diff options
Diffstat (limited to 'src/opengl/gl2paintengineex/qglengineshadermanager.cpp')
-rw-r--r-- | src/opengl/gl2paintengineex/qglengineshadermanager.cpp | 507 |
1 files changed, 507 insertions, 0 deletions
diff --git a/src/opengl/gl2paintengineex/qglengineshadermanager.cpp b/src/opengl/gl2paintengineex/qglengineshadermanager.cpp new file mode 100644 index 0000000..b71c4c1 --- /dev/null +++ b/src/opengl/gl2paintengineex/qglengineshadermanager.cpp @@ -0,0 +1,507 @@ +/**************************************************************************** +** +** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies). +** Contact: Qt Software Information (qt-info@nokia.com) +** +** This file is part of the QtOpenGL module of the Qt Toolkit. +** +** $QT_BEGIN_LICENSE:LGPL$ +** No Commercial Usage +** This file contains pre-release code and may not be distributed. +** You may use this file in accordance with the terms and conditions +** contained in the either Technology Preview License Agreement or the +** Beta Release License Agreement. +** +** GNU Lesser General Public License Usage +** Alternatively, this file may be used under the terms of the GNU Lesser +** General Public License version 2.1 as published by the Free Software +** Foundation and appearing in the file LICENSE.LGPL included in the +** packaging of this file. Please review the following information to +** ensure the GNU Lesser General Public License version 2.1 requirements +** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. +** +** In addition, as a special exception, Nokia gives you certain +** additional rights. These rights are described in the Nokia Qt LGPL +** Exception version 1.0, included in the file LGPL_EXCEPTION.txt in this +** package. +** +** GNU General Public License Usage +** Alternatively, this file may be used under the terms of the GNU +** General Public License version 3.0 as published by the Free Software +** Foundation and appearing in the file LICENSE.GPL included in the +** packaging of this file. Please review the following information to +** ensure the GNU General Public License version 3.0 requirements will be +** met: http://www.gnu.org/copyleft/gpl.html. +** +** If you are unsure which license is appropriate for your use, please +** contact the sales department at qt-sales@nokia.com. +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include "qglengineshadermanager_p.h" +#include "qglengineshadersource_p.h" + +#if defined(QT_DEBUG) +#include <QMetaEnum> +#endif + + +QT_BEGIN_NAMESPACE + +const char* QGLEngineShaderManager::qglEngineShaderSourceCode[] = { + 0,0,0,0,0,0,0,0,0,0, + 0,0,0,0,0,0,0,0,0,0, + 0,0,0,0,0,0,0,0,0,0, + 0,0,0,0,0 +}; + +QGLEngineShaderManager::QGLEngineShaderManager(QGLContext* context) + : ctx(context), + shaderProgNeedsChanging(true), + srcPixelType(Qt::NoBrush), + useGlobalOpacity(false), + maskType(NoMask), + useTextureCoords(false), + compositionMode(QPainter::CompositionMode_SourceOver), + blitShaderProg(0), + simpleShaderProg(0), + currentShaderProg(0) +{ + memset(compiledShaders, 0, sizeof(compiledShaders)); + +/* + Rather than having the shader source array statically initialised, it is initialised + here instead. This is to allow new shader names to be inserted or existing names moved + around without having to change the order of the glsl strings. It is hoped this will + make future hard-to-find runtime bugs more obvious and generally give more solid code. +*/ + static bool qglEngineShaderSourceCodePopulated = false; + if (!qglEngineShaderSourceCodePopulated) { + + const char** code = qglEngineShaderSourceCode; // shortcut + + code[MainVertexShader] = qglslMainVertexShader; + code[MainWithTexCoordsVertexShader] = qglslMainWithTexCoordsVertexShader; + + code[UntransformedPositionVertexShader] = qglslUntransformedPositionVertexShader; + code[PositionOnlyVertexShader] = qglslPositionOnlyVertexShader; + code[PositionWithPatternBrushVertexShader] = qglslPositionWithPatternBrushVertexShader; + code[PositionWithLinearGradientBrushVertexShader] = qglslPositionWithLinearGradientBrushVertexShader; + code[PositionWithConicalGradientBrushVertexShader] = qglslPositionWithConicalGradientBrushVertexShader; + code[PositionWithRadialGradientBrushVertexShader] = qglslPositionWithRadialGradientBrushVertexShader; + code[PositionWithTextureBrushVertexShader] = qglslPositionWithTextureBrushVertexShader; + code[AffinePositionWithPatternBrushVertexShader] = qglslAffinePositionWithPatternBrushVertexShader; + code[AffinePositionWithLinearGradientBrushVertexShader] = qglslAffinePositionWithLinearGradientBrushVertexShader; + code[AffinePositionWithConicalGradientBrushVertexShader] = qglslAffinePositionWithConicalGradientBrushVertexShader; + code[AffinePositionWithRadialGradientBrushVertexShader] = qglslAffinePositionWithRadialGradientBrushVertexShader; + code[AffinePositionWithTextureBrushVertexShader] = qglslAffinePositionWithTextureBrushVertexShader; + + code[MainFragmentShader_CMO] = qglslMainFragmentShader_CMO; + code[MainFragmentShader_CM] = qglslMainFragmentShader_CM; + code[MainFragmentShader_MO] = qglslMainFragmentShader_MO; + code[MainFragmentShader_M] = qglslMainFragmentShader_M; + code[MainFragmentShader_CO] = qglslMainFragmentShader_CO; + code[MainFragmentShader_C] = qglslMainFragmentShader_C; + code[MainFragmentShader_O] = qglslMainFragmentShader_O; + code[MainFragmentShader] = qglslMainFragmentShader; + + code[ImageSrcFragmentShader] = qglslImageSrcFragmentShader; + code[ImageSrcWithPatternFragmentShader] = qglslImageSrcWithPatternFragmentShader; + code[NonPremultipliedImageSrcFragmentShader] = qglslNonPremultipliedImageSrcFragmentShader; + code[SolidBrushSrcFragmentShader] = qglslSolidBrushSrcFragmentShader; + code[TextureBrushSrcFragmentShader] = qglslTextureBrushSrcFragmentShader; + code[TextureBrushSrcWithPatternFragmentShader] = qglslTextureBrushSrcWithPatternFragmentShader; + code[PatternBrushSrcFragmentShader] = qglslPatternBrushSrcFragmentShader; + code[LinearGradientBrushSrcFragmentShader] = qglslLinearGradientBrushSrcFragmentShader; + code[RadialGradientBrushSrcFragmentShader] = qglslRadialGradientBrushSrcFragmentShader; + code[ConicalGradientBrushSrcFragmentShader] = qglslConicalGradientBrushSrcFragmentShader; + code[ShockingPinkSrcFragmentShader] = qglslShockingPinkSrcFragmentShader; + + code[MaskFragmentShader] = qglslMaskFragmentShader; + code[RgbMaskFragmentShader] = ""; //### + code[RgbMaskWithGammaFragmentShader] = ""; //### + + code[MultiplyCompositionModeFragmentShader] = ""; //### + code[ScreenCompositionModeFragmentShader] = ""; //### + code[OverlayCompositionModeFragmentShader] = ""; //### + code[DarkenCompositionModeFragmentShader] = ""; //### + code[LightenCompositionModeFragmentShader] = ""; //### + code[ColorDodgeCompositionModeFragmentShader] = ""; //### + code[ColorBurnCompositionModeFragmentShader] = ""; //### + code[HardLightCompositionModeFragmentShader] = ""; //### + code[SoftLightCompositionModeFragmentShader] = ""; //### + code[DifferenceCompositionModeFragmentShader] = ""; //### + code[ExclusionCompositionModeFragmentShader] = ""; //### + +#if defined(QT_DEBUG) + // Check that all the elements have been filled: + for (int i = 0; i < TotalShaderCount; ++i) { + if (qglEngineShaderSourceCode[i] == 0) { + int enumIndex = staticMetaObject.indexOfEnumerator("ShaderName"); + QMetaEnum m = staticMetaObject.enumerator(enumIndex); + + qCritical() << "qglEngineShaderSourceCode: Source for" << m.valueToKey(i) + << "(shader" << i << ") missing!"; + } + } +#endif + qglEngineShaderSourceCodePopulated = true; + } + + // Compile up the simple shader: + simpleShaderProg = new QGLShaderProgram(ctx, this); + compileNamedShader(MainVertexShader, QGLShader::PartialVertexShader); + compileNamedShader(PositionOnlyVertexShader, QGLShader::PartialVertexShader); + compileNamedShader(MainFragmentShader, QGLShader::PartialFragmentShader); + compileNamedShader(ShockingPinkSrcFragmentShader, QGLShader::PartialFragmentShader); + simpleShaderProg->addShader(compiledShaders[MainVertexShader]); + simpleShaderProg->addShader(compiledShaders[PositionOnlyVertexShader]); + simpleShaderProg->addShader(compiledShaders[MainFragmentShader]); + simpleShaderProg->addShader(compiledShaders[ShockingPinkSrcFragmentShader]); + simpleShaderProg->bindAttributeLocation("vertexCoordsArray", QT_VERTEX_COORDS_ATTR); + simpleShaderProg->link(); + if (!simpleShaderProg->isLinked()) { + qCritical() << "Errors linking simple shader:" + << simpleShaderProg->log(); + } + + // Compile the blit shader: + blitShaderProg = new QGLShaderProgram(ctx, this); + compileNamedShader(MainWithTexCoordsVertexShader, QGLShader::PartialVertexShader); + compileNamedShader(UntransformedPositionVertexShader, QGLShader::PartialVertexShader); + compileNamedShader(MainFragmentShader, QGLShader::PartialFragmentShader); + compileNamedShader(ImageSrcFragmentShader, QGLShader::PartialFragmentShader); + blitShaderProg->addShader(compiledShaders[MainWithTexCoordsVertexShader]); + blitShaderProg->addShader(compiledShaders[UntransformedPositionVertexShader]); + blitShaderProg->addShader(compiledShaders[MainFragmentShader]); + blitShaderProg->addShader(compiledShaders[ImageSrcFragmentShader]); + blitShaderProg->bindAttributeLocation("textureCoordArray", QT_TEXTURE_COORDS_ATTR); + blitShaderProg->bindAttributeLocation("vertexCoordsArray", QT_VERTEX_COORDS_ATTR); + blitShaderProg->link(); + if (!blitShaderProg->isLinked()) { + qCritical() << "Errors linking blit shader:" + << blitShaderProg->log(); + } +} + +QGLEngineShaderManager::~QGLEngineShaderManager() +{ + //### +} + + + + + +void QGLEngineShaderManager::optimiseForBrushTransform(const QTransform &transform) +{ + Q_UNUSED(transform); // Currently ignored +} + +void QGLEngineShaderManager::setDirty() +{ + shaderProgNeedsChanging = true; +} + +void QGLEngineShaderManager::setSrcPixelType(Qt::BrushStyle style) +{ + srcPixelType = style; + shaderProgNeedsChanging = true; //### +} + +void QGLEngineShaderManager::setSrcPixelType(PixelSrcType type) +{ + srcPixelType = type; + shaderProgNeedsChanging = true; //### +} + +void QGLEngineShaderManager::setTextureCoordsEnabled(bool enabled) +{ + useTextureCoords = enabled; + shaderProgNeedsChanging = true; //### +} + +void QGLEngineShaderManager::setUseGlobalOpacity(bool useOpacity) +{ + useGlobalOpacity = useOpacity; + shaderProgNeedsChanging = true; //### +} + +void QGLEngineShaderManager::setMaskType(MaskType type) +{ + maskType = type; + shaderProgNeedsChanging = true; //### +} + +void QGLEngineShaderManager::setCompositionMode(QPainter::CompositionMode mode) +{ + compositionMode = mode; + shaderProgNeedsChanging = true; //### +} + +QGLShaderProgram* QGLEngineShaderManager::currentProgram() +{ + return currentShaderProg; +} + +QGLShaderProgram* QGLEngineShaderManager::simpleProgram() +{ + return simpleShaderProg; +} + +QGLShaderProgram* QGLEngineShaderManager::blitProgram() +{ + return blitShaderProg; +} + + + +// Select & use the correct shader program using the current state. +// Returns true if program needed changing. +bool QGLEngineShaderManager::useCorrectShaderProg() +{ + if (!shaderProgNeedsChanging) + return false; + + QGLEngineShaderProg requiredProgram; + requiredProgram.program = 0; + + // Choose vertex shader main function + QGLEngineShaderManager::ShaderName mainVertexShaderName = InvalidShaderName; + if (useTextureCoords) + mainVertexShaderName = MainWithTexCoordsVertexShader; + else + mainVertexShaderName = MainVertexShader; + compileNamedShader(mainVertexShaderName, QGLShader::PartialVertexShader); + requiredProgram.mainVertexShader = compiledShaders[mainVertexShaderName]; + + // Choose vertex shader shader position function (which typically also sets + // varyings) and the source pixel (srcPixel) fragment shader function: + QGLEngineShaderManager::ShaderName positionVertexShaderName = InvalidShaderName; + QGLEngineShaderManager::ShaderName srcPixelFragShaderName = InvalidShaderName; + bool isAffine = brushTransform.isAffine(); + if ( (srcPixelType >= Qt::Dense1Pattern) && (srcPixelType <= Qt::DiagCrossPattern) ) { + if (isAffine) + positionVertexShaderName = AffinePositionWithPatternBrushVertexShader; + else + positionVertexShaderName = PositionWithPatternBrushVertexShader; + + srcPixelFragShaderName = PatternBrushSrcFragmentShader; + } + else switch (srcPixelType) { + default: + case Qt::NoBrush: + qCritical("QGLEngineShaderManager::useCorrectShaderProg() - I'm scared, Qt::NoBrush style is set"); + break; + case QGLEngineShaderManager::ImageSrc: + srcPixelFragShaderName = ImageSrcFragmentShader; + positionVertexShaderName = PositionOnlyVertexShader; + break; + case QGLEngineShaderManager::PatternSrc: + srcPixelFragShaderName = ImageSrcWithPatternFragmentShader; + positionVertexShaderName = PositionOnlyVertexShader; + break; + case QGLEngineShaderManager::TextureSrcWithPattern: + srcPixelFragShaderName = TextureBrushSrcWithPatternFragmentShader; + positionVertexShaderName = isAffine ? AffinePositionWithTextureBrushVertexShader + : PositionWithTextureBrushVertexShader; + break; + case QGLEngineShaderManager::NonPremultipliedImageSrc: + srcPixelFragShaderName = NonPremultipliedImageSrcFragmentShader; + positionVertexShaderName = PositionOnlyVertexShader; + break; + case Qt::SolidPattern: + srcPixelFragShaderName = SolidBrushSrcFragmentShader; + positionVertexShaderName = PositionOnlyVertexShader; + break; + case Qt::LinearGradientPattern: + srcPixelFragShaderName = LinearGradientBrushSrcFragmentShader; + positionVertexShaderName = isAffine ? AffinePositionWithLinearGradientBrushVertexShader + : PositionWithLinearGradientBrushVertexShader; + break; + case Qt::ConicalGradientPattern: + srcPixelFragShaderName = ConicalGradientBrushSrcFragmentShader; + positionVertexShaderName = isAffine ? AffinePositionWithConicalGradientBrushVertexShader + : PositionWithConicalGradientBrushVertexShader; + break; + case Qt::RadialGradientPattern: + srcPixelFragShaderName = RadialGradientBrushSrcFragmentShader; + positionVertexShaderName = isAffine ? AffinePositionWithRadialGradientBrushVertexShader + : PositionWithRadialGradientBrushVertexShader; + break; + case Qt::TexturePattern: + srcPixelFragShaderName = TextureBrushSrcFragmentShader; + positionVertexShaderName = isAffine ? AffinePositionWithTextureBrushVertexShader + : PositionWithTextureBrushVertexShader; + break; + }; + compileNamedShader(positionVertexShaderName, QGLShader::PartialVertexShader); + compileNamedShader(srcPixelFragShaderName, QGLShader::PartialFragmentShader); + requiredProgram.positionVertexShader = compiledShaders[positionVertexShaderName]; + requiredProgram.srcPixelFragShader = compiledShaders[srcPixelFragShaderName]; + + + const bool hasCompose = compositionMode > QPainter::CompositionMode_Plus; + const bool hasMask = maskType != QGLEngineShaderManager::NoMask; + + // Choose fragment shader main function: + QGLEngineShaderManager::ShaderName mainFragShaderName; + + if (hasCompose && hasMask && useGlobalOpacity) + mainFragShaderName = MainFragmentShader_CMO; + if (hasCompose && hasMask && !useGlobalOpacity) + mainFragShaderName = MainFragmentShader_CM; + if (!hasCompose && hasMask && useGlobalOpacity) + mainFragShaderName = MainFragmentShader_MO; + if (!hasCompose && hasMask && !useGlobalOpacity) + mainFragShaderName = MainFragmentShader_M; + if (hasCompose && !hasMask && useGlobalOpacity) + mainFragShaderName = MainFragmentShader_CO; + if (hasCompose && !hasMask && !useGlobalOpacity) + mainFragShaderName = MainFragmentShader_C; + if (!hasCompose && !hasMask && useGlobalOpacity) + mainFragShaderName = MainFragmentShader_O; + if (!hasCompose && !hasMask && !useGlobalOpacity) + mainFragShaderName = MainFragmentShader; + + compileNamedShader(mainFragShaderName, QGLShader::PartialFragmentShader); + requiredProgram.mainFragShader = compiledShaders[mainFragShaderName]; + + if (hasMask) { + QGLEngineShaderManager::ShaderName maskShaderName = QGLEngineShaderManager::InvalidShaderName; + if (maskType == PixelMask) + maskShaderName = MaskFragmentShader; + else if (maskType == SubPixelMask) + maskShaderName = RgbMaskFragmentShader; + else if (maskType == SubPixelWithGammaMask) + maskShaderName = RgbMaskWithGammaFragmentShader; + else + qCritical("QGLEngineShaderManager::useCorrectShaderProg() - Unknown mask type"); + + compileNamedShader(maskShaderName, QGLShader::PartialFragmentShader); + requiredProgram.maskFragShader = compiledShaders[maskShaderName]; + } + else + requiredProgram.maskFragShader = 0; + + if (hasCompose) { + QGLEngineShaderManager::ShaderName compositionShaderName = QGLEngineShaderManager::InvalidShaderName; + switch (compositionMode) { + case QPainter::CompositionMode_Multiply: + compositionShaderName = MultiplyCompositionModeFragmentShader; + break; + case QPainter::CompositionMode_Screen: + compositionShaderName = ScreenCompositionModeFragmentShader; + break; + case QPainter::CompositionMode_Overlay: + compositionShaderName = OverlayCompositionModeFragmentShader; + break; + case QPainter::CompositionMode_Darken: + compositionShaderName = DarkenCompositionModeFragmentShader; + break; + case QPainter::CompositionMode_Lighten: + compositionShaderName = LightenCompositionModeFragmentShader; + break; + case QPainter::CompositionMode_ColorDodge: + compositionShaderName = ColorDodgeCompositionModeFragmentShader; + break; + case QPainter::CompositionMode_ColorBurn: + compositionShaderName = ColorBurnCompositionModeFragmentShader; + break; + case QPainter::CompositionMode_HardLight: + compositionShaderName = HardLightCompositionModeFragmentShader; + break; + case QPainter::CompositionMode_SoftLight: + compositionShaderName = SoftLightCompositionModeFragmentShader; + break; + case QPainter::CompositionMode_Difference: + compositionShaderName = DifferenceCompositionModeFragmentShader; + break; + case QPainter::CompositionMode_Exclusion: + compositionShaderName = ExclusionCompositionModeFragmentShader; + break; + default: + qWarning("QGLEngineShaderManager::useCorrectShaderProg() - Unsupported composition mode"); + } + compileNamedShader(compositionShaderName, QGLShader::PartialFragmentShader); + requiredProgram.compositionFragShader = compiledShaders[compositionShaderName]; + } + else + requiredProgram.compositionFragShader = 0; + + + // At this point, requiredProgram is fully populated so try to find the program in the cache + foreach (const QGLEngineShaderProg &prog, cachedPrograms) { + if ( (prog.mainVertexShader == requiredProgram.mainVertexShader) + && (prog.positionVertexShader == requiredProgram.positionVertexShader) + && (prog.mainFragShader == requiredProgram.mainFragShader) + && (prog.srcPixelFragShader == requiredProgram.srcPixelFragShader) + && (prog.compositionFragShader == requiredProgram.compositionFragShader) ) + { + currentShaderProg = prog.program; + currentShaderProg->enable(); + shaderProgNeedsChanging = false; + return true; + } + } + + // Shader program not found in cache, create it now. + requiredProgram.program = new QGLShaderProgram(ctx, this); + requiredProgram.program->addShader(requiredProgram.mainVertexShader); + requiredProgram.program->addShader(requiredProgram.positionVertexShader); + requiredProgram.program->addShader(requiredProgram.mainFragShader); + requiredProgram.program->addShader(requiredProgram.srcPixelFragShader); + requiredProgram.program->addShader(requiredProgram.maskFragShader); + requiredProgram.program->addShader(requiredProgram.compositionFragShader); + + // We have to bind the vertex attribute names before the program is linked: + requiredProgram.program->bindAttributeLocation("vertexCoordsArray", QT_VERTEX_COORDS_ATTR); + if (useTextureCoords) + requiredProgram.program->bindAttributeLocation("textureCoordArray", QT_TEXTURE_COORDS_ATTR); + + requiredProgram.program->link(); + if (!requiredProgram.program->isLinked()) { + QString error; + qWarning() << "Shader program failed to link," +#if defined(QT_DEBUG) + << '\n' + << " Shaders Used:" << '\n' + << " mainVertexShader = " << requiredProgram.mainVertexShader->objectName() << '\n' + << " positionVertexShader = " << requiredProgram.positionVertexShader->objectName() << '\n' + << " mainFragShader = " << requiredProgram.mainFragShader->objectName() << '\n' + << " srcPixelFragShader = " << requiredProgram.srcPixelFragShader->objectName() << '\n' + << " maskFragShader = " << requiredProgram.maskFragShader->objectName() << '\n' + << " compositionFragShader = "<< requiredProgram.compositionFragShader->objectName() << '\n' +#endif + << " Error Log:" << '\n' + << " " << requiredProgram.program->log(); + qWarning() << error; + } + else { + cachedPrograms.append(requiredProgram); + currentShaderProg = requiredProgram.program; + currentShaderProg->enable(); + } + shaderProgNeedsChanging = false; + return true; +} + +void QGLEngineShaderManager::compileNamedShader(QGLEngineShaderManager::ShaderName name, QGLShader::ShaderType type) +{ + if (compiledShaders[name]) + return; + + QGLShader *newShader = new QGLShader(type, ctx, this); + newShader->compile(qglEngineShaderSourceCode[name]); + +#if defined(QT_DEBUG) + // Name the shader for easier debugging + QMetaEnum m = staticMetaObject.enumerator(staticMetaObject.indexOfEnumerator("ShaderName")); + newShader->setObjectName(QLatin1String(m.valueToKey(name))); +#endif + + compiledShaders[name] = newShader; +} + +QT_END_NAMESPACE |