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author | Samuel Rødal <sroedal@trolltech.com> | 2009-10-06 15:47:22 (GMT) |
---|---|---|
committer | Samuel Rødal <sroedal@trolltech.com> | 2009-10-06 15:47:35 (GMT) |
commit | d5fa5bec73b4bde328e35ee6e3305129561c6c9e (patch) | |
tree | dfdeb4faaa819bb7ba55e96c0d549b950fb7bd52 | |
parent | 96b047f0f27674ee402ab3624dbb906346ac1847 (diff) | |
parent | 27c2df52128e32c785239dbc9322a4b7beb0078c (diff) | |
download | Qt-d5fa5bec73b4bde328e35ee6e3305129561c6c9e.zip Qt-d5fa5bec73b4bde328e35ee6e3305129561c6c9e.tar.gz Qt-d5fa5bec73b4bde328e35ee6e3305129561c6c9e.tar.bz2 |
Merge branch 'stencil-clipping' into 4.6
Changed the GL 2 paint engine to use the stencil buffer instead of the
depth buffer for clipping. The stencil buffer is now used both for
rasterizing polygons/paths and for clipping.
Reviewed-by: Trond
-rw-r--r-- | src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp | 423 | ||||
-rw-r--r-- | src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h | 39 |
2 files changed, 261 insertions, 201 deletions
diff --git a/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp b/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp index 7cd5aa4..859ffe1 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); @@ -276,7 +278,7 @@ void QGLTextureGlyphCache::resizeTextureData(int width, int height) glBindFramebuffer(GL_FRAMEBUFFER_EXT, ctx->d_ptr->current_fbo); glViewport(0, 0, pex->width, pex->height); - pex->updateDepthScissorTest(); + pex->updateClipScissorTest(); #ifndef QT_OPENGL_ES_2 if (pex->inRenderText) @@ -402,11 +404,6 @@ void QGL2PaintEngineExPrivate::useSimpleShader() shaderManager->simpleProgram()->setUniformValue("pmvMatrix", pmvMatrix); simpleShaderMatrixUniformDirty = false; } - - if (simpleShaderDepthUniformDirty) { - shaderManager->simpleProgram()->setUniformValue("depth", normalizedDeviceDepth(q->state()->currentDepth)); - simpleShaderDepthUniformDirty = false; - } } void QGL2PaintEngineExPrivate::updateBrushTexture() @@ -771,9 +768,11 @@ void QGL2PaintEngineExPrivate::resetGLState() { glDisable(GL_BLEND); glActiveTexture(GL_TEXTURE0); + glDisable(GL_STENCIL_TEST); glDisable(GL_DEPTH_TEST); glDisable(GL_SCISSOR_TEST); glDepthMask(true); + glDepthFunc(GL_LESS); glClearDepth(1); } @@ -877,16 +876,15 @@ void QGL2PaintEngineExPrivate::fill(const QVectorPath& path) if (path.shape() == QVectorPath::RectangleHint) { QGLRect rect(points[0].x(), points[0].y(), points[2].x(), points[2].y()); prepareForDraw(currentBrush->isOpaque()); - composite(rect); - } - else if (path.shape() == QVectorPath::EllipseHint) { + } else if (path.shape() == QVectorPath::EllipseHint + || path.shape() == QVectorPath::ConvexPolygonHint) + { vertexCoordinateArray.clear(); vertexCoordinateArray.addPath(path, inverseScale); prepareForDraw(currentBrush->isOpaque()); drawVertexArrays(vertexCoordinateArray, GL_TRIANGLE_FAN); - } - else { + } else { // The path is too complicated & needs the stencil technique vertexCoordinateArray.clear(); vertexCoordinateArray.addPath(path, inverseScale); @@ -894,20 +892,23 @@ 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 if (inRenderText) - shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::Depth), zValueForRenderText()); -#endif + prepareDepthRangeForRenderText(); + composite(vertexCoordinateArray.boundingRect()); - glDisable(GL_STENCIL_TEST); + + if (inRenderText) + restoreDepthRangeForRenderText(); glStencilMask(0); + + updateClipScissorTest(); } } @@ -915,31 +916,28 @@ void QGL2PaintEngineExPrivate::fill(const QVectorPath& path) void QGL2PaintEngineExPrivate::fillStencilWithVertexArray(QGL2PEXVertexArray& vertexArray, bool useWindingFill) { // 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 - - // 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 - - // 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); #ifndef QT_OPENGL_ES_2 if (inRenderText) { @@ -948,15 +946,97 @@ void QGL2PaintEngineExPrivate::fillStencilWithVertexArray(QGL2PEXVertexArray& ve } #endif - // Draw the vertecies into the stencil buffer: - drawVertexArrays(vertexArray, GL_TRIANGLE_FAN); + if (useWindingFill) { + 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()); + + 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()); + } + + // 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); + } + + // 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); } @@ -1004,7 +1084,6 @@ bool QGL2PaintEngineExPrivate::prepareForDraw(bool srcPixelsAreOpaque) // The shader program has changed so mark all uniforms as dirty: brushUniformsDirty = true; shaderMatrixUniformDirty = true; - depthUniformDirty = true; opacityUniformDirty = true; } @@ -1016,11 +1095,6 @@ bool QGL2PaintEngineExPrivate::prepareForDraw(bool srcPixelsAreOpaque) shaderMatrixUniformDirty = false; } - if (depthUniformDirty) { - shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::Depth), normalizedDeviceDepth(q->state()->currentDepth)); - depthUniformDirty = false; - } - if (opacityMode == QGLEngineShaderManager::UniformOpacity && opacityUniformDirty) { shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::GlobalOpacity), (GLfloat)q->state()->opacity); opacityUniformDirty = false; @@ -1067,7 +1141,7 @@ void QGL2PaintEngineExPrivate::drawVertexArrays(QGL2PEXVertexArray& vertexArray, glDisableVertexAttribArray(QT_VERTEX_COORDS_ATTR); } -float QGL2PaintEngineExPrivate::zValueForRenderText() const +void QGL2PaintEngineExPrivate::prepareDepthRangeForRenderText() { #ifndef QT_OPENGL_ES_2 // Get the z translation value from the model view matrix and @@ -1075,9 +1149,19 @@ float QGL2PaintEngineExPrivate::zValueForRenderText() const // and z-far = 1, which is used in QGLWidget::renderText() GLdouble model[4][4]; glGetDoublev(GL_MODELVIEW_MATRIX, &model[0][0]); - return -2 * model[3][2] - 1; -#else - return 0; + float deviceZ = -2 * model[3][2] - 1; + + glGetFloatv(GL_DEPTH_RANGE, depthRange); + float windowZ = depthRange[0] + (deviceZ + 1) * 0.5 * (depthRange[1] - depthRange[0]); + + glDepthRange(windowZ, windowZ); +#endif +} + +void QGL2PaintEngineExPrivate::restoreDepthRangeForRenderText() +{ +#ifndef QT_OPENGL_ES_2 + glDepthRange(depthRange[0], depthRange[1]); #endif } @@ -1260,6 +1344,9 @@ void QGL2PaintEngineEx::drawTextItem(const QPointF &p, const QTextItem &textItem ? QFontEngineGlyphCache::Type(ti.fontEngine->glyphFormat) : d->glyphCacheType; + if (d->inRenderText) + glyphType = QFontEngineGlyphCache::Raster_A8; + if (glyphType == QFontEngineGlyphCache::Raster_RGBMask && state()->composition_mode != QPainter::CompositionMode_Source && state()->composition_mode != QPainter::CompositionMode_SourceOver) @@ -1332,6 +1419,9 @@ void QGL2PaintEngineExPrivate::drawCachedGlyphs(const QPointF &p, QFontEngineGly QBrush pensBrush = q->state()->pen.brush(); setBrush(&pensBrush); + if (inRenderText) + prepareDepthRangeForRenderText(); + if (glyphType == QFontEngineGlyphCache::Raster_RGBMask) { // Subpixel antialiasing without gamma correction @@ -1384,10 +1474,6 @@ void QGL2PaintEngineExPrivate::drawCachedGlyphs(const QPointF &p, QFontEngineGly glBindTexture(GL_TEXTURE_2D, cache->texture()); updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, false); -#ifndef QT_OPENGL_ES_2 - if (inRenderText) - shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::Depth), zValueForRenderText()); -#endif shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::MaskTexture), QT_MASK_TEXTURE_UNIT); glDrawArrays(GL_TRIANGLES, 0, 6 * glyphs.size()); @@ -1418,12 +1504,11 @@ void QGL2PaintEngineExPrivate::drawCachedGlyphs(const QPointF &p, QFontEngineGly glBindTexture(GL_TEXTURE_2D, cache->texture()); updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, false); -#ifndef QT_OPENGL_ES_2 - if (inRenderText) - shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::Depth), zValueForRenderText()); -#endif shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::MaskTexture), QT_MASK_TEXTURE_UNIT); glDrawArrays(GL_TRIANGLES, 0, 6 * glyphs.size()); + + if (inRenderText) + restoreDepthRangeForRenderText(); } void QGL2PaintEngineEx::drawPixmaps(const QDrawPixmaps::Data *drawingData, int dataCount, const QPixmap &pixmap, QDrawPixmaps::DrawingHints hints) @@ -1541,8 +1626,6 @@ 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(); @@ -1563,10 +1646,9 @@ 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); - glDepthFunc(GL_LESS); - glDepthMask(false); } #if !defined(QT_OPENGL_ES_2) @@ -1630,22 +1712,25 @@ void QGL2PaintEngineEx::ensureActive() if (d->needsSync) { d->transferMode(BrushDrawingMode); glViewport(0, 0, d->width, d->height); - glDepthMask(false); - glDepthFunc(GL_LESS); d->needsSync = false; setState(state()); } } -void QGL2PaintEngineExPrivate::updateDepthScissorTest() +void QGL2PaintEngineExPrivate::updateClipScissorTest() { Q_Q(QGL2PaintEngineEx); - if (q->state()->depthTestEnabled) - 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); + } -#ifndef QT_GL_NO_SCISSOR_TEST +#ifdef QT_GL_NO_SCISSOR_TEST + currentScissorBounds = QRect(0, 0, width, height); +#else QRect bounds = q->state()->rectangleClip; if (!q->state()->clipEnabled) { if (use_system_clip) @@ -1684,69 +1769,81 @@ void QGL2PaintEngineEx::clipEnabledChanged() { Q_D(QGL2PaintEngineEx); - d->simpleShaderDepthUniformDirty = true; - d->depthUniformDirty = true; + if (painter()->hasClipping()) + d->regenerateClip(); + else + d->systemStateChanged(); +} - if (painter()->hasClipping()) { - d->regenerateDepthClip(); - } else { - if (d->use_system_clip) { - state()->currentDepth = 0; - } else { - state()->depthTestEnabled = false; - } +void QGL2PaintEngineExPrivate::clearClip(uint value) +{ + dirtyStencilRegion -= currentScissorBounds; - d->updateDepthScissorTest(); - } + glStencilMask(0xffff); + glClearStencil(value); + glClear(GL_STENCIL_BUFFER_BIT); + glStencilMask(0x0); + + q->state()->needsClipBufferClear = false; } -void QGL2PaintEngineExPrivate::writeClip(const QVectorPath &path, uint depth) +void QGL2PaintEngineExPrivate::writeClip(const QVectorPath &path, uint value) { transferMode(BrushDrawingMode); if (matrixDirty) updateMatrix(); - if (q->state()->needsDepthBufferClear) { - glDepthMask(true); - glClearDepth(rawDepth(2)); - glClear(GL_DEPTH_BUFFER_BIT); - q->state()->needsDepthBufferClear = false; - glDepthMask(false); - } - if (path.isEmpty()) + 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()) { + 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); - 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(depth)); - 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()); + } + 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) @@ -1771,7 +1868,7 @@ void QGL2PaintEngineEx::clip(const QVectorPath &path, Qt::ClipOperation op) if (state()->matrix.type() <= QTransform::TxScale) { state()->rectangleClip = state()->rectangleClip.intersected(state()->matrix.mapRect(rect).toRect()); - d->updateDepthScissorTest(); + d->updateClipScissorTest(); return; } } @@ -1782,43 +1879,44 @@ void QGL2PaintEngineEx::clip(const QVectorPath &path, Qt::ClipOperation op) switch (op) { case Qt::NoClip: if (d->use_system_clip) { - state()->depthTestEnabled = true; - state()->currentDepth = 0; + state()->clipTestEnabled = true; + state()->currentClip = 1; } else { - state()->depthTestEnabled = false; + state()->clipTestEnabled = false; } state()->rectangleClip = QRect(0, 0, d->width, d->height); state()->canRestoreClip = false; - d->updateDepthScissorTest(); + d->updateClipScissorTest(); break; case Qt::IntersectClip: state()->rectangleClip = state()->rectangleClip.intersected(pathRect); - d->updateDepthScissorTest(); - ++state()->maxDepth; - d->writeClip(path, state()->maxDepth); - state()->currentDepth = state()->maxDepth - 1; - state()->depthTestEnabled = true; + d->updateClipScissorTest(); + d->resetClipIfNeeded(); + ++d->maxClip; + d->writeClip(path, d->maxClip); + state()->currentClip = d->maxClip; + state()->clipTestEnabled = true; break; case Qt::UniteClip: { -#ifndef QT_GL_NO_SCISSOR_TEST + d->resetClipIfNeeded(); + ++d->maxClip; if (state()->rectangleClip.isValid()) { - ++state()->maxDepth; - QPainterPath path; path.addRect(state()->rectangleClip); // flush the existing clip rectangle to the depth buffer - d->writeClip(qtVectorPathForPath(state()->matrix.inverted().map(path)), state()->maxDepth); + d->writeClip(qtVectorPathForPath(state()->matrix.inverted().map(path)), d->maxClip); } + state()->clipTestEnabled = false; +#ifndef QT_GL_NO_SCISSOR_TEST QRect oldRectangleClip = state()->rectangleClip; state()->rectangleClip = state()->rectangleClip.united(pathRect); - d->updateDepthScissorTest(); + d->updateClipScissorTest(); QRegion extendRegion = QRegion(state()->rectangleClip) - oldRectangleClip; - glDepthFunc(GL_ALWAYS); if (!extendRegion.isEmpty()) { QPainterPath extendPath; extendPath.addRegion(extendRegion); @@ -1827,27 +1925,19 @@ void QGL2PaintEngineEx::clip(const QVectorPath &path, Qt::ClipOperation op) d->writeClip(qtVectorPathForPath(state()->matrix.inverted().map(extendPath)), 0); } #endif - glDepthFunc(GL_ALWAYS); // now write the clip path - d->writeClip(path, state()->maxDepth); + d->writeClip(path, d->maxClip); state()->canRestoreClip = false; - state()->currentDepth = state()->maxDepth - 1; - state()->depthTestEnabled = true; + state()->currentClip = d->maxClip; + state()->clipTestEnabled = true; break; } default: break; } - - glDepthFunc(GL_LESS); - if (state()->depthTestEnabled) { - glEnable(GL_DEPTH_TEST); - d->simpleShaderDepthUniformDirty = true; - d->depthUniformDirty = true; - } } -void QGL2PaintEngineExPrivate::regenerateDepthClip() +void QGL2PaintEngineExPrivate::regenerateClip() { systemStateChanged(); replayClipOperations(); @@ -1868,46 +1958,34 @@ void QGL2PaintEngineExPrivate::systemStateChanged() } } - q->state()->depthTestEnabled = false; - q->state()->needsDepthBufferClear = true; + q->state()->clipTestEnabled = false; + q->state()->needsClipBufferClear = true; - q->state()->currentDepth = 1; - q->state()->maxDepth = 4; + q->state()->currentClip = 1; + maxClip = 1; q->state()->rectangleClip = use_system_clip ? systemClip.boundingRect() : QRect(0, 0, width, height); - updateDepthScissorTest(); + 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 - q->state()->needsDepthBufferClear = false; - - glDepthMask(true); + } - glClearDepth(0); - glClear(GL_DEPTH_BUFFER_BIT); + if (use_system_clip) { + clearClip(0); QPainterPath path; path.addRegion(systemClip); - glDepthFunc(GL_ALWAYS); - writeClip(qtVectorPathForPath(q->state()->matrix.inverted().map(path)), 2); - glDepthFunc(GL_LESS); - - glEnable(GL_DEPTH_TEST); - q->state()->depthTestEnabled = true; - - simpleShaderDepthUniformDirty = true; - depthUniformDirty = true; + q->state()->currentClip = 0; + writeClip(qtVectorPathForPath(q->state()->matrix.inverted().map(path)), 1); + q->state()->currentClip = 1; + q->state()->clipTestEnabled = true; } } @@ -1931,8 +2009,6 @@ 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; @@ -1940,12 +2016,10 @@ void QGL2PaintEngineEx::setState(QPainterState *new_state) d->shaderManager->setDirty(); if (old_state && old_state != s && old_state->canRestoreClip) { - d->updateDepthScissorTest(); - glDepthMask(false); - glDepthFunc(GL_LESS); - s->maxDepth = old_state->maxDepth; + d->updateClipScissorTest(); + glDepthFunc(GL_LEQUAL); } else { - d->regenerateDepthClip(); + d->regenerateClip(); } } @@ -1975,21 +2049,18 @@ void QGL2PaintEngineEx::setRenderTextActive(bool active) QOpenGL2PaintEngineState::QOpenGL2PaintEngineState(QOpenGL2PaintEngineState &other) : QPainterState(other) { - needsDepthBufferClear = other.needsDepthBufferClear; - depthTestEnabled = other.depthTestEnabled; + needsClipBufferClear = other.needsClipBufferClear; + clipTestEnabled = other.clipTestEnabled; scissorTestEnabled = other.scissorTestEnabled; - currentDepth = other.currentDepth; - maxDepth = other.maxDepth; + currentClip = other.currentClip; canRestoreClip = other.canRestoreClip; rectangleClip = other.rectangleClip; } QOpenGL2PaintEngineState::QOpenGL2PaintEngineState() { - needsDepthBufferClear = true; - depthTestEnabled = false; - currentDepth = 1; - maxDepth = 4; + needsClipBufferClear = true; + clipTestEnabled = false; canRestoreClip = true; } diff --git a/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h b/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h index 12123f3..662911f 100644 --- a/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h +++ b/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h @@ -82,17 +82,14 @@ public: QOpenGL2PaintEngineState(); ~QOpenGL2PaintEngineState(); - bool needsDepthBufferClear; - qreal depthBufferClearValue; + bool needsClipBufferClear; - bool depthTestEnabled; + bool clipTestEnabled; bool scissorTestEnabled; - uint maxDepth; - uint currentDepth; + uint currentClip; bool canRestoreClip; QRect rectangleClip; - bool hasRectangleClip; }; class Q_OPENGL_EXPORT QGL2PaintEngineEx : public QPaintEngineEx @@ -200,7 +197,8 @@ public: inline void useSimpleShader(); - float zValueForRenderText() const; + void prepareDepthRangeForRenderText(); + void restoreDepthRangeForRenderText(); static QGLEngineShaderManager* shaderManagerForEngine(QGL2PaintEngineEx *engine) { return engine->d_func()->shaderManager; } @@ -220,12 +218,11 @@ public: bool brushUniformsDirty; bool simpleShaderMatrixUniformDirty; bool shaderMatrixUniformDirty; - bool depthUniformDirty; - bool simpleShaderDepthUniformDirty; bool opacityUniformDirty; QRegion dirtyStencilRegion; QRect currentScissorBounds; + uint maxClip; const QBrush* currentBrush; // May not be the state's brush! @@ -242,26 +239,16 @@ public: QGLEngineShaderManager* shaderManager; - void writeClip(const QVectorPath &path, uint depth); - void updateDepthScissorTest(); + void clearClip(uint value); + void writeClip(const QVectorPath &path, uint value); + void resetClipIfNeeded(); + + void updateClipScissorTest(); void setScissor(const QRect &rect); - void regenerateDepthClip(); + 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); @@ -272,6 +259,8 @@ public: bool needsSync; bool inRenderText; + GLfloat depthRange[2]; + float textureInvertedY; QScopedPointer<QPixmapFilter> convolutionFilter; |