summaryrefslogtreecommitdiffstats
path: root/src/opengl
diff options
context:
space:
mode:
authorPulse Build System <qt-info@nokia.com>2010-01-27 06:54:29 (GMT)
committerPulse Build System <qt-info@nokia.com>2010-01-27 06:54:29 (GMT)
commitec90f6ed28ec735ce963c4257ea1095ecbc6c6ba (patch)
tree5a33a6c6a9893eaf9ce88dee36a976d46767327a /src/opengl
parentd7d4abbcbf4f39a0b3d568af111c81be18d2a83a (diff)
parent416cf8a5a9384f942282a2c715ec4832eeba001d (diff)
downloadQt-ec90f6ed28ec735ce963c4257ea1095ecbc6c6ba.zip
Qt-ec90f6ed28ec735ce963c4257ea1095ecbc6c6ba.tar.gz
Qt-ec90f6ed28ec735ce963c4257ea1095ecbc6c6ba.tar.bz2
Merge branch '4.6' of git@scm.dev.nokia.troll.no:qt/oslo-staging-2 into 4.6-integration
* '4.6' of git@scm.dev.nokia.troll.no:qt/oslo-staging-2: (33 commits) Compile with no-webkit - add missing semi-colons. Fixes visibility update missing when doing setParentItem on graphicsitem Stabilize tst_QGraphicsScene::polishItems2 (new test) Fixed an infinite loop that could occur when reading invalid BMP images. Updated docs regarding QGLWidget::renderText() limitations. Added optimization flag to QGraphicsItemPrivate. Fixed child items with graphics effects not inheriting opacity. Made the trace replayer handle limited resolution cases better. Small optimization in raster paint engine. Another ASSERT while deleting spans Implement QDirectFBPixmapData::scroll Potential crash when adding items from QGraphicsWidget::polishEvent(). QGraphicsWidget is painted twice on the inital show. Fix QPainter::redirection() to pass autotest. Re-added the Close button in QPrintPreviewDialog for Mac/Carbon. revert parts of 10392eef4fd4f9 Fix y-inverted pixmaps properly. Fix rendering with simple shader in GL2 engine removed a debug trace Fix documentation bug in QColor ...
Diffstat (limited to 'src/opengl')
-rw-r--r--src/opengl/gl2paintengineex/qglengineshadermanager.cpp10
-rw-r--r--src/opengl/gl2paintengineex/qglengineshadermanager_p.h5
-rw-r--r--src/opengl/gl2paintengineex/qglengineshadersource_p.h678
-rw-r--r--src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp25
-rw-r--r--src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h2
-rw-r--r--src/opengl/qgl.cpp7
-rw-r--r--src/opengl/qpixmapdata_gl.cpp14
7 files changed, 388 insertions, 353 deletions
diff --git a/src/opengl/gl2paintengineex/qglengineshadermanager.cpp b/src/opengl/gl2paintengineex/qglengineshadermanager.cpp
index 556b888..8183f08 100644
--- a/src/opengl/gl2paintengineex/qglengineshadermanager.cpp
+++ b/src/opengl/gl2paintengineex/qglengineshadermanager.cpp
@@ -184,6 +184,9 @@ QGLEngineSharedShaders::QGLEngineSharedShaders(const QGLContext* context)
simpleShaderProg->addShader(vertexShader);
simpleShaderProg->addShader(fragShader);
simpleShaderProg->bindAttributeLocation("vertexCoordsArray", QT_VERTEX_COORDS_ATTR);
+ simpleShaderProg->bindAttributeLocation("pmvMatrix1", QT_PMV_MATRIX_1_ATTR);
+ simpleShaderProg->bindAttributeLocation("pmvMatrix2", QT_PMV_MATRIX_2_ATTR);
+ simpleShaderProg->bindAttributeLocation("pmvMatrix3", QT_PMV_MATRIX_3_ATTR);
simpleShaderProg->link();
if (!simpleShaderProg->isLinked()) {
qCritical() << "Errors linking simple shader:"
@@ -324,6 +327,11 @@ QGLEngineShaderProg *QGLEngineSharedShaders::findProgramInCache(const QGLEngineS
newProg->program->bindAttributeLocation("textureCoordArray", QT_TEXTURE_COORDS_ATTR);
if (newProg->useOpacityAttribute)
newProg->program->bindAttributeLocation("opacityArray", QT_OPACITY_ATTR);
+ if (newProg->usePmvMatrix) {
+ newProg->program->bindAttributeLocation("pmvMatrix1", QT_PMV_MATRIX_1_ATTR);
+ newProg->program->bindAttributeLocation("pmvMatrix2", QT_PMV_MATRIX_2_ATTR);
+ newProg->program->bindAttributeLocation("pmvMatrix3", QT_PMV_MATRIX_3_ATTR);
+ }
newProg->program->link();
if (!newProg->program->isLinked()) {
@@ -424,7 +432,6 @@ GLuint QGLEngineShaderManager::getUniformLocation(Uniform id)
"patternColor",
"globalOpacity",
"depth",
- "pmvMatrix",
"maskTexture",
"fragmentColor",
"linearData",
@@ -743,6 +750,7 @@ bool QGLEngineShaderManager::useCorrectShaderProg()
}
requiredProgram.useTextureCoords = texCoords;
requiredProgram.useOpacityAttribute = (opacityMode == AttributeOpacity);
+ requiredProgram.usePmvMatrix = true;
// At this point, requiredProgram is fully populated so try to find the program in the cache
currentShaderProg = sharedShaders->findProgramInCache(requiredProgram);
diff --git a/src/opengl/gl2paintengineex/qglengineshadermanager_p.h b/src/opengl/gl2paintengineex/qglengineshadermanager_p.h
index c52e5c0..3ab4ebe 100644
--- a/src/opengl/gl2paintengineex/qglengineshadermanager_p.h
+++ b/src/opengl/gl2paintengineex/qglengineshadermanager_p.h
@@ -253,6 +253,9 @@ struct QGLEngineCachedShaderProg
static const GLuint QT_VERTEX_COORDS_ATTR = 0;
static const GLuint QT_TEXTURE_COORDS_ATTR = 1;
static const GLuint QT_OPACITY_ATTR = 2;
+static const GLuint QT_PMV_MATRIX_1_ATTR = 3;
+static const GLuint QT_PMV_MATRIX_2_ATTR = 4;
+static const GLuint QT_PMV_MATRIX_3_ATTR = 5;
class QGLEngineShaderProg;
@@ -397,6 +400,7 @@ public:
bool useTextureCoords;
bool useOpacityAttribute;
+ bool usePmvMatrix;
bool operator==(const QGLEngineShaderProg& other) {
// We don't care about the program
@@ -431,7 +435,6 @@ public:
PatternColor,
GlobalOpacity,
Depth,
- PmvMatrix,
MaskTexture,
FragmentColor,
LinearData,
diff --git a/src/opengl/gl2paintengineex/qglengineshadersource_p.h b/src/opengl/gl2paintengineex/qglengineshadersource_p.h
index d9a61e9..ee04166 100644
--- a/src/opengl/gl2paintengineex/qglengineshadersource_p.h
+++ b/src/opengl/gl2paintengineex/qglengineshadersource_p.h
@@ -63,210 +63,229 @@ QT_BEGIN_NAMESPACE
QT_MODULE(OpenGL)
-static const char* const qglslMainVertexShader = "\
- uniform highp float depth;\
- void setPosition();\
- void main(void)\
- {\
- setPosition();\
- gl_Position.z = depth * gl_Position.w;\
- }";
-
-static const char* const qglslMainWithTexCoordsVertexShader = "\
- attribute highp vec2 textureCoordArray; \
- varying highp vec2 textureCoords; \
- uniform highp float depth;\
- void setPosition();\
- void main(void) \
- {\
- setPosition();\
- gl_Position.z = depth * gl_Position.w;\
- textureCoords = textureCoordArray; \
- }";
-
-static const char* const qglslMainWithTexCoordsAndOpacityVertexShader = "\
- attribute highp vec2 textureCoordArray; \
- attribute lowp float opacityArray; \
- varying highp vec2 textureCoords; \
- varying lowp float opacity; \
- uniform highp float depth; \
- void setPosition(); \
- void main(void) \
- { \
- setPosition(); \
- gl_Position.z = depth * gl_Position.w; \
- textureCoords = textureCoordArray; \
- opacity = opacityArray; \
- }";
+static const char* const qglslMainVertexShader = "\n\
+ void setPosition(); \n\
+ void main(void) \n\
+ { \n\
+ setPosition(); \n\
+ }\n";
+
+static const char* const qglslMainWithTexCoordsVertexShader = "\n\
+ attribute highp vec2 textureCoordArray; \n\
+ varying highp vec2 textureCoords; \n\
+ void setPosition(); \n\
+ void main(void) \n\
+ { \n\
+ setPosition(); \n\
+ textureCoords = textureCoordArray; \n\
+ }\n";
+
+static const char* const qglslMainWithTexCoordsAndOpacityVertexShader = "\n\
+ attribute highp vec2 textureCoordArray; \n\
+ attribute lowp float opacityArray; \n\
+ varying highp vec2 textureCoords; \n\
+ varying lowp float opacity; \n\
+ void setPosition(); \n\
+ void main(void) \n\
+ { \n\
+ setPosition(); \n\
+ textureCoords = textureCoordArray; \n\
+ opacity = opacityArray; \n\
+ }\n";
// 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 vec2 vertexCoordsArray;\
- uniform highp mat3 pmvMatrix;\
- void setPosition(void)\
- {\
- vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \
- gl_Position = vec4(transformedPos.xy, 0.0, transformedPos.z); \
- }";
-
-static const char* const qglslUntransformedPositionVertexShader = "\
- attribute highp vec4 vertexCoordsArray;\
- void setPosition(void)\
- {\
- gl_Position = vertexCoordsArray;\
- }";
+static const char* const qglslPositionOnlyVertexShader = "\n\
+ attribute highp vec2 vertexCoordsArray; \n\
+ attribute highp vec3 pmvMatrix1; \n\
+ attribute highp vec3 pmvMatrix2; \n\
+ attribute highp vec3 pmvMatrix3; \n\
+ void setPosition(void) \n\
+ { \n\
+ highp mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); \n\
+ vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \n\
+ gl_Position = vec4(transformedPos.xy, 0.0, transformedPos.z); \n\
+ }\n";
+
+static const char* const qglslUntransformedPositionVertexShader = "\n\
+ attribute highp vec4 vertexCoordsArray; \n\
+ void setPosition(void) \n\
+ { \n\
+ gl_Position = vertexCoordsArray; \n\
+ }\n";
// Pattern Brush - This assumes the texture size is 8x8 and thus, the inverted size is 0.125
-static const char* const qglslPositionWithPatternBrushVertexShader = "\
- 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) { \
- 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, 1.0); \
- mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \
- gl_Position = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); \
- patternTexCoords.xy = (hTexCoords.xy * 0.125) * invertedHTexCoordsZ; \
- }";
+static const char* const qglslPositionWithPatternBrushVertexShader = "\n\
+ attribute highp vec2 vertexCoordsArray; \n\
+ attribute highp vec3 pmvMatrix1; \n\
+ attribute highp vec3 pmvMatrix2; \n\
+ attribute highp vec3 pmvMatrix3; \n\
+ uniform mediump vec2 halfViewportSize; \n\
+ uniform highp vec2 invertedTextureSize; \n\
+ uniform highp mat3 brushTransform; \n\
+ varying highp vec2 patternTexCoords; \n\
+ void setPosition(void) \n\
+ { \n\
+ highp mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); \n\
+ vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \n\
+ gl_Position.xy = transformedPos.xy / transformedPos.z; \n\
+ mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \n\
+ mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1.0); \n\
+ mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \n\
+ gl_Position = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); \n\
+ patternTexCoords.xy = (hTexCoords.xy * 0.125) * invertedHTexCoordsZ; \n\
+ }\n";
static const char* const qglslAffinePositionWithPatternBrushVertexShader
= qglslPositionWithPatternBrushVertexShader;
-static const char* const qglslPatternBrushSrcFragmentShader = "\
- uniform lowp sampler2D brushTexture;\
- uniform lowp vec4 patternColor; \
- varying highp vec2 patternTexCoords;\
- lowp vec4 srcPixel() { \
- return patternColor * (1.0 - texture2D(brushTexture, patternTexCoords).r); \
+static const char* const qglslPatternBrushSrcFragmentShader = "\n\
+ uniform lowp sampler2D brushTexture; \n\
+ uniform lowp vec4 patternColor; \n\
+ varying highp vec2 patternTexCoords;\n\
+ lowp vec4 srcPixel() \n\
+ { \n\
+ return patternColor * (1.0 - texture2D(brushTexture, patternTexCoords).r); \n\
}\n";
// Linear Gradient Brush
-static const char* const qglslPositionWithLinearGradientBrushVertexShader = "\
- 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() { \
- 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 = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); \
- index = (dot(linearData.xy, hTexCoords.xy) * linearData.z) * invertedHTexCoordsZ; \
- }";
+static const char* const qglslPositionWithLinearGradientBrushVertexShader = "\n\
+ attribute highp vec2 vertexCoordsArray; \n\
+ attribute highp vec3 pmvMatrix1; \n\
+ attribute highp vec3 pmvMatrix2; \n\
+ attribute highp vec3 pmvMatrix3; \n\
+ uniform mediump vec2 halfViewportSize; \n\
+ uniform highp vec3 linearData; \n\
+ uniform highp mat3 brushTransform; \n\
+ varying mediump float index; \n\
+ void setPosition() \n\
+ { \n\
+ highp mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); \n\
+ vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \n\
+ gl_Position.xy = transformedPos.xy / transformedPos.z; \n\
+ mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \n\
+ mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \n\
+ mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \n\
+ gl_Position = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); \n\
+ index = (dot(linearData.xy, hTexCoords.xy) * linearData.z) * invertedHTexCoordsZ; \n\
+ }\n";
static const char* const qglslAffinePositionWithLinearGradientBrushVertexShader
= qglslPositionWithLinearGradientBrushVertexShader;
-static const char* const qglslLinearGradientBrushSrcFragmentShader = "\
- uniform lowp sampler2D brushTexture; \
- varying mediump float index; \
- lowp vec4 srcPixel() { \
- mediump vec2 val = vec2(index, 0.5); \
- return texture2D(brushTexture, val); \
+static const char* const qglslLinearGradientBrushSrcFragmentShader = "\n\
+ uniform lowp sampler2D brushTexture; \n\
+ varying mediump float index; \n\
+ lowp vec4 srcPixel() \n\
+ { \n\
+ mediump vec2 val = vec2(index, 0.5); \n\
+ return texture2D(brushTexture, val); \n\
}\n";
// Conical Gradient Brush
-static const char* const qglslPositionWithConicalGradientBrushVertexShader = "\
- attribute highp vec2 vertexCoordsArray;\
- uniform highp mat3 pmvMatrix;\
- uniform mediump vec2 halfViewportSize; \
- uniform highp mat3 brushTransform; \
- varying highp vec2 A; \
- void setPosition(void)\
- {\
- 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 = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); \
- A = hTexCoords.xy * invertedHTexCoordsZ; \
- }";
+static const char* const qglslPositionWithConicalGradientBrushVertexShader = "\n\
+ attribute highp vec2 vertexCoordsArray; \n\
+ attribute highp vec3 pmvMatrix1; \n\
+ attribute highp vec3 pmvMatrix2; \n\
+ attribute highp vec3 pmvMatrix3; \n\
+ uniform mediump vec2 halfViewportSize; \n\
+ uniform highp mat3 brushTransform; \n\
+ varying highp vec2 A; \n\
+ void setPosition(void) \n\
+ { \n\
+ highp mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); \n\
+ vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \n\
+ gl_Position.xy = transformedPos.xy / transformedPos.z; \n\
+ mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \n\
+ mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \n\
+ mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \n\
+ gl_Position = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); \n\
+ A = hTexCoords.xy * invertedHTexCoordsZ; \n\
+ }\n";
static const char* const qglslAffinePositionWithConicalGradientBrushVertexShader
= qglslPositionWithConicalGradientBrushVertexShader;
static const char* const qglslConicalGradientBrushSrcFragmentShader = "\n\
#define INVERSE_2PI 0.1591549430918953358 \n\
- uniform lowp sampler2D brushTexture; \n\
- uniform mediump float angle; \
- varying highp vec2 A; \
- lowp vec4 srcPixel() { \
- highp float t; \
- if (abs(A.y) == abs(A.x)) \
- t = (atan(-A.y + 0.002, A.x) + angle) * INVERSE_2PI; \
- else \
- t = (atan(-A.y, A.x) + angle) * INVERSE_2PI; \
- return texture2D(brushTexture, vec2(t - floor(t), 0.5)); \
- }";
+ uniform lowp sampler2D brushTexture; \n\
+ uniform mediump float angle; \n\
+ varying highp vec2 A; \n\
+ lowp vec4 srcPixel() \n\
+ { \n\
+ highp float t; \n\
+ if (abs(A.y) == abs(A.x)) \n\
+ t = (atan(-A.y + 0.002, A.x) + angle) * INVERSE_2PI; \n\
+ else \n\
+ t = (atan(-A.y, A.x) + angle) * INVERSE_2PI; \n\
+ return texture2D(brushTexture, vec2(t - floor(t), 0.5)); \n\
+ }\n";
// Radial Gradient Brush
-static const char* const qglslPositionWithRadialGradientBrushVertexShader = "\
- attribute highp vec2 vertexCoordsArray;\
- uniform highp mat3 pmvMatrix;\
- uniform mediump vec2 halfViewportSize; \
- uniform highp mat3 brushTransform; \
- uniform highp vec2 fmp; \
- varying highp float b; \
- varying highp vec2 A; \
- void setPosition(void) \
- {\
- 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 = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); \
- A = hTexCoords.xy * invertedHTexCoordsZ; \
- b = 2.0 * dot(A, fmp); \
- }";
+static const char* const qglslPositionWithRadialGradientBrushVertexShader = "\n\
+ attribute highp vec2 vertexCoordsArray;\n\
+ attribute highp vec3 pmvMatrix1; \n\
+ attribute highp vec3 pmvMatrix2; \n\
+ attribute highp vec3 pmvMatrix3; \n\
+ uniform mediump vec2 halfViewportSize; \n\
+ uniform highp mat3 brushTransform; \n\
+ uniform highp vec2 fmp; \n\
+ varying highp float b; \n\
+ varying highp vec2 A; \n\
+ void setPosition(void) \n\
+ {\n\
+ highp mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); \n\
+ vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \n\
+ gl_Position.xy = transformedPos.xy / transformedPos.z; \n\
+ mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \n\
+ mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \n\
+ mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \n\
+ gl_Position = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); \n\
+ A = hTexCoords.xy * invertedHTexCoordsZ; \n\
+ b = 2.0 * dot(A, fmp); \n\
+ }\n";
static const char* const qglslAffinePositionWithRadialGradientBrushVertexShader
= qglslPositionWithRadialGradientBrushVertexShader;
-static const char* const qglslRadialGradientBrushSrcFragmentShader = "\
- uniform lowp sampler2D brushTexture; \
- uniform highp float fmp2_m_radius2; \
- uniform highp float inverse_2_fmp2_m_radius2; \
- varying highp float b; \
- varying highp vec2 A; \
- lowp vec4 srcPixel() { \
- highp float c = -dot(A, A); \
- highp vec2 val = vec2((-b + sqrt(b*b - 4.0*fmp2_m_radius2*c)) * inverse_2_fmp2_m_radius2, 0.5); \
- return texture2D(brushTexture, val); \
- }";
+static const char* const qglslRadialGradientBrushSrcFragmentShader = "\n\
+ uniform lowp sampler2D brushTexture; \n\
+ uniform highp float fmp2_m_radius2; \n\
+ uniform highp float inverse_2_fmp2_m_radius2; \n\
+ varying highp float b; \n\
+ varying highp vec2 A; \n\
+ lowp vec4 srcPixel() \n\
+ { \n\
+ highp float c = -dot(A, A); \n\
+ highp vec2 val = vec2((-b + sqrt(b*b - 4.0*fmp2_m_radius2*c)) * inverse_2_fmp2_m_radius2, 0.5); \n\
+ return texture2D(brushTexture, val); \n\
+ }\n";
// Texture Brush
-static const char* const qglslPositionWithTextureBrushVertexShader = "\
- 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) { \
- 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 = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); \
- textureCoords.xy = (hTexCoords.xy * invertedTextureSize) * gl_Position.w; \
- }";
+static const char* const qglslPositionWithTextureBrushVertexShader = "\n\
+ attribute highp vec2 vertexCoordsArray; \n\
+ attribute highp vec3 pmvMatrix1; \n\
+ attribute highp vec3 pmvMatrix2; \n\
+ attribute highp vec3 pmvMatrix3; \n\
+ uniform mediump vec2 halfViewportSize; \n\
+ uniform highp vec2 invertedTextureSize; \n\
+ uniform highp mat3 brushTransform; \n\
+ varying highp vec2 textureCoords; \n\
+ void setPosition(void) \n\
+ { \n\
+ highp mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); \n\
+ vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \n\
+ gl_Position.xy = transformedPos.xy / transformedPos.z; \n\
+ mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \n\
+ mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \n\
+ mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \n\
+ gl_Position = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); \n\
+ textureCoords.xy = (hTexCoords.xy * invertedTextureSize) * gl_Position.w; \n\
+ }\n";
static const char* const qglslAffinePositionWithTextureBrushVertexShader
= qglslPositionWithTextureBrushVertexShader;
@@ -275,148 +294,165 @@ static const char* const qglslAffinePositionWithTextureBrushVertexShader
// OpenGL ES does not support GL_REPEAT wrap modes for NPOT textures. So instead,
// we emulate GL_REPEAT by only taking the fractional part of the texture coords.
// TODO: Special case POT textures which don't need this emulation
-static const char* const qglslTextureBrushSrcFragmentShader = "\
- varying highp vec2 textureCoords; \
- uniform lowp sampler2D brushTexture; \
- lowp vec4 srcPixel() { \
- return texture2D(brushTexture, fract(textureCoords)); \
- }";
+static const char* const qglslTextureBrushSrcFragmentShader = "\n\
+ varying highp vec2 textureCoords; \n\
+ uniform lowp sampler2D brushTexture; \n\
+ lowp vec4 srcPixel() { \n\
+ return texture2D(brushTexture, fract(textureCoords)); \n\
+ }\n";
#else
-static const char* const qglslTextureBrushSrcFragmentShader = "\
- varying highp vec2 textureCoords; \
- uniform lowp sampler2D brushTexture; \
- lowp vec4 srcPixel() { \
- return texture2D(brushTexture, textureCoords); \
- }";
+static const char* const qglslTextureBrushSrcFragmentShader = "\n\
+ varying highp vec2 textureCoords; \n\
+ uniform lowp sampler2D brushTexture; \n\
+ lowp vec4 srcPixel() \n\
+ { \n\
+ return texture2D(brushTexture, textureCoords); \n\
+ }\n";
#endif
-static const char* const qglslTextureBrushSrcWithPatternFragmentShader = "\
- varying highp vec2 textureCoords; \
- uniform lowp vec4 patternColor; \
- uniform lowp sampler2D brushTexture; \
- lowp vec4 srcPixel() { \
- return patternColor * (1.0 - texture2D(brushTexture, textureCoords).r); \
- }";
+static const char* const qglslTextureBrushSrcWithPatternFragmentShader = "\n\
+ varying highp vec2 textureCoords; \n\
+ uniform lowp vec4 patternColor; \n\
+ uniform lowp sampler2D brushTexture; \n\
+ lowp vec4 srcPixel() \n\
+ { \n\
+ return patternColor * (1.0 - texture2D(brushTexture, textureCoords).r); \n\
+ }\n";
// Solid Fill Brush
-static const char* const qglslSolidBrushSrcFragmentShader = "\
- uniform lowp vec4 fragmentColor; \
- lowp vec4 srcPixel() { \
- return fragmentColor; \
- }";
-
-static const char* const qglslImageSrcFragmentShader = "\
- varying highp vec2 textureCoords; \
- uniform lowp sampler2D imageTexture; \
- lowp vec4 srcPixel() { \
- return texture2D(imageTexture, textureCoords); \
- }";
-
-static const char* const qglslCustomSrcFragmentShader = "\
- varying highp vec2 textureCoords; \
- uniform lowp sampler2D imageTexture; \
- lowp vec4 customShader(lowp sampler2D texture, highp vec2 coords); \
- lowp vec4 srcPixel() { \
- return customShader(imageTexture, textureCoords); \
- }";
-
-static const char* const qglslImageSrcWithPatternFragmentShader = "\
- varying highp vec2 textureCoords; \
- uniform lowp vec4 patternColor; \
- uniform lowp sampler2D imageTexture; \
- lowp vec4 srcPixel() { \
- return patternColor * (1.0 - texture2D(imageTexture, textureCoords).r); \
- }\n";
-
-static const char* const qglslNonPremultipliedImageSrcFragmentShader = "\
- varying highp vec2 textureCoords; \
- uniform lowp sampler2D imageTexture; \
- lowp vec4 srcPixel() { \
- lowp vec4 sample = texture2D(imageTexture, textureCoords); \
- sample.rgb = sample.rgb * sample.a; \
- return sample; \
- }";
-
-static const char* const qglslShockingPinkSrcFragmentShader = "\
- lowp vec4 srcPixel() { \
- return vec4(0.98, 0.06, 0.75, 1.0); \
- }";
-
-static const char* const qglslMainFragmentShader_ImageArrays = "\
- varying lowp float opacity; \
- lowp vec4 srcPixel(); \
- void main() { \
- gl_FragColor = srcPixel() * opacity; \
- }";
-
-static const char* const qglslMainFragmentShader_CMO = "\
- uniform lowp float globalOpacity; \
- lowp vec4 srcPixel(); \
- lowp vec4 applyMask(lowp vec4); \
- lowp vec4 compose(lowp vec4); \
- void main() { \
- gl_FragColor = applyMask(compose(srcPixel()*globalOpacity))); \
- }";
-
-static const char* const qglslMainFragmentShader_CM = "\
- lowp vec4 srcPixel(); \
- lowp vec4 applyMask(lowp vec4); \
- lowp vec4 compose(lowp vec4); \
- void main() { \
- gl_FragColor = applyMask(compose(srcPixel())); \
- }";
-
-static const char* const qglslMainFragmentShader_MO = "\
- uniform lowp float globalOpacity; \
- lowp vec4 srcPixel(); \
- lowp vec4 applyMask(lowp vec4); \
- void main() { \
- gl_FragColor = applyMask(srcPixel()*globalOpacity); \
- }";
-
-static const char* const qglslMainFragmentShader_M = "\
- lowp vec4 srcPixel(); \
- lowp vec4 applyMask(lowp vec4); \
- void main() { \
- gl_FragColor = applyMask(srcPixel()); \
- }";
-
-static const char* const qglslMainFragmentShader_CO = "\
- uniform lowp float globalOpacity; \
- lowp vec4 srcPixel(); \
- lowp vec4 compose(lowp vec4); \
- void main() { \
- gl_FragColor = compose(srcPixel()*globalOpacity); \
- }";
-
-static const char* const qglslMainFragmentShader_C = "\
- lowp vec4 srcPixel(); \
- lowp vec4 compose(lowp vec4); \
- void main() { \
- gl_FragColor = compose(srcPixel()); \
- }";
-
-static const char* const qglslMainFragmentShader_O = "\
- uniform lowp float globalOpacity; \
- lowp vec4 srcPixel(); \
- void main() { \
- gl_FragColor = srcPixel()*globalOpacity; \
- }";
-
-static const char* const qglslMainFragmentShader = "\
- lowp vec4 srcPixel(); \
- void main() { \
- gl_FragColor = srcPixel(); \
- }";
-
-static const char* const qglslMaskFragmentShader = "\
- varying highp vec2 textureCoords;\
- uniform lowp sampler2D maskTexture;\
- lowp vec4 applyMask(lowp vec4 src) \
- {\
- lowp vec4 mask = texture2D(maskTexture, textureCoords); \
- return src * mask.a; \
- }";
+static const char* const qglslSolidBrushSrcFragmentShader = "\n\
+ uniform lowp vec4 fragmentColor; \n\
+ lowp vec4 srcPixel() \n\
+ { \n\
+ return fragmentColor; \n\
+ }\n";
+
+static const char* const qglslImageSrcFragmentShader = "\n\
+ varying highp vec2 textureCoords; \n\
+ uniform lowp sampler2D imageTexture; \n\
+ lowp vec4 srcPixel() \n\
+ { \n\
+ return texture2D(imageTexture, textureCoords); \n\
+ }\n";
+
+static const char* const qglslCustomSrcFragmentShader = "\n\
+ varying highp vec2 textureCoords; \n\
+ uniform lowp sampler2D imageTexture; \n\
+ lowp vec4 customShader(lowp sampler2D texture, highp vec2 coords); \n\
+ lowp vec4 srcPixel() \n\
+ { \n\
+ return customShader(imageTexture, textureCoords); \n\
+ }\n";
+
+static const char* const qglslImageSrcWithPatternFragmentShader = "\n\
+ varying highp vec2 textureCoords; \n\
+ uniform lowp vec4 patternColor; \n\
+ uniform lowp sampler2D imageTexture; \n\
+ lowp vec4 srcPixel() \n\
+ { \n\
+ return patternColor * (1.0 - texture2D(imageTexture, textureCoords).r); \n\
+ }\n";
+
+static const char* const qglslNonPremultipliedImageSrcFragmentShader = "\n\
+ varying highp vec2 textureCoords; \n\
+ uniform lowp sampler2D imageTexture; \n\
+ lowp vec4 srcPixel() \n\
+ { \n\
+ lowp vec4 sample = texture2D(imageTexture, textureCoords); \n\
+ sample.rgb = sample.rgb * sample.a; \n\
+ return sample; \n\
+ }\n";
+
+static const char* const qglslShockingPinkSrcFragmentShader = "\n\
+ lowp vec4 srcPixel() \n\
+ { \n\
+ return vec4(0.98, 0.06, 0.75, 1.0); \n\
+ }\n";
+
+static const char* const qglslMainFragmentShader_ImageArrays = "\n\
+ varying lowp float opacity; \n\
+ lowp vec4 srcPixel(); \n\
+ void main() \n\
+ { \n\
+ gl_FragColor = srcPixel() * opacity; \n\
+ }\n";
+
+static const char* const qglslMainFragmentShader_CMO = "\n\
+ uniform lowp float globalOpacity; \n\
+ lowp vec4 srcPixel(); \n\
+ lowp vec4 applyMask(lowp vec4); \n\
+ lowp vec4 compose(lowp vec4); \n\
+ void main() \n\
+ { \n\
+ gl_FragColor = applyMask(compose(srcPixel()*globalOpacity))); \n\
+ }\n";
+
+static const char* const qglslMainFragmentShader_CM = "\n\
+ lowp vec4 srcPixel(); \n\
+ lowp vec4 applyMask(lowp vec4); \n\
+ lowp vec4 compose(lowp vec4); \n\
+ void main() \n\
+ { \n\
+ gl_FragColor = applyMask(compose(srcPixel())); \n\
+ }\n";
+
+static const char* const qglslMainFragmentShader_MO = "\n\
+ uniform lowp float globalOpacity; \n\
+ lowp vec4 srcPixel(); \n\
+ lowp vec4 applyMask(lowp vec4); \n\
+ void main() \n\
+ { \n\
+ gl_FragColor = applyMask(srcPixel()*globalOpacity); \n\
+ }\n";
+
+static const char* const qglslMainFragmentShader_M = "\n\
+ lowp vec4 srcPixel(); \n\
+ lowp vec4 applyMask(lowp vec4); \n\
+ void main() \n\
+ { \n\
+ gl_FragColor = applyMask(srcPixel()); \n\
+ }\n";
+
+static const char* const qglslMainFragmentShader_CO = "\n\
+ uniform lowp float globalOpacity; \n\
+ lowp vec4 srcPixel(); \n\
+ lowp vec4 compose(lowp vec4); \n\
+ void main() \n\
+ { \n\
+ gl_FragColor = compose(srcPixel()*globalOpacity); \n\
+ }\n";
+
+static const char* const qglslMainFragmentShader_C = "\n\
+ lowp vec4 srcPixel(); \n\
+ lowp vec4 compose(lowp vec4); \n\
+ void main() \n\
+ { \n\
+ gl_FragColor = compose(srcPixel()); \n\
+ }\n";
+
+static const char* const qglslMainFragmentShader_O = "\n\
+ uniform lowp float globalOpacity; \n\
+ lowp vec4 srcPixel(); \n\
+ void main() \n\
+ { \n\
+ gl_FragColor = srcPixel()*globalOpacity; \n\
+ }\n";
+
+static const char* const qglslMainFragmentShader = "\n\
+ lowp vec4 srcPixel(); \n\
+ void main() \n\
+ { \n\
+ gl_FragColor = srcPixel(); \n\
+ }\n";
+
+static const char* const qglslMaskFragmentShader = "\n\
+ varying highp vec2 textureCoords;\n\
+ uniform lowp sampler2D maskTexture;\n\
+ lowp vec4 applyMask(lowp vec4 src) \n\
+ {\n\
+ lowp vec4 mask = texture2D(maskTexture, textureCoords); \n\
+ return src * mask.a; \n\
+ }\n";
// For source over with subpixel antialiasing, the final color is calculated per component as follows
// (.a is alpha component, .c is red, green or blue component):
@@ -433,23 +469,23 @@ static const char* const qglslMaskFragmentShader = "\
// dest.c = dest.c * (1 - mask.c) + src.c * alpha
//
-static const char* const qglslRgbMaskFragmentShaderPass1 = "\
- varying highp vec2 textureCoords;\
- uniform lowp sampler2D maskTexture;\
- lowp vec4 applyMask(lowp vec4 src) \
- {\
- lowp vec4 mask = texture2D(maskTexture, textureCoords); \
- return src.a * mask; \
- }";
-
-static const char* const qglslRgbMaskFragmentShaderPass2 = "\
- varying highp vec2 textureCoords;\
- uniform lowp sampler2D maskTexture;\
- lowp vec4 applyMask(lowp vec4 src) \
- {\
- lowp vec4 mask = texture2D(maskTexture, textureCoords); \
- return src * mask; \
- }";
+static const char* const qglslRgbMaskFragmentShaderPass1 = "\n\
+ varying highp vec2 textureCoords;\n\
+ uniform lowp sampler2D maskTexture;\n\
+ lowp vec4 applyMask(lowp vec4 src) \n\
+ { \n\
+ lowp vec4 mask = texture2D(maskTexture, textureCoords); \n\
+ return src.a * mask; \n\
+ }\n";
+
+static const char* const qglslRgbMaskFragmentShaderPass2 = "\n\
+ varying highp vec2 textureCoords;\n\
+ uniform lowp sampler2D maskTexture;\n\
+ lowp vec4 applyMask(lowp vec4 src) \n\
+ { \n\
+ lowp vec4 mask = texture2D(maskTexture, textureCoords); \n\
+ return src * mask; \n\
+ }\n";
/*
Left to implement:
diff --git a/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp b/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp
index caa679b..b282676 100644
--- a/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp
+++ b/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp
@@ -168,12 +168,6 @@ void QGL2PaintEngineExPrivate::useSimpleShader()
if (matrixDirty)
updateMatrix();
-
- if (simpleShaderMatrixUniformDirty) {
- const GLuint location = shaderManager->simpleProgram()->uniformLocation("pmvMatrix");
- glUniformMatrix3fv(location, 1, GL_FALSE, (GLfloat*)pmvMatrix);
- simpleShaderMatrixUniformDirty = false;
- }
}
void QGL2PaintEngineExPrivate::updateBrushTexture()
@@ -392,9 +386,11 @@ void QGL2PaintEngineExPrivate::updateMatrix()
matrixDirty = false;
- // The actual data has been updated so both shader program's uniforms need updating
- simpleShaderMatrixUniformDirty = true;
- shaderMatrixUniformDirty = true;
+ // Set the PMV matrix attribute. As we use an attributes rather than uniforms, we only
+ // need to do this once for every matrix change and persists across all shader programs.
+ glVertexAttrib3fv(QT_PMV_MATRIX_1_ATTR, pmvMatrix[0]);
+ glVertexAttrib3fv(QT_PMV_MATRIX_2_ATTR, pmvMatrix[1]);
+ glVertexAttrib3fv(QT_PMV_MATRIX_3_ATTR, pmvMatrix[2]);
dasher.setInvScale(inverseScale);
stroker.setInvScale(inverseScale);
@@ -932,18 +928,12 @@ bool QGL2PaintEngineExPrivate::prepareForDraw(bool srcPixelsAreOpaque)
if (changed) {
// The shader program has changed so mark all uniforms as dirty:
brushUniformsDirty = true;
- shaderMatrixUniformDirty = true;
opacityUniformDirty = true;
}
if (brushUniformsDirty && mode != ImageDrawingMode && mode != ImageArrayDrawingMode)
updateBrushUniforms();
- if (shaderMatrixUniformDirty) {
- glUniformMatrix3fv(location(QGLEngineShaderManager::PmvMatrix), 1, GL_FALSE, (GLfloat*)pmvMatrix);
- shaderMatrixUniformDirty = false;
- }
-
if (opacityMode == QGLEngineShaderManager::UniformOpacity && opacityUniformDirty) {
shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::GlobalOpacity), (GLfloat)q->state()->opacity);
opacityUniformDirty = false;
@@ -1955,11 +1945,8 @@ void QGL2PaintEngineEx::setState(QPainterState *new_state)
if (old_state == s || old_state->renderHintsChanged)
renderHintsChanged();
- if (old_state == s || old_state->matrixChanged) {
+ if (old_state == s || old_state->matrixChanged)
d->matrixDirty = true;
- d->simpleShaderMatrixUniformDirty = true;
- d->shaderMatrixUniformDirty = true;
- }
if (old_state == s || old_state->compositionModeChanged)
d->compositionModeDirty = true;
diff --git a/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h b/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h
index ce1b538..8fa0eff 100644
--- a/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h
+++ b/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h
@@ -252,8 +252,6 @@ public:
bool compositionModeDirty;
bool brushTextureDirty;
bool brushUniformsDirty;
- bool simpleShaderMatrixUniformDirty;
- bool shaderMatrixUniformDirty;
bool opacityUniformDirty;
bool stencilClean; // Has the stencil not been used for clipping so far?
diff --git a/src/opengl/qgl.cpp b/src/opengl/qgl.cpp
index 3f32cf3..48e43b2 100644
--- a/src/opengl/qgl.cpp
+++ b/src/opengl/qgl.cpp
@@ -4393,6 +4393,13 @@ static void qt_gl_draw_text(QPainter *p, int x, int y, const QString &str,
\note This function temporarily disables depth-testing when the
text is drawn.
+ \note This function can only be used inside a
+ QPainter::beginNativePainting()/QPainter::endNativePainting() block
+ if the default OpenGL paint engine is QPaintEngine::OpenGL. To make
+ QPaintEngine::OpenGL the default GL engine, call
+ QGL::setPreferredPaintEngine(QPaintEngine::OpenGL) before the
+ QApplication constructor.
+
\l{Overpainting Example}{Overpaint} with QPainter::drawText() instead.
*/
diff --git a/src/opengl/qpixmapdata_gl.cpp b/src/opengl/qpixmapdata_gl.cpp
index 6d47687..aa80664 100644
--- a/src/opengl/qpixmapdata_gl.cpp
+++ b/src/opengl/qpixmapdata_gl.cpp
@@ -252,10 +252,6 @@ QGLPixmapData::QGLPixmapData(PixelType type)
{
setSerialNumber(++qt_gl_pixmap_serial);
m_glDevice.setPixmapData(this);
-
- // Set InteralBindOptions minus the memory managed, since this
- // QGLTexture is not managed as part of the internal texture cache
- m_texture.options = QGLContext::PremultipliedAlphaBindOption;
}
QGLPixmapData::~QGLPixmapData()
@@ -344,18 +340,18 @@ void QGLPixmapData::ensureCreated() const
}
if (!m_source.isNull()) {
- glBindTexture(target, m_texture.id);
if (external_format == GL_RGB) {
- const QImage tx = m_source.convertToFormat(QImage::Format_RGB888);
+ const QImage tx = m_source.convertToFormat(QImage::Format_RGB888).mirrored(false, true);
+
+ glBindTexture(target, m_texture.id);
glTexSubImage2D(target, 0, 0, 0, w, h, external_format,
GL_UNSIGNED_BYTE, tx.bits());
} else {
const QImage tx = ctx->d_func()->convertToGLFormat(m_source, true, external_format);
+
+ glBindTexture(target, m_texture.id);
glTexSubImage2D(target, 0, 0, 0, w, h, external_format,
GL_UNSIGNED_BYTE, tx.bits());
- // convertToGLFormat will flip the Y axis, so it needs to
- // be drawn upside down
- m_texture.options |= QGLContext::InvertedYBindOption;
}
if (useFramebufferObjects())