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authorSamuel Rødal <sroedal@trolltech.com>2009-10-06 15:47:22 (GMT)
committerSamuel Rødal <sroedal@trolltech.com>2009-10-06 15:47:35 (GMT)
commitd5fa5bec73b4bde328e35ee6e3305129561c6c9e (patch)
treedfdeb4faaa819bb7ba55e96c0d549b950fb7bd52
parent96b047f0f27674ee402ab3624dbb906346ac1847 (diff)
parent27c2df52128e32c785239dbc9322a4b7beb0078c (diff)
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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.cpp423
-rw-r--r--src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h39
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;