStencilOp(GL_KEEP, GL_ZERO, GL_ZERO); + glStencilMask(GL_STENCIL_HIGH_BIT); - glEnable(GL_STENCIL_TEST); prepareForDraw(currentBrush->isOpaque()); #ifndef QT_OPENGL_ES_2 @@ -906,58 +904,137 @@ void QGL2PaintEngineExPrivate::fill(const QVectorPath& path) shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::Depth), zValueForRenderText()); #endif composite(vertexCoordinateArray.boundingRect()); - glDisable(GL_STENCIL_TEST); - glStencilMask(0); + + updateClipScissorTest(); } } void QGL2PaintEngineExPrivate::fillStencilWithVertexArray(QGL2PEXVertexArray& vertexArray, bool useWindingFill) { +#ifndef QT_OPENGL_ES_2 + if (inRenderText) { + glPushAttrib(GL_ENABLE_BIT); + glDisable(GL_DEPTH_TEST); + } +#endif + // qDebug("QGL2PaintEngineExPrivate::fillStencilWithVertexArray()"); - glStencilMask(0xFFFF); // Enable stencil writes + glStencilMask(0xffff); // Enable stencil writes if (dirtyStencilRegion.intersects(currentScissorBounds)) { - // Clear the stencil buffer to zeros - glDisable(GL_STENCIL_TEST); + QVector<QRect> clearRegion = dirtyStencilRegion.intersected(currentScissorBounds).rects(); glClearStencil(0); // Clear to zero - glClear(GL_STENCIL_BUFFER_BIT); + for (int i = 0; i < clearRegion.size(); ++i) { +#ifndef QT_GL_NO_SCISSOR_TEST + setScissor(clearRegion.at(i)); +#endif + glClear(GL_STENCIL_BUFFER_BIT); + } + dirtyStencilRegion -= currentScissorBounds; + +#ifndef QT_GL_NO_SCISSOR_TEST + updateClipScissorTest(); +#endif } glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); // Disable color writes - glStencilFunc(GL_ALWAYS, 0, 0xFFFF); // Always pass the stencil test + useSimpleShader(); + glEnable(GL_STENCIL_TEST); // For some reason, this has to happen _after_ the simple shader is use()'d - // Setup the stencil op: if (useWindingFill) { - glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_KEEP, GL_INCR_WRAP); // Inc. for front-facing triangle - glStencilOpSeparate(GL_BACK, GL_KEEP, GL_KEEP, GL_DECR_WRAP); //Dec. for back-facing "holes" - } else - glStencilOp(GL_KEEP, GL_KEEP, GL_INVERT); // Simply invert the stencil bit + if (q->state()->clipTestEnabled) { + glStencilFunc(GL_LEQUAL, GL_STENCIL_HIGH_BIT | q->state()->currentClip, ~GL_STENCIL_HIGH_BIT); + glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE); + composite(vertexArray.boundingRect()); - // No point in using a fancy gradient shader for writing into the stencil buffer! - useSimpleShader(); - - glEnable(GL_STENCIL_TEST); // For some reason, this has to happen _after_ the simple shader is use()'d - glDisable(GL_BLEND); + glStencilFunc(GL_EQUAL, GL_STENCIL_HIGH_BIT, GL_STENCIL_HIGH_BIT); + } else { + glStencilFunc(GL_ALWAYS, 0, 0xffff); + glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO); + composite(vertexArray.boundingRect()); + } -#ifndef QT_OPENGL_ES_2 - if (inRenderText) { - glPushAttrib(GL_ENABLE_BIT); - glDisable(GL_DEPTH_TEST); + // Inc. for front-facing triangle + glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_INCR_WRAP, GL_INCR_WRAP); + //Dec. for back-facing "holes" + glStencilOpSeparate(GL_BACK, GL_KEEP, GL_DECR_WRAP, GL_DECR_WRAP); + glStencilMask(~GL_STENCIL_HIGH_BIT); + drawVertexArrays(vertexArray, GL_TRIANGLE_FAN); + + if (q->state()->clipTestEnabled) { + // clear high bit of stencil outside of path + glStencilFunc(GL_EQUAL, GL_STENCIL_HIGH_BIT | q->state()->currentClip, ~GL_STENCIL_HIGH_BIT); + glStencilOp(GL_KEEP, GL_INVERT, GL_INVERT); + glStencilMask(GL_STENCIL_HIGH_BIT); + composite(vertexArray.boundingRect()); + // reset lower bits of stencil inside path to current clip + glStencilFunc(GL_EQUAL, GL_STENCIL_HIGH_BIT | q->state()->currentClip, GL_STENCIL_HIGH_BIT); + glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE); + glStencilMask(~GL_STENCIL_HIGH_BIT); + composite(vertexArray.boundingRect()); + } else { + // set high bit of stencil inside path + glStencilFunc(GL_NOTEQUAL, 0, 0xffff); + glStencilOp(GL_KEEP, GL_INVERT, GL_INVERT); + glStencilMask(GL_STENCIL_HIGH_BIT); + composite(vertexArray.boundingRect()); + } + } else { + glStencilMask(GL_STENCIL_HIGH_BIT); + glStencilOp(GL_KEEP, GL_KEEP, GL_INVERT); // Simply invert the stencil bit + drawVertexArrays(vertexArray, GL_TRIANGLE_FAN); } -#endif - // Draw the vertecies into the stencil buffer: - drawVertexArrays(vertexArray, GL_TRIANGLE_FAN); + // Enable color writes & disable stencil writes + glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); #ifndef QT_OPENGL_ES_2 if (inRenderText) glPopAttrib(); #endif - // Enable color writes & disable stencil writes +} + +/* + If the maximum value in the stencil buffer is GL_STENCIL_HIGH_BIT - 1, + restore the stencil buffer to a pristine state. The current clip region + is set to 1, and the rest to 0. +*/ +void QGL2PaintEngineExPrivate::resetClipIfNeeded() +{ + if (maxClip != (GL_STENCIL_HIGH_BIT - 1)) + return; + + Q_Q(QGL2PaintEngineEx); + + useSimpleShader(); + glEnable(GL_STENCIL_TEST); + glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); + + QRectF bounds = q->state()->matrix.inverted().mapRect(QRectF(0, 0, width, height)); + QGLRect rect(bounds.left(), bounds.top(), bounds.right(), bounds.bottom()); + + // Set high bit on clip region + glStencilFunc(GL_LEQUAL, q->state()->currentClip, 0xffff); + glStencilOp(GL_KEEP, GL_INVERT, GL_INVERT); + glStencilMask(GL_STENCIL_HIGH_BIT); + composite(rect); + + // Reset clipping to 1 and everything else to zero + glStencilFunc(GL_NOTEQUAL, 0x01, GL_STENCIL_HIGH_BIT); + glStencilOp(GL_ZERO, GL_REPLACE, GL_REPLACE); + glStencilMask(0xFFFF); + composite(rect); + + q->state()->currentClip = 1; + q->state()->canRestoreClip = false; + + maxClip = 1; + + glStencilMask(0x0); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); } @@ -1005,7 +1082,6 @@ bool QGL2PaintEngineExPrivate::prepareForDraw(bool srcPixelsAreOpaque) // The shader program has changed so mark all uniforms as dirty: brushUniformsDirty = true; shaderMatrixUniformDirty = true; - depthUniformDirty = true; opacityUniformDirty = true; } @@ -1017,11 +1093,6 @@ bool QGL2PaintEngineExPrivate::prepareForDraw(bool srcPixelsAreOpaque) shaderMatrixUniformDirty = false; } - if (depthUniformDirty) { - shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::Depth), normalizedDeviceDepth(q->state()->currentClip)); - depthUniformDirty = false; - } - if (opacityMode == QGLEngineShaderManager::UniformOpacity && opacityUniformDirty) { shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::GlobalOpacity), (GLfloat)q->state()->opacity); opacityUniformDirty = false; @@ -1542,8 +1613,6 @@ bool QGL2PaintEngineEx::begin(QPaintDevice *pdev) d->brushUniformsDirty = true; d->matrixDirty = true; d->compositionModeDirty = true; - d->simpleShaderDepthUniformDirty = true; - d->depthUniformDirty = true; d->opacityUniformDirty = true; d->needsSync = true; d->use_system_clip = !systemClip().isEmpty(); @@ -1564,6 +1633,7 @@ bool QGL2PaintEngineEx::begin(QPaintDevice *pdev) d->shaderManager = new QGLEngineShaderManager(d->ctx); if (!d->inRenderText) { + glDisable(GL_STENCIL_TEST); glDisable(GL_DEPTH_TEST); glDisable(GL_SCISSOR_TEST); } @@ -1637,10 +1707,13 @@ void QGL2PaintEngineEx::ensureActive() void QGL2PaintEngineExPrivate::updateClipScissorTest() { Q_Q(QGL2PaintEngineEx); - if (q->state()->clipTestEnabled) - glEnable(GL_DEPTH_TEST); - else - glDisable(GL_DEPTH_TEST); + if (q->state()->clipTestEnabled) { + glEnable(GL_STENCIL_TEST); + glStencilFunc(GL_LEQUAL, q->state()->currentClip, ~GL_STENCIL_HIGH_BIT); + } else { + glDisable(GL_STENCIL_TEST); + glStencilFunc(GL_ALWAYS, 0, 0xffff); + } #ifdef QT_GL_NO_SCISSOR_TEST currentScissorBounds = QRect(0, 0, width, height); @@ -1683,28 +1756,20 @@ void QGL2PaintEngineEx::clipEnabledChanged() { Q_D(QGL2PaintEngineEx); - d->simpleShaderDepthUniformDirty = true; - d->depthUniformDirty = true; - - if (painter()->hasClipping()) { + if (painter()->hasClipping()) d->regenerateClip(); - } else { - if (d->use_system_clip) { - state()->currentClip = 1; - } else { - state()->clipTestEnabled = false; - } - - d->updateClipScissorTest(); - } + else + d->systemStateChanged(); } void QGL2PaintEngineExPrivate::clearClip(uint value) { - glDepthMask(true); - glClearDepth(rawDepth(value)); - glClear(GL_DEPTH_BUFFER_BIT); - glDepthMask(false); + dirtyStencilRegion -= currentScissorBounds; + + glStencilMask(0xffff); + glClearStencil(value); + glClear(GL_STENCIL_BUFFER_BIT); + glStencilMask(0x0); q->state()->needsClipBufferClear = false; } @@ -1715,48 +1780,57 @@ void QGL2PaintEngineExPrivate::writeClip(const QVectorPath &path, uint value) if (matrixDirty) updateMatrix(); + + const bool singlePass = !path.hasWindingFill() + && (((q->state()->currentClip == maxClip - 1) && q->state()->clipTestEnabled) + || q->state()->needsClipBufferClear); + const uint referenceClipValue = q->state()->needsClipBufferClear ? 1 : q->state()->currentClip; + if (q->state()->needsClipBufferClear) clearClip(1); - if (path.isEmpty()) + if (path.isEmpty()) { + glEnable(GL_STENCIL_TEST); + glStencilFunc(GL_LEQUAL, value, ~GL_STENCIL_HIGH_BIT); return; + } - glDisable(GL_BLEND); - glDepthMask(false); + if (q->state()->clipTestEnabled) + glStencilFunc(GL_LEQUAL, q->state()->currentClip, ~GL_STENCIL_HIGH_BIT); + else + glStencilFunc(GL_ALWAYS, 0, 0xffff); vertexCoordinateArray.clear(); vertexCoordinateArray.addPath(path, inverseScale); - if (q->state()->clipTestEnabled) - glDepthFunc(GL_LEQUAL); - else - glDepthFunc(GL_ALWAYS); - - glDepthMask(GL_FALSE); - fillStencilWithVertexArray(vertexCoordinateArray, path.hasWindingFill()); + if (!singlePass) + fillStencilWithVertexArray(vertexCoordinateArray, path.hasWindingFill()); - // Stencil the clip onto the clip buffer glColorMask(false, false, false, false); - glDepthMask(true); + glEnable(GL_STENCIL_TEST); + useSimpleShader(); - shaderManager->simpleProgram()->setUniformValue("depth", normalizedDeviceDepth(value)); - simpleShaderDepthUniformDirty = true; + if (singlePass) { + // Under these conditions we can set the new stencil value in a single + // pass, by using the current value and the "new value" as the toggles - glEnable(GL_DEPTH_TEST); - glDepthFunc(GL_ALWAYS); + glStencilFunc(GL_LEQUAL, referenceClipValue, ~GL_STENCIL_HIGH_BIT); + glStencilOp(GL_KEEP, GL_INVERT, GL_INVERT); + glStencilMask(value ^ referenceClipValue); - glStencilFunc(GL_NOTEQUAL, 0, 0xFFFF); // Pass if stencil buff value != 0 - glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE); + drawVertexArrays(vertexCoordinateArray, GL_TRIANGLE_FAN); + } else { + glStencilFunc(GL_NOTEQUAL, value, GL_STENCIL_HIGH_BIT); + glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE); + glStencilMask(0xffff); - glEnable(GL_STENCIL_TEST); - composite(vertexCoordinateArray.boundingRect()); - glDisable(GL_STENCIL_TEST); + composite(vertexCoordinateArray.boundingRect()); + } - glDepthFunc(GL_LEQUAL); + glStencilFunc(GL_LEQUAL, value, ~GL_STENCIL_HIGH_BIT); glStencilMask(0); glColorMask(true, true, true, true); - glDepthMask(false); } void QGL2PaintEngineEx::clip(const QVectorPath &path, Qt::ClipOperation op) @@ -1804,12 +1878,14 @@ void QGL2PaintEngineEx::clip(const QVectorPath &path, Qt::ClipOperation op) case Qt::IntersectClip: state()->rectangleClip = state()->rectangleClip.intersected(pathRect); d->updateClipScissorTest(); + d->resetClipIfNeeded(); ++d->maxClip; d->writeClip(path, d->maxClip); state()->currentClip = d->maxClip; state()->clipTestEnabled = true; break; case Qt::UniteClip: { + d->resetClipIfNeeded(); ++d->maxClip; if (state()->rectangleClip.isValid()) { QPainterPath path; @@ -1846,11 +1922,6 @@ void QGL2PaintEngineEx::clip(const QVectorPath &path, Qt::ClipOperation op) default: break; } - - if (state()->clipTestEnabled) { - d->simpleShaderDepthUniformDirty = true; - d->depthUniformDirty = true; - } } void QGL2PaintEngineExPrivate::regenerateClip() @@ -1883,29 +1954,25 @@ void QGL2PaintEngineExPrivate::systemStateChanged() q->state()->rectangleClip = use_system_clip ? systemClip.boundingRect() : QRect(0, 0, width, height); updateClipScissorTest(); - if (use_system_clip) { + if (systemClip.numRects() == 1) { + if (systemClip.boundingRect() == QRect(0, 0, width, height)) + use_system_clip = false; #ifndef QT_GL_NO_SCISSOR_TEST - if (systemClip.numRects() == 1) { - if (q->state()->rectangleClip == QRect(0, 0, width, height)) { - use_system_clip = false; - } else { - simpleShaderDepthUniformDirty = true; - depthUniformDirty = true; - } - return; - } + // scissoring takes care of the system clip + return; #endif + } + + if (use_system_clip) { clearClip(0); QPainterPath path; path.addRegion(systemClip); + q->state()->currentClip = 0; writeClip(qtVectorPathForPath(q->state()->matrix.inverted().map(path)), 1); - + q->state()->currentClip = 1; q->state()->clipTestEnabled = true; - - simpleShaderDepthUniformDirty = true; - depthUniformDirty = true; } } @@ -1929,8 +1996,6 @@ void QGL2PaintEngineEx::setState(QPainterState *new_state) d->matrixDirty = true; d->compositionModeDirty = true; - d->simpleShaderDepthUniformDirty = true; - d->depthUniformDirty = true; d->simpleShaderMatrixUniformDirty = true; d->shaderMatrixUniformDirty = true; d->opacityUniformDirty = true; diff --git a/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h b/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h index dd5f4fc..bfc6a3f 100644 --- a/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h +++ b/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h @@ -217,8 +217,6 @@ public: bool brushUniformsDirty; bool simpleShaderMatrixUniformDirty; bool shaderMatrixUniformDirty; - bool depthUniformDirty; - bool simpleShaderDepthUniformDirty; bool opacityUniformDirty; QRegion dirtyStencilRegion; @@ -242,25 +240,14 @@ public: void clearClip(uint value); void writeClip(const QVectorPath &path, uint value); + void resetClipIfNeeded(); + void updateClipScissorTest(); void setScissor(const QRect &rect); void regenerateClip(); void systemStateChanged(); uint use_system_clip : 1; - static inline GLfloat rawDepth(uint depth) - { - // assume at least 16 bits in the depth buffer, and - // use 2^15 depth levels to be safe with regard to - // rounding issues etc - return depth * (1.0f / GLfloat((1 << 15) - 1)); - } - - static inline GLfloat normalizedDeviceDepth(uint depth) - { - return 2.0f * rawDepth(depth) - 1.0f; - } - uint location(QGLEngineShaderManager::Uniform uniform) { return shaderManager->getUniformLocation(uniform); |