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+/****************************************************************************
+**
+** 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.
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+//
+// W A R N I N G
+// -------------
+//
+// This file is not part of the Qt API. It exists purely as an
+// implementation detail. This header file may change from version to
+// version without notice, or even be removed.
+//
+// We mean it.
+//
+
+/*
+ VERTEX SHADERS
+ ==============
+
+ Vertex shaders are specified as multiple (partial) shaders. On desktop,
+ this works fine. On ES, QGLShader & QGLShaderProgram will make partial
+ shaders work by concatenating the source in each QGLShader and compiling
+ it as a single shader. This is abstracted nicely by QGLShaderProgram and
+ the GL2 engine doesn't need to worry about it.
+
+ Generally, there's two vertex shader objects. The position shaders are
+ the ones which set gl_Position. There's also two "main" vertex shaders,
+ one which just calls the position shader and another which also passes
+ through some texture coordinates from a vertex attribute array to a
+ varying. These texture coordinates are used for mask position in text
+ rendering and for the source coordinates in drawImage/drawPixmap. There's
+ also a "Simple" vertex shader for rendering a solid colour (used to render
+ into the stencil buffer where the actual colour value is discarded).
+
+ The position shaders for brushes look scary. This is because many of the
+ calculations which logically belong in the fragment shader have been moved
+ into the vertex shader to improve performance. This is why the position
+ calculation is in a seperate shader. Not only does it calculate the
+ position, but it also calculates some data to be passed to the fragment
+ shader as a varying. It is optimal to move as much of the calculation as
+ possible into the vertex shader as this is executed less often.
+
+ The varyings passed to the fragment shaders are interpolated (which is
+ cheap). Unfortunately, GL will apply perspective correction to the
+ interpolation calusing errors. To get around this, the vertex shader must
+ apply perspective correction itself and set the w-value of gl_Position to
+ zero. That way, GL will be tricked into thinking it doesn't need to apply a
+ perspective correction and use linear interpolation instead (which is what
+ we want). Of course, if the brush transform is affeine, no perspective
+ correction is needed and a simpler vertex shader can be used instead.
+
+ So there are the following "main" vertex shaders:
+ qglslMainVertexShader
+ qglslMainWithTexCoordsVertexShader
+
+ And the the following position vertex shaders:
+ qglslPositionOnlyVertexShader
+ qglslPositionWithTextureBrushVertexShader
+ qglslPositionWithPatternBrushVertexShader
+ qglslPositionWithLinearGradientBrushVertexShader
+ qglslPositionWithRadialGradientBrushVertexShader
+ qglslPositionWithConicalGradientBrushVertexShader
+ qglslAffinePositionWithTextureBrushVertexShader
+ qglslAffinePositionWithPatternBrushVertexShader
+ qglslAffinePositionWithLinearGradientBrushVertexShader
+ qglslAffinePositionWithRadialGradientBrushVertexShader
+ qglslAffinePositionWithConicalGradientBrushVertexShader
+
+ Leading to 23 possible vertex shaders
+
+
+ FRAGMENT SHADERS
+ ================
+
+ Fragment shaders are also specified as multiple (partial) shaders. The
+ different fragment shaders represent the different stages in Qt's fragment
+ pipeline. There are 1-3 stages in this pipeline: First stage is to get the
+ fragment's colour value. The next stage is to get the fragment's mask value
+ (coverage value for anti-aliasing) and the final stage is to blend the
+ incoming fragment with the background (for composition modes not supported
+ by GL).
+
+ Of these, the first stage will always be present. If Qt doesn't need to
+ apply anti-aliasing (because it's off or handled by multisampling) then
+ the coverage value doesn't need to be applied. (Note: There are two types
+ of mask, one for regular anti-aliasing and one for sub-pixel anti-
+ aliasing.) If the composition mode is one which GL supports natively then
+ the blending stage doesn't need to be applied.
+
+ As eash stage can have multiple implementations, they are abstracted as
+ GLSL function calls with the following signatures:
+
+ Brushes & image drawing are implementations of "qcolorp vec4 srcPixel()":
+ qglslImageSrcFragShader
+ qglslNonPremultipliedImageSrcFragShader
+ qglslSolidBrushSrcFragShader
+ qglslTextureBrushSrcFragShader
+ qglslPatternBrushSrcFragShader
+ qglslLinearGradientBrushSrcFragShader
+ qglslRadialGradientBrushSrcFragShader
+ qglslConicalGradientBrushSrcFragShader
+ NOTE: It is assumed the colour returned by srcPixel() is pre-multiplied
+
+ Masks are implementations of "qcolorp vec4 applyMask(qcolorp vec4 src)":
+ qglslMaskFragmentShader
+ qglslRgbMaskFragmentShader
+ qglslRgbMaskWithGammaFragmentShader
+
+ Composition modes are "qcolorp vec4 compose(qcolorp vec4 src)":
+ qglslColorBurnCompositionModeFragmentShader
+ qglslColorDodgeCompositionModeFragmentShader
+ qglslDarkenCompositionModeFragmentShader
+ qglslDifferenceCompositionModeFragmentShader
+ qglslExclusionCompositionModeFragmentShader
+ qglslHardLightCompositionModeFragmentShader
+ qglslLightenCompositionModeFragmentShader
+ qglslMultiplyCompositionModeFragmentShader
+ qglslOverlayCompositionModeFragmentShader
+ qglslScreenCompositionModeFragmentShader
+ qglslSoftLightCompositionModeFragmentShader
+
+
+ Note: In the future, some GLSL compilers will support an extension allowing
+ a new 'color' precision specifier. To support this, qcolorp is used for
+ all color components so it can be defined to colorp or lowp depending upon
+ the implementation.
+
+ So there are differnt frament shader main functions, depending on the
+ number & type of pipelines the fragment needs to go through.
+
+ The choice of which main() fragment shader string to use depends on:
+ - Use of global opacity
+ - Brush style (some brushes apply opacity themselves)
+ - Use & type of mask (TODO: Need to support high quality anti-aliasing & text)
+ - Use of non-GL Composition mode
+
+ Leading to the following fragment shader main functions:
+ gl_FragColor = compose(applyMask(srcPixel()*globalOpacity));
+ gl_FragColor = compose(applyMask(srcPixel()));
+ gl_FragColor = applyMask(srcPixel()*globalOpacity);
+ gl_FragColor = applyMask(srcPixel());
+ gl_FragColor = compose(srcPixel()*globalOpacity);
+ gl_FragColor = compose(srcPixel());
+ gl_FragColor = srcPixel()*globalOpacity;
+ gl_FragColor = srcPixel();
+
+ Called:
+ qglslMainFragmentShader_CMO
+ qglslMainFragmentShader_CM
+ qglslMainFragmentShader_MO
+ qglslMainFragmentShader_M
+ qglslMainFragmentShader_CO
+ qglslMainFragmentShader_C
+ qglslMainFragmentShader_O
+ qglslMainFragmentShader
+
+ Where:
+ M = Mask
+ C = Composition
+ O = Global Opacity
+
+
+ CUSTOM SHADER CODE (idea, depricated)
+ ==================
+
+ The use of custom shader code is supported by the engine for drawImage and
+ drawPixmap calls. This is implemented via hooks in the fragment pipeline.
+ The custom shader is passed to the engine as a partial fragment shader
+ (QGLCustomizedShader). The shader will implement a pre-defined method name
+ which Qt's fragment pipeline will call. There are two different hooks which
+ can be implemented as custom shader code:
+
+ mediump vec4 customShader(sampler2d src, vec2 srcCoords)
+ mediump vec4 customShaderWithDest(sampler2d dest, sampler2d src, vec2 srcCoords)
+
+*/
+
+#ifndef QGLENGINE_SHADER_MANAGER_H
+#define QGLENGINE_SHADER_MANAGER_H
+
+#include <QGLShader>
+#include <QGLShaderProgram>
+#include <QPainter>
+
+QT_BEGIN_HEADER
+
+QT_BEGIN_NAMESPACE
+
+QT_MODULE(OpenGL)
+
+
+struct QGLEngineShaderProg
+{
+ QGLShader* mainVertexShader;
+ QGLShader* positionVertexShader;
+ QGLShader* mainFragShader;
+ QGLShader* srcPixelFragShader;
+ QGLShader* maskFragShader; // Can be null for no mask
+ QGLShader* compositionFragShader; // Can be null for GL-handled mode
+ QGLShaderProgram* program;
+};
+
+/*
+struct QGLEngineCachedShaderProg
+{
+ QGLEngineCachedShaderProg(QGLEngineShaderManager::ShaderName vertexMain,
+ QGLEngineShaderManager::ShaderName vertexPosition,
+ QGLEngineShaderManager::ShaderName fragMain,
+ QGLEngineShaderManager::ShaderName pixelSrc,
+ QGLEngineShaderManager::ShaderName mask,
+ QGLEngineShaderManager::ShaderName composition);
+
+ int cacheKey;
+ QGLShaderProgram* program;
+}
+*/
+
+static const GLuint QT_VERTEX_COORDS_ATTR = 0;
+static const GLuint QT_TEXTURE_COORDS_ATTR = 1;
+
+class QGLEngineShaderManager : public QObject
+{
+ Q_OBJECT;
+public:
+ QGLEngineShaderManager(QGLContext* context);
+ ~QGLEngineShaderManager();
+
+ enum MaskType {NoMask, PixelMask, SubPixelMask, SubPixelWithGammaMask};
+ enum PixelSrcType {
+ ImageSrc = Qt::TexturePattern+1,
+ NonPremultipliedImageSrc = Qt::TexturePattern+2
+ };
+
+ // There are optimisations we can do, depending on the brush transform:
+ // 1) May not have to apply perspective-correction
+ // 2) Can use lower precision for matrix
+ void optimiseForBrushTransform(const QTransform &transform);
+ void setSrcPixelType(Qt::BrushStyle);
+ void setSrcPixelType(PixelSrcType); // For non-brush sources, like pixmaps & images
+ void setTextureCoordsEnabled(bool); // For images & text glyphs
+ void setUseGlobalOpacity(bool);
+ void setMaskType(MaskType);
+ void setCompositionMode(QPainter::CompositionMode);
+
+ bool useCorrectShaderProg(); // returns true if the shader program needed to be changed
+
+ QGLShaderProgram* currentProgram(); // Returns pointer to the shader the manager has chosen
+ QGLShaderProgram* simpleProgram(); // Used to draw into e.g. stencil buffers
+
+ enum ShaderName {
+ MainVertexShader,
+ MainWithTexCoordsVertexShader,
+
+ PositionOnlyVertexShader,
+ PositionWithPatternBrushVertexShader,
+ PositionWithLinearGradientBrushVertexShader,
+ PositionWithConicalGradientBrushVertexShader,
+ PositionWithRadialGradientBrushVertexShader,
+ PositionWithTextureBrushVertexShader,
+ AffinePositionWithPatternBrushVertexShader,
+ AffinePositionWithLinearGradientBrushVertexShader,
+ AffinePositionWithConicalGradientBrushVertexShader,
+ AffinePositionWithRadialGradientBrushVertexShader,
+ AffinePositionWithTextureBrushVertexShader,
+
+ MainFragmentShader_CMO,
+ MainFragmentShader_CM,
+ MainFragmentShader_MO,
+ MainFragmentShader_M,
+ MainFragmentShader_CO,
+ MainFragmentShader_C,
+ MainFragmentShader_O,
+ MainFragmentShader,
+
+ ImageSrcFragmentShader,
+ NonPremultipliedImageSrcFragmentShader,
+ SolidBrushSrcFragmentShader,
+ TextureBrushSrcFragmentShader,
+ PatternBrushSrcFragmentShader,
+ LinearGradientBrushSrcFragmentShader,
+ RadialGradientBrushSrcFragmentShader,
+ ConicalGradientBrushSrcFragmentShader,
+ ShockingPinkSrcFragmentShader,
+
+ MaskFragmentShader,
+ RgbMaskFragmentShader,
+ RgbMaskWithGammaFragmentShader,
+
+ MultiplyCompositionModeFragmentShader,
+ ScreenCompositionModeFragmentShader,
+ OverlayCompositionModeFragmentShader,
+ DarkenCompositionModeFragmentShader,
+ LightenCompositionModeFragmentShader,
+ ColorDodgeCompositionModeFragmentShader,
+ ColorBurnCompositionModeFragmentShader,
+ HardLightCompositionModeFragmentShader,
+ SoftLightCompositionModeFragmentShader,
+ DifferenceCompositionModeFragmentShader,
+ ExclusionCompositionModeFragmentShader,
+
+ TotalShaderCount, InvalidShaderName
+ };
+
+/*
+ // These allow the ShaderName enum to be used as a cache key
+ const int mainVertexOffset = 0;
+ const int positionVertexOffset = (1<<2) - PositionOnlyVertexShader;
+ const int mainFragOffset = (1<<6) - MainFragmentShader_CMO;
+ const int srcPixelOffset = (1<<10) - ImageSrcFragmentShader;
+ const int maskOffset = (1<<14) - NoMaskShader;
+ const int compositionOffset = (1 << 16) - MultiplyCompositionModeFragmentShader;
+*/
+
+#if defined (QT_DEBUG)
+ Q_ENUMS(ShaderName);
+#endif
+
+
+private:
+ QGLContext* ctx;
+ bool shaderProgNeedsChanging;
+
+ // Current state variables which influence the choice of shader:
+ QTransform brushTransform;
+ int srcPixelType;
+ bool useGlobalOpacity;
+ MaskType maskType;
+ bool useTextureCoords;
+ QPainter::CompositionMode compositionMode;
+
+ QGLShaderProgram* simpleShaderProg;
+ QGLShaderProgram* currentShaderProg;
+
+ // TODO: Possibly convert to a LUT
+ QList<QGLEngineShaderProg> cachedPrograms;
+
+ QGLShader* compiledShaders[TotalShaderCount];
+
+ void compileNamedShader(QGLEngineShaderManager::ShaderName name, QGLShader::ShaderType type);
+
+ static const char* qglEngineShaderSourceCode[TotalShaderCount];
+};
+
+QT_END_NAMESPACE
+
+QT_END_HEADER
+
+#endif //QGLENGINE_SHADER_MANAGER_H