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authorSamuel Rødal <sroedal@trolltech.com>2009-06-05 09:47:32 (GMT)
committerSamuel Rødal <sroedal@trolltech.com>2009-06-09 10:48:11 (GMT)
commitd6f171c9baa61858aea0db36fd8b1bd3219ffd0b (patch)
treebc2aa254f61623f0d7478ca12f1b1f8b714c8de8 /src/opengl
parent2de2018a33ea45b32963378bb4f7ef24cd181485 (diff)
downloadQt-d6f171c9baa61858aea0db36fd8b1bd3219ffd0b.zip
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Improved clipping in GL2 paint engine.
Use the stencil method to draw clip paths and regions to the Z-buffer instead of using glClear / glScissor. Using different depth values for the various clip parts also makes restore() very cheap when only IntersectClip is used. As an additional bonus this patch gives antialiased clip in the GL 2 paint engine. Task-number: 254658 Reviewed-by: Trond
Diffstat (limited to 'src/opengl')
-rw-r--r--src/opengl/gl2paintengineex/qglengineshadermanager.cpp3
-rw-r--r--src/opengl/gl2paintengineex/qglengineshadersource_p.h14
-rw-r--r--src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp374
-rw-r--r--src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h25
4 files changed, 246 insertions, 170 deletions
diff --git a/src/opengl/gl2paintengineex/qglengineshadermanager.cpp b/src/opengl/gl2paintengineex/qglengineshadermanager.cpp
index ea57fdf..5c541d0 100644
--- a/src/opengl/gl2paintengineex/qglengineshadermanager.cpp
+++ b/src/opengl/gl2paintengineex/qglengineshadermanager.cpp
@@ -157,6 +157,7 @@ QGLEngineShaderManager::QGLEngineShaderManager(QGLContext* context)
simpleShaderProg->addShader(compiledShaders[PositionOnlyVertexShader]);
simpleShaderProg->addShader(compiledShaders[MainFragmentShader]);
simpleShaderProg->addShader(compiledShaders[ShockingPinkSrcFragmentShader]);
+ simpleShaderProg->bindAttributeLocation("vertexCoordsArray", QT_VERTEX_COORDS_ATTR);
simpleShaderProg->link();
if (!simpleShaderProg->isLinked()) {
qCritical() << "Errors linking simple shader:"
@@ -444,7 +445,7 @@ bool QGLEngineShaderManager::useCorrectShaderProg()
requiredProgram.program->addShader(requiredProgram.compositionFragShader);
// We have to bind the vertex attribute names before the program is linked:
- requiredProgram.program->bindAttributeLocation("inputVertex", QT_VERTEX_COORDS_ATTR);
+ requiredProgram.program->bindAttributeLocation("vertexCoordsArray", QT_VERTEX_COORDS_ATTR);
if (useTextureCoords)
requiredProgram.program->bindAttributeLocation("textureCoordArray", QT_TEXTURE_COORDS_ATTR);
diff --git a/src/opengl/gl2paintengineex/qglengineshadersource_p.h b/src/opengl/gl2paintengineex/qglengineshadersource_p.h
index 920d0bc..70cc67e 100644
--- a/src/opengl/gl2paintengineex/qglengineshadersource_p.h
+++ b/src/opengl/gl2paintengineex/qglengineshadersource_p.h
@@ -84,16 +84,20 @@ static const char* const qglslMainWithTexCoordsVertexShader = "\
static const char* const qglslPositionOnlyVertexShader = "\
attribute highp vec4 vertexCoordsArray;\
uniform highp mat4 pmvMatrix;\
+ uniform highp float depth;\
void setPosition(void)\
{\
gl_Position = pmvMatrix * vertexCoordsArray;\
+ gl_Position.z = depth;\
}";
static const char* const qglslUntransformedPositionVertexShader = "\
attribute highp vec4 vertexCoordsArray;\
+ uniform highp float depth;\
void setPosition(void)\
{\
gl_Position = vertexCoordsArray;\
+ gl_Position.z = depth;\
}";
// Pattern Brush - This assumes the texture size is 8x8 and thus, the inverted size is 0.125
@@ -104,9 +108,11 @@ static const char* const qglslPositionWithPatternBrushVertexShader = "\
uniform mediump vec2 invertedTextureSize; \
uniform mediump mat3 brushTransform; \
varying mediump vec2 patternTexCoords; \
+ uniform highp float depth;\
void setPosition(void) { \
gl_Position = pmvMatrix * vertexCoordsArray;\
gl_Position.xy = gl_Position.xy / gl_Position.w; \
+ gl_Position.z = depth;\
mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \
mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \
mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \
@@ -136,9 +142,11 @@ static const char* const qglslPositionWithLinearGradientBrushVertexShader = "\
uniform highp vec3 linearData; \
uniform highp mat3 brushTransform; \
varying mediump float index ; \
+ uniform highp float depth;\
void setPosition() { \
gl_Position = pmvMatrix * vertexCoordsArray;\
gl_Position.xy = gl_Position.xy / gl_Position.w; \
+ gl_Position.z = depth;\
mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \
mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \
mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \
@@ -166,10 +174,12 @@ static const char* const qglslPositionWithConicalGradientBrushVertexShader = "\
uniform mediump vec2 halfViewportSize; \
uniform highp mat3 brushTransform; \
varying highp vec2 A; \
+ uniform highp float depth;\
void setPosition(void)\
{\
gl_Position = pmvMatrix * vertexCoordsArray;\
gl_Position.xy = gl_Position.xy / gl_Position.w; \
+ gl_Position.z = depth; \
mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \
mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \
mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \
@@ -205,10 +215,12 @@ static const char* const qglslPositionWithRadialGradientBrushVertexShader = "\
uniform highp vec2 fmp; \
varying highp float b; \
varying highp vec2 A; \
+ uniform highp float depth;\
void setPosition(void) \
{\
gl_Position = pmvMatrix * vertexCoordsArray;\
gl_Position.xy = gl_Position.xy / gl_Position.w; \
+ gl_Position.z = depth; \
mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \
mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \
mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \
@@ -242,9 +254,11 @@ static const char* const qglslPositionWithTextureBrushVertexShader = "\
uniform mediump vec2 invertedTextureSize; \
uniform mediump mat3 brushTransform; \
varying mediump vec2 brushTextureCoords; \
+ uniform highp float depth;\
void setPosition(void) { \
gl_Position = pmvMatrix * vertexCoordsArray;\
gl_Position.xy = gl_Position.xy / gl_Position.w; \
+ gl_Position.z = depth; \
mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \
mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \
mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \
diff --git a/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp b/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp
index 868adcf..fae3045 100644
--- a/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp
+++ b/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp
@@ -183,8 +183,8 @@ void QGLTextureGlyphCache::resizeTextureData(int width, int height)
pex->transferMode(BrushDrawingMode);
- glDisable(GL_SCISSOR_TEST);
glDisable(GL_DEPTH_TEST);
+ glDisable(GL_SCISSOR_TEST);
glViewport(0, 0, oldWidth, oldHeight);
@@ -217,7 +217,7 @@ void QGLTextureGlyphCache::resizeTextureData(int width, int height)
glBindFramebuffer(GL_FRAMEBUFFER_EXT, ctx->d_ptr->current_fbo);
glViewport(0, 0, pex->width, pex->height);
- pex->updateDepthClip();
+ pex->updateDepthScissorTest();
}
void QGLTextureGlyphCache::fillTexture(const Coord &c, glyph_t glyph)
@@ -297,6 +297,11 @@ void QGL2PaintEngineExPrivate::useSimpleShader()
shaderManager->simpleProgram()->setUniformValue("pmvMatrix", pmvMatrix);
simpleShaderMatrixUniformDirty = false;
}
+
+ if (simpleShaderDepthUniformDirty) {
+ shaderManager->simpleProgram()->setUniformValue("depth", (GLfloat)q->state()->currentDepth);
+ simpleShaderDepthUniformDirty = false;
+ }
}
@@ -709,6 +714,7 @@ 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) {
@@ -739,13 +745,13 @@ void QGL2PaintEngineExPrivate::fill(const QVectorPath& path)
void QGL2PaintEngineExPrivate::fillStencilWithVertexArray(QGL2PEXVertexArray& vertexArray, bool useWindingFill)
{
// qDebug("QGL2PaintEngineExPrivate::fillStencilWithVertexArray()");
- if (stencilBuferDirty) {
+ 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);
- stencilBuferDirty = false;
+ stencilBufferDirty = false;
}
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); // Disable color writes
@@ -843,6 +849,7 @@ void QGL2PaintEngineExPrivate::prepareForDraw(bool srcPixelsAreOpaque)
// The shader program has changed so mark all uniforms as dirty:
brushUniformsDirty = true;
shaderMatrixUniformDirty = true;
+ depthUniformDirty = true;
}
if (brushUniformsDirty && mode != ImageDrawingMode)
@@ -853,6 +860,11 @@ void QGL2PaintEngineExPrivate::prepareForDraw(bool srcPixelsAreOpaque)
shaderMatrixUniformDirty = false;
}
+ if (depthUniformDirty) {
+ shaderManager->currentProgram()->setUniformValue("depth", (GLfloat)q->state()->currentDepth);
+ depthUniformDirty = false;
+ }
+
if (useGlobalOpacityUniform)
shaderManager->currentProgram()->setUniformValue("globalOpacity", (GLfloat)q->state()->opacity);
}
@@ -1062,7 +1074,6 @@ void QGL2PaintEngineExPrivate::drawCachedGlyphs(const QPointF &p, const QTextIte
matrix.translate(p.x(), p.y());
ti.fontEngine->getGlyphPositions(ti.glyphs, matrix, ti.flags, glyphs, positions);
-
QFontEngineGlyphCache::Type glyphType = ti.fontEngine->glyphFormat >= 0
? QFontEngineGlyphCache::Type(ti.fontEngine->glyphFormat)
: QFontEngineGlyphCache::Raster_A8;
@@ -1146,6 +1157,7 @@ bool QGL2PaintEngineEx::begin(QPaintDevice *pdev)
}
d->ctx->d_ptr->active_engine = this;
+ d->last_created_state = 0;
d->drawable.makeCurrent();
QSize sz = d->drawable.size();
@@ -1172,12 +1184,16 @@ bool QGL2PaintEngineEx::begin(QPaintDevice *pdev)
d->brushUniformsDirty = true;
d->matrixDirty = true;
d->compositionModeDirty = true;
- d->stencilBuferDirty = true;
+ d->stencilBufferDirty = true;
+ d->simpleShaderDepthUniformDirty = true;
+ d->depthUniformDirty = true;
d->use_system_clip = !systemClip().isEmpty();
glDisable(GL_DEPTH_TEST);
glDisable(GL_SCISSOR_TEST);
+ glDepthFunc(GL_LEQUAL);
+ glDepthMask(false);
QGLPixmapData *source = d->drawable.copyOnBegin();
if (d->drawable.context()->d_func()->clear_on_painter_begin && d->drawable.autoFillBackground()) {
@@ -1201,7 +1217,7 @@ bool QGL2PaintEngineEx::begin(QPaintDevice *pdev)
d->drawTexture(QRectF(rect), QRectF(rect), rect.size(), true);
}
- updateClipRegion(QRegion(), Qt::NoClip);
+ d->systemStateChanged();
return true;
}
@@ -1245,260 +1261,296 @@ void QGL2PaintEngineEx::ensureActive()
ctx->d_ptr->active_engine = this;
glDisable(GL_DEPTH_TEST);
- glDisable(GL_SCISSOR_TEST);
glViewport(0, 0, d->width, d->height);
+
setState(state());
- d->updateDepthClip();
}
}
+void QGL2PaintEngineExPrivate::updateDepthScissorTest()
+{
+ Q_Q(QGL2PaintEngineEx);
+ if (q->state()->depthTestEnabled)
+ glEnable(GL_DEPTH_TEST);
+ else
+ glDisable(GL_DEPTH_TEST);
-/////////////////////////////////// State/Clipping stolen from QOpenGLPaintEngine //////////////////////////////////////////
+ if (q->state()->scissorTestEnabled)
+ glEnable(GL_SCISSOR_TEST);
+ else
+ glDisable(GL_SCISSOR_TEST);
+}
void QGL2PaintEngineEx::clipEnabledChanged()
{
Q_D(QGL2PaintEngineEx);
- d->updateDepthClip();
+ d->simpleShaderDepthUniformDirty = true;
+ d->depthUniformDirty = true;
+
+ if (painter()->hasClipping()) {
+ d->regenerateDepthClip();
+ } else {
+ if (d->use_system_clip) {
+ state()->currentDepth = -0.5f;
+ } else {
+ glDisable(GL_DEPTH_TEST);
+ state()->depthTestEnabled = false;
+ }
+ }
}
-void QGL2PaintEngineEx::clip(const QVectorPath &path, Qt::ClipOperation op)
+void QGL2PaintEngineExPrivate::writeClip(const QVectorPath &path, float depth)
{
-// qDebug("QGL2PaintEngineEx::clip()");
- const qreal *points = path.points();
- const QPainterPath::ElementType *types = path.elements();
- if (!types && path.shape() == QVectorPath::RectangleHint) {
- QRectF r(points[0], points[1], points[4]-points[0], points[5]-points[1]);
- updateClipRegion(QRegion(r.toRect()), op);
- return;
- }
+ transferMode(BrushDrawingMode);
- QPainterPath p;
- if (types) {
- int id = 0;
- for (int i=0; i<path.elementCount(); ++i) {
- switch(types[i]) {
- case QPainterPath::MoveToElement:
- p.moveTo(QPointF(points[id], points[id+1]));
- id+=2;
- break;
- case QPainterPath::LineToElement:
- p.lineTo(QPointF(points[id], points[id+1]));
- id+=2;
- break;
- case QPainterPath::CurveToElement: {
- QPointF p1(points[id], points[id+1]);
- QPointF p2(points[id+2], points[id+3]);
- QPointF p3(points[id+4], points[id+5]);
- p.cubicTo(p1, p2, p3);
- id+=6;
- break;
- }
- case QPainterPath::CurveToDataElement:
- ;
- break;
- }
- }
- } else if (!path.isEmpty()) {
- p.moveTo(QPointF(points[0], points[1]));
- int id = 2;
- for (int i=1; i<path.elementCount(); ++i) {
- p.lineTo(QPointF(points[id], points[id+1]));
- id+=2;
- }
+ if (matrixDirty)
+ updateMatrix();
+
+ if (q->state()->needsDepthBufferClear) {
+ glDepthMask(true);
+ glClearDepth(0.5);
+ glClear(GL_DEPTH_BUFFER_BIT);
+ q->state()->needsDepthBufferClear = false;
+ glDepthMask(false);
}
- if (path.hints() & QVectorPath::WindingFill)
- p.setFillRule(Qt::WindingFill);
- updateClipRegion(QRegion(p.toFillPolygon().toPolygon(), p.fillRule()), op);
- return;
+ if (path.isEmpty())
+ return;
+
+ glDisable(GL_BLEND);
+ glDepthMask(false);
+
+ vertexCoordinateArray.clear();
+ vertexCoordinateArray.addPath(path, inverseScale);
+
+ glDepthMask(GL_FALSE);
+ fillStencilWithVertexArray(vertexCoordinateArray, path.hasWindingFill());
+
+ // Stencil the clip onto the clip buffer
+ glColorMask(false, false, false, false);
+ glDepthMask(true);
+
+ shaderManager->simpleProgram()->setUniformValue("depth", depth);
+ simpleShaderDepthUniformDirty = true;
+
+ glEnable(GL_DEPTH_TEST);
+ glDepthFunc(GL_ALWAYS);
+
+ glStencilFunc(GL_NOTEQUAL, 0, 0xFFFF); // Pass if stencil buff value != 0
+
+ glEnable(GL_STENCIL_TEST);
+ composite(vertexCoordinateArray.boundingRect());
+ glDisable(GL_STENCIL_TEST);
+
+ glColorMask(true, true, true, true);
+ glDepthMask(false);
+
+ cleanStencilBuffer(vertexCoordinateArray.boundingRect());
}
-void QGL2PaintEngineEx::updateClipRegion(const QRegion &clipRegion, Qt::ClipOperation op)
+void QGL2PaintEngineEx::clip(const QVectorPath &path, Qt::ClipOperation op)
{
-// qDebug("QGL2PaintEngineEx::updateClipRegion()");
+// qDebug("QGL2PaintEngineEx::clip()");
Q_D(QGL2PaintEngineEx);
- QRegion sysClip = systemClip();
- if (op == Qt::NoClip && !d->use_system_clip) {
- state()->hasClipping = false;
- state()->clipRegion = QRegion();
- d->updateDepthClip();
- return;
- }
+ if (op == Qt::ReplaceClip && !d->hasClipOperations())
+ op = Qt::IntersectClip;
- bool isScreenClip = false;
- if (!d->use_system_clip) {
- QVector<QRect> untransformedRects = clipRegion.rects();
+ if (!path.isEmpty() && op == Qt::IntersectClip && (path.hints() & QVectorPath::RectangleHint)) {
+ const QPointF* const points = reinterpret_cast<const QPointF*>(path.points());
+ QRectF rect(points[0], points[2]);
- if (untransformedRects.size() == 1) {
- QPainterPath path;
- path.addRect(untransformedRects[0]);
- //path = d->matrix.map(path);
- path = state()->matrix.map(path);
-
-// if (path.contains(QRectF(QPointF(), d->drawable.size())))
-// isScreenClip = true;
- if (path.contains(QRectF(0.0, 0.0, d->width, d->height)))
- isScreenClip = true;
+ if (state()->matrix.type() <= QTransform::TxScale) {
+ rect = state()->matrix.mapRect(rect);
+
+ if (d->use_system_clip && rect.contains(d->systemClip.boundingRect())
+ || rect.contains(QRect(0, 0, d->width, d->height)))
+ return;
}
}
-// QRegion region = isScreenClip ? QRegion() : clipRegion * d->matrix;
- QRegion region = isScreenClip ? QRegion() : clipRegion * state()->matrix;
switch (op) {
case Qt::NoClip:
- if (!d->use_system_clip)
- break;
- state()->clipRegion = sysClip;
+ if (d->use_system_clip) {
+ glEnable(GL_DEPTH_TEST);
+ state()->depthTestEnabled = true;
+ state()->currentDepth = -0.5;
+ } else {
+ glDisable(GL_DEPTH_TEST);
+ state()->depthTestEnabled = false;
+ }
+ state()->canRestoreClip = false;
break;
case Qt::IntersectClip:
- if (isScreenClip)
- return;
- if (state()->hasClipping) {
- state()->clipRegion &= region;
- break;
- }
- // fall through
+ state()->maxDepth = (1.0f + state()->maxDepth) * 0.5;
+ d->writeClip(path, state()->maxDepth);
+ state()->currentDepth = 1.5 * state()->maxDepth - 0.5f;
+ state()->depthTestEnabled = true;
+ break;
case Qt::ReplaceClip:
- if (d->use_system_clip && !sysClip.isEmpty())
- state()->clipRegion = region & sysClip;
- else
- state()->clipRegion = region;
+ d->systemStateChanged();
+ state()->maxDepth = 0.5f;
+ glDepthFunc(GL_ALWAYS);
+ d->writeClip(path, state()->maxDepth);
+ state()->currentDepth = 0.25f;
+ state()->canRestoreClip = false;
+ state()->depthTestEnabled = true;
break;
case Qt::UniteClip:
- state()->clipRegion |= region;
- if (d->use_system_clip && !sysClip.isEmpty())
- state()->clipRegion &= sysClip;
- break;
- default:
+ glDepthFunc(GL_ALWAYS);
+ d->writeClip(path, state()->maxDepth);
+ state()->canRestoreClip = false;
+ state()->depthTestEnabled = true;
break;
}
- if (isScreenClip) {
- state()->hasClipping = false;
- state()->clipRegion = QRegion();
- } else {
- state()->hasClipping = op != Qt::NoClip || d->use_system_clip;
+ glDepthFunc(GL_LEQUAL);
+ if (state()->depthTestEnabled) {
+ glEnable(GL_DEPTH_TEST);
+ d->simpleShaderDepthUniformDirty = true;
+ d->depthUniformDirty = true;
}
-
- d->updateDepthClip();
}
-void QGL2PaintEngineExPrivate::systemStateChanged()
+void QGL2PaintEngineExPrivate::regenerateDepthClip()
{
- Q_Q(QGL2PaintEngineEx);
- use_system_clip = !systemClip.isEmpty();
-
- if (q->painter()->hasClipping())
- q->updateClipRegion(q->painter()->clipRegion(), Qt::ReplaceClip);
- else
- q->updateClipRegion(QRegion(), Qt::NoClip);
+ systemStateChanged();
+ replayClipOperations();
}
-void QGL2PaintEngineExPrivate::updateDepthClip()
+void QGL2PaintEngineExPrivate::systemStateChanged()
{
-// qDebug("QGL2PaintEngineExPrivate::updateDepthClip()");
-
Q_Q(QGL2PaintEngineEx);
+ use_system_clip = !systemClip.isEmpty();
- q->ensureActive();
glDisable(GL_DEPTH_TEST);
+ q->state()->depthTestEnabled = false;
+ q->state()->scissorTestEnabled = false;
+ q->state()->needsDepthBufferClear = true;
+
glDisable(GL_SCISSOR_TEST);
- if (!q->state()->hasClipping)
- return;
+ q->state()->currentDepth = -0.5f;
+ q->state()->maxDepth = 0.5f;
- const QVector<QRect> rects = q->state()->clipEnabled ? q->state()->clipRegion.rects() : q->systemClip().rects();
- if (rects.size() == 1) {
- QRect fastClip = rects.at(0);
+ if (use_system_clip) {
+ QRect bounds = systemClip.boundingRect();
+ if (systemClip.numRects() == 1
+ && bounds == QRect(0, 0, width, height))
+ {
+ q->state()->needsDepthBufferClear = true;
+ } else {
+ glEnable(GL_SCISSOR_TEST);
- glEnable(GL_SCISSOR_TEST);
+ const int left = bounds.left();
+ const int width = bounds.width();
+ const int bottom = height - (bounds.top() + bounds.height());
+ const int height = bounds.height();
- const int left = fastClip.left();
- const int width = fastClip.width();
- const int bottom = height - (fastClip.bottom() + 1);
- const int height = fastClip.height();
+ glScissor(left, bottom, width, height);
- glScissor(left, bottom, width, height);
- return;
- }
+ QTransform transform = q->state()->matrix;
+ q->state()->matrix = QTransform();
+ q->transformChanged();
- glClearDepth(0x0);
- glDepthMask(true);
- glClear(GL_DEPTH_BUFFER_BIT);
- glClearDepth(0x1);
+ q->state()->needsDepthBufferClear = false;
- glEnable(GL_SCISSOR_TEST);
- for (int i = 0; i < rects.size(); ++i) {
- QRect rect = rects.at(i);
+ glDepthMask(true);
- const int left = rect.left();
- const int width = rect.width();
- const int bottom = height - (rect.bottom() + 1);
- const int height = rect.height();
+ glClearDepth(0);
+ glClear(GL_DEPTH_BUFFER_BIT);
- glScissor(left, bottom, width, height);
+ QPainterPath path;
+ path.addRegion(systemClip);
- glClear(GL_DEPTH_BUFFER_BIT);
- }
- glDisable(GL_SCISSOR_TEST);
+ glDepthFunc(GL_ALWAYS);
+ writeClip(qtVectorPathForPath(path), 0.0f);
+ glDepthFunc(GL_LEQUAL);
- glDepthMask(false);
- glDepthFunc(GL_LEQUAL);
- glEnable(GL_DEPTH_TEST);
-}
+ glEnable(GL_DEPTH_TEST);
+ q->state()->depthTestEnabled = true;
+ q->state()->scissorTestEnabled = true;
+ q->state()->matrix = transform;
+ q->transformChanged();
+ }
+ q->state()->currentDepth = -0.5f;
+ simpleShaderDepthUniformDirty = true;
+ depthUniformDirty = true;
+ }
+}
void QGL2PaintEngineEx::setState(QPainterState *new_state)
{
-// qDebug("QGL2PaintEngineEx::setState()");
+ // qDebug("QGL2PaintEngineEx::setState()");
Q_D(QGL2PaintEngineEx);
QOpenGL2PaintEngineState *s = static_cast<QOpenGL2PaintEngineState *>(new_state);
-
QOpenGL2PaintEngineState *old_state = state();
- const bool needsDepthClipUpdate = !old_state
- || s->clipEnabled != old_state->clipEnabled
- || (s->clipEnabled && s->clipRegion != old_state->clipRegion);
QPaintEngineEx::setState(s);
- if (needsDepthClipUpdate)
- d->updateDepthClip();
+ if (s == d->last_created_state) {
+ d->last_created_state = 0;
+ return;
+ }
d->matrixDirty = true;
d->compositionModeDirty = true;
d->brushTextureDirty = true;
d->brushUniformsDirty = true;
+ d->simpleShaderDepthUniformDirty = true;
+ d->depthUniformDirty = true;
d->simpleShaderMatrixUniformDirty = true;
d->shaderMatrixUniformDirty = true;
+
+ if (old_state && old_state != s && old_state->canRestoreClip) {
+ d->updateDepthScissorTest();
+ glDepthMask(false);
+ glDepthFunc(GL_LEQUAL);
+ s->maxDepth = old_state->maxDepth;
+ } else {
+ d->regenerateDepthClip();
+ }
}
QPainterState *QGL2PaintEngineEx::createState(QPainterState *orig) const
{
+ Q_D(const QGL2PaintEngineEx);
+
QOpenGL2PaintEngineState *s;
if (!orig)
s = new QOpenGL2PaintEngineState();
else
s = new QOpenGL2PaintEngineState(*static_cast<QOpenGL2PaintEngineState *>(orig));
+ d->last_created_state = s;
return s;
}
QOpenGL2PaintEngineState::QOpenGL2PaintEngineState(QOpenGL2PaintEngineState &other)
: QPainterState(other)
{
- clipRegion = other.clipRegion;
- hasClipping = other.hasClipping;
+ needsDepthBufferClear = other.needsDepthBufferClear;
+ depthTestEnabled = other.depthTestEnabled;
+ scissorTestEnabled = other.scissorTestEnabled;
+ currentDepth = other.currentDepth;
+ maxDepth = other.maxDepth;
+ canRestoreClip = other.canRestoreClip;
}
QOpenGL2PaintEngineState::QOpenGL2PaintEngineState()
{
- hasClipping = false;
+ needsDepthBufferClear = true;
+ depthTestEnabled = false;
+ scissorTestEnabled = false;
+ currentDepth = -0.5f;
+ maxDepth = 0.5f;
+ canRestoreClip = true;
}
QOpenGL2PaintEngineState::~QOpenGL2PaintEngineState()
diff --git a/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h b/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h
index 7213474..2cea8d6 100644
--- a/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h
+++ b/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h
@@ -77,8 +77,15 @@ public:
QOpenGL2PaintEngineState();
~QOpenGL2PaintEngineState();
- QRegion clipRegion;
- bool hasClipping;
+ bool needsDepthBufferClear;
+ qreal depthBufferClearValue;
+
+ bool depthTestEnabled;
+ bool scissorTestEnabled;
+ qreal currentDepth;
+ qreal maxDepth;
+
+ bool canRestoreClip;
};
@@ -116,7 +123,6 @@ public:
Type type() const { return OpenGL; }
- // State stuff is just for clipping and ripped off from QGLPaintEngine
void setState(QPainterState *s);
QPainterState *createState(QPainterState *orig) const;
inline QOpenGL2PaintEngineState *state() {
@@ -125,7 +131,6 @@ public:
inline const QOpenGL2PaintEngineState *state() const {
return static_cast<const QOpenGL2PaintEngineState *>(QPaintEngineEx::state());
}
- void updateClipRegion(const QRegion &clipRegion, Qt::ClipOperation op);
virtual void sync();
private:
@@ -180,9 +185,10 @@ public:
QGLDrawable drawable;
int width, height;
QGLContext *ctx;
-
EngineMode mode;
+ mutable QOpenGL2PaintEngineState *last_created_state;
+
// Dirty flags
bool matrixDirty; // Implies matrix uniforms are also dirty
bool compositionModeDirty;
@@ -190,7 +196,9 @@ public:
bool brushUniformsDirty;
bool simpleShaderMatrixUniformDirty;
bool shaderMatrixUniformDirty;
- bool stencilBuferDirty;
+ bool stencilBufferDirty;
+ bool depthUniformDirty;
+ bool simpleShaderDepthUniformDirty;
const QBrush* currentBrush; // May not be the state's brush!
@@ -206,8 +214,9 @@ public:
QGLEngineShaderManager* shaderManager;
- // Clipping & state stuff stolen from QOpenGLPaintEngine:
- void updateDepthClip();
+ void writeClip(const QVectorPath &path, float depth);
+ void updateDepthScissorTest();
+ void regenerateDepthClip();
void systemStateChanged();
uint use_system_clip : 1;
};