diff options
Diffstat (limited to 'src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp')
-rw-r--r-- | src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp | 420 |
1 files changed, 220 insertions, 200 deletions
diff --git a/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp b/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp index 868adcf..bdea187 100644 --- a/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp +++ b/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp @@ -183,8 +183,8 @@ void QGLTextureGlyphCache::resizeTextureData(int width, int height) pex->transferMode(BrushDrawingMode); - glDisable(GL_SCISSOR_TEST); glDisable(GL_DEPTH_TEST); + glDisable(GL_SCISSOR_TEST); glViewport(0, 0, oldWidth, oldHeight); @@ -217,7 +217,7 @@ void QGLTextureGlyphCache::resizeTextureData(int width, int height) glBindFramebuffer(GL_FRAMEBUFFER_EXT, ctx->d_ptr->current_fbo); glViewport(0, 0, pex->width, pex->height); - pex->updateDepthClip(); + pex->updateDepthScissorTest(); } void QGLTextureGlyphCache::fillTexture(const Coord &c, glyph_t glyph) @@ -297,6 +297,11 @@ void QGL2PaintEngineExPrivate::useSimpleShader() shaderManager->simpleProgram()->setUniformValue("pmvMatrix", pmvMatrix); simpleShaderMatrixUniformDirty = false; } + + if (simpleShaderDepthUniformDirty) { + shaderManager->simpleProgram()->setUniformValue("depth", (GLfloat)q->state()->currentDepth); + simpleShaderDepthUniformDirty = false; + } } @@ -709,6 +714,7 @@ 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) { @@ -726,12 +732,14 @@ void QGL2PaintEngineExPrivate::fill(const QVectorPath& path) // 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); + glEnable(GL_STENCIL_TEST); prepareForDraw(currentBrush->isOpaque()); composite(vertexCoordinateArray.boundingRect()); glDisable(GL_STENCIL_TEST); - cleanStencilBuffer(vertexCoordinateArray.boundingRect()); + glStencilMask(0); } } @@ -739,17 +747,17 @@ void QGL2PaintEngineExPrivate::fill(const QVectorPath& path) void QGL2PaintEngineExPrivate::fillStencilWithVertexArray(QGL2PEXVertexArray& vertexArray, bool useWindingFill) { // qDebug("QGL2PaintEngineExPrivate::fillStencilWithVertexArray()"); - if (stencilBuferDirty) { + glStencilMask(0xFFFF); // Enable stencil writes + + if (stencilBufferDirty) { // Clear the stencil buffer to zeros glDisable(GL_STENCIL_TEST); - glStencilMask(0xFFFF); // Enable writing to stencil buffer, otherwise glClear wont do anything. glClearStencil(0); // Clear to zero glClear(GL_STENCIL_BUFFER_BIT); - stencilBuferDirty = false; + stencilBufferDirty = false; } glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); // Disable color writes - glStencilMask(0xFFFF); // Enable stencil writes glStencilFunc(GL_ALWAYS, 0, 0xFFFF); // Always pass the stencil test // Setup the stencil op: @@ -759,7 +767,7 @@ void QGL2PaintEngineExPrivate::fillStencilWithVertexArray(QGL2PEXVertexArray& ve } else glStencilOp(GL_KEEP, GL_KEEP, GL_INVERT); // Simply invert the stencil bit - // No point in using a fancy gradiant shader for writing into the stencil buffer! + // 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 @@ -770,41 +778,6 @@ void QGL2PaintEngineExPrivate::fillStencilWithVertexArray(QGL2PEXVertexArray& ve // Enable color writes & disable stencil writes glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); - glStencilMask(0); -} - -void QGL2PaintEngineExPrivate::cleanStencilBuffer(const QGLRect& area) -{ -// qDebug("QGL2PaintEngineExPrivate::cleanStencilBuffer()"); - useSimpleShader(); - - GLfloat rectVerts[] = { - area.left, area.top, - area.left, area.bottom, - area.right, area.bottom, - area.right, area.top - }; - - glEnableVertexAttribArray(QT_VERTEX_COORDS_ATTR); - glVertexAttribPointer(QT_VERTEX_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, rectVerts); - - glEnable(GL_STENCIL_TEST); - glStencilFunc(GL_ALWAYS, 0, 0xFFFF); // Always pass the stencil test - - glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); // Disable color writes - glStencilMask(0xFFFF); // Enable writing to stencil buffer - glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO); // Write 0's to stencil buffer - - glDisable(GL_BLEND); - - glDrawArrays(GL_TRIANGLE_FAN, 0, 4); - - glDisableVertexAttribArray(QT_VERTEX_COORDS_ATTR); - - // Enable color writes & disable stencil writes - glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); - glStencilMask(0); - glDisable(GL_STENCIL_TEST); } void QGL2PaintEngineExPrivate::prepareForDraw(bool srcPixelsAreOpaque) @@ -843,6 +816,7 @@ void QGL2PaintEngineExPrivate::prepareForDraw(bool srcPixelsAreOpaque) // The shader program has changed so mark all uniforms as dirty: brushUniformsDirty = true; shaderMatrixUniformDirty = true; + depthUniformDirty = true; } if (brushUniformsDirty && mode != ImageDrawingMode) @@ -853,6 +827,11 @@ void QGL2PaintEngineExPrivate::prepareForDraw(bool srcPixelsAreOpaque) shaderMatrixUniformDirty = false; } + if (depthUniformDirty) { + shaderManager->currentProgram()->setUniformValue("depth", (GLfloat)q->state()->currentDepth); + depthUniformDirty = false; + } + if (useGlobalOpacityUniform) shaderManager->currentProgram()->setUniformValue("globalOpacity", (GLfloat)q->state()->opacity); } @@ -1062,7 +1041,6 @@ void QGL2PaintEngineExPrivate::drawCachedGlyphs(const QPointF &p, const QTextIte matrix.translate(p.x(), p.y()); ti.fontEngine->getGlyphPositions(ti.glyphs, matrix, ti.flags, glyphs, positions); - QFontEngineGlyphCache::Type glyphType = ti.fontEngine->glyphFormat >= 0 ? QFontEngineGlyphCache::Type(ti.fontEngine->glyphFormat) : QFontEngineGlyphCache::Raster_A8; @@ -1146,6 +1124,7 @@ bool QGL2PaintEngineEx::begin(QPaintDevice *pdev) } d->ctx->d_ptr->active_engine = this; + d->last_created_state = 0; d->drawable.makeCurrent(); QSize sz = d->drawable.size(); @@ -1172,12 +1151,16 @@ bool QGL2PaintEngineEx::begin(QPaintDevice *pdev) d->brushUniformsDirty = true; d->matrixDirty = true; d->compositionModeDirty = true; - d->stencilBuferDirty = true; + d->stencilBufferDirty = true; + d->simpleShaderDepthUniformDirty = true; + d->depthUniformDirty = true; d->use_system_clip = !systemClip().isEmpty(); glDisable(GL_DEPTH_TEST); glDisable(GL_SCISSOR_TEST); + glDepthFunc(GL_LEQUAL); + glDepthMask(false); QGLPixmapData *source = d->drawable.copyOnBegin(); if (d->drawable.context()->d_func()->clear_on_painter_begin && d->drawable.autoFillBackground()) { @@ -1201,7 +1184,7 @@ bool QGL2PaintEngineEx::begin(QPaintDevice *pdev) d->drawTexture(QRectF(rect), QRectF(rect), rect.size(), true); } - updateClipRegion(QRegion(), Qt::NoClip); + d->systemStateChanged(); return true; } @@ -1245,260 +1228,297 @@ void QGL2PaintEngineEx::ensureActive() ctx->d_ptr->active_engine = this; glDisable(GL_DEPTH_TEST); - glDisable(GL_SCISSOR_TEST); glViewport(0, 0, d->width, d->height); + setState(state()); - d->updateDepthClip(); } } +void QGL2PaintEngineExPrivate::updateDepthScissorTest() +{ + Q_Q(QGL2PaintEngineEx); + if (q->state()->depthTestEnabled) + glEnable(GL_DEPTH_TEST); + else + glDisable(GL_DEPTH_TEST); -/////////////////////////////////// State/Clipping stolen from QOpenGLPaintEngine ////////////////////////////////////////// + if (q->state()->scissorTestEnabled) + glEnable(GL_SCISSOR_TEST); + else + glDisable(GL_SCISSOR_TEST); +} void QGL2PaintEngineEx::clipEnabledChanged() { Q_D(QGL2PaintEngineEx); - d->updateDepthClip(); + d->simpleShaderDepthUniformDirty = true; + d->depthUniformDirty = true; + + if (painter()->hasClipping()) { + d->regenerateDepthClip(); + } else { + if (d->use_system_clip) { + state()->currentDepth = -0.5f; + } else { + glDisable(GL_DEPTH_TEST); + state()->depthTestEnabled = false; + } + } } -void QGL2PaintEngineEx::clip(const QVectorPath &path, Qt::ClipOperation op) +void QGL2PaintEngineExPrivate::writeClip(const QVectorPath &path, float depth) { -// qDebug("QGL2PaintEngineEx::clip()"); - const qreal *points = path.points(); - const QPainterPath::ElementType *types = path.elements(); - if (!types && path.shape() == QVectorPath::RectangleHint) { - QRectF r(points[0], points[1], points[4]-points[0], points[5]-points[1]); - updateClipRegion(QRegion(r.toRect()), op); - return; - } + transferMode(BrushDrawingMode); - QPainterPath p; - if (types) { - int id = 0; - for (int i=0; i<path.elementCount(); ++i) { - switch(types[i]) { - case QPainterPath::MoveToElement: - p.moveTo(QPointF(points[id], points[id+1])); - id+=2; - break; - case QPainterPath::LineToElement: - p.lineTo(QPointF(points[id], points[id+1])); - id+=2; - break; - case QPainterPath::CurveToElement: { - QPointF p1(points[id], points[id+1]); - QPointF p2(points[id+2], points[id+3]); - QPointF p3(points[id+4], points[id+5]); - p.cubicTo(p1, p2, p3); - id+=6; - break; - } - case QPainterPath::CurveToDataElement: - ; - break; - } - } - } else if (!path.isEmpty()) { - p.moveTo(QPointF(points[0], points[1])); - int id = 2; - for (int i=1; i<path.elementCount(); ++i) { - p.lineTo(QPointF(points[id], points[id+1])); - id+=2; - } + if (matrixDirty) + updateMatrix(); + + if (q->state()->needsDepthBufferClear) { + glDepthMask(true); + glClearDepth(0.5); + glClear(GL_DEPTH_BUFFER_BIT); + q->state()->needsDepthBufferClear = false; + glDepthMask(false); } - if (path.hints() & QVectorPath::WindingFill) - p.setFillRule(Qt::WindingFill); - updateClipRegion(QRegion(p.toFillPolygon().toPolygon(), p.fillRule()), op); - return; + if (path.isEmpty()) + return; + + glDisable(GL_BLEND); + glDepthMask(false); + + vertexCoordinateArray.clear(); + vertexCoordinateArray.addPath(path, inverseScale); + + glDepthMask(GL_FALSE); + fillStencilWithVertexArray(vertexCoordinateArray, path.hasWindingFill()); + + // Stencil the clip onto the clip buffer + glColorMask(false, false, false, false); + glDepthMask(true); + + shaderManager->simpleProgram()->setUniformValue("depth", depth); + simpleShaderDepthUniformDirty = true; + + glEnable(GL_DEPTH_TEST); + glDepthFunc(GL_ALWAYS); + + glStencilFunc(GL_NOTEQUAL, 0, 0xFFFF); // Pass if stencil buff value != 0 + glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE); + + glEnable(GL_STENCIL_TEST); + composite(vertexCoordinateArray.boundingRect()); + glDisable(GL_STENCIL_TEST); + + glStencilMask(0); + + glColorMask(true, true, true, true); + glDepthMask(false); } -void QGL2PaintEngineEx::updateClipRegion(const QRegion &clipRegion, Qt::ClipOperation op) +void QGL2PaintEngineEx::clip(const QVectorPath &path, Qt::ClipOperation op) { -// qDebug("QGL2PaintEngineEx::updateClipRegion()"); +// qDebug("QGL2PaintEngineEx::clip()"); Q_D(QGL2PaintEngineEx); - QRegion sysClip = systemClip(); - if (op == Qt::NoClip && !d->use_system_clip) { - state()->hasClipping = false; - state()->clipRegion = QRegion(); - d->updateDepthClip(); - return; - } + if (op == Qt::ReplaceClip && !d->hasClipOperations()) + op = Qt::IntersectClip; - bool isScreenClip = false; - if (!d->use_system_clip) { - QVector<QRect> untransformedRects = clipRegion.rects(); + if (!path.isEmpty() && op == Qt::IntersectClip && (path.hints() & QVectorPath::RectangleHint)) { + const QPointF* const points = reinterpret_cast<const QPointF*>(path.points()); + QRectF rect(points[0], points[2]); - if (untransformedRects.size() == 1) { - QPainterPath path; - path.addRect(untransformedRects[0]); - //path = d->matrix.map(path); - path = state()->matrix.map(path); - -// if (path.contains(QRectF(QPointF(), d->drawable.size()))) -// isScreenClip = true; - if (path.contains(QRectF(0.0, 0.0, d->width, d->height))) - isScreenClip = true; + if (state()->matrix.type() <= QTransform::TxScale) { + rect = state()->matrix.mapRect(rect); + + if (d->use_system_clip && rect.contains(d->systemClip.boundingRect()) + || rect.contains(QRect(0, 0, d->width, d->height))) + return; } } -// QRegion region = isScreenClip ? QRegion() : clipRegion * d->matrix; - QRegion region = isScreenClip ? QRegion() : clipRegion * state()->matrix; switch (op) { case Qt::NoClip: - if (!d->use_system_clip) - break; - state()->clipRegion = sysClip; + if (d->use_system_clip) { + glEnable(GL_DEPTH_TEST); + state()->depthTestEnabled = true; + state()->currentDepth = -0.5; + } else { + glDisable(GL_DEPTH_TEST); + state()->depthTestEnabled = false; + } + state()->canRestoreClip = false; break; case Qt::IntersectClip: - if (isScreenClip) - return; - if (state()->hasClipping) { - state()->clipRegion &= region; - break; - } - // fall through + state()->maxDepth = (1.0f + state()->maxDepth) * 0.5; + d->writeClip(path, state()->maxDepth); + state()->currentDepth = 1.5 * state()->maxDepth - 0.5f; + state()->depthTestEnabled = true; + break; case Qt::ReplaceClip: - if (d->use_system_clip && !sysClip.isEmpty()) - state()->clipRegion = region & sysClip; - else - state()->clipRegion = region; + d->systemStateChanged(); + state()->maxDepth = 0.5f; + glDepthFunc(GL_ALWAYS); + d->writeClip(path, state()->maxDepth); + state()->currentDepth = 0.25f; + state()->canRestoreClip = false; + state()->depthTestEnabled = true; break; case Qt::UniteClip: - state()->clipRegion |= region; - if (d->use_system_clip && !sysClip.isEmpty()) - state()->clipRegion &= sysClip; - break; - default: + glDepthFunc(GL_ALWAYS); + d->writeClip(path, state()->maxDepth); + state()->canRestoreClip = false; + state()->depthTestEnabled = true; break; } - if (isScreenClip) { - state()->hasClipping = false; - state()->clipRegion = QRegion(); - } else { - state()->hasClipping = op != Qt::NoClip || d->use_system_clip; + glDepthFunc(GL_LEQUAL); + if (state()->depthTestEnabled) { + glEnable(GL_DEPTH_TEST); + d->simpleShaderDepthUniformDirty = true; + d->depthUniformDirty = true; } - - d->updateDepthClip(); } -void QGL2PaintEngineExPrivate::systemStateChanged() +void QGL2PaintEngineExPrivate::regenerateDepthClip() { - Q_Q(QGL2PaintEngineEx); - use_system_clip = !systemClip.isEmpty(); - - if (q->painter()->hasClipping()) - q->updateClipRegion(q->painter()->clipRegion(), Qt::ReplaceClip); - else - q->updateClipRegion(QRegion(), Qt::NoClip); + systemStateChanged(); + replayClipOperations(); } -void QGL2PaintEngineExPrivate::updateDepthClip() +void QGL2PaintEngineExPrivate::systemStateChanged() { -// qDebug("QGL2PaintEngineExPrivate::updateDepthClip()"); - Q_Q(QGL2PaintEngineEx); + use_system_clip = !systemClip.isEmpty(); - q->ensureActive(); glDisable(GL_DEPTH_TEST); + q->state()->depthTestEnabled = false; + q->state()->scissorTestEnabled = false; + q->state()->needsDepthBufferClear = true; + glDisable(GL_SCISSOR_TEST); - if (!q->state()->hasClipping) - return; + q->state()->currentDepth = -0.5f; + q->state()->maxDepth = 0.5f; - const QVector<QRect> rects = q->state()->clipEnabled ? q->state()->clipRegion.rects() : q->systemClip().rects(); - if (rects.size() == 1) { - QRect fastClip = rects.at(0); + if (use_system_clip) { + QRect bounds = systemClip.boundingRect(); + if (systemClip.numRects() == 1 + && bounds == QRect(0, 0, width, height)) + { + q->state()->needsDepthBufferClear = true; + } else { + glEnable(GL_SCISSOR_TEST); - glEnable(GL_SCISSOR_TEST); + const int left = bounds.left(); + const int width = bounds.width(); + const int bottom = height - (bounds.top() + bounds.height()); + const int height = bounds.height(); - const int left = fastClip.left(); - const int width = fastClip.width(); - const int bottom = height - (fastClip.bottom() + 1); - const int height = fastClip.height(); + glScissor(left, bottom, width, height); - glScissor(left, bottom, width, height); - return; - } + QTransform transform = q->state()->matrix; + q->state()->matrix = QTransform(); + q->transformChanged(); - glClearDepth(0x0); - glDepthMask(true); - glClear(GL_DEPTH_BUFFER_BIT); - glClearDepth(0x1); + q->state()->needsDepthBufferClear = false; - glEnable(GL_SCISSOR_TEST); - for (int i = 0; i < rects.size(); ++i) { - QRect rect = rects.at(i); + glDepthMask(true); - const int left = rect.left(); - const int width = rect.width(); - const int bottom = height - (rect.bottom() + 1); - const int height = rect.height(); + glClearDepth(0); + glClear(GL_DEPTH_BUFFER_BIT); - glScissor(left, bottom, width, height); + QPainterPath path; + path.addRegion(systemClip); - glClear(GL_DEPTH_BUFFER_BIT); - } - glDisable(GL_SCISSOR_TEST); + glDepthFunc(GL_ALWAYS); + writeClip(qtVectorPathForPath(path), 0.0f); + glDepthFunc(GL_LEQUAL); - glDepthMask(false); - glDepthFunc(GL_LEQUAL); - glEnable(GL_DEPTH_TEST); -} + glEnable(GL_DEPTH_TEST); + q->state()->depthTestEnabled = true; + q->state()->scissorTestEnabled = true; + q->state()->matrix = transform; + q->transformChanged(); + } + q->state()->currentDepth = -0.5f; + simpleShaderDepthUniformDirty = true; + depthUniformDirty = true; + } +} void QGL2PaintEngineEx::setState(QPainterState *new_state) { -// qDebug("QGL2PaintEngineEx::setState()"); + // qDebug("QGL2PaintEngineEx::setState()"); Q_D(QGL2PaintEngineEx); QOpenGL2PaintEngineState *s = static_cast<QOpenGL2PaintEngineState *>(new_state); - QOpenGL2PaintEngineState *old_state = state(); - const bool needsDepthClipUpdate = !old_state - || s->clipEnabled != old_state->clipEnabled - || (s->clipEnabled && s->clipRegion != old_state->clipRegion); QPaintEngineEx::setState(s); - if (needsDepthClipUpdate) - d->updateDepthClip(); + if (s == d->last_created_state) { + d->last_created_state = 0; + return; + } d->matrixDirty = true; d->compositionModeDirty = true; d->brushTextureDirty = true; d->brushUniformsDirty = true; + d->simpleShaderDepthUniformDirty = true; + d->depthUniformDirty = true; d->simpleShaderMatrixUniformDirty = true; d->shaderMatrixUniformDirty = true; + + if (old_state && old_state != s && old_state->canRestoreClip) { + d->updateDepthScissorTest(); + glDepthMask(false); + glDepthFunc(GL_LEQUAL); + s->maxDepth = old_state->maxDepth; + } else { + d->regenerateDepthClip(); + } } QPainterState *QGL2PaintEngineEx::createState(QPainterState *orig) const { + Q_D(const QGL2PaintEngineEx); + QOpenGL2PaintEngineState *s; if (!orig) s = new QOpenGL2PaintEngineState(); else s = new QOpenGL2PaintEngineState(*static_cast<QOpenGL2PaintEngineState *>(orig)); + d->last_created_state = s; return s; } QOpenGL2PaintEngineState::QOpenGL2PaintEngineState(QOpenGL2PaintEngineState &other) : QPainterState(other) { - clipRegion = other.clipRegion; - hasClipping = other.hasClipping; + needsDepthBufferClear = other.needsDepthBufferClear; + depthTestEnabled = other.depthTestEnabled; + scissorTestEnabled = other.scissorTestEnabled; + currentDepth = other.currentDepth; + maxDepth = other.maxDepth; + canRestoreClip = other.canRestoreClip; } QOpenGL2PaintEngineState::QOpenGL2PaintEngineState() { - hasClipping = false; + needsDepthBufferClear = true; + depthTestEnabled = false; + scissorTestEnabled = false; + currentDepth = -0.5f; + maxDepth = 0.5f; + canRestoreClip = true; } QOpenGL2PaintEngineState::~QOpenGL2PaintEngineState() |