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authorThiago Macieira <thiago.macieira@nokia.com>2009-12-26 19:49:55 (GMT)
committerThiago Macieira <thiago.macieira@nokia.com>2009-12-26 19:49:55 (GMT)
commit24270550463fbc81c7725595719e6e21eade2819 (patch)
tree4e7c118ed3c4b42e43403960365a2672441ea05e /src/opengl/gl2paintengineex
parent4376f8871b4422830e9ffb7f3acbc29766d8d218 (diff)
parent444fb94e02308bedc7b37a702adb95b740168a94 (diff)
downloadQt-24270550463fbc81c7725595719e6e21eade2819.zip
Qt-24270550463fbc81c7725595719e6e21eade2819.tar.gz
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Merge branch '4.6'
Conflicts: examples/webkit/fancybrowser/main.cpp src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp tools/assistant/tools/assistant/bookmarkmanager.cpp
Diffstat (limited to 'src/opengl/gl2paintengineex')
-rw-r--r--src/opengl/gl2paintengineex/qglcustomshaderstage_p.h2
-rw-r--r--src/opengl/gl2paintengineex/qglengineshadermanager.cpp192
-rw-r--r--src/opengl/gl2paintengineex/qglengineshadersource_p.h66
-rw-r--r--src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp127
-rw-r--r--src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h10
-rw-r--r--src/opengl/gl2paintengineex/qtriangulatingstroker.cpp10
6 files changed, 226 insertions, 181 deletions
diff --git a/src/opengl/gl2paintengineex/qglcustomshaderstage_p.h b/src/opengl/gl2paintengineex/qglcustomshaderstage_p.h
index e319389..e0033be 100644
--- a/src/opengl/gl2paintengineex/qglcustomshaderstage_p.h
+++ b/src/opengl/gl2paintengineex/qglcustomshaderstage_p.h
@@ -68,7 +68,7 @@ class Q_OPENGL_EXPORT QGLCustomShaderStage
public:
QGLCustomShaderStage();
virtual ~QGLCustomShaderStage();
- virtual void setUniforms(QGLShaderProgram*) = 0;
+ virtual void setUniforms(QGLShaderProgram*) {}
void setUniformsDirty();
diff --git a/src/opengl/gl2paintengineex/qglengineshadermanager.cpp b/src/opengl/gl2paintengineex/qglengineshadermanager.cpp
index 8a8f483..9d545b9 100644
--- a/src/opengl/gl2paintengineex/qglengineshadermanager.cpp
+++ b/src/opengl/gl2paintengineex/qglengineshadermanager.cpp
@@ -170,13 +170,15 @@ QGLEngineSharedShaders::QGLEngineSharedShaders(const QGLContext* context)
source.append(qShaderSnippets[MainVertexShader]);
source.append(qShaderSnippets[PositionOnlyVertexShader]);
vertexShader = new QGLShader(QGLShader::Vertex, context, this);
- vertexShader->compileSourceCode(source);
+ if (!vertexShader->compileSourceCode(source))
+ qWarning("Vertex shader for simpleShaderProg (MainVertexShader & PositionOnlyVertexShader) failed to compile");
source.clear();
source.append(qShaderSnippets[MainFragmentShader]);
source.append(qShaderSnippets[ShockingPinkSrcFragmentShader]);
fragShader = new QGLShader(QGLShader::Fragment, context, this);
- fragShader->compileSourceCode(source);
+ if (!fragShader->compileSourceCode(source))
+ qWarning("Fragment shader for simpleShaderProg (MainFragmentShader & ShockingPinkSrcFragmentShader) failed to compile");
simpleShaderProg = new QGLShaderProgram(context, this);
simpleShaderProg->addShader(vertexShader);
@@ -193,13 +195,15 @@ QGLEngineSharedShaders::QGLEngineSharedShaders(const QGLContext* context)
source.append(qShaderSnippets[MainWithTexCoordsVertexShader]);
source.append(qShaderSnippets[UntransformedPositionVertexShader]);
vertexShader = new QGLShader(QGLShader::Vertex, context, this);
- vertexShader->compileSourceCode(source);
+ if (!vertexShader->compileSourceCode(source))
+ qWarning("Vertex shader for blitShaderProg (MainWithTexCoordsVertexShader & UntransformedPositionVertexShader) failed to compile");
source.clear();
source.append(qShaderSnippets[MainFragmentShader]);
source.append(qShaderSnippets[ImageSrcFragmentShader]);
fragShader = new QGLShader(QGLShader::Fragment, context, this);
- fragShader->compileSourceCode(source);
+ if (!fragShader->compileSourceCode(source))
+ qWarning("Fragment shader for blitShaderProg (MainFragmentShader & ImageSrcFragmentShader) failed to compile");
blitShaderProg = new QGLShaderProgram(context, this);
blitShaderProg->addShader(vertexShader);
@@ -234,84 +238,95 @@ QGLEngineShaderProg *QGLEngineSharedShaders::findProgramInCache(const QGLEngineS
}
}
- QByteArray source;
- source.append(qShaderSnippets[prog.mainFragShader]);
- source.append(qShaderSnippets[prog.srcPixelFragShader]);
- if (prog.srcPixelFragShader == CustomImageSrcFragmentShader)
- source.append(prog.customStageSource);
- if (prog.compositionFragShader)
- source.append(qShaderSnippets[prog.compositionFragShader]);
- if (prog.maskFragShader)
- source.append(qShaderSnippets[prog.maskFragShader]);
- QGLShader* fragShader = new QGLShader(QGLShader::Fragment, ctxGuard.context(), this);
- fragShader->compileSourceCode(source);
-
- source.clear();
- source.append(qShaderSnippets[prog.mainVertexShader]);
- source.append(qShaderSnippets[prog.positionVertexShader]);
- QGLShader* vertexShader = new QGLShader(QGLShader::Vertex, ctxGuard.context(), this);
- vertexShader->compileSourceCode(source);
+ QGLShader *vertexShader = 0;
+ QGLShader *fragShader = 0;
+ QGLEngineShaderProg *newProg = 0;
+ bool success = false;
+
+ do {
+ QByteArray source;
+ source.append(qShaderSnippets[prog.mainFragShader]);
+ source.append(qShaderSnippets[prog.srcPixelFragShader]);
+ if (prog.srcPixelFragShader == CustomImageSrcFragmentShader)
+ source.append(prog.customStageSource);
+ if (prog.compositionFragShader)
+ source.append(qShaderSnippets[prog.compositionFragShader]);
+ if (prog.maskFragShader)
+ source.append(qShaderSnippets[prog.maskFragShader]);
+ fragShader = new QGLShader(QGLShader::Fragment, ctxGuard.context(), this);
+ QByteArray description;
+#if defined(QT_DEBUG)
+ // Name the shader for easier debugging
+ description.append("Fragment shader: main=");
+ description.append(snippetNameStr(prog.mainFragShader));
+ description.append(", srcPixel=");
+ description.append(snippetNameStr(prog.srcPixelFragShader));
+ if (prog.compositionFragShader) {
+ description.append(", composition=");
+ description.append(snippetNameStr(prog.compositionFragShader));
+ }
+ if (prog.maskFragShader) {
+ description.append(", mask=");
+ description.append(snippetNameStr(prog.maskFragShader));
+ }
+ fragShader->setObjectName(QString::fromLatin1(description));
+#endif
+ if (!fragShader->compileSourceCode(source)) {
+ qWarning() << "Warning:" << description << "failed to compile!";
+ break;
+ }
+ source.clear();
+ source.append(qShaderSnippets[prog.mainVertexShader]);
+ source.append(qShaderSnippets[prog.positionVertexShader]);
+ vertexShader = new QGLShader(QGLShader::Vertex, ctxGuard.context(), this);
#if defined(QT_DEBUG)
- // Name the shaders for easier debugging
- QByteArray description;
- description.append("Fragment shader: main=");
- description.append(snippetNameStr(prog.mainFragShader));
- description.append(", srcPixel=");
- description.append(snippetNameStr(prog.srcPixelFragShader));
- if (prog.compositionFragShader) {
- description.append(", composition=");
- description.append(snippetNameStr(prog.compositionFragShader));
- }
- if (prog.maskFragShader) {
- description.append(", mask=");
- description.append(snippetNameStr(prog.maskFragShader));
- }
- fragShader->setObjectName(QString::fromLatin1(description));
-
- description.clear();
- description.append("Vertex shader: main=");
- description.append(snippetNameStr(prog.mainVertexShader));
- description.append(", position=");
- description.append(snippetNameStr(prog.positionVertexShader));
- vertexShader->setObjectName(QString::fromLatin1(description));
+ // Name the shader for easier debugging
+ description.clear();
+ description.append("Vertex shader: main=");
+ description.append(snippetNameStr(prog.mainVertexShader));
+ description.append(", position=");
+ description.append(snippetNameStr(prog.positionVertexShader));
+ vertexShader->setObjectName(QString::fromLatin1(description));
#endif
+ if (!vertexShader->compileSourceCode(source)) {
+ qWarning() << "Warning:" << description << "failed to compile!";
+ break;
+ }
- QGLEngineShaderProg* newProg = new QGLEngineShaderProg(prog);
-
- // If the shader program's not found in the cache, create it now.
- newProg->program = new QGLShaderProgram(ctxGuard.context(), this);
- newProg->program->addShader(vertexShader);
- newProg->program->addShader(fragShader);
-
- // We have to bind the vertex attribute names before the program is linked:
- newProg->program->bindAttributeLocation("vertexCoordsArray", QT_VERTEX_COORDS_ATTR);
- if (newProg->useTextureCoords)
- newProg->program->bindAttributeLocation("textureCoordArray", QT_TEXTURE_COORDS_ATTR);
- if (newProg->useOpacityAttribute)
- newProg->program->bindAttributeLocation("opacityArray", QT_OPACITY_ATTR);
-
- newProg->program->link();
- if (!newProg->program->isLinked()) {
- QLatin1String none("none");
- QLatin1String br("\n");
- QString error;
- error = QLatin1String("Shader program failed to link,")
+ newProg = new QGLEngineShaderProg(prog);
+
+ // If the shader program's not found in the cache, create it now.
+ newProg->program = new QGLShaderProgram(ctxGuard.context(), this);
+ newProg->program->addShader(vertexShader);
+ newProg->program->addShader(fragShader);
+
+ // We have to bind the vertex attribute names before the program is linked:
+ newProg->program->bindAttributeLocation("vertexCoordsArray", QT_VERTEX_COORDS_ATTR);
+ if (newProg->useTextureCoords)
+ newProg->program->bindAttributeLocation("textureCoordArray", QT_TEXTURE_COORDS_ATTR);
+ if (newProg->useOpacityAttribute)
+ newProg->program->bindAttributeLocation("opacityArray", QT_OPACITY_ATTR);
+
+ newProg->program->link();
+ if (!newProg->program->isLinked()) {
+ QLatin1String none("none");
+ QLatin1String br("\n");
+ QString error;
+ error = QLatin1String("Shader program failed to link,")
#if defined(QT_DEBUG)
- + br
- + QLatin1String(" Shaders Used:") + br
- + QLatin1String(" ") + vertexShader->objectName() + QLatin1String(": ") + br
- + QLatin1String(vertexShader->sourceCode()) + br
- + QLatin1String(" ") + fragShader->objectName() + QLatin1String(": ") + br
- + QLatin1String(fragShader->sourceCode()) + br
+ + br
+ + QLatin1String(" Shaders Used:") + br
+ + QLatin1String(" ") + vertexShader->objectName() + QLatin1String(": ") + br
+ + QLatin1String(vertexShader->sourceCode()) + br
+ + QLatin1String(" ") + fragShader->objectName() + QLatin1String(": ") + br
+ + QLatin1String(fragShader->sourceCode()) + br
#endif
- + QLatin1String(" Error Log:\n")
- + QLatin1String(" ") + newProg->program->log();
- qWarning() << error;
- delete newProg; // Deletes the QGLShaderProgram in it's destructor
- newProg = 0;
- }
- else {
+ + QLatin1String(" Error Log:\n")
+ + QLatin1String(" ") + newProg->program->log();
+ qWarning() << error;
+ break;
+ }
if (cachedPrograms.count() > 30) {
// The cache is full, so delete the last 5 programs in the list.
// These programs will be least used, as a program us bumped to
@@ -323,6 +338,22 @@ QGLEngineShaderProg *QGLEngineSharedShaders::findProgramInCache(const QGLEngineS
}
cachedPrograms.insert(0, newProg);
+
+ success = true;
+ } while (false);
+
+ // Clean up everything if we weren't successful
+ if (!success) {
+ if (newProg) {
+ delete newProg; // Also deletes the QGLShaderProgram which in turn deletes the QGLShaders
+ newProg = 0;
+ }
+ else {
+ if (vertexShader)
+ delete vertexShader;
+ if (fragShader)
+ delete fragShader;
+ }
}
return newProg;
@@ -364,6 +395,9 @@ QGLEngineShaderManager::~QGLEngineShaderManager()
uint QGLEngineShaderManager::getUniformLocation(Uniform id)
{
+ if (!currentShaderProg)
+ return 0;
+
QVector<uint> &uniformLocations = currentShaderProg->uniformLocations;
if (uniformLocations.isEmpty())
uniformLocations.fill(GLuint(-1), NumUniforms);
@@ -406,6 +440,7 @@ void QGLEngineShaderManager::setDirty()
void QGLEngineShaderManager::setSrcPixelType(Qt::BrushStyle style)
{
+ Q_ASSERT(style != Qt::NoBrush);
if (srcPixelType == PixelSrcType(style))
return;
@@ -467,7 +502,10 @@ void QGLEngineShaderManager::removeCustomStage()
QGLShaderProgram* QGLEngineShaderManager::currentProgram()
{
- return currentShaderProg->program;
+ if (currentShaderProg)
+ return currentShaderProg->program;
+ else
+ return simpleProgram();
}
QGLShaderProgram* QGLEngineShaderManager::simpleProgram()
diff --git a/src/opengl/gl2paintengineex/qglengineshadersource_p.h b/src/opengl/gl2paintengineex/qglengineshadersource_p.h
index 2407979..46de124 100644
--- a/src/opengl/gl2paintengineex/qglengineshadersource_p.h
+++ b/src/opengl/gl2paintengineex/qglengineshadersource_p.h
@@ -99,12 +99,15 @@ static const char* const qglslMainWithTexCoordsAndOpacityVertexShader = "\
opacity = opacityArray; \
}";
+// NOTE: We let GL do the perspective correction so texture lookups in the fragment
+// shader are also perspective corrected.
static const char* const qglslPositionOnlyVertexShader = "\
- attribute highp vec4 vertexCoordsArray;\
- uniform highp mat4 pmvMatrix;\
+ attribute highp vec2 vertexCoordsArray;\
+ uniform highp mat3 pmvMatrix;\
void setPosition(void)\
{\
- gl_Position = pmvMatrix * vertexCoordsArray;\
+ vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \
+ gl_Position = vec4(transformedPos.xy, 0.0, transformedPos.z); \
}";
static const char* const qglslUntransformedPositionVertexShader = "\
@@ -116,20 +119,19 @@ static const char* const qglslUntransformedPositionVertexShader = "\
// Pattern Brush - This assumes the texture size is 8x8 and thus, the inverted size is 0.125
static const char* const qglslPositionWithPatternBrushVertexShader = "\
- attribute highp vec4 vertexCoordsArray; \
- uniform highp mat4 pmvMatrix; \
+ attribute highp vec2 vertexCoordsArray; \
+ uniform highp mat3 pmvMatrix; \
uniform mediump vec2 halfViewportSize; \
uniform highp vec2 invertedTextureSize; \
uniform highp mat3 brushTransform; \
varying highp vec2 patternTexCoords; \
void setPosition(void) { \
- gl_Position = pmvMatrix * vertexCoordsArray;\
- gl_Position.xy = gl_Position.xy / gl_Position.w; \
+ vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \
+ gl_Position.xy = transformedPos.xy / transformedPos.z; \
mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \
- mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \
+ mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1.0); \
mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \
- gl_Position.xy = gl_Position.xy * invertedHTexCoordsZ; \
- gl_Position.w = invertedHTexCoordsZ; \
+ gl_Position = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); \
patternTexCoords.xy = (hTexCoords.xy * 0.125) * invertedHTexCoordsZ; \
}";
@@ -147,20 +149,19 @@ static const char* const qglslPatternBrushSrcFragmentShader = "\
// Linear Gradient Brush
static const char* const qglslPositionWithLinearGradientBrushVertexShader = "\
- attribute highp vec4 vertexCoordsArray; \
- uniform highp mat4 pmvMatrix; \
+ attribute highp vec2 vertexCoordsArray; \
+ uniform highp mat3 pmvMatrix; \
uniform mediump vec2 halfViewportSize; \
uniform highp vec3 linearData; \
uniform highp mat3 brushTransform; \
varying mediump float index; \
void setPosition() { \
- gl_Position = pmvMatrix * vertexCoordsArray;\
- gl_Position.xy = gl_Position.xy / gl_Position.w; \
+ vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \
+ gl_Position.xy = transformedPos.xy / transformedPos.z; \
mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \
mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \
mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \
- gl_Position.xy = gl_Position.xy * invertedHTexCoordsZ; \
- gl_Position.w = invertedHTexCoordsZ; \
+ gl_Position = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); \
index = (dot(linearData.xy, hTexCoords.xy) * linearData.z) * invertedHTexCoordsZ; \
}";
@@ -178,20 +179,19 @@ static const char* const qglslLinearGradientBrushSrcFragmentShader = "\
// Conical Gradient Brush
static const char* const qglslPositionWithConicalGradientBrushVertexShader = "\
- attribute highp vec4 vertexCoordsArray;\
- uniform highp mat4 pmvMatrix;\
+ attribute highp vec2 vertexCoordsArray;\
+ uniform highp mat3 pmvMatrix;\
uniform mediump vec2 halfViewportSize; \
uniform highp mat3 brushTransform; \
varying highp vec2 A; \
void setPosition(void)\
{\
- gl_Position = pmvMatrix * vertexCoordsArray;\
- gl_Position.xy = gl_Position.xy / gl_Position.w; \
+ vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \
+ gl_Position.xy = transformedPos.xy / transformedPos.z; \
mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \
mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \
mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \
- gl_Position.xy = gl_Position.xy * invertedHTexCoordsZ; \
- gl_Position.w = invertedHTexCoordsZ; \
+ gl_Position = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); \
A = hTexCoords.xy * invertedHTexCoordsZ; \
}";
@@ -215,8 +215,8 @@ static const char* const qglslConicalGradientBrushSrcFragmentShader = "\n\
// Radial Gradient Brush
static const char* const qglslPositionWithRadialGradientBrushVertexShader = "\
- attribute highp vec4 vertexCoordsArray;\
- uniform highp mat4 pmvMatrix;\
+ attribute highp vec2 vertexCoordsArray;\
+ uniform highp mat3 pmvMatrix;\
uniform mediump vec2 halfViewportSize; \
uniform highp mat3 brushTransform; \
uniform highp vec2 fmp; \
@@ -224,13 +224,12 @@ static const char* const qglslPositionWithRadialGradientBrushVertexShader = "\
varying highp vec2 A; \
void setPosition(void) \
{\
- gl_Position = pmvMatrix * vertexCoordsArray;\
- gl_Position.xy = gl_Position.xy / gl_Position.w; \
+ vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \
+ gl_Position.xy = transformedPos.xy / transformedPos.z; \
mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \
mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \
mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \
- gl_Position.xy = gl_Position.xy * invertedHTexCoordsZ; \
- gl_Position.w = invertedHTexCoordsZ; \
+ gl_Position = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); \
A = hTexCoords.xy * invertedHTexCoordsZ; \
b = 2.0 * dot(A, fmp); \
}";
@@ -253,20 +252,19 @@ static const char* const qglslRadialGradientBrushSrcFragmentShader = "\
// Texture Brush
static const char* const qglslPositionWithTextureBrushVertexShader = "\
- attribute highp vec4 vertexCoordsArray; \
- uniform highp mat4 pmvMatrix; \
+ attribute highp vec2 vertexCoordsArray; \
+ uniform highp mat3 pmvMatrix; \
uniform mediump vec2 halfViewportSize; \
uniform highp vec2 invertedTextureSize; \
uniform highp mat3 brushTransform; \
varying highp vec2 textureCoords; \
void setPosition(void) { \
- gl_Position = pmvMatrix * vertexCoordsArray;\
- gl_Position.xy = gl_Position.xy / gl_Position.w; \
+ vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \
+ gl_Position.xy = transformedPos.xy / transformedPos.z; \
mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \
mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \
mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \
- gl_Position.xy = gl_Position.xy * invertedHTexCoordsZ; \
- gl_Position.w = invertedHTexCoordsZ; \
+ gl_Position = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); \
textureCoords.xy = (hTexCoords.xy * invertedTextureSize) * gl_Position.w; \
}";
diff --git a/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp b/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp
index f9c41b1..abe52fe 100644
--- a/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp
+++ b/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp
@@ -387,19 +387,25 @@ inline QColor qt_premultiplyColor(QColor c, GLfloat opacity)
}
-void QGL2PaintEngineExPrivate::setBrush(const QBrush* brush)
+void QGL2PaintEngineExPrivate::setBrush(const QBrush& brush)
{
+ Q_ASSERT(brush.style() != Qt::NoBrush);
+
+ if (qbrush_fast_equals(currentBrush, brush))
+ return;
+
currentBrush = brush;
+
brushTextureDirty = true;
brushUniformsDirty = true;
- if (currentBrush->style() == Qt::TexturePattern
- && qHasPixmapTexture(*brush) && brush->texture().isQBitmap())
+ if (currentBrush.style() == Qt::TexturePattern
+ && qHasPixmapTexture(brush) && brush.texture().isQBitmap())
{
shaderManager->setSrcPixelType(QGLEngineShaderManager::TextureSrcWithPattern);
} else {
- shaderManager->setSrcPixelType(currentBrush->style());
+ shaderManager->setSrcPixelType(currentBrush.style());
}
- shaderManager->optimiseForBrushTransform(currentBrush->transform());
+ shaderManager->optimiseForBrushTransform(currentBrush.transform());
}
@@ -421,7 +427,7 @@ void QGL2PaintEngineExPrivate::updateBrushTexture()
{
Q_Q(QGL2PaintEngineEx);
// qDebug("QGL2PaintEngineExPrivate::updateBrushTexture()");
- Qt::BrushStyle style = currentBrush->style();
+ Qt::BrushStyle style = currentBrush.style();
if ( (style >= Qt::Dense1Pattern) && (style <= Qt::DiagCrossPattern) ) {
// Get the image data for the pattern
@@ -434,7 +440,7 @@ void QGL2PaintEngineExPrivate::updateBrushTexture()
else if (style >= Qt::LinearGradientPattern && style <= Qt::ConicalGradientPattern) {
// Gradiant brush: All the gradiants use the same texture
- const QGradient* g = currentBrush->gradient();
+ const QGradient* g = currentBrush.gradient();
// We apply global opacity in the fragment shaders, so we always pass 1.0
// for opacity to the cache.
@@ -451,7 +457,7 @@ void QGL2PaintEngineExPrivate::updateBrushTexture()
updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE, q->state()->renderHints & QPainter::SmoothPixmapTransform);
}
else if (style == Qt::TexturePattern) {
- const QPixmap& texPixmap = currentBrush->texture();
+ const QPixmap& texPixmap = currentBrush.texture();
glActiveTexture(GL_TEXTURE0 + QT_BRUSH_TEXTURE_UNIT);
QGLTexture *tex = ctx->d_func()->bindTexture(texPixmap, GL_TEXTURE_2D, GL_RGBA, QGLContext::InternalBindOption);
@@ -465,15 +471,15 @@ void QGL2PaintEngineExPrivate::updateBrushTexture()
void QGL2PaintEngineExPrivate::updateBrushUniforms()
{
// qDebug("QGL2PaintEngineExPrivate::updateBrushUniforms()");
- Qt::BrushStyle style = currentBrush->style();
+ Qt::BrushStyle style = currentBrush.style();
if (style == Qt::NoBrush)
return;
- QTransform brushQTransform = currentBrush->transform();
+ QTransform brushQTransform = currentBrush.transform();
if (style == Qt::SolidPattern) {
- QColor col = qt_premultiplyColor(currentBrush->color(), (GLfloat)q->state()->opacity);
+ QColor col = qt_premultiplyColor(currentBrush.color(), (GLfloat)q->state()->opacity);
shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::FragmentColor), col);
}
else {
@@ -481,7 +487,7 @@ void QGL2PaintEngineExPrivate::updateBrushUniforms()
QPointF translationPoint;
if (style <= Qt::DiagCrossPattern) {
- QColor col = qt_premultiplyColor(currentBrush->color(), (GLfloat)q->state()->opacity);
+ QColor col = qt_premultiplyColor(currentBrush.color(), (GLfloat)q->state()->opacity);
shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::PatternColor), col);
@@ -489,7 +495,7 @@ void QGL2PaintEngineExPrivate::updateBrushUniforms()
shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::HalfViewportSize), halfViewportSize);
}
else if (style == Qt::LinearGradientPattern) {
- const QLinearGradient *g = static_cast<const QLinearGradient *>(currentBrush->gradient());
+ const QLinearGradient *g = static_cast<const QLinearGradient *>(currentBrush.gradient());
QPointF realStart = g->start();
QPointF realFinal = g->finalStop();
@@ -509,7 +515,7 @@ void QGL2PaintEngineExPrivate::updateBrushUniforms()
shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::HalfViewportSize), halfViewportSize);
}
else if (style == Qt::ConicalGradientPattern) {
- const QConicalGradient *g = static_cast<const QConicalGradient *>(currentBrush->gradient());
+ const QConicalGradient *g = static_cast<const QConicalGradient *>(currentBrush.gradient());
translationPoint = g->center();
GLfloat angle = -(g->angle() * 2 * Q_PI) / 360.0;
@@ -520,7 +526,7 @@ void QGL2PaintEngineExPrivate::updateBrushUniforms()
shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::HalfViewportSize), halfViewportSize);
}
else if (style == Qt::RadialGradientPattern) {
- const QRadialGradient *g = static_cast<const QRadialGradient *>(currentBrush->gradient());
+ const QRadialGradient *g = static_cast<const QRadialGradient *>(currentBrush.gradient());
QPointF realCenter = g->center();
QPointF realFocal = g->focalPoint();
qreal realRadius = g->radius();
@@ -538,10 +544,10 @@ void QGL2PaintEngineExPrivate::updateBrushUniforms()
shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::HalfViewportSize), halfViewportSize);
}
else if (style == Qt::TexturePattern) {
- const QPixmap& texPixmap = currentBrush->texture();
+ const QPixmap& texPixmap = currentBrush.texture();
- if (qHasPixmapTexture(*currentBrush) && currentBrush->texture().isQBitmap()) {
- QColor col = qt_premultiplyColor(currentBrush->color(), (GLfloat)q->state()->opacity);
+ if (qHasPixmapTexture(currentBrush) && currentBrush.texture().isQBitmap()) {
+ QColor col = qt_premultiplyColor(currentBrush.color(), (GLfloat)q->state()->opacity);
shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::PatternColor), col);
}
@@ -562,7 +568,7 @@ void QGL2PaintEngineExPrivate::updateBrushUniforms()
QTransform gl_to_qt(1, 0, 0, -1, 0, height);
QTransform inv_matrix;
if (style == Qt::TexturePattern && textureInvertedY == -1)
- inv_matrix = gl_to_qt * (QTransform(1, 0, 0, -1, 0, currentBrush->texture().height()) * brushQTransform * matrix).inverted() * translate;
+ inv_matrix = gl_to_qt * (QTransform(1, 0, 0, -1, 0, currentBrush.texture().height()) * brushQTransform * matrix).inverted() * translate;
else
inv_matrix = gl_to_qt * (brushQTransform * matrix).inverted() * translate;
@@ -578,37 +584,37 @@ void QGL2PaintEngineExPrivate::updateMatrix()
{
// qDebug("QGL2PaintEngineExPrivate::updateMatrix()");
- // We set up the 4x4 transformation matrix on the vertex shaders to
- // be the equivalent of glOrtho(0, w, h, 0, -1, 1) * transform:
+ const QTransform& transform = q->state()->matrix;
+
+ // The projection matrix converts from Qt's coordinate system to GL's coordinate system
+ // * GL's viewport is 2x2, Qt's is width x height
+ // * GL has +y -> -y going from bottom -> top, Qt is the other way round
+ // * GL has [0,0] in the center, Qt has it in the top-left
//
- // | 2/width 0 0 -1 | | m11 m21 0 dx |
- // | 0 -2/height 0 1 | | m12 m22 0 dy |
- // | 0 0 -1 0 | * | 0 0 1 0 |
- // | 0 0 0 1 | | m13 m23 0 m33 |
+ // This results in the Projection matrix below, which is multiplied by the painter's
+ // transformation matrix, as shown below:
//
- // We expand out the multiplication to save the cost of a full 4x4
- // matrix multiplication as most of the components are trivial.
- const QTransform& transform = q->state()->matrix;
+ // Projection Matrix Painter Transform
+ // ------------------------------------------------ ------------------------
+ // | 2.0 / width | 0.0 | -1.0 | | m11 | m21 | dx |
+ // | 0.0 | -2.0 / height | 1.0 | * | m12 | m22 | dy |
+ // | 0.0 | 0.0 | 1.0 | | m13 | m23 | m33 |
+ // ------------------------------------------------ ------------------------
+ //
+ // NOTE: The resultant matrix is also transposed, as GL expects column-major matracies
+
+ const GLfloat wfactor = 2.0f / width;
+ const GLfloat hfactor = -2.0f / height;
- qreal wfactor = 2.0 / width;
- qreal hfactor = -2.0 / height;
-
- pmvMatrix[0][0] = wfactor * transform.m11() - transform.m13();
- pmvMatrix[0][1] = hfactor * transform.m12() + transform.m13();
- pmvMatrix[0][2] = 0.0;
- pmvMatrix[0][3] = transform.m13();
- pmvMatrix[1][0] = wfactor * transform.m21() - transform.m23();
- pmvMatrix[1][1] = hfactor * transform.m22() + transform.m23();
- pmvMatrix[1][2] = 0.0;
- pmvMatrix[1][3] = transform.m23();
- pmvMatrix[2][0] = 0.0;
- pmvMatrix[2][1] = 0.0;
- pmvMatrix[2][2] = -1.0;
- pmvMatrix[2][3] = 0.0;
- pmvMatrix[3][0] = wfactor * transform.dx() - transform.m33();
- pmvMatrix[3][1] = hfactor * transform.dy() + transform.m33();
- pmvMatrix[3][2] = 0.0;
- pmvMatrix[3][3] = transform.m33();
+ pmvMatrix[0][0] = (wfactor * transform.m11()) - transform.m13();
+ pmvMatrix[1][0] = (wfactor * transform.m21()) - transform.m23();
+ pmvMatrix[2][0] = (wfactor * transform.dx() ) - transform.m33();
+ pmvMatrix[0][1] = (hfactor * transform.m12()) + transform.m13();
+ pmvMatrix[1][1] = (hfactor * transform.m22()) + transform.m23();
+ pmvMatrix[2][1] = (hfactor * transform.dy() ) + transform.m33();
+ pmvMatrix[0][2] = transform.m13();
+ pmvMatrix[1][2] = transform.m23();
+ pmvMatrix[2][2] = transform.m33();
// 1/10000 == 0.0001, so we have good enough res to cover curves
// that span the entire widget...
@@ -876,7 +882,7 @@ void QGL2PaintEngineExPrivate::fill(const QVectorPath& path)
// Check to see if there's any hints
if (path.shape() == QVectorPath::RectangleHint) {
QGLRect rect(points[0].x(), points[0].y(), points[2].x(), points[2].y());
- prepareForDraw(currentBrush->isOpaque());
+ prepareForDraw(currentBrush.isOpaque());
composite(rect);
} else if (path.isConvex()) {
@@ -931,7 +937,7 @@ void QGL2PaintEngineExPrivate::fill(const QVectorPath& path)
#endif
}
- prepareForDraw(currentBrush->isOpaque());
+ prepareForDraw(currentBrush.isOpaque());
glEnableVertexAttribArray(QT_VERTEX_COORDS_ATTR);
#ifdef QT_OPENGL_CACHE_AS_VBOS
glBindBuffer(GL_ARRAY_BUFFER, cache->vbo);
@@ -948,7 +954,7 @@ void QGL2PaintEngineExPrivate::fill(const QVectorPath& path)
path.makeCacheable();
vertexCoordinateArray.clear();
vertexCoordinateArray.addPath(path, inverseScale, false);
- prepareForDraw(currentBrush->isOpaque());
+ prepareForDraw(currentBrush.isOpaque());
drawVertexArrays(vertexCoordinateArray, GL_TRIANGLE_FAN);
}
@@ -1019,7 +1025,7 @@ void QGL2PaintEngineExPrivate::fill(const QVectorPath& path)
#endif
}
- prepareForDraw(currentBrush->isOpaque());
+ prepareForDraw(currentBrush.isOpaque());
glEnableVertexAttribArray(QT_VERTEX_COORDS_ATTR);
#ifdef QT_OPENGL_CACHE_AS_VBOS
glBindBuffer(GL_ARRAY_BUFFER, cache->vbo);
@@ -1059,7 +1065,7 @@ void QGL2PaintEngineExPrivate::fill(const QVectorPath& path)
glStencilFunc(GL_NOTEQUAL, 0, GL_STENCIL_HIGH_BIT);
}
- prepareForDraw(currentBrush->isOpaque());
+ prepareForDraw(currentBrush.isOpaque());
if (inRenderText)
prepareDepthRangeForRenderText();
@@ -1257,10 +1263,10 @@ bool QGL2PaintEngineExPrivate::prepareForDraw(bool srcPixelsAreOpaque)
: QGLEngineShaderManager::NoOpacity;
if (stateHasOpacity && (mode != ImageDrawingMode)) {
// Using a brush
- bool brushIsPattern = (currentBrush->style() >= Qt::Dense1Pattern) &&
- (currentBrush->style() <= Qt::DiagCrossPattern);
+ bool brushIsPattern = (currentBrush.style() >= Qt::Dense1Pattern) &&
+ (currentBrush.style() <= Qt::DiagCrossPattern);
- if ((currentBrush->style() == Qt::SolidPattern) || brushIsPattern)
+ if ((currentBrush.style() == Qt::SolidPattern) || brushIsPattern)
opacityMode = QGLEngineShaderManager::NoOpacity; // Global opacity handled by srcPixel shader
}
}
@@ -1388,7 +1394,7 @@ void QGL2PaintEngineEx::fill(const QVectorPath &path, const QBrush &brush)
d->matrixDirty = true;
}
- d->setBrush(&brush);
+ d->setBrush(brush);
d->fill(path);
if (doOffset) {
@@ -1427,7 +1433,7 @@ void QGL2PaintEngineEx::stroke(const QVectorPath &path, const QPen &pen)
}
bool opaque = penBrush.isOpaque() && s->opacity > 0.99;
- d->setBrush(&penBrush);
+ d->setBrush(penBrush);
d->transferMode(BrushDrawingMode);
// updateMatrix() is responsible for setting the inverse scale on
@@ -1706,7 +1712,7 @@ void QGL2PaintEngineExPrivate::drawCachedGlyphs(const QPointF &p, QFontEngineGly
glVertexAttribPointer(QT_TEXTURE_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, textureCoordinateArray.data());
QBrush pensBrush = q->state()->pen.brush();
- setBrush(&pensBrush);
+ setBrush(pensBrush);
if (inRenderText)
prepareDepthRangeForRenderText();
@@ -1751,7 +1757,7 @@ void QGL2PaintEngineExPrivate::drawCachedGlyphs(const QPointF &p, QFontEngineGly
q->state()->opacity = 1;
opacityUniformDirty = true;
pensBrush = Qt::white;
- setBrush(&pensBrush);
+ setBrush(pensBrush);
}
compositionModeDirty = false; // I can handle this myself, thank you very much
@@ -1772,7 +1778,7 @@ void QGL2PaintEngineExPrivate::drawCachedGlyphs(const QPointF &p, QFontEngineGly
q->state()->opacity = oldOpacity;
opacityUniformDirty = true;
pensBrush = q->state()->pen.brush();
- setBrush(&pensBrush);
+ setBrush(pensBrush);
}
compositionModeDirty = false;
@@ -1917,6 +1923,7 @@ bool QGL2PaintEngineEx::begin(QPaintDevice *pdev)
d->opacityUniformDirty = true;
d->needsSync = true;
d->use_system_clip = !systemClip().isEmpty();
+ d->currentBrush = QBrush();
d->dirtyStencilRegion = QRect(0, 0, d->width, d->height);
d->stencilClean = true;
diff --git a/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h b/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h
index 844d42b..c78b011 100644
--- a/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h
+++ b/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h
@@ -171,7 +171,6 @@ public:
q(q_ptr),
width(0), height(0),
ctx(0),
- currentBrush(0),
inverseScale(1),
shaderManager(0),
inRenderText(false)
@@ -185,7 +184,7 @@ public:
void updateCompositionMode();
void updateTextureFilter(GLenum target, GLenum wrapMode, bool smoothPixmapTransform, GLuint id = -1);
- void setBrush(const QBrush* brush);
+ void setBrush(const QBrush& brush);
void transferMode(EngineMode newMode);
void resetGLState();
@@ -244,7 +243,7 @@ public:
QRect currentScissorBounds;
uint maxClip;
- const QBrush* currentBrush; // May not be the state's brush!
+ QBrush currentBrush; // May not be the state's brush!
GLfloat inverseScale;
@@ -255,7 +254,7 @@ public:
GLfloat staticVertexCoordinateArray[8];
GLfloat staticTextureCoordinateArray[8];
- GLfloat pmvMatrix[4][4];
+ GLfloat pmvMatrix[3][3];
QGLEngineShaderManager* shaderManager;
@@ -291,10 +290,7 @@ public:
QScopedPointer<QPixmapFilter> convolutionFilter;
QScopedPointer<QPixmapFilter> colorizeFilter;
QScopedPointer<QPixmapFilter> blurFilter;
- QScopedPointer<QPixmapFilter> animationBlurFilter;
- QScopedPointer<QPixmapFilter> fastBlurFilter;
QScopedPointer<QPixmapFilter> dropShadowFilter;
- QScopedPointer<QPixmapFilter> fastDropShadowFilter;
QSet<QVectorPath::CacheEntry *> pathCaches;
QVector<GLuint> unusedVBOSToClean;
diff --git a/src/opengl/gl2paintengineex/qtriangulatingstroker.cpp b/src/opengl/gl2paintengineex/qtriangulatingstroker.cpp
index 6082f49..395b8a3 100644
--- a/src/opengl/gl2paintengineex/qtriangulatingstroker.cpp
+++ b/src/opengl/gl2paintengineex/qtriangulatingstroker.cpp
@@ -62,8 +62,14 @@ void QTriangulatingStroker::endCapOrJoinClosed(const qreal *start, const qreal *
endCap(cur);
}
int count = m_vertices.size();
- m_vertices.add(m_vertices.at(count-2));
- m_vertices.add(m_vertices.at(count-1));
+
+ // Copy the (x, y) values because QDataBuffer::add(const float& t)
+ // may resize the buffer, which will leave t pointing at the
+ // previous buffer's memory region if we don't copy first.
+ float x = m_vertices.at(count-2);
+ float y = m_vertices.at(count-1);
+ m_vertices.add(x);
+ m_vertices.add(y);
}