diff options
Diffstat (limited to 'src/opengl/gl2paintengineex')
9 files changed, 860 insertions, 742 deletions
diff --git a/src/opengl/gl2paintengineex/qglcustomshaderstage_p.h b/src/opengl/gl2paintengineex/qglcustomshaderstage_p.h index e319389..e0033be 100644 --- a/src/opengl/gl2paintengineex/qglcustomshaderstage_p.h +++ b/src/opengl/gl2paintengineex/qglcustomshaderstage_p.h @@ -68,7 +68,7 @@ class Q_OPENGL_EXPORT QGLCustomShaderStage public: QGLCustomShaderStage(); virtual ~QGLCustomShaderStage(); - virtual void setUniforms(QGLShaderProgram*) = 0; + virtual void setUniforms(QGLShaderProgram*) {} void setUniformsDirty(); diff --git a/src/opengl/gl2paintengineex/qglengineshadermanager.cpp b/src/opengl/gl2paintengineex/qglengineshadermanager.cpp index 8a8f483..326ea1f 100644 --- a/src/opengl/gl2paintengineex/qglengineshadermanager.cpp +++ b/src/opengl/gl2paintengineex/qglengineshadermanager.cpp @@ -170,13 +170,15 @@ QGLEngineSharedShaders::QGLEngineSharedShaders(const QGLContext* context) source.append(qShaderSnippets[MainVertexShader]); source.append(qShaderSnippets[PositionOnlyVertexShader]); vertexShader = new QGLShader(QGLShader::Vertex, context, this); - vertexShader->compileSourceCode(source); + if (!vertexShader->compileSourceCode(source)) + qWarning("Vertex shader for simpleShaderProg (MainVertexShader & PositionOnlyVertexShader) failed to compile"); source.clear(); source.append(qShaderSnippets[MainFragmentShader]); source.append(qShaderSnippets[ShockingPinkSrcFragmentShader]); fragShader = new QGLShader(QGLShader::Fragment, context, this); - fragShader->compileSourceCode(source); + if (!fragShader->compileSourceCode(source)) + qWarning("Fragment shader for simpleShaderProg (MainFragmentShader & ShockingPinkSrcFragmentShader) failed to compile"); simpleShaderProg = new QGLShaderProgram(context, this); simpleShaderProg->addShader(vertexShader); @@ -193,13 +195,15 @@ QGLEngineSharedShaders::QGLEngineSharedShaders(const QGLContext* context) source.append(qShaderSnippets[MainWithTexCoordsVertexShader]); source.append(qShaderSnippets[UntransformedPositionVertexShader]); vertexShader = new QGLShader(QGLShader::Vertex, context, this); - vertexShader->compileSourceCode(source); + if (!vertexShader->compileSourceCode(source)) + qWarning("Vertex shader for blitShaderProg (MainWithTexCoordsVertexShader & UntransformedPositionVertexShader) failed to compile"); source.clear(); source.append(qShaderSnippets[MainFragmentShader]); source.append(qShaderSnippets[ImageSrcFragmentShader]); fragShader = new QGLShader(QGLShader::Fragment, context, this); - fragShader->compileSourceCode(source); + if (!fragShader->compileSourceCode(source)) + qWarning("Fragment shader for blitShaderProg (MainFragmentShader & ImageSrcFragmentShader) failed to compile"); blitShaderProg = new QGLShaderProgram(context, this); blitShaderProg->addShader(vertexShader); @@ -214,6 +218,23 @@ QGLEngineSharedShaders::QGLEngineSharedShaders(const QGLContext* context) } +QGLEngineSharedShaders::~QGLEngineSharedShaders() +{ + QList<QGLEngineShaderProg*>::iterator itr; + for (itr = cachedPrograms.begin(); itr != cachedPrograms.end(); ++itr) + delete *itr; + + if (blitShaderProg) { + delete blitShaderProg; + blitShaderProg = 0; + } + + if (simpleShaderProg) { + delete simpleShaderProg; + simpleShaderProg = 0; + } +} + #if defined (QT_DEBUG) QByteArray QGLEngineSharedShaders::snippetNameStr(SnippetName name) { @@ -234,84 +255,95 @@ QGLEngineShaderProg *QGLEngineSharedShaders::findProgramInCache(const QGLEngineS } } - QByteArray source; - source.append(qShaderSnippets[prog.mainFragShader]); - source.append(qShaderSnippets[prog.srcPixelFragShader]); - if (prog.srcPixelFragShader == CustomImageSrcFragmentShader) - source.append(prog.customStageSource); - if (prog.compositionFragShader) - source.append(qShaderSnippets[prog.compositionFragShader]); - if (prog.maskFragShader) - source.append(qShaderSnippets[prog.maskFragShader]); - QGLShader* fragShader = new QGLShader(QGLShader::Fragment, ctxGuard.context(), this); - fragShader->compileSourceCode(source); - - source.clear(); - source.append(qShaderSnippets[prog.mainVertexShader]); - source.append(qShaderSnippets[prog.positionVertexShader]); - QGLShader* vertexShader = new QGLShader(QGLShader::Vertex, ctxGuard.context(), this); - vertexShader->compileSourceCode(source); + QGLShader *vertexShader = 0; + QGLShader *fragShader = 0; + QGLEngineShaderProg *newProg = 0; + bool success = false; + + do { + QByteArray source; + source.append(qShaderSnippets[prog.mainFragShader]); + source.append(qShaderSnippets[prog.srcPixelFragShader]); + if (prog.srcPixelFragShader == CustomImageSrcFragmentShader) + source.append(prog.customStageSource); + if (prog.compositionFragShader) + source.append(qShaderSnippets[prog.compositionFragShader]); + if (prog.maskFragShader) + source.append(qShaderSnippets[prog.maskFragShader]); + fragShader = new QGLShader(QGLShader::Fragment, ctxGuard.context(), this); + QByteArray description; +#if defined(QT_DEBUG) + // Name the shader for easier debugging + description.append("Fragment shader: main="); + description.append(snippetNameStr(prog.mainFragShader)); + description.append(", srcPixel="); + description.append(snippetNameStr(prog.srcPixelFragShader)); + if (prog.compositionFragShader) { + description.append(", composition="); + description.append(snippetNameStr(prog.compositionFragShader)); + } + if (prog.maskFragShader) { + description.append(", mask="); + description.append(snippetNameStr(prog.maskFragShader)); + } + fragShader->setObjectName(QString::fromLatin1(description)); +#endif + if (!fragShader->compileSourceCode(source)) { + qWarning() << "Warning:" << description << "failed to compile!"; + break; + } + source.clear(); + source.append(qShaderSnippets[prog.mainVertexShader]); + source.append(qShaderSnippets[prog.positionVertexShader]); + vertexShader = new QGLShader(QGLShader::Vertex, ctxGuard.context(), this); #if defined(QT_DEBUG) - // Name the shaders for easier debugging - QByteArray description; - description.append("Fragment shader: main="); - description.append(snippetNameStr(prog.mainFragShader)); - description.append(", srcPixel="); - description.append(snippetNameStr(prog.srcPixelFragShader)); - if (prog.compositionFragShader) { - description.append(", composition="); - description.append(snippetNameStr(prog.compositionFragShader)); - } - if (prog.maskFragShader) { - description.append(", mask="); - description.append(snippetNameStr(prog.maskFragShader)); - } - fragShader->setObjectName(QString::fromLatin1(description)); - - description.clear(); - description.append("Vertex shader: main="); - description.append(snippetNameStr(prog.mainVertexShader)); - description.append(", position="); - description.append(snippetNameStr(prog.positionVertexShader)); - vertexShader->setObjectName(QString::fromLatin1(description)); + // Name the shader for easier debugging + description.clear(); + description.append("Vertex shader: main="); + description.append(snippetNameStr(prog.mainVertexShader)); + description.append(", position="); + description.append(snippetNameStr(prog.positionVertexShader)); + vertexShader->setObjectName(QString::fromLatin1(description)); #endif + if (!vertexShader->compileSourceCode(source)) { + qWarning() << "Warning:" << description << "failed to compile!"; + break; + } - QGLEngineShaderProg* newProg = new QGLEngineShaderProg(prog); - - // If the shader program's not found in the cache, create it now. - newProg->program = new QGLShaderProgram(ctxGuard.context(), this); - newProg->program->addShader(vertexShader); - newProg->program->addShader(fragShader); - - // We have to bind the vertex attribute names before the program is linked: - newProg->program->bindAttributeLocation("vertexCoordsArray", QT_VERTEX_COORDS_ATTR); - if (newProg->useTextureCoords) - newProg->program->bindAttributeLocation("textureCoordArray", QT_TEXTURE_COORDS_ATTR); - if (newProg->useOpacityAttribute) - newProg->program->bindAttributeLocation("opacityArray", QT_OPACITY_ATTR); - - newProg->program->link(); - if (!newProg->program->isLinked()) { - QLatin1String none("none"); - QLatin1String br("\n"); - QString error; - error = QLatin1String("Shader program failed to link,") + newProg = new QGLEngineShaderProg(prog); + + // If the shader program's not found in the cache, create it now. + newProg->program = new QGLShaderProgram(ctxGuard.context(), this); + newProg->program->addShader(vertexShader); + newProg->program->addShader(fragShader); + + // We have to bind the vertex attribute names before the program is linked: + newProg->program->bindAttributeLocation("vertexCoordsArray", QT_VERTEX_COORDS_ATTR); + if (newProg->useTextureCoords) + newProg->program->bindAttributeLocation("textureCoordArray", QT_TEXTURE_COORDS_ATTR); + if (newProg->useOpacityAttribute) + newProg->program->bindAttributeLocation("opacityArray", QT_OPACITY_ATTR); + + newProg->program->link(); + if (!newProg->program->isLinked()) { + QLatin1String none("none"); + QLatin1String br("\n"); + QString error; + error = QLatin1String("Shader program failed to link,") #if defined(QT_DEBUG) - + br - + QLatin1String(" Shaders Used:") + br - + QLatin1String(" ") + vertexShader->objectName() + QLatin1String(": ") + br - + QLatin1String(vertexShader->sourceCode()) + br - + QLatin1String(" ") + fragShader->objectName() + QLatin1String(": ") + br - + QLatin1String(fragShader->sourceCode()) + br + + br + + QLatin1String(" Shaders Used:") + br + + QLatin1String(" ") + vertexShader->objectName() + QLatin1String(": ") + br + + QLatin1String(vertexShader->sourceCode()) + br + + QLatin1String(" ") + fragShader->objectName() + QLatin1String(": ") + br + + QLatin1String(fragShader->sourceCode()) + br #endif - + QLatin1String(" Error Log:\n") - + QLatin1String(" ") + newProg->program->log(); - qWarning() << error; - delete newProg; // Deletes the QGLShaderProgram in it's destructor - newProg = 0; - } - else { + + QLatin1String(" Error Log:\n") + + QLatin1String(" ") + newProg->program->log(); + qWarning() << error; + break; + } if (cachedPrograms.count() > 30) { // The cache is full, so delete the last 5 programs in the list. // These programs will be least used, as a program us bumped to @@ -323,6 +355,22 @@ QGLEngineShaderProg *QGLEngineSharedShaders::findProgramInCache(const QGLEngineS } cachedPrograms.insert(0, newProg); + + success = true; + } while (false); + + // Clean up everything if we weren't successful + if (!success) { + if (newProg) { + delete newProg; // Also deletes the QGLShaderProgram which in turn deletes the QGLShaders + newProg = 0; + } + else { + if (vertexShader) + delete vertexShader; + if (fragShader) + delete fragShader; + } } return newProg; @@ -362,8 +410,11 @@ QGLEngineShaderManager::~QGLEngineShaderManager() removeCustomStage(); } -uint QGLEngineShaderManager::getUniformLocation(Uniform id) +GLuint QGLEngineShaderManager::getUniformLocation(Uniform id) { + if (!currentShaderProg) + return 0; + QVector<uint> &uniformLocations = currentShaderProg->uniformLocations; if (uniformLocations.isEmpty()) uniformLocations.fill(GLuint(-1), NumUniforms); @@ -394,9 +445,9 @@ uint QGLEngineShaderManager::getUniformLocation(Uniform id) } -void QGLEngineShaderManager::optimiseForBrushTransform(const QTransform &transform) +void QGLEngineShaderManager::optimiseForBrushTransform(QTransform::TransformationType transformType) { - Q_UNUSED(transform); // Currently ignored + Q_UNUSED(transformType); // Currently ignored } void QGLEngineShaderManager::setDirty() @@ -406,6 +457,7 @@ void QGLEngineShaderManager::setDirty() void QGLEngineShaderManager::setSrcPixelType(Qt::BrushStyle style) { + Q_ASSERT(style != Qt::NoBrush); if (srcPixelType == PixelSrcType(style)) return; @@ -467,7 +519,30 @@ void QGLEngineShaderManager::removeCustomStage() QGLShaderProgram* QGLEngineShaderManager::currentProgram() { - return currentShaderProg->program; + if (currentShaderProg) + return currentShaderProg->program; + else + return sharedShaders->simpleProgram(); +} + +void QGLEngineShaderManager::useSimpleProgram() +{ + sharedShaders->simpleProgram()->bind(); + QGLContextPrivate* ctx_d = ctx->d_func(); + ctx_d->setVertexAttribArrayEnabled(QT_VERTEX_COORDS_ATTR, true); + ctx_d->setVertexAttribArrayEnabled(QT_TEXTURE_COORDS_ATTR, false); + ctx_d->setVertexAttribArrayEnabled(QT_OPACITY_ATTR, false); + shaderProgNeedsChanging = true; +} + +void QGLEngineShaderManager::useBlitProgram() +{ + sharedShaders->blitProgram()->bind(); + QGLContextPrivate* ctx_d = ctx->d_func(); + ctx_d->setVertexAttribArrayEnabled(QT_VERTEX_COORDS_ATTR, true); + ctx_d->setVertexAttribArrayEnabled(QT_TEXTURE_COORDS_ATTR, true); + ctx_d->setVertexAttribArrayEnabled(QT_OPACITY_ATTR, false); + shaderProgNeedsChanging = true; } QGLShaderProgram* QGLEngineShaderManager::simpleProgram() @@ -678,6 +753,13 @@ bool QGLEngineShaderManager::useCorrectShaderProg() customSrcStage->setUniforms(currentShaderProg->program); } + // Make sure all the vertex attribute arrays the program uses are enabled (and the ones it + // doesn't use are disabled) + QGLContextPrivate* ctx_d = ctx->d_func(); + ctx_d->setVertexAttribArrayEnabled(QT_VERTEX_COORDS_ATTR, true); + ctx_d->setVertexAttribArrayEnabled(QT_TEXTURE_COORDS_ATTR, currentShaderProg->useTextureCoords); + ctx_d->setVertexAttribArrayEnabled(QT_OPACITY_ATTR, currentShaderProg->useOpacityAttribute); + shaderProgNeedsChanging = false; return true; } diff --git a/src/opengl/gl2paintengineex/qglengineshadermanager_p.h b/src/opengl/gl2paintengineex/qglengineshadermanager_p.h index 50c1432..a3464d4 100644 --- a/src/opengl/gl2paintengineex/qglengineshadermanager_p.h +++ b/src/opengl/gl2paintengineex/qglengineshadermanager_p.h @@ -344,6 +344,7 @@ public: */ QGLEngineSharedShaders(const QGLContext *context); + ~QGLEngineSharedShaders(); QGLShaderProgram *simpleProgram() { return simpleShaderProg; } QGLShaderProgram *blitProgram() { return blitShaderProg; } @@ -454,7 +455,7 @@ public: // 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 optimiseForBrushTransform(QTransform::TransformationType transformType); void setSrcPixelType(Qt::BrushStyle); void setSrcPixelType(PixelSrcType); // For non-brush sources, like pixmaps & images void setOpacityMode(OpacityMode); @@ -463,11 +464,14 @@ public: void setCustomStage(QGLCustomShaderStage* stage); void removeCustomStage(); - uint getUniformLocation(Uniform id); + GLuint getUniformLocation(Uniform id); void setDirty(); // someone has manually changed the current shader program bool useCorrectShaderProg(); // returns true if the shader program needed to be changed + void useSimpleProgram(); + void useBlitProgram(); + QGLShaderProgram* currentProgram(); // Returns pointer to the shader the manager has chosen QGLShaderProgram* simpleProgram(); // Used to draw into e.g. stencil buffers QGLShaderProgram* blitProgram(); // Used to blit a texture into the framebuffer diff --git a/src/opengl/gl2paintengineex/qglengineshadersource_p.h b/src/opengl/gl2paintengineex/qglengineshadersource_p.h index 2407979..46de124 100644 --- a/src/opengl/gl2paintengineex/qglengineshadersource_p.h +++ b/src/opengl/gl2paintengineex/qglengineshadersource_p.h @@ -99,12 +99,15 @@ static const char* const qglslMainWithTexCoordsAndOpacityVertexShader = "\ opacity = opacityArray; \ }"; +// NOTE: We let GL do the perspective correction so texture lookups in the fragment +// shader are also perspective corrected. static const char* const qglslPositionOnlyVertexShader = "\ - attribute highp vec4 vertexCoordsArray;\ - uniform highp mat4 pmvMatrix;\ + attribute highp vec2 vertexCoordsArray;\ + uniform highp mat3 pmvMatrix;\ void setPosition(void)\ {\ - gl_Position = pmvMatrix * vertexCoordsArray;\ + vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \ + gl_Position = vec4(transformedPos.xy, 0.0, transformedPos.z); \ }"; static const char* const qglslUntransformedPositionVertexShader = "\ @@ -116,20 +119,19 @@ static const char* const qglslUntransformedPositionVertexShader = "\ // Pattern Brush - This assumes the texture size is 8x8 and thus, the inverted size is 0.125 static const char* const qglslPositionWithPatternBrushVertexShader = "\ - attribute highp vec4 vertexCoordsArray; \ - uniform highp mat4 pmvMatrix; \ + attribute highp vec2 vertexCoordsArray; \ + uniform highp mat3 pmvMatrix; \ uniform mediump vec2 halfViewportSize; \ uniform highp vec2 invertedTextureSize; \ uniform highp mat3 brushTransform; \ varying highp vec2 patternTexCoords; \ void setPosition(void) { \ - gl_Position = pmvMatrix * vertexCoordsArray;\ - gl_Position.xy = gl_Position.xy / gl_Position.w; \ + vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \ + gl_Position.xy = transformedPos.xy / transformedPos.z; \ mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \ - mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \ + mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1.0); \ mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \ - gl_Position.xy = gl_Position.xy * invertedHTexCoordsZ; \ - gl_Position.w = invertedHTexCoordsZ; \ + gl_Position = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); \ patternTexCoords.xy = (hTexCoords.xy * 0.125) * invertedHTexCoordsZ; \ }"; @@ -147,20 +149,19 @@ static const char* const qglslPatternBrushSrcFragmentShader = "\ // Linear Gradient Brush static const char* const qglslPositionWithLinearGradientBrushVertexShader = "\ - attribute highp vec4 vertexCoordsArray; \ - uniform highp mat4 pmvMatrix; \ + attribute highp vec2 vertexCoordsArray; \ + uniform highp mat3 pmvMatrix; \ uniform mediump vec2 halfViewportSize; \ uniform highp vec3 linearData; \ uniform highp mat3 brushTransform; \ varying mediump float index; \ void setPosition() { \ - gl_Position = pmvMatrix * vertexCoordsArray;\ - gl_Position.xy = gl_Position.xy / gl_Position.w; \ + vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \ + gl_Position.xy = transformedPos.xy / transformedPos.z; \ mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \ mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \ mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \ - gl_Position.xy = gl_Position.xy * invertedHTexCoordsZ; \ - gl_Position.w = invertedHTexCoordsZ; \ + gl_Position = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); \ index = (dot(linearData.xy, hTexCoords.xy) * linearData.z) * invertedHTexCoordsZ; \ }"; @@ -178,20 +179,19 @@ static const char* const qglslLinearGradientBrushSrcFragmentShader = "\ // Conical Gradient Brush static const char* const qglslPositionWithConicalGradientBrushVertexShader = "\ - attribute highp vec4 vertexCoordsArray;\ - uniform highp mat4 pmvMatrix;\ + attribute highp vec2 vertexCoordsArray;\ + uniform highp mat3 pmvMatrix;\ uniform mediump vec2 halfViewportSize; \ uniform highp mat3 brushTransform; \ varying highp vec2 A; \ void setPosition(void)\ {\ - gl_Position = pmvMatrix * vertexCoordsArray;\ - gl_Position.xy = gl_Position.xy / gl_Position.w; \ + vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \ + gl_Position.xy = transformedPos.xy / transformedPos.z; \ mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \ mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \ mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \ - gl_Position.xy = gl_Position.xy * invertedHTexCoordsZ; \ - gl_Position.w = invertedHTexCoordsZ; \ + gl_Position = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); \ A = hTexCoords.xy * invertedHTexCoordsZ; \ }"; @@ -215,8 +215,8 @@ static const char* const qglslConicalGradientBrushSrcFragmentShader = "\n\ // Radial Gradient Brush static const char* const qglslPositionWithRadialGradientBrushVertexShader = "\ - attribute highp vec4 vertexCoordsArray;\ - uniform highp mat4 pmvMatrix;\ + attribute highp vec2 vertexCoordsArray;\ + uniform highp mat3 pmvMatrix;\ uniform mediump vec2 halfViewportSize; \ uniform highp mat3 brushTransform; \ uniform highp vec2 fmp; \ @@ -224,13 +224,12 @@ static const char* const qglslPositionWithRadialGradientBrushVertexShader = "\ varying highp vec2 A; \ void setPosition(void) \ {\ - gl_Position = pmvMatrix * vertexCoordsArray;\ - gl_Position.xy = gl_Position.xy / gl_Position.w; \ + vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \ + gl_Position.xy = transformedPos.xy / transformedPos.z; \ mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \ mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \ mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \ - gl_Position.xy = gl_Position.xy * invertedHTexCoordsZ; \ - gl_Position.w = invertedHTexCoordsZ; \ + gl_Position = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); \ A = hTexCoords.xy * invertedHTexCoordsZ; \ b = 2.0 * dot(A, fmp); \ }"; @@ -253,20 +252,19 @@ static const char* const qglslRadialGradientBrushSrcFragmentShader = "\ // Texture Brush static const char* const qglslPositionWithTextureBrushVertexShader = "\ - attribute highp vec4 vertexCoordsArray; \ - uniform highp mat4 pmvMatrix; \ + attribute highp vec2 vertexCoordsArray; \ + uniform highp mat3 pmvMatrix; \ uniform mediump vec2 halfViewportSize; \ uniform highp vec2 invertedTextureSize; \ uniform highp mat3 brushTransform; \ varying highp vec2 textureCoords; \ void setPosition(void) { \ - gl_Position = pmvMatrix * vertexCoordsArray;\ - gl_Position.xy = gl_Position.xy / gl_Position.w; \ + vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \ + gl_Position.xy = transformedPos.xy / transformedPos.z; \ mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \ mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \ mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \ - gl_Position.xy = gl_Position.xy * invertedHTexCoordsZ; \ - gl_Position.w = invertedHTexCoordsZ; \ + gl_Position = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); \ textureCoords.xy = (hTexCoords.xy * invertedTextureSize) * gl_Position.w; \ }"; diff --git a/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp b/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp index 3fce384..5901601 100644 --- a/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp +++ b/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp @@ -75,15 +75,14 @@ #include <QPaintEngine> #include <private/qpainter_p.h> #include <private/qfontengine_p.h> -#include <private/qtextureglyphcache_p.h> #include <private/qpixmapdata_gl_p.h> #include <private/qdatabuffer_p.h> #include "qglgradientcache_p.h" #include "qglengineshadermanager_p.h" #include "qgl2pexvertexarray_p.h" - #include "qtriangulatingstroker_p.h" +#include "qtextureglyphcache_gl_p.h" #include <QDebug> @@ -91,254 +90,6 @@ 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; -static const GLuint QT_BACKGROUND_TEXTURE_UNIT = 2; - -#ifdef Q_WS_WIN -extern Q_GUI_EXPORT bool qt_cleartype_enabled; -#endif - -class QGLTextureGlyphCache : public QObject, public QTextureGlyphCache -{ - Q_OBJECT -public: - QGLTextureGlyphCache(QGLContext *context, QFontEngineGlyphCache::Type type, const QTransform &matrix); - ~QGLTextureGlyphCache(); - - virtual void createTextureData(int width, int height); - virtual void resizeTextureData(int width, int height); - virtual void fillTexture(const Coord &c, glyph_t glyph); - virtual int glyphMargin() const; - - inline GLuint texture() const { return m_texture; } - - inline int width() const { return m_width; } - inline int height() const { return m_height; } - - inline void setPaintEnginePrivate(QGL2PaintEngineExPrivate *p) { pex = p; } - - -public Q_SLOTS: - void contextDestroyed(const QGLContext *context) { - if (context == ctx) { - QList<const QGLContext *> shares = qgl_share_reg()->shares(ctx); - if (shares.isEmpty()) { - glDeleteFramebuffers(1, &m_fbo); - if (m_width || m_height) - glDeleteTextures(1, &m_texture); - ctx = 0; - } else { - // since the context holding the texture is shared, and - // about to be destroyed, we have to transfer ownership - // of the texture to one of the share contexts - ctx = const_cast<QGLContext *>((ctx == shares.at(0)) ? shares.at(1) : shares.at(0)); - } - } - } - -private: - QGLContext *ctx; - - QGL2PaintEngineExPrivate *pex; - - GLuint m_texture; - GLuint m_fbo; - - int m_width; - int m_height; - - QGLShaderProgram *m_program; -}; - -QGLTextureGlyphCache::QGLTextureGlyphCache(QGLContext *context, QFontEngineGlyphCache::Type type, const QTransform &matrix) - : QTextureGlyphCache(type, matrix) - , ctx(context) - , m_width(0) - , m_height(0) -{ - glGenFramebuffers(1, &m_fbo); - connect(QGLSignalProxy::instance(), SIGNAL(aboutToDestroyContext(const QGLContext*)), - SLOT(contextDestroyed(const QGLContext*))); -} - -QGLTextureGlyphCache::~QGLTextureGlyphCache() -{ - if (ctx) { - QGLShareContextScope scope(ctx); - glDeleteFramebuffers(1, &m_fbo); - - if (m_width || m_height) - glDeleteTextures(1, &m_texture); - } -} - -void QGLTextureGlyphCache::createTextureData(int width, int height) -{ - glGenTextures(1, &m_texture); - glBindTexture(GL_TEXTURE_2D, m_texture); - - m_width = width; - m_height = height; - - QVarLengthArray<uchar> data(width * height); - for (int i = 0; i < data.size(); ++i) - data[i] = 0; - - if (m_type == QFontEngineGlyphCache::Raster_RGBMask) - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_ALPHA, GL_UNSIGNED_BYTE, &data[0]); - else - glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, width, height, 0, GL_ALPHA, GL_UNSIGNED_BYTE, &data[0]); - - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); -} - -void QGLTextureGlyphCache::resizeTextureData(int width, int height) -{ - // ### the QTextureGlyphCache API needs to be reworked to allow - // ### resizeTextureData to fail - - int oldWidth = m_width; - int oldHeight = m_height; - - GLuint oldTexture = m_texture; - createTextureData(width, height); - - glBindFramebuffer(GL_FRAMEBUFFER_EXT, m_fbo); - - GLuint tmp_texture; - glGenTextures(1, &tmp_texture); - glBindTexture(GL_TEXTURE_2D, tmp_texture); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, oldWidth, oldHeight, 0, - GL_RGBA, GL_UNSIGNED_BYTE, NULL); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - 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); - glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, - GL_TEXTURE_2D, tmp_texture, 0); - - glActiveTexture(GL_TEXTURE0 + QT_IMAGE_TEXTURE_UNIT); - glBindTexture(GL_TEXTURE_2D, oldTexture); - - pex->transferMode(BrushDrawingMode); - -#ifndef QT_OPENGL_ES_2 - if (pex->inRenderText) - 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); - - glViewport(0, 0, oldWidth, oldHeight); - - float vertexCoordinateArray[] = { -1, -1, 1, -1, 1, 1, -1, 1 }; - float textureCoordinateArray[] = { 0, 0, 1, 0, 1, 1, 0, 1 }; - - glEnableVertexAttribArray(QT_VERTEX_COORDS_ATTR); - glEnableVertexAttribArray(QT_TEXTURE_COORDS_ATTR); - - glVertexAttribPointer(QT_VERTEX_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, vertexCoordinateArray); - glVertexAttribPointer(QT_TEXTURE_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, textureCoordinateArray); - - pex->shaderManager->blitProgram()->bind(); - pex->shaderManager->blitProgram()->setUniformValue("imageTexture", QT_IMAGE_TEXTURE_UNIT); - pex->shaderManager->setDirty(); - - glDrawArrays(GL_TRIANGLE_FAN, 0, 4); - - glDisableVertexAttribArray(QT_VERTEX_COORDS_ATTR); - glDisableVertexAttribArray(QT_TEXTURE_COORDS_ATTR); - - glBindTexture(GL_TEXTURE_2D, m_texture); - -#ifdef QT_OPENGL_ES_2 - QDataBuffer<uchar> buffer(4*oldWidth*oldHeight); - buffer.resize(4*oldWidth*oldHeight); - glReadPixels(0, 0, oldWidth, oldHeight, GL_RGBA, GL_UNSIGNED_BYTE, buffer.data()); - - // do an in-place conversion from GL_RGBA to GL_ALPHA - for (int i=0; i<oldWidth*oldHeight; ++i) - buffer.data()[i] = buffer.at(4*i + 3); - - glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, oldWidth, oldHeight, - GL_ALPHA, GL_UNSIGNED_BYTE, buffer.data()); -#else - glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, oldWidth, oldHeight); -#endif - - glFramebufferRenderbuffer(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, - GL_RENDERBUFFER_EXT, 0); - glDeleteTextures(1, &tmp_texture); - glDeleteTextures(1, &oldTexture); - - glBindFramebuffer(GL_FRAMEBUFFER_EXT, ctx->d_ptr->current_fbo); - - glViewport(0, 0, pex->width, pex->height); - pex->updateClipScissorTest(); - -#ifndef QT_OPENGL_ES_2 - if (pex->inRenderText) - glPopAttrib(); -#endif -} - -void QGLTextureGlyphCache::fillTexture(const Coord &c, glyph_t glyph) -{ - QImage mask = textureMapForGlyph(glyph); - const int maskWidth = mask.width(); - const int maskHeight = mask.height(); - - if (mask.format() == QImage::Format_Mono) { - mask = mask.convertToFormat(QImage::Format_Indexed8); - for (int y = 0; y < maskHeight; ++y) { - uchar *src = (uchar *) mask.scanLine(y); - for (int x = 0; x < maskWidth; ++x) - src[x] = -src[x]; // convert 0 and 1 into 0 and 255 - } - } - - - glBindTexture(GL_TEXTURE_2D, m_texture); - if (mask.format() == QImage::Format_RGB32) { - glTexSubImage2D(GL_TEXTURE_2D, 0, c.x, c.y, maskWidth, maskHeight, GL_BGRA, GL_UNSIGNED_BYTE, mask.bits()); - } else { -#ifdef QT_OPENGL_ES2 - glTexSubImage2D(GL_TEXTURE_2D, 0, c.x, c.y, maskWidth, maskHeight, GL_ALPHA, GL_UNSIGNED_BYTE, mask.bits()); -#else - // glTexSubImage2D() might cause some garbage to appear in the texture if the mask width is - // not a multiple of four bytes. The bug appeared on a computer with 32-bit Windows Vista - // and nVidia GeForce 8500GT. GL_UNPACK_ALIGNMENT is set to four bytes, 'mask' has a - // multiple of four bytes per line, and most of the glyph shows up correctly in the - // texture, which makes me think that this is a driver bug. - // One workaround is to make sure the mask width is a multiple of four bytes, for instance - // by converting it to a format with four bytes per pixel. Another is to copy one line at a - // time. - - for (int i = 0; i < maskHeight; ++i) - glTexSubImage2D(GL_TEXTURE_2D, 0, c.x, c.y + i, maskWidth, 1, GL_ALPHA, GL_UNSIGNED_BYTE, mask.scanLine(i)); -#endif - } -} - -int QGLTextureGlyphCache::glyphMargin() const -{ -#if defined(Q_WS_MAC) - return 2; -#elif defined (Q_WS_X11) - return 0; -#else - return m_type == QFontEngineGlyphCache::Raster_RGBMask ? 2 : 0; -#endif -} - extern QImage qt_imageForBrush(int brushStyle, bool invert); ////////////////////////////////// Private Methods ////////////////////////////////////////// @@ -358,10 +109,10 @@ QGL2PaintEngineExPrivate::~QGL2PaintEngineExPrivate() void QGL2PaintEngineExPrivate::updateTextureFilter(GLenum target, GLenum wrapMode, bool smoothPixmapTransform, GLuint id) { // glActiveTexture(GL_TEXTURE0 + QT_BRUSH_TEXTURE_UNIT); //### Is it always this texture unit? - if (id != GLuint(-1) && id == lastTexture) + if (id != GLuint(-1) && id == lastTextureUsed) return; - lastTexture = id; + lastTextureUsed = id; if (smoothPixmapTransform) { glTexParameterf(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR); @@ -386,32 +137,41 @@ inline QColor qt_premultiplyColor(QColor c, GLfloat opacity) } -void QGL2PaintEngineExPrivate::setBrush(const QBrush* brush) +void QGL2PaintEngineExPrivate::setBrush(const QBrush& brush) { + if (qbrush_fast_equals(currentBrush, brush)) + return; + + const Qt::BrushStyle newStyle = qbrush_style(brush); + Q_ASSERT(newStyle != Qt::NoBrush); + currentBrush = brush; - brushTextureDirty = true; - brushUniformsDirty = true; - if (currentBrush->style() == Qt::TexturePattern - && qHasPixmapTexture(*brush) && brush->texture().isQBitmap()) + brushUniformsDirty = true; // All brushes have at least one uniform + + if (newStyle > Qt::SolidPattern) + brushTextureDirty = true; + + if (currentBrush.style() == Qt::TexturePattern + && qHasPixmapTexture(brush) && brush.texture().isQBitmap()) { shaderManager->setSrcPixelType(QGLEngineShaderManager::TextureSrcWithPattern); } else { - shaderManager->setSrcPixelType(currentBrush->style()); + shaderManager->setSrcPixelType(newStyle); } - shaderManager->optimiseForBrushTransform(currentBrush->transform()); + shaderManager->optimiseForBrushTransform(currentBrush.transform().type()); } void QGL2PaintEngineExPrivate::useSimpleShader() { - shaderManager->simpleProgram()->bind(); - shaderManager->setDirty(); + shaderManager->useSimpleProgram(); if (matrixDirty) updateMatrix(); if (simpleShaderMatrixUniformDirty) { - shaderManager->simpleProgram()->setUniformValue("pmvMatrix", pmvMatrix); + const GLuint location = shaderManager->simpleProgram()->uniformLocation("pmvMatrix"); + glUniformMatrix3fv(location, 1, GL_FALSE, (GLfloat*)pmvMatrix); simpleShaderMatrixUniformDirty = false; } } @@ -420,7 +180,7 @@ void QGL2PaintEngineExPrivate::updateBrushTexture() { Q_Q(QGL2PaintEngineEx); // qDebug("QGL2PaintEngineExPrivate::updateBrushTexture()"); - Qt::BrushStyle style = currentBrush->style(); + Qt::BrushStyle style = currentBrush.style(); if ( (style >= Qt::Dense1Pattern) && (style <= Qt::DiagCrossPattern) ) { // Get the image data for the pattern @@ -433,7 +193,7 @@ void QGL2PaintEngineExPrivate::updateBrushTexture() else if (style >= Qt::LinearGradientPattern && style <= Qt::ConicalGradientPattern) { // Gradiant brush: All the gradiants use the same texture - const QGradient* g = currentBrush->gradient(); + const QGradient* g = currentBrush.gradient(); // We apply global opacity in the fragment shaders, so we always pass 1.0 // for opacity to the cache. @@ -450,7 +210,7 @@ void QGL2PaintEngineExPrivate::updateBrushTexture() updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE, q->state()->renderHints & QPainter::SmoothPixmapTransform); } else if (style == Qt::TexturePattern) { - const QPixmap& texPixmap = currentBrush->texture(); + const QPixmap& texPixmap = currentBrush.texture(); glActiveTexture(GL_TEXTURE0 + QT_BRUSH_TEXTURE_UNIT); QGLTexture *tex = ctx->d_func()->bindTexture(texPixmap, GL_TEXTURE_2D, GL_RGBA, QGLContext::InternalBindOption); @@ -464,15 +224,15 @@ void QGL2PaintEngineExPrivate::updateBrushTexture() void QGL2PaintEngineExPrivate::updateBrushUniforms() { // qDebug("QGL2PaintEngineExPrivate::updateBrushUniforms()"); - Qt::BrushStyle style = currentBrush->style(); + Qt::BrushStyle style = currentBrush.style(); if (style == Qt::NoBrush) return; - QTransform brushQTransform = currentBrush->transform(); + QTransform brushQTransform = currentBrush.transform(); if (style == Qt::SolidPattern) { - QColor col = qt_premultiplyColor(currentBrush->color(), (GLfloat)q->state()->opacity); + QColor col = qt_premultiplyColor(currentBrush.color(), (GLfloat)q->state()->opacity); shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::FragmentColor), col); } else { @@ -480,7 +240,7 @@ void QGL2PaintEngineExPrivate::updateBrushUniforms() QPointF translationPoint; if (style <= Qt::DiagCrossPattern) { - QColor col = qt_premultiplyColor(currentBrush->color(), (GLfloat)q->state()->opacity); + QColor col = qt_premultiplyColor(currentBrush.color(), (GLfloat)q->state()->opacity); shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::PatternColor), col); @@ -488,7 +248,7 @@ void QGL2PaintEngineExPrivate::updateBrushUniforms() shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::HalfViewportSize), halfViewportSize); } else if (style == Qt::LinearGradientPattern) { - const QLinearGradient *g = static_cast<const QLinearGradient *>(currentBrush->gradient()); + const QLinearGradient *g = static_cast<const QLinearGradient *>(currentBrush.gradient()); QPointF realStart = g->start(); QPointF realFinal = g->finalStop(); @@ -508,7 +268,7 @@ void QGL2PaintEngineExPrivate::updateBrushUniforms() shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::HalfViewportSize), halfViewportSize); } else if (style == Qt::ConicalGradientPattern) { - const QConicalGradient *g = static_cast<const QConicalGradient *>(currentBrush->gradient()); + const QConicalGradient *g = static_cast<const QConicalGradient *>(currentBrush.gradient()); translationPoint = g->center(); GLfloat angle = -(g->angle() * 2 * Q_PI) / 360.0; @@ -519,7 +279,7 @@ void QGL2PaintEngineExPrivate::updateBrushUniforms() shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::HalfViewportSize), halfViewportSize); } else if (style == Qt::RadialGradientPattern) { - const QRadialGradient *g = static_cast<const QRadialGradient *>(currentBrush->gradient()); + const QRadialGradient *g = static_cast<const QRadialGradient *>(currentBrush.gradient()); QPointF realCenter = g->center(); QPointF realFocal = g->focalPoint(); qreal realRadius = g->radius(); @@ -537,10 +297,10 @@ void QGL2PaintEngineExPrivate::updateBrushUniforms() shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::HalfViewportSize), halfViewportSize); } else if (style == Qt::TexturePattern) { - const QPixmap& texPixmap = currentBrush->texture(); + const QPixmap& texPixmap = currentBrush.texture(); - if (qHasPixmapTexture(*currentBrush) && currentBrush->texture().isQBitmap()) { - QColor col = qt_premultiplyColor(currentBrush->color(), (GLfloat)q->state()->opacity); + if (qHasPixmapTexture(currentBrush) && currentBrush.texture().isQBitmap()) { + QColor col = qt_premultiplyColor(currentBrush.color(), (GLfloat)q->state()->opacity); shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::PatternColor), col); } @@ -561,7 +321,7 @@ void QGL2PaintEngineExPrivate::updateBrushUniforms() QTransform gl_to_qt(1, 0, 0, -1, 0, height); QTransform inv_matrix; if (style == Qt::TexturePattern && textureInvertedY == -1) - inv_matrix = gl_to_qt * (QTransform(1, 0, 0, -1, 0, currentBrush->texture().height()) * brushQTransform * matrix).inverted() * translate; + inv_matrix = gl_to_qt * (QTransform(1, 0, 0, -1, 0, currentBrush.texture().height()) * brushQTransform * matrix).inverted() * translate; else inv_matrix = gl_to_qt * (brushQTransform * matrix).inverted() * translate; @@ -577,66 +337,59 @@ void QGL2PaintEngineExPrivate::updateMatrix() { // qDebug("QGL2PaintEngineExPrivate::updateMatrix()"); - // We set up the 4x4 transformation matrix on the vertex shaders to - // be the equivalent of glOrtho(0, w, h, 0, -1, 1) * transform: + const QTransform& transform = q->state()->matrix; + + // The projection matrix converts from Qt's coordinate system to GL's coordinate system + // * GL's viewport is 2x2, Qt's is width x height + // * GL has +y -> -y going from bottom -> top, Qt is the other way round + // * GL has [0,0] in the center, Qt has it in the top-left // - // | 2/width 0 0 -1 | | m11 m21 0 dx | - // | 0 -2/height 0 1 | | m12 m22 0 dy | - // | 0 0 -1 0 | * | 0 0 1 0 | - // | 0 0 0 1 | | m13 m23 0 m33 | + // This results in the Projection matrix below, which is multiplied by the painter's + // transformation matrix, as shown below: // - // We expand out the multiplication to save the cost of a full 4x4 - // matrix multiplication as most of the components are trivial. - const QTransform& transform = q->state()->matrix; + // Projection Matrix Painter Transform + // ------------------------------------------------ ------------------------ + // | 2.0 / width | 0.0 | -1.0 | | m11 | m21 | dx | + // | 0.0 | -2.0 / height | 1.0 | * | m12 | m22 | dy | + // | 0.0 | 0.0 | 1.0 | | m13 | m23 | m33 | + // ------------------------------------------------ ------------------------ + // + // NOTE: The resultant matrix is also transposed, as GL expects column-major matracies + + const GLfloat wfactor = 2.0f / width; + const GLfloat hfactor = -2.0f / height; + GLfloat dx = transform.dx(); + GLfloat dy = transform.dy(); + + // Non-integer translates can have strange effects for some rendering operations such as + // anti-aliased text rendering. In such cases, we snap the translate to the pixel grid. + if (snapToPixelGrid && transform.type() == QTransform::TxTranslate) { + // 0.50 needs to rounded down to 0.0 for consistency with raster engine: + dx = ceilf(dx - 0.5f); + dy = ceilf(dy - 0.5f); + } - if (mode == TextDrawingMode) { - // Text drawing mode is only used for non-scaling transforms - pmvMatrix[0][0] = 2.0 / width; - pmvMatrix[0][1] = 0.0; - pmvMatrix[0][2] = 0.0; - pmvMatrix[0][3] = 0.0; - pmvMatrix[1][0] = 0.0; - pmvMatrix[1][1] = -2.0 / height; - pmvMatrix[1][2] = 0.0; - pmvMatrix[1][3] = 0.0; - pmvMatrix[2][0] = 0.0; - pmvMatrix[2][1] = 0.0; - pmvMatrix[2][2] = -1.0; - pmvMatrix[2][3] = 0.0; - pmvMatrix[3][0] = pmvMatrix[0][0] * qRound(transform.dx()) - 1.0; - pmvMatrix[3][1] = pmvMatrix[1][1] * qRound(transform.dy()) + 1.0; - pmvMatrix[3][2] = 0.0; - pmvMatrix[3][3] = 1.0; - - inverseScale = 1; - } else { - qreal wfactor = 2.0 / width; - qreal hfactor = -2.0 / height; - - pmvMatrix[0][0] = wfactor * transform.m11() - transform.m13(); - pmvMatrix[0][1] = hfactor * transform.m12() + transform.m13(); - pmvMatrix[0][2] = 0.0; - pmvMatrix[0][3] = transform.m13(); - pmvMatrix[1][0] = wfactor * transform.m21() - transform.m23(); - pmvMatrix[1][1] = hfactor * transform.m22() + transform.m23(); - pmvMatrix[1][2] = 0.0; - pmvMatrix[1][3] = transform.m23(); - pmvMatrix[2][0] = 0.0; - pmvMatrix[2][1] = 0.0; - pmvMatrix[2][2] = -1.0; - pmvMatrix[2][3] = 0.0; - pmvMatrix[3][0] = wfactor * transform.dx() - transform.m33(); - pmvMatrix[3][1] = hfactor * transform.dy() + transform.m33(); - pmvMatrix[3][2] = 0.0; - pmvMatrix[3][3] = transform.m33(); - - // 1/10000 == 0.0001, so we have good enough res to cover curves - // that span the entire widget... - inverseScale = qMax(1 / qMax( qMax(qAbs(transform.m11()), qAbs(transform.m22())), - qMax(qAbs(transform.m12()), qAbs(transform.m21())) ), - qreal(0.0001)); + if (addOffset) { + dx += 0.49f; + dy += 0.49f; } + pmvMatrix[0][0] = (wfactor * transform.m11()) - transform.m13(); + pmvMatrix[1][0] = (wfactor * transform.m21()) - transform.m23(); + pmvMatrix[2][0] = (wfactor * dx) - transform.m33(); + pmvMatrix[0][1] = (hfactor * transform.m12()) + transform.m13(); + pmvMatrix[1][1] = (hfactor * transform.m22()) + transform.m23(); + pmvMatrix[2][1] = (hfactor * dy) + transform.m33(); + pmvMatrix[0][2] = transform.m13(); + pmvMatrix[1][2] = transform.m23(); + pmvMatrix[2][2] = transform.m33(); + + // 1/10000 == 0.0001, so we have good enough res to cover curves + // that span the entire widget... + inverseScale = qMax(1 / qMax( qMax(qAbs(transform.m11()), qAbs(transform.m22())), + qMax(qAbs(transform.m12()), qAbs(transform.m21())) ), + qreal(0.0001)); + matrixDirty = false; // The actual data has been updated so both shader program's uniforms need updating @@ -716,7 +469,19 @@ static inline void setCoords(GLfloat *coords, const QGLRect &rect) void QGL2PaintEngineExPrivate::drawTexture(const QGLRect& dest, const QGLRect& src, const QSize &textureSize, bool opaque, bool pattern) { // Setup for texture drawing + currentBrush = noBrush; shaderManager->setSrcPixelType(pattern ? QGLEngineShaderManager::PatternSrc : QGLEngineShaderManager::ImageSrc); + + if (addOffset) { + addOffset = false; + matrixDirty = true; + } + + if (snapToPixelGrid) { + snapToPixelGrid = false; + matrixDirty = true; + } + if (prepareForDraw(opaque)) shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::ImageTexture), QT_IMAGE_TEXTURE_UNIT); @@ -745,6 +510,10 @@ void QGL2PaintEngineEx::beginNativePainting() QGLContext *ctx = d->ctx; glUseProgram(0); + // Disable all the vertex attribute arrays: + for (int i = 0; i < QT_GL_VERTEX_ARRAY_TRACKED_COUNT; ++i) + glDisableVertexAttribArray(i); + #ifndef QT_OPENGL_ES_2 // be nice to people who mix OpenGL 1.x code with QPainter commands // by setting modelview and projection matrices to mirror the GL 1 @@ -771,7 +540,7 @@ void QGL2PaintEngineEx::beginNativePainting() Q_UNUSED(ctx); #endif - d->lastTexture = GLuint(-1); + d->lastTextureUsed = GLuint(-1); d->dirtyStencilRegion = QRect(0, 0, d->width, d->height); d->resetGLState(); @@ -798,51 +567,26 @@ void QGL2PaintEngineEx::endNativePainting() d->needsSync = true; } -const QGLContext *QGL2PaintEngineEx::context() -{ - Q_D(QGL2PaintEngineEx); - return d->ctx; -} - void QGL2PaintEngineExPrivate::transferMode(EngineMode newMode) { if (newMode == mode) return; if (mode == TextDrawingMode || mode == ImageDrawingMode || mode == ImageArrayDrawingMode) { - glDisableVertexAttribArray(QT_TEXTURE_COORDS_ATTR); - glDisableVertexAttribArray(QT_VERTEX_COORDS_ATTR); - glDisableVertexAttribArray(QT_OPACITY_ATTR); - - lastTexture = GLuint(-1); + lastTextureUsed = GLuint(-1); } - if (mode == TextDrawingMode) - matrixDirty = true; - if (newMode == TextDrawingMode) { - glEnableVertexAttribArray(QT_VERTEX_COORDS_ATTR); - glEnableVertexAttribArray(QT_TEXTURE_COORDS_ATTR); - glVertexAttribPointer(QT_VERTEX_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, vertexCoordinateArray.data()); glVertexAttribPointer(QT_TEXTURE_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, textureCoordinateArray.data()); - - matrixDirty = true; } if (newMode == ImageDrawingMode) { - glEnableVertexAttribArray(QT_VERTEX_COORDS_ATTR); - glEnableVertexAttribArray(QT_TEXTURE_COORDS_ATTR); - glVertexAttribPointer(QT_VERTEX_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, staticVertexCoordinateArray); glVertexAttribPointer(QT_TEXTURE_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, staticTextureCoordinateArray); } if (newMode == ImageArrayDrawingMode) { - glEnableVertexAttribArray(QT_VERTEX_COORDS_ATTR); - glEnableVertexAttribArray(QT_TEXTURE_COORDS_ATTR); - glEnableVertexAttribArray(QT_OPACITY_ATTR); - glVertexAttribPointer(QT_VERTEX_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, vertexCoordinateArray.data()); glVertexAttribPointer(QT_TEXTURE_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, textureCoordinateArray.data()); glVertexAttribPointer(QT_OPACITY_ATTR, 1, GL_FLOAT, GL_FALSE, 0, opacityArray.data()); @@ -867,13 +611,14 @@ struct QGL2PEVectorPathCache qreal iscale; }; -void qopengl2paintengine_cleanup_vectorpath(QPaintEngineEx *engine, void *data) +void QGL2PaintEngineExPrivate::cleanupVectorPath(QPaintEngineEx *engine, void *data) { QGL2PEVectorPathCache *c = (QGL2PEVectorPathCache *) data; #ifdef QT_OPENGL_CACHE_AS_VBOS - QGL2PaintEngineExPrivate *d = QGL2PaintEngineExPrivate::getData((QGL2PaintEngineEx *) engine); - d->unusedVBOSToClean << c->vbo; + Q_ASSERT(engine->type() == QPaintEngine::OpenGL2); + static_cast<QGL2PaintEngineEx *>(engine)->d_func()->unusedVBOSToClean << c->vbo; #else + Q_UNUSED(engine); qFree(c->vertices); #endif delete c; @@ -884,6 +629,21 @@ void QGL2PaintEngineExPrivate::fill(const QVectorPath& path) { transferMode(BrushDrawingMode); + const QOpenGL2PaintEngineState *s = q->state(); + const bool newAddOffset = !(s->renderHints & QPainter::Antialiasing) && + (qbrush_style(currentBrush) == Qt::SolidPattern) && + !multisamplingAlwaysEnabled; + + if (addOffset != newAddOffset) { + addOffset = newAddOffset; + matrixDirty = true; + } + + if (snapToPixelGrid) { + snapToPixelGrid = false; + matrixDirty = true; + } + // Might need to call updateMatrix to re-calculate inverseScale if (matrixDirty) updateMatrix(); @@ -893,7 +653,7 @@ void QGL2PaintEngineExPrivate::fill(const QVectorPath& path) // Check to see if there's any hints if (path.shape() == QVectorPath::RectangleHint) { QGLRect rect(points[0].x(), points[0].y(), points[2].x(), points[2].y()); - prepareForDraw(currentBrush->isOpaque()); + prepareForDraw(currentBrush.isOpaque()); composite(rect); } else if (path.isConvex()) { @@ -919,7 +679,7 @@ void QGL2PaintEngineExPrivate::fill(const QVectorPath& path) } else { cache = new QGL2PEVectorPathCache; cache->vertexCount = 0; - data = const_cast<QVectorPath &>(path).addCacheData(q, cache, qopengl2paintengine_cleanup_vectorpath); + data = const_cast<QVectorPath &>(path).addCacheData(q, cache, cleanupVectorPath); } // Flatten the path at the current scale factor and fill it into the cache struct. @@ -930,7 +690,7 @@ void QGL2PaintEngineExPrivate::fill(const QVectorPath& path) int floatSizeInBytes = vertexCount * 2 * sizeof(float); cache->vertexCount = vertexCount; cache->primitiveType = GL_TRIANGLE_FAN; - cache->iscale = inverseScale; + cache->iscale = inverseScale; #ifdef QT_OPENGL_CACHE_AS_VBOS glGenBuffers(1, &cache->vbo); glBindBuffer(GL_ARRAY_BUFFER, cache->vbo); @@ -941,8 +701,7 @@ void QGL2PaintEngineExPrivate::fill(const QVectorPath& path) #endif } - prepareForDraw(currentBrush->isOpaque()); - glEnableVertexAttribArray(QT_VERTEX_COORDS_ATTR); + prepareForDraw(currentBrush.isOpaque()); #ifdef QT_OPENGL_CACHE_AS_VBOS glBindBuffer(GL_ARRAY_BUFFER, cache->vbo); glVertexAttribPointer(QT_VERTEX_COORDS_ATTR, 2, GL_FLOAT, false, 0, 0); @@ -960,7 +719,7 @@ void QGL2PaintEngineExPrivate::fill(const QVectorPath& path) path.makeCacheable(); vertexCoordinateArray.clear(); vertexCoordinateArray.addPath(path, inverseScale, false); - prepareForDraw(currentBrush->isOpaque()); + prepareForDraw(currentBrush.isOpaque()); drawVertexArrays(vertexCoordinateArray, GL_TRIANGLE_FAN); } @@ -984,20 +743,11 @@ void QGL2PaintEngineExPrivate::fill(const QVectorPath& path) // Pass when high bit is set, replace stencil value with 0 glStencilFunc(GL_NOTEQUAL, 0, GL_STENCIL_HIGH_BIT); } - - prepareForDraw(currentBrush->isOpaque()); - - if (inRenderText) - prepareDepthRangeForRenderText(); + prepareForDraw(currentBrush.isOpaque()); // Stencil the brush onto the dest buffer composite(vertexCoordinateArray.boundingRect()); - - if (inRenderText) - restoreDepthRangeForRenderText(); - glStencilMask(0); - updateClipScissorTest(); } } @@ -1036,13 +786,6 @@ void QGL2PaintEngineExPrivate::fillStencilWithVertexArray(const float *data, useSimpleShader(); glEnable(GL_STENCIL_TEST); // For some reason, this has to happen _after_ the simple shader is use()'d -#ifndef QT_OPENGL_ES_2 - if (inRenderText) { - glPushAttrib(GL_ENABLE_BIT); - glDisable(GL_DEPTH_TEST); - } -#endif - if (mode == WindingFillMode) { Q_ASSERT(stops && !count); if (q->state()->clipTestEnabled) { @@ -1083,10 +826,8 @@ void QGL2PaintEngineExPrivate::fillStencilWithVertexArray(const float *data, glStencilMask(GL_STENCIL_HIGH_BIT); #if 0 glStencilOp(GL_KEEP, GL_KEEP, GL_INVERT); // Simply invert the stencil bit - glEnableVertexAttribArray(QT_VERTEX_COORDS_ATTR); glVertexAttribPointer(QT_VERTEX_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, data); glDrawArrays(GL_TRIANGLE_STRIP, 0, count); - glDisableVertexAttribArray(QT_VERTEX_COORDS_ATTR); #else glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); @@ -1096,21 +837,13 @@ void QGL2PaintEngineExPrivate::fillStencilWithVertexArray(const float *data, } else { glStencilFunc(GL_ALWAYS, GL_STENCIL_HIGH_BIT, 0xff); } - glEnableVertexAttribArray(QT_VERTEX_COORDS_ATTR); glVertexAttribPointer(QT_VERTEX_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, data); glDrawArrays(GL_TRIANGLE_STRIP, 0, count); - glDisableVertexAttribArray(QT_VERTEX_COORDS_ATTR); #endif } // Enable color writes & disable stencil writes glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); - -#ifndef QT_OPENGL_ES_2 - if (inRenderText) - glPopAttrib(); -#endif - } /* @@ -1182,10 +915,10 @@ bool QGL2PaintEngineExPrivate::prepareForDraw(bool srcPixelsAreOpaque) : QGLEngineShaderManager::NoOpacity; if (stateHasOpacity && (mode != ImageDrawingMode)) { // Using a brush - bool brushIsPattern = (currentBrush->style() >= Qt::Dense1Pattern) && - (currentBrush->style() <= Qt::DiagCrossPattern); + bool brushIsPattern = (currentBrush.style() >= Qt::Dense1Pattern) && + (currentBrush.style() <= Qt::DiagCrossPattern); - if ((currentBrush->style() == Qt::SolidPattern) || brushIsPattern) + if ((currentBrush.style() == Qt::SolidPattern) || brushIsPattern) opacityMode = QGLEngineShaderManager::NoOpacity; // Global opacity handled by srcPixel shader } } @@ -1204,7 +937,7 @@ bool QGL2PaintEngineExPrivate::prepareForDraw(bool srcPixelsAreOpaque) updateBrushUniforms(); if (shaderMatrixUniformDirty) { - shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::PmvMatrix), pmvMatrix); + glUniformMatrix3fv(location(QGLEngineShaderManager::PmvMatrix), 1, GL_FALSE, (GLfloat*)pmvMatrix); shaderMatrixUniformDirty = false; } @@ -1226,12 +959,8 @@ void QGL2PaintEngineExPrivate::composite(const QGLRect& boundingRect) boundingRect.right, boundingRect.top }; - glEnableVertexAttribArray(QT_VERTEX_COORDS_ATTR); glVertexAttribPointer(QT_VERTEX_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, rectVerts); - glDrawArrays(GL_TRIANGLE_FAN, 0, 4); - - glDisableVertexAttribArray(QT_VERTEX_COORDS_ATTR); } // Draws the vertex array as a set of <vertexArrayStops.size()> triangle fans. @@ -1239,7 +968,6 @@ void QGL2PaintEngineExPrivate::drawVertexArrays(const float *data, int *stops, i GLenum primitive) { // Now setup the pointer to the vertex array: - glEnableVertexAttribArray(QT_VERTEX_COORDS_ATTR); glVertexAttribPointer(QT_VERTEX_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, data); int previousStop = 0; @@ -1253,31 +981,6 @@ void QGL2PaintEngineExPrivate::drawVertexArrays(const float *data, int *stops, i glDrawArrays(primitive, previousStop, stop - previousStop); previousStop = stop; } - glDisableVertexAttribArray(QT_VERTEX_COORDS_ATTR); -} - -void QGL2PaintEngineExPrivate::prepareDepthRangeForRenderText() -{ -#ifndef QT_OPENGL_ES_2 - // Get the z translation value from the model view matrix and - // transform it using the ortogonal projection with z-near = 0, - // and z-far = 1, which is used in QGLWidget::renderText() - GLdouble model[4][4]; - glGetDoublev(GL_MODELVIEW_MATRIX, &model[0][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 } /////////////////////////////////// Public Methods ////////////////////////////////////////// @@ -1295,31 +998,11 @@ void QGL2PaintEngineEx::fill(const QVectorPath &path, const QBrush &brush) { Q_D(QGL2PaintEngineEx); - Qt::BrushStyle style = qbrush_style(brush); - if (style == Qt::NoBrush) + if (qbrush_style(brush) == Qt::NoBrush) return; - if (!d->inRenderText) - ensureActive(); - - QOpenGL2PaintEngineState *s = state(); - bool doOffset = !(s->renderHints & QPainter::Antialiasing) && - (style == Qt::SolidPattern) && - !d->multisamplingAlwaysEnabled; - - if (doOffset) { - d->temporaryTransform = s->matrix; - QTransform tx = QTransform::fromTranslate(.49, .49); - s->matrix = s->matrix * tx; - d->matrixDirty = true; - } - - d->setBrush(&brush); + ensureActive(); + d->setBrush(brush); d->fill(path); - - if (doOffset) { - s->matrix = d->temporaryTransform; - d->matrixDirty = true; - } } extern bool qt_scaleForTransform(const QTransform &transform, qreal *scale); // qtransform.cpp @@ -1329,9 +1012,8 @@ void QGL2PaintEngineEx::stroke(const QVectorPath &path, const QPen &pen) { Q_D(QGL2PaintEngineEx); - Qt::PenStyle penStyle = qpen_style(pen); const QBrush &penBrush = qpen_brush(pen); - if (penStyle == Qt::NoPen || qbrush_style(penBrush) == Qt::NoBrush) + if (qpen_style(pen) == Qt::NoPen || qbrush_style(penBrush) == Qt::NoBrush) return; QOpenGL2PaintEngineState *s = state(); @@ -1342,53 +1024,57 @@ void QGL2PaintEngineEx::stroke(const QVectorPath &path, const QPen &pen) } ensureActive(); + d->setBrush(penBrush); + d->stroke(path, pen); +} - bool doOffset = !(s->renderHints & QPainter::Antialiasing) && !d->multisamplingAlwaysEnabled; - if (doOffset) { - d->temporaryTransform = s->matrix; - QTransform tx = QTransform::fromTranslate(0.49, .49); - s->matrix = s->matrix * tx; - d->matrixDirty = true; +void QGL2PaintEngineExPrivate::stroke(const QVectorPath &path, const QPen &pen) +{ + const QOpenGL2PaintEngineState *s = q->state(); + const bool newAddOffset = !(s->renderHints & QPainter::Antialiasing) && !multisamplingAlwaysEnabled; + if (addOffset != newAddOffset) { + addOffset = newAddOffset; + matrixDirty = true; } - bool opaque = penBrush.isOpaque() && s->opacity > 0.99; - d->setBrush(&penBrush); - d->transferMode(BrushDrawingMode); + if (snapToPixelGrid) { + snapToPixelGrid = false; + matrixDirty = true; + } + + const Qt::PenStyle penStyle = qpen_style(pen); + const QBrush &penBrush = qpen_brush(pen); + const bool opaque = penBrush.isOpaque() && s->opacity > 0.99; + + transferMode(BrushDrawingMode); // updateMatrix() is responsible for setting the inverse scale on // the strokers, so we need to call it here and not wait for // prepareForDraw() down below. - d->updateMatrix(); + updateMatrix(); if (penStyle == Qt::SolidLine) { - d->stroker.process(path, pen); + stroker.process(path, pen); } else { // Some sort of dash - d->dasher.process(path, pen); + dasher.process(path, pen); - QVectorPath dashStroke(d->dasher.points(), - d->dasher.elementCount(), - d->dasher.elementTypes()); - d->stroker.process(dashStroke, pen); + QVectorPath dashStroke(dasher.points(), + dasher.elementCount(), + dasher.elementTypes()); + stroker.process(dashStroke, pen); } - - QGLContext *ctx = d->ctx; - Q_UNUSED(ctx); - if (opaque) { - d->prepareForDraw(opaque); - glEnableVertexAttribArray(QT_VERTEX_COORDS_ATTR); - glVertexAttribPointer(QT_VERTEX_COORDS_ATTR, 2, GL_FLOAT, false, 0, d->stroker.vertices()); - glDrawArrays(GL_TRIANGLE_STRIP, 0, d->stroker.vertexCount() / 2); + prepareForDraw(opaque); + glVertexAttribPointer(QT_VERTEX_COORDS_ATTR, 2, GL_FLOAT, false, 0, stroker.vertices()); + glDrawArrays(GL_TRIANGLE_STRIP, 0, stroker.vertexCount() / 2); // QBrush b(Qt::green); // d->setBrush(&b); // d->prepareForDraw(true); // glDrawArrays(GL_LINE_STRIP, 0, d->stroker.vertexCount() / 2); - glDisableVertexAttribArray(QT_VERTEX_COORDS_ATTR); - } else { qreal width = qpen_widthf(pen) / 2; if (width == 0) @@ -1398,30 +1084,25 @@ void QGL2PaintEngineEx::stroke(const QVectorPath &path, const QPen &pen) : width; if (pen.isCosmetic()) - extra = extra * d->inverseScale; + extra = extra * inverseScale; QRectF bounds = path.controlPointRect().adjusted(-extra, -extra, extra, extra); - d->fillStencilWithVertexArray(d->stroker.vertices(), d->stroker.vertexCount() / 2, + fillStencilWithVertexArray(stroker.vertices(), stroker.vertexCount() / 2, 0, 0, bounds, QGL2PaintEngineExPrivate::TriStripStrokeFillMode); glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE); // Pass when any bit is set, replace stencil value with 0 glStencilFunc(GL_NOTEQUAL, 0, GL_STENCIL_HIGH_BIT); - d->prepareForDraw(false); + prepareForDraw(false); // Stencil the brush onto the dest buffer - d->composite(bounds); + composite(bounds); glStencilMask(0); - d->updateClipScissorTest(); - } - - if (doOffset) { - s->matrix = d->temporaryTransform; - d->matrixDirty = true; + updateClipScissorTest(); } } @@ -1461,7 +1142,7 @@ void QGL2PaintEngineEx::renderHintsChanged() #endif Q_D(QGL2PaintEngineEx); - d->lastTexture = GLuint(-1); + d->lastTextureUsed = GLuint(-1); d->brushTextureDirty = true; // qDebug("QGL2PaintEngineEx::renderHintsChanged() not implemented!"); } @@ -1539,27 +1220,26 @@ void QGL2PaintEngineEx::drawTextItem(const QPointF &p, const QTextItem &textItem { Q_D(QGL2PaintEngineEx); - if (!d->inRenderText) - ensureActive(); + ensureActive(); QOpenGL2PaintEngineState *s = state(); const QTextItemInt &ti = static_cast<const QTextItemInt &>(textItem); - bool drawCached = true; + QTransform::TransformationType txtype = s->matrix.type(); - if (s->matrix.type() > QTransform::TxTranslate) - drawCached = false; + float det = s->matrix.determinant(); + bool drawCached = txtype < QTransform::TxProject; - // don't try to cache huge fonts + // don't try to cache huge fonts or vastly transformed fonts const qreal pixelSize = ti.fontEngine->fontDef.pixelSize; - if (pixelSize * pixelSize * qAbs(s->matrix.determinant()) >= 64 * 64) + if (pixelSize * pixelSize * qAbs(det) >= 64 * 64 || det < 0.25f || det > 4.f) drawCached = false; QFontEngineGlyphCache::Type glyphType = ti.fontEngine->glyphFormat >= 0 ? QFontEngineGlyphCache::Type(ti.fontEngine->glyphFormat) : d->glyphCacheType; - if (d->inRenderText) + if (txtype > QTransform::TxTranslate) glyphType = QFontEngineGlyphCache::Raster_A8; if (glyphType == QFontEngineGlyphCache::Raster_RGBMask @@ -1581,7 +1261,6 @@ void QGL2PaintEngineExPrivate::drawCachedGlyphs(const QPointF &p, QFontEngineGly const QTextItemInt &ti) { Q_Q(QGL2PaintEngineEx); - QOpenGL2PaintEngineState *s = q->state(); QVarLengthArray<QFixedPoint> positions; QVarLengthArray<glyph_t> glyphs; @@ -1589,10 +1268,10 @@ void QGL2PaintEngineExPrivate::drawCachedGlyphs(const QPointF &p, QFontEngineGly ti.fontEngine->getGlyphPositions(ti.glyphs, matrix, ti.flags, glyphs, positions); QGLTextureGlyphCache *cache = - (QGLTextureGlyphCache *) ti.fontEngine->glyphCache(ctx, s->matrix); + (QGLTextureGlyphCache *) ti.fontEngine->glyphCache(ctx, glyphType, QTransform()); if (!cache || cache->cacheType() != glyphType) { - cache = new QGLTextureGlyphCache(ctx, glyphType, s->matrix); + cache = new QGLTextureGlyphCache(ctx, glyphType, QTransform()); ti.fontEngine->setGlyphCache(ctx, cache); } @@ -1602,8 +1281,6 @@ void QGL2PaintEngineExPrivate::drawCachedGlyphs(const QPointF &p, QFontEngineGly if (cache->width() == 0 || cache->height() == 0) return; - if (inRenderText) - transferMode(BrushDrawingMode); transferMode(TextDrawingMode); int margin = cache->glyphMargin(); @@ -1631,11 +1308,17 @@ void QGL2PaintEngineExPrivate::drawCachedGlyphs(const QPointF &p, QFontEngineGly if (textureCoordinateArray.data() != oldTextureCoordinateDataPtr) glVertexAttribPointer(QT_TEXTURE_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, textureCoordinateArray.data()); - QBrush pensBrush = q->state()->pen.brush(); - setBrush(&pensBrush); + if (addOffset) { + addOffset = false; + matrixDirty = true; + } + if (!snapToPixelGrid) { + snapToPixelGrid = true; + matrixDirty = true; + } - if (inRenderText) - prepareDepthRangeForRenderText(); + QBrush pensBrush = q->state()->pen.brush(); + setBrush(pensBrush); if (glyphType == QFontEngineGlyphCache::Raster_RGBMask) { @@ -1677,7 +1360,7 @@ void QGL2PaintEngineExPrivate::drawCachedGlyphs(const QPointF &p, QFontEngineGly q->state()->opacity = 1; opacityUniformDirty = true; pensBrush = Qt::white; - setBrush(&pensBrush); + setBrush(pensBrush); } compositionModeDirty = false; // I can handle this myself, thank you very much @@ -1698,7 +1381,7 @@ void QGL2PaintEngineExPrivate::drawCachedGlyphs(const QPointF &p, QFontEngineGly q->state()->opacity = oldOpacity; opacityUniformDirty = true; pensBrush = q->state()->pen.brush(); - setBrush(&pensBrush); + setBrush(pensBrush); } compositionModeDirty = false; @@ -1721,27 +1404,40 @@ void QGL2PaintEngineExPrivate::drawCachedGlyphs(const QPointF &p, QFontEngineGly 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) { + Q_D(QGL2PaintEngineEx); // Use fallback for extended composition modes. if (state()->composition_mode > QPainter::CompositionMode_Plus) { QPaintEngineEx::drawPixmaps(drawingData, dataCount, pixmap, hints); return; } - Q_D(QGL2PaintEngineEx); + ensureActive(); + d->drawPixmaps(drawingData, dataCount, pixmap, hints); +} + +void QGL2PaintEngineExPrivate::drawPixmaps(const QDrawPixmaps::Data *drawingData, int dataCount, const QPixmap &pixmap, QDrawPixmaps::DrawingHints hints) +{ GLfloat dx = 1.0f / pixmap.size().width(); GLfloat dy = 1.0f / pixmap.size().height(); - d->vertexCoordinateArray.clear(); - d->textureCoordinateArray.clear(); - d->opacityArray.reset(); + vertexCoordinateArray.clear(); + textureCoordinateArray.clear(); + opacityArray.reset(); + + if (addOffset) { + addOffset = false; + matrixDirty = true; + } + + if (snapToPixelGrid) { + snapToPixelGrid = false; + matrixDirty = true; + } bool allOpaque = true; @@ -1758,31 +1454,28 @@ void QGL2PaintEngineEx::drawPixmaps(const QDrawPixmaps::Data *drawingData, int d QGLPoint bottomRight(right * c - bottom * s, right * s + bottom * c); QGLPoint bottomLeft(-right * c - bottom * s, -right * s + bottom * c); - d->vertexCoordinateArray.lineToArray(bottomRight.x + drawingData[i].point.x(), bottomRight.y + drawingData[i].point.y()); - d->vertexCoordinateArray.lineToArray(-bottomLeft.x + drawingData[i].point.x(), -bottomLeft.y + drawingData[i].point.y()); - d->vertexCoordinateArray.lineToArray(-bottomRight.x + drawingData[i].point.x(), -bottomRight.y + drawingData[i].point.y()); - d->vertexCoordinateArray.lineToArray(-bottomRight.x + drawingData[i].point.x(), -bottomRight.y + drawingData[i].point.y()); - d->vertexCoordinateArray.lineToArray(bottomLeft.x + drawingData[i].point.x(), bottomLeft.y + drawingData[i].point.y()); - d->vertexCoordinateArray.lineToArray(bottomRight.x + drawingData[i].point.x(), bottomRight.y + drawingData[i].point.y()); + vertexCoordinateArray.lineToArray(bottomRight.x + drawingData[i].point.x(), bottomRight.y + drawingData[i].point.y()); + vertexCoordinateArray.lineToArray(-bottomLeft.x + drawingData[i].point.x(), -bottomLeft.y + drawingData[i].point.y()); + vertexCoordinateArray.lineToArray(-bottomRight.x + drawingData[i].point.x(), -bottomRight.y + drawingData[i].point.y()); + vertexCoordinateArray.lineToArray(-bottomRight.x + drawingData[i].point.x(), -bottomRight.y + drawingData[i].point.y()); + vertexCoordinateArray.lineToArray(bottomLeft.x + drawingData[i].point.x(), bottomLeft.y + drawingData[i].point.y()); + vertexCoordinateArray.lineToArray(bottomRight.x + drawingData[i].point.x(), bottomRight.y + drawingData[i].point.y()); QGLRect src(drawingData[i].source.left() * dx, drawingData[i].source.top() * dy, drawingData[i].source.right() * dx, drawingData[i].source.bottom() * dy); - d->textureCoordinateArray.lineToArray(src.right, src.bottom); - d->textureCoordinateArray.lineToArray(src.right, src.top); - d->textureCoordinateArray.lineToArray(src.left, src.top); - d->textureCoordinateArray.lineToArray(src.left, src.top); - d->textureCoordinateArray.lineToArray(src.left, src.bottom); - d->textureCoordinateArray.lineToArray(src.right, src.bottom); + textureCoordinateArray.lineToArray(src.right, src.bottom); + textureCoordinateArray.lineToArray(src.right, src.top); + textureCoordinateArray.lineToArray(src.left, src.top); + textureCoordinateArray.lineToArray(src.left, src.top); + textureCoordinateArray.lineToArray(src.left, src.bottom); + textureCoordinateArray.lineToArray(src.right, src.bottom); - qreal opacity = drawingData[i].opacity * state()->opacity; - d->opacityArray << opacity << opacity << opacity << opacity << opacity << opacity; + qreal opacity = drawingData[i].opacity * q->state()->opacity; + opacityArray << opacity << opacity << opacity << opacity << opacity << opacity; allOpaque &= (opacity >= 0.99f); } - ensureActive(); - - QGLContext *ctx = d->ctx; glActiveTexture(GL_TEXTURE0 + QT_IMAGE_TEXTURE_UNIT); QGLTexture *texture = ctx->d_func()->bindTexture(pixmap, GL_TEXTURE_2D, GL_RGBA, QGLContext::InternalBindOption @@ -1790,27 +1483,28 @@ void QGL2PaintEngineEx::drawPixmaps(const QDrawPixmaps::Data *drawingData, int d if (texture->options & QGLContext::InvertedYBindOption) { // Flip texture y-coordinate. - QGLPoint *data = d->textureCoordinateArray.data(); + QGLPoint *data = textureCoordinateArray.data(); for (int i = 0; i < 6 * dataCount; ++i) data[i].y = 1 - data[i].y; } - d->transferMode(ImageArrayDrawingMode); + transferMode(ImageArrayDrawingMode); bool isBitmap = pixmap.isQBitmap(); bool isOpaque = !isBitmap && (!pixmap.hasAlphaChannel() || (hints & QDrawPixmaps::OpaqueHint)) && allOpaque; - d->updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE, - state()->renderHints & QPainter::SmoothPixmapTransform, texture->id); + updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE, + q->state()->renderHints & QPainter::SmoothPixmapTransform, texture->id); // Setup for texture drawing - d->shaderManager->setSrcPixelType(isBitmap ? QGLEngineShaderManager::PatternSrc : QGLEngineShaderManager::ImageSrc); - if (d->prepareForDraw(isOpaque)) - d->shaderManager->currentProgram()->setUniformValue(d->location(QGLEngineShaderManager::ImageTexture), QT_IMAGE_TEXTURE_UNIT); + currentBrush = noBrush; + shaderManager->setSrcPixelType(isBitmap ? QGLEngineShaderManager::PatternSrc : QGLEngineShaderManager::ImageSrc); + if (prepareForDraw(isOpaque)) + shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::ImageTexture), QT_IMAGE_TEXTURE_UNIT); if (isBitmap) { - QColor col = qt_premultiplyColor(state()->pen.color(), (GLfloat)state()->opacity); - d->shaderManager->currentProgram()->setUniformValue(d->location(QGLEngineShaderManager::PatternColor), col); + QColor col = qt_premultiplyColor(q->state()->pen.color(), (GLfloat)q->state()->opacity); + shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::PatternColor), col); } glDrawArrays(GL_TRIANGLES, 0, 6 * dataCount); @@ -1842,7 +1536,8 @@ bool QGL2PaintEngineEx::begin(QPaintDevice *pdev) d->compositionModeDirty = true; d->opacityUniformDirty = true; d->needsSync = true; - d->use_system_clip = !systemClip().isEmpty(); + d->useSystemClip = !systemClip().isEmpty(); + d->currentBrush = QBrush(); d->dirtyStencilRegion = QRect(0, 0, d->width, d->height); d->stencilClean = true; @@ -1861,11 +1556,9 @@ 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); - } + glDisable(GL_STENCIL_TEST); + glDisable(GL_DEPTH_TEST); + glDisable(GL_SCISSOR_TEST); #if !defined(QT_OPENGL_ES_2) glDisable(GL_MULTISAMPLE); @@ -1875,6 +1568,7 @@ bool QGL2PaintEngineEx::begin(QPaintDevice *pdev) #if !defined(QT_OPENGL_ES_2) #if defined(Q_WS_WIN) + extern Q_GUI_EXPORT bool qt_cleartype_enabled; if (qt_cleartype_enabled) #endif d->glyphCacheType = QFontEngineGlyphCache::Raster_RGBMask; @@ -1942,6 +1636,7 @@ void QGL2PaintEngineEx::ensureActive() glViewport(0, 0, d->width, d->height); d->needsSync = false; d->shaderManager->setDirty(); + d->ctx->d_func()->syncGlState(); setState(state()); } } @@ -1962,12 +1657,12 @@ void QGL2PaintEngineExPrivate::updateClipScissorTest() #else QRect bounds = q->state()->rectangleClip; if (!q->state()->clipEnabled) { - if (use_system_clip) + if (useSystemClip) bounds = systemClip.boundingRect(); else bounds = QRect(0, 0, width, height); } else { - if (use_system_clip) + if (useSystemClip) bounds = bounds.intersected(systemClip.boundingRect()); else bounds = bounds.intersected(QRect(0, 0, width, height)); @@ -2022,6 +1717,15 @@ void QGL2PaintEngineExPrivate::writeClip(const QVectorPath &path, uint value) { transferMode(BrushDrawingMode); + if (addOffset) { + addOffset = false; + matrixDirty = true; + } + if (snapToPixelGrid) { + snapToPixelGrid = false; + matrixDirty = true; + } + if (matrixDirty) updateMatrix(); @@ -2121,7 +1825,7 @@ void QGL2PaintEngineEx::clip(const QVectorPath &path, Qt::ClipOperation op) switch (op) { case Qt::NoClip: - if (d->use_system_clip) { + if (d->useSystemClip) { state()->clipTestEnabled = true; state()->currentClip = 1; } else { @@ -2193,13 +1897,13 @@ void QGL2PaintEngineExPrivate::systemStateChanged() q->state()->clipChanged = true; if (systemClip.isEmpty()) { - use_system_clip = false; + useSystemClip = false; } else { if (q->paintDevice()->devType() == QInternal::Widget && currentClipWidget) { QWidgetPrivate *widgetPrivate = qt_widget_private(currentClipWidget->window()); - use_system_clip = widgetPrivate->extra && widgetPrivate->extra->inRenderWithPainter; + useSystemClip = widgetPrivate->extra && widgetPrivate->extra->inRenderWithPainter; } else { - use_system_clip = true; + useSystemClip = true; } } @@ -2209,19 +1913,19 @@ void QGL2PaintEngineExPrivate::systemStateChanged() q->state()->currentClip = 1; maxClip = 1; - q->state()->rectangleClip = use_system_clip ? systemClip.boundingRect() : QRect(0, 0, width, height); + q->state()->rectangleClip = useSystemClip ? systemClip.boundingRect() : QRect(0, 0, width, height); updateClipScissorTest(); if (systemClip.rectCount() == 1) { if (systemClip.boundingRect() == QRect(0, 0, width, height)) - use_system_clip = false; + useSystemClip = false; #ifndef QT_GL_NO_SCISSOR_TEST // scissoring takes care of the system clip return; #endif } - if (use_system_clip) { + if (useSystemClip) { clearClip(0); QPainterPath path; @@ -2300,12 +2004,6 @@ QPainterState *QGL2PaintEngineEx::createState(QPainterState *orig) const return s; } -void QGL2PaintEngineEx::setRenderTextActive(bool active) -{ - Q_D(QGL2PaintEngineEx); - d->inRenderText = active; -} - QOpenGL2PaintEngineState::QOpenGL2PaintEngineState(QOpenGL2PaintEngineState &other) : QPainterState(other) { @@ -2330,5 +2028,3 @@ QOpenGL2PaintEngineState::~QOpenGL2PaintEngineState() } QT_END_NAMESPACE - -#include "qpaintengineex_opengl2.moc" diff --git a/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h b/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h index 0084476..eaae187 100644 --- a/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h +++ b/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h @@ -73,6 +73,12 @@ enum EngineMode { QT_BEGIN_NAMESPACE +#define GL_STENCIL_HIGH_BIT GLuint(0x80) +#define QT_BRUSH_TEXTURE_UNIT GLuint(0) +#define QT_IMAGE_TEXTURE_UNIT GLuint(0) //Can be the same as brush texture unit +#define QT_MASK_TEXTURE_UNIT GLuint(1) +#define QT_BACKGROUND_TEXTURE_UNIT GLuint(2) + class QGL2PaintEngineExPrivate; @@ -105,13 +111,8 @@ public: ~QGL2PaintEngineEx(); bool begin(QPaintDevice *device); - bool end(); - void ensureActive(); - - virtual void fill(const QVectorPath &path, const QBrush &brush); - virtual void stroke(const QVectorPath &path, const QPen &pen); - virtual void clip(const QVectorPath &path, Qt::ClipOperation op); + bool end(); virtual void clipEnabledChanged(); virtual void penChanged(); @@ -122,20 +123,21 @@ public: virtual void renderHintsChanged(); virtual void transformChanged(); - + virtual void drawTexture(const QRectF &r, GLuint textureId, const QSize &size, const QRectF &sr); virtual void drawPixmap(const QRectF &r, const QPixmap &pm, const QRectF &sr); + virtual void drawPixmaps(const QDrawPixmaps::Data *drawingData, int dataCount, const QPixmap &pixmap, QDrawPixmaps::DrawingHints hints); virtual void drawImage(const QRectF &r, const QImage &pm, const QRectF &sr, Qt::ImageConversionFlags flags = Qt::AutoColor); - virtual void drawTexture(const QRectF &r, GLuint textureId, const QSize &size, const QRectF &sr); - virtual void drawTextItem(const QPointF &p, const QTextItem &textItem); + virtual void fill(const QVectorPath &path, const QBrush &brush); + virtual void stroke(const QVectorPath &path, const QPen &pen); + virtual void clip(const QVectorPath &path, Qt::ClipOperation op); - virtual void drawPixmaps(const QDrawPixmaps::Data *drawingData, int dataCount, const QPixmap &pixmap, QDrawPixmaps::DrawingHints hints); Type type() const { return OpenGL2; } - void setState(QPainterState *s); - QPainterState *createState(QPainterState *orig) const; + virtual void setState(QPainterState *s); + virtual QPainterState *createState(QPainterState *orig) const; inline QOpenGL2PaintEngineState *state() { return static_cast<QOpenGL2PaintEngineState *>(QPaintEngineEx::state()); } @@ -146,8 +148,6 @@ public: void beginNativePainting(); void endNativePainting(); - const QGLContext* context(); - QPixmapFilter *pixmapFilter(int type, const QPixmapFilter *prototype); void setRenderTextActive(bool); @@ -169,12 +169,13 @@ public: QGL2PaintEngineExPrivate(QGL2PaintEngineEx *q_ptr) : q(q_ptr), + shaderManager(0), width(0), height(0), ctx(0), - currentBrush(0), - inverseScale(1), - shaderManager(0), - inRenderText(false) + useSystemClip(true), + snapToPixelGrid(false), + addOffset(false), + inverseScale(1) { } ~QGL2PaintEngineExPrivate(); @@ -185,45 +186,57 @@ public: void updateCompositionMode(); void updateTextureFilter(GLenum target, GLenum wrapMode, bool smoothPixmapTransform, GLuint id = -1); - void setBrush(const QBrush* brush); - - void transferMode(EngineMode newMode); void resetGLState(); - // fill, drawOutline, drawTexture & drawCachedGlyphs are the rendering entry points: + // fill, stroke, drawTexture, drawPixmaps & drawCachedGlyphs are the main rendering entry-points, + // however writeClip can also be thought of as en entry point as it does similar things. void fill(const QVectorPath &path); + void stroke(const QVectorPath &path, const QPen &pen); void drawTexture(const QGLRect& dest, const QGLRect& src, const QSize &textureSize, bool opaque, bool pattern = false); + void drawPixmaps(const QDrawPixmaps::Data *drawingData, int dataCount, const QPixmap &pixmap, QDrawPixmaps::DrawingHints hints); void drawCachedGlyphs(const QPointF &p, QFontEngineGlyphCache::Type glyphType, const QTextItemInt &ti); + // draws whatever is in the vertex array: void drawVertexArrays(const float *data, int *stops, int stopCount, GLenum primitive); void drawVertexArrays(QGL2PEXVertexArray &vertexArray, GLenum primitive) { drawVertexArrays((const float *) vertexArray.data(), vertexArray.stops(), vertexArray.stopCount(), primitive); } - // ^ draws whatever is in the vertex array + // Composites the bounding rect onto dest buffer: void composite(const QGLRect& boundingRect); - // ^ Composites the bounding rect onto dest buffer + // Calls drawVertexArrays to render into stencil buffer: void fillStencilWithVertexArray(const float *data, int count, int *stops, int stopCount, const QGLRect &bounds, StencilFillMode mode); void fillStencilWithVertexArray(QGL2PEXVertexArray& vertexArray, bool useWindingFill) { fillStencilWithVertexArray((const float *) vertexArray.data(), 0, vertexArray.stops(), vertexArray.stopCount(), vertexArray.boundingRect(), useWindingFill ? WindingFillMode : OddEvenFillMode); } - // ^ Calls drawVertexArrays to render into stencil buffer - - bool prepareForDraw(bool srcPixelsAreOpaque); - // ^ returns whether the current program changed or not + void setBrush(const QBrush& brush); + void transferMode(EngineMode newMode); + bool prepareForDraw(bool srcPixelsAreOpaque); // returns true if the program has changed inline void useSimpleShader(); + inline GLuint location(const QGLEngineShaderManager::Uniform uniform) { + return shaderManager->getUniformLocation(uniform); + } - void prepareDepthRangeForRenderText(); - void restoreDepthRangeForRenderText(); + void clearClip(uint value); + void writeClip(const QVectorPath &path, uint value); + void resetClipIfNeeded(); + + void updateClipScissorTest(); + void setScissor(const QRect &rect); + void regenerateClip(); + void systemStateChanged(); static QGLEngineShaderManager* shaderManagerForEngine(QGL2PaintEngineEx *engine) { return engine->d_func()->shaderManager; } static QGL2PaintEngineExPrivate *getData(QGL2PaintEngineEx *engine) { return engine->d_func(); } + static void cleanupVectorPath(QPaintEngineEx *engine, void *data); + QGL2PaintEngineEx* q; + QGLEngineShaderManager* shaderManager; QGLPaintDevice* device; int width, height; QGLContext *ctx; @@ -240,44 +253,28 @@ public: bool opacityUniformDirty; bool stencilClean; // Has the stencil not been used for clipping so far? + bool useSystemClip; QRegion dirtyStencilRegion; QRect currentScissorBounds; uint maxClip; - const QBrush* currentBrush; // May not be the state's brush! - - GLfloat inverseScale; + QBrush currentBrush; // May not be the state's brush! + const QBrush noBrush; QGL2PEXVertexArray vertexCoordinateArray; QGL2PEXVertexArray textureCoordinateArray; QDataBuffer<GLfloat> opacityArray; - GLfloat staticVertexCoordinateArray[8]; GLfloat staticTextureCoordinateArray[8]; - GLfloat pmvMatrix[4][4]; - - QGLEngineShaderManager* shaderManager; - - void clearClip(uint value); - void writeClip(const QVectorPath &path, uint value); - void resetClipIfNeeded(); - - void updateClipScissorTest(); - void setScissor(const QRect &rect); - void regenerateClip(); - void systemStateChanged(); - uint use_system_clip : 1; - - uint location(QGLEngineShaderManager::Uniform uniform) - { - return shaderManager->getUniformLocation(uniform); - } + bool snapToPixelGrid; + bool addOffset; // When enabled, adds a 0.49,0.49 offset to matrix in updateMatrix + GLfloat pmvMatrix[3][3]; + GLfloat inverseScale; - GLuint lastTexture; + GLuint lastTextureUsed; bool needsSync; - bool inRenderText; bool multisamplingAlwaysEnabled; GLfloat depthRange[2]; @@ -286,15 +283,11 @@ public: QTriangulatingStroker stroker; QDashedStrokeProcessor dasher; - QTransform temporaryTransform; QScopedPointer<QPixmapFilter> convolutionFilter; QScopedPointer<QPixmapFilter> colorizeFilter; QScopedPointer<QPixmapFilter> blurFilter; - QScopedPointer<QPixmapFilter> animationBlurFilter; - QScopedPointer<QPixmapFilter> fastBlurFilter; QScopedPointer<QPixmapFilter> dropShadowFilter; - QScopedPointer<QPixmapFilter> fastDropShadowFilter; QSet<QVectorPath::CacheEntry *> pathCaches; QVector<GLuint> unusedVBOSToClean; diff --git a/src/opengl/gl2paintengineex/qtextureglyphcache_gl.cpp b/src/opengl/gl2paintengineex/qtextureglyphcache_gl.cpp new file mode 100644 index 0000000..047876f --- /dev/null +++ b/src/opengl/gl2paintengineex/qtextureglyphcache_gl.cpp @@ -0,0 +1,216 @@ +/**************************************************************************** +** +** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies). +** All rights reserved. +** Contact: Nokia Corporation (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 Technology Preview License Agreement accompanying +** this package. +** +** 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 1.1, included in the file LGPL_EXCEPTION.txt in this package. +** +** If you have questions regarding the use of this file, please contact +** Nokia at qt-info@nokia.com. +** +** +** +** +** +** +** +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include "qtextureglyphcache_gl_p.h" +#include "qpaintengineex_opengl2_p.h" + +#ifdef Q_WS_WIN +extern Q_GUI_EXPORT bool qt_cleartype_enabled; +#endif + +QGLTextureGlyphCache::QGLTextureGlyphCache(QGLContext *context, QFontEngineGlyphCache::Type type, const QTransform &matrix) + : QTextureGlyphCache(type, matrix) + , ctx(context) + , m_width(0) + , m_height(0) +{ + glGenFramebuffers(1, &m_fbo); + connect(QGLSignalProxy::instance(), SIGNAL(aboutToDestroyContext(const QGLContext*)), + SLOT(contextDestroyed(const QGLContext*))); +} + +QGLTextureGlyphCache::~QGLTextureGlyphCache() +{ + if (ctx) { + QGLShareContextScope scope(ctx); + glDeleteFramebuffers(1, &m_fbo); + + if (m_width || m_height) + glDeleteTextures(1, &m_texture); + } +} + +void QGLTextureGlyphCache::createTextureData(int width, int height) +{ + glGenTextures(1, &m_texture); + glBindTexture(GL_TEXTURE_2D, m_texture); + + m_width = width; + m_height = height; + + QVarLengthArray<uchar> data(width * height); + for (int i = 0; i < data.size(); ++i) + data[i] = 0; + + if (m_type == QFontEngineGlyphCache::Raster_RGBMask) + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_ALPHA, GL_UNSIGNED_BYTE, &data[0]); + else + glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, width, height, 0, GL_ALPHA, GL_UNSIGNED_BYTE, &data[0]); + + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); +} + +void QGLTextureGlyphCache::resizeTextureData(int width, int height) +{ + // ### the QTextureGlyphCache API needs to be reworked to allow + // ### resizeTextureData to fail + + int oldWidth = m_width; + int oldHeight = m_height; + + GLuint oldTexture = m_texture; + createTextureData(width, height); + + glBindFramebuffer(GL_FRAMEBUFFER_EXT, m_fbo); + + GLuint tmp_texture; + glGenTextures(1, &tmp_texture); + glBindTexture(GL_TEXTURE_2D, tmp_texture); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, oldWidth, oldHeight, 0, + GL_RGBA, GL_UNSIGNED_BYTE, NULL); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + 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); + glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, + GL_TEXTURE_2D, tmp_texture, 0); + + glActiveTexture(GL_TEXTURE0 + QT_IMAGE_TEXTURE_UNIT); + glBindTexture(GL_TEXTURE_2D, oldTexture); + + pex->transferMode(BrushDrawingMode); + + glDisable(GL_STENCIL_TEST); + glDisable(GL_DEPTH_TEST); + glDisable(GL_SCISSOR_TEST); + glDisable(GL_BLEND); + + glViewport(0, 0, oldWidth, oldHeight); + + float vertexCoordinateArray[] = { -1, -1, 1, -1, 1, 1, -1, 1 }; + float textureCoordinateArray[] = { 0, 0, 1, 0, 1, 1, 0, 1 }; + + glVertexAttribPointer(QT_VERTEX_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, vertexCoordinateArray); + glVertexAttribPointer(QT_TEXTURE_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, textureCoordinateArray); + + pex->shaderManager->useBlitProgram(); + pex->shaderManager->blitProgram()->setUniformValue("imageTexture", QT_IMAGE_TEXTURE_UNIT); + + glDrawArrays(GL_TRIANGLE_FAN, 0, 4); + + glBindTexture(GL_TEXTURE_2D, m_texture); + +#ifdef QT_OPENGL_ES_2 + QDataBuffer<uchar> buffer(4*oldWidth*oldHeight); + buffer.resize(4*oldWidth*oldHeight); + glReadPixels(0, 0, oldWidth, oldHeight, GL_RGBA, GL_UNSIGNED_BYTE, buffer.data()); + + // do an in-place conversion from GL_RGBA to GL_ALPHA + for (int i=0; i<oldWidth*oldHeight; ++i) + buffer.data()[i] = buffer.at(4*i + 3); + + glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, oldWidth, oldHeight, + GL_ALPHA, GL_UNSIGNED_BYTE, buffer.data()); +#else + glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, oldWidth, oldHeight); +#endif + + glFramebufferRenderbuffer(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, + GL_RENDERBUFFER_EXT, 0); + glDeleteTextures(1, &tmp_texture); + glDeleteTextures(1, &oldTexture); + + glBindFramebuffer(GL_FRAMEBUFFER_EXT, ctx->d_ptr->current_fbo); + + glViewport(0, 0, pex->width, pex->height); + pex->updateClipScissorTest(); +} + +void QGLTextureGlyphCache::fillTexture(const Coord &c, glyph_t glyph) +{ + QImage mask = textureMapForGlyph(glyph); + const int maskWidth = mask.width(); + const int maskHeight = mask.height(); + + if (mask.format() == QImage::Format_Mono) { + mask = mask.convertToFormat(QImage::Format_Indexed8); + for (int y = 0; y < maskHeight; ++y) { + uchar *src = (uchar *) mask.scanLine(y); + for (int x = 0; x < maskWidth; ++x) + src[x] = -src[x]; // convert 0 and 1 into 0 and 255 + } + } + + + glBindTexture(GL_TEXTURE_2D, m_texture); + if (mask.format() == QImage::Format_RGB32) { + glTexSubImage2D(GL_TEXTURE_2D, 0, c.x, c.y, maskWidth, maskHeight, GL_BGRA, GL_UNSIGNED_BYTE, mask.bits()); + } else { +#ifdef QT_OPENGL_ES2 + glTexSubImage2D(GL_TEXTURE_2D, 0, c.x, c.y, maskWidth, maskHeight, GL_ALPHA, GL_UNSIGNED_BYTE, mask.bits()); +#else + // glTexSubImage2D() might cause some garbage to appear in the texture if the mask width is + // not a multiple of four bytes. The bug appeared on a computer with 32-bit Windows Vista + // and nVidia GeForce 8500GT. GL_UNPACK_ALIGNMENT is set to four bytes, 'mask' has a + // multiple of four bytes per line, and most of the glyph shows up correctly in the + // texture, which makes me think that this is a driver bug. + // One workaround is to make sure the mask width is a multiple of four bytes, for instance + // by converting it to a format with four bytes per pixel. Another is to copy one line at a + // time. + + for (int i = 0; i < maskHeight; ++i) + glTexSubImage2D(GL_TEXTURE_2D, 0, c.x, c.y + i, maskWidth, 1, GL_ALPHA, GL_UNSIGNED_BYTE, mask.scanLine(i)); +#endif + } +} + +int QGLTextureGlyphCache::glyphMargin() const +{ +#if defined(Q_WS_MAC) + return 2; +#elif defined (Q_WS_X11) + return 0; +#else + return m_type == QFontEngineGlyphCache::Raster_RGBMask ? 2 : 0; +#endif +} diff --git a/src/opengl/gl2paintengineex/qtextureglyphcache_gl_p.h b/src/opengl/gl2paintengineex/qtextureglyphcache_gl_p.h new file mode 100644 index 0000000..393893c --- /dev/null +++ b/src/opengl/gl2paintengineex/qtextureglyphcache_gl_p.h @@ -0,0 +1,123 @@ +/**************************************************************************** +** +** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies). +** All rights reserved. +** Contact: Nokia Corporation (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 Technology Preview License Agreement accompanying +** this package. +** +** 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 1.1, included in the file LGPL_EXCEPTION.txt in this package. +** +** If you have questions regarding the use of this file, please contact +** Nokia at qt-info@nokia.com. +** +** +** +** +** +** +** +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#ifndef QTEXTUREGLYPHCACHE_GL_P_H +#define QTEXTUREGLYPHCACHE_GL_P_H + +// +// W A R N I N G +// ------------- +// +// This file is not part of the Qt API. It exists for the convenience +// of the QLibrary class. This header file may change from +// version to version without notice, or even be removed. +// +// We mean it. +// + +#include <private/qtextureglyphcache_p.h> +#include <private/qgl_p.h> +#include <qglshaderprogram.h> + + +QT_BEGIN_NAMESPACE + +class QGL2PaintEngineExPrivate; + +class QGLTextureGlyphCache : public QObject, public QTextureGlyphCache +{ + Q_OBJECT +public: + QGLTextureGlyphCache(QGLContext *context, QFontEngineGlyphCache::Type type, const QTransform &matrix); + ~QGLTextureGlyphCache(); + + virtual void createTextureData(int width, int height); + virtual void resizeTextureData(int width, int height); + virtual void fillTexture(const Coord &c, glyph_t glyph); + virtual int glyphMargin() const; + + inline GLuint texture() const { return m_texture; } + + inline int width() const { return m_width; } + inline int height() const { return m_height; } + + inline void setPaintEnginePrivate(QGL2PaintEngineExPrivate *p) { pex = p; } + + +public Q_SLOTS: + void contextDestroyed(const QGLContext *context) { + if (context == ctx) { + const QGLContext *nextCtx = qt_gl_transfer_context(ctx); + if (!nextCtx) { + // the context may not be current, so we cannot directly + // destroy the fbo and texture here, but since the context + // is about to be destroyed, the GL server will do the + // clean up for us anyway + m_fbo = 0; + m_texture = 0; + ctx = 0; + } else { + // since the context holding the texture is shared, and + // about to be destroyed, we have to transfer ownership + // of the texture to one of the share contexts + ctx = const_cast<QGLContext *>(nextCtx); + } + } + } + +private: + QGLContext *ctx; + + QGL2PaintEngineExPrivate *pex; + + GLuint m_texture; + GLuint m_fbo; + + int m_width; + int m_height; + + QGLShaderProgram *m_program; +}; + +QT_END_NAMESPACE + +#endif + diff --git a/src/opengl/gl2paintengineex/qtriangulatingstroker.cpp b/src/opengl/gl2paintengineex/qtriangulatingstroker.cpp index 6082f49..395b8a3 100644 --- a/src/opengl/gl2paintengineex/qtriangulatingstroker.cpp +++ b/src/opengl/gl2paintengineex/qtriangulatingstroker.cpp @@ -62,8 +62,14 @@ void QTriangulatingStroker::endCapOrJoinClosed(const qreal *start, const qreal * endCap(cur); } int count = m_vertices.size(); - m_vertices.add(m_vertices.at(count-2)); - m_vertices.add(m_vertices.at(count-1)); + + // Copy the (x, y) values because QDataBuffer::add(const float& t) + // may resize the buffer, which will leave t pointing at the + // previous buffer's memory region if we don't copy first. + float x = m_vertices.at(count-2); + float y = m_vertices.at(count-1); + m_vertices.add(x); + m_vertices.add(y); } |