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authorSamuel Rødal <sroedal@trolltech.com>2009-10-06 13:38:54 (GMT)
committerSamuel Rødal <sroedal@trolltech.com>2009-10-06 13:38:55 (GMT)
commit6b623c04060d274c048c0d4c6dbc5a90d1c31604 (patch)
tree5cfbc3cd1c3520302d01e9c12a4355317da41b2a /src/opengl
parent6d17e09c274803d324e8a8db579aaafaefaab33f (diff)
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Switched to using stencil instead of depth buffer for clipping.
Based on Aaron Kennedy's patch. All tests are green, but when enabling scissoring UniteClip seems to be broken atm.
Diffstat (limited to 'src/opengl')
-rw-r--r--src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp277
-rw-r--r--src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h17
2 files changed, 173 insertions, 121 deletions
diff --git a/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp b/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp
index 13f0079..0af8e71 100644
--- a/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp
+++ b/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp
@@ -87,6 +87,7 @@ QT_BEGIN_NAMESPACE
//#define QT_GL_NO_SCISSOR_TEST
+static const GLuint GL_STENCIL_HIGH_BIT = 0x80;
static const GLuint QT_BRUSH_TEXTURE_UNIT = 0;
static const GLuint QT_IMAGE_TEXTURE_UNIT = 0; //Can be the same as brush texture unit
static const GLuint QT_MASK_TEXTURE_UNIT = 1;
@@ -227,6 +228,7 @@ void QGLTextureGlyphCache::resizeTextureData(int width, int height)
glPushAttrib(GL_ENABLE_BIT | GL_VIEWPORT_BIT | GL_SCISSOR_BIT);
#endif
+ glDisable(GL_STENCIL_TEST);
glDisable(GL_DEPTH_TEST);
glDisable(GL_SCISSOR_TEST);
glDisable(GL_BLEND);
@@ -402,11 +404,6 @@ void QGL2PaintEngineExPrivate::useSimpleShader()
shaderManager->simpleProgram()->setUniformValue("pmvMatrix", pmvMatrix);
simpleShaderMatrixUniformDirty = false;
}
-
- if (simpleShaderDepthUniformDirty) {
- shaderManager->simpleProgram()->setUniformValue("depth", normalizedDeviceDepth(q->state()->currentClip));
- simpleShaderDepthUniformDirty = false;
- }
}
void QGL2PaintEngineExPrivate::updateBrushTexture()
@@ -771,6 +768,7 @@ void QGL2PaintEngineExPrivate::resetGLState()
{
glDisable(GL_BLEND);
glActiveTexture(GL_TEXTURE0);
+ glDisable(GL_STENCIL_TEST);
glDisable(GL_DEPTH_TEST);
glDisable(GL_SCISSOR_TEST);
glDepthMask(true);
@@ -895,10 +893,10 @@ void QGL2PaintEngineExPrivate::fill(const QVectorPath& path)
fillStencilWithVertexArray(vertexCoordinateArray, path.hasWindingFill());
// Stencil the brush onto the dest buffer
- glStencilFunc(GL_NOTEQUAL, 0, 0xFFFF); // Pass if stencil buff value != 0
- glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
+ glStencilFunc(GL_EQUAL, GL_STENCIL_HIGH_BIT, GL_STENCIL_HIGH_BIT); // Pass if stencil buff value != 0
+ glStencilOp(GL_KEEP, GL_ZERO, GL_ZERO);
+ glStencilMask(GL_STENCIL_HIGH_BIT);
- glEnable(GL_STENCIL_TEST);
prepareForDraw(currentBrush->isOpaque());
#ifndef QT_OPENGL_ES_2
@@ -906,58 +904,137 @@ void QGL2PaintEngineExPrivate::fill(const QVectorPath& path)
shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::Depth), zValueForRenderText());
#endif
composite(vertexCoordinateArray.boundingRect());
- glDisable(GL_STENCIL_TEST);
-
glStencilMask(0);
+
+ updateClipScissorTest();
}
}
void QGL2PaintEngineExPrivate::fillStencilWithVertexArray(QGL2PEXVertexArray& vertexArray, bool useWindingFill)
{
+#ifndef QT_OPENGL_ES_2
+ if (inRenderText) {
+ glPushAttrib(GL_ENABLE_BIT);
+ glDisable(GL_DEPTH_TEST);
+ }
+#endif
+
// qDebug("QGL2PaintEngineExPrivate::fillStencilWithVertexArray()");
- glStencilMask(0xFFFF); // Enable stencil writes
+ glStencilMask(0xffff); // Enable stencil writes
if (dirtyStencilRegion.intersects(currentScissorBounds)) {
- // Clear the stencil buffer to zeros
- glDisable(GL_STENCIL_TEST);
+ QVector<QRect> clearRegion = dirtyStencilRegion.intersected(currentScissorBounds).rects();
glClearStencil(0); // Clear to zero
- glClear(GL_STENCIL_BUFFER_BIT);
+ for (int i = 0; i < clearRegion.size(); ++i) {
+#ifndef QT_GL_NO_SCISSOR_TEST
+ setScissor(clearRegion.at(i));
+#endif
+ glClear(GL_STENCIL_BUFFER_BIT);
+ }
+
dirtyStencilRegion -= currentScissorBounds;
+
+#ifndef QT_GL_NO_SCISSOR_TEST
+ updateClipScissorTest();
+#endif
}
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); // Disable color writes
- glStencilFunc(GL_ALWAYS, 0, 0xFFFF); // Always pass the stencil test
+ useSimpleShader();
+ glEnable(GL_STENCIL_TEST); // For some reason, this has to happen _after_ the simple shader is use()'d
- // Setup the stencil op:
if (useWindingFill) {
- glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_KEEP, GL_INCR_WRAP); // Inc. for front-facing triangle
- glStencilOpSeparate(GL_BACK, GL_KEEP, GL_KEEP, GL_DECR_WRAP); //Dec. for back-facing "holes"
- } else
- glStencilOp(GL_KEEP, GL_KEEP, GL_INVERT); // Simply invert the stencil bit
+ if (q->state()->clipTestEnabled) {
+ glStencilFunc(GL_LEQUAL, GL_STENCIL_HIGH_BIT | q->state()->currentClip, ~GL_STENCIL_HIGH_BIT);
+ glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE);
+ composite(vertexArray.boundingRect());
- // No point in using a fancy gradient shader for writing into the stencil buffer!
- useSimpleShader();
-
- glEnable(GL_STENCIL_TEST); // For some reason, this has to happen _after_ the simple shader is use()'d
- glDisable(GL_BLEND);
+ glStencilFunc(GL_EQUAL, GL_STENCIL_HIGH_BIT, GL_STENCIL_HIGH_BIT);
+ } else {
+ glStencilFunc(GL_ALWAYS, 0, 0xffff);
+ glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO);
+ composite(vertexArray.boundingRect());
+ }
-#ifndef QT_OPENGL_ES_2
- if (inRenderText) {
- glPushAttrib(GL_ENABLE_BIT);
- glDisable(GL_DEPTH_TEST);
+ // Inc. for front-facing triangle
+ glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_INCR_WRAP, GL_INCR_WRAP);
+ //Dec. for back-facing "holes"
+ glStencilOpSeparate(GL_BACK, GL_KEEP, GL_DECR_WRAP, GL_DECR_WRAP);
+ glStencilMask(~GL_STENCIL_HIGH_BIT);
+ drawVertexArrays(vertexArray, GL_TRIANGLE_FAN);
+
+ if (q->state()->clipTestEnabled) {
+ // clear high bit of stencil outside of path
+ glStencilFunc(GL_EQUAL, GL_STENCIL_HIGH_BIT | q->state()->currentClip, ~GL_STENCIL_HIGH_BIT);
+ glStencilOp(GL_KEEP, GL_INVERT, GL_INVERT);
+ glStencilMask(GL_STENCIL_HIGH_BIT);
+ composite(vertexArray.boundingRect());
+ // reset lower bits of stencil inside path to current clip
+ glStencilFunc(GL_EQUAL, GL_STENCIL_HIGH_BIT | q->state()->currentClip, GL_STENCIL_HIGH_BIT);
+ glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE);
+ glStencilMask(~GL_STENCIL_HIGH_BIT);
+ composite(vertexArray.boundingRect());
+ } else {
+ // set high bit of stencil inside path
+ glStencilFunc(GL_NOTEQUAL, 0, 0xffff);
+ glStencilOp(GL_KEEP, GL_INVERT, GL_INVERT);
+ glStencilMask(GL_STENCIL_HIGH_BIT);
+ composite(vertexArray.boundingRect());
+ }
+ } else {
+ glStencilMask(GL_STENCIL_HIGH_BIT);
+ glStencilOp(GL_KEEP, GL_KEEP, GL_INVERT); // Simply invert the stencil bit
+ drawVertexArrays(vertexArray, GL_TRIANGLE_FAN);
}
-#endif
- // Draw the vertecies into the stencil buffer:
- drawVertexArrays(vertexArray, GL_TRIANGLE_FAN);
+ // Enable color writes & disable stencil writes
+ glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
#ifndef QT_OPENGL_ES_2
if (inRenderText)
glPopAttrib();
#endif
- // Enable color writes & disable stencil writes
+}
+
+/*
+ If the maximum value in the stencil buffer is GL_STENCIL_HIGH_BIT - 1,
+ restore the stencil buffer to a pristine state. The current clip region
+ is set to 1, and the rest to 0.
+*/
+void QGL2PaintEngineExPrivate::resetClipIfNeeded()
+{
+ if (maxClip != (GL_STENCIL_HIGH_BIT - 1))
+ return;
+
+ Q_Q(QGL2PaintEngineEx);
+
+ useSimpleShader();
+ glEnable(GL_STENCIL_TEST);
+ glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
+
+ QRectF bounds = q->state()->matrix.inverted().mapRect(QRectF(0, 0, width, height));
+ QGLRect rect(bounds.left(), bounds.top(), bounds.right(), bounds.bottom());
+
+ // Set high bit on clip region
+ glStencilFunc(GL_LEQUAL, q->state()->currentClip, 0xffff);
+ glStencilOp(GL_KEEP, GL_INVERT, GL_INVERT);
+ glStencilMask(GL_STENCIL_HIGH_BIT);
+ composite(rect);
+
+ // Reset clipping to 1 and everything else to zero
+ glStencilFunc(GL_NOTEQUAL, 0x01, GL_STENCIL_HIGH_BIT);
+ glStencilOp(GL_ZERO, GL_REPLACE, GL_REPLACE);
+ glStencilMask(0xFFFF);
+ composite(rect);
+
+ q->state()->currentClip = 1;
+ q->state()->canRestoreClip = false;
+
+ maxClip = 1;
+
+ glStencilMask(0x0);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
}
@@ -1005,7 +1082,6 @@ bool QGL2PaintEngineExPrivate::prepareForDraw(bool srcPixelsAreOpaque)
// The shader program has changed so mark all uniforms as dirty:
brushUniformsDirty = true;
shaderMatrixUniformDirty = true;
- depthUniformDirty = true;
opacityUniformDirty = true;
}
@@ -1017,11 +1093,6 @@ bool QGL2PaintEngineExPrivate::prepareForDraw(bool srcPixelsAreOpaque)
shaderMatrixUniformDirty = false;
}
- if (depthUniformDirty) {
- shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::Depth), normalizedDeviceDepth(q->state()->currentClip));
- depthUniformDirty = false;
- }
-
if (opacityMode == QGLEngineShaderManager::UniformOpacity && opacityUniformDirty) {
shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::GlobalOpacity), (GLfloat)q->state()->opacity);
opacityUniformDirty = false;
@@ -1542,8 +1613,6 @@ bool QGL2PaintEngineEx::begin(QPaintDevice *pdev)
d->brushUniformsDirty = true;
d->matrixDirty = true;
d->compositionModeDirty = true;
- d->simpleShaderDepthUniformDirty = true;
- d->depthUniformDirty = true;
d->opacityUniformDirty = true;
d->needsSync = true;
d->use_system_clip = !systemClip().isEmpty();
@@ -1564,6 +1633,7 @@ bool QGL2PaintEngineEx::begin(QPaintDevice *pdev)
d->shaderManager = new QGLEngineShaderManager(d->ctx);
if (!d->inRenderText) {
+ glDisable(GL_STENCIL_TEST);
glDisable(GL_DEPTH_TEST);
glDisable(GL_SCISSOR_TEST);
}
@@ -1637,10 +1707,13 @@ void QGL2PaintEngineEx::ensureActive()
void QGL2PaintEngineExPrivate::updateClipScissorTest()
{
Q_Q(QGL2PaintEngineEx);
- if (q->state()->clipTestEnabled)
- glEnable(GL_DEPTH_TEST);
- else
- glDisable(GL_DEPTH_TEST);
+ if (q->state()->clipTestEnabled) {
+ glEnable(GL_STENCIL_TEST);
+ glStencilFunc(GL_LEQUAL, q->state()->currentClip, ~GL_STENCIL_HIGH_BIT);
+ } else {
+ glDisable(GL_STENCIL_TEST);
+ glStencilFunc(GL_ALWAYS, 0, 0xffff);
+ }
#ifdef QT_GL_NO_SCISSOR_TEST
currentScissorBounds = QRect(0, 0, width, height);
@@ -1683,28 +1756,20 @@ void QGL2PaintEngineEx::clipEnabledChanged()
{
Q_D(QGL2PaintEngineEx);
- d->simpleShaderDepthUniformDirty = true;
- d->depthUniformDirty = true;
-
- if (painter()->hasClipping()) {
+ if (painter()->hasClipping())
d->regenerateClip();
- } else {
- if (d->use_system_clip) {
- state()->currentClip = 1;
- } else {
- state()->clipTestEnabled = false;
- }
-
- d->updateClipScissorTest();
- }
+ else
+ d->systemStateChanged();
}
void QGL2PaintEngineExPrivate::clearClip(uint value)
{
- glDepthMask(true);
- glClearDepth(rawDepth(value));
- glClear(GL_DEPTH_BUFFER_BIT);
- glDepthMask(false);
+ dirtyStencilRegion -= currentScissorBounds;
+
+ glStencilMask(0xffff);
+ glClearStencil(value);
+ glClear(GL_STENCIL_BUFFER_BIT);
+ glStencilMask(0x0);
q->state()->needsClipBufferClear = false;
}
@@ -1715,48 +1780,57 @@ void QGL2PaintEngineExPrivate::writeClip(const QVectorPath &path, uint value)
if (matrixDirty)
updateMatrix();
+
+ const bool singlePass = !path.hasWindingFill()
+ && (((q->state()->currentClip == maxClip - 1) && q->state()->clipTestEnabled)
+ || q->state()->needsClipBufferClear);
+ const uint referenceClipValue = q->state()->needsClipBufferClear ? 1 : q->state()->currentClip;
+
if (q->state()->needsClipBufferClear)
clearClip(1);
- if (path.isEmpty())
+ if (path.isEmpty()) {
+ glEnable(GL_STENCIL_TEST);
+ glStencilFunc(GL_LEQUAL, value, ~GL_STENCIL_HIGH_BIT);
return;
+ }
- glDisable(GL_BLEND);
- glDepthMask(false);
+ if (q->state()->clipTestEnabled)
+ glStencilFunc(GL_LEQUAL, q->state()->currentClip, ~GL_STENCIL_HIGH_BIT);
+ else
+ glStencilFunc(GL_ALWAYS, 0, 0xffff);
vertexCoordinateArray.clear();
vertexCoordinateArray.addPath(path, inverseScale);
- if (q->state()->clipTestEnabled)
- glDepthFunc(GL_LEQUAL);
- else
- glDepthFunc(GL_ALWAYS);
-
- glDepthMask(GL_FALSE);
- fillStencilWithVertexArray(vertexCoordinateArray, path.hasWindingFill());
+ if (!singlePass)
+ fillStencilWithVertexArray(vertexCoordinateArray, path.hasWindingFill());
- // Stencil the clip onto the clip buffer
glColorMask(false, false, false, false);
- glDepthMask(true);
+ glEnable(GL_STENCIL_TEST);
+ useSimpleShader();
- shaderManager->simpleProgram()->setUniformValue("depth", normalizedDeviceDepth(value));
- simpleShaderDepthUniformDirty = true;
+ if (singlePass) {
+ // Under these conditions we can set the new stencil value in a single
+ // pass, by using the current value and the "new value" as the toggles
- glEnable(GL_DEPTH_TEST);
- glDepthFunc(GL_ALWAYS);
+ glStencilFunc(GL_LEQUAL, referenceClipValue, ~GL_STENCIL_HIGH_BIT);
+ glStencilOp(GL_KEEP, GL_INVERT, GL_INVERT);
+ glStencilMask(value ^ referenceClipValue);
- glStencilFunc(GL_NOTEQUAL, 0, 0xFFFF); // Pass if stencil buff value != 0
- glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
+ drawVertexArrays(vertexCoordinateArray, GL_TRIANGLE_FAN);
+ } else {
+ glStencilFunc(GL_NOTEQUAL, value, GL_STENCIL_HIGH_BIT);
+ glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE);
+ glStencilMask(0xffff);
- glEnable(GL_STENCIL_TEST);
- composite(vertexCoordinateArray.boundingRect());
- glDisable(GL_STENCIL_TEST);
+ composite(vertexCoordinateArray.boundingRect());
+ }
- glDepthFunc(GL_LEQUAL);
+ glStencilFunc(GL_LEQUAL, value, ~GL_STENCIL_HIGH_BIT);
glStencilMask(0);
glColorMask(true, true, true, true);
- glDepthMask(false);
}
void QGL2PaintEngineEx::clip(const QVectorPath &path, Qt::ClipOperation op)
@@ -1804,12 +1878,14 @@ void QGL2PaintEngineEx::clip(const QVectorPath &path, Qt::ClipOperation op)
case Qt::IntersectClip:
state()->rectangleClip = state()->rectangleClip.intersected(pathRect);
d->updateClipScissorTest();
+ d->resetClipIfNeeded();
++d->maxClip;
d->writeClip(path, d->maxClip);
state()->currentClip = d->maxClip;
state()->clipTestEnabled = true;
break;
case Qt::UniteClip: {
+ d->resetClipIfNeeded();
++d->maxClip;
if (state()->rectangleClip.isValid()) {
QPainterPath path;
@@ -1846,11 +1922,6 @@ void QGL2PaintEngineEx::clip(const QVectorPath &path, Qt::ClipOperation op)
default:
break;
}
-
- if (state()->clipTestEnabled) {
- d->simpleShaderDepthUniformDirty = true;
- d->depthUniformDirty = true;
- }
}
void QGL2PaintEngineExPrivate::regenerateClip()
@@ -1883,29 +1954,25 @@ void QGL2PaintEngineExPrivate::systemStateChanged()
q->state()->rectangleClip = use_system_clip ? systemClip.boundingRect() : QRect(0, 0, width, height);
updateClipScissorTest();
- if (use_system_clip) {
+ if (systemClip.numRects() == 1) {
+ if (systemClip.boundingRect() == QRect(0, 0, width, height))
+ use_system_clip = false;
#ifndef QT_GL_NO_SCISSOR_TEST
- if (systemClip.numRects() == 1) {
- if (q->state()->rectangleClip == QRect(0, 0, width, height)) {
- use_system_clip = false;
- } else {
- simpleShaderDepthUniformDirty = true;
- depthUniformDirty = true;
- }
- return;
- }
+ // scissoring takes care of the system clip
+ return;
#endif
+ }
+
+ if (use_system_clip) {
clearClip(0);
QPainterPath path;
path.addRegion(systemClip);
+ q->state()->currentClip = 0;
writeClip(qtVectorPathForPath(q->state()->matrix.inverted().map(path)), 1);
-
+ q->state()->currentClip = 1;
q->state()->clipTestEnabled = true;
-
- simpleShaderDepthUniformDirty = true;
- depthUniformDirty = true;
}
}
@@ -1929,8 +1996,6 @@ void QGL2PaintEngineEx::setState(QPainterState *new_state)
d->matrixDirty = true;
d->compositionModeDirty = true;
- d->simpleShaderDepthUniformDirty = true;
- d->depthUniformDirty = true;
d->simpleShaderMatrixUniformDirty = true;
d->shaderMatrixUniformDirty = true;
d->opacityUniformDirty = true;
diff --git a/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h b/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h
index dd5f4fc..bfc6a3f 100644
--- a/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h
+++ b/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h
@@ -217,8 +217,6 @@ public:
bool brushUniformsDirty;
bool simpleShaderMatrixUniformDirty;
bool shaderMatrixUniformDirty;
- bool depthUniformDirty;
- bool simpleShaderDepthUniformDirty;
bool opacityUniformDirty;
QRegion dirtyStencilRegion;
@@ -242,25 +240,14 @@ public:
void clearClip(uint value);
void writeClip(const QVectorPath &path, uint value);
+ void resetClipIfNeeded();
+
void updateClipScissorTest();
void setScissor(const QRect &rect);
void regenerateClip();
void systemStateChanged();
uint use_system_clip : 1;
- static inline GLfloat rawDepth(uint depth)
- {
- // assume at least 16 bits in the depth buffer, and
- // use 2^15 depth levels to be safe with regard to
- // rounding issues etc
- return depth * (1.0f / GLfloat((1 << 15) - 1));
- }
-
- static inline GLfloat normalizedDeviceDepth(uint depth)
- {
- return 2.0f * rawDepth(depth) - 1.0f;
- }
-
uint location(QGLEngineShaderManager::Uniform uniform)
{
return shaderManager->getUniformLocation(uniform);