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authorAaron Kennedy <aaron.kennedy@nokia.com>2009-10-07 06:57:21 (GMT)
committerAaron Kennedy <aaron.kennedy@nokia.com>2009-10-07 06:57:21 (GMT)
commita3a6e1622149654bc9e244e685e8e7dcbdf966b2 (patch)
tree1c4fe9feab63839213a0d97e9b24414c9585a227 /src/opengl
parent99573a8e81fcea38c5f68b340068fff266315c03 (diff)
parent8b0cac9179de4d1cb34b9f17932d34cef3cd4f5b (diff)
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Merge branch 'kinetic-declarativeui' of git@scm.dev.nokia.troll.no:qt/kinetic into test
Conflicts: demos/declarative/samegame/content/samegame.js tests/auto/declarative/qmlecmascript/tst_qmlecmascript.cpp
Diffstat (limited to 'src/opengl')
-rw-r--r--src/opengl/gl2paintengineex/qglengineshadermanager.cpp6
-rw-r--r--src/opengl/gl2paintengineex/qglgradientcache.cpp6
-rw-r--r--src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp475
-rw-r--r--src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h50
-rw-r--r--src/opengl/qgl.cpp184
-rw-r--r--src/opengl/qgl_p.h183
-rw-r--r--src/opengl/qglpixmapfilter.cpp167
-rw-r--r--src/opengl/qpaintengine_opengl.cpp2
8 files changed, 623 insertions, 450 deletions
diff --git a/src/opengl/gl2paintengineex/qglengineshadermanager.cpp b/src/opengl/gl2paintengineex/qglengineshadermanager.cpp
index 59c50aa..e22303d 100644
--- a/src/opengl/gl2paintengineex/qglengineshadermanager.cpp
+++ b/src/opengl/gl2paintengineex/qglengineshadermanager.cpp
@@ -60,12 +60,8 @@ QGLEngineSharedShaders *QGLEngineSharedShaders::shadersForContext(const QGLConte
{
QGLEngineSharedShaders *p = reinterpret_cast<QGLEngineSharedShaders *>(qt_shared_shaders()->value(context));
if (!p) {
- QGLContext *oldContext = const_cast<QGLContext *>(QGLContext::currentContext());
- if (oldContext != context)
- const_cast<QGLContext *>(context)->makeCurrent();
+ QGLShareContextScope scope(context);
qt_shared_shaders()->insert(context, p = new QGLEngineSharedShaders(context));
- if (oldContext && oldContext != context)
- oldContext->makeCurrent();
}
return p;
}
diff --git a/src/opengl/gl2paintengineex/qglgradientcache.cpp b/src/opengl/gl2paintengineex/qglgradientcache.cpp
index 4b2b2a0..e06f15d 100644
--- a/src/opengl/gl2paintengineex/qglgradientcache.cpp
+++ b/src/opengl/gl2paintengineex/qglgradientcache.cpp
@@ -57,13 +57,9 @@ QGL2GradientCache *QGL2GradientCache::cacheForContext(const QGLContext *context)
{
QGL2GradientCache *p = reinterpret_cast<QGL2GradientCache *>(qt_gradient_caches()->value(context));
if (!p) {
- QGLContext *oldContext = const_cast<QGLContext *>(QGLContext::currentContext());
- if (oldContext != context)
- const_cast<QGLContext *>(context)->makeCurrent();
+ QGLShareContextScope scope(context);
p = new QGL2GradientCache;
qt_gradient_caches()->insert(context, p);
- if (oldContext && oldContext != context)
- oldContext->makeCurrent();
}
return p;
}
diff --git a/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp b/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp
index 992d47d..5875124 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;
@@ -162,15 +163,11 @@ QGLTextureGlyphCache::QGLTextureGlyphCache(QGLContext *context, QFontEngineGlyph
QGLTextureGlyphCache::~QGLTextureGlyphCache()
{
if (ctx) {
- QGLContext *oldContext = const_cast<QGLContext *>(QGLContext::currentContext());
- if (oldContext != ctx)
- ctx->makeCurrent();
+ QGLShareContextScope scope(ctx);
glDeleteFramebuffers(1, &m_fbo);
if (m_width || m_height)
glDeleteTextures(1, &m_texture);
- if (oldContext && oldContext != ctx)
- oldContext->makeCurrent();
}
}
@@ -231,6 +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);
@@ -280,7 +278,7 @@ void QGLTextureGlyphCache::resizeTextureData(int width, int height)
glBindFramebuffer(GL_FRAMEBUFFER_EXT, ctx->d_ptr->current_fbo);
glViewport(0, 0, pex->width, pex->height);
- pex->updateDepthScissorTest();
+ pex->updateClipScissorTest();
#ifndef QT_OPENGL_ES_2
if (pex->inRenderText)
@@ -406,11 +404,6 @@ void QGL2PaintEngineExPrivate::useSimpleShader()
shaderManager->simpleProgram()->setUniformValue("pmvMatrix", pmvMatrix);
simpleShaderMatrixUniformDirty = false;
}
-
- if (simpleShaderDepthUniformDirty) {
- shaderManager->simpleProgram()->setUniformValue("depth", normalizedDeviceDepth(q->state()->currentDepth));
- simpleShaderDepthUniformDirty = false;
- }
}
void QGL2PaintEngineExPrivate::updateBrushTexture()
@@ -766,6 +759,8 @@ void QGL2PaintEngineEx::beginNativePainting()
d->dirtyStencilRegion = QRect(0, 0, d->width, d->height);
d->resetGLState();
+ d->shaderManager->setDirty();
+
d->needsSync = true;
}
@@ -773,9 +768,11 @@ void QGL2PaintEngineExPrivate::resetGLState()
{
glDisable(GL_BLEND);
glActiveTexture(GL_TEXTURE0);
+ glDisable(GL_STENCIL_TEST);
glDisable(GL_DEPTH_TEST);
glDisable(GL_SCISSOR_TEST);
glDepthMask(true);
+ glDepthFunc(GL_LESS);
glClearDepth(1);
}
@@ -879,16 +876,15 @@ 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) {
+ } else if (path.shape() == QVectorPath::EllipseHint
+ || path.shape() == QVectorPath::ConvexPolygonHint)
+ {
vertexCoordinateArray.clear();
vertexCoordinateArray.addPath(path, inverseScale);
prepareForDraw(currentBrush->isOpaque());
drawVertexArrays(vertexCoordinateArray, GL_TRIANGLE_FAN);
- }
- else {
+ } else {
// The path is too complicated & needs the stencil technique
vertexCoordinateArray.clear();
vertexCoordinateArray.addPath(path, inverseScale);
@@ -896,20 +892,23 @@ 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
if (inRenderText)
- shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::Depth), zValueForRenderText());
-#endif
+ prepareDepthRangeForRenderText();
+
composite(vertexCoordinateArray.boundingRect());
- glDisable(GL_STENCIL_TEST);
+
+ if (inRenderText)
+ restoreDepthRangeForRenderText();
glStencilMask(0);
+
+ updateClipScissorTest();
}
}
@@ -917,31 +916,28 @@ void QGL2PaintEngineExPrivate::fill(const QVectorPath& path)
void QGL2PaintEngineExPrivate::fillStencilWithVertexArray(QGL2PEXVertexArray& vertexArray, bool useWindingFill)
{
// 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
-
- // 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
-
- // 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);
#ifndef QT_OPENGL_ES_2
if (inRenderText) {
@@ -950,15 +946,97 @@ void QGL2PaintEngineExPrivate::fillStencilWithVertexArray(QGL2PEXVertexArray& ve
}
#endif
- // Draw the vertecies into the stencil buffer:
- drawVertexArrays(vertexArray, GL_TRIANGLE_FAN);
+ if (useWindingFill) {
+ 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());
+
+ 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());
+ }
+
+ // 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);
+ }
+
+ // 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);
}
@@ -1006,7 +1084,6 @@ bool QGL2PaintEngineExPrivate::prepareForDraw(bool srcPixelsAreOpaque)
// The shader program has changed so mark all uniforms as dirty:
brushUniformsDirty = true;
shaderMatrixUniformDirty = true;
- depthUniformDirty = true;
opacityUniformDirty = true;
}
@@ -1018,11 +1095,6 @@ bool QGL2PaintEngineExPrivate::prepareForDraw(bool srcPixelsAreOpaque)
shaderMatrixUniformDirty = false;
}
- if (depthUniformDirty) {
- shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::Depth), normalizedDeviceDepth(q->state()->currentDepth));
- depthUniformDirty = false;
- }
-
if (opacityMode == QGLEngineShaderManager::UniformOpacity && opacityUniformDirty) {
shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::GlobalOpacity), (GLfloat)q->state()->opacity);
opacityUniformDirty = false;
@@ -1069,7 +1141,7 @@ void QGL2PaintEngineExPrivate::drawVertexArrays(QGL2PEXVertexArray& vertexArray,
glDisableVertexAttribArray(QT_VERTEX_COORDS_ATTR);
}
-float QGL2PaintEngineExPrivate::zValueForRenderText() const
+void QGL2PaintEngineExPrivate::prepareDepthRangeForRenderText()
{
#ifndef QT_OPENGL_ES_2
// Get the z translation value from the model view matrix and
@@ -1077,9 +1149,19 @@ float QGL2PaintEngineExPrivate::zValueForRenderText() const
// and z-far = 1, which is used in QGLWidget::renderText()
GLdouble model[4][4];
glGetDoublev(GL_MODELVIEW_MATRIX, &model[0][0]);
- return -2 * model[3][2] - 1;
-#else
- return 0;
+ float deviceZ = -2 * model[3][2] - 1;
+
+ glGetFloatv(GL_DEPTH_RANGE, depthRange);
+ float windowZ = depthRange[0] + (deviceZ + 1) * 0.5 * (depthRange[1] - depthRange[0]);
+
+ glDepthRange(windowZ, windowZ);
+#endif
+}
+
+void QGL2PaintEngineExPrivate::restoreDepthRangeForRenderText()
+{
+#ifndef QT_OPENGL_ES_2
+ glDepthRange(depthRange[0], depthRange[1]);
#endif
}
@@ -1142,6 +1224,7 @@ void QGL2PaintEngineEx::opacityChanged()
{
// qDebug("QGL2PaintEngineEx::opacityChanged()");
Q_D(QGL2PaintEngineEx);
+ state()->opacityChanged = true;
Q_ASSERT(d->shaderManager);
d->brushUniformsDirty = true;
@@ -1152,11 +1235,14 @@ void QGL2PaintEngineEx::compositionModeChanged()
{
// qDebug("QGL2PaintEngineEx::compositionModeChanged()");
Q_D(QGL2PaintEngineEx);
+ state()->compositionModeChanged = true;
d->compositionModeDirty = true;
}
void QGL2PaintEngineEx::renderHintsChanged()
{
+ state()->renderHintsChanged = true;
+
#if !defined(QT_OPENGL_ES_2)
if ((state()->renderHints & QPainter::Antialiasing)
|| (state()->renderHints & QPainter::HighQualityAntialiasing))
@@ -1175,6 +1261,7 @@ void QGL2PaintEngineEx::transformChanged()
{
Q_D(QGL2PaintEngineEx);
d->matrixDirty = true;
+ state()->matrixChanged = true;
}
@@ -1262,6 +1349,9 @@ void QGL2PaintEngineEx::drawTextItem(const QPointF &p, const QTextItem &textItem
? QFontEngineGlyphCache::Type(ti.fontEngine->glyphFormat)
: d->glyphCacheType;
+ if (d->inRenderText)
+ glyphType = QFontEngineGlyphCache::Raster_A8;
+
if (glyphType == QFontEngineGlyphCache::Raster_RGBMask
&& state()->composition_mode != QPainter::CompositionMode_Source
&& state()->composition_mode != QPainter::CompositionMode_SourceOver)
@@ -1334,6 +1424,9 @@ void QGL2PaintEngineExPrivate::drawCachedGlyphs(const QPointF &p, QFontEngineGly
QBrush pensBrush = q->state()->pen.brush();
setBrush(&pensBrush);
+ if (inRenderText)
+ prepareDepthRangeForRenderText();
+
if (glyphType == QFontEngineGlyphCache::Raster_RGBMask) {
// Subpixel antialiasing without gamma correction
@@ -1386,10 +1479,6 @@ void QGL2PaintEngineExPrivate::drawCachedGlyphs(const QPointF &p, QFontEngineGly
glBindTexture(GL_TEXTURE_2D, cache->texture());
updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, false);
-#ifndef QT_OPENGL_ES_2
- if (inRenderText)
- shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::Depth), zValueForRenderText());
-#endif
shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::MaskTexture), QT_MASK_TEXTURE_UNIT);
glDrawArrays(GL_TRIANGLES, 0, 6 * glyphs.size());
@@ -1420,12 +1509,11 @@ void QGL2PaintEngineExPrivate::drawCachedGlyphs(const QPointF &p, QFontEngineGly
glBindTexture(GL_TEXTURE_2D, cache->texture());
updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, false);
-#ifndef QT_OPENGL_ES_2
- if (inRenderText)
- shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::Depth), zValueForRenderText());
-#endif
shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::MaskTexture), QT_MASK_TEXTURE_UNIT);
glDrawArrays(GL_TRIANGLES, 0, 6 * glyphs.size());
+
+ if (inRenderText)
+ restoreDepthRangeForRenderText();
}
void QGL2PaintEngineEx::drawPixmaps(const QDrawPixmaps::Data *drawingData, int dataCount, const QPixmap &pixmap, QDrawPixmaps::DrawingHints hints)
@@ -1543,8 +1631,6 @@ 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();
@@ -1565,10 +1651,9 @@ 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);
- glDepthFunc(GL_LESS);
- glDepthMask(false);
}
#if !defined(QT_OPENGL_ES_2)
@@ -1632,22 +1717,26 @@ void QGL2PaintEngineEx::ensureActive()
if (d->needsSync) {
d->transferMode(BrushDrawingMode);
glViewport(0, 0, d->width, d->height);
- glDepthMask(false);
- glDepthFunc(GL_LESS);
d->needsSync = false;
+ d->shaderManager->setDirty();
setState(state());
}
}
-void QGL2PaintEngineExPrivate::updateDepthScissorTest()
+void QGL2PaintEngineExPrivate::updateClipScissorTest()
{
Q_Q(QGL2PaintEngineEx);
- if (q->state()->depthTestEnabled)
- 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);
+ }
-#ifndef QT_GL_NO_SCISSOR_TEST
+#ifdef QT_GL_NO_SCISSOR_TEST
+ currentScissorBounds = QRect(0, 0, width, height);
+#else
QRect bounds = q->state()->rectangleClip;
if (!q->state()->clipEnabled) {
if (use_system_clip)
@@ -1686,69 +1775,83 @@ void QGL2PaintEngineEx::clipEnabledChanged()
{
Q_D(QGL2PaintEngineEx);
- d->simpleShaderDepthUniformDirty = true;
- d->depthUniformDirty = true;
+ state()->clipChanged = true;
- if (painter()->hasClipping()) {
- d->regenerateDepthClip();
- } else {
- if (d->use_system_clip) {
- state()->currentDepth = 0;
- } else {
- state()->depthTestEnabled = false;
- }
+ if (painter()->hasClipping())
+ d->regenerateClip();
+ else
+ d->systemStateChanged();
+}
- d->updateDepthScissorTest();
- }
+void QGL2PaintEngineExPrivate::clearClip(uint value)
+{
+ dirtyStencilRegion -= currentScissorBounds;
+
+ glStencilMask(0xffff);
+ glClearStencil(value);
+ glClear(GL_STENCIL_BUFFER_BIT);
+ glStencilMask(0x0);
+
+ q->state()->needsClipBufferClear = false;
}
-void QGL2PaintEngineExPrivate::writeClip(const QVectorPath &path, uint depth)
+void QGL2PaintEngineExPrivate::writeClip(const QVectorPath &path, uint value)
{
transferMode(BrushDrawingMode);
if (matrixDirty)
updateMatrix();
- if (q->state()->needsDepthBufferClear) {
- glDepthMask(true);
- glClearDepth(rawDepth(2));
- glClear(GL_DEPTH_BUFFER_BIT);
- q->state()->needsDepthBufferClear = false;
- glDepthMask(false);
- }
- if (path.isEmpty())
+ 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()) {
+ 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);
- 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(depth));
- 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());
+ }
+ 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)
@@ -1756,6 +1859,8 @@ void QGL2PaintEngineEx::clip(const QVectorPath &path, Qt::ClipOperation op)
// qDebug("QGL2PaintEngineEx::clip()");
Q_D(QGL2PaintEngineEx);
+ state()->clipChanged = true;
+
ensureActive();
if (op == Qt::ReplaceClip) {
@@ -1773,7 +1878,7 @@ void QGL2PaintEngineEx::clip(const QVectorPath &path, Qt::ClipOperation op)
if (state()->matrix.type() <= QTransform::TxScale) {
state()->rectangleClip = state()->rectangleClip.intersected(state()->matrix.mapRect(rect).toRect());
- d->updateDepthScissorTest();
+ d->updateClipScissorTest();
return;
}
}
@@ -1784,43 +1889,44 @@ void QGL2PaintEngineEx::clip(const QVectorPath &path, Qt::ClipOperation op)
switch (op) {
case Qt::NoClip:
if (d->use_system_clip) {
- state()->depthTestEnabled = true;
- state()->currentDepth = 0;
+ state()->clipTestEnabled = true;
+ state()->currentClip = 1;
} else {
- state()->depthTestEnabled = false;
+ state()->clipTestEnabled = false;
}
state()->rectangleClip = QRect(0, 0, d->width, d->height);
state()->canRestoreClip = false;
- d->updateDepthScissorTest();
+ d->updateClipScissorTest();
break;
case Qt::IntersectClip:
state()->rectangleClip = state()->rectangleClip.intersected(pathRect);
- d->updateDepthScissorTest();
- ++state()->maxDepth;
- d->writeClip(path, state()->maxDepth);
- state()->currentDepth = state()->maxDepth - 1;
- state()->depthTestEnabled = true;
+ d->updateClipScissorTest();
+ d->resetClipIfNeeded();
+ ++d->maxClip;
+ d->writeClip(path, d->maxClip);
+ state()->currentClip = d->maxClip;
+ state()->clipTestEnabled = true;
break;
case Qt::UniteClip: {
-#ifndef QT_GL_NO_SCISSOR_TEST
+ d->resetClipIfNeeded();
+ ++d->maxClip;
if (state()->rectangleClip.isValid()) {
- ++state()->maxDepth;
-
QPainterPath path;
path.addRect(state()->rectangleClip);
// flush the existing clip rectangle to the depth buffer
- d->writeClip(qtVectorPathForPath(state()->matrix.inverted().map(path)), state()->maxDepth);
+ d->writeClip(qtVectorPathForPath(state()->matrix.inverted().map(path)), d->maxClip);
}
+ state()->clipTestEnabled = false;
+#ifndef QT_GL_NO_SCISSOR_TEST
QRect oldRectangleClip = state()->rectangleClip;
state()->rectangleClip = state()->rectangleClip.united(pathRect);
- d->updateDepthScissorTest();
+ d->updateClipScissorTest();
QRegion extendRegion = QRegion(state()->rectangleClip) - oldRectangleClip;
- glDepthFunc(GL_ALWAYS);
if (!extendRegion.isEmpty()) {
QPainterPath extendPath;
extendPath.addRegion(extendRegion);
@@ -1829,27 +1935,19 @@ void QGL2PaintEngineEx::clip(const QVectorPath &path, Qt::ClipOperation op)
d->writeClip(qtVectorPathForPath(state()->matrix.inverted().map(extendPath)), 0);
}
#endif
- glDepthFunc(GL_ALWAYS);
// now write the clip path
- d->writeClip(path, state()->maxDepth);
+ d->writeClip(path, d->maxClip);
state()->canRestoreClip = false;
- state()->currentDepth = state()->maxDepth - 1;
- state()->depthTestEnabled = true;
+ state()->currentClip = d->maxClip;
+ state()->clipTestEnabled = true;
break;
}
default:
break;
}
-
- glDepthFunc(GL_LESS);
- if (state()->depthTestEnabled) {
- glEnable(GL_DEPTH_TEST);
- d->simpleShaderDepthUniformDirty = true;
- d->depthUniformDirty = true;
- }
}
-void QGL2PaintEngineExPrivate::regenerateDepthClip()
+void QGL2PaintEngineExPrivate::regenerateClip()
{
systemStateChanged();
replayClipOperations();
@@ -1859,6 +1957,8 @@ void QGL2PaintEngineExPrivate::systemStateChanged()
{
Q_Q(QGL2PaintEngineEx);
+ q->state()->clipChanged = true;
+
if (systemClip.isEmpty()) {
use_system_clip = false;
} else {
@@ -1870,46 +1970,34 @@ void QGL2PaintEngineExPrivate::systemStateChanged()
}
}
- q->state()->depthTestEnabled = false;
- q->state()->needsDepthBufferClear = true;
+ q->state()->clipTestEnabled = false;
+ q->state()->needsClipBufferClear = true;
- q->state()->currentDepth = 1;
- q->state()->maxDepth = 4;
+ q->state()->currentClip = 1;
+ maxClip = 1;
q->state()->rectangleClip = use_system_clip ? systemClip.boundingRect() : QRect(0, 0, width, height);
- updateDepthScissorTest();
+ 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
- q->state()->needsDepthBufferClear = false;
-
- glDepthMask(true);
+ }
- glClearDepth(0);
- glClear(GL_DEPTH_BUFFER_BIT);
+ if (use_system_clip) {
+ clearClip(0);
QPainterPath path;
path.addRegion(systemClip);
- glDepthFunc(GL_ALWAYS);
- writeClip(qtVectorPathForPath(q->state()->matrix.inverted().map(path)), 2);
- glDepthFunc(GL_LESS);
-
- glEnable(GL_DEPTH_TEST);
- q->state()->depthTestEnabled = true;
-
- simpleShaderDepthUniformDirty = true;
- depthUniformDirty = true;
+ q->state()->currentClip = 0;
+ writeClip(qtVectorPathForPath(q->state()->matrix.inverted().map(path)), 1);
+ q->state()->currentClip = 1;
+ q->state()->clipTestEnabled = true;
}
}
@@ -1929,25 +2017,28 @@ void QGL2PaintEngineEx::setState(QPainterState *new_state)
return;
}
- renderHintsChanged();
+ if (old_state == s || s->renderHintsChanged)
+ renderHintsChanged();
- d->matrixDirty = true;
- d->compositionModeDirty = true;
- d->simpleShaderDepthUniformDirty = true;
- d->depthUniformDirty = true;
- d->simpleShaderMatrixUniformDirty = true;
- d->shaderMatrixUniformDirty = true;
- d->opacityUniformDirty = true;
+ if (old_state == s || s->matrixChanged) {
+ d->matrixDirty = true;
+ d->simpleShaderMatrixUniformDirty = true;
+ d->shaderMatrixUniformDirty = true;
+ }
- d->shaderManager->setDirty();
+ if (old_state == s || s->compositionModeChanged)
+ d->compositionModeDirty = true;
- if (old_state && old_state != s && old_state->canRestoreClip) {
- d->updateDepthScissorTest();
- glDepthMask(false);
- glDepthFunc(GL_LESS);
- s->maxDepth = old_state->maxDepth;
- } else {
- d->regenerateDepthClip();
+ if (old_state == s || s->opacityChanged)
+ d->opacityUniformDirty = true;
+
+ if (old_state == s || s->clipChanged) {
+ if (old_state && old_state != s && old_state->canRestoreClip) {
+ d->updateClipScissorTest();
+ glDepthFunc(GL_LEQUAL);
+ } else {
+ d->regenerateClip();
+ }
}
}
@@ -1964,6 +2055,12 @@ QPainterState *QGL2PaintEngineEx::createState(QPainterState *orig) const
else
s = new QOpenGL2PaintEngineState(*static_cast<QOpenGL2PaintEngineState *>(orig));
+ s->matrixChanged = false;
+ s->compositionModeChanged = false;
+ s->opacityChanged = false;
+ s->renderHintsChanged = false;
+ s->clipChanged = false;
+
d->last_created_state = s;
return s;
}
@@ -1977,21 +2074,17 @@ void QGL2PaintEngineEx::setRenderTextActive(bool active)
QOpenGL2PaintEngineState::QOpenGL2PaintEngineState(QOpenGL2PaintEngineState &other)
: QPainterState(other)
{
- needsDepthBufferClear = other.needsDepthBufferClear;
- depthTestEnabled = other.depthTestEnabled;
- scissorTestEnabled = other.scissorTestEnabled;
- currentDepth = other.currentDepth;
- maxDepth = other.maxDepth;
+ needsClipBufferClear = other.needsClipBufferClear;
+ clipTestEnabled = other.clipTestEnabled;
+ currentClip = other.currentClip;
canRestoreClip = other.canRestoreClip;
rectangleClip = other.rectangleClip;
}
QOpenGL2PaintEngineState::QOpenGL2PaintEngineState()
{
- needsDepthBufferClear = true;
- depthTestEnabled = false;
- currentDepth = 1;
- maxDepth = 4;
+ needsClipBufferClear = true;
+ clipTestEnabled = false;
canRestoreClip = true;
}
diff --git a/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h b/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h
index 4f42082..28c972e 100644
--- a/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h
+++ b/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h
@@ -82,17 +82,17 @@ public:
QOpenGL2PaintEngineState();
~QOpenGL2PaintEngineState();
- bool needsDepthBufferClear;
- qreal depthBufferClearValue;
+ uint needsClipBufferClear : 1;
+ uint clipTestEnabled : 1;
+ uint canRestoreClip : 1;
+ uint matrixChanged : 1;
+ uint compositionModeChanged : 1;
+ uint opacityChanged : 1;
+ uint renderHintsChanged : 1;
+ uint clipChanged : 1;
+ uint currentClip : 8;
- bool depthTestEnabled;
- bool scissorTestEnabled;
- uint maxDepth;
- uint currentDepth;
-
- bool canRestoreClip;
QRect rectangleClip;
- bool hasRectangleClip;
};
class Q_OPENGL_EXPORT QGL2PaintEngineEx : public QPaintEngineEx
@@ -200,7 +200,8 @@ public:
inline void useSimpleShader();
- float zValueForRenderText() const;
+ void prepareDepthRangeForRenderText();
+ void restoreDepthRangeForRenderText();
static QGLEngineShaderManager* shaderManagerForEngine(QGL2PaintEngineEx *engine) { return engine->d_func()->shaderManager; }
@@ -220,12 +221,11 @@ public:
bool brushUniformsDirty;
bool simpleShaderMatrixUniformDirty;
bool shaderMatrixUniformDirty;
- bool depthUniformDirty;
- bool simpleShaderDepthUniformDirty;
bool opacityUniformDirty;
QRegion dirtyStencilRegion;
QRect currentScissorBounds;
+ uint maxClip;
const QBrush* currentBrush; // May not be the state's brush!
@@ -242,26 +242,16 @@ public:
QGLEngineShaderManager* shaderManager;
- void writeClip(const QVectorPath &path, uint depth);
- void updateDepthScissorTest();
+ void clearClip(uint value);
+ void writeClip(const QVectorPath &path, uint value);
+ void resetClipIfNeeded();
+
+ void updateClipScissorTest();
void setScissor(const QRect &rect);
- void regenerateDepthClip();
+ 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);
@@ -272,12 +262,16 @@ public:
bool needsSync;
bool inRenderText;
+ GLfloat depthRange[2];
+
float textureInvertedY;
QScopedPointer<QPixmapFilter> convolutionFilter;
QScopedPointer<QPixmapFilter> colorizeFilter;
QScopedPointer<QPixmapFilter> blurFilter;
QScopedPointer<QPixmapFilter> fastBlurFilter;
+ QScopedPointer<QPixmapFilter> dropShadowFilter;
+ QScopedPointer<QPixmapFilter> fastDropShadowFilter;
};
QT_END_NAMESPACE
diff --git a/src/opengl/qgl.cpp b/src/opengl/qgl.cpp
index 2327d7a..3f96d1c 100644
--- a/src/opengl/qgl.cpp
+++ b/src/opengl/qgl.cpp
@@ -1393,11 +1393,39 @@ bool operator!=(const QGLFormat& a, const QGLFormat& b)
/*****************************************************************************
QGLContext implementation
*****************************************************************************/
-QGLContextPrivate::~QGLContextPrivate()
+
+QGLContextGroup::~QGLContextGroup()
+{
+ // Clear any remaining QGLSharedResourceGuard objects on the group.
+ QGLSharedResourceGuard *guard = m_guards;
+ while (guard != 0) {
+ guard->m_group = 0;
+ guard->m_id = 0;
+ guard = guard->m_next;
+ }
+}
+
+void QGLContextGroup::addGuard(QGLSharedResourceGuard *guard)
+{
+ if (m_guards)
+ m_guards->m_prev = guard;
+ guard->m_next = m_guards;
+ guard->m_prev = 0;
+ m_guards = guard;
+}
+
+void QGLContextGroup::removeGuard(QGLSharedResourceGuard *guard)
{
- if (!reference->deref())
- delete reference;
+ if (guard->m_next)
+ guard->m_next->m_prev = guard->m_prev;
+ if (guard->m_prev)
+ guard->m_prev->m_next = guard->m_next;
+ else
+ m_guards = guard->m_next;
+}
+QGLContextPrivate::~QGLContextPrivate()
+{
if (!group->m_refs.deref()) {
Q_ASSERT(group->context() == q_ptr);
delete group;
@@ -1626,8 +1654,10 @@ void QGLTextureCache::pixmapCleanupHook(QPixmap* pixmap)
}
#if defined(Q_WS_X11)
QPixmapData *pd = pixmap->data_ptr().data();
- Q_ASSERT(pd->ref == 1); // Make sure reference counting isn't broken
- QGLContextPrivate::destroyGlSurfaceForPixmap(pd);
+ if (pd->classId() == QPixmapData::X11Class) {
+ Q_ASSERT(pd->ref == 1); // Make sure reference counting isn't broken
+ QGLContextPrivate::destroyGlSurfaceForPixmap(pd);
+ }
#endif
}
@@ -1806,6 +1836,8 @@ QGLContext::~QGLContext()
QGLTextureCache::instance()->removeContextTextures(this);
QGLTextureCache::deleteIfEmpty(); // ### thread safety
+ d_ptr->group->cleanupResources(this);
+
QGLSignalProxy::instance()->emitAboutToDestroyContext(this);
reset();
}
@@ -3751,6 +3783,11 @@ bool QGLWidget::event(QEvent *e)
glFinish();
doneCurrent();
} else if (e->type() == QEvent::ParentChange) {
+ // if we've reparented a window that has the current context
+ // bound, we need to rebind that context to the new window id
+ if (d->glcx == QGLContext::currentContext())
+ makeCurrent();
+
if (d->glcx->d_func()->screen != d->xinfo.screen() || testAttribute(Qt::WA_TranslucentBackground)) {
setContext(new QGLContext(d->glcx->requestedFormat(), this));
// ### recreating the overlay isn't supported atm
@@ -4908,16 +4945,15 @@ void QGLShareRegister::removeShare(const QGLContext *context) {
group->m_shares.clear();
}
-QGLContextResource::QGLContextResource(FreeFunc f, QObject *parent)
- : QObject(parent), free(f)
+QGLContextResource::QGLContextResource(FreeFunc f)
+ : free(f), active(0)
{
- connect(QGLSignalProxy::instance(), SIGNAL(aboutToDestroyContext(const QGLContext *)), this, SLOT(removeOne(const QGLContext *)));
}
QGLContextResource::~QGLContextResource()
{
#ifndef QT_NO_DEBUG
- if (m_resources.size()) {
+ if (active != 0) {
qWarning("QtOpenGL: Resources are still available at program shutdown.\n"
" This is possibly caused by a leaked QGLWidget, \n"
" QGLFramebufferObject or QGLPixelBuffer.");
@@ -4927,121 +4963,53 @@ QGLContextResource::~QGLContextResource()
void QGLContextResource::insert(const QGLContext *key, void *value)
{
- QList<const QGLContext *> shares = qgl_share_reg()->shares(key);
- if (shares.size() == 0)
- shares.append(key);
- void *oldValue = 0;
- for (int i = 0; i < shares.size(); ++i) {
- ResourceHash::iterator it = m_resources.find(shares.at(i));
- if (it != m_resources.end()) {
- Q_ASSERT(oldValue == 0 || oldValue == it.value());
- oldValue = it.value();
- it.value() = value;
- } else {
- m_resources.insert(shares.at(i), value);
- }
- }
- if (oldValue != 0 && oldValue != value) {
- QGLContext *oldContext = const_cast<QGLContext *>(QGLContext::currentContext());
- if (oldContext != key)
- const_cast<QGLContext *>(key)->makeCurrent();
- free(oldValue);
- if (oldContext && oldContext != key)
- oldContext->makeCurrent();
- }
+ QGLContextGroup *group = QGLContextPrivate::contextGroup(key);
+ Q_ASSERT(!group->m_resources.contains(this));
+ group->m_resources.insert(this, value);
+ active.ref();
}
void *QGLContextResource::value(const QGLContext *key)
{
- ResourceHash::const_iterator it = m_resources.find(key);
- // Check if there is a value associated with 'key'.
- if (it != m_resources.end())
- return it.value();
- // Check if there is a value associated with sharing contexts.
- QList<const QGLContext *> shares = qgl_share_reg()->shares(key);
- for (int i = 0; i < shares.size() && it == m_resources.end(); ++i)
- it = m_resources.find(shares.at(i));
- if (it == m_resources.end())
- return 0; // Didn't find anything.
-
- // Found something! Share this info with all the buddies.
- for (int i = 0; i < shares.size(); ++i)
- m_resources.insert(shares.at(i), it.value());
- return it.value();
-}
-
-void QGLContextResource::removeGroup(const QGLContext *key)
-{
- QList<const QGLContext *> shares = qgl_share_reg()->shares(key);
- if (shares.size() == 0)
- shares.append(key);
- void *oldValue = 0;
- for (int i = 0; i < shares.size(); ++i) {
- ResourceHash::iterator it = m_resources.find(shares.at(i));
- if (it != m_resources.end()) {
- Q_ASSERT(oldValue == 0 || oldValue == it.value());
- oldValue = it.value();
- m_resources.erase(it);
- }
- }
- if (oldValue != 0) {
- QGLContext *oldContext = const_cast<QGLContext *>(QGLContext::currentContext());
- if (oldContext != key)
- const_cast<QGLContext *>(key)->makeCurrent();
- free(oldValue);
- if (oldContext && oldContext != key)
- oldContext->makeCurrent();
- }
+ QGLContextGroup *group = QGLContextPrivate::contextGroup(key);
+ return group->m_resources.value(this, 0);
}
-void QGLContextResource::removeOne(const QGLContext *key)
+void QGLContextResource::cleanup(const QGLContext *ctx, void *value)
{
- ResourceHash::iterator it = m_resources.find(key);
- if (it == m_resources.end())
+ QGLShareContextScope scope(ctx);
+ free(value);
+ active.deref();
+}
+
+void QGLContextGroup::cleanupResources(const QGLContext *ctx)
+{
+ // If there are still shares, then no cleanup to be done yet.
+ if (m_shares.size() > 1)
return;
- QList<const QGLContext *> shares = qgl_share_reg()->shares(key);
- if (shares.size() > 1) {
- Q_ASSERT(key->isSharing());
- // At least one of the shared contexts must stay in the cache.
- // Otherwise, the value pointer is lost.
- for (int i = 0; i < 2/*shares.size()*/; ++i)
- m_resources.insert(shares.at(i), it.value());
- } else {
- QGLContext *oldContext = const_cast<QGLContext *>(QGLContext::currentContext());
- if (oldContext != key)
- const_cast<QGLContext *>(key)->makeCurrent();
- free(it.value());
- if (oldContext && oldContext != key)
- oldContext->makeCurrent();
- }
- m_resources.erase(it);
+ // Iterate over all resources and free each in turn.
+ QHash<QGLContextResource *, void *>::ConstIterator it;
+ for (it = m_resources.begin(); it != m_resources.end(); ++it)
+ it.key()->cleanup(ctx, it.value());
}
-QGLContextReference::QGLContextReference(const QGLContext *ctx)
- : m_ref(1), m_ctx(ctx)
+QGLSharedResourceGuard::~QGLSharedResourceGuard()
{
- connect(QGLSignalProxy::instance(),
- SIGNAL(aboutToDestroyContext(const QGLContext *)),
- this, SLOT(aboutToDestroyContext(const QGLContext *)));
+ if (m_group)
+ m_group->removeGuard(this);
}
-void QGLContextReference::aboutToDestroyContext(const QGLContext *ctx)
+void QGLSharedResourceGuard::setContext(const QGLContext *context)
{
- // Bail out if our context is not being destroyed.
- if (ctx != m_ctx || !m_ctx)
- return;
-
- // Find some other context that this one is shared with to take over.
- QList<const QGLContext *> shares = qgl_share_reg()->shares(m_ctx);
- shares.removeAll(m_ctx);
- if (!shares.isEmpty()) {
- m_ctx = shares[0];
- return;
+ if (m_group)
+ m_group->removeGuard(this);
+ if (context) {
+ m_group = QGLContextPrivate::contextGroup(context);
+ m_group->addGuard(this);
+ } else {
+ m_group = 0;
}
-
- // No more contexts sharing with this one, so the reference is now invalid.
- m_ctx = 0;
}
QT_END_NAMESPACE
diff --git a/src/opengl/qgl_p.h b/src/opengl/qgl_p.h
index 1957429..8d4f673 100644
--- a/src/opengl/qgl_p.h
+++ b/src/opengl/qgl_p.h
@@ -219,6 +219,9 @@ public:
#endif
};
+class QGLContextResource;
+class QGLSharedResourceGuard;
+
// QGLContextPrivate has the responsibility of creating context groups.
// QGLContextPrivate and QGLShareRegister will both maintain the reference counter and destroy
// context groups when needed.
@@ -226,42 +229,29 @@ public:
class QGLContextGroup
{
public:
+ ~QGLContextGroup();
+
QGLExtensionFuncs &extensionFuncs() {return m_extensionFuncs;}
const QGLContext *context() const {return m_context;}
+
+ void addGuard(QGLSharedResourceGuard *guard);
+ void removeGuard(QGLSharedResourceGuard *guard);
private:
- QGLContextGroup(const QGLContext *context) : m_context(context), m_refs(1) { }
+ QGLContextGroup(const QGLContext *context) : m_context(context), m_guards(0), m_refs(1) { }
QGLExtensionFuncs m_extensionFuncs;
const QGLContext *m_context; // context group's representative
QList<const QGLContext *> m_shares;
+ QHash<QGLContextResource *, void *> m_resources;
+ QGLSharedResourceGuard *m_guards; // double-linked list of active guards.
QAtomicInt m_refs;
+ void cleanupResources(const QGLContext *ctx);
+
friend class QGLShareRegister;
+ friend class QGLContext;
friend class QGLContextPrivate;
-};
-
-// Reference to a QGLContext which automatically switches to another
-// shared context when the main one is destroyed. If there is no
-// shared context to switch to, the context pointer is set to null.
-// Note: should be merged into QGLContextGroup at some point.
-class QGLContextReference : public QObject
-{
- Q_OBJECT
-public:
- QGLContextReference(const QGLContext *ctx);
- ~QGLContextReference() {}
-
- const QGLContext *context() const { return m_ctx; }
-
- void ref() { m_ref.ref(); }
- bool deref() { return m_ref.deref(); }
-
-private slots:
- void aboutToDestroyContext(const QGLContext *ctx);
-
-private:
- QAtomicInt m_ref;
- const QGLContext *m_ctx;
+ friend class QGLContextResource;
};
class QGLTexture;
@@ -270,7 +260,7 @@ class QGLContextPrivate
{
Q_DECLARE_PUBLIC(QGLContext)
public:
- explicit QGLContextPrivate(QGLContext *context) : internal_context(false), q_ptr(context) {reference = new QGLContextReference(context); group = new QGLContextGroup(context);}
+ explicit QGLContextPrivate(QGLContext *context) : internal_context(false), q_ptr(context) {group = new QGLContextGroup(context);}
~QGLContextPrivate();
QGLTexture *bindTexture(const QImage &image, GLenum target, GLint format,
QGLContext::BindOptions options);
@@ -333,7 +323,6 @@ public:
QGLContext *q_ptr;
QGLFormat::OpenGLVersionFlags version_flags;
- QGLContextReference *reference;
QGLContextGroup *group;
GLint max_texture_size;
@@ -411,6 +400,46 @@ public:
extern Q_OPENGL_EXPORT QGLShareRegister* qgl_share_reg();
+// Temporarily make a context current if not already current or
+// shared with the current contex. The previous context is made
+// current when the object goes out of scope.
+class Q_OPENGL_EXPORT QGLShareContextScope
+{
+public:
+ QGLShareContextScope(const QGLContext *ctx)
+ : m_oldContext(0)
+ {
+ QGLContext *currentContext = const_cast<QGLContext *>(QGLContext::currentContext());
+ if (currentContext != ctx && !QGLContext::areSharing(ctx, currentContext)) {
+ m_oldContext = currentContext;
+ m_ctx = const_cast<QGLContext *>(ctx);
+ m_ctx->makeCurrent();
+ } else {
+ m_ctx = currentContext;
+ }
+ }
+
+ operator QGLContext *()
+ {
+ return m_ctx;
+ }
+
+ QGLContext *operator->()
+ {
+ return m_ctx;
+ }
+
+ ~QGLShareContextScope()
+ {
+ if (m_oldContext)
+ m_oldContext->makeCurrent();
+ }
+
+private:
+ QGLContext *m_oldContext;
+ QGLContext *m_ctx;
+};
+
class QGLTexture {
public:
QGLTexture(QGLContext *ctx = 0, GLuint tx_id = 0, GLenum tx_target = GL_TEXTURE_2D,
@@ -426,12 +455,8 @@ public:
~QGLTexture() {
if (options & QGLContext::MemoryManagedBindOption) {
- QGLContext *current = const_cast<QGLContext *>(QGLContext::currentContext());
- QGLContext *ctx = const_cast<QGLContext *>(context);
- Q_ASSERT(ctx);
- bool switch_context = current != ctx && !QGLContext::areSharing(current, ctx);
- if (switch_context)
- ctx->makeCurrent();
+ Q_ASSERT(context);
+ QGLShareContextScope scope(context);
#if defined(Q_WS_X11)
// Although glXReleaseTexImage is a glX call, it must be called while there
// is a current context - the context the pixmap was bound to a texture in.
@@ -441,8 +466,6 @@ public:
QGLContextPrivate::unbindPixmapFromTexture(boundPixmap);
#endif
glDeleteTextures(1, &id);
- if (switch_context && current)
- current->makeCurrent();
}
}
@@ -506,66 +529,21 @@ inline GLenum qt_gl_preferredTextureTarget()
}
// One resource per group of shared contexts.
-class QGLContextResource : public QObject
+class Q_AUTOTEST_EXPORT QGLContextResource
{
- Q_OBJECT
public:
typedef void (*FreeFunc)(void *);
- QGLContextResource(FreeFunc f, QObject *parent = 0);
+ QGLContextResource(FreeFunc f);
~QGLContextResource();
// Set resource 'value' for 'key' and all its shared contexts.
void insert(const QGLContext *key, void *value);
// Return resource for 'key' or a shared context.
void *value(const QGLContext *key);
- // Free resource for 'key' and all its shared contexts.
- void removeGroup(const QGLContext *key);
-private slots:
- // Remove entry 'key' from cache and delete resource if there are no shared contexts.
- void removeOne(const QGLContext *key);
+ // Cleanup 'value' in response to a context group being destroyed.
+ void cleanup(const QGLContext *ctx, void *value);
private:
- typedef QHash<const QGLContext *, void *> ResourceHash;
- ResourceHash m_resources;
FreeFunc free;
-};
-
-// Temporarily make a context current if not already current or
-// shared with the current contex. The previous context is made
-// current when the object goes out of scope.
-class Q_OPENGL_EXPORT QGLShareContextScope
-{
-public:
- QGLShareContextScope(const QGLContext *ctx)
- : m_oldContext(0)
- {
- QGLContext *currentContext = const_cast<QGLContext *>(QGLContext::currentContext());
- if (currentContext != ctx && !QGLContext::areSharing(ctx, currentContext)) {
- m_oldContext = currentContext;
- m_ctx = const_cast<QGLContext *>(ctx);
- m_ctx->makeCurrent();
- } else {
- m_ctx = currentContext;
- }
- }
-
- operator QGLContext *()
- {
- return m_ctx;
- }
-
- QGLContext *operator->()
- {
- return m_ctx;
- }
-
- ~QGLShareContextScope()
- {
- if (m_oldContext)
- m_oldContext->makeCurrent();
- }
-
-private:
- QGLContext *m_oldContext;
- QGLContext *m_ctx;
+ QAtomicInt active;
};
// Put a guard around a GL object identifier and its context.
@@ -577,44 +555,27 @@ class Q_OPENGL_EXPORT QGLSharedResourceGuard
{
public:
QGLSharedResourceGuard(const QGLContext *context)
- : m_ctxref(0), m_id(0)
+ : m_group(0), m_id(0), m_next(0), m_prev(0)
{
setContext(context);
}
QGLSharedResourceGuard(const QGLContext *context, GLuint id)
- : m_ctxref(0), m_id(id)
+ : m_group(0), m_id(id), m_next(0), m_prev(0)
{
setContext(context);
}
- ~QGLSharedResourceGuard()
- {
- if (m_ctxref && !m_ctxref->deref())
- delete m_ctxref;
- }
+ ~QGLSharedResourceGuard();
const QGLContext *context() const
{
- return m_ctxref ? m_ctxref->context() : 0;
+ return m_group ? m_group->context() : 0;
}
- void setContext(const QGLContext *context)
- {
- if (m_ctxref && !m_ctxref->deref())
- delete m_ctxref;
- if (context) {
- m_ctxref = context->d_ptr->reference;
- m_ctxref->ref();
- } else {
- m_ctxref = 0;
- }
- }
+ void setContext(const QGLContext *context);
GLuint id() const
{
- if (m_ctxref && m_ctxref->context())
- return m_id;
- else
- return 0;
+ return m_id;
}
void setId(GLuint id)
@@ -623,8 +584,12 @@ public:
}
private:
- QGLContextReference *m_ctxref;
+ QGLContextGroup *m_group;
GLuint m_id;
+ QGLSharedResourceGuard *m_next;
+ QGLSharedResourceGuard *m_prev;
+
+ friend class QGLContextGroup;
};
QT_END_NAMESPACE
diff --git a/src/opengl/qglpixmapfilter.cpp b/src/opengl/qglpixmapfilter.cpp
index 1ae3866..0603369 100644
--- a/src/opengl/qglpixmapfilter.cpp
+++ b/src/opengl/qglpixmapfilter.cpp
@@ -104,11 +104,12 @@ public:
void setUniforms(QGLShaderProgram *program);
+ static QByteArray generateGaussianShader(int radius, bool dropShadow = false);
+
protected:
bool processGL(QPainter *painter, const QPointF &pos, const QPixmap &src, const QRectF &srcRect) const;
private:
- static QByteArray generateGaussianShader(int radius);
mutable QSize m_textureSize;
mutable bool m_horizontalBlur;
@@ -118,6 +119,25 @@ private:
mutable Qt::RenderHint m_hint;
};
+class QGLPixmapDropShadowFilter : public QGLCustomShaderStage, public QGLPixmapFilter<QPixmapDropShadowFilter>
+{
+public:
+ QGLPixmapDropShadowFilter(Qt::RenderHint hint);
+
+ void setUniforms(QGLShaderProgram *program);
+
+protected:
+ bool processGL(QPainter *painter, const QPointF &pos, const QPixmap &src, const QRectF &srcRect) const;
+
+private:
+ mutable QSize m_textureSize;
+ mutable bool m_horizontalBlur;
+
+ mutable bool m_haveCached;
+ mutable int m_cachedRadius;
+ mutable Qt::RenderHint m_hint;
+};
+
extern QGLWidget *qt_gl_share_widget();
QPixmapFilter *QGL2PaintEngineEx::pixmapFilter(int type, const QPixmapFilter *prototype)
@@ -141,6 +161,18 @@ QPixmapFilter *QGL2PaintEngineEx::pixmapFilter(int type, const QPixmapFilter *pr
return d->blurFilter.data();
}
+ case QPixmapFilter::DropShadowFilter: {
+ const QPixmapDropShadowFilter *proto = static_cast<const QPixmapDropShadowFilter *>(prototype);
+ if (proto->blurRadius() <= 5) {
+ if (!d->fastDropShadowFilter)
+ d->fastDropShadowFilter.reset(new QGLPixmapDropShadowFilter(Qt::PerformanceHint));
+ return d->fastDropShadowFilter.data();
+ }
+ if (!d->dropShadowFilter)
+ d->dropShadowFilter.reset(new QGLPixmapDropShadowFilter(Qt::QualityHint));
+ return d->dropShadowFilter.data();
+ }
+
case QPixmapFilter::ConvolutionFilter:
if (!d->convolutionFilter)
d->convolutionFilter.reset(new QGLPixmapConvolutionFilter);
@@ -279,6 +311,20 @@ static const char *qt_gl_blur_filter_fast =
" return color * (1.0 / float(samples));"
"}";
+static const char *qt_gl_drop_shadow_filter_fast =
+ "const int samples = 9;"
+ "uniform mediump vec2 delta;"
+ "uniform mediump vec4 shadowColor;"
+ "lowp vec4 customShader(lowp sampler2D src, highp vec2 srcCoords) {"
+ " mediump vec4 color = vec4(0.0, 0.0, 0.0, 0.0);"
+ " mediump float offset = (float(samples) - 1.0) / 2.0;"
+ " for (int i = 0; i < samples; i++) {"
+ " mediump vec2 coord = srcCoords + delta * (offset - float(i)) / offset;"
+ " color += texture2D(src, coord).a * shadowColor;"
+ " }"
+ " return color * (1.0 / float(samples));"
+ "}";
+
QGLPixmapBlurFilter::QGLPixmapBlurFilter(Qt::RenderHint hint)
: m_haveCached(false)
, m_cachedRadius(5)
@@ -380,7 +426,7 @@ static inline qreal gaussian(qreal dx, qreal sigma)
return exp(-dx * dx / (2 * sigma * sigma)) / (Q_2PI * sigma * sigma);
}
-QByteArray QGLPixmapBlurFilter::generateGaussianShader(int radius)
+QByteArray QGLPixmapBlurFilter::generateGaussianShader(int radius, bool dropShadow)
{
Q_ASSERT(radius >= 1);
@@ -388,6 +434,8 @@ QByteArray QGLPixmapBlurFilter::generateGaussianShader(int radius)
source.reserve(1000);
source.append("uniform highp vec2 delta;\n");
+ if (dropShadow)
+ source.append("uniform mediump vec4 shadowColor;\n");
source.append("lowp vec4 customShader(lowp sampler2D src, highp vec2 srcCoords) {\n");
QVector<qreal> sampleOffsets;
@@ -444,7 +492,10 @@ QByteArray QGLPixmapBlurFilter::generateGaussianShader(int radius)
source.append(coordinate);
source.append(";\n");
- source.append(" sample += texture2D(src, coord)");
+ if (dropShadow)
+ source.append(" sample += texture2D(src, coord).a * shadowColor");
+ else
+ source.append(" sample += texture2D(src, coord)");
weightSum += weights.at(i);
if (weights.at(i) != qreal(1)) {
@@ -463,4 +514,114 @@ QByteArray QGLPixmapBlurFilter::generateGaussianShader(int radius)
return source;
}
+QGLPixmapDropShadowFilter::QGLPixmapDropShadowFilter(Qt::RenderHint hint)
+ : m_haveCached(false)
+ , m_cachedRadius(5)
+ , m_hint(hint)
+{
+ if (hint == Qt::PerformanceHint) {
+ QGLPixmapDropShadowFilter *filter = const_cast<QGLPixmapDropShadowFilter *>(this);
+ filter->setSource(qt_gl_drop_shadow_filter_fast);
+ m_haveCached = true;
+ }
+}
+
+bool QGLPixmapDropShadowFilter::processGL(QPainter *painter, const QPointF &pos, const QPixmap &src, const QRectF &srcRect) const
+{
+ QGLPixmapDropShadowFilter *filter = const_cast<QGLPixmapDropShadowFilter *>(this);
+
+ int radius = this->blurRadius();
+ if (!m_haveCached || (m_hint == Qt::QualityHint && radius != m_cachedRadius)) {
+ // Only regenerate the shader from source if parameters have changed.
+ m_haveCached = true;
+ m_cachedRadius = radius;
+ filter->setSource(QGLPixmapBlurFilter::generateGaussianShader(radius, true));
+ }
+
+ QGLFramebufferObjectFormat format;
+ format.setInternalTextureFormat(GLenum(src.hasAlphaChannel() ? GL_RGBA : GL_RGB));
+ QGLFramebufferObject *fbo = qgl_fbo_pool()->acquire(src.size(), format);
+
+ if (!fbo)
+ return false;
+
+ glBindTexture(GL_TEXTURE_2D, fbo->texture());
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glBindTexture(GL_TEXTURE_2D, 0);
+
+ // prepare for updateUniforms
+ m_textureSize = src.size();
+
+ // horizontal pass, to pixmap
+ m_horizontalBlur = true;
+
+ QPainter fboPainter(fbo);
+
+ if (src.hasAlphaChannel()) {
+ glClearColor(0, 0, 0, 0);
+ glClear(GL_COLOR_BUFFER_BIT);
+ }
+
+ // ensure GL_LINEAR filtering is used
+ fboPainter.setRenderHint(QPainter::SmoothPixmapTransform);
+ filter->setOnPainter(&fboPainter);
+ fboPainter.drawPixmap(0, 0, src);
+ filter->removeFromPainter(&fboPainter);
+ fboPainter.end();
+
+ QGL2PaintEngineEx *engine = static_cast<QGL2PaintEngineEx *>(painter->paintEngine());
+
+ // vertical pass, to painter
+ m_horizontalBlur = false;
+
+ painter->save();
+ // ensure GL_LINEAR filtering is used
+ painter->setRenderHint(QPainter::SmoothPixmapTransform);
+ filter->setOnPainter(painter);
+ QPointF ofs = offset();
+ engine->drawTexture(src.rect().translated(pos.x() + ofs.x(), pos.y() + ofs.y()), fbo->texture(), fbo->size(), src.rect().translated(0, fbo->height() - src.height()));
+ filter->removeFromPainter(painter);
+ painter->restore();
+
+ qgl_fbo_pool()->release(fbo);
+
+ // Now draw the actual pixmap over the top.
+ painter->drawPixmap(pos, src, srcRect);
+
+ return true;
+}
+
+void QGLPixmapDropShadowFilter::setUniforms(QGLShaderProgram *program)
+{
+ QColor col = color();
+ if (m_horizontalBlur) {
+ program->setUniformValue("shadowColor", 1.0f, 1.0f, 1.0f, 1.0f);
+ } else {
+ qreal alpha = col.alphaF();
+ program->setUniformValue("shadowColor", col.redF() * alpha,
+ col.greenF() * alpha,
+ col.blueF() * alpha,
+ alpha);
+ }
+ if (m_hint == Qt::QualityHint) {
+ if (m_horizontalBlur)
+ program->setUniformValue("delta", 1.0 / m_textureSize.width(), 0.0);
+ else
+ program->setUniformValue("delta", 0.0, 1.0 / m_textureSize.height());
+ } else {
+ // 1.4 is chosen to most closely match the blurriness of the gaussian blur
+ // at low radii
+ qreal blur = blurRadius() / 1.4f;
+
+ if (m_horizontalBlur)
+ program->setUniformValue("delta", blur / m_textureSize.width(), 0.0);
+ else
+ program->setUniformValue("delta", 0.0, blur / m_textureSize.height());
+ }
+}
+
QT_END_NAMESPACE
diff --git a/src/opengl/qpaintengine_opengl.cpp b/src/opengl/qpaintengine_opengl.cpp
index da490c0..3e4a8e7 100644
--- a/src/opengl/qpaintengine_opengl.cpp
+++ b/src/opengl/qpaintengine_opengl.cpp
@@ -2311,7 +2311,7 @@ void QOpenGLPaintEnginePrivate::updateDepthClip()
void QOpenGLPaintEnginePrivate::systemStateChanged()
{
Q_Q(QOpenGLPaintEngine);
- if (q->state()->hasClipping)
+ if (q->painter()->hasClipping())
q->updateClipRegion(q->painter()->clipRegion(), Qt::ReplaceClip);
else
q->updateClipRegion(QRegion(), Qt::NoClip);