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Diffstat (limited to 'src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp')
-rw-r--r--src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp25
1 files changed, 6 insertions, 19 deletions
diff --git a/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp b/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp
index 5e41cc1..24560d1 100644
--- a/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp
+++ b/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp
@@ -169,12 +169,6 @@ void QGL2PaintEngineExPrivate::useSimpleShader()
if (matrixDirty)
updateMatrix();
-
- if (simpleShaderMatrixUniformDirty) {
- const GLuint location = shaderManager->simpleProgram()->uniformLocation("pmvMatrix");
- glUniformMatrix3fv(location, 1, GL_FALSE, (GLfloat*)pmvMatrix);
- simpleShaderMatrixUniformDirty = false;
- }
}
void QGL2PaintEngineExPrivate::updateBrushTexture()
@@ -393,9 +387,11 @@ void QGL2PaintEngineExPrivate::updateMatrix()
matrixDirty = false;
- // The actual data has been updated so both shader program's uniforms need updating
- simpleShaderMatrixUniformDirty = true;
- shaderMatrixUniformDirty = true;
+ // Set the PMV matrix attribute. As we use an attributes rather than uniforms, we only
+ // need to do this once for every matrix change and persists across all shader programs.
+ glVertexAttrib3fv(QT_PMV_MATRIX_1_ATTR, pmvMatrix[0]);
+ glVertexAttrib3fv(QT_PMV_MATRIX_2_ATTR, pmvMatrix[1]);
+ glVertexAttrib3fv(QT_PMV_MATRIX_3_ATTR, pmvMatrix[2]);
dasher.setInvScale(inverseScale);
stroker.setInvScale(inverseScale);
@@ -1033,18 +1029,12 @@ bool QGL2PaintEngineExPrivate::prepareForDraw(bool srcPixelsAreOpaque)
if (changed) {
// The shader program has changed so mark all uniforms as dirty:
brushUniformsDirty = true;
- shaderMatrixUniformDirty = true;
opacityUniformDirty = true;
}
if (brushUniformsDirty && mode != ImageDrawingMode && mode != ImageArrayDrawingMode)
updateBrushUniforms();
- if (shaderMatrixUniformDirty) {
- glUniformMatrix3fv(location(QGLEngineShaderManager::PmvMatrix), 1, GL_FALSE, (GLfloat*)pmvMatrix);
- shaderMatrixUniformDirty = false;
- }
-
if (opacityMode == QGLEngineShaderManager::UniformOpacity && opacityUniformDirty) {
shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::GlobalOpacity), (GLfloat)q->state()->opacity);
opacityUniformDirty = false;
@@ -2060,11 +2050,8 @@ void QGL2PaintEngineEx::setState(QPainterState *new_state)
if (old_state == s || old_state->renderHintsChanged)
renderHintsChanged();
- if (old_state == s || old_state->matrixChanged) {
+ if (old_state == s || old_state->matrixChanged)
d->matrixDirty = true;
- d->simpleShaderMatrixUniformDirty = true;
- d->shaderMatrixUniformDirty = true;
- }
if (old_state == s || old_state->compositionModeChanged)
d->compositionModeDirty = true;