diff options
Diffstat (limited to 'src/opengl')
-rw-r--r-- | src/opengl/gl2paintengineex/qglengineshadersource_p.h | 48 | ||||
-rw-r--r-- | src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp | 34 | ||||
-rw-r--r-- | src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h | 5 | ||||
-rw-r--r-- | src/opengl/qglpixmapfilter.cpp | 1 |
4 files changed, 52 insertions, 36 deletions
diff --git a/src/opengl/gl2paintengineex/qglengineshadersource_p.h b/src/opengl/gl2paintengineex/qglengineshadersource_p.h index a8e2e72..cd3cf57 100644 --- a/src/opengl/gl2paintengineex/qglengineshadersource_p.h +++ b/src/opengl/gl2paintengineex/qglengineshadersource_p.h @@ -73,8 +73,8 @@ static const char* const qglslMainVertexShader = "\ }"; static const char* const qglslMainWithTexCoordsVertexShader = "\ - attribute mediump vec2 textureCoordArray; \ - varying mediump vec2 textureCoords; \ + attribute highp vec2 textureCoordArray; \ + varying highp vec2 textureCoords; \ uniform highp float depth;\ void setPosition();\ void main(void) \ @@ -105,9 +105,9 @@ static const char* const qglslPositionWithPatternBrushVertexShader = "\ attribute highp vec4 vertexCoordsArray; \ uniform highp mat4 pmvMatrix; \ uniform mediump vec2 halfViewportSize; \ - uniform mediump vec2 invertedTextureSize; \ - uniform mediump mat3 brushTransform; \ - varying mediump vec2 patternTexCoords; \ + 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; \ @@ -124,9 +124,9 @@ static const char* const qglslAffinePositionWithPatternBrushVertexShader = qglslPositionWithPatternBrushVertexShader; static const char* const qglslPatternBrushSrcFragmentShader = "\ - uniform sampler2D brushTexture;\ + uniform lowp sampler2D brushTexture;\ uniform lowp vec4 patternColor; \ - varying mediump vec2 patternTexCoords;\ + varying highp vec2 patternTexCoords;\ lowp vec4 srcPixel() { \ return patternColor * (1.0 - texture2D(brushTexture, patternTexCoords).r); \ }\n"; @@ -139,7 +139,7 @@ static const char* const qglslPositionWithLinearGradientBrushVertexShader = "\ uniform mediump vec2 halfViewportSize; \ uniform highp vec3 linearData; \ uniform highp mat3 brushTransform; \ - varying mediump float index ; \ + varying mediump float index; \ void setPosition() { \ gl_Position = pmvMatrix * vertexCoordsArray;\ gl_Position.xy = gl_Position.xy / gl_Position.w; \ @@ -155,7 +155,7 @@ static const char* const qglslAffinePositionWithLinearGradientBrushVertexShader = qglslPositionWithLinearGradientBrushVertexShader; static const char* const qglslLinearGradientBrushSrcFragmentShader = "\ - uniform sampler2D brushTexture; \ + uniform lowp sampler2D brushTexture; \ varying mediump float index; \ lowp vec4 srcPixel() { \ mediump vec2 val = vec2(index, 0.5); \ @@ -187,7 +187,7 @@ static const char* const qglslAffinePositionWithConicalGradientBrushVertexShader static const char* const qglslConicalGradientBrushSrcFragmentShader = "\n\ #define INVERSE_2PI 0.1591549430918953358 \n\ - uniform sampler2D brushTexture; \n\ + uniform lowp sampler2D brushTexture; \n\ uniform mediump float angle; \ varying highp vec2 A; \ lowp vec4 srcPixel() { \ @@ -226,7 +226,7 @@ static const char* const qglslAffinePositionWithRadialGradientBrushVertexShader = qglslPositionWithRadialGradientBrushVertexShader; static const char* const qglslRadialGradientBrushSrcFragmentShader = "\ - uniform sampler2D brushTexture; \ + uniform lowp sampler2D brushTexture; \ uniform highp float fmp2_m_radius2; \ uniform highp float inverse_2_fmp2_m_radius2; \ varying highp float b; \ @@ -243,9 +243,9 @@ static const char* const qglslPositionWithTextureBrushVertexShader = "\ attribute highp vec4 vertexCoordsArray; \ uniform highp mat4 pmvMatrix; \ uniform mediump vec2 halfViewportSize; \ - uniform mediump vec2 invertedTextureSize; \ - uniform mediump mat3 brushTransform; \ - varying mediump vec2 brushTextureCoords; \ + uniform highp vec2 invertedTextureSize; \ + uniform highp mat3 brushTransform; \ + varying highp vec2 brushTextureCoords; \ void setPosition(void) { \ gl_Position = pmvMatrix * vertexCoordsArray;\ gl_Position.xy = gl_Position.xy / gl_Position.w; \ @@ -262,16 +262,16 @@ static const char* const qglslAffinePositionWithTextureBrushVertexShader = qglslPositionWithTextureBrushVertexShader; static const char* const qglslTextureBrushSrcFragmentShader = "\ - varying mediump vec2 brushTextureCoords; \ - uniform sampler2D brushTexture; \ + varying highp vec2 brushTextureCoords; \ + uniform lowp sampler2D brushTexture; \ lowp vec4 srcPixel() { \ return texture2D(brushTexture, brushTextureCoords); \ }"; static const char* const qglslTextureBrushSrcWithPatternFragmentShader = "\ - varying mediump vec2 brushTextureCoords; \ + varying highp vec2 brushTextureCoords; \ uniform lowp vec4 patternColor; \ - uniform sampler2D brushTexture; \ + uniform lowp sampler2D brushTexture; \ lowp vec4 srcPixel() { \ return patternColor * (1.0 - texture2D(brushTexture, brushTextureCoords).r); \ }"; @@ -284,15 +284,15 @@ static const char* const qglslSolidBrushSrcFragmentShader = "\ }"; static const char* const qglslImageSrcFragmentShader = "\ - varying mediump vec2 textureCoords; \ - uniform sampler2D imageTexture; \ + varying highp vec2 textureCoords; \ + uniform lowp sampler2D imageTexture; \ lowp vec4 srcPixel() { \ return texture2D(imageTexture, textureCoords); \ }"; static const char* const qglslCustomSrcFragmentShader = "\ varying highp vec2 textureCoords; \ - uniform sampler2D imageTexture; \ + uniform lowp sampler2D imageTexture; \ lowp vec4 customShader(lowp sampler2D texture, highp vec2 coords); \ lowp vec4 srcPixel() { \ return customShader(imageTexture, textureCoords); \ @@ -301,14 +301,14 @@ static const char* const qglslCustomSrcFragmentShader = "\ static const char* const qglslImageSrcWithPatternFragmentShader = "\ varying highp vec2 textureCoords; \ uniform lowp vec4 patternColor; \ - uniform sampler2D imageTexture; \ + uniform lowp sampler2D imageTexture; \ lowp vec4 srcPixel() { \ return patternColor * (1.0 - texture2D(imageTexture, textureCoords).r); \ }\n"; static const char* const qglslNonPremultipliedImageSrcFragmentShader = "\ varying highp vec2 textureCoords; \ - uniform sampler2D imageTexture; \ + uniform lowp sampler2D imageTexture; \ lowp vec4 srcPixel() { \ lowp vec4 sample = texture2D(imageTexture, textureCoords); \ sample.rgb = sample.rgb * sample.a; \ @@ -383,7 +383,7 @@ static const char* const qglslMainFragmentShader = "\ static const char* const qglslMaskFragmentShader = "\ varying highp vec2 textureCoords;\ - uniform sampler2D maskTexture;\ + uniform lowp sampler2D maskTexture;\ lowp vec4 applyMask(lowp vec4 src) \ {\ lowp vec4 mask = texture2D(maskTexture, textureCoords); \ diff --git a/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp b/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp index 136a078..2f565cf 100644 --- a/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp +++ b/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp @@ -376,6 +376,7 @@ void QGL2PaintEngineExPrivate::useSimpleShader() void QGL2PaintEngineExPrivate::updateBrushTexture() { + Q_Q(QGL2PaintEngineEx); // qDebug("QGL2PaintEngineExPrivate::updateBrushTexture()"); Qt::BrushStyle style = currentBrush->style(); @@ -385,7 +386,7 @@ void QGL2PaintEngineExPrivate::updateBrushTexture() glActiveTexture(GL_TEXTURE0 + QT_BRUSH_TEXTURE_UNIT); ctx->d_func()->bindTexture(texImage, GL_TEXTURE_2D, GL_RGBA, true); - updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, true); + updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, q->state()->renderHints & QPainter::SmoothPixmapTransform); } else if (style >= Qt::LinearGradientPattern && style <= Qt::ConicalGradientPattern) { // Gradiant brush: All the gradiants use the same texture @@ -400,11 +401,11 @@ void QGL2PaintEngineExPrivate::updateBrushTexture() glBindTexture(GL_TEXTURE_2D, texId); if (g->spread() == QGradient::RepeatSpread || g->type() == QGradient::ConicalGradient) - updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, true); + updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, q->state()->renderHints & QPainter::SmoothPixmapTransform); else if (g->spread() == QGradient::ReflectSpread) - updateTextureFilter(GL_TEXTURE_2D, GL_MIRRORED_REPEAT_IBM, true); + updateTextureFilter(GL_TEXTURE_2D, GL_MIRRORED_REPEAT_IBM, q->state()->renderHints & QPainter::SmoothPixmapTransform); else - updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE, true); + updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE, q->state()->renderHints & QPainter::SmoothPixmapTransform); } else if (style == Qt::TexturePattern) { const QPixmap& texPixmap = currentBrush->texture(); @@ -412,7 +413,7 @@ void QGL2PaintEngineExPrivate::updateBrushTexture() glActiveTexture(GL_TEXTURE0 + QT_BRUSH_TEXTURE_UNIT); // TODO: Support y-inverted pixmaps as brushes ctx->d_func()->bindTexture(texPixmap, GL_TEXTURE_2D, GL_RGBA, true); - updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, true); + updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, q->state()->renderHints & QPainter::SmoothPixmapTransform); } brushTextureDirty = false; } @@ -675,7 +676,7 @@ void QGL2PaintEngineExPrivate::drawTexture(const QGLRect& dest, const QGLRect& s glDrawArrays(GL_TRIANGLE_FAN, 0, 4); } -void QGL2PaintEngineEx::sync() +void QGL2PaintEngineEx::beginNativePainting() { Q_D(QGL2PaintEngineEx); ensureActive(); @@ -709,15 +710,25 @@ void QGL2PaintEngineEx::sync() #endif d->lastTexture = GLuint(-1); + d->resetGLState(); + + d->needsSync = true; +} +void QGL2PaintEngineExPrivate::resetGLState() +{ glDisable(GL_BLEND); glActiveTexture(GL_TEXTURE0); - glDisable(GL_DEPTH_TEST); + glDisable(GL_SCISSOR_TEST); glDepthFunc(GL_LESS); glDepthMask(true); glClearDepth(1); +} +void QGL2PaintEngineEx::endNativePainting() +{ + Q_D(QGL2PaintEngineEx); d->needsSync = true; } @@ -1074,6 +1085,7 @@ void QGL2PaintEngineEx::renderHintsChanged() Q_D(QGL2PaintEngineEx); d->lastTexture = GLuint(-1); + d->brushTextureDirty = true; // qDebug("QGL2PaintEngineEx::renderHintsChanged() not implemented!"); } @@ -1101,7 +1113,7 @@ void QGL2PaintEngineEx::drawPixmap(const QRectF& dest, const QPixmap & pixmap, c bool isBitmap = pixmap.isQBitmap(); bool isOpaque = !isBitmap && !pixmap.hasAlphaChannel(); - d->updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, + d->updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE, state()->renderHints & QPainter::SmoothPixmapTransform, texture->id); d->drawTexture(dest, srcRect, pixmap.size(), isOpaque, isBitmap); } @@ -1118,7 +1130,7 @@ void QGL2PaintEngineEx::drawImage(const QRectF& dest, const QImage& image, const QGLTexture *texture = ctx->d_func()->bindTexture(image, GL_TEXTURE_2D, GL_RGBA, true); GLuint id = texture->id; - d->updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, + d->updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE, state()->renderHints & QPainter::SmoothPixmapTransform, id); d->drawTexture(dest, src, image.size(), !image.hasAlphaChannel()); } @@ -1133,7 +1145,7 @@ void QGL2PaintEngineEx::drawTexture(const QRectF &dest, GLuint textureId, const glActiveTexture(GL_TEXTURE0 + QT_IMAGE_TEXTURE_UNIT); glBindTexture(GL_TEXTURE_2D, textureId); - d->updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, + d->updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE, state()->renderHints & QPainter::SmoothPixmapTransform, textureId); d->drawTexture(dest, src, size, false); } @@ -1356,6 +1368,8 @@ bool QGL2PaintEngineEx::end() d->drawable.doneCurrent(); d->ctx->d_ptr->active_engine = 0; + d->resetGLState(); + return false; } diff --git a/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h b/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h index 7b734e3..66e7a51 100644 --- a/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h +++ b/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h @@ -133,7 +133,9 @@ public: inline const QOpenGL2PaintEngineState *state() const { return static_cast<const QOpenGL2PaintEngineState *>(QPaintEngineEx::state()); } - virtual void sync(); + + void beginNativePainting(); + void endNativePainting(); const QGLContext* context(); @@ -168,6 +170,7 @@ public: void setBrush(const QBrush* brush); void transferMode(EngineMode newMode); + void resetGLState(); // fill, drawOutline, drawTexture & drawCachedGlyphs are the rendering entry points: void fill(const QVectorPath &path); diff --git a/src/opengl/qglpixmapfilter.cpp b/src/opengl/qglpixmapfilter.cpp index df7811e..83fddd1 100644 --- a/src/opengl/qglpixmapfilter.cpp +++ b/src/opengl/qglpixmapfilter.cpp @@ -338,7 +338,6 @@ bool QGLPixmapBlurFilter::processGL(QPainter *painter, const QPointF &pos, const QGL2PaintEngineEx *engine = static_cast<QGL2PaintEngineEx *>(painter->paintEngine()); - engine->syncState(); painter->save(); // ensure GL_LINEAR filtering is used |