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authorSamuel Rødal <sroedal@trolltech.com>2009-06-09 11:02:47 (GMT)
committerSamuel Rødal <sroedal@trolltech.com>2009-06-09 12:06:14 (GMT)
commit6495eb4953c5fca93d8cfe91c66b50ce82ce24cb (patch)
treeceeac7a31bf558425e3f6e927941da741cf35a35 /src/opengl/gl2paintengineex
parent73ea2f5766d2c0925af1bee7037610c2c75e89c4 (diff)
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Optimized stencil buffer clearing in GL 2 paint engine.
Based on Zack's patch, 17e1bca1ce366395f8331e16aa96b7176ca1abac. Instead of manually clearing the stencil buffer after drawing we simply do the clearing and drawing in one go. Reviewed-by: Trond
Diffstat (limited to 'src/opengl/gl2paintengineex')
-rw-r--r--src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp50
-rw-r--r--src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h1
2 files changed, 9 insertions, 42 deletions
diff --git a/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp b/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp
index fae3045..bdea187 100644
--- a/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp
+++ b/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp
@@ -732,12 +732,14 @@ void QGL2PaintEngineExPrivate::fill(const QVectorPath& path)
// 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);
+
glEnable(GL_STENCIL_TEST);
prepareForDraw(currentBrush->isOpaque());
composite(vertexCoordinateArray.boundingRect());
glDisable(GL_STENCIL_TEST);
- cleanStencilBuffer(vertexCoordinateArray.boundingRect());
+ glStencilMask(0);
}
}
@@ -745,17 +747,17 @@ void QGL2PaintEngineExPrivate::fill(const QVectorPath& path)
void QGL2PaintEngineExPrivate::fillStencilWithVertexArray(QGL2PEXVertexArray& vertexArray, bool useWindingFill)
{
// qDebug("QGL2PaintEngineExPrivate::fillStencilWithVertexArray()");
+ glStencilMask(0xFFFF); // Enable stencil writes
+
if (stencilBufferDirty) {
// Clear the stencil buffer to zeros
glDisable(GL_STENCIL_TEST);
- glStencilMask(0xFFFF); // Enable writing to stencil buffer, otherwise glClear wont do anything.
glClearStencil(0); // Clear to zero
glClear(GL_STENCIL_BUFFER_BIT);
stencilBufferDirty = false;
}
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); // Disable color writes
- glStencilMask(0xFFFF); // Enable stencil writes
glStencilFunc(GL_ALWAYS, 0, 0xFFFF); // Always pass the stencil test
// Setup the stencil op:
@@ -765,7 +767,7 @@ void QGL2PaintEngineExPrivate::fillStencilWithVertexArray(QGL2PEXVertexArray& ve
} else
glStencilOp(GL_KEEP, GL_KEEP, GL_INVERT); // Simply invert the stencil bit
- // No point in using a fancy gradiant shader for writing into the stencil buffer!
+ // 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
@@ -776,41 +778,6 @@ void QGL2PaintEngineExPrivate::fillStencilWithVertexArray(QGL2PEXVertexArray& ve
// Enable color writes & disable stencil writes
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
- glStencilMask(0);
-}
-
-void QGL2PaintEngineExPrivate::cleanStencilBuffer(const QGLRect& area)
-{
-// qDebug("QGL2PaintEngineExPrivate::cleanStencilBuffer()");
- useSimpleShader();
-
- GLfloat rectVerts[] = {
- area.left, area.top,
- area.left, area.bottom,
- area.right, area.bottom,
- area.right, area.top
- };
-
- glEnableVertexAttribArray(QT_VERTEX_COORDS_ATTR);
- glVertexAttribPointer(QT_VERTEX_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, rectVerts);
-
- glEnable(GL_STENCIL_TEST);
- glStencilFunc(GL_ALWAYS, 0, 0xFFFF); // Always pass the stencil test
-
- glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); // Disable color writes
- glStencilMask(0xFFFF); // Enable writing to stencil buffer
- glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO); // Write 0's to stencil buffer
-
- glDisable(GL_BLEND);
-
- glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
-
- glDisableVertexAttribArray(QT_VERTEX_COORDS_ATTR);
-
- // Enable color writes & disable stencil writes
- glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
- glStencilMask(0);
- glDisable(GL_STENCIL_TEST);
}
void QGL2PaintEngineExPrivate::prepareForDraw(bool srcPixelsAreOpaque)
@@ -1339,15 +1306,16 @@ void QGL2PaintEngineExPrivate::writeClip(const QVectorPath &path, float depth)
glDepthFunc(GL_ALWAYS);
glStencilFunc(GL_NOTEQUAL, 0, 0xFFFF); // Pass if stencil buff value != 0
+ glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
glEnable(GL_STENCIL_TEST);
composite(vertexCoordinateArray.boundingRect());
glDisable(GL_STENCIL_TEST);
+ glStencilMask(0);
+
glColorMask(true, true, true, true);
glDepthMask(false);
-
- cleanStencilBuffer(vertexCoordinateArray.boundingRect());
}
void QGL2PaintEngineEx::clip(const QVectorPath &path, Qt::ClipOperation op)
diff --git a/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h b/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h
index 2cea8d6..db39ced 100644
--- a/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h
+++ b/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h
@@ -174,7 +174,6 @@ public:
// ^ Composites the bounding rect onto dest buffer
void fillStencilWithVertexArray(QGL2PEXVertexArray& vertexArray, bool useWindingFill);
// ^ Calls drawVertexArrays to render into stencil buffer
- void cleanStencilBuffer(const QGLRect& area);
void prepareForDraw(bool srcPixelsAreOpaque);