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-rw-r--r--src/opengl/gl2paintengineex/glgc_shader_source.h289
-rw-r--r--src/opengl/gl2paintengineex/qgl2pexvertexarray.cpp10
-rw-r--r--src/opengl/gl2paintengineex/qgl2pexvertexarray_p.h14
-rw-r--r--src/opengl/gl2paintengineex/qglengineshadermanager.cpp495
-rw-r--r--src/opengl/gl2paintengineex/qglengineshadermanager_p.h389
-rw-r--r--src/opengl/gl2paintengineex/qglengineshadersource_p.h388
-rw-r--r--src/opengl/gl2paintengineex/qglgradientcache.cpp31
-rw-r--r--src/opengl/gl2paintengineex/qglgradientcache_p.h8
-rw-r--r--src/opengl/gl2paintengineex/qglpexshadermanager.cpp450
-rw-r--r--src/opengl/gl2paintengineex/qglpexshadermanager_p.h156
-rw-r--r--src/opengl/gl2paintengineex/qglshader.cpp605
-rw-r--r--src/opengl/gl2paintengineex/qglshader_p.h260
-rw-r--r--src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp846
-rw-r--r--src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h114
-rw-r--r--src/opengl/opengl.pro40
-rw-r--r--src/opengl/qegl.cpp81
-rw-r--r--src/opengl/qegl_x11egl.cpp5
-rw-r--r--src/opengl/qgl.cpp393
-rw-r--r--src/opengl/qgl.h3
-rw-r--r--src/opengl/qgl_egl.cpp8
-rw-r--r--src/opengl/qgl_p.h73
-rw-r--r--src/opengl/qgl_win.cpp16
-rw-r--r--src/opengl/qgl_wince.cpp3
-rw-r--r--src/opengl/qgl_x11.cpp152
-rw-r--r--src/opengl/qgl_x11egl.cpp158
-rw-r--r--src/opengl/qglextensions.cpp297
-rw-r--r--src/opengl/qglextensions_p.h454
-rw-r--r--src/opengl/qglframebufferobject.cpp565
-rw-r--r--src/opengl/qglframebufferobject.h49
-rw-r--r--src/opengl/qglpixelbuffer.cpp37
-rw-r--r--src/opengl/qglpixmapfilter.cpp211
-rw-r--r--src/opengl/qglpixmapfilter_p.h29
-rw-r--r--src/opengl/qglshaderprogram.cpp2986
-rw-r--r--src/opengl/qglshaderprogram.h293
-rw-r--r--src/opengl/qpaintengine_opengl.cpp250
-rw-r--r--src/opengl/qpixmapdata_gl.cpp311
-rw-r--r--src/opengl/qpixmapdata_gl_p.h37
-rw-r--r--src/opengl/qwindowsurface_gl.cpp269
-rw-r--r--src/opengl/qwindowsurface_gl_p.h1
-rw-r--r--src/opengl/util/generator.cpp2
40 files changed, 7637 insertions, 3141 deletions
diff --git a/src/opengl/gl2paintengineex/glgc_shader_source.h b/src/opengl/gl2paintengineex/glgc_shader_source.h
deleted file mode 100644
index 5b9d28b..0000000
--- a/src/opengl/gl2paintengineex/glgc_shader_source.h
+++ /dev/null
@@ -1,289 +0,0 @@
-/****************************************************************************
-**
-** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
-** Contact: Qt Software Information (qt-info@nokia.com)
-**
-** This file is part of the QtOpenGL module of the Qt Toolkit.
-**
-** $QT_BEGIN_LICENSE:LGPL$
-** No Commercial Usage
-** This file contains pre-release code and may not be distributed.
-** You may use this file in accordance with the terms and conditions
-** contained in the either Technology Preview License Agreement or the
-** Beta Release License Agreement.
-**
-** GNU Lesser General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU Lesser
-** General Public License version 2.1 as published by the Free Software
-** Foundation and appearing in the file LICENSE.LGPL included in the
-** packaging of this file. Please review the following information to
-** ensure the GNU Lesser General Public License version 2.1 requirements
-** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
-**
-** In addition, as a special exception, Nokia gives you certain
-** additional rights. These rights are described in the Nokia Qt LGPL
-** Exception version 1.0, included in the file LGPL_EXCEPTION.txt in this
-** package.
-**
-** GNU General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 3.0 as published by the Free Software
-** Foundation and appearing in the file LICENSE.GPL included in the
-** packaging of this file. Please review the following information to
-** ensure the GNU General Public License version 3.0 requirements will be
-** met: http://www.gnu.org/copyleft/gpl.html.
-**
-** If you are unsure which license is appropriate for your use, please
-** contact the sales department at qt-sales@nokia.com.
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
-#ifndef GLGC_SHADER_SOURCE_H
-#define GLGC_SHADER_SOURCE_H
-
-QT_BEGIN_HEADER
-
-QT_BEGIN_NAMESPACE
-
-QT_MODULE(OpenGL)
-
-static const char* qglslImageVertexShader = "\
- attribute highp vec4 inputVertex; \
- attribute lowp vec2 textureCoord; \
- uniform highp mat4 pmvMatrix; \
- varying lowp vec2 fragTextureCoord; \
- void main(void) \
- {\
- gl_Position = pmvMatrix * inputVertex;\
- fragTextureCoord = textureCoord; \
- }";
-
-static const char* qglslImageFragmentShader = "\
- varying lowp vec2 fragTextureCoord;\
- uniform sampler2D textureSampler;\
- uniform lowp float opacity; \
- void main(void) \
- {\
- gl_FragColor = texture2D(textureSampler, fragTextureCoord) * opacity; \
- }";
-
-static const char* qglslTextFragmentShader = "\
- varying lowp vec2 fragTextureCoord;\
- uniform mediump vec4 fragmentColor;\
- uniform sampler2D textureSampler;\
- void main(void) \
- {\
- highp vec4 tex = texture2D(textureSampler, fragTextureCoord); \
- tex = fragmentColor * tex.r; \
- gl_FragColor = tex; \
- }";
-
-static const char* qglslDefaultVertexShader = "\
- attribute highp vec4 inputVertex;\
- uniform highp mat4 pmvMatrix;\
- void main(void)\
- {\
- gl_Position = pmvMatrix * inputVertex;\
- }";
-
-static const char* qglslSimpleFragmentShader = "\
- void main (void)\
- {\
- gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\
- }";
-
-
-/**** FRAGMENT SHADER MAIN FUNCTIONS ****/
-// NOTE: Currently, the engine assumes brushes return colors already in pre-multiplied
-// format. However, this may change if we add support for non-premultiplied
-
-static const char* qglslNoOpacityFragmentShaderMain = "\n\
- mediump vec4 brush();\
- void main (void)\
- {\
- gl_FragColor = brush();\
- }\n";
-
-static const char* qglslFragmentShaderMain = "\n\
- mediump vec4 brush();\
- uniform lowp float opacity; \
- void main (void)\
- {\
- gl_FragColor = brush() * opacity;\
- }\n";
-
-
-
-/**** BRUSH SHADERS ****/
-
-// This should never actually be used
-static const char* qglslNoBrushFragmentShader = "\n\
- mediump vec4 brush() { \
- discard; \
- return vec4(1.0, 0.8, 0.8, 1.0);\
- }\n";
-
-// Solid Fill Brush
-static const char* qglslSolidBrushFragmentShader = "\n\
- uniform mediump vec4 fragmentColor; \
- mediump vec4 brush() { \
- return fragmentColor;\
- }\n";
-
-// Texture Brush
-static const char* qglslTextureBrushVertexShader = "\
- attribute highp vec4 inputVertex; \
- uniform highp mat4 pmvMatrix; \
- uniform mediump vec2 halfViewportSize; \
- uniform mediump vec2 invertedTextureSize; \
- uniform mediump mat3 brushTransform; \
- varying mediump vec2 texCoords; \
- void main(void) { \
- gl_Position = pmvMatrix * inputVertex;\
- gl_Position.xy = gl_Position.xy / gl_Position.w; \
- 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; \
- texCoords.xy = (hTexCoords.xy * invertedTextureSize) * gl_Position.w; \
- texCoords.y = -texCoords.y; \
- }";
-
-static const char* qglslTextureBrushFragmentShader = "\n\
- varying mediump vec2 texCoords;\
- uniform sampler2D brushTexture;\
- mediump vec4 brush() { \
- return texture2D(brushTexture, texCoords); \
- }\n";
-
-
-// Pattern Brush - This assumes the texture size is 8x8 and thus, the inverted size is 0.125
-static const char* qglslPatternBrushVertexShader = "\
- attribute highp vec4 inputVertex; \
- uniform highp mat4 pmvMatrix; \
- uniform mediump vec2 halfViewportSize; \
- uniform mediump vec2 invertedTextureSize; \
- uniform mediump mat3 brushTransform; \
- varying mediump vec2 texCoords; \
- void main(void) { \
- gl_Position = pmvMatrix * inputVertex;\
- gl_Position.xy = gl_Position.xy / gl_Position.w; \
- 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; \
- texCoords.xy = (hTexCoords.xy * 0.125) * invertedHTexCoordsZ; \
- texCoords.y = -texCoords.y; \
- }";
-
-static const char* qglslPatternBrushFragmentShader = "\n\
- uniform sampler2D brushTexture;\
- uniform lowp vec4 patternColor; \
- varying mediump vec2 texCoords;\
- mediump vec4 brush() { \
- return patternColor * texture2D(brushTexture, texCoords).r; \
- }\n";
-
-
-// Linear Gradient Brush
-static const char* qglslLinearGradientBrushVertexShader = "\
- attribute highp vec4 inputVertex; \
- uniform highp mat4 pmvMatrix; \
- uniform mediump vec2 halfViewportSize; \
- uniform highp vec3 linearData; \
- uniform mediump mat3 brushTransform; \
- varying mediump float index ; \
- void main() { \
- gl_Position = pmvMatrix * inputVertex;\
- gl_Position.xy = gl_Position.xy / gl_Position.w; \
- 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; \
- index = (dot(linearData.xy, hTexCoords.xy) * linearData.z) * invertedHTexCoordsZ; \
- }";
-
-static const char* qglslLinearGradientBrushFragmentShader = "\n\
- uniform sampler2D brushTexture; \
- varying mediump float index; \
- mediump vec4 brush() { \
- mediump vec2 val = vec2(index, 0.5); \
- return texture2D(brushTexture, val); \
- }\n";
-
-
-static const char* qglslRadialGradientBrushVertexShader = "\
- attribute highp vec4 inputVertex;\
- uniform highp mat4 pmvMatrix;\
- uniform mediump vec2 halfViewportSize; \
- uniform highp mat3 brushTransform; \
- uniform highp vec2 fmp; \
- varying highp float b; \
- varying highp vec2 A; \
- void main(void) \
- {\
- gl_Position = pmvMatrix * inputVertex;\
- gl_Position.xy = gl_Position.xy / gl_Position.w; \
- 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; \
- A = hTexCoords.xy * invertedHTexCoordsZ; \
- b = 2.0 * fmp * (A.x + A.y); \
-\
- }";
-
-static const char* qglslRadialGradientBrushFragmentShader = "\n\
- uniform sampler2D brushTexture; \
- uniform highp float fmp2_m_radius2; \
- uniform highp float inverse_2_fmp2_m_radius2; \
- varying highp float b; \
- varying highp vec2 A; \
-\
- mediump vec4 brush() { \
- highp float c = -dot(A, A); \
- highp vec2 val = vec2((-b + sqrt(b*b - 4.0*fmp2_m_radius2*c)) * inverse_2_fmp2_m_radius2, 0.5); \
- return texture2D(brushTexture, val); \
- }\n";
-
-static const char* qglslConicalGradientBrushVertexShader = "\
- attribute highp vec4 inputVertex;\
- uniform highp mat4 pmvMatrix;\
- uniform mediump vec2 halfViewportSize; \
- uniform highp mat3 brushTransform; \
- varying highp vec2 A; \
- void main(void)\
- {\
- gl_Position = pmvMatrix * inputVertex;\
- gl_Position.xy = gl_Position.xy / gl_Position.w; \
- 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; \
- A = hTexCoords.xy * invertedHTexCoordsZ; \
- }";
-
-static const char* qglslConicalGradientBrushFragmentShader = "\n\
- #define INVERSE_2PI 0.1591549430918953358 \n\
- uniform sampler2D brushTexture; \
- uniform mediump float angle; \
- varying highp vec2 A; \
- mediump vec4 brush() { \
- if (abs(A.y) == abs(A.x)) \
- A.y += 0.002; \
- highp float t = (atan2(-A.y, A.x) + angle) * INVERSE_2PI; \
- return texture2D(brushTexture, vec2(t - floor(t), 0.5)); \
- }\n";
-
-
-QT_END_NAMESPACE
-
-QT_END_HEADER
-
-#endif // GLGC_SHADER_SOURCE_H
diff --git a/src/opengl/gl2paintengineex/qgl2pexvertexarray.cpp b/src/opengl/gl2paintengineex/qgl2pexvertexarray.cpp
index 0352d39..560ad3a 100644
--- a/src/opengl/gl2paintengineex/qgl2pexvertexarray.cpp
+++ b/src/opengl/gl2paintengineex/qgl2pexvertexarray.cpp
@@ -43,6 +43,8 @@
#include <private/qbezier_p.h>
+QT_BEGIN_NAMESPACE
+
void QGL2PEXVertexArray::clear()
{
vertexArray.reset();
@@ -59,6 +61,12 @@ QGLRect QGL2PEXVertexArray::boundingRect() const
return QGLRect(minX, minY, maxX, maxY);
}
+void QGL2PEXVertexArray::addRect(const QRectF &rect)
+{
+ vertexArray << rect.topLeft() << rect.topRight() << rect.bottomRight()
+ << rect.bottomRight() << rect.bottomLeft() << rect.topLeft();
+}
+
void QGL2PEXVertexArray::addPath(const QVectorPath &path, GLfloat curveInverseScale)
{
const QPointF* const points = reinterpret_cast<const QPointF*>(path.points());
@@ -154,3 +162,5 @@ void QGL2PEXVertexArray::curveToArray(const QGLPoint &cp1, const QGLPoint &cp2,
}
}
}
+
+QT_END_NAMESPACE
diff --git a/src/opengl/gl2paintengineex/qgl2pexvertexarray_p.h b/src/opengl/gl2paintengineex/qgl2pexvertexarray_p.h
index c205022..d7a9f73 100644
--- a/src/opengl/gl2paintengineex/qgl2pexvertexarray_p.h
+++ b/src/opengl/gl2paintengineex/qgl2pexvertexarray_p.h
@@ -50,19 +50,24 @@
// We mean it.
//
+#ifndef QGL2PEXVERTEXARRAY_P_H
+#define QGL2PEXVERTEXARRAY_P_H
+
#include <QRectF>
#include <private/qdatabuffer_p.h>
#include <private/qvectorpath_p.h>
#include <private/qgl_p.h>
+QT_BEGIN_NAMESPACE
+
class QGLPoint
{
public:
QGLPoint(GLfloat new_x, GLfloat new_y) :
x(new_x), y(new_y) {};
- QGLPoint(QPointF p) :
+ QGLPoint(const QPointF &p) :
x(p.x()), y(p.y()) {};
QGLPoint(const QPointF* p) :
@@ -77,7 +82,7 @@ public:
struct QGLRect
{
- QGLRect(QRectF r)
+ QGLRect(const QRectF &r)
: left(r.left()), top(r.top()), right(r.right()), bottom(r.bottom()) {}
QGLRect(GLfloat l, GLfloat t, GLfloat r, GLfloat b)
@@ -98,6 +103,7 @@ public:
maxX(-2e10), maxY(-2e10), minX(2e10), minY(2e10),
boundingRectDirty(true) {}
+ void addRect(const QRectF &rect);
void addPath(const QVectorPath &path, GLfloat curveInverseScale);
void clear();
@@ -119,3 +125,7 @@ private:
inline void curveToArray(const QGLPoint &cp1, const QGLPoint &cp2, const QGLPoint &ep, GLfloat inverseScale);
};
+
+QT_END_NAMESPACE
+
+#endif
diff --git a/src/opengl/gl2paintengineex/qglengineshadermanager.cpp b/src/opengl/gl2paintengineex/qglengineshadermanager.cpp
new file mode 100644
index 0000000..ea57fdf
--- /dev/null
+++ b/src/opengl/gl2paintengineex/qglengineshadermanager.cpp
@@ -0,0 +1,495 @@
+/****************************************************************************
+**
+** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
+** Contact: Qt Software Information (qt-info@nokia.com)
+**
+** This file is part of the QtOpenGL module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** No Commercial Usage
+** This file contains pre-release code and may not be distributed.
+** You may use this file in accordance with the terms and conditions
+** contained in the either Technology Preview License Agreement or the
+** Beta Release License Agreement.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 2.1 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 2.1 requirements
+** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
+**
+** In addition, as a special exception, Nokia gives you certain
+** additional rights. These rights are described in the Nokia Qt LGPL
+** Exception version 1.0, included in the file LGPL_EXCEPTION.txt in this
+** package.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 3.0 as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 3.0 requirements will be
+** met: http://www.gnu.org/copyleft/gpl.html.
+**
+** If you are unsure which license is appropriate for your use, please
+** contact the sales department at qt-sales@nokia.com.
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "qglengineshadermanager_p.h"
+#include "qglengineshadersource_p.h"
+
+#if defined(QT_DEBUG)
+#include <QMetaEnum>
+#endif
+
+
+QT_BEGIN_NAMESPACE
+
+const char* QGLEngineShaderManager::qglEngineShaderSourceCode[] = {
+ 0,0,0,0,0,0,0,0,0,0,
+ 0,0,0,0,0,0,0,0,0,0,
+ 0,0,0,0,0,0,0,0,0,0,
+ 0,0,0,0,0
+};
+
+QGLEngineShaderManager::QGLEngineShaderManager(QGLContext* context)
+ : ctx(context),
+ shaderProgNeedsChanging(true),
+ srcPixelType(Qt::NoBrush),
+ useGlobalOpacity(false),
+ maskType(NoMask),
+ useTextureCoords(false),
+ compositionMode(QPainter::CompositionMode_SourceOver),
+ blitShaderProg(0),
+ simpleShaderProg(0),
+ currentShaderProg(0)
+{
+ memset(compiledShaders, 0, sizeof(compiledShaders));
+
+/*
+ Rather than having the shader source array statically initialised, it is initialised
+ here instead. This is to allow new shader names to be inserted or existing names moved
+ around without having to change the order of the glsl strings. It is hoped this will
+ make future hard-to-find runtime bugs more obvious and generally give more solid code.
+*/
+ static bool qglEngineShaderSourceCodePopulated = false;
+ if (!qglEngineShaderSourceCodePopulated) {
+
+ const char** code = qglEngineShaderSourceCode; // shortcut
+
+ code[MainVertexShader] = qglslMainVertexShader;
+ code[MainWithTexCoordsVertexShader] = qglslMainWithTexCoordsVertexShader;
+
+ code[UntransformedPositionVertexShader] = qglslUntransformedPositionVertexShader;
+ code[PositionOnlyVertexShader] = qglslPositionOnlyVertexShader;
+ code[PositionWithPatternBrushVertexShader] = qglslPositionWithPatternBrushVertexShader;
+ code[PositionWithLinearGradientBrushVertexShader] = qglslPositionWithLinearGradientBrushVertexShader;
+ code[PositionWithConicalGradientBrushVertexShader] = qglslPositionWithConicalGradientBrushVertexShader;
+ code[PositionWithRadialGradientBrushVertexShader] = qglslPositionWithRadialGradientBrushVertexShader;
+ code[PositionWithTextureBrushVertexShader] = qglslPositionWithTextureBrushVertexShader;
+ code[AffinePositionWithPatternBrushVertexShader] = qglslAffinePositionWithPatternBrushVertexShader;
+ code[AffinePositionWithLinearGradientBrushVertexShader] = qglslAffinePositionWithLinearGradientBrushVertexShader;
+ code[AffinePositionWithConicalGradientBrushVertexShader] = qglslAffinePositionWithConicalGradientBrushVertexShader;
+ code[AffinePositionWithRadialGradientBrushVertexShader] = qglslAffinePositionWithRadialGradientBrushVertexShader;
+ code[AffinePositionWithTextureBrushVertexShader] = qglslAffinePositionWithTextureBrushVertexShader;
+
+ code[MainFragmentShader_CMO] = qglslMainFragmentShader_CMO;
+ code[MainFragmentShader_CM] = qglslMainFragmentShader_CM;
+ code[MainFragmentShader_MO] = qglslMainFragmentShader_MO;
+ code[MainFragmentShader_M] = qglslMainFragmentShader_M;
+ code[MainFragmentShader_CO] = qglslMainFragmentShader_CO;
+ code[MainFragmentShader_C] = qglslMainFragmentShader_C;
+ code[MainFragmentShader_O] = qglslMainFragmentShader_O;
+ code[MainFragmentShader] = qglslMainFragmentShader;
+
+ code[ImageSrcFragmentShader] = qglslImageSrcFragmentShader;
+ code[NonPremultipliedImageSrcFragmentShader] = qglslNonPremultipliedImageSrcFragmentShader;
+ code[SolidBrushSrcFragmentShader] = qglslSolidBrushSrcFragmentShader;
+ code[TextureBrushSrcFragmentShader] = qglslTextureBrushSrcFragmentShader;
+ code[PatternBrushSrcFragmentShader] = qglslPatternBrushSrcFragmentShader;
+ code[LinearGradientBrushSrcFragmentShader] = qglslLinearGradientBrushSrcFragmentShader;
+ code[RadialGradientBrushSrcFragmentShader] = qglslRadialGradientBrushSrcFragmentShader;
+ code[ConicalGradientBrushSrcFragmentShader] = qglslConicalGradientBrushSrcFragmentShader;
+ code[ShockingPinkSrcFragmentShader] = qglslShockingPinkSrcFragmentShader;
+
+ code[MaskFragmentShader] = qglslMaskFragmentShader;
+ code[RgbMaskFragmentShader] = ""; //###
+ code[RgbMaskWithGammaFragmentShader] = ""; //###
+
+ code[MultiplyCompositionModeFragmentShader] = ""; //###
+ code[ScreenCompositionModeFragmentShader] = ""; //###
+ code[OverlayCompositionModeFragmentShader] = ""; //###
+ code[DarkenCompositionModeFragmentShader] = ""; //###
+ code[LightenCompositionModeFragmentShader] = ""; //###
+ code[ColorDodgeCompositionModeFragmentShader] = ""; //###
+ code[ColorBurnCompositionModeFragmentShader] = ""; //###
+ code[HardLightCompositionModeFragmentShader] = ""; //###
+ code[SoftLightCompositionModeFragmentShader] = ""; //###
+ code[DifferenceCompositionModeFragmentShader] = ""; //###
+ code[ExclusionCompositionModeFragmentShader] = ""; //###
+
+#if defined(QT_DEBUG)
+ // Check that all the elements have been filled:
+ for (int i = 0; i < TotalShaderCount; ++i) {
+ if (qglEngineShaderSourceCode[i] == 0) {
+ int enumIndex = staticMetaObject.indexOfEnumerator("ShaderName");
+ QMetaEnum m = staticMetaObject.enumerator(enumIndex);
+
+ qCritical() << "qglEngineShaderSourceCode: Source for" << m.valueToKey(i)
+ << "(shader" << i << ") missing!";
+ }
+ }
+#endif
+ qglEngineShaderSourceCodePopulated = true;
+ }
+
+ // Compile up the simple shader:
+ simpleShaderProg = new QGLShaderProgram(ctx, this);
+ compileNamedShader(MainVertexShader, QGLShader::PartialVertexShader);
+ compileNamedShader(PositionOnlyVertexShader, QGLShader::PartialVertexShader);
+ compileNamedShader(MainFragmentShader, QGLShader::PartialFragmentShader);
+ compileNamedShader(ShockingPinkSrcFragmentShader, QGLShader::PartialFragmentShader);
+ simpleShaderProg->addShader(compiledShaders[MainVertexShader]);
+ simpleShaderProg->addShader(compiledShaders[PositionOnlyVertexShader]);
+ simpleShaderProg->addShader(compiledShaders[MainFragmentShader]);
+ simpleShaderProg->addShader(compiledShaders[ShockingPinkSrcFragmentShader]);
+ simpleShaderProg->link();
+ if (!simpleShaderProg->isLinked()) {
+ qCritical() << "Errors linking simple shader:"
+ << simpleShaderProg->log();
+ }
+
+ // Compile the blit shader:
+ blitShaderProg = new QGLShaderProgram(ctx, this);
+ compileNamedShader(MainWithTexCoordsVertexShader, QGLShader::PartialVertexShader);
+ compileNamedShader(UntransformedPositionVertexShader, QGLShader::PartialVertexShader);
+ compileNamedShader(MainFragmentShader, QGLShader::PartialFragmentShader);
+ compileNamedShader(ImageSrcFragmentShader, QGLShader::PartialFragmentShader);
+ blitShaderProg->addShader(compiledShaders[MainWithTexCoordsVertexShader]);
+ blitShaderProg->addShader(compiledShaders[UntransformedPositionVertexShader]);
+ blitShaderProg->addShader(compiledShaders[MainFragmentShader]);
+ blitShaderProg->addShader(compiledShaders[ImageSrcFragmentShader]);
+ blitShaderProg->bindAttributeLocation("textureCoordArray", QT_TEXTURE_COORDS_ATTR);
+ blitShaderProg->bindAttributeLocation("vertexCoordsArray", QT_VERTEX_COORDS_ATTR);
+ blitShaderProg->link();
+ if (!blitShaderProg->isLinked()) {
+ qCritical() << "Errors linking blit shader:"
+ << blitShaderProg->log();
+ }
+}
+
+QGLEngineShaderManager::~QGLEngineShaderManager()
+{
+ //###
+}
+
+
+
+
+
+void QGLEngineShaderManager::optimiseForBrushTransform(const QTransform &transform)
+{
+ Q_UNUSED(transform); // Currently ignored
+}
+
+void QGLEngineShaderManager::setDirty()
+{
+ shaderProgNeedsChanging = true;
+}
+
+void QGLEngineShaderManager::setSrcPixelType(Qt::BrushStyle style)
+{
+ srcPixelType = style;
+ shaderProgNeedsChanging = true; //###
+}
+
+void QGLEngineShaderManager::setSrcPixelType(PixelSrcType type)
+{
+ srcPixelType = type;
+ shaderProgNeedsChanging = true; //###
+}
+
+void QGLEngineShaderManager::setTextureCoordsEnabled(bool enabled)
+{
+ useTextureCoords = enabled;
+ shaderProgNeedsChanging = true; //###
+}
+
+void QGLEngineShaderManager::setUseGlobalOpacity(bool useOpacity)
+{
+ useGlobalOpacity = useOpacity;
+ shaderProgNeedsChanging = true; //###
+}
+
+void QGLEngineShaderManager::setMaskType(MaskType type)
+{
+ maskType = type;
+ shaderProgNeedsChanging = true; //###
+}
+
+void QGLEngineShaderManager::setCompositionMode(QPainter::CompositionMode mode)
+{
+ compositionMode = mode;
+ shaderProgNeedsChanging = true; //###
+}
+
+QGLShaderProgram* QGLEngineShaderManager::currentProgram()
+{
+ return currentShaderProg;
+}
+
+QGLShaderProgram* QGLEngineShaderManager::simpleProgram()
+{
+ return simpleShaderProg;
+}
+
+QGLShaderProgram* QGLEngineShaderManager::blitProgram()
+{
+ return blitShaderProg;
+}
+
+
+
+// Select & use the correct shader program using the current state.
+// Returns true if program needed changing.
+bool QGLEngineShaderManager::useCorrectShaderProg()
+{
+ if (!shaderProgNeedsChanging)
+ return false;
+
+ QGLEngineShaderProg requiredProgram;
+ requiredProgram.program = 0;
+
+ // Choose vertex shader main function
+ QGLEngineShaderManager::ShaderName mainVertexShaderName = InvalidShaderName;
+ if (useTextureCoords)
+ mainVertexShaderName = MainWithTexCoordsVertexShader;
+ else
+ mainVertexShaderName = MainVertexShader;
+ compileNamedShader(mainVertexShaderName, QGLShader::PartialVertexShader);
+ requiredProgram.mainVertexShader = compiledShaders[mainVertexShaderName];
+
+ // Choose vertex shader shader position function (which typically also sets
+ // varyings) and the source pixel (srcPixel) fragment shader function:
+ QGLEngineShaderManager::ShaderName positionVertexShaderName = InvalidShaderName;
+ QGLEngineShaderManager::ShaderName srcPixelFragShaderName = InvalidShaderName;
+ bool isAffine = brushTransform.isAffine();
+ if ( (srcPixelType >= Qt::Dense1Pattern) && (srcPixelType <= Qt::DiagCrossPattern) ) {
+ if (isAffine)
+ positionVertexShaderName = AffinePositionWithPatternBrushVertexShader;
+ else
+ positionVertexShaderName = PositionWithPatternBrushVertexShader;
+
+ srcPixelFragShaderName = PatternBrushSrcFragmentShader;
+ }
+ else switch (srcPixelType) {
+ default:
+ case Qt::NoBrush:
+ qCritical("QGLEngineShaderManager::useCorrectShaderProg() - I'm scared, Qt::NoBrush style is set");
+ break;
+ case QGLEngineShaderManager::ImageSrc:
+ srcPixelFragShaderName = ImageSrcFragmentShader;
+ positionVertexShaderName = PositionOnlyVertexShader;
+ break;
+ case QGLEngineShaderManager::NonPremultipliedImageSrc:
+ srcPixelFragShaderName = NonPremultipliedImageSrcFragmentShader;
+ positionVertexShaderName = PositionOnlyVertexShader;
+ break;
+ case Qt::SolidPattern:
+ srcPixelFragShaderName = SolidBrushSrcFragmentShader;
+ positionVertexShaderName = PositionOnlyVertexShader;
+ break;
+ case Qt::LinearGradientPattern:
+ srcPixelFragShaderName = LinearGradientBrushSrcFragmentShader;
+ positionVertexShaderName = isAffine ? AffinePositionWithLinearGradientBrushVertexShader
+ : PositionWithLinearGradientBrushVertexShader;
+ break;
+ case Qt::ConicalGradientPattern:
+ srcPixelFragShaderName = ConicalGradientBrushSrcFragmentShader;
+ positionVertexShaderName = isAffine ? AffinePositionWithConicalGradientBrushVertexShader
+ : PositionWithConicalGradientBrushVertexShader;
+ break;
+ case Qt::RadialGradientPattern:
+ srcPixelFragShaderName = RadialGradientBrushSrcFragmentShader;
+ positionVertexShaderName = isAffine ? AffinePositionWithRadialGradientBrushVertexShader
+ : PositionWithRadialGradientBrushVertexShader;
+ break;
+ case Qt::TexturePattern:
+ srcPixelFragShaderName = TextureBrushSrcFragmentShader;
+ positionVertexShaderName = isAffine ? AffinePositionWithTextureBrushVertexShader
+ : PositionWithTextureBrushVertexShader;
+ break;
+ };
+ compileNamedShader(positionVertexShaderName, QGLShader::PartialVertexShader);
+ compileNamedShader(srcPixelFragShaderName, QGLShader::PartialFragmentShader);
+ requiredProgram.positionVertexShader = compiledShaders[positionVertexShaderName];
+ requiredProgram.srcPixelFragShader = compiledShaders[srcPixelFragShaderName];
+
+
+ const bool hasCompose = compositionMode > QPainter::CompositionMode_Plus;
+ const bool hasMask = maskType != QGLEngineShaderManager::NoMask;
+
+ // Choose fragment shader main function:
+ QGLEngineShaderManager::ShaderName mainFragShaderName;
+
+ if (hasCompose && hasMask && useGlobalOpacity)
+ mainFragShaderName = MainFragmentShader_CMO;
+ if (hasCompose && hasMask && !useGlobalOpacity)
+ mainFragShaderName = MainFragmentShader_CM;
+ if (!hasCompose && hasMask && useGlobalOpacity)
+ mainFragShaderName = MainFragmentShader_MO;
+ if (!hasCompose && hasMask && !useGlobalOpacity)
+ mainFragShaderName = MainFragmentShader_M;
+ if (hasCompose && !hasMask && useGlobalOpacity)
+ mainFragShaderName = MainFragmentShader_CO;
+ if (hasCompose && !hasMask && !useGlobalOpacity)
+ mainFragShaderName = MainFragmentShader_C;
+ if (!hasCompose && !hasMask && useGlobalOpacity)
+ mainFragShaderName = MainFragmentShader_O;
+ if (!hasCompose && !hasMask && !useGlobalOpacity)
+ mainFragShaderName = MainFragmentShader;
+
+ compileNamedShader(mainFragShaderName, QGLShader::PartialFragmentShader);
+ requiredProgram.mainFragShader = compiledShaders[mainFragShaderName];
+
+ if (hasMask) {
+ QGLEngineShaderManager::ShaderName maskShaderName = QGLEngineShaderManager::InvalidShaderName;
+ if (maskType == PixelMask)
+ maskShaderName = MaskFragmentShader;
+ else if (maskType == SubPixelMask)
+ maskShaderName = RgbMaskFragmentShader;
+ else if (maskType == SubPixelWithGammaMask)
+ maskShaderName = RgbMaskWithGammaFragmentShader;
+ else
+ qCritical("QGLEngineShaderManager::useCorrectShaderProg() - Unknown mask type");
+
+ compileNamedShader(maskShaderName, QGLShader::PartialFragmentShader);
+ requiredProgram.maskFragShader = compiledShaders[maskShaderName];
+ }
+ else
+ requiredProgram.maskFragShader = 0;
+
+ if (hasCompose) {
+ QGLEngineShaderManager::ShaderName compositionShaderName = QGLEngineShaderManager::InvalidShaderName;
+ switch (compositionMode) {
+ case QPainter::CompositionMode_Multiply:
+ compositionShaderName = MultiplyCompositionModeFragmentShader;
+ break;
+ case QPainter::CompositionMode_Screen:
+ compositionShaderName = ScreenCompositionModeFragmentShader;
+ break;
+ case QPainter::CompositionMode_Overlay:
+ compositionShaderName = OverlayCompositionModeFragmentShader;
+ break;
+ case QPainter::CompositionMode_Darken:
+ compositionShaderName = DarkenCompositionModeFragmentShader;
+ break;
+ case QPainter::CompositionMode_Lighten:
+ compositionShaderName = LightenCompositionModeFragmentShader;
+ break;
+ case QPainter::CompositionMode_ColorDodge:
+ compositionShaderName = ColorDodgeCompositionModeFragmentShader;
+ break;
+ case QPainter::CompositionMode_ColorBurn:
+ compositionShaderName = ColorBurnCompositionModeFragmentShader;
+ break;
+ case QPainter::CompositionMode_HardLight:
+ compositionShaderName = HardLightCompositionModeFragmentShader;
+ break;
+ case QPainter::CompositionMode_SoftLight:
+ compositionShaderName = SoftLightCompositionModeFragmentShader;
+ break;
+ case QPainter::CompositionMode_Difference:
+ compositionShaderName = DifferenceCompositionModeFragmentShader;
+ break;
+ case QPainter::CompositionMode_Exclusion:
+ compositionShaderName = ExclusionCompositionModeFragmentShader;
+ break;
+ default:
+ qWarning("QGLEngineShaderManager::useCorrectShaderProg() - Unsupported composition mode");
+ }
+ compileNamedShader(compositionShaderName, QGLShader::PartialFragmentShader);
+ requiredProgram.compositionFragShader = compiledShaders[compositionShaderName];
+ }
+ else
+ requiredProgram.compositionFragShader = 0;
+
+
+ // At this point, requiredProgram is fully populated so try to find the program in the cache
+ foreach (const QGLEngineShaderProg &prog, cachedPrograms) {
+ if ( (prog.mainVertexShader == requiredProgram.mainVertexShader)
+ && (prog.positionVertexShader == requiredProgram.positionVertexShader)
+ && (prog.mainFragShader == requiredProgram.mainFragShader)
+ && (prog.srcPixelFragShader == requiredProgram.srcPixelFragShader)
+ && (prog.compositionFragShader == requiredProgram.compositionFragShader) )
+ {
+ currentShaderProg = prog.program;
+ currentShaderProg->enable();
+ shaderProgNeedsChanging = false;
+ return true;
+ }
+ }
+
+ // Shader program not found in cache, create it now.
+ requiredProgram.program = new QGLShaderProgram(ctx, this);
+ requiredProgram.program->addShader(requiredProgram.mainVertexShader);
+ requiredProgram.program->addShader(requiredProgram.positionVertexShader);
+ requiredProgram.program->addShader(requiredProgram.mainFragShader);
+ requiredProgram.program->addShader(requiredProgram.srcPixelFragShader);
+ requiredProgram.program->addShader(requiredProgram.maskFragShader);
+ requiredProgram.program->addShader(requiredProgram.compositionFragShader);
+
+ // We have to bind the vertex attribute names before the program is linked:
+ requiredProgram.program->bindAttributeLocation("inputVertex", QT_VERTEX_COORDS_ATTR);
+ if (useTextureCoords)
+ requiredProgram.program->bindAttributeLocation("textureCoordArray", QT_TEXTURE_COORDS_ATTR);
+
+ requiredProgram.program->link();
+ if (!requiredProgram.program->isLinked()) {
+ QString error;
+ qWarning() << "Shader program failed to link,"
+#if defined(QT_DEBUG)
+ << '\n'
+ << " Shaders Used:" << '\n'
+ << " mainVertexShader = " << requiredProgram.mainVertexShader->objectName() << '\n'
+ << " positionVertexShader = " << requiredProgram.positionVertexShader->objectName() << '\n'
+ << " mainFragShader = " << requiredProgram.mainFragShader->objectName() << '\n'
+ << " srcPixelFragShader = " << requiredProgram.srcPixelFragShader->objectName() << '\n'
+ << " maskFragShader = " << requiredProgram.maskFragShader->objectName() << '\n'
+ << " compositionFragShader = "<< requiredProgram.compositionFragShader->objectName() << '\n'
+#endif
+ << " Error Log:" << '\n'
+ << " " << requiredProgram.program->log();
+ qWarning() << error;
+ }
+ else {
+ cachedPrograms.append(requiredProgram);
+ currentShaderProg = requiredProgram.program;
+ currentShaderProg->enable();
+ }
+ shaderProgNeedsChanging = false;
+ return true;
+}
+
+void QGLEngineShaderManager::compileNamedShader(QGLEngineShaderManager::ShaderName name, QGLShader::ShaderType type)
+{
+ if (compiledShaders[name])
+ return;
+
+ QGLShader *newShader = new QGLShader(type, ctx, this);
+ newShader->compile(qglEngineShaderSourceCode[name]);
+
+#if defined(QT_DEBUG)
+ // Name the shader for easier debugging
+ QMetaEnum m = staticMetaObject.enumerator(staticMetaObject.indexOfEnumerator("ShaderName"));
+ newShader->setObjectName(QLatin1String(m.valueToKey(name)));
+#endif
+
+ compiledShaders[name] = newShader;
+}
+
+QT_END_NAMESPACE
diff --git a/src/opengl/gl2paintengineex/qglengineshadermanager_p.h b/src/opengl/gl2paintengineex/qglengineshadermanager_p.h
new file mode 100644
index 0000000..9bc81ef
--- /dev/null
+++ b/src/opengl/gl2paintengineex/qglengineshadermanager_p.h
@@ -0,0 +1,389 @@
+/****************************************************************************
+**
+** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
+** Contact: Qt Software Information (qt-info@nokia.com)
+**
+** This file is part of the QtOpenGL module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** No Commercial Usage
+** This file contains pre-release code and may not be distributed.
+** You may use this file in accordance with the terms and conditions
+** contained in the either Technology Preview License Agreement or the
+** Beta Release License Agreement.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 2.1 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 2.1 requirements
+** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
+**
+** In addition, as a special exception, Nokia gives you certain
+** additional rights. These rights are described in the Nokia Qt LGPL
+** Exception version 1.0, included in the file LGPL_EXCEPTION.txt in this
+** package.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 3.0 as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 3.0 requirements will be
+** met: http://www.gnu.org/copyleft/gpl.html.
+**
+** If you are unsure which license is appropriate for your use, please
+** contact the sales department at qt-sales@nokia.com.
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+//
+// W A R N I N G
+// -------------
+//
+// This file is not part of the Qt API. It exists purely as an
+// implementation detail. This header file may change from version to
+// version without notice, or even be removed.
+//
+// We mean it.
+//
+
+/*
+ VERTEX SHADERS
+ ==============
+
+ Vertex shaders are specified as multiple (partial) shaders. On desktop,
+ this works fine. On ES, QGLShader & QGLShaderProgram will make partial
+ shaders work by concatenating the source in each QGLShader and compiling
+ it as a single shader. This is abstracted nicely by QGLShaderProgram and
+ the GL2 engine doesn't need to worry about it.
+
+ Generally, there's two vertex shader objects. The position shaders are
+ the ones which set gl_Position. There's also two "main" vertex shaders,
+ one which just calls the position shader and another which also passes
+ through some texture coordinates from a vertex attribute array to a
+ varying. These texture coordinates are used for mask position in text
+ rendering and for the source coordinates in drawImage/drawPixmap. There's
+ also a "Simple" vertex shader for rendering a solid colour (used to render
+ into the stencil buffer where the actual colour value is discarded).
+
+ The position shaders for brushes look scary. This is because many of the
+ calculations which logically belong in the fragment shader have been moved
+ into the vertex shader to improve performance. This is why the position
+ calculation is in a seperate shader. Not only does it calculate the
+ position, but it also calculates some data to be passed to the fragment
+ shader as a varying. It is optimal to move as much of the calculation as
+ possible into the vertex shader as this is executed less often.
+
+ The varyings passed to the fragment shaders are interpolated (which is
+ cheap). Unfortunately, GL will apply perspective correction to the
+ interpolation calusing errors. To get around this, the vertex shader must
+ apply perspective correction itself and set the w-value of gl_Position to
+ zero. That way, GL will be tricked into thinking it doesn't need to apply a
+ perspective correction and use linear interpolation instead (which is what
+ we want). Of course, if the brush transform is affeine, no perspective
+ correction is needed and a simpler vertex shader can be used instead.
+
+ So there are the following "main" vertex shaders:
+ qglslMainVertexShader
+ qglslMainWithTexCoordsVertexShader
+
+ And the the following position vertex shaders:
+ qglslPositionOnlyVertexShader
+ qglslPositionWithTextureBrushVertexShader
+ qglslPositionWithPatternBrushVertexShader
+ qglslPositionWithLinearGradientBrushVertexShader
+ qglslPositionWithRadialGradientBrushVertexShader
+ qglslPositionWithConicalGradientBrushVertexShader
+ qglslAffinePositionWithTextureBrushVertexShader
+ qglslAffinePositionWithPatternBrushVertexShader
+ qglslAffinePositionWithLinearGradientBrushVertexShader
+ qglslAffinePositionWithRadialGradientBrushVertexShader
+ qglslAffinePositionWithConicalGradientBrushVertexShader
+
+ Leading to 23 possible vertex shaders
+
+
+ FRAGMENT SHADERS
+ ================
+
+ Fragment shaders are also specified as multiple (partial) shaders. The
+ different fragment shaders represent the different stages in Qt's fragment
+ pipeline. There are 1-3 stages in this pipeline: First stage is to get the
+ fragment's colour value. The next stage is to get the fragment's mask value
+ (coverage value for anti-aliasing) and the final stage is to blend the
+ incoming fragment with the background (for composition modes not supported
+ by GL).
+
+ Of these, the first stage will always be present. If Qt doesn't need to
+ apply anti-aliasing (because it's off or handled by multisampling) then
+ the coverage value doesn't need to be applied. (Note: There are two types
+ of mask, one for regular anti-aliasing and one for sub-pixel anti-
+ aliasing.) If the composition mode is one which GL supports natively then
+ the blending stage doesn't need to be applied.
+
+ As eash stage can have multiple implementations, they are abstracted as
+ GLSL function calls with the following signatures:
+
+ Brushes & image drawing are implementations of "qcolorp vec4 srcPixel()":
+ qglslImageSrcFragShader
+ qglslNonPremultipliedImageSrcFragShader
+ qglslSolidBrushSrcFragShader
+ qglslTextureBrushSrcFragShader
+ qglslPatternBrushSrcFragShader
+ qglslLinearGradientBrushSrcFragShader
+ qglslRadialGradientBrushSrcFragShader
+ qglslConicalGradientBrushSrcFragShader
+ NOTE: It is assumed the colour returned by srcPixel() is pre-multiplied
+
+ Masks are implementations of "qcolorp vec4 applyMask(qcolorp vec4 src)":
+ qglslMaskFragmentShader
+ qglslRgbMaskFragmentShader
+ qglslRgbMaskWithGammaFragmentShader
+
+ Composition modes are "qcolorp vec4 compose(qcolorp vec4 src)":
+ qglslColorBurnCompositionModeFragmentShader
+ qglslColorDodgeCompositionModeFragmentShader
+ qglslDarkenCompositionModeFragmentShader
+ qglslDifferenceCompositionModeFragmentShader
+ qglslExclusionCompositionModeFragmentShader
+ qglslHardLightCompositionModeFragmentShader
+ qglslLightenCompositionModeFragmentShader
+ qglslMultiplyCompositionModeFragmentShader
+ qglslOverlayCompositionModeFragmentShader
+ qglslScreenCompositionModeFragmentShader
+ qglslSoftLightCompositionModeFragmentShader
+
+
+ Note: In the future, some GLSL compilers will support an extension allowing
+ a new 'color' precision specifier. To support this, qcolorp is used for
+ all color components so it can be defined to colorp or lowp depending upon
+ the implementation.
+
+ So there are differnt frament shader main functions, depending on the
+ number & type of pipelines the fragment needs to go through.
+
+ The choice of which main() fragment shader string to use depends on:
+ - Use of global opacity
+ - Brush style (some brushes apply opacity themselves)
+ - Use & type of mask (TODO: Need to support high quality anti-aliasing & text)
+ - Use of non-GL Composition mode
+
+ Leading to the following fragment shader main functions:
+ gl_FragColor = compose(applyMask(srcPixel()*globalOpacity));
+ gl_FragColor = compose(applyMask(srcPixel()));
+ gl_FragColor = applyMask(srcPixel()*globalOpacity);
+ gl_FragColor = applyMask(srcPixel());
+ gl_FragColor = compose(srcPixel()*globalOpacity);
+ gl_FragColor = compose(srcPixel());
+ gl_FragColor = srcPixel()*globalOpacity;
+ gl_FragColor = srcPixel();
+
+ Called:
+ qglslMainFragmentShader_CMO
+ qglslMainFragmentShader_CM
+ qglslMainFragmentShader_MO
+ qglslMainFragmentShader_M
+ qglslMainFragmentShader_CO
+ qglslMainFragmentShader_C
+ qglslMainFragmentShader_O
+ qglslMainFragmentShader
+
+ Where:
+ M = Mask
+ C = Composition
+ O = Global Opacity
+
+
+ CUSTOM SHADER CODE (idea, depricated)
+ ==================
+
+ The use of custom shader code is supported by the engine for drawImage and
+ drawPixmap calls. This is implemented via hooks in the fragment pipeline.
+ The custom shader is passed to the engine as a partial fragment shader
+ (QGLCustomizedShader). The shader will implement a pre-defined method name
+ which Qt's fragment pipeline will call. There are two different hooks which
+ can be implemented as custom shader code:
+
+ mediump vec4 customShader(sampler2d src, vec2 srcCoords)
+ mediump vec4 customShaderWithDest(sampler2d dest, sampler2d src, vec2 srcCoords)
+
+*/
+
+#ifndef QGLENGINE_SHADER_MANAGER_H
+#define QGLENGINE_SHADER_MANAGER_H
+
+#include <QGLShader>
+#include <QGLShaderProgram>
+#include <QPainter>
+
+QT_BEGIN_HEADER
+
+QT_BEGIN_NAMESPACE
+
+QT_MODULE(OpenGL)
+
+
+struct QGLEngineShaderProg
+{
+ QGLShader* mainVertexShader;
+ QGLShader* positionVertexShader;
+ QGLShader* mainFragShader;
+ QGLShader* srcPixelFragShader;
+ QGLShader* maskFragShader; // Can be null for no mask
+ QGLShader* compositionFragShader; // Can be null for GL-handled mode
+ QGLShaderProgram* program;
+};
+
+/*
+struct QGLEngineCachedShaderProg
+{
+ QGLEngineCachedShaderProg(QGLEngineShaderManager::ShaderName vertexMain,
+ QGLEngineShaderManager::ShaderName vertexPosition,
+ QGLEngineShaderManager::ShaderName fragMain,
+ QGLEngineShaderManager::ShaderName pixelSrc,
+ QGLEngineShaderManager::ShaderName mask,
+ QGLEngineShaderManager::ShaderName composition);
+
+ int cacheKey;
+ QGLShaderProgram* program;
+}
+*/
+
+static const GLuint QT_VERTEX_COORDS_ATTR = 0;
+static const GLuint QT_TEXTURE_COORDS_ATTR = 1;
+
+class QGLEngineShaderManager : public QObject
+{
+ Q_OBJECT;
+public:
+ QGLEngineShaderManager(QGLContext* context);
+ ~QGLEngineShaderManager();
+
+ enum MaskType {NoMask, PixelMask, SubPixelMask, SubPixelWithGammaMask};
+ enum PixelSrcType {
+ ImageSrc = Qt::TexturePattern+1,
+ NonPremultipliedImageSrc = Qt::TexturePattern+2
+ };
+
+ // There are optimisations we can do, depending on the brush transform:
+ // 1) May not have to apply perspective-correction
+ // 2) Can use lower precision for matrix
+ void optimiseForBrushTransform(const QTransform &transform);
+ void setSrcPixelType(Qt::BrushStyle);
+ void setSrcPixelType(PixelSrcType); // For non-brush sources, like pixmaps & images
+ void setTextureCoordsEnabled(bool); // For images & text glyphs
+ void setUseGlobalOpacity(bool);
+ void setMaskType(MaskType);
+ void setCompositionMode(QPainter::CompositionMode);
+
+ void setDirty(); // someone has manually changed the current shader program
+ bool useCorrectShaderProg(); // returns true if the shader program needed to be changed
+
+ QGLShaderProgram* currentProgram(); // Returns pointer to the shader the manager has chosen
+ QGLShaderProgram* simpleProgram(); // Used to draw into e.g. stencil buffers
+ QGLShaderProgram* blitProgram(); // Used to blit a texture into the framebuffer
+
+ enum ShaderName {
+ MainVertexShader,
+ MainWithTexCoordsVertexShader,
+
+ UntransformedPositionVertexShader,
+ PositionOnlyVertexShader,
+ PositionWithPatternBrushVertexShader,
+ PositionWithLinearGradientBrushVertexShader,
+ PositionWithConicalGradientBrushVertexShader,
+ PositionWithRadialGradientBrushVertexShader,
+ PositionWithTextureBrushVertexShader,
+ AffinePositionWithPatternBrushVertexShader,
+ AffinePositionWithLinearGradientBrushVertexShader,
+ AffinePositionWithConicalGradientBrushVertexShader,
+ AffinePositionWithRadialGradientBrushVertexShader,
+ AffinePositionWithTextureBrushVertexShader,
+
+ MainFragmentShader_CMO,
+ MainFragmentShader_CM,
+ MainFragmentShader_MO,
+ MainFragmentShader_M,
+ MainFragmentShader_CO,
+ MainFragmentShader_C,
+ MainFragmentShader_O,
+ MainFragmentShader,
+
+ ImageSrcFragmentShader,
+ NonPremultipliedImageSrcFragmentShader,
+ SolidBrushSrcFragmentShader,
+ TextureBrushSrcFragmentShader,
+ PatternBrushSrcFragmentShader,
+ LinearGradientBrushSrcFragmentShader,
+ RadialGradientBrushSrcFragmentShader,
+ ConicalGradientBrushSrcFragmentShader,
+ ShockingPinkSrcFragmentShader,
+
+ MaskFragmentShader,
+ RgbMaskFragmentShader,
+ RgbMaskWithGammaFragmentShader,
+
+ MultiplyCompositionModeFragmentShader,
+ ScreenCompositionModeFragmentShader,
+ OverlayCompositionModeFragmentShader,
+ DarkenCompositionModeFragmentShader,
+ LightenCompositionModeFragmentShader,
+ ColorDodgeCompositionModeFragmentShader,
+ ColorBurnCompositionModeFragmentShader,
+ HardLightCompositionModeFragmentShader,
+ SoftLightCompositionModeFragmentShader,
+ DifferenceCompositionModeFragmentShader,
+ ExclusionCompositionModeFragmentShader,
+
+ TotalShaderCount, InvalidShaderName
+ };
+
+/*
+ // These allow the ShaderName enum to be used as a cache key
+ const int mainVertexOffset = 0;
+ const int positionVertexOffset = (1<<2) - PositionOnlyVertexShader;
+ const int mainFragOffset = (1<<6) - MainFragmentShader_CMO;
+ const int srcPixelOffset = (1<<10) - ImageSrcFragmentShader;
+ const int maskOffset = (1<<14) - NoMaskShader;
+ const int compositionOffset = (1 << 16) - MultiplyCompositionModeFragmentShader;
+*/
+
+#if defined (QT_DEBUG)
+ Q_ENUMS(ShaderName);
+#endif
+
+
+private:
+ QGLContext* ctx;
+ bool shaderProgNeedsChanging;
+
+ // Current state variables which influence the choice of shader:
+ QTransform brushTransform;
+ int srcPixelType;
+ bool useGlobalOpacity;
+ MaskType maskType;
+ bool useTextureCoords;
+ QPainter::CompositionMode compositionMode;
+
+ QGLShaderProgram* blitShaderProg;
+ QGLShaderProgram* simpleShaderProg;
+ QGLShaderProgram* currentShaderProg;
+
+ // TODO: Possibly convert to a LUT
+ QList<QGLEngineShaderProg> cachedPrograms;
+
+ QGLShader* compiledShaders[TotalShaderCount];
+
+ void compileNamedShader(QGLEngineShaderManager::ShaderName name, QGLShader::ShaderType type);
+
+ static const char* qglEngineShaderSourceCode[TotalShaderCount];
+};
+
+QT_END_NAMESPACE
+
+QT_END_HEADER
+
+#endif //QGLENGINE_SHADER_MANAGER_H
diff --git a/src/opengl/gl2paintengineex/qglengineshadersource_p.h b/src/opengl/gl2paintengineex/qglengineshadersource_p.h
new file mode 100644
index 0000000..920d0bc
--- /dev/null
+++ b/src/opengl/gl2paintengineex/qglengineshadersource_p.h
@@ -0,0 +1,388 @@
+/****************************************************************************
+**
+** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
+** Contact: Qt Software Information (qt-info@nokia.com)
+**
+** This file is part of the QtOpenGL module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** No Commercial Usage
+** This file contains pre-release code and may not be distributed.
+** You may use this file in accordance with the terms and conditions
+** contained in the either Technology Preview License Agreement or the
+** Beta Release License Agreement.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 2.1 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 2.1 requirements
+** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
+**
+** In addition, as a special exception, Nokia gives you certain
+** additional rights. These rights are described in the Nokia Qt LGPL
+** Exception version 1.0, included in the file LGPL_EXCEPTION.txt in this
+** package.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 3.0 as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 3.0 requirements will be
+** met: http://www.gnu.org/copyleft/gpl.html.
+**
+** If you are unsure which license is appropriate for your use, please
+** contact the sales department at qt-sales@nokia.com.
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+//
+// W A R N I N G
+// -------------
+//
+// This file is not part of the Qt API. It exists purely as an
+// implementation detail. This header file may change from version to
+// version without notice, or even be removed.
+//
+// We mean it.
+//
+
+
+#ifndef QGL_ENGINE_SHADER_SOURCE_H
+#define QGL_ENGINE_SHADER_SOURCE_H
+
+#include "qglengineshadermanager_p.h"
+
+QT_BEGIN_HEADER
+
+QT_BEGIN_NAMESPACE
+
+QT_MODULE(OpenGL)
+
+
+static const char* const qglslMainVertexShader = "\
+ void setPosition();\
+ void main(void)\
+ {\
+ setPosition();\
+ }";
+
+static const char* const qglslMainWithTexCoordsVertexShader = "\
+ attribute lowp vec2 textureCoordArray; \
+ varying lowp vec2 textureCoords; \
+ void setPosition();\
+ void main(void) \
+ {\
+ setPosition();\
+ textureCoords = textureCoordArray; \
+ }";
+
+
+static const char* const qglslPositionOnlyVertexShader = "\
+ attribute highp vec4 vertexCoordsArray;\
+ uniform highp mat4 pmvMatrix;\
+ void setPosition(void)\
+ {\
+ gl_Position = pmvMatrix * vertexCoordsArray;\
+ }";
+
+static const char* const qglslUntransformedPositionVertexShader = "\
+ attribute highp vec4 vertexCoordsArray;\
+ void setPosition(void)\
+ {\
+ gl_Position = vertexCoordsArray;\
+ }";
+
+// 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; \
+ uniform mediump vec2 halfViewportSize; \
+ uniform mediump vec2 invertedTextureSize; \
+ uniform mediump mat3 brushTransform; \
+ varying mediump vec2 patternTexCoords; \
+ void setPosition(void) { \
+ gl_Position = pmvMatrix * vertexCoordsArray;\
+ gl_Position.xy = gl_Position.xy / gl_Position.w; \
+ 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; \
+ patternTexCoords.xy = (hTexCoords.xy * 0.125) * invertedHTexCoordsZ; \
+ patternTexCoords.y = -patternTexCoords.y; \
+ }";
+
+static const char* const qglslAffinePositionWithPatternBrushVertexShader
+ = qglslPositionWithPatternBrushVertexShader;
+
+static const char* const qglslPatternBrushSrcFragmentShader = "\
+ uniform sampler2D brushTexture;\
+ uniform lowp vec4 patternColor; \
+ varying mediump vec2 patternTexCoords;\
+ lowp vec4 srcPixel() { \
+ return patternColor * texture2D(brushTexture, patternTexCoords).r; \
+ }\n";
+
+
+// Linear Gradient Brush
+static const char* const qglslPositionWithLinearGradientBrushVertexShader = "\
+ attribute highp vec4 vertexCoordsArray; \
+ uniform highp mat4 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; \
+ 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; \
+ index = (dot(linearData.xy, hTexCoords.xy) * linearData.z) * invertedHTexCoordsZ; \
+ }";
+
+static const char* const qglslAffinePositionWithLinearGradientBrushVertexShader
+ = qglslPositionWithLinearGradientBrushVertexShader;
+
+static const char* const qglslLinearGradientBrushSrcFragmentShader = "\
+ uniform sampler2D brushTexture; \
+ varying mediump float index; \
+ lowp vec4 srcPixel() { \
+ mediump vec2 val = vec2(index, 0.5); \
+ return texture2D(brushTexture, val); \
+ }\n";
+
+
+// Conical Gradient Brush
+static const char* const qglslPositionWithConicalGradientBrushVertexShader = "\
+ attribute highp vec4 vertexCoordsArray;\
+ uniform highp mat4 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; \
+ 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; \
+ A = hTexCoords.xy * invertedHTexCoordsZ; \
+ }";
+
+static const char* const qglslAffinePositionWithConicalGradientBrushVertexShader
+ = qglslPositionWithConicalGradientBrushVertexShader;
+
+static const char* const qglslConicalGradientBrushSrcFragmentShader = "\n\
+ #define INVERSE_2PI 0.1591549430918953358 \n\
+ uniform sampler2D brushTexture; \n\
+ uniform mediump float angle; \
+ varying highp vec2 A; \
+ lowp vec4 srcPixel() { \
+ highp float t; \
+ if (abs(A.y) == abs(A.x)) \
+ t = (atan(-A.y + 0.002, A.x) + angle) * INVERSE_2PI; \
+ else \
+ t = (atan(-A.y, A.x) + angle) * INVERSE_2PI; \
+ return texture2D(brushTexture, vec2(t - floor(t), 0.5)); \
+ }";
+
+
+// Radial Gradient Brush
+static const char* const qglslPositionWithRadialGradientBrushVertexShader = "\
+ attribute highp vec4 vertexCoordsArray;\
+ uniform highp mat4 pmvMatrix;\
+ uniform mediump vec2 halfViewportSize; \
+ uniform highp mat3 brushTransform; \
+ uniform highp vec2 fmp; \
+ varying highp float b; \
+ varying highp vec2 A; \
+ void setPosition(void) \
+ {\
+ gl_Position = pmvMatrix * vertexCoordsArray;\
+ gl_Position.xy = gl_Position.xy / gl_Position.w; \
+ 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; \
+ A = hTexCoords.xy * invertedHTexCoordsZ; \
+ b = 2.0 * dot(A, fmp); \
+ }";
+
+static const char* const qglslAffinePositionWithRadialGradientBrushVertexShader
+ = qglslPositionWithRadialGradientBrushVertexShader;
+
+static const char* const qglslRadialGradientBrushSrcFragmentShader = "\
+ uniform sampler2D brushTexture; \
+ uniform highp float fmp2_m_radius2; \
+ uniform highp float inverse_2_fmp2_m_radius2; \
+ varying highp float b; \
+ varying highp vec2 A; \
+ lowp vec4 srcPixel() { \
+ highp float c = -dot(A, A); \
+ highp vec2 val = vec2((-b + sqrt(b*b - 4.0*fmp2_m_radius2*c)) * inverse_2_fmp2_m_radius2, 0.5); \
+ return texture2D(brushTexture, val); \
+ }";
+
+
+// Texture Brush
+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; \
+ void setPosition(void) { \
+ gl_Position = pmvMatrix * vertexCoordsArray;\
+ gl_Position.xy = gl_Position.xy / gl_Position.w; \
+ 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; \
+ brushTextureCoords.xy = (hTexCoords.xy * invertedTextureSize) * gl_Position.w; \
+ brushTextureCoords.y = -brushTextureCoords.y; \
+ }";
+
+static const char* const qglslAffinePositionWithTextureBrushVertexShader
+ = qglslPositionWithTextureBrushVertexShader;
+
+static const char* const qglslTextureBrushSrcFragmentShader = "\
+ varying mediump vec2 brushTextureCoords; \
+ uniform sampler2D brushTexture; \
+ lowp vec4 srcPixel() { \
+ return texture2D(brushTexture, brushTextureCoords); \
+ }";
+
+
+// Solid Fill Brush
+static const char* const qglslSolidBrushSrcFragmentShader = "\
+ uniform lowp vec4 fragmentColor; \
+ lowp vec4 srcPixel() { \
+ return fragmentColor; \
+ }";
+
+static const char* const qglslImageSrcFragmentShader = "\
+ varying highp vec2 textureCoords; \
+ uniform sampler2D imageTexture; \
+ lowp vec4 srcPixel() { \
+ return texture2D(imageTexture, textureCoords); \
+ }";
+
+static const char* const qglslNonPremultipliedImageSrcFragmentShader = "\
+ varying highp vec2 textureCoords; \
+ uniform sampler2D imageTexture; \
+ lowp vec4 srcPixel() { \
+ lowp vec4 sample = texture2D(imageTexture, textureCoords); \
+ sample.rgb = sample.rgb * sample.a; \
+ return sample; \
+ }";
+
+static const char* const qglslShockingPinkSrcFragmentShader = "\
+ lowp vec4 srcPixel() { \
+ return vec4(0.98, 0.06, 0.75, 1.0); \
+ }";
+
+
+static const char* const qglslMainFragmentShader_CMO = "\
+ uniform lowp float globalOpacity; \
+ lowp vec4 srcPixel(); \
+ lowp vec4 applyMask(lowp vec4); \
+ lowp vec4 compose(lowp vec4); \
+ void main() { \
+ gl_FragColor = applyMask(compose(srcPixel()*globalOpacity))); \
+ }";
+
+static const char* const qglslMainFragmentShader_CM = "\
+ lowp vec4 srcPixel(); \
+ lowp vec4 applyMask(lowp vec4); \
+ lowp vec4 compose(lowp vec4); \
+ void main() { \
+ gl_FragColor = applyMask(compose(srcPixel())); \
+ }";
+
+static const char* const qglslMainFragmentShader_MO = "\
+ uniform lowp float globalOpacity; \
+ lowp vec4 srcPixel(); \
+ lowp vec4 applyMask(lowp vec4); \
+ void main() { \
+ gl_FragColor = applyMask(srcPixel()*globalOpacity); \
+ }";
+
+static const char* const qglslMainFragmentShader_M = "\
+ lowp vec4 srcPixel(); \
+ lowp vec4 applyMask(lowp vec4); \
+ void main() { \
+ gl_FragColor = applyMask(srcPixel()); \
+ }";
+
+static const char* const qglslMainFragmentShader_CO = "\
+ uniform lowp float globalOpacity; \
+ lowp vec4 srcPixel(); \
+ lowp vec4 compose(lowp vec4); \
+ void main() { \
+ gl_FragColor = compose(srcPixel()*globalOpacity); \
+ }";
+
+static const char* const qglslMainFragmentShader_C = "\
+ lowp vec4 srcPixel(); \
+ lowp vec4 compose(lowp vec4); \
+ void main() { \
+ gl_FragColor = compose(srcPixel()); \
+ }";
+
+static const char* const qglslMainFragmentShader_O = "\
+ uniform lowp float globalOpacity; \
+ lowp vec4 srcPixel(); \
+ void main() { \
+ gl_FragColor = srcPixel()*globalOpacity; \
+ }";
+
+static const char* const qglslMainFragmentShader = "\
+ lowp vec4 srcPixel(); \
+ void main() { \
+ gl_FragColor = srcPixel(); \
+ }";
+
+static const char* const qglslMaskFragmentShader = "\
+ varying highp vec2 textureCoords;\
+ uniform sampler2D maskTexture;\
+ lowp vec4 applyMask(lowp vec4 src) \
+ {\
+ lowp vec4 mask = texture2D(maskTexture, textureCoords); \
+ return src * mask.a; \
+ }";
+
+/*
+ Left to implement:
+ RgbMaskFragmentShader,
+ RgbMaskWithGammaFragmentShader,
+
+ MultiplyCompositionModeFragmentShader,
+ ScreenCompositionModeFragmentShader,
+ OverlayCompositionModeFragmentShader,
+ DarkenCompositionModeFragmentShader,
+ LightenCompositionModeFragmentShader,
+ ColorDodgeCompositionModeFragmentShader,
+ ColorBurnCompositionModeFragmentShader,
+ HardLightCompositionModeFragmentShader,
+ SoftLightCompositionModeFragmentShader,
+ DifferenceCompositionModeFragmentShader,
+ ExclusionCompositionModeFragmentShader,
+*/
+
+QT_END_NAMESPACE
+
+QT_END_HEADER
+
+#endif // GLGC_SHADER_SOURCE_H
diff --git a/src/opengl/gl2paintengineex/qglgradientcache.cpp b/src/opengl/gl2paintengineex/qglgradientcache.cpp
index b4591b2..f1a8850 100644
--- a/src/opengl/gl2paintengineex/qglgradientcache.cpp
+++ b/src/opengl/gl2paintengineex/qglgradientcache.cpp
@@ -44,7 +44,9 @@
#include "qglgradientcache_p.h"
-void QGLGradientCache::cleanCache() {
+QT_BEGIN_NAMESPACE
+
+void QGL2GradientCache::cleanCache() {
QGLGradientColorTableHash::const_iterator it = cache.constBegin();
for (; it != cache.constEnd(); ++it) {
const CacheInfo &cache_info = it.value();
@@ -53,7 +55,7 @@ void QGLGradientCache::cleanCache() {
cache.clear();
}
-GLuint QGLGradientCache::getBuffer(const QGradient &gradient, qreal opacity, const QGLContext *ctx)
+GLuint QGL2GradientCache::getBuffer(const QGradient &gradient, qreal opacity, const QGLContext *ctx)
{
if (buffer_ctx && !qgl_share_reg()->checkSharing(buffer_ctx, ctx))
cleanCache();
@@ -84,7 +86,7 @@ GLuint QGLGradientCache::getBuffer(const QGradient &gradient, qreal opacity, con
}
-GLuint QGLGradientCache::addCacheElement(quint64 hash_val, const QGradient &gradient, qreal opacity)
+GLuint QGL2GradientCache::addCacheElement(quint64 hash_val, const QGradient &gradient, qreal opacity)
{
if (cache.size() == maxCacheSize()) {
int elem_to_remove = qrand() % maxCacheSize();
@@ -109,34 +111,31 @@ GLuint QGLGradientCache::addCacheElement(quint64 hash_val, const QGradient &grad
}
-// GL's expects pixels in RGBA, bin-endian (ABGR on x86).
-// Qt stores in ARGB using whatever byte-order the mancine uses.
+// GL's expects pixels in RGBA (when using GL_RGBA), bin-endian (ABGR on x86).
+// Qt always stores in ARGB reguardless of the byte-order the mancine uses.
static inline uint qtToGlColor(uint c)
{
uint o;
#if Q_BYTE_ORDER == Q_LITTLE_ENDIAN
- o = c & 0xFF00FF00; // alpha & green already in the right place
- o |= (c >> 16) & 0x000000FF; // red
- o |= (c << 16) & 0x00FF0000; // blue
-
+ o = (c & 0xff00ff00) // alpha & green already in the right place
+ | ((c >> 16) & 0x000000ff) // red
+ | ((c << 16) & 0x00ff0000); // blue
#else //Q_BIG_ENDIAN
- o = c & 0x00FF00FF; // alpha & green already in the right place
- o |= (c << 16) & 0xFF000000; // red
- o |= (c >> 16) & 0x0000FF00; // blue
-#error big endian not tested with QGLGraphicsContext
+ o = (c << 8)
+ | ((c >> 24) & 0x000000ff);
#endif // Q_BYTE_ORDER
return o;
}
//TODO: Let GL generate the texture using an FBO
-void QGLGradientCache::generateGradientColorTable(const QGradient& gradient, uint *colorTable, int size, qreal opacity) const
+void QGL2GradientCache::generateGradientColorTable(const QGradient& gradient, uint *colorTable, int size, qreal opacity) const
{
int pos = 0;
QGradientStops s = gradient.stops();
QVector<uint> colors(s.size());
for (int i = 0; i < s.size(); ++i)
- colors[i] = s[i].second.rgba(); // Qt LIES! It returns ARGB
+ colors[i] = s[i].second.rgba(); // Qt LIES! It returns ARGB (on little-endian AND on big-endian)
bool colorInterpolation = (gradient.interpolationMode() == QGradient::ColorInterpolation);
@@ -183,3 +182,5 @@ void QGLGradientCache::generateGradientColorTable(const QGradient& gradient, uin
// Make sure the last color stop is represented at the end of the table
colorTable[size-1] = last_color;
}
+
+QT_END_NAMESPACE
diff --git a/src/opengl/gl2paintengineex/qglgradientcache_p.h b/src/opengl/gl2paintengineex/qglgradientcache_p.h
index 346ea13..9bf58c7 100644
--- a/src/opengl/gl2paintengineex/qglgradientcache_p.h
+++ b/src/opengl/gl2paintengineex/qglgradientcache_p.h
@@ -54,7 +54,9 @@
#include <QObject>
#include <QtOpenGL>
-class QGLGradientCache : public QObject
+QT_BEGIN_NAMESPACE
+
+class QGL2GradientCache : public QObject
{
Q_OBJECT
struct CacheInfo
@@ -71,7 +73,7 @@ class QGLGradientCache : public QObject
typedef QMultiHash<quint64, CacheInfo> QGLGradientColorTableHash;
public:
- QGLGradientCache() : QObject(), buffer_ctx(0)
+ QGL2GradientCache() : QObject(), buffer_ctx(0)
{
/*
connect(QGLSignalProxy::instance(),
@@ -104,5 +106,5 @@ public slots:
}
};
-
+QT_END_NAMESPACE
diff --git a/src/opengl/gl2paintengineex/qglpexshadermanager.cpp b/src/opengl/gl2paintengineex/qglpexshadermanager.cpp
deleted file mode 100644
index e460e08..0000000
--- a/src/opengl/gl2paintengineex/qglpexshadermanager.cpp
+++ /dev/null
@@ -1,450 +0,0 @@
-/****************************************************************************
-**
-** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
-** Contact: Qt Software Information (qt-info@nokia.com)
-**
-** This file is part of the QtOpenGL module of the Qt Toolkit.
-**
-** $QT_BEGIN_LICENSE:LGPL$
-** No Commercial Usage
-** This file contains pre-release code and may not be distributed.
-** You may use this file in accordance with the terms and conditions
-** contained in the either Technology Preview License Agreement or the
-** Beta Release License Agreement.
-**
-** GNU Lesser General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU Lesser
-** General Public License version 2.1 as published by the Free Software
-** Foundation and appearing in the file LICENSE.LGPL included in the
-** packaging of this file. Please review the following information to
-** ensure the GNU Lesser General Public License version 2.1 requirements
-** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
-**
-** In addition, as a special exception, Nokia gives you certain
-** additional rights. These rights are described in the Nokia Qt LGPL
-** Exception version 1.0, included in the file LGPL_EXCEPTION.txt in this
-** package.
-**
-** GNU General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 3.0 as published by the Free Software
-** Foundation and appearing in the file LICENSE.GPL included in the
-** packaging of this file. Please review the following information to
-** ensure the GNU General Public License version 3.0 requirements will be
-** met: http://www.gnu.org/copyleft/gpl.html.
-**
-** If you are unsure which license is appropriate for your use, please
-** contact the sales department at qt-sales@nokia.com.
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
-#include "qglpexshadermanager_p.h"
-
-#include "glgc_shader_source.h"
-
-QGLPEXShaderManager::QGLPEXShaderManager(const QGLContext* context)
-{
- ctx = const_cast<QGLContext*>(context);
-
- defaultVertexShader= new QGLShader(QGLShader::VertexShader, context);
- defaultVertexShader->addSource(QLatin1String(qglslDefaultVertexShader));
- if (!defaultVertexShader->compile())
- qWarning() << "Default vertex shader failed to compile: " << defaultVertexShader->log();
-
- noBrushShader = new QGLShader(QGLShader::FragmentShader, context);
- noBrushShader->addSource(QLatin1String(qglslFragmentShaderMain));
- noBrushShader->addSource(QLatin1String(qglslNoBrushFragmentShader));
- if (!noBrushShader->compile())
- qWarning() << "No brush shader failed to compile:" << noBrushShader->log();
-
-
- // Create a program for noBrush:
- QGLShaderProgram* noBrushProg = new QGLShaderProgram(ctx);
- noBrushProg->addShader(defaultVertexShader);
- noBrushProg->addShader(noBrushShader);
- if (!noBrushProg->link())
- qWarning() << "NoBrush shader program failed to link:" << noBrushProg->log();
-
- // Add noBrush Program to cache:
- QGLCachedShaderProg cachedProg;
- cachedProg.vertexShader = defaultVertexShader;
- cachedProg.brushShader = noBrushShader;
- cachedProg.compositionShader = 0;
- cachedProg.shader = noBrushProg;
- cachedPrograms.append(cachedProg);
-
-
- // Set state
- useGlobalOpacity = true;
- currentBrushStyle = Qt::NoBrush;
- currentTransformType = FullTransform;
- shaderProgNeedsChanging = false;
- activeProgram = noBrushProg;
-
- solidBrushShader = 0;
-
- conicalBrushVertexShader = 0;
- conicalBrushFragmentShader = 0;
-
- radialBrushVertexShader = 0;
- radialBrushFragmentShader = 0;
-
- linearBrushVertexShader = 0;
- linearBrushFragmentShader = 0;
-
- patternBrushVertexShader = 0;
- patternBrushFragmentShader = 0;
-
- textureBrushFragmentShader = 0;
- textureBrushVertexShader = 0;
-
- simpleFragmentShader = 0;
- simpleShaderProgram = 0;
-
- imageVertexShader = 0;
- imageFragmentShader = 0;
- imageShaderProgram = 0;
-
- textVertexShader = 0;
- textFragmentShader = 0;
- textShaderProgram = 0;
-}
-
-QGLPEXShaderManager::~QGLPEXShaderManager()
-{
- delete defaultVertexShader;
- delete imageVertexShader;
- delete imageFragmentShader;
- delete imageShaderProgram;
- delete textVertexShader;
- delete textFragmentShader;
- delete textShaderProgram;
- delete noBrushShader;
- delete solidBrushShader;
-
- delete conicalBrushVertexShader;
- delete conicalBrushFragmentShader;
-
- delete radialBrushVertexShader;
- delete radialBrushFragmentShader;
-
- delete linearBrushFragmentShader;
- delete linearBrushVertexShader;
-
- delete patternBrushFragmentShader;
- delete patternBrushVertexShader;
-
- delete textureBrushFragmentShader;
- delete textureBrushVertexShader;
-
- delete simpleFragmentShader;
- delete simpleShaderProgram;
-}
-
-void QGLPEXShaderManager::setUseGlobalOpacity(bool value)
-{
- if (value != useGlobalOpacity)
- shaderProgNeedsChanging = true;
-
- useGlobalOpacity = value;
-}
-
-void QGLPEXShaderManager::setBrushStyle(Qt::BrushStyle style)
-{
- if (currentBrushStyle != style)
- shaderProgNeedsChanging = true;
-
- currentBrushStyle = style;
-}
-
-void QGLPEXShaderManager::setAffineOnlyBrushTransform(bool value)
-{
- Q_UNUSED(value);
- // TODO
-}
-
-bool QGLPEXShaderManager::useCorrectShaderProg()
-{
- if (!shaderProgNeedsChanging) {
- activeProgram->use();
- return false;
- }
-
- const char* fragmentShaderMainSrc = qglslFragmentShaderMain;
- QGLShader* vertexShader = defaultVertexShader;
- QGLShader* fragmentShader = noBrushShader;
-
- // Make sure we compile up the correct brush shader
- switch (currentBrushStyle) {
- case Qt::NoBrush:
- break;
- case Qt::SolidPattern:
- if (!solidBrushShader) {
- qDebug("Compiling qglslSolidBrushFragmentShader");
- solidBrushShader = new QGLShader(QGLShader::FragmentShader, ctx);
- solidBrushShader->addSource(QLatin1String(qglslNoOpacityFragmentShaderMain));
- solidBrushShader->addSource(QLatin1String(qglslSolidBrushFragmentShader));
- if (!solidBrushShader->compile())
- qWarning() << "qglslSolidBrush failed to compile:" << solidBrushShader->log();
- }
- fragmentShader = solidBrushShader;
- break;
- case Qt::TexturePattern:
- if (!textureBrushVertexShader) {
- qDebug("Compiling qglslTextureBrushVertexShader");
- textureBrushVertexShader = new QGLShader(QGLShader::VertexShader, ctx);
- textureBrushVertexShader->addSource(QLatin1String(qglslTextureBrushVertexShader));
- if (!textureBrushVertexShader->compile()) {
- qWarning() << "qglslTextureBrushVertexShader failed to compile: "
- << textureBrushVertexShader->log();
- }
- }
- vertexShader = textureBrushVertexShader;
-
- if (!textureBrushFragmentShader) {
- qDebug("Compiling qglslTextureBrushFragmentShader");
- textureBrushFragmentShader = new QGLShader(QGLShader::FragmentShader, ctx);
- textureBrushFragmentShader->addSource(QLatin1String(fragmentShaderMainSrc));
- textureBrushFragmentShader->addSource(QLatin1String(qglslTextureBrushFragmentShader));
- if (!textureBrushFragmentShader->compile()) {
- qWarning() << "qglslTextureBrushFragmentShader failed to compile:"
- << textureBrushFragmentShader->log();
- }
- }
- fragmentShader = textureBrushFragmentShader;
- break;
- case Qt::LinearGradientPattern:
- if (!linearBrushVertexShader) {
- qDebug("Compiling qglslLinearGradientBrushVertexShader");
- linearBrushVertexShader = new QGLShader(QGLShader::VertexShader, ctx);
- linearBrushVertexShader->addSource(QLatin1String(qglslLinearGradientBrushVertexShader));
- if (!linearBrushVertexShader->compile()) {
- qWarning() << "qglslLinearGradientBrushVertexShader failed to compile: "
- << linearBrushVertexShader->log();
- }
- }
- vertexShader = linearBrushVertexShader;
-
- if (!linearBrushFragmentShader) {
- qDebug("Compiling qglslLinearGradientBrushFragmentShader");
- linearBrushFragmentShader = new QGLShader(QGLShader::FragmentShader, ctx);
- linearBrushFragmentShader->addSource(QLatin1String(fragmentShaderMainSrc));
- linearBrushFragmentShader->addSource(QLatin1String(qglslLinearGradientBrushFragmentShader));
- if (!linearBrushFragmentShader->compile()) {
- qWarning() << "qglslLinearGradientBrushFragmentShader failed to compile:"
- << linearBrushFragmentShader->log();
- }
- }
- fragmentShader = linearBrushFragmentShader;
- break;
- case Qt::RadialGradientPattern:
- if (!radialBrushVertexShader) {
- qDebug("Compiling qglslRadialGradientBrushVertexShader");
- radialBrushVertexShader = new QGLShader(QGLShader::VertexShader, ctx);
- radialBrushVertexShader->addSource(QLatin1String(qglslRadialGradientBrushVertexShader));
- if (!radialBrushVertexShader->compile()) {
- qWarning() << "qglslRadialGradientBrushVertexShader failed to compile: "
- << radialBrushVertexShader->log();
- }
- }
- vertexShader = radialBrushVertexShader;
-
- if (!radialBrushFragmentShader) {
- qDebug("Compiling qglslRadialGradientBrushFragmentShader");
- radialBrushFragmentShader = new QGLShader(QGLShader::FragmentShader, ctx);
- radialBrushFragmentShader->addSource(QLatin1String(fragmentShaderMainSrc));
- radialBrushFragmentShader->addSource(QLatin1String(qglslRadialGradientBrushFragmentShader));
- if (!radialBrushFragmentShader->compile()) {
- qWarning() << "qglslRadialGradientBrushFragmentShader failed to compile:"
- << radialBrushFragmentShader->log();
- }
- }
- fragmentShader = radialBrushFragmentShader;
- break;
- case Qt::ConicalGradientPattern:
- // FIXME: We currently use the same vertex shader as radial brush
- if (!conicalBrushVertexShader) {
- qDebug("Compiling qglslConicalGradientBrushVertexShader");
- conicalBrushVertexShader = new QGLShader(QGLShader::VertexShader, ctx);
- conicalBrushVertexShader->addSource(QLatin1String(qglslConicalGradientBrushVertexShader));
- if (!conicalBrushVertexShader->compile()) {
- qWarning() << "qglslConicalGradientBrushVertexShader failed to compile: "
- << conicalBrushVertexShader->log();
- }
- }
- vertexShader = conicalBrushVertexShader;
-
- if (!conicalBrushFragmentShader) {
- qDebug("Compiling qglslConicalGradientBrushFragmentShader");
- conicalBrushFragmentShader = new QGLShader(QGLShader::FragmentShader, ctx);
- conicalBrushFragmentShader->addSource(QLatin1String(fragmentShaderMainSrc));
- conicalBrushFragmentShader->addSource(QLatin1String(qglslConicalGradientBrushFragmentShader));
- if (!conicalBrushFragmentShader->compile()) {
- qWarning() << "qglslConicalGradientBrushFragmentShader failed to compile:"
- << conicalBrushFragmentShader->log();
- }
- }
- fragmentShader = conicalBrushFragmentShader;
- break;
- case Qt::Dense1Pattern:
- case Qt::Dense2Pattern:
- case Qt::Dense3Pattern:
- case Qt::Dense4Pattern:
- case Qt::Dense5Pattern:
- case Qt::Dense6Pattern:
- case Qt::Dense7Pattern:
- case Qt::HorPattern:
- case Qt::VerPattern:
- case Qt::CrossPattern:
- case Qt::BDiagPattern:
- case Qt::FDiagPattern:
- case Qt::DiagCrossPattern:
- if (!patternBrushVertexShader) {
- qDebug("Compiling qglslPatternBrushVertexShader");
- patternBrushVertexShader = new QGLShader(QGLShader::VertexShader, ctx);
- patternBrushVertexShader->addSource(QLatin1String(qglslPatternBrushVertexShader));
- if (!patternBrushVertexShader->compile()) {
- qWarning() << "qglslPatternBrushVertexShader failed to compile: "
- << patternBrushVertexShader->log();
- }
- }
- vertexShader = patternBrushVertexShader;
-
- if (!patternBrushFragmentShader) {
- qDebug("Compiling qglslPatternBrushFragmentShader");
- patternBrushFragmentShader = new QGLShader(QGLShader::FragmentShader, ctx);
- patternBrushFragmentShader->addSource(QLatin1String(qglslNoOpacityFragmentShaderMain));
- patternBrushFragmentShader->addSource(QLatin1String(qglslPatternBrushFragmentShader));
- if (!patternBrushFragmentShader->compile()) {
- qWarning() << "qglslPatternBrushFragmentShader failed to compile:"
- << patternBrushFragmentShader->log();
- }
- }
- fragmentShader = patternBrushFragmentShader;
- break;
- default:
- qWarning("Unimplemented brush style (%d)", currentBrushStyle);
- }
-
- // Now newBrushShader is set correctly, check to see if we already have the program
- // already linked and ready to go in the cache:
- bool foundProgram = false;
- foreach (QGLCachedShaderProg cachedProg, cachedPrograms) {
- if ((cachedProg.vertexShader == vertexShader) &&
- (cachedProg.brushShader == fragmentShader) &&
- (cachedProg.compositionShader == 0) ) {
-
- activeProgram = cachedProg.shader;
- foundProgram = true;
- break;
- }
- }
-
- if (!foundProgram) {
- qDebug() << "Linking shader program for " << currentBrushStyle;
- // Required program not found - create it.
- QGLShaderProgram* newProg = new QGLShaderProgram(ctx);
-
- newProg->addShader(vertexShader);
- newProg->addShader(fragmentShader);
-
- if (!newProg->link())
- qWarning() << "Shader program for " << currentBrushStyle << "failed to link:" << newProg->log();
-
- QGLCachedShaderProg cachedProg;
- cachedProg.vertexShader = vertexShader;
- cachedProg.brushShader = fragmentShader;
- cachedProg.compositionShader = 0;
- cachedProg.shader = newProg;
-
- cachedPrograms.append(cachedProg);
- activeProgram = newProg;
- }
-
- activeProgram->use();
- shaderProgNeedsChanging = false;
- return true;
-}
-
-QGLShaderProgram* QGLPEXShaderManager::brushShader()
-{
- return activeProgram;
-}
-
-// The only uniform the simple shader has is the PMV matrix
-QGLShaderProgram* QGLPEXShaderManager::simpleShader()
-{
- if (!simpleShaderProgram) {
- simpleShaderProgram = new QGLShaderProgram(ctx);
-
- if (!simpleFragmentShader) {
- simpleFragmentShader = new QGLShader(QGLShader::FragmentShader, ctx);
- simpleFragmentShader->addSource(QLatin1String(qglslSimpleFragmentShader));
- if (!simpleFragmentShader->compile())
- qWarning() << "qglslSimpleFragmentShader failed to compile:" << simpleFragmentShader->log();
- }
-
- simpleShaderProgram->addShader(defaultVertexShader);
- simpleShaderProgram->addShader(simpleFragmentShader);
- if (!simpleShaderProgram->link())
- qWarning() << "Simple shader program failed to link:" << simpleShaderProgram->log();
- }
-
- return simpleShaderProgram;
-}
-
-QGLShaderProgram* QGLPEXShaderManager::imageShader()
-{
- if (!imageShaderProgram) {
- if (!imageVertexShader) {
- imageVertexShader = new QGLShader(QGLShader::VertexShader, ctx);
- imageVertexShader->addSource(QLatin1String(qglslImageVertexShader));
- if (!imageVertexShader->compile())
- qWarning() << "Image/Pixmap vertex shader failed to compile:" << imageVertexShader->log();
- }
-
- if (!imageFragmentShader) {
- imageFragmentShader = new QGLShader(QGLShader::FragmentShader, ctx);
- imageFragmentShader->addSource(QLatin1String(qglslImageFragmentShader));
- if (!imageFragmentShader->compile())
- qWarning() << "Image/Pixmap fragment shader failed to compile:" << imageFragmentShader->log();
- }
-
- imageShaderProgram = new QGLShaderProgram(ctx);
- imageShaderProgram->addShader(imageVertexShader);
- imageShaderProgram->addShader(imageFragmentShader);
- if (!imageShaderProgram->link())
- qWarning() << "Image/Pixmap shader program failed to link:" << imageShaderProgram->log();
- }
-
- return imageShaderProgram;
-}
-
-QGLShaderProgram* QGLPEXShaderManager::textShader()
-{
- if (!textShaderProgram) {
- if (!textVertexShader) {
- textVertexShader = new QGLShader(QGLShader::VertexShader, ctx);
- textVertexShader->addSource(QLatin1String(qglslImageVertexShader));
- if (!textVertexShader->compile())
- qWarning() << "Text vertex shader failed to compile:" << textVertexShader->log();
- }
-
- if (!textFragmentShader) {
- textFragmentShader = new QGLShader(QGLShader::FragmentShader, ctx);
- textFragmentShader->addSource(QLatin1String(qglslTextFragmentShader));
- if (!textFragmentShader->compile())
- qWarning() << "Text fragment shader failed to compile:" << textFragmentShader->log();
- }
-
- textShaderProgram = new QGLShaderProgram(ctx);
- textShaderProgram->addShader(textVertexShader);
- textShaderProgram->addShader(textFragmentShader);
- if (!textShaderProgram->link())
- qWarning() << "Text shader program failed to link:" << textShaderProgram->log();
- }
-
- return textShaderProgram;
-}
-
diff --git a/src/opengl/gl2paintengineex/qglpexshadermanager_p.h b/src/opengl/gl2paintengineex/qglpexshadermanager_p.h
deleted file mode 100644
index c8f47b2..0000000
--- a/src/opengl/gl2paintengineex/qglpexshadermanager_p.h
+++ /dev/null
@@ -1,156 +0,0 @@
-/****************************************************************************
-**
-** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
-** Contact: Qt Software Information (qt-info@nokia.com)
-**
-** This file is part of the QtOpenGL module of the Qt Toolkit.
-**
-** $QT_BEGIN_LICENSE:LGPL$
-** No Commercial Usage
-** This file contains pre-release code and may not be distributed.
-** You may use this file in accordance with the terms and conditions
-** contained in the either Technology Preview License Agreement or the
-** Beta Release License Agreement.
-**
-** GNU Lesser General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU Lesser
-** General Public License version 2.1 as published by the Free Software
-** Foundation and appearing in the file LICENSE.LGPL included in the
-** packaging of this file. Please review the following information to
-** ensure the GNU Lesser General Public License version 2.1 requirements
-** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
-**
-** In addition, as a special exception, Nokia gives you certain
-** additional rights. These rights are described in the Nokia Qt LGPL
-** Exception version 1.0, included in the file LGPL_EXCEPTION.txt in this
-** package.
-**
-** GNU General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 3.0 as published by the Free Software
-** Foundation and appearing in the file LICENSE.GPL included in the
-** packaging of this file. Please review the following information to
-** ensure the GNU General Public License version 3.0 requirements will be
-** met: http://www.gnu.org/copyleft/gpl.html.
-**
-** If you are unsure which license is appropriate for your use, please
-** contact the sales department at qt-sales@nokia.com.
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
-//
-// W A R N I N G
-// -------------
-//
-// This file is not part of the Qt API. It exists purely as an
-// implementation detail. This header file may change from version to
-// version without notice, or even be removed.
-//
-// We mean it.
-//
-
-#include "qglshader_p.h"
-
-
-// Worstcase combo: Brush->Mask->Composition
-
-/*
- Vertex shader source is specified with a single string. This string
- contains the main function and sets the gl_Position. The choice of
- which vertex shader to use depends on:
- - Brush style
- - Brush transform->isAffine()
-
- Fragment shaders are specified as multiple strings, one for the main
- function, one for the brush calculation and optionally one for the
- extended composition mode. Brushes are implementations of
- "mediump vec4 brush()"
- Composition modes are implemented as a
- "mediump vec4 compose(mediump vec4 color)"
- NOTE: Precision may change in future.
-
- The choice of which main() fragment shader string to use depends on:
- - Global opacity
- - Brush style (some brushes apply opacity themselves)
- - Use of mask (TODO: Need to support high quality anti-aliasing & text)
- - Composition mode
-
- The choice of which brush() fragment shader to use depends on:
- - Brush style
-
-*/
-
-
-struct QGLCachedShaderProg
-{
- QGLShader* vertexShader;
- QGLShader* brushShader;
- QGLShader* compositionShader;
- QGLShaderProgram* shader;
-};
-
-class QGLPEXShaderManager
-{
-public:
- QGLPEXShaderManager(const QGLContext* context);
- ~QGLPEXShaderManager();
-
- enum TransformType {IdentityTransform, ScaleTransform, TranslateTransform, FullTransform};
-
- void optimiseForBrushTransform(const QTransform& transform);
- void setBrushStyle(Qt::BrushStyle style);
- void setUseGlobalOpacity(bool value);
- void setAffineOnlyBrushTransform(bool value); // I.e. Do we need to apply perspective-correction?
- // Not doing so saves some vertex shader calculations.
-
- bool useCorrectShaderProg(); // returns true if the shader program has changed
-
- QGLShaderProgram* brushShader();
- QGLShaderProgram* simpleShader(); // Used to draw into e.g. stencil buffers
- QGLShaderProgram* imageShader();
- QGLShaderProgram* textShader();
-
-private:
- QGLShader* defaultVertexShader;
-
- QGLShader* imageVertexShader;
- QGLShader* imageFragmentShader;
- QGLShaderProgram* imageShaderProgram;
-
- QGLShader* textVertexShader;
- QGLShader* textFragmentShader;
- QGLShaderProgram* textShaderProgram;
-
- QGLShader* noBrushShader;
- QGLShader* solidBrushShader;
-
- QGLShader* conicalBrushVertexShader;
- QGLShader* conicalBrushFragmentShader;
-
- QGLShader* radialBrushVertexShader;
- QGLShader* radialBrushFragmentShader;
-
- QGLShader* linearBrushVertexShader;
- QGLShader* linearBrushFragmentShader;
-
- QGLShader* patternBrushVertexShader;
- QGLShader* patternBrushFragmentShader;
-
- QGLShader* textureBrushFragmentShader;
- QGLShader* textureBrushVertexShader;
-
- QGLShader* simpleFragmentShader;
- QGLShaderProgram* simpleShaderProgram;
-
- QGLShaderProgram* activeProgram;
-
- Qt::BrushStyle currentBrushStyle;
- bool useGlobalOpacity;
- TransformType currentTransformType;
- bool shaderProgNeedsChanging;
-
- QList<QGLCachedShaderProg> cachedPrograms;
-
- QGLContext* ctx;
-};
diff --git a/src/opengl/gl2paintengineex/qglshader.cpp b/src/opengl/gl2paintengineex/qglshader.cpp
deleted file mode 100644
index 634be84..0000000
--- a/src/opengl/gl2paintengineex/qglshader.cpp
+++ /dev/null
@@ -1,605 +0,0 @@
-/****************************************************************************
-**
-** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
-** Contact: Qt Software Information (qt-info@nokia.com)
-**
-** This file is part of the QtOpenGL module of the Qt Toolkit.
-**
-** $QT_BEGIN_LICENSE:LGPL$
-** No Commercial Usage
-** This file contains pre-release code and may not be distributed.
-** You may use this file in accordance with the terms and conditions
-** contained in the either Technology Preview License Agreement or the
-** Beta Release License Agreement.
-**
-** GNU Lesser General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU Lesser
-** General Public License version 2.1 as published by the Free Software
-** Foundation and appearing in the file LICENSE.LGPL included in the
-** packaging of this file. Please review the following information to
-** ensure the GNU Lesser General Public License version 2.1 requirements
-** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
-**
-** In addition, as a special exception, Nokia gives you certain
-** additional rights. These rights are described in the Nokia Qt LGPL
-** Exception version 1.0, included in the file LGPL_EXCEPTION.txt in this
-** package.
-**
-** GNU General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 3.0 as published by the Free Software
-** Foundation and appearing in the file LICENSE.GPL included in the
-** packaging of this file. Please review the following information to
-** ensure the GNU General Public License version 3.0 requirements will be
-** met: http://www.gnu.org/copyleft/gpl.html.
-**
-** If you are unsure which license is appropriate for your use, please
-** contact the sales department at qt-sales@nokia.com.
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
-#include "qglshader_p.h"
-
-
-// Windows needs to resolve OpenGL 2.0 function pointers for each context. The
-// QGL OpenGL 2.0 functions are actually macros, which take a "ctx" parameter.
-#define Q_CTX QGLContext* ctx = d->ctx; \
- if (!ctx) \
- return false; \
- ctx->makeCurrent(); \
-
-
-
-
-class QGLShaderPrivate
-{
-public:
- QGLShaderPrivate() : shaderId(0), valid(false), ctx(0) {}
-
- GLuint shaderId;
- QString source;
- bool valid;
- QGLShader::ShaderType type;
- QGLContext* ctx;
-};
-
-
-QGLShader::QGLShader(QGLShader::ShaderType type, const QGLContext* ctx)
- : d_ptr(new QGLShaderPrivate)
-{
- Q_D(QGLShader);
-
- if (!ctx)
- ctx = QGLContext::currentContext();
-
- if (!ctx) {
- qWarning("QGLShader being created without a context");
- return;
- }
-
- d->ctx = const_cast<QGLContext*>(ctx);
- d->ctx->makeCurrent();
-
- if (type == QGLShader::FragmentShader)
- d->shaderId = glCreateShader(GL_FRAGMENT_SHADER);
- else
- d->shaderId = glCreateShader(GL_VERTEX_SHADER);
-
- if (d->shaderId == 0) {
- qWarning("Error creating shader object");
- return;
- }
-
- d->type = type;
-}
-
-GLuint QGLShader::id()
-{
- Q_D(QGLShader);
- return d->shaderId;
-}
-
-const QGLContext* QGLShader::context()
-{
- Q_D(QGLShader);
- return d->ctx;
-}
-
-void QGLShader::clearSource()
-{
- Q_D(QGLShader);
- d->source.clear();
- d->valid = false;
-}
-
-void QGLShader::addSource(const QLatin1String& newSource)
-{
- Q_D(QGLShader);
- d->source += newSource;
- d->valid = false;
-}
-
-
-bool QGLShader::compile()
-{
- Q_D(QGLShader);
-
- d->valid = false;
-
- if (d->source.size() == 0)
- return false;
-
- const QByteArray src_ba = d->source.toAscii();
- const char* src = src_ba.constData();
-
- glShaderSource(d->shaderId, 1, &src, 0);
-
- glCompileShader(d->shaderId);
-
- GLint shaderCompiled;
- glGetShaderiv(d->shaderId, GL_COMPILE_STATUS, &shaderCompiled);
- if (!shaderCompiled)
- return false;
-
- d->valid = true;
- return true;
-}
-
-bool QGLShader::isValid()
-{
- Q_D(QGLShader);
- return d->valid;
-}
-
-QString QGLShader::log()
-{
- Q_D(QGLShader);
-
- char* logData;
- GLint logSize;
- GLint logLength;
-
- glGetShaderiv(d->shaderId, GL_INFO_LOG_LENGTH, &logSize);
-
- if (!logSize)
- return QString();
-
- logData = new char[logSize];
- glGetShaderInfoLog(d->shaderId, logSize, &logLength, logData);
- QString result = QString::fromAscii(logData);
- delete [] logData;
-
- return result;
-}
-
-
-
-
-
-
-
-
-
-
-
-
-class QGLShaderProgramPrivate
-{
-public:
- QGLShaderProgramPrivate() : valid(false), programId(0), ctx(0) {}
- void populateVariableLists();
-
- QVector<QGLShader*> shaders;
- QGLUniformList uniforms;
- QGLVertexAttributeList attributeArrays;
- bool valid;
- GLuint programId;
- QGLContext* ctx;
-};
-
-
-
-void QGLShaderProgramPrivate::populateVariableLists()
-{
- attributeArrays.clear();
- uniforms.clear();
-
- int count;
- int sizeOfNameBuff;
- char* name;
- GLint nameLength;
- GLenum type;
- GLint size;
- GLint location;
-
- glGetProgramiv(programId, GL_ACTIVE_ATTRIBUTES, &count);
- glGetProgramiv(programId, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &sizeOfNameBuff);
- name = new char[sizeOfNameBuff];
-
- for (int i = 0; i < count; ++i) {
- nameLength = -1;
- glGetActiveAttrib(programId, i, sizeOfNameBuff, &nameLength, &size, &type, name);
- if (nameLength == -1)
- continue;
-
- location = glGetAttribLocation(programId, name);
- attributeArrays.insert(QString::fromAscii(name), QGLVertexAttribute(type, location, ctx));
- }
-
- delete [] name;
-
-
- glGetProgramiv(programId, GL_ACTIVE_UNIFORMS, &count);
- glGetProgramiv(programId, GL_ACTIVE_UNIFORM_MAX_LENGTH, &sizeOfNameBuff);
-
- name = new char[sizeOfNameBuff];
-
- for (int i = 0; i < count; ++i) {
- nameLength = -1;
- glGetActiveUniform(programId, i, sizeOfNameBuff, &nameLength, &size, &type, name);
- if (nameLength == -1)
- continue;
-
- location = glGetUniformLocation(programId, name);
- uniforms.insert(QString::fromAscii(name), QGLUniform(type, location, ctx));
- }
-}
-
-
-QGLShaderProgram::QGLShaderProgram(const QGLContext* ctx)
- : d_ptr(new QGLShaderProgramPrivate)
-{
- Q_D(QGLShaderProgram);
- if (!ctx)
- ctx = QGLContext::currentContext();
-
- if (!ctx) {
- qWarning("QGLShaderProgram being created without a context");
- return;
- }
-
- d->ctx = const_cast<QGLContext*>(ctx);
- d->ctx->makeCurrent();
-
- d->programId = glCreateProgram();
-
- d->valid = false;
-}
-
-
-const QGLUniformList & QGLShaderProgram::uniforms()
-{
- Q_D(QGLShaderProgram);
- return const_cast<const QGLUniformList&>(d->uniforms);
-}
-
-
-const QGLVertexAttributeList& QGLShaderProgram::vertexAttributes()
-{
- Q_D(QGLShaderProgram);
- return const_cast<const QGLVertexAttributeList&>(d->attributeArrays);
-}
-
-
-bool QGLShaderProgram::addShader(QGLShader* newShader)
-{
- Q_D(QGLShaderProgram);
- if (!newShader || !d->ctx)
- return false;
-
- if (newShader->context() != d->ctx) {
- qWarning("Shader object's context does not match program's context");
- return false;
- }
-
- if (!newShader->isValid())
- return false;
-
- QGLContext* ctx = d->ctx;
- if (!ctx)
- return false;
- ctx->makeCurrent();
-
- glAttachShader(d->programId, newShader->id());
-
- d->shaders.append(newShader);
- return true;
-}
-
-
-bool QGLShaderProgram::removeShader(QGLShader* oldShader)
-{
- Q_D(QGLShaderProgram);
-
- int idx = d->shaders.indexOf(oldShader);
-
- if (idx == -1)
- return false;
-
- d->shaders.remove(idx);
-
- QGLContext* ctx = d->ctx;
- if (!ctx)
- return false;
- ctx->makeCurrent();
-
- glDetachShader(d->programId, oldShader->id());
- return true;
-}
-
-
-bool QGLShaderProgram::removeAllShaders()
-{
- Q_D(QGLShaderProgram);
-
- QGLContext* ctx = d->ctx;
- if (!ctx)
- return false;
- ctx->makeCurrent();
-
- foreach (QGLShader* shader, d->shaders)
- glDetachShader(d->programId, shader->id());
-
- d->shaders.clear();
- return true;
-}
-
-#include <stdio.h>
-
-bool QGLShaderProgram::link()
-{
- Q_D(QGLShaderProgram);
-
- QGLContext* ctx = d->ctx;
- if (!ctx)
- return false;
- ctx->makeCurrent();
-
- glLinkProgram(d->programId);
-
-
- GLint linked;
- glGetProgramiv(d->programId, GL_LINK_STATUS, &linked);
-
- if (!linked)
- return false;
-
- d->populateVariableLists();
-
- d->valid = true;
- return true;
-}
-
-void QGLShaderProgram::use()
-{
- Q_D(QGLShaderProgram);
- if (!d->valid)
- return;
-
- glUseProgram(d->programId);
-}
-
-
-QString QGLShaderProgram::log()
-{
- Q_D(QGLShaderProgram);
-
- QGLContext* ctx = d->ctx;
- if (!ctx)
- return QString();
- ctx->makeCurrent();
-
- GLint logSize = -666;
- glGetProgramiv(d->programId, GL_INFO_LOG_LENGTH, &logSize);
-
- char* logData = new char[logSize];
- GLint logLength;
-
- glGetProgramInfoLog(d->programId, logSize, &logLength, logData);
-
- QString result = QString::fromAscii(logData);
- delete [] logData;
-
- return result;
-}
-
-GLuint QGLShaderProgram::id()
-{
- Q_D(QGLShaderProgram);
- return d->programId;
-}
-
-/////////////////////////////////////////////////////////////////////////
-
-
-
-
-QGLUniform::QGLUniform()
- : m_id(0), m_type(QGLInvalidType), ctx(0)
-{
- qWarning("Unknown uniform! Either the uniform doesn't exist or it was removed at shader link");
-}
-
-const QGLUniform& QGLUniform::operator=(const GLfloat& rhs) const
-{
- if (m_type != QGLFloatType)
- return *this;
-
- glUniform1f(m_id, rhs);
-
- return *this;
-}
-
-const QGLUniform& QGLUniform::operator=(const QGLVec2& rhs) const
-{
- if (m_type != QGLVec2Type)
- return *this;
-
- glUniform2fv(m_id, 1, (const GLfloat*)&rhs);
-
- return *this;
-}
-
-const QGLUniform& QGLUniform::operator=(const QSizeF& rhs) const
-{
- if (m_type != QGLVec2Type)
- return *this;
-
- glUniform2f(m_id, rhs.width(), rhs.height());
-
- return *this;
-}
-
-const QGLUniform& QGLUniform::operator=(const QPointF& rhs) const
-{
- if (m_type != QGLVec2Type)
- return *this;
-
- glUniform2f(m_id, rhs.x(), rhs.y());
-
- return *this;
-}
-
-const QGLUniform& QGLUniform::operator=(const QGLVec3& rhs) const
-{
- if (m_type != QGLVec3Type)
- return *this;
-
- glUniform3fv(m_id, 1, (const GLfloat*)&rhs);
-
- return *this;
-}
-
-const QGLUniform& QGLUniform::operator=(const QGLVec4& rhs) const
-{
- if (m_type != QGLVec4Type)
- return *this;
-
- glUniform4fv(m_id, 1, (const GLfloat*)&rhs);
-
- return *this;
-}
-
-const QGLUniform& QGLUniform::operator=(const QColor& rhs) const
-{
- if (m_type != QGLVec4Type)
- return *this;
-
- glUniform4f(m_id, rhs.redF(), rhs.greenF(), rhs.blueF(), rhs.alphaF());
-
- return *this;
-}
-
-const QGLUniform& QGLUniform::operator=(const GLfloat rhs[2][2]) const
-{
- if (m_type != QGLMat2Type)
- return *this;
-
- glUniformMatrix2fv(m_id, 1, GL_FALSE, (GLfloat*)rhs);
-
- return *this;
-}
-
-const QGLUniform& QGLUniform::operator=(const GLfloat rhs[3][3]) const
-{
- if (m_type != QGLMat3Type)
- return *this;
-
- glUniformMatrix3fv(m_id, 1, GL_FALSE, (GLfloat*)rhs);
-
- return *this;
-}
-
-// Transposes ready for GL
-const QGLUniform& QGLUniform::operator=(const QTransform& rhs) const
-{
- if (m_type != QGLMat3Type)
- return *this;
-
- GLfloat mat3[3][3] = {
- {rhs.m11(), rhs.m12(), rhs.m13()},
- {rhs.m21(), rhs.m22(), rhs.m23()},
- {rhs.m31(), rhs.m32(), rhs.m33()}
- };
-
- glUniformMatrix3fv(m_id, 1, GL_FALSE, (GLfloat*)mat3);
-
- return *this;
-}
-
-const QGLUniform& QGLUniform::operator=(const GLfloat rhs[4][4]) const
-{
- if (m_type != QGLMat4Type)
- return *this;
-
- glUniformMatrix4fv(m_id, 1, GL_FALSE, (GLfloat*)rhs);
-
- return *this;
-}
-
-const QGLUniform& QGLUniform::operator=(const GLuint& rhs) const
-{
- if ((m_type != QGLSampler2DType) || (m_type != QGLSamplerCubeType))
- return *this;
-
- glUniform1i(m_id, rhs);
-
- return *this;
-}
-
-
-
-
-/////////////////////////////////////////////////////////////////////////
-
-QGLVertexAttribute::QGLVertexAttribute()
- : m_id(0), m_type(QGLInvalidType), ctx(0)
-{
- qWarning("Unknown vertex attribute!");
-}
-
-void QGLVertexAttribute::enable() const
-{
- glEnableVertexAttribArray(m_id);
-}
-
-void QGLVertexAttribute::disable() const
-{
- glDisableVertexAttribArray(m_id);
-}
-
-// NOTE: Under PC emulation, QGLVec4Type is _always_ returned as the type, so this
-// method isn't very useful. I.e. The datatypes are needed to distinguish the different
-// sizes for the function signatures.
-const QGLVertexAttribute& QGLVertexAttribute::operator=(const GLfloat* rhs) const
-{
- int size = -1;
- if (m_type == QGLFloatType)
- size = 1;
- else if (m_type == QGLVec2Type)
- size = 2;
- else if (m_type == QGLVec3Type)
- size = 3;
- else if (m_type == QGLVec4Type)
- size = 4;
- else if (m_type == QGLMat2Type) //### Not sure if this is right for matrix attributes...
- size = 4;
- else if (m_type == QGLMat3Type) //### Not sure if this is right for matrix attributes...
- size = 9;
- else if (m_type == QGLMat4Type) //### Not sure if this is right for matrix attributes...
- size = 16;
- else
- return *this;
-
- glVertexAttribPointer(m_id, size, GL_FLOAT, GL_FALSE, 0, rhs);
-
- return *this;
-}
-
-const QGLVertexAttribute& QGLVertexAttribute::operator=(const QGLVec3* rhs) const
-{
- glVertexAttribPointer(m_id, 3, GL_FLOAT, GL_FALSE, 0, (GLfloat*)rhs);
-
- return *this;
-}
diff --git a/src/opengl/gl2paintengineex/qglshader_p.h b/src/opengl/gl2paintengineex/qglshader_p.h
deleted file mode 100644
index 1625b84..0000000
--- a/src/opengl/gl2paintengineex/qglshader_p.h
+++ /dev/null
@@ -1,260 +0,0 @@
-/****************************************************************************
-**
-** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
-** Contact: Qt Software Information (qt-info@nokia.com)
-**
-** This file is part of the QtOpenGL module of the Qt Toolkit.
-**
-** $QT_BEGIN_LICENSE:LGPL$
-** No Commercial Usage
-** This file contains pre-release code and may not be distributed.
-** You may use this file in accordance with the terms and conditions
-** contained in the either Technology Preview License Agreement or the
-** Beta Release License Agreement.
-**
-** GNU Lesser General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU Lesser
-** General Public License version 2.1 as published by the Free Software
-** Foundation and appearing in the file LICENSE.LGPL included in the
-** packaging of this file. Please review the following information to
-** ensure the GNU Lesser General Public License version 2.1 requirements
-** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
-**
-** In addition, as a special exception, Nokia gives you certain
-** additional rights. These rights are described in the Nokia Qt LGPL
-** Exception version 1.0, included in the file LGPL_EXCEPTION.txt in this
-** package.
-**
-** GNU General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 3.0 as published by the Free Software
-** Foundation and appearing in the file LICENSE.GPL included in the
-** packaging of this file. Please review the following information to
-** ensure the GNU General Public License version 3.0 requirements will be
-** met: http://www.gnu.org/copyleft/gpl.html.
-**
-** If you are unsure which license is appropriate for your use, please
-** contact the sales department at qt-sales@nokia.com.
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
-//
-// W A R N I N G
-// -------------
-//
-// This file is not part of the Qt API. It exists purely as an
-// implementation detail. This header file may change from version to
-// version without notice, or even be removed.
-//
-// We mean it.
-//
-
-/*
-Uniform Types in OpenGL ES 2.0
-==============================
-GL_FLOAT GLfloat GLfloat
-GL_FLOAT_VEC2 QGLVec2 GLfloat[2]
-GL_FLOAT_VEC3 QGLVec3 GLfloat[3]
-GL_FLOAT_VEC4 QGLVec4 GLfloat[4]
-GL_INT GLint GLint
-GL_INT_VEC2 QGLIVec2 GLint[2]
-GL_INT_VEC3 QGLIVec3 GLint[3]
-GL_INT_VEC4 QGLIVec4 GLint[4]
-GL_BOOL GLbool GLbool
-GL_BOOL_VEC2 QGLBVec2 GLbool[2]
-GL_BOOL_VEC3 QGLBVec3 GLbool[3]
-GL_BOOL_VEC4 QGLBVec4 GLbool[4]
-GL_FLOAT_MAT2 QGLMat2 GLfloat[2][2]
-GL_FLOAT_MAT3 QGLMat3 GLfloat[3][3]
-GL_FLOAT_MAT4 QGLMat4 GLfloat[4][4]
-GL_SAMPLER_2D QGLSampler2D GLuint
-GL_SAMPLER_CUBE QGLSamplerCube GLuint
-
-Additional Types in Desktop OpenGL 2.0
-======================================
-SAMPLER_1D,
-SAMPLER_3D,
-SAMPLER_1D_SHADOW,
-SAMPLER_2D_SHADOW.
-*/
-
-#include <QtOpenGL>
-
-
-typedef struct {
- GLfloat a;
- GLfloat b;
-} QGLVec2;
-
-typedef struct {
- GLfloat a;
- GLfloat b;
- GLfloat c;
-} QGLVec3;
-
-typedef struct {
- GLfloat a;
- GLfloat b;
- GLfloat c;
- GLfloat d;
-} QGLVec4;
-
-
-class QGLShaderProgram;
-
-class QGLShaderPrivate;
-
-class QGLShader : QObject
-{
- Q_OBJECT
-public:
- enum ShaderType {VertexShader, FragmentShader};
-
- QGLShader(ShaderType type, const QGLContext* ctx = 0);
-
- GLuint id();
- void clearSource();
- void addSource(const QLatin1String& newSource);
- bool compile();
- bool isValid();
- QString log();
- const QGLContext* context(); //maybe make private with prog a friend?
-
-private:
- QGLShaderPrivate* d_ptr;
- Q_DECLARE_PRIVATE(QGLShader);
-
-/*
-public slots:
- void cleanupGLContextRefs(const QGLContext *context);
-*/
-};
-
-
-enum QGLType {
- QGLInvalidType = 0,
- QGLFloatType = GL_FLOAT,
- QGLVec2Type = GL_FLOAT_VEC2,
- QGLVec3Type = GL_FLOAT_VEC3,
- QGLVec4Type = GL_FLOAT_VEC4,
- QGLIntType = GL_INT,
- QGLIVec2Type = GL_INT_VEC2,
- QGLIVec3Type = GL_INT_VEC3,
- QGLIVec4Type = GL_INT_VEC4,
- QGLBoolType = GL_BOOL,
- QGLBVec2Type = GL_BOOL_VEC2,
- QGLBVec3Type = GL_BOOL_VEC3,
- QGLBVec4Type = GL_BOOL_VEC4,
- QGLMat2Type = GL_FLOAT_MAT2,
- QGLMat3Type = GL_FLOAT_MAT3,
- QGLMat4Type = GL_FLOAT_MAT4,
- QGLSampler2DType = GL_SAMPLER_2D,
- QGLSamplerCubeType = GL_SAMPLER_CUBE
-};
-
-class QGLUniform
-{
-public:
-
- QGLUniform(GLenum glType, GLint location, QGLContext* context)
- : m_id(location), m_type(QGLType(glType)), ctx(context) {}
-
- QGLUniform(); // Called by QMap when there's no match on the name
-
- QGLType type() const {return m_type;}
- GLuint id() const {return m_id;}
-
- // Seems odd to be const, but it doesn't actually modify any of the
- // class members, only the GL state!
- const QGLUniform& operator=(const GLfloat&) const;
-
- const QGLUniform& operator=(const QGLVec2&) const;
- const QGLUniform& operator=(const QSizeF&) const;
- const QGLUniform& operator=(const QPointF&) const;
-
- const QGLUniform& operator=(const QGLVec3&) const;
-
- const QGLUniform& operator=(const QGLVec4&) const;
- const QGLUniform& operator=(const QColor&) const;
-
- const QGLUniform& operator=(const GLfloat[2][2]) const;
-
- const QGLUniform& operator=(const GLfloat[3][3]) const;
- const QGLUniform& operator=(const QTransform&) const;
-
- const QGLUniform& operator=(const GLfloat[4][4]) const;
-
- const QGLUniform& operator=(const GLuint&) const; // sampler2d, specifying a texture unit
-
-
-protected:
- GLuint m_id;
- QGLType m_type;
- QGLContext* ctx;
-};
-
-typedef QMap<QString, QGLUniform> QGLUniformList;
-typedef QMapIterator<QString, QGLUniform> QGLUniformListIterator;
-
-
-class QGLVertexAttribute
-{
-public:
- QGLVertexAttribute(GLenum glType, GLuint location, QGLContext* context)
- : m_id(location), m_type(QGLType(glType)), ctx(context) {}
-
- QGLVertexAttribute(); // Called by QMap when there's no match on the name
-
- QGLType type() const {return m_type;}
- GLuint id() const {return m_id;}
- void enable() const;
- void disable() const;
-
- const QGLVertexAttribute& operator=(const GLfloat* rhs) const;
- const QGLVertexAttribute& operator=(const QGLVec3* rhs) const;
-
-protected:
- GLuint m_id;
- QGLType m_type;
- QGLContext* ctx;
-};
-
-//TODO: Convert into setter overloads on QGLShaderProgram
-typedef QMap<QString, QGLVertexAttribute> QGLVertexAttributeList;
-typedef QMapIterator<QString, QGLVertexAttribute> QGLVertexAttributeListIterator;
-
-
-
-class QGLShaderProgramPrivate;
-
-class QGLShaderProgram : QObject
-{
- Q_OBJECT
-public:
- QGLShaderProgram(const QGLContext* ctx = 0);
-
- const QGLUniformList & uniforms();
- const QGLVertexAttributeList& vertexAttributes();
-
- bool addShader(QGLShader* newShader);
- bool removeShader(QGLShader* oldShader);
- bool removeAllShaders();
-
- bool link();
- QString log();
- bool isValid();
- void use();
-
- GLuint id();
-
-private:
- QGLShaderProgramPrivate* d_ptr;
- Q_DECLARE_PRIVATE(QGLShaderProgram);
-
-/*
-public slots:
- void cleanupGLContextRefs(const QGLContext *context);
-*/
-};
-
diff --git a/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp b/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp
index a74f044..868adcf 100644
--- a/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp
+++ b/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp
@@ -62,7 +62,6 @@
and use the correct program when we really need it.
*/
-
#include "qpaintengineex_opengl2_p.h"
#include <string.h> //for memcpy
@@ -77,93 +76,167 @@
#include <private/qtextureglyphcache_p.h>
#include "qglgradientcache_p.h"
-#include "qglpexshadermanager_p.h"
+#include "qglengineshadermanager_p.h"
#include "qgl2pexvertexarray_p.h"
+#include <QDebug>
-extern QImage qt_imageForBrush(int brushStyle, bool invert); //in qbrush.cpp
+QT_BEGIN_NAMESPACE
+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;
-#include <QDebug>
+class QGLTextureGlyphCache : public QTextureGlyphCache
+{
+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);
+
+ 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; }
+
+private:
+ QGLContext *ctx;
+
+ QGL2PaintEngineExPrivate *pex;
+
+ GLuint m_texture;
+ GLuint m_fbo;
+ int m_width;
+ int m_height;
-static const GLuint QT_VERTEX_COORDS_ATTR = 0;
-static const GLuint QT_TEXTURE_COORDS_ATTR = 1;
-static const GLuint QT_BRUSH_TEXTURE_UNIT = 0;
+ QGLShaderProgram *m_program;
+};
-class QGL2PaintEngineExPrivate : public QPaintEngineExPrivate
+QGLTextureGlyphCache::QGLTextureGlyphCache(QGLContext *context, QFontEngineGlyphCache::Type type, const QTransform &matrix)
+ : QTextureGlyphCache(type, matrix)
+ , ctx(context)
+ , m_width(0)
+ , m_height(0)
{
- Q_DECLARE_PUBLIC(QGL2PaintEngineEx)
-public:
- QGL2PaintEngineExPrivate(QGL2PaintEngineEx *q_ptr) :
- q(q_ptr),
- width(0), height(0),
- ctx(0),
- currentBrush( &(q->state()->brush) ),
- inverseScale(1),
- shaderManager(0)
- { }
+ glGenFramebuffers(1, &m_fbo);
+}
- ~QGL2PaintEngineExPrivate();
+QGLTextureGlyphCache::~QGLTextureGlyphCache()
+{
+ glDeleteFramebuffers(1, &m_fbo);
- void updateBrushTexture();
- void updateBrushUniforms();
- void updateMatrix();
- void updateCompositionMode();
- void updateTextureFilter(GLenum target, GLenum wrapMode, bool smoothPixmapTransform);
+ if (m_width || m_height)
+ glDeleteTextures(1, &m_texture);
+}
- void setBrush(const QBrush* brush);
+void QGLTextureGlyphCache::createTextureData(int width, int height)
+{
+ glGenTextures(1, &m_texture);
+ glBindTexture(GL_TEXTURE_2D, m_texture);
- void drawTexture(const QGLRect& dest, const QGLRect& src, int txtWidth, int txtHeight);
+ m_width = width;
+ m_height = height;
- void fill(const QVectorPath &path);
- void drawOutline(const QVectorPath& path);
+ QVarLengthArray<uchar> data(width * height);
+ for (int i = 0; i < width * height; ++i)
+ data[i] = 0;
- void drawVertexArrays(QGL2PEXVertexArray& vertexArray, GLenum primitive);
- // ^ draws whatever is in the vertex array
- void composite(const QGLRect& boundingRect);
- // ^ Composites the bounding rect onto dest buffer
- void fillStencilWithVertexArray(QGL2PEXVertexArray& vertexArray, bool useWindingFill);
- // ^ Calls drawVertexArrays to render into stencil buffer
- void cleanStencilBuffer(const QGLRect& area);
+ 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]);
- void prepareForDraw();
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+}
- inline void useSimpleShader();
- inline QColor premultiplyColor(QColor c, GLfloat opacity);
+void QGLTextureGlyphCache::resizeTextureData(int width, int height)
+{
+ // ### the QTextureGlyphCache API needs to be reworked to allow
+ // ### resizeTextureData to fail
- QGL2PaintEngineEx* q;
+ int oldWidth = m_width;
+ int oldHeight = m_height;
- //### Move into QGLDrawable
- int width, height;
- QGLContext* ctx;
+ GLuint oldTexture = m_texture;
+ createTextureData(width, height);
- // Dirty flags
- bool matrixDirty; // Implies matrix uniforms are also dirty
- bool compositionModeDirty;
- bool brushTextureDirty;
- bool brushUniformsDirty;
- bool simpleShaderMatrixUniformDirty;
- bool brushShaderMatrixUniformDirty;
- bool imageShaderMatrixUniformDirty;
- bool textShaderMatrixUniformDirty;
- bool stencilBuferDirty;
+ glBindFramebuffer(GL_FRAMEBUFFER_EXT, m_fbo);
- const QBrush* currentBrush; // May not be the state's brush!
+ GLuint colorBuffer;
+ glGenRenderbuffers(1, &colorBuffer);
+ glBindRenderbuffer(GL_RENDERBUFFER_EXT, colorBuffer);
+ glRenderbufferStorage(GL_RENDERBUFFER_EXT, GL_RGBA, oldWidth, oldHeight);
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
+ GL_RENDERBUFFER_EXT, colorBuffer);
+ glBindRenderbuffer(GL_RENDERBUFFER_EXT, 0);
- GLfloat inverseScale;
+ glActiveTexture(GL_TEXTURE0 + QT_IMAGE_TEXTURE_UNIT);
+ glBindTexture(GL_TEXTURE_2D, oldTexture);
- QGL2PEXVertexArray pathVertexArray;
+ pex->transferMode(BrushDrawingMode);
- GLfloat pmvMatrix[4][4];
+ glDisable(GL_SCISSOR_TEST);
+ glDisable(GL_DEPTH_TEST);
- QGLPEXShaderManager* shaderManager;
+ glViewport(0, 0, oldWidth, oldHeight);
- // Clipping & state stuff stolen from QOpenGLPaintEngine:
- void updateDepthClip();
- uint use_system_clip : 1;
-};
+ 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()->enable();
+ 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);
+ glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, oldWidth, oldHeight);
+
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
+ GL_RENDERBUFFER_EXT, 0);
+ glDeleteRenderbuffers(1, &colorBuffer);
+ glDeleteTextures(1, &oldTexture);
+
+ glBindFramebuffer(GL_FRAMEBUFFER_EXT, ctx->d_ptr->current_fbo);
+
+ glViewport(0, 0, pex->width, pex->height);
+ pex->updateDepthClip();
+}
+
+void QGLTextureGlyphCache::fillTexture(const Coord &c, glyph_t glyph)
+{
+ QImage mask = textureMapForGlyph(glyph);
+
+ const uint maskWidth = mask.width();
+ const uint maskHeight = mask.height();
+
+ glBindTexture(GL_TEXTURE_2D, m_texture);
+ if (mask.format() == QImage::Format_RGB32) {
+ glTexSubImage2D(GL_TEXTURE_2D, 0, c.x, m_height - c.y, maskWidth, maskHeight, GL_BGRA, GL_UNSIGNED_BYTE, mask.bits());
+ } else {
+ mask = mask.convertToFormat(QImage::Format_Indexed8);
+ glTexSubImage2D(GL_TEXTURE_2D, 0, c.x, c.y, maskWidth, maskHeight, GL_ALPHA, GL_UNSIGNED_BYTE, mask.bits());
+ }
+}
+
+extern QImage qt_imageForBrush(int brushStyle, bool invert);
////////////////////////////////// Private Methods //////////////////////////////////////////
@@ -177,7 +250,7 @@ QGL2PaintEngineExPrivate::~QGL2PaintEngineExPrivate()
void QGL2PaintEngineExPrivate::updateTextureFilter(GLenum target, GLenum wrapMode, bool smoothPixmapTransform)
{
- glActiveTexture(QT_BRUSH_TEXTURE_UNIT);
+// glActiveTexture(GL_TEXTURE0 + QT_BRUSH_TEXTURE_UNIT); //### Is it always this texture unit?
if (smoothPixmapTransform) {
glTexParameterf(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
@@ -206,27 +279,28 @@ void QGL2PaintEngineExPrivate::setBrush(const QBrush* brush)
currentBrush = brush;
brushTextureDirty = true;
brushUniformsDirty = true;
- shaderManager->setBrushStyle(currentBrush->style());
- shaderManager->setAffineOnlyBrushTransform(currentBrush->transform().isAffine());
+ shaderManager->setSrcPixelType(currentBrush->style());
+ shaderManager->optimiseForBrushTransform(currentBrush->transform());
}
// Unless this gets used elsewhere, it's probably best to merge it into fillStencilWithVertexArray
void QGL2PaintEngineExPrivate::useSimpleShader()
{
- shaderManager->simpleShader()->use();
+ shaderManager->simpleProgram()->enable();
+ shaderManager->setDirty();
if (matrixDirty)
updateMatrix();
if (simpleShaderMatrixUniformDirty) {
- shaderManager->simpleShader()->uniforms()[QLatin1String("pmvMatrix")] = pmvMatrix;
+ shaderManager->simpleProgram()->setUniformValue("pmvMatrix", pmvMatrix);
simpleShaderMatrixUniformDirty = false;
}
}
-Q_GLOBAL_STATIC(QGLGradientCache, qt_opengl_gradient_cache)
+Q_GLOBAL_STATIC(QGL2GradientCache, qt_opengl_gradient_cache)
void QGL2PaintEngineExPrivate::updateBrushTexture()
{
@@ -237,7 +311,7 @@ void QGL2PaintEngineExPrivate::updateBrushTexture()
// Get the image data for the pattern
QImage texImage = qt_imageForBrush(style, true);
- glActiveTexture(QT_BRUSH_TEXTURE_UNIT);
+ 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);
}
@@ -257,12 +331,13 @@ void QGL2PaintEngineExPrivate::updateBrushTexture()
else
updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE, true);
+ glActiveTexture(GL_TEXTURE0 + QT_BRUSH_TEXTURE_UNIT);
glBindTexture(GL_TEXTURE_2D, texId);
}
else if (style == Qt::TexturePattern) {
const QPixmap& texPixmap = currentBrush->texture();
- glActiveTexture(QT_BRUSH_TEXTURE_UNIT);
+ glActiveTexture(GL_TEXTURE0 + QT_BRUSH_TEXTURE_UNIT);
ctx->d_func()->bindTexture(texPixmap, GL_TEXTURE_2D, GL_RGBA, true);
updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, true);
}
@@ -278,17 +353,11 @@ void QGL2PaintEngineExPrivate::updateBrushUniforms()
if (style == Qt::NoBrush)
return;
- GLfloat opacity = 1.0;
- if (q->state()->opacity < 0.99f)
- opacity = (GLfloat)q->state()->opacity;
- bool setOpacity = true;
-
QTransform brushQTransform = currentBrush->transform();
if (style == Qt::SolidPattern) {
- QColor col = premultiplyColor(currentBrush->color(), opacity);
- shaderManager->brushShader()->uniforms()[QLatin1String("fragmentColor")] = col;
- setOpacity = false;
+ QColor col = premultiplyColor(currentBrush->color(), (GLfloat)q->state()->opacity);
+ shaderManager->currentProgram()->setUniformValue("fragmentColor", col);
}
else {
// All other brushes have a transform and thus need the translation point:
@@ -297,13 +366,12 @@ void QGL2PaintEngineExPrivate::updateBrushUniforms()
if (style <= Qt::DiagCrossPattern) {
translationPoint = q->state()->brushOrigin;
- QColor col = premultiplyColor(currentBrush->color(), opacity);
+ QColor col = premultiplyColor(currentBrush->color(), (GLfloat)q->state()->opacity);
- shaderManager->brushShader()->uniforms()[QLatin1String("patternColor")] = col;
- setOpacity = false; //So code below doesn't try to set the opacity uniform
+ shaderManager->currentProgram()->setUniformValue("patternColor", col);
- QGLVec2 halfViewportSize = { width*0.5, height*0.5 };
- shaderManager->brushShader()->uniforms()[QLatin1String("halfViewportSize")] = halfViewportSize;
+ QVector2D halfViewportSize(width*0.5, height*0.5);
+ shaderManager->currentProgram()->setUniformValue("halfViewportSize", halfViewportSize);
}
else if (style == Qt::LinearGradientPattern) {
const QLinearGradient *g = static_cast<const QLinearGradient *>(currentBrush->gradient());
@@ -314,17 +382,16 @@ void QGL2PaintEngineExPrivate::updateBrushUniforms()
QPointF l = realFinal - realStart;
- // ###
- QGLVec3 linearData = {
+ QVector3D linearData(
l.x(),
l.y(),
1.0f / (l.x() * l.x() + l.y() * l.y())
- };
+ );
- shaderManager->brushShader()->uniforms()[QLatin1String("linearData")] = linearData;
+ shaderManager->currentProgram()->setUniformValue("linearData", linearData);
- QGLVec2 halfViewportSize = { width*0.5, height*0.5 };
- shaderManager->brushShader()->uniforms()[QLatin1String("halfViewportSize")] = halfViewportSize;
+ QVector2D halfViewportSize(width*0.5, height*0.5);
+ shaderManager->currentProgram()->setUniformValue("halfViewportSize", halfViewportSize);
}
else if (style == Qt::ConicalGradientPattern) {
const QConicalGradient *g = static_cast<const QConicalGradient *>(currentBrush->gradient());
@@ -332,10 +399,10 @@ void QGL2PaintEngineExPrivate::updateBrushUniforms()
GLfloat angle = -(g->angle() * 2 * Q_PI) / 360.0;
- shaderManager->brushShader()->uniforms()[QLatin1String("angle")] = angle;
+ shaderManager->currentProgram()->setUniformValue("angle", angle);
- QGLVec2 halfViewportSize = { width*0.5, height*0.5 };
- shaderManager->brushShader()->uniforms()[QLatin1String("halfViewportSize")] = halfViewportSize;
+ QVector2D halfViewportSize(width*0.5, height*0.5);
+ shaderManager->currentProgram()->setUniformValue("halfViewportSize", halfViewportSize);
}
else if (style == Qt::RadialGradientPattern) {
const QRadialGradient *g = static_cast<const QRadialGradient *>(currentBrush->gradient());
@@ -345,16 +412,15 @@ void QGL2PaintEngineExPrivate::updateBrushUniforms()
translationPoint = realFocal;
QPointF fmp = realCenter - realFocal;
- shaderManager->brushShader()->uniforms()[QLatin1String("fmp")] = fmp;
+ shaderManager->currentProgram()->setUniformValue("fmp", fmp);
GLfloat fmp2_m_radius2 = -fmp.x() * fmp.x() - fmp.y() * fmp.y() + realRadius*realRadius;
- shaderManager->brushShader()->uniforms()[QLatin1String("fmp2_m_radius2")] = fmp2_m_radius2;
+ shaderManager->currentProgram()->setUniformValue("fmp2_m_radius2", fmp2_m_radius2);
+ shaderManager->currentProgram()->setUniformValue("inverse_2_fmp2_m_radius2",
+ GLfloat(1.0 / (2.0*fmp2_m_radius2)));
- shaderManager->brushShader()->uniforms()[QLatin1String("inverse_2_fmp2_m_radius2")] =
- GLfloat(1.0 / (2.0*fmp2_m_radius2));
-
- QGLVec2 halfViewportSize = { width*0.5, height*0.5 };
- shaderManager->brushShader()->uniforms()[QLatin1String("halfViewportSize")] = halfViewportSize;
+ QVector2D halfViewportSize(width*0.5, height*0.5);
+ shaderManager->currentProgram()->setUniformValue("halfViewportSize", halfViewportSize);
}
else if (style == Qt::TexturePattern) {
translationPoint = q->state()->brushOrigin;
@@ -362,10 +428,10 @@ void QGL2PaintEngineExPrivate::updateBrushUniforms()
const QPixmap& texPixmap = currentBrush->texture();
QSizeF invertedTextureSize( 1.0 / texPixmap.width(), 1.0 / texPixmap.height() );
- shaderManager->brushShader()->uniforms()[QLatin1String("invertedTextureSize")] = invertedTextureSize;
+ shaderManager->currentProgram()->setUniformValue("invertedTextureSize", invertedTextureSize);
- QGLVec2 halfViewportSize = { width*0.5, height*0.5 };
- shaderManager->brushShader()->uniforms()[QLatin1String("halfViewportSize")] = halfViewportSize;
+ QVector2D halfViewportSize(width*0.5, height*0.5);
+ shaderManager->currentProgram()->setUniformValue("halfViewportSize", halfViewportSize);
}
else
qWarning("QGL2PaintEngineEx: Unimplemented fill style");
@@ -374,11 +440,8 @@ void QGL2PaintEngineExPrivate::updateBrushUniforms()
QTransform gl_to_qt(1, 0, 0, -1, 0, height);
QTransform inv_matrix = gl_to_qt * (brushQTransform * q->state()->matrix).inverted() * translate;
- shaderManager->brushShader()->uniforms()[QLatin1String("brushTransform")] = inv_matrix;
- shaderManager->brushShader()->uniforms()[QLatin1String("brushTexture")] = QT_BRUSH_TEXTURE_UNIT;
-
- if (setOpacity)
- shaderManager->brushShader()->uniforms()[QLatin1String("opacity")] = opacity;
+ shaderManager->currentProgram()->setUniformValue("brushTransform", inv_matrix);
+ shaderManager->currentProgram()->setUniformValue("brushTexture", QT_BRUSH_TEXTURE_UNIT);
}
brushUniformsDirty = false;
}
@@ -397,38 +460,51 @@ void QGL2PaintEngineExPrivate::updateMatrix()
{0.0, 0.0, 0.0, 1.0}
};
- // Use the (3x3) transform for the Model~View matrix:
const QTransform& transform = q->state()->matrix;
- GLfloat MV[4][4] = {
- {transform.m11(), transform.m21(), 0.0, transform.dx() + 0.5},
- {transform.m12(), transform.m22(), 0.0, transform.dy() + 0.5},
- {0.0, 0.0, 1.0, 0.0},
- {transform.m13(), transform.m23(), 0.0, transform.m33()}
- };
- // NOTE: OpenGL ES works with column-major matrices, so when we multiply the matrices,
- // we also transpose them ready for GL.
- for (int row = 0; row < 4; ++row) {
- for (int col = 0; col < 4; ++col) {
- pmvMatrix[col][row] = 0.0;
- for (int n = 0; n < 4; ++n)
- pmvMatrix[col][row] += P[row][n] * MV[n][col];
+ if (mode == TextDrawingMode) {
+ // Text drawing mode is only used for non-scaling transforms
+ for (int row = 0; row < 4; ++row)
+ for (int col = 0; col < 4; ++col)
+ pmvMatrix[col][row] = P[row][col];
+
+ pmvMatrix[3][0] += P[0][0] * qRound(transform.dx());
+ pmvMatrix[3][1] += P[1][1] * qRound(transform.dy());
+
+ inverseScale = 1;
+ } else {
+ // Use the (3x3) transform for the Model~View matrix:
+ GLfloat MV[4][4] = {
+ {transform.m11(), transform.m21(), 0.0, transform.dx()},
+ {transform.m12(), transform.m22(), 0.0, transform.dy()},
+ {0.0, 0.0, 1.0, 0.0},
+ {transform.m13(), transform.m23(), 0.0, transform.m33()}
+ };
+
+ // NOTE: OpenGL ES works with column-major matrices, so when we multiply the matrices,
+ // we also transpose them ready for GL.
+ for (int row = 0; row < 4; ++row) {
+ for (int col = 0; col < 4; ++col) {
+ pmvMatrix[col][row] = 0.0;
+
+ // P[row][n] is 0.0 for n < row
+ for (int n = row; n < 4; ++n)
+ pmvMatrix[col][row] += P[row][n] * MV[n][col];
+ }
}
- }
- // 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));
+ // 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
simpleShaderMatrixUniformDirty = true;
- brushShaderMatrixUniformDirty = true;
- imageShaderMatrixUniformDirty = true;
- textShaderMatrixUniformDirty = true;
+ shaderMatrixUniformDirty = true;
}
@@ -485,120 +561,177 @@ void QGL2PaintEngineExPrivate::updateCompositionMode()
compositionModeDirty = false;
}
-
-void QGL2PaintEngineExPrivate::drawTexture(const QGLRect& dest, const QGLRect& src, int txtWidth, int txtHeight)
+static inline void setCoords(GLfloat *coords, const QGLRect &rect)
{
-// qDebug("QGL2PaintEngineExPrivate::drawImage()");
+ coords[0] = rect.left;
+ coords[1] = rect.top;
+ coords[2] = rect.right;
+ coords[3] = rect.top;
+ coords[4] = rect.right;
+ coords[5] = rect.bottom;
+ coords[6] = rect.left;
+ coords[7] = rect.bottom;
+}
- // We have a shader specifically for drawPixmap/drawImage...
- shaderManager->imageShader()->use();
+void QGL2PaintEngineExPrivate::drawTexture(const QGLRect& dest, const QGLRect& src, const QSize &textureSize, bool opaque)
+{
+ transferMode(ImageDrawingMode);
- updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, false);
+ updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, q->state()->renderHints & QPainter::SmoothPixmapTransform);
- if (compositionModeDirty)
- updateCompositionMode();
+ // Setup for texture drawing
+ shaderManager->setSrcPixelType(QGLEngineShaderManager::ImageSrc);
+ shaderManager->setTextureCoordsEnabled(true);
+ prepareForDraw(opaque);
- if (matrixDirty)
- updateMatrix();
+ shaderManager->currentProgram()->setUniformValue("imageTexture", QT_IMAGE_TEXTURE_UNIT);
- if (imageShaderMatrixUniformDirty) {
- shaderManager->imageShader()->uniforms()[QLatin1String("pmvMatrix")] = pmvMatrix;
- imageShaderMatrixUniformDirty = false;
- }
+ GLfloat dx = 1.0 / textureSize.width();
+ GLfloat dy = 1.0 / textureSize.height();
- shaderManager->imageShader()->uniforms()[QLatin1String("textureSampler")] = QT_BRUSH_TEXTURE_UNIT;
+ QGLRect srcTextureRect(src.left*dx, 1.0 - src.top*dy, src.right*dx, 1.0 - src.bottom*dy);
-// if (q->state()->opacity < 0.99f)
- shaderManager->imageShader()->uniforms()[QLatin1String("opacity")] = (GLfloat)q->state()->opacity;
+ setCoords(staticVertexCoordinateArray, dest);
+ setCoords(staticTextureCoordinateArray, srcTextureRect);
- GLfloat vertexCoords[] = {
- dest.left, dest.top,
- dest.left, dest.bottom,
- dest.right, dest.bottom,
- dest.right, dest.top
- };
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+}
- glEnableVertexAttribArray(QT_VERTEX_COORDS_ATTR);
- glVertexAttribPointer(QT_VERTEX_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, vertexCoords);
+void QGL2PaintEngineEx::sync()
+{
+ Q_D(QGL2PaintEngineEx);
+ ensureActive();
+ d->transferMode(BrushDrawingMode);
- GLfloat dx = 1.0 / txtWidth;
- GLfloat dy = 1.0 / txtHeight;
+ QGLContext *ctx = d->ctx;
+ glUseProgram(0);
- QGLRect srcTextureRect(src.left*dx, 1.0 - src.top*dy, src.right*dx, 1.0 - src.bottom*dy);
+#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
+ // paint engine
+ const QTransform& mtx = state()->matrix;
- GLfloat textureCoords[] = {
- srcTextureRect.left, srcTextureRect.top,
- srcTextureRect.left, srcTextureRect.bottom,
- srcTextureRect.right, srcTextureRect.bottom,
- srcTextureRect.right, srcTextureRect.top
+ float mv_matrix[4][4] =
+ {
+ { mtx.m11(), mtx.m12(), 0, mtx.m13() },
+ { mtx.m21(), mtx.m22(), 0, mtx.m23() },
+ { 0, 0, 1, 0 },
+ { mtx.dx(), mtx.dy(), 0, mtx.m33() }
};
- glEnableVertexAttribArray(QT_TEXTURE_COORDS_ATTR);
- glVertexAttribPointer(QT_TEXTURE_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, textureCoords);
+ const QSize sz = d->drawable.size();
- glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glOrtho(0, sz.width(), sz.height(), 0, -999999, 999999);
- glDisableVertexAttribArray(QT_TEXTURE_COORDS_ATTR);
- glDisableVertexAttribArray(QT_VERTEX_COORDS_ATTR);
+ glMatrixMode(GL_MODELVIEW);
+ glLoadMatrixf(&mv_matrix[0][0]);
+#endif
+
+ glDisable(GL_BLEND);
+ glActiveTexture(GL_TEXTURE0);
}
+void QGL2PaintEngineExPrivate::transferMode(EngineMode newMode)
+{
+ if (newMode == mode)
+ return;
+
+ if (mode == TextDrawingMode || mode == ImageDrawingMode) {
+ glDisableVertexAttribArray(QT_TEXTURE_COORDS_ATTR);
+ glDisableVertexAttribArray(QT_VERTEX_COORDS_ATTR);
+ }
+
+ 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);
+ }
+
+ // This needs to change when we implement high-quality anti-aliasing...
+ if (newMode != TextDrawingMode)
+ shaderManager->setMaskType(QGLEngineShaderManager::NoMask);
+
+ mode = newMode;
+}
void QGL2PaintEngineExPrivate::drawOutline(const QVectorPath& path)
{
-// qDebug("QGL2PaintEngineExPrivate::drawOutline()");
+ transferMode(BrushDrawingMode);
+
+ // Might need to call updateMatrix to re-calculate inverseScale
if (matrixDirty)
updateMatrix();
- pathVertexArray.clear();
- pathVertexArray.addPath(path, inverseScale);
+ vertexCoordinateArray.clear();
+ vertexCoordinateArray.addPath(path, inverseScale);
if (path.hasImplicitClose()) {
// Close the path's outline
- pathVertexArray.lineToArray(path.points()[0], path.points()[1]);
- pathVertexArray.stops().last() += 1;
+ vertexCoordinateArray.lineToArray(path.points()[0], path.points()[1]);
+ vertexCoordinateArray.stops().last() += 1;
}
- prepareForDraw();
- drawVertexArrays(pathVertexArray, GL_LINE_STRIP);
+ prepareForDraw(currentBrush->isOpaque());
+ drawVertexArrays(vertexCoordinateArray, GL_LINE_STRIP);
}
// Assumes everything is configured for the brush you want to use
void QGL2PaintEngineExPrivate::fill(const QVectorPath& path)
{
+ transferMode(BrushDrawingMode);
+
+ // Might need to call updateMatrix to re-calculate inverseScale
if (matrixDirty)
updateMatrix();
const QPointF* const points = reinterpret_cast<const QPointF*>(path.points());
-
// 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();
+ prepareForDraw(currentBrush->isOpaque());
composite(rect);
}
else if (path.shape() == QVectorPath::EllipseHint) {
- pathVertexArray.clear();
- pathVertexArray.addPath(path, inverseScale);
- prepareForDraw();
- drawVertexArrays(pathVertexArray, GL_TRIANGLE_FAN);
+ vertexCoordinateArray.clear();
+ vertexCoordinateArray.addPath(path, inverseScale);
+ prepareForDraw(currentBrush->isOpaque());
+ drawVertexArrays(vertexCoordinateArray, GL_TRIANGLE_FAN);
}
else {
// The path is too complicated & needs the stencil technique
- pathVertexArray.clear();
- pathVertexArray.addPath(path, inverseScale);
+ vertexCoordinateArray.clear();
+ vertexCoordinateArray.addPath(path, inverseScale);
- fillStencilWithVertexArray(pathVertexArray, path.hasWindingFill());
+ fillStencilWithVertexArray(vertexCoordinateArray, path.hasWindingFill());
// Stencil the brush onto the dest buffer
glStencilFunc(GL_NOTEQUAL, 0, 0xFFFF); // Pass if stencil buff value != 0
glEnable(GL_STENCIL_TEST);
- prepareForDraw();
- composite(pathVertexArray.boundingRect());
+ prepareForDraw(currentBrush->isOpaque());
+ composite(vertexCoordinateArray.boundingRect());
glDisable(GL_STENCIL_TEST);
- cleanStencilBuffer(pathVertexArray.boundingRect());
+ cleanStencilBuffer(vertexCoordinateArray.boundingRect());
}
}
@@ -674,32 +807,54 @@ void QGL2PaintEngineExPrivate::cleanStencilBuffer(const QGLRect& area)
glDisable(GL_STENCIL_TEST);
}
-void QGL2PaintEngineExPrivate::prepareForDraw()
+void QGL2PaintEngineExPrivate::prepareForDraw(bool srcPixelsAreOpaque)
{
- if (brushTextureDirty)
+ if (brushTextureDirty && mode != ImageDrawingMode)
updateBrushTexture();
if (compositionModeDirty)
updateCompositionMode();
+ if (matrixDirty)
+ updateMatrix();
+
+ const bool stateHasOpacity = q->state()->opacity < 0.99f;
+ if (q->state()->compositionMode() == QPainter::CompositionMode_Source
+ || (q->state()->compositionMode() == QPainter::CompositionMode_SourceOver
+ && srcPixelsAreOpaque && !stateHasOpacity))
+ glDisable(GL_BLEND);
+ else
+ glEnable(GL_BLEND);
+
+ bool useGlobalOpacityUniform = stateHasOpacity;
+ if (stateHasOpacity && (mode != ImageDrawingMode)) {
+ // Using a brush
+ bool brushIsPattern = (currentBrush->style() >= Qt::Dense1Pattern) &&
+ (currentBrush->style() <= Qt::DiagCrossPattern);
+
+ if ((currentBrush->style() == Qt::SolidPattern) || brushIsPattern)
+ useGlobalOpacityUniform = false; // Global opacity handled by srcPixel shader
+ }
+ shaderManager->setUseGlobalOpacity(useGlobalOpacityUniform);
+
+
+ // If the shader program needs changing, we change it and mark all uniforms as dirty
if (shaderManager->useCorrectShaderProg()) {
// The shader program has changed so mark all uniforms as dirty:
brushUniformsDirty = true;
- brushShaderMatrixUniformDirty = true;
+ shaderMatrixUniformDirty = true;
}
- if (brushUniformsDirty)
+ if (brushUniformsDirty && mode != ImageDrawingMode)
updateBrushUniforms();
- if (brushShaderMatrixUniformDirty) {
- shaderManager->brushShader()->uniforms()[QLatin1String("pmvMatrix")] = pmvMatrix;
- brushShaderMatrixUniformDirty = false;
+ if (shaderMatrixUniformDirty) {
+ shaderManager->currentProgram()->setUniformValue("pmvMatrix", pmvMatrix);
+ shaderMatrixUniformDirty = false;
}
- if ((q->state()->opacity < 0.99f) || !currentBrush->isOpaque())
- glEnable(GL_BLEND);
- else
- glDisable(GL_BLEND);
+ if (useGlobalOpacityUniform)
+ shaderManager->currentProgram()->setUniformValue("globalOpacity", (GLfloat)q->state()->opacity);
}
void QGL2PaintEngineExPrivate::composite(const QGLRect& boundingRect)
@@ -749,8 +904,6 @@ void QGL2PaintEngineExPrivate::drawVertexArrays(QGL2PEXVertexArray& vertexArray,
QGL2PaintEngineEx::QGL2PaintEngineEx()
: QPaintEngineEx(*(new QGL2PaintEngineExPrivate(this)))
{
- qDebug("QGL2PaintEngineEx::QGL2PaintEngineEx()");
-
}
QGL2PaintEngineEx::~QGL2PaintEngineEx()
@@ -761,8 +914,10 @@ void QGL2PaintEngineEx::fill(const QVectorPath &path, const QBrush &brush)
{
Q_D(QGL2PaintEngineEx);
- QTime startTime = QTime::currentTime();
+ if (brush.style() == Qt::NoBrush)
+ return;
+ ensureActive();
d->setBrush(&brush);
d->fill(path);
d->setBrush(&(state()->brush)); // reset back to the state's brush
@@ -775,6 +930,8 @@ void QGL2PaintEngineEx::stroke(const QVectorPath &path, const QPen &pen)
if (pen.style() == Qt::NoPen)
return;
+ ensureActive();
+
if ( (pen.isCosmetic() && (pen.style() == Qt::SolidLine)) && (pen.widthF() < 2.5f) )
{
// We only handle solid, cosmetic pens with a width of 1 pixel
@@ -790,7 +947,6 @@ void QGL2PaintEngineEx::stroke(const QVectorPath &path, const QPen &pen)
d->setBrush(&(state()->brush));
} else
return QPaintEngineEx::stroke(path, pen);
-
}
void QGL2PaintEngineEx::penChanged()
@@ -819,7 +975,6 @@ void QGL2PaintEngineEx::opacityChanged()
Q_D(QGL2PaintEngineEx);
Q_ASSERT(d->shaderManager);
- d->shaderManager->setUseGlobalOpacity(state()->opacity > 0.999);
d->brushUniformsDirty = true;
}
@@ -845,45 +1000,42 @@ void QGL2PaintEngineEx::transformChanged()
void QGL2PaintEngineEx::drawPixmap(const QRectF& dest, const QPixmap & pixmap, const QRectF & src)
{
Q_D(QGL2PaintEngineEx);
- glActiveTexture(QT_BRUSH_TEXTURE_UNIT);
+ ensureActive();
+ d->transferMode(ImageDrawingMode);
- d->ctx->d_func()->bindTexture(pixmap, GL_TEXTURE_2D, GL_RGBA, true);
+ QGLContext *ctx = d->ctx;
+ glActiveTexture(GL_TEXTURE0 + QT_IMAGE_TEXTURE_UNIT);
+ ctx->d_func()->bindTexture(pixmap, GL_TEXTURE_2D, GL_RGBA, true);
//FIXME: we should use hasAlpha() instead, but that's SLOW at the moment
- if ((state()->opacity < 0.99f) || pixmap.hasAlphaChannel())
- glEnable(GL_BLEND);
- else
- glDisable(GL_BLEND);
-
- d->drawTexture(dest, src, pixmap.width(), pixmap.height());
+ d->drawTexture(dest, src, pixmap.size(), !pixmap.hasAlphaChannel());
}
void QGL2PaintEngineEx::drawImage(const QRectF& dest, const QImage& image, const QRectF& src,
Qt::ImageConversionFlags)
{
Q_D(QGL2PaintEngineEx);
- glActiveTexture(QT_BRUSH_TEXTURE_UNIT);
- d->ctx->d_func()->bindTexture(image, GL_TEXTURE_2D, GL_RGBA, true);
+ ensureActive();
+ d->transferMode(ImageDrawingMode);
- if ((state()->opacity < 0.99f) || image.hasAlphaChannel())
- glEnable(GL_BLEND);
- else
- glDisable(GL_BLEND);
+ QGLContext *ctx = d->ctx;
+ glActiveTexture(GL_TEXTURE0 + QT_IMAGE_TEXTURE_UNIT);
+ ctx->d_func()->bindTexture(image, GL_TEXTURE_2D, GL_RGBA, true);
- d->drawTexture(dest, src, image.width(), image.height());
+ d->drawTexture(dest, src, image.size(), !image.hasAlphaChannel());
}
void QGL2PaintEngineEx::drawTextItem(const QPointF &p, const QTextItem &textItem)
{
- QOpenGLPaintEngineState *s = state();
+ Q_D(QGL2PaintEngineEx);
+
+ ensureActive();
+ QOpenGL2PaintEngineState *s = state();
const QTextItemInt &ti = static_cast<const QTextItemInt &>(textItem);
bool drawCached = true;
- if (state()->pen.brush().style() != Qt::SolidPattern)
- drawCached = false;
-
if (s->matrix.type() > QTransform::TxTranslate)
drawCached = false;
@@ -892,17 +1044,17 @@ void QGL2PaintEngineEx::drawTextItem(const QPointF &p, const QTextItem &textItem
drawCached = false;
if (drawCached) {
- drawCachedGlyphs(p, ti);
+ d->drawCachedGlyphs(p, ti);
return;
}
QPaintEngineEx::drawTextItem(p, ti);
}
-void QGL2PaintEngineEx::drawCachedGlyphs(const QPointF &p, const QTextItemInt &ti)
+void QGL2PaintEngineExPrivate::drawCachedGlyphs(const QPointF &p, const QTextItemInt &ti)
{
- Q_D(QGL2PaintEngineEx);
- QOpenGLPaintEngineState *s = state();
+ Q_Q(QGL2PaintEngineEx);
+ QOpenGL2PaintEngineState *s = q->state();
QVarLengthArray<QFixedPoint> positions;
QVarLengthArray<glyph_t> glyphs;
@@ -910,82 +1062,72 @@ void QGL2PaintEngineEx::drawCachedGlyphs(const QPointF &p, const QTextItemInt &t
matrix.translate(p.x(), p.y());
ti.fontEngine->getGlyphPositions(ti.glyphs, matrix, ti.flags, glyphs, positions);
+
QFontEngineGlyphCache::Type glyphType = ti.fontEngine->glyphFormat >= 0
? QFontEngineGlyphCache::Type(ti.fontEngine->glyphFormat)
: QFontEngineGlyphCache::Raster_A8;
- QImageTextureGlyphCache *cache =
- (QImageTextureGlyphCache *) ti.fontEngine->glyphCache(glyphType, s->matrix);
+ QGLTextureGlyphCache *cache =
+ (QGLTextureGlyphCache *) ti.fontEngine->glyphCache(ctx, s->matrix);
if (!cache) {
- cache = new QImageTextureGlyphCache(glyphType, s->matrix);
- ti.fontEngine->setGlyphCache(glyphType, cache);
+ cache = new QGLTextureGlyphCache(ctx, glyphType, s->matrix);
+ ti.fontEngine->setGlyphCache(ctx, cache);
}
+ cache->setPaintEnginePrivate(this);
cache->populate(ti, glyphs, positions);
- const QImage &image = cache->image();
- int margin = cache->glyphMargin();
-
- glActiveTexture(QT_BRUSH_TEXTURE_UNIT);
- d->ctx->d_func()->bindTexture(image, GL_TEXTURE_2D, GL_RGBA, true);
-
- glEnable(GL_BLEND);
+ if (cache->width() == 0 || cache->height() == 0)
+ return;
- d->shaderManager->textShader()->use();
- d->updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, false);
+ transferMode(TextDrawingMode);
- if (d->compositionModeDirty)
- d->updateCompositionMode();
+ if (glyphType == QFontEngineGlyphCache::Raster_A8)
+ shaderManager->setMaskType(QGLEngineShaderManager::PixelMask);
+ else if (glyphType == QFontEngineGlyphCache::Raster_RGBMask)
+ shaderManager->setMaskType(QGLEngineShaderManager::SubPixelMask);
+ //### TODO: Gamma correction
+ shaderManager->setTextureCoordsEnabled(true);
- if (d->matrixDirty)
- d->updateMatrix();
+ int margin = cache->glyphMargin();
- if (d->textShaderMatrixUniformDirty) {
- d->shaderManager->textShader()->uniforms()[QLatin1String("pmvMatrix")] = d->pmvMatrix;
- d->textShaderMatrixUniformDirty = false;
- }
+ GLfloat dx = 1.0 / cache->width();
+ GLfloat dy = 1.0 / cache->height();
- d->shaderManager->textShader()->uniforms()[QLatin1String("textureSampler")] = QT_BRUSH_TEXTURE_UNIT;
- QColor col = d->premultiplyColor(state()->pen.color(), (GLfloat)state()->opacity);
- d->shaderManager->textShader()->uniforms()[QLatin1String("fragmentColor")] = col;
+ QGLPoint *oldVertexCoordinateDataPtr = vertexCoordinateArray.data();
+ QGLPoint *oldTextureCoordinateDataPtr = textureCoordinateArray.data();
- GLfloat dx = 1.0 / image.width();
- GLfloat dy = 1.0 / image.height();
+ vertexCoordinateArray.clear();
+ textureCoordinateArray.clear();
- glEnableVertexAttribArray(QT_VERTEX_COORDS_ATTR);
- glEnableVertexAttribArray(QT_TEXTURE_COORDS_ATTR);
for (int i=0; i<glyphs.size(); ++i) {
const QTextureGlyphCache::Coord &c = cache->coords.value(glyphs[i]);
int x = positions[i].x.toInt() + c.baseLineX - margin;
int y = positions[i].y.toInt() - c.baseLineY - margin;
- QGLRect dest = QRectF(x, y, c.w, c.h);
- QGLRect src = QRectF(c.x, c.y, c.w, c.h);
+ vertexCoordinateArray.addRect(QRectF(x, y, c.w, c.h));
+ textureCoordinateArray.addRect(QRectF(c.x*dx, c.y*dy, c.w * dx, c.h * dy));
+ }
- GLfloat vertexCoords[] = {
- dest.left, dest.top,
- dest.left, dest.bottom,
- dest.right, dest.bottom,
- dest.right, dest.top
- };
+ glActiveTexture(GL_TEXTURE0 + QT_MASK_TEXTURE_UNIT);
+ glBindTexture(GL_TEXTURE_2D, cache->texture());
+ updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, false);
- glVertexAttribPointer(QT_VERTEX_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, vertexCoords);
+ QBrush pensBrush = q->state()->pen.brush();
+ setBrush(&pensBrush);
- QGLRect srcTextureRect(src.left*dx, 1.0 - src.top*dy, src.right*dx, 1.0 - src.bottom*dy);
+ prepareForDraw(false); // Text always causes src pixels to be transparent
- GLfloat textureCoords[] = {
- srcTextureRect.left, srcTextureRect.top,
- srcTextureRect.left, srcTextureRect.bottom,
- srcTextureRect.right, srcTextureRect.bottom,
- srcTextureRect.right, srcTextureRect.top
- };
+ shaderManager->currentProgram()->setUniformValue("maskTexture", QT_MASK_TEXTURE_UNIT);
- glVertexAttribPointer(QT_TEXTURE_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, textureCoords);
+ if (vertexCoordinateArray.data() != oldVertexCoordinateDataPtr)
+ glVertexAttribPointer(QT_VERTEX_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, vertexCoordinateArray.data());
+ if (textureCoordinateArray.data() != oldTextureCoordinateDataPtr)
+ glVertexAttribPointer(QT_TEXTURE_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, textureCoordinateArray.data());
- glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
- }
- glDisableVertexAttribArray(QT_TEXTURE_COORDS_ATTR);
- glDisableVertexAttribArray(QT_VERTEX_COORDS_ATTR);
+ glDrawArrays(GL_TRIANGLES, 0, 6 * glyphs.size());
+
+ setBrush(&(q->state()->brush)); //###
}
bool QGL2PaintEngineEx::begin(QPaintDevice *pdev)
@@ -993,15 +1135,30 @@ bool QGL2PaintEngineEx::begin(QPaintDevice *pdev)
Q_D(QGL2PaintEngineEx);
// qDebug("QGL2PaintEngineEx::begin()");
+ d->drawable.setDevice(pdev);
+ d->ctx = d->drawable.context();
+
+ if (d->ctx->d_ptr->active_engine) {
+ QGL2PaintEngineEx *engine = static_cast<QGL2PaintEngineEx *>(d->ctx->d_ptr->active_engine);
+ QGL2PaintEngineExPrivate *p = static_cast<QGL2PaintEngineExPrivate *>(engine->d_ptr);
+ p->transferMode(BrushDrawingMode);
+ p->drawable.doneCurrent();
+ }
- QGLWidget* widget = static_cast<QGLWidget*>(pdev);
- d->ctx = const_cast<QGLContext*>(widget->context());
- d->ctx->makeCurrent();
- d->width = widget->width();
- d->height = widget->height();
+ d->ctx->d_ptr->active_engine = this;
+
+ d->drawable.makeCurrent();
+ QSize sz = d->drawable.size();
+ d->width = sz.width();
+ d->height = sz.height();
+ d->mode = BrushDrawingMode;
+
+#if !defined(QT_OPENGL_ES_2)
+ qt_resolve_version_2_0_functions(d->ctx);
+#endif
if (!d->shaderManager)
- d->shaderManager = new QGLPEXShaderManager(d->ctx);
+ d->shaderManager = new QGLEngineShaderManager(d->ctx);
glViewport(0, 0, d->width, d->height);
@@ -1020,17 +1177,82 @@ bool QGL2PaintEngineEx::begin(QPaintDevice *pdev)
d->use_system_clip = !systemClip().isEmpty();
glDisable(GL_DEPTH_TEST);
+ glDisable(GL_SCISSOR_TEST);
+ QGLPixmapData *source = d->drawable.copyOnBegin();
+ if (d->drawable.context()->d_func()->clear_on_painter_begin && d->drawable.autoFillBackground()) {
+ if (d->drawable.hasTransparentBackground())
+ glClearColor(0.0, 0.0, 0.0, 0.0);
+ else {
+ const QColor &c = d->drawable.backgroundColor();
+ float alpha = c.alphaF();
+ glClearColor(c.redF() * alpha, c.greenF() * alpha, c.blueF() * alpha, alpha);
+ }
+ glClear(GL_COLOR_BUFFER_BIT);
+ } else if (source) {
+ QGLContext *ctx = d->ctx;
+
+ d->transferMode(ImageDrawingMode);
+
+ glActiveTexture(GL_TEXTURE0 + QT_IMAGE_TEXTURE_UNIT);
+ source->bind(false);
+
+ QRect rect(0, 0, source->width(), source->height());
+ d->drawTexture(QRectF(rect), QRectF(rect), rect.size(), true);
+ }
+
+ updateClipRegion(QRegion(), Qt::NoClip);
return true;
}
bool QGL2PaintEngineEx::end()
{
Q_D(QGL2PaintEngineEx);
- d->ctx->swapBuffers();
+ QGLContext *ctx = d->ctx;
+ if (ctx->d_ptr->active_engine != this) {
+ QGL2PaintEngineEx *engine = static_cast<QGL2PaintEngineEx *>(ctx->d_ptr->active_engine);
+ if (engine && engine->isActive()) {
+ QGL2PaintEngineExPrivate *p = static_cast<QGL2PaintEngineExPrivate *>(engine->d_ptr);
+ p->transferMode(BrushDrawingMode);
+ p->drawable.doneCurrent();
+ }
+ d->drawable.makeCurrent();
+ }
+
+ glUseProgram(0);
+ d->transferMode(BrushDrawingMode);
+ d->drawable.swapBuffers();
+ d->drawable.doneCurrent();
+ d->ctx->d_ptr->active_engine = 0;
+
return false;
}
+void QGL2PaintEngineEx::ensureActive()
+{
+ Q_D(QGL2PaintEngineEx);
+ QGLContext *ctx = d->ctx;
+
+ if (isActive() && ctx->d_ptr->active_engine != this) {
+ QGL2PaintEngineEx *engine = static_cast<QGL2PaintEngineEx *>(ctx->d_ptr->active_engine);
+ if (engine && engine->isActive()) {
+ QGL2PaintEngineExPrivate *p = static_cast<QGL2PaintEngineExPrivate *>(engine->d_ptr);
+ p->transferMode(BrushDrawingMode);
+ p->drawable.doneCurrent();
+ }
+ d->drawable.makeCurrent();
+
+ ctx->d_ptr->active_engine = this;
+
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_SCISSOR_TEST);
+
+ glViewport(0, 0, d->width, d->height);
+ setState(state());
+ d->updateDepthClip();
+ }
+}
+
/////////////////////////////////// State/Clipping stolen from QOpenGLPaintEngine //////////////////////////////////////////
@@ -1161,14 +1383,19 @@ void QGL2PaintEngineEx::updateClipRegion(const QRegion &clipRegion, Qt::ClipOper
state()->hasClipping = op != Qt::NoClip || d->use_system_clip;
}
- if (state()->hasClipping && state()->clipRegion.rects().size() == 1)
- state()->fastClip = state()->clipRegion.rects().at(0);
- else
- state()->fastClip = QRect();
-
d->updateDepthClip();
}
+void QGL2PaintEngineExPrivate::systemStateChanged()
+{
+ Q_Q(QGL2PaintEngineEx);
+ use_system_clip = !systemClip.isEmpty();
+
+ if (q->painter()->hasClipping())
+ q->updateClipRegion(q->painter()->clipRegion(), Qt::ReplaceClip);
+ else
+ q->updateClipRegion(QRegion(), Qt::NoClip);
+}
void QGL2PaintEngineExPrivate::updateDepthClip()
{
@@ -1176,20 +1403,17 @@ void QGL2PaintEngineExPrivate::updateDepthClip()
Q_Q(QGL2PaintEngineEx);
+ q->ensureActive();
glDisable(GL_DEPTH_TEST);
glDisable(GL_SCISSOR_TEST);
if (!q->state()->hasClipping)
return;
- QRect fastClip;
- if (q->state()->clipEnabled) {
- fastClip = q->state()->fastClip;
- } else if (use_system_clip && q->systemClip().rects().count() == 1) {
- fastClip = q->systemClip().rects().at(0);
- }
+ const QVector<QRect> rects = q->state()->clipEnabled ? q->state()->clipRegion.rects() : q->systemClip().rects();
+ if (rects.size() == 1) {
+ QRect fastClip = rects.at(0);
- if (!fastClip.isEmpty()) {
glEnable(GL_SCISSOR_TEST);
const int left = fastClip.left();
@@ -1201,12 +1425,11 @@ void QGL2PaintEngineExPrivate::updateDepthClip()
return;
}
- glClearDepthf(0x0);
+ glClearDepth(0x0);
glDepthMask(true);
glClear(GL_DEPTH_BUFFER_BIT);
- glClearDepthf(0x1);
+ glClearDepth(0x1);
- const QVector<QRect> rects = q->state()->clipEnabled ? q->state()->clipRegion.rects() : q->systemClip().rects();
glEnable(GL_SCISSOR_TEST);
for (int i = 0; i < rects.size(); ++i) {
QRect rect = rects.at(i);
@@ -1229,50 +1452,57 @@ void QGL2PaintEngineExPrivate::updateDepthClip()
-void QGL2PaintEngineEx::setState(QPainterState *s)
+void QGL2PaintEngineEx::setState(QPainterState *new_state)
{
// qDebug("QGL2PaintEngineEx::setState()");
Q_D(QGL2PaintEngineEx);
+
+ QOpenGL2PaintEngineState *s = static_cast<QOpenGL2PaintEngineState *>(new_state);
+
+ QOpenGL2PaintEngineState *old_state = state();
+ const bool needsDepthClipUpdate = !old_state
+ || s->clipEnabled != old_state->clipEnabled
+ || (s->clipEnabled && s->clipRegion != old_state->clipRegion);
+
QPaintEngineEx::setState(s);
- d->updateDepthClip();
+ if (needsDepthClipUpdate)
+ d->updateDepthClip();
d->matrixDirty = true;
d->compositionModeDirty = true;
d->brushTextureDirty = true;
d->brushUniformsDirty = true;
d->simpleShaderMatrixUniformDirty = true;
- d->brushShaderMatrixUniformDirty = true;
- d->imageShaderMatrixUniformDirty = true;
- d->textShaderMatrixUniformDirty = true;
+ d->shaderMatrixUniformDirty = true;
}
QPainterState *QGL2PaintEngineEx::createState(QPainterState *orig) const
{
- QOpenGLPaintEngineState *s;
+ QOpenGL2PaintEngineState *s;
if (!orig)
- s = new QOpenGLPaintEngineState();
+ s = new QOpenGL2PaintEngineState();
else
- s = new QOpenGLPaintEngineState(*static_cast<QOpenGLPaintEngineState *>(orig));
+ s = new QOpenGL2PaintEngineState(*static_cast<QOpenGL2PaintEngineState *>(orig));
return s;
}
-QOpenGLPaintEngineState::QOpenGLPaintEngineState(QOpenGLPaintEngineState &other)
+QOpenGL2PaintEngineState::QOpenGL2PaintEngineState(QOpenGL2PaintEngineState &other)
: QPainterState(other)
{
clipRegion = other.clipRegion;
hasClipping = other.hasClipping;
- fastClip = other.fastClip;
}
-QOpenGLPaintEngineState::QOpenGLPaintEngineState()
+QOpenGL2PaintEngineState::QOpenGL2PaintEngineState()
{
hasClipping = false;
}
-QOpenGLPaintEngineState::~QOpenGLPaintEngineState()
+QOpenGL2PaintEngineState::~QOpenGL2PaintEngineState()
{
}
+QT_END_NAMESPACE
diff --git a/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h b/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h
index ce66e4b..7213474 100644
--- a/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h
+++ b/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h
@@ -53,21 +53,32 @@
// We mean it.
//
+#include <QDebug>
+
#include <private/qpaintengineex_p.h>
+#include <private/qglengineshadermanager_p.h>
+#include <private/qgl2pexvertexarray_p.h>
+
+enum EngineMode {
+ ImageDrawingMode,
+ TextDrawingMode,
+ BrushDrawingMode
+};
+
+QT_BEGIN_NAMESPACE
class QGL2PaintEngineExPrivate;
-class QOpenGLPaintEngineState : public QPainterState
+class QOpenGL2PaintEngineState : public QPainterState
{
public:
- QOpenGLPaintEngineState(QOpenGLPaintEngineState &other);
- QOpenGLPaintEngineState();
- ~QOpenGLPaintEngineState();
+ QOpenGL2PaintEngineState(QOpenGL2PaintEngineState &other);
+ QOpenGL2PaintEngineState();
+ ~QOpenGL2PaintEngineState();
QRegion clipRegion;
bool hasClipping;
- QRect fastClip;
};
@@ -81,6 +92,8 @@ public:
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);
@@ -100,26 +113,105 @@ public:
virtual void drawImage(const QRectF &r, const QImage &pm, const QRectF &sr,
Qt::ImageConversionFlags flags = Qt::AutoColor);
virtual void drawTextItem(const QPointF &p, const QTextItem &textItem);
- void drawCachedGlyphs(const QPointF &p, const QTextItemInt &ti);
Type type() const { return OpenGL; }
-
// State stuff is just for clipping and ripped off from QGLPaintEngine
void setState(QPainterState *s);
QPainterState *createState(QPainterState *orig) const;
- inline QOpenGLPaintEngineState *state() {
- return static_cast<QOpenGLPaintEngineState *>(QPaintEngineEx::state());
+ inline QOpenGL2PaintEngineState *state() {
+ return static_cast<QOpenGL2PaintEngineState *>(QPaintEngineEx::state());
}
- inline const QOpenGLPaintEngineState *state() const {
- return static_cast<const QOpenGLPaintEngineState *>(QPaintEngineEx::state());
+ inline const QOpenGL2PaintEngineState *state() const {
+ return static_cast<const QOpenGL2PaintEngineState *>(QPaintEngineEx::state());
}
void updateClipRegion(const QRegion &clipRegion, Qt::ClipOperation op);
+ virtual void sync();
private:
Q_DISABLE_COPY(QGL2PaintEngineEx)
};
+class QGL2PaintEngineExPrivate : public QPaintEngineExPrivate
+{
+ Q_DECLARE_PUBLIC(QGL2PaintEngineEx)
+public:
+ QGL2PaintEngineExPrivate(QGL2PaintEngineEx *q_ptr) :
+ q(q_ptr),
+ width(0), height(0),
+ ctx(0),
+ currentBrush( &(q->state()->brush) ),
+ inverseScale(1),
+ shaderManager(0)
+ { }
+
+ ~QGL2PaintEngineExPrivate();
+
+ void updateBrushTexture();
+ void updateBrushUniforms();
+ void updateMatrix();
+ void updateCompositionMode();
+ void updateTextureFilter(GLenum target, GLenum wrapMode, bool smoothPixmapTransform);
+
+ void setBrush(const QBrush* brush);
+
+ void transferMode(EngineMode newMode);
+
+ // fill, drawOutline, drawTexture & drawCachedGlyphs are the rendering entry points:
+ void fill(const QVectorPath &path);
+ void drawOutline(const QVectorPath& path);
+ void drawTexture(const QGLRect& dest, const QGLRect& src, const QSize &textureSize, bool opaque);
+ void drawCachedGlyphs(const QPointF &p, const QTextItemInt &ti);
+
+ void drawVertexArrays(QGL2PEXVertexArray& vertexArray, GLenum primitive);
+ // ^ draws whatever is in the vertex array
+ void composite(const QGLRect& boundingRect);
+ // ^ Composites the bounding rect onto dest buffer
+ void fillStencilWithVertexArray(QGL2PEXVertexArray& vertexArray, bool useWindingFill);
+ // ^ Calls drawVertexArrays to render into stencil buffer
+ void cleanStencilBuffer(const QGLRect& area);
+
+ void prepareForDraw(bool srcPixelsAreOpaque);
+
+ inline void useSimpleShader();
+ inline QColor premultiplyColor(QColor c, GLfloat opacity);
+
+ QGL2PaintEngineEx* q;
+ QGLDrawable drawable;
+ int width, height;
+ QGLContext *ctx;
+
+ EngineMode mode;
+
+ // Dirty flags
+ bool matrixDirty; // Implies matrix uniforms are also dirty
+ bool compositionModeDirty;
+ bool brushTextureDirty;
+ bool brushUniformsDirty;
+ bool simpleShaderMatrixUniformDirty;
+ bool shaderMatrixUniformDirty;
+ bool stencilBuferDirty;
+
+ const QBrush* currentBrush; // May not be the state's brush!
+
+ GLfloat inverseScale;
+
+ QGL2PEXVertexArray vertexCoordinateArray;
+ QGL2PEXVertexArray textureCoordinateArray;
+
+ GLfloat staticVertexCoordinateArray[8];
+ GLfloat staticTextureCoordinateArray[8];
+
+ GLfloat pmvMatrix[4][4];
+
+ QGLEngineShaderManager* shaderManager;
+
+ // Clipping & state stuff stolen from QOpenGLPaintEngine:
+ void updateDepthClip();
+ void systemStateChanged();
+ uint use_system_clip : 1;
+};
+QT_END_NAMESPACE
#endif
diff --git a/src/opengl/opengl.pro b/src/opengl/opengl.pro
index 78aaddb..73af174 100644
--- a/src/opengl/opengl.pro
+++ b/src/opengl/opengl.pro
@@ -13,18 +13,15 @@ include(../qbase.pri)
!win32:!embedded:!mac:CONFIG += x11
contains(QT_CONFIG, opengl):CONFIG += opengl
contains(QT_CONFIG, opengles1):CONFIG += opengles1
+contains(QT_CONFIG, opengles1):CONFIG += opengles1cl
contains(QT_CONFIG, opengles2):CONFIG += opengles2
-!contains(QT_CONFIG, opengles2) {
- HEADERS += qgraphicssystem_gl_p.h qwindowsurface_gl_p.h qpixmapdata_gl_p.h
- SOURCES += qgraphicssystem_gl.cpp qwindowsurface_gl.cpp qpixmapdata_gl.cpp
-}
-
HEADERS += qgl.h \
qgl_p.h \
qglcolormap.h \
qglpixelbuffer.h \
qglframebufferobject.h \
+ qglextensions_p.h
SOURCES += qgl.cpp \
qglcolormap.cpp \
@@ -33,25 +30,34 @@ SOURCES += qgl.cpp \
qglextensions.cpp \
!contains(QT_CONFIG, opengles2) {
- HEADERS += qpaintengine_opengl_p.h qglpixmapfilter_p.h
- SOURCES += qpaintengine_opengl.cpp qglpixmapfilter.cpp
+ HEADERS += qpaintengine_opengl_p.h
+ SOURCES += qpaintengine_opengl.cpp
}
-contains(QT_CONFIG, opengles2) {
- SOURCES += gl2paintengineex/qglgradientcache.cpp \
- gl2paintengineex/qglpexshadermanager.cpp \
- gl2paintengineex/qglshader.cpp \
+!contains(QT_CONFIG, opengles1):!contains(QT_CONFIG, opengles1cl) {
+ HEADERS += qglshaderprogram.h \
+ qglpixmapfilter_p.h \
+ qgraphicssystem_gl_p.h \
+ qwindowsurface_gl_p.h \
+ qpixmapdata_gl_p.h \
+ gl2paintengineex/qglgradientcache_p.h \
+ gl2paintengineex/qglengineshadermanager_p.h \
+ gl2paintengineex/qgl2pexvertexarray_p.h \
+ gl2paintengineex/qpaintengineex_opengl2_p.h \
+ gl2paintengineex/qglengineshadersource_p.h
+
+ SOURCES += qglshaderprogram.cpp \
+ qglpixmapfilter.cpp \
+ qgraphicssystem_gl.cpp \
+ qwindowsurface_gl.cpp \
+ qpixmapdata_gl.cpp \
+ gl2paintengineex/qglgradientcache.cpp \
+ gl2paintengineex/qglengineshadermanager.cpp \
gl2paintengineex/qgl2pexvertexarray.cpp \
gl2paintengineex/qpaintengineex_opengl2.cpp
- HEADERS += gl2paintengineex/qglgradientcache_p.h \
- gl2paintengineex/qglpexshadermanager_p.h \
- gl2paintengineex/qglshader_p.h \
- gl2paintengineex/qgl2pexvertexarray_p.h \
- gl2paintengineex/qpaintengineex_opengl2_p.h
}
-
x11 {
contains(QT_CONFIG, opengles1)|contains(QT_CONFIG, opengles1cl)|contains(QT_CONFIG, opengles2) {
SOURCES += qgl_x11egl.cpp \
diff --git a/src/opengl/qegl.cpp b/src/opengl/qegl.cpp
index 165a0f3..f1ae4ed 100644
--- a/src/opengl/qegl.cpp
+++ b/src/opengl/qegl.cpp
@@ -119,7 +119,7 @@ bool QEglContext::chooseConfig
if (red == props.value(EGL_RED_SIZE) &&
green == props.value(EGL_GREEN_SIZE) &&
blue == props.value(EGL_BLUE_SIZE) &&
- (props.value(EGL_ALPHA_SIZE) == EGL_DONT_CARE ||
+ (props.value(EGL_ALPHA_SIZE) == 0 ||
alpha == props.value(EGL_ALPHA_SIZE))) {
cfg = configs[index];
delete [] configs;
@@ -405,7 +405,54 @@ int QEglProperties::value(int name) const
if (props[index] == name)
return props[index + 1];
}
- return EGL_DONT_CARE;
+
+ // If the attribute has not been explicitly set, return the EGL default
+ // The following defaults were taken from the EGL 1.4 spec:
+ switch(name) {
+ case EGL_BUFFER_SIZE: return 0;
+ case EGL_RED_SIZE: return 0;
+ case EGL_GREEN_SIZE: return 0;
+ case EGL_BLUE_SIZE: return 0;
+ case EGL_LUMINANCE_SIZE: return 0;
+ case EGL_ALPHA_SIZE: return 0;
+ case EGL_ALPHA_MASK_SIZE: return 0;
+ case EGL_BIND_TO_TEXTURE_RGB: return EGL_DONT_CARE;
+ case EGL_BIND_TO_TEXTURE_RGBA: return EGL_DONT_CARE;
+ case EGL_COLOR_BUFFER_TYPE: return EGL_RGB_BUFFER;
+ case EGL_CONFIG_CAVEAT: return EGL_DONT_CARE;
+ case EGL_CONFIG_ID: return EGL_DONT_CARE;
+ case EGL_DEPTH_SIZE: return 0;
+ case EGL_LEVEL: return 0;
+ case EGL_NATIVE_RENDERABLE: return EGL_DONT_CARE;
+ case EGL_NATIVE_VISUAL_TYPE: return EGL_DONT_CARE;
+ case EGL_MAX_SWAP_INTERVAL: return EGL_DONT_CARE;
+ case EGL_MIN_SWAP_INTERVAL: return EGL_DONT_CARE;
+ case EGL_RENDERABLE_TYPE: return EGL_OPENGL_ES_BIT;
+ case EGL_SAMPLE_BUFFERS: return 0;
+ case EGL_SAMPLES: return 0;
+ case EGL_STENCIL_SIZE: return 0;
+ case EGL_SURFACE_TYPE: return EGL_WINDOW_BIT;
+ case EGL_TRANSPARENT_TYPE: return EGL_NONE;
+ case EGL_TRANSPARENT_RED_VALUE: return EGL_DONT_CARE;
+ case EGL_TRANSPARENT_GREEN_VALUE: return EGL_DONT_CARE;
+ case EGL_TRANSPARENT_BLUE_VALUE: return EGL_DONT_CARE;
+
+#if defined(EGL_VERSION_1_3)
+ case EGL_CONFORMANT: return 0;
+ case EGL_MATCH_NATIVE_PIXMAP: return EGL_NONE;
+#endif
+
+ case EGL_MAX_PBUFFER_HEIGHT:
+ case EGL_MAX_PBUFFER_WIDTH:
+ case EGL_MAX_PBUFFER_PIXELS:
+ case EGL_NATIVE_VISUAL_ID:
+ case EGL_NONE:
+ qWarning("QEglProperties::value() - Attibute %d does not affect config selection", name);
+ return EGL_DONT_CARE;
+ default:
+ qWarning("QEglProperties::value() - Attibute %d is unknown in EGL <=1.4", name);
+ return EGL_DONT_CARE;
+ }
}
// Set the value associated with a property, replacing an existing
@@ -535,7 +582,7 @@ QString QEglProperties::toString() const
if (val != EGL_DONT_CARE) {
str += QLatin1String("id=");
str += QString::number(val);
- str += QLatin1String(" ");
+ str += QLatin1Char(' ');
}
#ifdef EGL_RENDERABLE_TYPE
@@ -570,11 +617,11 @@ QString QEglProperties::toString() const
bufferSize = EGL_DONT_CARE;
str += QLatin1String(" rgba=");
str += QString::number(red);
- str += QLatin1String(",");
+ str += QLatin1Char(',');
str += QString::number(green);
- str += QLatin1String(",");
+ str += QLatin1Char(',');
str += QString::number(blue);
- str += QLatin1String(",");
+ str += QLatin1Char(',');
str += QString::number(alpha);
if (bufferSize != EGL_DONT_CARE) {
// Only report buffer size if different than r+g+b+a.
@@ -593,13 +640,13 @@ QString QEglProperties::toString() const
#endif
val = value(EGL_DEPTH_SIZE);
- if (val != EGL_DONT_CARE) {
+ if (val != 0) {
addTag(str, QLatin1String(" depth="));
str += QString::number(val);
}
val = value(EGL_STENCIL_SIZE);
- if (val != EGL_DONT_CARE) {
+ if (val != 0) {
addTag(str, QLatin1String(" stencil="));
str += QString::number(val);
}
@@ -649,7 +696,7 @@ QString QEglProperties::toString() const
}
val = value(EGL_LEVEL);
- if (val != EGL_DONT_CARE) {
+ if (val != 0) {
addTag(str, QLatin1String(" level="));
str += QString::number(val);
}
@@ -661,7 +708,7 @@ QString QEglProperties::toString() const
if (height != EGL_DONT_CARE || width != EGL_DONT_CARE) {
addTag(str, QLatin1String(" max-pbuffer-size="));
str += QString::number(width);
- str += QLatin1String("x");
+ str += QLatin1Char('x');
str += QString::number(height);
if (pixels != (width * height)) {
addTag(str, QLatin1String(" max-pbuffer-pixels="));
@@ -700,13 +747,13 @@ QString QEglProperties::toString() const
#endif
val = value(EGL_SAMPLES);
- if (val != EGL_DONT_CARE) {
+ if (val != 0) {
addTag(str, QLatin1String(" samples="));
str += QString::number(val);
}
val = value(EGL_SAMPLE_BUFFERS);
- if (val != EGL_DONT_CARE) {
+ if (val != 0) {
addTag(str, QLatin1String(" sample-buffers="));
str += QString::number(val);
}
@@ -715,9 +762,9 @@ QString QEglProperties::toString() const
if (val == EGL_TRANSPARENT_RGB) {
addTag(str, QLatin1String(" transparent-rgb="));
str += QString::number(value(EGL_TRANSPARENT_RED_VALUE));
- str += QLatin1String(",");
+ str += QLatin1Char(',');
str += QString::number(value(EGL_TRANSPARENT_GREEN_VALUE));
- str += QLatin1String(",");
+ str += QLatin1Char(',');
str += QString::number(value(EGL_TRANSPARENT_BLUE_VALUE));
}
@@ -755,7 +802,7 @@ QString QEglProperties::toString() const
#ifdef EGL_LUMINANCE_SIZE
val = value(EGL_LUMINANCE_SIZE);
- if (val != EGL_DONT_CARE) {
+ if (val != 0) {
addTag(str, QLatin1String(" luminance="));
str += QString::number(val);
}
@@ -763,7 +810,7 @@ QString QEglProperties::toString() const
#ifdef EGL_ALPHA_MASK_SIZE
val = value(EGL_ALPHA_MASK_SIZE);
- if (val != EGL_DONT_CARE) {
+ if (val != 0) {
addTag(str, QLatin1String(" alpha-mask="));
str += QString::number(val);
}
@@ -771,7 +818,7 @@ QString QEglProperties::toString() const
#ifdef EGL_CONFORMANT
val = value(EGL_CONFORMANT);
- if (val != EGL_DONT_CARE) {
+ if (val != 0) {
if (val)
addTag(str, QLatin1String(" conformant=true"));
else
diff --git a/src/opengl/qegl_x11egl.cpp b/src/opengl/qegl_x11egl.cpp
index 8efe7e7..c703900 100644
--- a/src/opengl/qegl_x11egl.cpp
+++ b/src/opengl/qegl_x11egl.cpp
@@ -42,6 +42,7 @@
#include <QtGui/qpaintdevice.h>
#include <QtGui/qpixmap.h>
#include <QtGui/qwidget.h>
+#include <QtCore/qdebug.h>
#include "qegl_p.h"
#if defined(QT_OPENGL_ES) || defined(QT_OPENVG)
@@ -80,8 +81,10 @@ bool QEglContext::createSurface(QPaintDevice *device)
surf = eglCreateWindowSurface(dpy, cfg, windowDrawable, 0);
else
surf = eglCreatePixmapSurface(dpy, cfg, pixmapDrawable, 0);
+
if (surf == EGL_NO_SURFACE) {
- qWarning("QEglContext::createSurface(): Unable to create EGL surface, error = 0x%x", eglGetError());
+ qWarning() << "QEglContext::createSurface(): Unable to create EGL surface:"
+ << errorString(eglGetError());
return false;
}
return true;
diff --git a/src/opengl/qgl.cpp b/src/opengl/qgl.cpp
index 2d58084..60039eb 100644
--- a/src/opengl/qgl.cpp
+++ b/src/opengl/qgl.cpp
@@ -65,15 +65,20 @@
#include "qimage.h"
#include "qgl_p.h"
-#if defined(QT_OPENGL_ES_2)
#include "gl2paintengineex/qpaintengineex_opengl2_p.h"
-#else
+
+#ifndef QT_OPENGL_ES_2
#include <private/qpaintengine_opengl_p.h>
#endif
+#include <qglpixelbuffer.h>
+#include <qglframebufferobject.h>
+
#include <private/qimage_p.h>
#include <private/qpixmapdata_p.h>
#include <private/qpixmapdata_gl_p.h>
+#include <private/qglpixelbuffer_p.h>
+#include <private/qwindowsurface_gl_p.h>
#include "qcolormap.h"
#include "qcache.h"
#include "qfile.h"
@@ -1290,6 +1295,7 @@ void QGLContextPrivate::init(QPaintDevice *dev, const QGLFormat &format)
eglContext = 0;
#endif
pbo = 0;
+ fbo = 0;
crWin = false;
initDone = false;
sharing = false;
@@ -1298,6 +1304,7 @@ void QGLContextPrivate::init(QPaintDevice *dev, const QGLFormat &format)
version_flags_cached = false;
version_flags = QGLFormat::OpenGL_Version_None;
current_fbo = 0;
+ active_engine = 0;
}
QGLContext* QGLContext::currentCtx = 0;
@@ -1308,12 +1315,8 @@ QGLContext* QGLContext::currentCtx = 0;
QGLFramebufferObject::toImage()
*/
-QImage qt_gl_read_framebuffer(const QSize &size, bool alpha_format, bool include_alpha)
+static void convertFromGLImage(QImage &img, int w, int h, bool alpha_format, bool include_alpha)
{
- QImage img(size, alpha_format ? QImage::Format_ARGB32 : QImage::Format_RGB32);
- int w = size.width();
- int h = size.height();
- glReadPixels(0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, img.bits());
if (QSysInfo::ByteOrder == QSysInfo::BigEndian) {
// OpenGL gives RGBA; Qt wants ARGB
uint *p = (uint*)img.bits();
@@ -1344,7 +1347,30 @@ QImage qt_gl_read_framebuffer(const QSize &size, bool alpha_format, bool include
}
}
- return img.mirrored();
+ img = img.mirrored();
+}
+
+QImage qt_gl_read_framebuffer(const QSize &size, bool alpha_format, bool include_alpha)
+{
+ QImage img(size, alpha_format ? QImage::Format_ARGB32 : QImage::Format_RGB32);
+ int w = size.width();
+ int h = size.height();
+ glReadPixels(0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, img.bits());
+ convertFromGLImage(img, w, h, alpha_format, include_alpha);
+ return img;
+}
+
+QImage qt_gl_read_texture(const QSize &size, bool alpha_format, bool include_alpha)
+{
+ QImage img(size, alpha_format ? QImage::Format_ARGB32 : QImage::Format_RGB32);
+ int w = size.width();
+ int h = size.height();
+#if !defined(QT_OPENGL_ES_2) && !defined(QT_OPENGL_ES_1) && !defined(QT_OPENGL_ES_1_CL)
+ //### glGetTexImage not in GL ES 2.0, need to do something else here!
+ glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, img.bits());
+#endif
+ convertFromGLImage(img, w, h, alpha_format, include_alpha);
+ return img;
}
// returns the highest number closest to v, which is a power of 2
@@ -1548,7 +1574,7 @@ void QGLContextPrivate::cleanup()
Q_Q(QGLContext);
if (pbo) {
QGLContext *ctx = q;
- glDeleteBuffersARB(1, &pbo);
+ glDeleteBuffers(1, &pbo);
pbo = 0;
}
}
@@ -1813,7 +1839,7 @@ GLuint QGLContextPrivate::bindTexture(const QImage &image, GLenum target, GLint
use_pbo = qt_resolve_buffer_extensions(ctx);
if (use_pbo && pbo == 0)
- glGenBuffersARB(1, &pbo);
+ glGenBuffers(1, &pbo);
}
// the GL_BGRA format is only present in GL version >= 1.2
@@ -1864,8 +1890,8 @@ GLuint QGLContextPrivate::bindTexture(const QImage &image, GLenum target, GLint
uchar *ptr = 0;
if (use_pbo) {
- glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo);
- glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, img.width() * img.height() * 4, 0, GL_STREAM_DRAW_ARB);
+ glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, pbo);
+ glBufferData(GL_PIXEL_UNPACK_BUFFER_ARB, img.width() * img.height() * 4, 0, GL_STREAM_DRAW_ARB);
ptr = reinterpret_cast<uchar *>(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_WRITE_ONLY_ARB));
}
@@ -1892,7 +1918,7 @@ GLuint QGLContextPrivate::bindTexture(const QImage &image, GLenum target, GLint
}
if (use_pbo)
- glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
+ glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
// this assumes the size of a texture is always smaller than the max cache size
int cost = img.width()*img.height()*4/1024;
@@ -1944,11 +1970,13 @@ GLuint QGLContextPrivate::bindTexture(const QImage &image, GLenum target, GLint
/*! \internal */
GLuint QGLContextPrivate::bindTexture(const QPixmap &pixmap, GLenum target, GLint format, bool clean)
{
-#if !defined(QT_OPENGL_ES_2)
- if (target == qt_gl_preferredTextureTarget() && pixmap.pixmapData()->classId() == QPixmapData::OpenGLClass) {
- const QGLPixmapData *data = static_cast<const QGLPixmapData *>(pixmap.pixmapData());
+ Q_Q(QGLContext);
+ QPixmapData *pd = pixmap.pixmapData();
+#if !defined(QT_OPENGL_ES_1) && !defined(QT_OPENGL_ES_1_CL)
+ if (target == GL_TEXTURE_2D && pd->classId() == QPixmapData::OpenGLClass) {
+ const QGLPixmapData *data = static_cast<const QGLPixmapData *>(pd);
- if (data->isValidContext(QGLContext::currentContext()))
+ if (data->isValidContext(q))
return data->bind();
}
#endif
@@ -2100,12 +2128,34 @@ void QGLContext::deleteTexture(QMacCompatGLuint id)
}
#endif
-// qpaintengine_opengl.cpp
-#if !defined(QT_OPENGL_ES_2)
-extern void qt_add_rect_to_array(const QRectF &r, q_vertexType *array);
-#else
-void qt_add_rect_to_array(const QRectF &r, q_vertexType *array) {};
-#endif
+void qt_add_rect_to_array(const QRectF &r, q_vertexType *array)
+{
+ qreal left = r.left();
+ qreal right = r.right();
+ qreal top = r.top();
+ qreal bottom = r.bottom();
+
+ array[0] = f2vt(left);
+ array[1] = f2vt(top);
+ array[2] = f2vt(right);
+ array[3] = f2vt(top);
+ array[4] = f2vt(right);
+ array[5] = f2vt(bottom);
+ array[6] = f2vt(left);
+ array[7] = f2vt(bottom);
+}
+
+void qt_add_texcoords_to_array(qreal x1, qreal y1, qreal x2, qreal y2, q_vertexType *array)
+{
+ array[0] = f2vt(x1);
+ array[1] = f2vt(y1);
+ array[2] = f2vt(x2);
+ array[3] = f2vt(y1);
+ array[4] = f2vt(x2);
+ array[5] = f2vt(y2);
+ array[6] = f2vt(x1);
+ array[7] = f2vt(y2);
+}
static void qDrawTextureRect(const QRectF &target, GLint textureWidth, GLint textureHeight, GLenum textureTarget)
{
@@ -2558,6 +2608,42 @@ const QGLContext* QGLContext::currentContext()
visual. On other platforms it may work differently.
*/
+/*! \fn int QGLContext::choosePixelFormat(void* dummyPfd, HDC pdc)
+
+ \bold{Win32 only:} This virtual function chooses a pixel format
+ that matches the OpenGL \link setFormat() format\endlink.
+ Reimplement this function in a subclass if you need a custom
+ context.
+
+ \warning The \a dummyPfd pointer and \a pdc are used as a \c
+ PIXELFORMATDESCRIPTOR*. We use \c void to avoid using
+ Windows-specific types in our header files.
+
+ \sa chooseContext()
+*/
+
+/*! \fn void *QGLContext::chooseVisual()
+
+ \bold{X11 only:} This virtual function tries to find a visual that
+ matches the format, reducing the demands if the original request
+ cannot be met.
+
+ The algorithm for reducing the demands of the format is quite
+ simple-minded, so override this method in your subclass if your
+ application has spcific requirements on visual selection.
+
+ \sa chooseContext()
+*/
+
+/*! \fn void *QGLContext::tryVisual(const QGLFormat& f, int bufDepth)
+ \internal
+
+ \bold{X11 only:} This virtual function chooses a visual that matches
+ the OpenGL \link format() format\endlink. Reimplement this function
+ in a subclass if you need a custom visual.
+
+ \sa chooseContext()
+*/
/*!
\fn void QGLContext::reset()
@@ -2642,7 +2728,7 @@ const QGLContext* QGLContext::currentContext()
\i paintGL() - Renders the OpenGL scene. Gets called whenever the widget
needs to be updated.
\i resizeGL() - Sets up the OpenGL viewport, projection, etc. Gets
- called whenever the the widget has been resized (and also when it
+ called whenever the widget has been resized (and also when it
is shown for the first time because all newly created widgets get a
resize event automatically).
\i initializeGL() - Sets up the OpenGL rendering context, defines display
@@ -3074,11 +3160,10 @@ void QGLWidget::setFormat(const QGLFormat &format)
*/
/*
- \obsolete
-
\fn void QGLWidget::setContext(QGLContext *context,
- const QGLContext* shareContext,
- bool deleteOldContext)
+ const QGLContext* shareContext,
+ bool deleteOldContext)
+ \obsolete
Sets a new context for this widget. The QGLContext \a context must
be created using \e new. QGLWidget will delete \a context when
@@ -3228,9 +3313,10 @@ void QGLWidget::resizeOverlayGL(int, int)
{
}
-
+/*! \fn bool QGLWidget::event(QEvent *e)
+ \reimp
+*/
#if !defined(Q_OS_WINCE) && !defined(Q_WS_QWS)
-/*! \reimp */
bool QGLWidget::event(QEvent *e)
{
Q_D(QGLWidget);
@@ -3256,7 +3342,7 @@ bool QGLWidget::event(QEvent *e)
glFinish();
doneCurrent();
} else if (e->type() == QEvent::ParentChange) {
- if (d->glcx->d_func()->screen != d->xinfo.screen()) {
+ if (d->glcx->d_func()->screen != d->xinfo.screen() || testAttribute(Qt::WA_TranslucentBackground)) {
setContext(new QGLContext(d->glcx->requestedFormat(), this));
// ### recreating the overlay isn't supported atm
}
@@ -4112,14 +4198,16 @@ void QGLWidget::drawTexture(const QPointF &point, QMacCompatGLuint textureId, QM
}
#endif
-#if defined(QT_OPENGL_ES_2)
-Q_GLOBAL_STATIC(QGL2PaintEngineEx, qt_gl_engine)
-#else
+#if !defined(QT_OPENGL_ES_1) && !defined(QT_OPENGL_ES_1_CL)
+Q_GLOBAL_STATIC(QGL2PaintEngineEx, qt_gl_2_engine)
+#endif
+
+#ifndef QT_OPENGL_ES_2
Q_GLOBAL_STATIC(QOpenGLPaintEngine, qt_gl_engine)
#endif
#ifdef Q_WS_QWS
-Q_OPENGL_EXPORT QOpenGLPaintEngine* qt_qgl_paint_engine()
+Q_OPENGL_EXPORT QPaintEngine* qt_qgl_paint_engine()
{
#if !defined(QT_OPENGL_ES_2)
return qt_gl_engine();
@@ -4137,7 +4225,16 @@ Q_OPENGL_EXPORT QOpenGLPaintEngine* qt_qgl_paint_engine()
*/
QPaintEngine *QGLWidget::paintEngine() const
{
+#if defined(QT_OPENGL_ES_1) || defined(QT_OPENGL_ES_1_CL)
return qt_gl_engine();
+#elif defined(QT_OPENGL_ES_2)
+ return qt_gl_2_engine();
+#else
+ if (!qt_gl_preferGL2Engine())
+ return qt_gl_engine();
+ else
+ return qt_gl_2_engine();
+#endif
}
#ifdef QT3_SUPPORT
@@ -4226,6 +4323,8 @@ void QGLExtensions::init_extensions()
glExtensions |= FramebufferObject;
glExtensions |= GenerateMipmap;
#endif
+ if (extensions.contains(QLatin1String("EXT_framebuffer_blit")))
+ glExtensions |= FramebufferBlit;
QGLContext cx(QGLFormat::defaultFormat());
if (glExtensions & TextureCompression) {
@@ -4266,7 +4365,7 @@ Q_OPENGL_EXPORT const QString qt_gl_library_name()
{
if (qt_gl_lib_name()->isNull()) {
#if defined(Q_WS_X11) || defined(Q_WS_QWS)
- return QString(QLatin1String("GL"));
+ return QLatin1String("GL");
#else // Q_WS_MAC
return QLatin1String("/System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGL.dylib");
#endif
@@ -4275,4 +4374,226 @@ Q_OPENGL_EXPORT const QString qt_gl_library_name()
}
#endif
+void QGLDrawable::setDevice(QPaintDevice *pdev)
+{
+ wasBound = false;
+ widget = 0;
+ buffer = 0;
+ fbo = 0;
+#ifdef Q_WS_QWS
+ wsurf = 0;
+#endif
+
+#if !defined(QT_OPENGL_ES_1) && !defined(QT_OPENGL_ES_1_CL)
+ if (pdev->devType() == QInternal::Pixmap) {
+ QPixmapData *data = static_cast<QPixmap *>(pdev)->pixmapData();
+ Q_ASSERT(data->classId() == QPixmapData::OpenGLClass);
+ pixmapData = static_cast<QGLPixmapData *>(data);
+
+ fbo = pixmapData->fbo();
+ }
+#else
+ Q_ASSERT(pdev->devType() != QInternal::Pixmap);
+#endif
+
+ if (pdev->devType() == QInternal::Widget)
+ widget = static_cast<QGLWidget *>(pdev);
+ else if (pdev->devType() == QInternal::Pbuffer)
+ buffer = static_cast<QGLPixelBuffer *>(pdev);
+ else if (pdev->devType() == QInternal::FramebufferObject)
+ fbo = static_cast<QGLFramebufferObject *>(pdev);
+#ifdef Q_WS_QWS
+ else if (pdev->devType() == QInternal::UnknownDevice)
+ wsurf = static_cast<QWSGLPaintDevice*>(pdev)->windowSurface();
+#elif !defined(QT_OPENGL_ES_1) && !defined(QT_OPENGL_ES_1_CL)
+ else if (pdev->devType() == QInternal::UnknownDevice)
+ wsurf = static_cast<QGLWindowSurface *>(pdev);
+#endif
+}
+
+void QGLDrawable::swapBuffers()
+{
+ if (widget) {
+ if (widget->autoBufferSwap())
+ widget->swapBuffers();
+#if !defined(QT_OPENGL_ES_1) && !defined(QT_OPENGL_ES_1_CL)
+ } else if (pixmapData) {
+ pixmapData->swapBuffers();
+#endif
+ } else {
+ glFlush();
+ }
+}
+
+void QGLDrawable::makeCurrent()
+{
+ previous_fbo = 0;
+ if (!pixmapData && !fbo) {
+ QGLContext *ctx = context();
+ previous_fbo = ctx->d_ptr->current_fbo;
+ ctx->d_ptr->current_fbo = 0;
+ if (previous_fbo)
+ glBindFramebuffer(GL_FRAMEBUFFER_EXT, 0);
+ }
+
+ if (widget)
+ widget->makeCurrent();
+#if !defined(QT_OPENGL_ES_1) && !defined(QT_OPENGL_ES_1_CL)
+ else if (pixmapData)
+ pixmapData->makeCurrent();
+#endif
+ else if (buffer)
+ buffer->makeCurrent();
+#if defined(Q_WS_QWS) || (!defined(QT_OPENGL_ES_1) && !defined(QT_OPENGL_ES_1_CL))
+ else if (wsurf)
+ wsurf->context()->makeCurrent();
+#endif
+ else if (fbo) {
+ wasBound = fbo->isBound();
+ if (!wasBound)
+ fbo->bind();
+ }
+}
+
+#if !defined(QT_OPENGL_ES_1) && !defined(QT_OPENGL_ES_1_CL)
+QGLPixmapData *QGLDrawable::copyOnBegin() const
+{
+ if (!pixmapData || pixmapData->isUninitialized())
+ return 0;
+ return pixmapData;
+}
+#endif
+
+void QGLDrawable::doneCurrent()
+{
+#if !defined(QT_OPENGL_ES_1) && !defined(QT_OPENGL_ES_1_CL)
+ if (pixmapData) {
+ pixmapData->doneCurrent();
+ return;
+ }
+#endif
+
+ if (previous_fbo) {
+ QGLContext *ctx = context();
+ ctx->d_ptr->current_fbo = previous_fbo;
+ glBindFramebuffer(GL_FRAMEBUFFER_EXT, previous_fbo);
+ }
+
+ if (fbo && !wasBound)
+ fbo->release();
+}
+
+QSize QGLDrawable::size() const
+{
+ if (widget) {
+ return QSize(widget->d_func()->glcx->device()->width(),
+ widget->d_func()->glcx->device()->height());
+#if !defined(QT_OPENGL_ES_1) && !defined(QT_OPENGL_ES_1_CL)
+ } else if (pixmapData) {
+ return pixmapData->size();
+#endif
+ } else if (buffer) {
+ return buffer->size();
+ } else if (fbo) {
+ return fbo->size();
+ }
+#ifdef Q_WS_QWS
+ else if (wsurf)
+ return wsurf->window()->frameSize();
+#elif !defined(QT_OPENGL_ES_1) && !defined(QT_OPENGL_ES_1_CL)
+ else if (wsurf)
+ return QSize(wsurf->width(), wsurf->height());
+#endif
+ return QSize();
+}
+
+QGLFormat QGLDrawable::format() const
+{
+ if (widget)
+ return widget->format();
+ else if (buffer)
+ return buffer->format();
+#if defined(Q_WS_QWS) || (!defined(QT_OPENGL_ES_1) && !defined(QT_OPENGL_ES_1_CL))
+ else if (wsurf)
+ return wsurf->context()->format();
+#endif
+ else if (fbo && QGLContext::currentContext()) {
+ QGLFormat fmt = QGLContext::currentContext()->format();
+ fmt.setStencil(fbo->attachment() == QGLFramebufferObject::CombinedDepthStencil);
+ fmt.setDepth(fbo->attachment() != QGLFramebufferObject::NoAttachment);
+ return fmt;
+ }
+
+ return QGLFormat();
+}
+
+GLuint QGLDrawable::bindTexture(const QImage &image, GLenum target, GLint format)
+{
+ if (widget)
+ return widget->d_func()->glcx->d_func()->bindTexture(image, target, format, true);
+ else if (buffer)
+ return buffer->d_func()->qctx->d_func()->bindTexture(image, target, format, true);
+ else if (fbo && QGLContext::currentContext())
+ return const_cast<QGLContext *>(QGLContext::currentContext())->d_func()->bindTexture(image, target, format, true);
+#if defined(Q_WS_QWS) || (!defined(QT_OPENGL_ES_1) && !defined(QT_OPENGL_ES_1_CL))
+ else if (wsurf)
+ return wsurf->context()->d_func()->bindTexture(image, target, format, true);
+#endif
+ return 0;
+}
+
+GLuint QGLDrawable::bindTexture(const QPixmap &pixmap, GLenum target, GLint format)
+{
+ if (widget)
+ return widget->d_func()->glcx->d_func()->bindTexture(pixmap, target, format, true);
+ else if (buffer)
+ return buffer->d_func()->qctx->d_func()->bindTexture(pixmap, target, format, true);
+ else if (fbo && QGLContext::currentContext())
+ return const_cast<QGLContext *>(QGLContext::currentContext())->d_func()->bindTexture(pixmap, target, format, true);
+#if defined(Q_WS_QWS) || (!defined(QT_OPENGL_ES_1) && !defined(QT_OPENGL_ES_1_CL))
+ else if (wsurf)
+ return wsurf->context()->d_func()->bindTexture(pixmap, target, format, true);
+#endif
+ return 0;
+}
+
+QColor QGLDrawable::backgroundColor() const
+{
+ if (widget)
+ return widget->palette().brush(widget->backgroundRole()).color();
+ else if (pixmapData)
+ return pixmapData->fillColor();
+ return QApplication::palette().brush(QPalette::Background).color();
+}
+
+bool QGLDrawable::hasTransparentBackground() const
+{
+ return widget && widget->testAttribute(Qt::WA_TranslucentBackground);
+}
+
+QGLContext *QGLDrawable::context() const
+{
+ if (widget)
+ return widget->d_func()->glcx;
+ else if (buffer)
+ return buffer->d_func()->qctx;
+ else if (fbo)
+ return const_cast<QGLContext *>(QGLContext::currentContext());
+#if defined(Q_WS_QWS) || (!defined(QT_OPENGL_ES_1) && !defined(QT_OPENGL_ES_1_CL))
+ else if (wsurf)
+ return wsurf->context();
+#endif
+ return 0;
+}
+
+bool QGLDrawable::autoFillBackground() const
+{
+ if (widget)
+ return widget->autoFillBackground();
+ else if (pixmapData)
+ return pixmapData->needsFill();
+ else
+ return false;
+}
+
QT_END_NAMESPACE
diff --git a/src/opengl/qgl.h b/src/opengl/qgl.h
index 32fbce2..6b511e2 100644
--- a/src/opengl/qgl.h
+++ b/src/opengl/qgl.h
@@ -363,6 +363,7 @@ private:
friend class QGLWindowSurface;
friend class QGLPixmapData;
friend class QGLPixmapFilterBase;
+ friend class QGLTextureGlyphCache;
friend QGLFormat::OpenGLVersionFlags QGLFormat::openGLVersionFlags();
#ifdef Q_WS_MAC
public:
@@ -372,8 +373,8 @@ private:
friend QGLContextPrivate *qt_phonon_get_dptr(const QGLContext *);
#endif
friend class QGLFramebufferObject;
-#ifdef Q_WS_WIN
friend class QGLFramebufferObjectPrivate;
+#ifdef Q_WS_WIN
friend bool qt_resolve_GLSL_functions(QGLContext *ctx);
friend bool qt_createGLSLProgram(QGLContext *ctx, GLuint &program, const char *shader_src, GLuint &shader);
#endif
diff --git a/src/opengl/qgl_egl.cpp b/src/opengl/qgl_egl.cpp
index 98c5710..287c537 100644
--- a/src/opengl/qgl_egl.cpp
+++ b/src/opengl/qgl_egl.cpp
@@ -57,14 +57,14 @@ void qt_egl_set_format(QEglProperties& props, int deviceType, const QGLFormat& f
// Set the pixel format to that contained in the QGLFormat
// if the system hasn't already chosen a fixed format to
// match the pixmap, widget, etc.
- if (props.value(EGL_RED_SIZE) == EGL_DONT_CARE || f.redBufferSize() != -1)
+ if (props.value(EGL_RED_SIZE) == 0 || f.redBufferSize() != -1)
props.setValue(EGL_RED_SIZE, f.redBufferSize() == -1 ? 1 : f.redBufferSize());
- if (props.value(EGL_GREEN_SIZE) == EGL_DONT_CARE || f.greenBufferSize() != -1)
+ if (props.value(EGL_GREEN_SIZE) == 0 || f.greenBufferSize() != -1)
props.setValue(EGL_GREEN_SIZE, f.greenBufferSize() == -1 ? 1 : f.greenBufferSize());
- if (props.value(EGL_BLUE_SIZE) == EGL_DONT_CARE || f.blueBufferSize() != -1)
+ if (props.value(EGL_BLUE_SIZE) == 0 || f.blueBufferSize() != -1)
props.setValue(EGL_BLUE_SIZE, f.blueBufferSize() == -1 ? 1 : f.blueBufferSize());
if (f.alpha()) {
- if (props.value(EGL_ALPHA_SIZE) == EGL_DONT_CARE || f.alphaBufferSize() != -1)
+ if (props.value(EGL_ALPHA_SIZE) == 0 || f.alphaBufferSize() != -1)
props.setValue(EGL_ALPHA_SIZE, f.alphaBufferSize() == -1 ? 1 : f.alphaBufferSize());
}
diff --git a/src/opengl/qgl_p.h b/src/opengl/qgl_p.h
index 1214f20..b3523d4 100644
--- a/src/opengl/qgl_p.h
+++ b/src/opengl/qgl_p.h
@@ -61,6 +61,10 @@
#include "QtCore/qhash.h"
#include "private/qwidget_p.h"
+#if !defined(QT_OPENGL_ES_1) && !defined(QT_OPENGL_ES_1_CL)
+#include "private/qpixmapdata_gl_p.h"
+#endif
+
#ifndef QT_OPENGL_ES_1_CL
#define q_vertexType float
#define q_vertexTypeEnum GL_FLOAT
@@ -239,6 +243,7 @@ public:
QGLFormat glFormat;
QGLFormat reqFormat;
GLuint pbo;
+ GLuint fbo;
uint valid : 1;
uint sharing : 1;
@@ -256,6 +261,7 @@ public:
GLint max_texture_size;
GLuint current_fbo;
+ QPaintEngine *active_engine;
#ifdef Q_WS_WIN
static inline QGLExtensionFuncs& qt_get_extension_funcs(const QGLContext *ctx) { return ctx->d_ptr->extensionFuncs; }
@@ -283,6 +289,54 @@ Q_SIGNALS:
void aboutToDestroyContext(const QGLContext *context);
};
+class QGLPixelBuffer;
+class QGLFramebufferObject;
+class QWSGLWindowSurface;
+class QGLWindowSurface;
+class QGLDrawable {
+public:
+ QGLDrawable() : widget(0), buffer(0), fbo(0)
+#if defined(Q_WS_QWS) || (!defined(QT_OPENGL_ES_1) && !defined(QT_OPENGL_ES_1_CL))
+ , wsurf(0)
+#endif
+#if !defined(QT_OPENGL_ES_1) && !defined(QT_OPENGL_ES_1_CL)
+ , pixmapData(0)
+#endif
+ {}
+ void setDevice(QPaintDevice *pdev);
+ void swapBuffers();
+ void makeCurrent();
+ void doneCurrent();
+ QSize size() const;
+ QGLFormat format() const;
+ GLuint bindTexture(const QImage &image, GLenum target = GL_TEXTURE_2D, GLint format = GL_RGBA);
+ GLuint bindTexture(const QPixmap &pixmap, GLenum target = GL_TEXTURE_2D, GLint format = GL_RGBA);
+ QColor backgroundColor() const;
+ QGLContext *context() const;
+ bool autoFillBackground() const;
+ bool hasTransparentBackground() const;
+
+#if !defined(QT_OPENGL_ES_1) && !defined(QT_OPENGL_ES_1_CL)
+ QGLPixmapData *copyOnBegin() const;
+#endif
+
+private:
+ bool wasBound;
+ QGLWidget *widget;
+ QGLPixelBuffer *buffer;
+ QGLFramebufferObject *fbo;
+#ifdef Q_WS_QWS
+ QWSGLWindowSurface *wsurf;
+#elif !defined(QT_OPENGL_ES_1) && !defined(QT_OPENGL_ES_1_CL)
+ QGLWindowSurface *wsurf;
+#endif
+
+#if !defined(QT_OPENGL_ES_1) && !defined(QT_OPENGL_ES_1_CL)
+ QGLPixmapData *pixmapData;
+#endif
+ int previous_fbo;
+};
+
// GL extension definitions
class QGLExtensions {
public:
@@ -298,7 +352,8 @@ public:
StencilWrap = 0x00000100,
PackedDepthStencil = 0x00000200,
NVFloatBuffer = 0x00000400,
- PixelBufferObject = 0x00000800
+ PixelBufferObject = 0x00000800,
+ FramebufferBlit = 0x00001000
};
Q_DECLARE_FLAGS(Extensions, Extension)
@@ -379,6 +434,16 @@ extern QOpenGLPaintEngine* qt_qgl_paint_engine();
extern EGLDisplay qt_qgl_egl_display();
#endif
+inline bool qt_gl_preferGL2Engine()
+{
+#if defined(QT_OPENGL_ES_2)
+ return true;
+#else
+ return (QGLFormat::openGLVersionFlags() & QGLFormat::OpenGL_Version_2_0)
+ && qgetenv("QT_GL_USE_OPENGL1ENGINE").isEmpty();
+#endif
+}
+
inline GLenum qt_gl_preferredTextureFormat()
{
return QSysInfo::ByteOrder == QSysInfo::BigEndian ? GL_RGBA : GL_BGRA;
@@ -386,12 +451,16 @@ inline GLenum qt_gl_preferredTextureFormat()
inline GLenum qt_gl_preferredTextureTarget()
{
+#if defined(QT_OPENGL_ES_2)
+ return GL_TEXTURE_2D;
+#else
return (QGLExtensions::glExtensions & QGLExtensions::TextureRectangle)
+ && !qt_gl_preferGL2Engine()
? GL_TEXTURE_RECTANGLE_NV
: GL_TEXTURE_2D;
+#endif
}
-
QT_END_NAMESPACE
#endif // QGL_P_H
diff --git a/src/opengl/qgl_win.cpp b/src/opengl/qgl_win.cpp
index bd8569a..217b0fc 100644
--- a/src/opengl/qgl_win.cpp
+++ b/src/opengl/qgl_win.cpp
@@ -884,19 +884,9 @@ static bool qLogEq(bool a, bool b)
return (((!a) && (!b)) || (a && b));
}
-/*!
- \bold{Win32 only:} This virtual function chooses a pixel
- format that matches the OpenGL \link setFormat() format\endlink.
- Reimplement this function in a subclass if you need a custom
- context.
-
- \warning The \a dummyPfd pointer and \a pdc are used as a \c
- PIXELFORMATDESCRIPTOR*. We use \c void to avoid using
- Windows-specific types in our header files.
-
- \sa chooseContext()
-*/
-
+/*
+ See qgl.cpp for qdoc comment.
+ */
int QGLContext::choosePixelFormat(void* dummyPfd, HDC pdc)
{
Q_D(QGLContext);
diff --git a/src/opengl/qgl_wince.cpp b/src/opengl/qgl_wince.cpp
index cb51598..7429071 100644
--- a/src/opengl/qgl_wince.cpp
+++ b/src/opengl/qgl_wince.cpp
@@ -552,9 +552,6 @@ void QGLWidgetPrivate::updateColormap()
ReleaseDC(q->winId(), hdc);
}
-/*!
- \reimp
-\*/
bool QGLWidget::event(QEvent *e)
{
Q_D(QGLWidget);
diff --git a/src/opengl/qgl_x11.cpp b/src/opengl/qgl_x11.cpp
index 28c34de..28a50bd 100644
--- a/src/opengl/qgl_x11.cpp
+++ b/src/opengl/qgl_x11.cpp
@@ -433,7 +433,7 @@ bool QGLContext::chooseContext(const QGLContext* shareContext)
if (!d->gpm)
return false;
}
- QString glxExt = QString(QLatin1String(glXGetClientString(QX11Info::display(), GLX_EXTENSIONS)));
+ QString glxExt = QLatin1String(glXGetClientString(QX11Info::display(), GLX_EXTENSIONS));
if (glxExt.contains(QLatin1String("GLX_SGI_video_sync"))) {
if (d->glFormat.swapInterval() == -1)
d->glFormat.setSwapInterval(0);
@@ -443,19 +443,9 @@ bool QGLContext::chooseContext(const QGLContext* shareContext)
return true;
}
-
-/*!
- \bold{X11 only:} This virtual function tries to find a
- visual that matches the format, reducing the demands if the original
- request cannot be met.
-
- The algorithm for reducing the demands of the format is quite
- simple-minded, so override this method in your subclass if your
- application has spcific requirements on visual selection.
-
- \sa chooseContext()
-*/
-
+/*
+ See qgl.cpp for qdoc comment.
+ */
void *QGLContext::chooseVisual()
{
Q_D(QGLContext);
@@ -519,25 +509,28 @@ void *QGLContext::chooseVisual()
return vis;
}
-
-/*!
- \internal
-
- \bold{X11 only:} This virtual function chooses a visual
- that matches the OpenGL \link format() format\endlink. Reimplement this
- function in a subclass if you need a custom visual.
-
- \sa chooseContext()
-*/
-
+/*
+ See qgl.cpp for qdoc comment.
+ */
void *QGLContext::tryVisual(const QGLFormat& f, int bufDepth)
{
Q_D(QGLContext);
- int spec[40];
+ int spec[45];
int i = 0;
spec[i++] = GLX_LEVEL;
spec[i++] = f.plane();
const QX11Info *xinfo = qt_x11Info(d->paintDevice);
+ bool useFBConfig = false;
+
+#if defined(GLX_VERSION_1_3) && !defined(QT_NO_XRENDER)
+ QWidget* widget = 0;
+ if (d->paintDevice->devType() == QInternal::Widget)
+ widget = static_cast<QWidget*>(d->paintDevice);
+
+ // Only use glXChooseFBConfig for widgets if we're trying to get an ARGB visual
+ if (widget && widget->testAttribute(Qt::WA_TranslucentBackground) && X11->use_xrender)
+ useFBConfig = true;
+#endif
#if defined(GLX_VERSION_1_1) && defined(GLX_EXT_visual_info)
static bool useTranspExt = false;
@@ -565,28 +558,41 @@ void *QGLContext::tryVisual(const QGLFormat& f, int bufDepth)
useTranspExtChecked = true;
}
- if (f.plane() && useTranspExt) {
+ if (f.plane() && useTranspExt && !useFBConfig) {
// Required to avoid non-transparent overlay visual(!) on some systems
spec[i++] = GLX_TRANSPARENT_TYPE_EXT;
spec[i++] = f.rgba() ? GLX_TRANSPARENT_RGB_EXT : GLX_TRANSPARENT_INDEX_EXT;
}
#endif
+#if defined(GLX_VERSION_1_3)
+ // GLX_RENDER_TYPE is only in glx >=1.3
+ if (useFBConfig) {
+ spec[i++] = GLX_RENDER_TYPE;
+ spec[i++] = f.rgba() ? GLX_RGBA_BIT : GLX_COLOR_INDEX_BIT;
+ }
+#endif
+
if (f.doubleBuffer())
spec[i++] = GLX_DOUBLEBUFFER;
+ if (useFBConfig)
+ spec[i++] = True;
if (f.depth()) {
spec[i++] = GLX_DEPTH_SIZE;
spec[i++] = f.depthBufferSize() == -1 ? 1 : f.depthBufferSize();
}
if (f.stereo()) {
spec[i++] = GLX_STEREO;
+ if (useFBConfig)
+ spec[i++] = True;
}
if (f.stencil()) {
spec[i++] = GLX_STENCIL_SIZE;
spec[i++] = f.stencilBufferSize() == -1 ? 1 : f.stencilBufferSize();
}
if (f.rgba()) {
- spec[i++] = GLX_RGBA;
+ if (!useFBConfig)
+ spec[i++] = GLX_RGBA;
spec[i++] = GLX_RED_SIZE;
spec[i++] = f.redBufferSize() == -1 ? 1 : f.redBufferSize();
spec[i++] = GLX_GREEN_SIZE;
@@ -621,8 +627,86 @@ void *QGLContext::tryVisual(const QGLFormat& f, int bufDepth)
spec[i++] = f.samples() == -1 ? 4 : f.samples();
}
+#if defined(GLX_VERSION_1_3)
+ if (useFBConfig) {
+ spec[i++] = GLX_DRAWABLE_TYPE;
+ switch(d->paintDevice->devType()) {
+ case QInternal::Pixmap:
+ spec[i++] = GLX_PIXMAP_BIT;
+ break;
+ case QInternal::Pbuffer:
+ spec[i++] = GLX_PBUFFER_BIT;
+ break;
+ default:
+ qWarning("QGLContext: Unknown paint device type %d", d->paintDevice->devType());
+ // Fall-through & assume it's a window
+ case QInternal::Widget:
+ spec[i++] = GLX_WINDOW_BIT;
+ break;
+ };
+ }
+#endif
+
spec[i] = XNone;
- return glXChooseVisual(xinfo->display(), xinfo->screen(), spec);
+
+
+ XVisualInfo* chosenVisualInfo = 0;
+
+#if defined(GLX_VERSION_1_3)
+ while (useFBConfig) {
+ GLXFBConfig *configs;
+ int configCount = 0;
+ configs = glXChooseFBConfig(xinfo->display(), xinfo->screen(), spec, &configCount);
+
+ if (!configs)
+ break; // fallback to trying glXChooseVisual
+
+ for (i = 0; i < configCount; ++i) {
+ XVisualInfo* vi;
+ vi = glXGetVisualFromFBConfig(xinfo->display(), configs[i]);
+ if (!vi)
+ continue;
+
+#if !defined(QT_NO_XRENDER)
+ QWidget* w = 0;
+ if (d->paintDevice->devType() == QInternal::Widget)
+ w = static_cast<QWidget*>(d->paintDevice);
+
+ if (w && w->testAttribute(Qt::WA_TranslucentBackground) && f.alpha()) {
+ // Attempt to find a config who's visual has a proper alpha channel
+ XRenderPictFormat *pictFormat;
+ pictFormat = XRenderFindVisualFormat(xinfo->display(), vi->visual);
+
+ if (pictFormat && (pictFormat->type == PictTypeDirect) && pictFormat->direct.alphaMask) {
+ // The pict format for the visual matching the FBConfig indicates ARGB
+ if (chosenVisualInfo)
+ XFree(chosenVisualInfo);
+ chosenVisualInfo = vi;
+ break;
+ }
+ } else
+#endif //QT_NO_XRENDER
+ if (chosenVisualInfo) {
+ // If we've got a visual we can use and we're not trying to find one with a
+ // real alpha channel, we might as well just use the one we've got
+ break;
+ }
+
+ if (!chosenVisualInfo)
+ chosenVisualInfo = vi; // Have something to fall back to
+ else
+ XFree(vi);
+ }
+
+ XFree(configs);
+ break;
+ }
+#endif // defined(GLX_VERSION_1_3)
+
+ if (!chosenVisualInfo)
+ chosenVisualInfo = glXChooseVisual(xinfo->display(), xinfo->screen(), spec);
+
+ return chosenVisualInfo;
}
@@ -703,7 +787,7 @@ void QGLContext::swapBuffers() const
static qt_glXWaitVideoSyncSGI glXWaitVideoSyncSGI = 0;
static bool resolved = false;
if (!resolved) {
- QString glxExt = QString(QLatin1String(glXGetClientString(QX11Info::display(), GLX_EXTENSIONS)));
+ QString glxExt = QLatin1String(glXGetClientString(QX11Info::display(), GLX_EXTENSIONS));
if (glxExt.contains(QLatin1String("GLX_SGI_video_sync"))) {
#if defined(Q_OS_LINUX) || defined(Q_OS_BSD4)
void *handle = dlopen(NULL, RTLD_LAZY);
@@ -948,7 +1032,7 @@ void *QGLContext::getProcAddress(const QString &proc) const
if (resolved && !glXGetProcAddressARB)
return 0;
if (!glXGetProcAddressARB) {
- QString glxExt = QString(QLatin1String(glXGetClientString(QX11Info::display(), GLX_EXTENSIONS)));
+ QString glxExt = QLatin1String(glXGetClientString(QX11Info::display(), GLX_EXTENSIONS));
if (glxExt.contains(QLatin1String("GLX_ARB_get_proc_address"))) {
#if defined(Q_OS_LINUX) || defined(Q_OS_BSD4)
void *handle = dlopen(NULL, RTLD_LAZY);
@@ -1191,6 +1275,12 @@ void QGLWidget::setContext(QGLContext *context,
d_func()->xinfo = parentWidget()->d_func()->xinfo;
}
+ // If the application has set WA_TranslucentBackground and not explicitly set
+ // the alpha buffer size to zero, modify the format so it have an alpha channel
+ QGLFormat& fmt = d->glcx->d_func()->glFormat;
+ if (testAttribute(Qt::WA_TranslucentBackground) && fmt.alphaBufferSize() == -1)
+ fmt.setAlphaBufferSize(1);
+
bool createFailed = false;
if (!d->glcx->isValid()) {
if (!d->glcx->create(shareContext ? shareContext : oldcx))
diff --git a/src/opengl/qgl_x11egl.cpp b/src/opengl/qgl_x11egl.cpp
index 480a2dc..3c745b8 100644
--- a/src/opengl/qgl_x11egl.cpp
+++ b/src/opengl/qgl_x11egl.cpp
@@ -114,13 +114,6 @@ bool QGLContext::chooseContext(const QGLContext* shareContext)
eglSwapInterval(d->eglContext->display(), d->glFormat.swapInterval());
#endif
- // Create the EGL surface to draw into.
- if (!d->eglContext->createSurface(device())) {
- delete d->eglContext;
- d->eglContext = 0;
- return false;
- }
-
return true;
}
@@ -262,21 +255,125 @@ void QGLWidget::setContext(QGLContext *context, const QGLContext* shareContext,
d_func()->xinfo = parentWidget()->d_func()->xinfo;
}
+ // If the application has set WA_TranslucentBackground and not explicitly set
+ // the alpha buffer size to zero, modify the format so it have an alpha channel
+ QGLFormat& fmt = d->glcx->d_func()->glFormat;
+ if (testAttribute(Qt::WA_TranslucentBackground) && fmt.alphaBufferSize() == -1)
+ fmt.setAlphaBufferSize(1);
+
+ bool createFailed = false;
+ if (!d->glcx->isValid()) {
+ if (!d->glcx->create(shareContext ? shareContext : oldcx))
+ createFailed = true;
+ }
+ if (createFailed) {
+ if (deleteOldContext)
+ delete oldcx;
+ return;
+ }
+
+ if (d->glcx->windowCreated() || d->glcx->deviceIsPixmap()) {
+ if (deleteOldContext)
+ delete oldcx;
+ return;
+ }
+
bool visible = isVisible();
if (visible)
hide();
XVisualInfo vi;
+ memset(&vi, 0, sizeof(XVisualInfo));
+
+ // Check to see if EGL is suggesting an appropriate visual id:
+ EGLint nativeVisualId;
+ QEglContext* qeglCtx = d->glcx->d_func()->eglContext;
+ qeglCtx->configAttrib(EGL_NATIVE_VISUAL_ID, &nativeVisualId);
+ vi.visualid = nativeVisualId;
+
+ if (vi.visualid) {
+ // EGL has suggested a visual id, so get the rest of the visual info for that id:
+ XVisualInfo *chosenVisualInfo;
+ int matchingCount = 0;
+ chosenVisualInfo = XGetVisualInfo(x11Info().display(), VisualIDMask, &vi, &matchingCount);
+ if (chosenVisualInfo) {
+ qDebug("Using X Visual ID (%d) provided by EGL", (int)vi.visualid);
+ vi = *chosenVisualInfo;
+ XFree(chosenVisualInfo);
+ }
+ else {
+ qWarning("Warning: EGL suggested using X visual ID %d for config %d, but this seems to be invalid!",
+ nativeVisualId, (int)qeglCtx->config());
+ vi.visualid = 0;
+ }
+ }
- int err = XMatchVisualInfo(x11Info().display(), x11Info().screen(), x11Info().depth(), TrueColor, &vi);
- if (err == 0) {
- qWarning("Error: Couldn't get a matching X visual for format");
- return;
+ // If EGL does not know the visual ID, so try to select an appropriate one ourselves, first
+ // using XRender if we're supposed to have an alpha, then falling back to XGetVisualInfo
+
+ bool useArgb = context->format().alpha() && !context->deviceIsPixmap();
+#if !defined(QT_NO_XRENDER)
+ if (vi.visualid == 0 && useArgb) {
+ // Try to use XRender to find an ARGB visual we can use
+ vi.screen = x11Info().screen();
+ vi.depth = 32;
+ vi.c_class = TrueColor;
+ XVisualInfo *matchingVisuals;
+ int matchingCount = 0;
+ matchingVisuals = XGetVisualInfo(x11Info().display(),
+ VisualScreenMask|VisualDepthMask|VisualClassMask,
+ &vi, &matchingCount);
+
+ for (int i = 0; i < matchingCount; ++i) {
+ XRenderPictFormat *format;
+ format = XRenderFindVisualFormat(x11Info().display(), matchingVisuals[i].visual);
+ if (format->type == PictTypeDirect && format->direct.alphaMask) {
+ vi = matchingVisuals[i];
+ qDebug("Using X Visual ID (%d) for ARGB visual as provided by XRender", (int)vi.visualid);
+ break;
+ }
+ }
+ XFree(matchingVisuals);
+ }
+#endif
+
+ if (vi.visualid == 0) {
+ EGLint depth;
+ qeglCtx->configAttrib(EGL_BUFFER_SIZE, &depth);
+ int err;
+ err = XMatchVisualInfo(x11Info().display(), x11Info().screen(), depth, TrueColor, &vi);
+ if (err == 0) {
+ qWarning("Warning: Can't find an X visual which matches the EGL config(%d)'s depth (%d)!",
+ (int)qeglCtx->config(), depth);
+ depth = x11Info().depth();
+ err = XMatchVisualInfo(x11Info().display(), x11Info().screen(), depth, TrueColor, &vi);
+ if (err == 0) {
+ qWarning("Error: Couldn't get any matching X visual!");
+ return;
+ } else
+ qWarning(" - Falling back to X11 suggested depth (%d)", depth);
+ } else
+ qDebug("Using X Visual ID (%d) for EGL provided depth (%d)", (int)vi.visualid, depth);
+
+ // Don't try to use ARGB now unless the visual is 32-bit - even then it might stil fail :-(
+ if (useArgb)
+ useArgb = vi.depth == 32;
}
+// qDebug("Visual Info:");
+// qDebug(" bits_per_rgb=%d", vi.bits_per_rgb);
+// qDebug(" red_mask=0x%x", vi.red_mask);
+// qDebug(" green_mask=0x%x", vi.green_mask);
+// qDebug(" blue_mask=0x%x", vi.blue_mask);
+// qDebug(" colormap_size=%d", vi.colormap_size);
+// qDebug(" c_class=%d", vi.c_class);
+// qDebug(" depth=%d", vi.depth);
+// qDebug(" screen=%d", vi.screen);
+// qDebug(" visualid=%d", vi.visualid);
+
XSetWindowAttributes a;
- Window p = RootWindow(X11->display, vi.screen);
+ Window p = RootWindow(x11Info().display(), x11Info().screen());
if (parentWidget())
p = parentWidget()->winId();
@@ -284,9 +381,14 @@ void QGLWidget::setContext(QGLContext *context, const QGLContext* shareContext,
a.background_pixel = colmap.pixel(palette().color(backgroundRole()));
a.border_pixel = colmap.pixel(Qt::black);
- Window w = XCreateWindow(X11->display, p, x(), y(), width(), height(),
- 0, vi.depth, InputOutput, vi.visual,
- CWBackPixel|CWBorderPixel, &a);
+ unsigned int valueMask = CWBackPixel|CWBorderPixel;
+ if(useArgb) {
+ a.colormap = XCreateColormap(x11Info().display(), p, vi.visual, AllocNone);
+ valueMask |= CWColormap;
+ }
+
+ Window w = XCreateWindow(x11Info().display(), p, x(), y(), width(), height(),
+ 0, vi.depth, InputOutput, vi.visual, valueMask, &a);
if (deleteOldContext)
delete oldcx;
@@ -294,28 +396,20 @@ void QGLWidget::setContext(QGLContext *context, const QGLContext* shareContext,
create(w); // Create with the ID of the window we've just created
- d->eglSurfaceWindowId = w; // Remember the window id we created the surface for
-
- if (visible)
- show();
- bool createFailed = false;
- if (!d->glcx->isValid()) {
- if (!d->glcx->create(shareContext ? shareContext : oldcx))
- createFailed = true;
- }
- if (createFailed) {
- if (deleteOldContext)
- delete oldcx;
+ // Create the EGL surface to draw into.
+ if (!d->glcx->d_func()->eglContext->createSurface(this)) {
+ delete d->glcx->d_func()->eglContext;
+ d->glcx->d_func()->eglContext = 0;
return;
}
- if (d->glcx->windowCreated() || d->glcx->deviceIsPixmap()) {
- if (deleteOldContext)
- delete oldcx;
- return;
- }
+ d->eglSurfaceWindowId = w; // Remember the window id we created the surface for
+
+ if (visible)
+ show();
+ XFlush(X11->display);
d->glcx->setWindowCreated(true);
}
diff --git a/src/opengl/qglextensions.cpp b/src/opengl/qglextensions.cpp
index 8357cf9..3c198fb 100644
--- a/src/opengl/qglextensions.cpp
+++ b/src/opengl/qglextensions.cpp
@@ -45,9 +45,15 @@ QT_BEGIN_NAMESPACE
bool qt_resolve_framebufferobject_extensions(QGLContext *ctx)
{
-#if !defined(QT_OPENGL_ES_2)
- if (glIsRenderbufferEXT != 0)
+#if defined(QT_OPENGL_ES_2)
+ static bool have_resolved = false;
+ if (have_resolved)
+ return true;
+ have_resolved = true;
+#else
+ if (glIsRenderbuffer != 0)
return true;
+#endif
if (ctx == 0) {
qWarning("QGLFramebufferObject: Unable to resolve framebuffer object extensions -"
@@ -55,32 +61,37 @@ bool qt_resolve_framebufferobject_extensions(QGLContext *ctx)
return false;
}
- glIsRenderbufferEXT = (_glIsRenderbufferEXT) ctx->getProcAddress(QLatin1String("glIsRenderbufferEXT"));
- glBindRenderbufferEXT = (_glBindRenderbufferEXT) ctx->getProcAddress(QLatin1String("glBindRenderbufferEXT"));
- glDeleteRenderbuffersEXT = (_glDeleteRenderbuffersEXT) ctx->getProcAddress(QLatin1String("glDeleteRenderbuffersEXT"));
- glGenRenderbuffersEXT = (_glGenRenderbuffersEXT) ctx->getProcAddress(QLatin1String("glGenRenderbuffersEXT"));
- glRenderbufferStorageEXT = (_glRenderbufferStorageEXT) ctx->getProcAddress(QLatin1String("glRenderbufferStorageEXT"));
- glGetRenderbufferParameterivEXT =
- (_glGetRenderbufferParameterivEXT) ctx->getProcAddress(QLatin1String("glGetRenderbufferParameterivEXT"));
- glIsFramebufferEXT = (_glIsFramebufferEXT) ctx->getProcAddress(QLatin1String("glIsFramebufferEXT"));
- glBindFramebufferEXT = (_glBindFramebufferEXT) ctx->getProcAddress(QLatin1String("glBindFramebufferEXT"));
- glDeleteFramebuffersEXT = (_glDeleteFramebuffersEXT) ctx->getProcAddress(QLatin1String("glDeleteFramebuffersEXT"));
- glGenFramebuffersEXT = (_glGenFramebuffersEXT) ctx->getProcAddress(QLatin1String("glGenFramebuffersEXT"));
- glCheckFramebufferStatusEXT = (_glCheckFramebufferStatusEXT) ctx->getProcAddress(QLatin1String("glCheckFramebufferStatusEXT"));
- glFramebufferTexture1DEXT = (_glFramebufferTexture1DEXT) ctx->getProcAddress(QLatin1String("glFramebufferTexture1DEXT"));
- glFramebufferTexture2DEXT = (_glFramebufferTexture2DEXT) ctx->getProcAddress(QLatin1String("glFramebufferTexture2DEXT"));
- glFramebufferTexture3DEXT = (_glFramebufferTexture3DEXT) ctx->getProcAddress(QLatin1String("glFramebufferTexture3DEXT"));
- glFramebufferRenderbufferEXT = (_glFramebufferRenderbufferEXT) ctx->getProcAddress(QLatin1String("glFramebufferRenderbufferEXT"));
- glGetFramebufferAttachmentParameterivEXT =
- (_glGetFramebufferAttachmentParameterivEXT) ctx->getProcAddress(QLatin1String("glGetFramebufferAttachmentParameterivEXT"));
- glGenerateMipmapEXT = (_glGenerateMipmapEXT) ctx->getProcAddress(QLatin1String("glGenerateMipmapEXT"));
- return glIsRenderbufferEXT;
+
+ glBlitFramebufferEXT = (_glBlitFramebufferEXT) ctx->getProcAddress(QLatin1String("glBlitFramebufferEXT"));
+ glRenderbufferStorageMultisampleEXT =
+ (_glRenderbufferStorageMultisampleEXT) ctx->getProcAddress(QLatin1String("glRenderbufferStorageMultisampleEXT"));
+
+#if !defined(QT_OPENGL_ES_2)
+ glIsRenderbuffer = (_glIsRenderbuffer) ctx->getProcAddress(QLatin1String("glIsRenderbufferEXT"));
+ glBindRenderbuffer = (_glBindRenderbuffer) ctx->getProcAddress(QLatin1String("glBindRenderbufferEXT"));
+ glDeleteRenderbuffers = (_glDeleteRenderbuffers) ctx->getProcAddress(QLatin1String("glDeleteRenderbuffersEXT"));
+ glGenRenderbuffers = (_glGenRenderbuffers) ctx->getProcAddress(QLatin1String("glGenRenderbuffersEXT"));
+ glRenderbufferStorage = (_glRenderbufferStorage) ctx->getProcAddress(QLatin1String("glRenderbufferStorageEXT"));
+ glGetRenderbufferParameteriv =
+ (_glGetRenderbufferParameteriv) ctx->getProcAddress(QLatin1String("glGetRenderbufferParameterivEXT"));
+ glIsFramebuffer = (_glIsFramebuffer) ctx->getProcAddress(QLatin1String("glIsFramebufferEXT"));
+ glBindFramebuffer = (_glBindFramebuffer) ctx->getProcAddress(QLatin1String("glBindFramebufferEXT"));
+ glDeleteFramebuffers = (_glDeleteFramebuffers) ctx->getProcAddress(QLatin1String("glDeleteFramebuffersEXT"));
+ glGenFramebuffers = (_glGenFramebuffers) ctx->getProcAddress(QLatin1String("glGenFramebuffersEXT"));
+ glCheckFramebufferStatus = (_glCheckFramebufferStatus) ctx->getProcAddress(QLatin1String("glCheckFramebufferStatusEXT"));
+ glFramebufferTexture2D = (_glFramebufferTexture2D) ctx->getProcAddress(QLatin1String("glFramebufferTexture2DEXT"));
+ glFramebufferRenderbuffer = (_glFramebufferRenderbuffer) ctx->getProcAddress(QLatin1String("glFramebufferRenderbufferEXT"));
+ glGetFramebufferAttachmentParameteriv =
+ (_glGetFramebufferAttachmentParameteriv) ctx->getProcAddress(QLatin1String("glGetFramebufferAttachmentParameterivEXT"));
+ glGenerateMipmap = (_glGenerateMipmap) ctx->getProcAddress(QLatin1String("glGenerateMipmapEXT"));
+
+ return glIsRenderbuffer;
#else
- Q_UNUSED(ctx);
return true;
#endif
}
+#if !defined(QT_OPENGL_ES_2)
bool qt_resolve_version_1_3_functions(QGLContext *ctx)
{
if (glMultiTexCoord4f != 0)
@@ -89,14 +100,12 @@ bool qt_resolve_version_1_3_functions(QGLContext *ctx)
QGLContext cx(QGLFormat::defaultFormat());
glMultiTexCoord4f = (_glMultiTexCoord4f) ctx->getProcAddress(QLatin1String("glMultiTexCoord4f"));
-#if defined(QT_OPENGL_ES_2)
- return glMultiTexCoord4f;
-#else
glActiveTexture = (_glActiveTexture) ctx->getProcAddress(QLatin1String("glActiveTexture"));
return glMultiTexCoord4f && glActiveTexture;
-#endif
}
+#endif
+#if !defined(QT_OPENGL_ES_2)
bool qt_resolve_stencil_face_extension(QGLContext *ctx)
{
if (glActiveStencilFaceEXT != 0)
@@ -107,7 +116,10 @@ bool qt_resolve_stencil_face_extension(QGLContext *ctx)
return glActiveStencilFaceEXT;
}
+#endif
+
+#if !defined(QT_OPENGL_ES_2)
bool qt_resolve_frag_program_extensions(QGLContext *ctx)
{
if (glProgramStringARB != 0)
@@ -126,60 +138,215 @@ bool qt_resolve_frag_program_extensions(QGLContext *ctx)
&& glGenProgramsARB
&& glProgramLocalParameter4fvARB;
}
+#endif
+
bool qt_resolve_buffer_extensions(QGLContext *ctx)
{
- if (glBindBufferARB && glDeleteBuffersARB && glGenBuffersARB && glBufferDataARB
- && glMapBufferARB && glUnmapBufferARB)
+ if (glMapBufferARB && glUnmapBufferARB
+#if !defined(QT_OPENGL_ES_2)
+ && glBindBuffer && glDeleteBuffers && glGenBuffers && glBufferData
+#endif
+ )
return true;
- glBindBufferARB = (_glBindBufferARB) ctx->getProcAddress(QLatin1String("glBindBufferARB"));
- glDeleteBuffersARB = (_glDeleteBuffersARB) ctx->getProcAddress(QLatin1String("glDeleteBuffersARB"));
- glGenBuffersARB = (_glGenBuffersARB) ctx->getProcAddress(QLatin1String("glGenBuffersARB"));
- glBufferDataARB = (_glBufferDataARB) ctx->getProcAddress(QLatin1String("glBufferDataARB"));
+#if !defined(QT_OPENGL_ES_2)
+ glBindBuffer = (_glBindBuffer) ctx->getProcAddress(QLatin1String("glBindBufferARB"));
+ glDeleteBuffers = (_glDeleteBuffers) ctx->getProcAddress(QLatin1String("glDeleteBuffersARB"));
+ glGenBuffers = (_glGenBuffers) ctx->getProcAddress(QLatin1String("glGenBuffersARB"));
+ glBufferData = (_glBufferData) ctx->getProcAddress(QLatin1String("glBufferDataARB"));
+#endif
glMapBufferARB = (_glMapBufferARB) ctx->getProcAddress(QLatin1String("glMapBufferARB"));
glUnmapBufferARB = (_glUnmapBufferARB) ctx->getProcAddress(QLatin1String("glUnmapBufferARB"));
- return glBindBufferARB
- && glDeleteBuffersARB
- && glGenBuffersARB
- && glBufferDataARB
- && glMapBufferARB
- && glUnmapBufferARB;
+ return glMapBufferARB
+ && glUnmapBufferARB
+#if !defined(QT_OPENGL_ES_2)
+ && glBindBuffer
+ && glDeleteBuffers
+ && glGenBuffers
+ && glBufferData
+#endif
+ ;
}
bool qt_resolve_glsl_extensions(QGLContext *ctx)
{
+#if defined(QT_OPENGL_ES_2)
+ // The GLSL shader functions are always present in OpenGL/ES 2.0.
+ // The only exceptions are glGetProgramBinaryOES and glProgramBinaryOES.
+ if (!QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glslResolved) {
+ glGetProgramBinaryOES = (_glGetProgramBinaryOES) ctx->getProcAddress(QLatin1String("glGetProgramBinaryOES"));
+ glProgramBinaryOES = (_glProgramBinaryOES) ctx->getProcAddress(QLatin1String("glProgramBinaryOES"));
+ QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glslResolved = true;
+ }
+ return true;
+#else
if (glCreateShader)
return true;
glCreateShader = (_glCreateShader) ctx->getProcAddress(QLatin1String("glCreateShader"));
- glShaderSource = (_glShaderSource) ctx->getProcAddress(QLatin1String("glShaderSource"));
- glCompileShader = (_glCompileShader) ctx->getProcAddress(QLatin1String("glCompileShader"));
- glDeleteShader = (_glDeleteShader) ctx->getProcAddress(QLatin1String("glDeleteShader"));
-
- glCreateProgram = (_glCreateProgram) ctx->getProcAddress(QLatin1String("glCreateProgram"));
- glAttachShader = (_glAttachShader) ctx->getProcAddress(QLatin1String("glAttachShader"));
- glDetachShader = (_glDetachShader) ctx->getProcAddress(QLatin1String("glDetachShader"));
- glLinkProgram = (_glLinkProgram) ctx->getProcAddress(QLatin1String("glLinkProgram"));
- glUseProgram = (_glUseProgram) ctx->getProcAddress(QLatin1String("glUseProgram"));
- glDeleteProgram = (_glDeleteProgram) ctx->getProcAddress(QLatin1String("glDeleteProgram"));
-
- glGetShaderInfoLog = (_glGetShaderInfoLog) ctx->getProcAddress(QLatin1String("glGetShaderInfoLog"));
- glGetShaderiv = (_glGetShaderiv) ctx->getProcAddress(QLatin1String("glGetShaderiv"));
- glGetProgramiv = (_glGetProgramiv) ctx->getProcAddress(QLatin1String("glGetProgramiv"));
-
- glGetUniformLocation = (_glGetUniformLocation) ctx->getProcAddress(QLatin1String("glGetUniformLocation"));
- glUniform4fv = (_glUniform4fv) ctx->getProcAddress(QLatin1String("glUniform4fv"));
- glUniform3fv = (_glUniform3fv) ctx->getProcAddress(QLatin1String("glUniform3fv"));
- glUniform2fv = (_glUniform2fv) ctx->getProcAddress(QLatin1String("glUniform2fv"));
- glUniform1fv = (_glUniform1fv) ctx->getProcAddress(QLatin1String("glUniform1fv"));
- glUniform1i = (_glUniform1i) ctx->getProcAddress(QLatin1String("glUniform1i"));
-
- return glCreateShader && glShaderSource && glCompileShader && glDeleteProgram &&
- glCreateProgram && glAttachShader && glDetachShader && glLinkProgram && glUseProgram &&
- glDeleteProgram && glGetShaderInfoLog && glGetShaderiv && glGetProgramiv && glGetUniformLocation &&
- glUniform1i && glUniform1fv && glUniform2fv && glUniform3fv && glUniform4fv;
+ if (glCreateShader) {
+ glShaderSource = (_glShaderSource) ctx->getProcAddress(QLatin1String("glShaderSource"));
+ glShaderBinary = (_glShaderBinary) ctx->getProcAddress(QLatin1String("glShaderBinary"));
+ glCompileShader = (_glCompileShader) ctx->getProcAddress(QLatin1String("glCompileShader"));
+ glDeleteShader = (_glDeleteShader) ctx->getProcAddress(QLatin1String("glDeleteShader"));
+ glIsShader = (_glIsShader) ctx->getProcAddress(QLatin1String("glIsShader"));
+
+ glCreateProgram = (_glCreateProgram) ctx->getProcAddress(QLatin1String("glCreateProgram"));
+ glAttachShader = (_glAttachShader) ctx->getProcAddress(QLatin1String("glAttachShader"));
+ glDetachShader = (_glDetachShader) ctx->getProcAddress(QLatin1String("glDetachShader"));
+ glLinkProgram = (_glLinkProgram) ctx->getProcAddress(QLatin1String("glLinkProgram"));
+ glUseProgram = (_glUseProgram) ctx->getProcAddress(QLatin1String("glUseProgram"));
+ glDeleteProgram = (_glDeleteProgram) ctx->getProcAddress(QLatin1String("glDeleteProgram"));
+ glIsProgram = (_glIsProgram) ctx->getProcAddress(QLatin1String("glIsProgram"));
+
+ glGetShaderInfoLog = (_glGetShaderInfoLog) ctx->getProcAddress(QLatin1String("glGetShaderInfoLog"));
+ glGetShaderiv = (_glGetShaderiv) ctx->getProcAddress(QLatin1String("glGetShaderiv"));
+ glGetShaderSource = (_glGetShaderSource) ctx->getProcAddress(QLatin1String("glGetShaderSource"));
+ glGetProgramiv = (_glGetProgramiv) ctx->getProcAddress(QLatin1String("glGetProgramiv"));
+ glGetProgramInfoLog = (_glGetProgramInfoLog) ctx->getProcAddress(QLatin1String("glGetProgramInfoLog"));
+
+ glGetUniformLocation = (_glGetUniformLocation) ctx->getProcAddress(QLatin1String("glGetUniformLocation"));
+ glUniform4fv = (_glUniform4fv) ctx->getProcAddress(QLatin1String("glUniform4fv"));
+ glUniform3fv = (_glUniform3fv) ctx->getProcAddress(QLatin1String("glUniform3fv"));
+ glUniform2fv = (_glUniform2fv) ctx->getProcAddress(QLatin1String("glUniform2fv"));
+ glUniform1fv = (_glUniform1fv) ctx->getProcAddress(QLatin1String("glUniform1fv"));
+ glUniform1i = (_glUniform1i) ctx->getProcAddress(QLatin1String("glUniform1i"));
+ glUniform1iv = (_glUniform1iv) ctx->getProcAddress(QLatin1String("glUniform1iv"));
+ glUniformMatrix2fv = (_glUniformMatrix2fv) ctx->getProcAddress(QLatin1String("glUniformMatrix2fv"));
+ glUniformMatrix3fv = (_glUniformMatrix3fv) ctx->getProcAddress(QLatin1String("glUniformMatrix3fv"));
+ glUniformMatrix4fv = (_glUniformMatrix4fv) ctx->getProcAddress(QLatin1String("glUniformMatrix4fv"));
+ glUniformMatrix2x3fv = (_glUniformMatrix2x3fv) ctx->getProcAddress(QLatin1String("glUniformMatrix2x3fv"));
+ glUniformMatrix2x4fv = (_glUniformMatrix2x4fv) ctx->getProcAddress(QLatin1String("glUniformMatrix2x4fv"));
+ glUniformMatrix3x2fv = (_glUniformMatrix3x2fv) ctx->getProcAddress(QLatin1String("glUniformMatrix3x2fv"));
+ glUniformMatrix3x4fv = (_glUniformMatrix3x4fv) ctx->getProcAddress(QLatin1String("glUniformMatrix3x4fv"));
+ glUniformMatrix4x2fv = (_glUniformMatrix4x2fv) ctx->getProcAddress(QLatin1String("glUniformMatrix4x2fv"));
+ glUniformMatrix4x3fv = (_glUniformMatrix4x3fv) ctx->getProcAddress(QLatin1String("glUniformMatrix4x3fv"));
+
+ glBindAttribLocation = (_glBindAttribLocation) ctx->getProcAddress(QLatin1String("glBindAttribLocation"));
+ glGetAttribLocation = (_glGetAttribLocation) ctx->getProcAddress(QLatin1String("glGetAttribLocation"));
+ glVertexAttrib1fv = (_glVertexAttrib1fv) ctx->getProcAddress(QLatin1String("glVertexAttrib1fv"));
+ glVertexAttrib2fv = (_glVertexAttrib2fv) ctx->getProcAddress(QLatin1String("glVertexAttrib2fv"));
+ glVertexAttrib3fv = (_glVertexAttrib3fv) ctx->getProcAddress(QLatin1String("glVertexAttrib3fv"));
+ glVertexAttrib4fv = (_glVertexAttrib4fv) ctx->getProcAddress(QLatin1String("glVertexAttrib4fv"));
+ glVertexAttribPointer = (_glVertexAttribPointer) ctx->getProcAddress(QLatin1String("glVertexAttribPointer"));
+ glDisableVertexAttribArray = (_glDisableVertexAttribArray) ctx->getProcAddress(QLatin1String("glDisableVertexAttribArray"));
+ glEnableVertexAttribArray = (_glEnableVertexAttribArray) ctx->getProcAddress(QLatin1String("glEnableVertexAttribArray"));
+
+ } else {
+ // We may not have the standard shader functions, but we might
+ // have the older ARB functions instead.
+ glCreateShader = (_glCreateShader) ctx->getProcAddress(QLatin1String("glCreateShaderObjectARB"));
+ glShaderSource = (_glShaderSource) ctx->getProcAddress(QLatin1String("glShaderSourceARB"));
+ glShaderBinary = (_glShaderBinary) ctx->getProcAddress(QLatin1String("glShaderBinaryARB"));
+ glCompileShader = (_glCompileShader) ctx->getProcAddress(QLatin1String("glCompileShaderARB"));
+ glDeleteShader = (_glDeleteShader) ctx->getProcAddress(QLatin1String("glDeleteObjectARB"));
+ glIsShader = 0;
+
+ glCreateProgram = (_glCreateProgram) ctx->getProcAddress(QLatin1String("glCreateProgramObjectARB"));
+ glAttachShader = (_glAttachShader) ctx->getProcAddress(QLatin1String("glAttachObjectARB"));
+ glDetachShader = (_glDetachShader) ctx->getProcAddress(QLatin1String("glDetachObjectARB"));
+ glLinkProgram = (_glLinkProgram) ctx->getProcAddress(QLatin1String("glLinkProgramARB"));
+ glUseProgram = (_glUseProgram) ctx->getProcAddress(QLatin1String("glUseProgramObjectARB"));
+ glDeleteProgram = (_glDeleteProgram) ctx->getProcAddress(QLatin1String("glDeleteObjectARB"));
+ glIsProgram = 0;
+
+ glGetShaderInfoLog = (_glGetShaderInfoLog) ctx->getProcAddress(QLatin1String("glGetInfoLogARB"));
+ glGetShaderiv = (_glGetShaderiv) ctx->getProcAddress(QLatin1String("glGetObjectParameterivARB"));
+ glGetShaderSource = (_glGetShaderSource) ctx->getProcAddress(QLatin1String("glGetShaderSourceARB"));
+ glGetProgramiv = (_glGetProgramiv) ctx->getProcAddress(QLatin1String("glGetObjectParameterivARB"));
+ glGetProgramInfoLog = (_glGetProgramInfoLog) ctx->getProcAddress(QLatin1String("glGetInfoLogARB"));
+
+ glGetUniformLocation = (_glGetUniformLocation) ctx->getProcAddress(QLatin1String("glGetUniformLocationARB"));
+ glUniform4fv = (_glUniform4fv) ctx->getProcAddress(QLatin1String("glUniform4fvARB"));
+ glUniform3fv = (_glUniform3fv) ctx->getProcAddress(QLatin1String("glUniform3fvARB"));
+ glUniform2fv = (_glUniform2fv) ctx->getProcAddress(QLatin1String("glUniform2fvARB"));
+ glUniform1fv = (_glUniform1fv) ctx->getProcAddress(QLatin1String("glUniform1fvARB"));
+ glUniform1i = (_glUniform1i) ctx->getProcAddress(QLatin1String("glUniform1iARB"));
+ glUniform1iv = (_glUniform1iv) ctx->getProcAddress(QLatin1String("glUniform1ivARB"));
+ glUniformMatrix2fv = (_glUniformMatrix2fv) ctx->getProcAddress(QLatin1String("glUniformMatrix2fvARB"));
+ glUniformMatrix3fv = (_glUniformMatrix3fv) ctx->getProcAddress(QLatin1String("glUniformMatrix3fvARB"));
+ glUniformMatrix4fv = (_glUniformMatrix4fv) ctx->getProcAddress(QLatin1String("glUniformMatrix4fvARB"));
+ glUniformMatrix2x3fv = (_glUniformMatrix2x3fv) ctx->getProcAddress(QLatin1String("glUniformMatrix2x3fvARB"));
+ glUniformMatrix2x4fv = (_glUniformMatrix2x4fv) ctx->getProcAddress(QLatin1String("glUniformMatrix2x4fvARB"));
+ glUniformMatrix3x2fv = (_glUniformMatrix3x2fv) ctx->getProcAddress(QLatin1String("glUniformMatrix3x2fvARB"));
+ glUniformMatrix3x4fv = (_glUniformMatrix3x4fv) ctx->getProcAddress(QLatin1String("glUniformMatrix3x4fvARB"));
+ glUniformMatrix4x2fv = (_glUniformMatrix4x2fv) ctx->getProcAddress(QLatin1String("glUniformMatrix4x2fvARB"));
+ glUniformMatrix4x3fv = (_glUniformMatrix4x3fv) ctx->getProcAddress(QLatin1String("glUniformMatrix4x3fvARB"));
+
+ glBindAttribLocation = (_glBindAttribLocation) ctx->getProcAddress(QLatin1String("glBindAttribLocationARB"));
+ glGetAttribLocation = (_glGetAttribLocation) ctx->getProcAddress(QLatin1String("glGetAttribLocationARB"));
+ glVertexAttrib1fv = (_glVertexAttrib1fv) ctx->getProcAddress(QLatin1String("glVertexAttrib1fvARB"));
+ glVertexAttrib2fv = (_glVertexAttrib2fv) ctx->getProcAddress(QLatin1String("glVertexAttrib2fvARB"));
+ glVertexAttrib3fv = (_glVertexAttrib3fv) ctx->getProcAddress(QLatin1String("glVertexAttrib3fvARB"));
+ glVertexAttrib4fv = (_glVertexAttrib4fv) ctx->getProcAddress(QLatin1String("glVertexAttrib4fvARB"));
+ glVertexAttribPointer = (_glVertexAttribPointer) ctx->getProcAddress(QLatin1String("glVertexAttribPointerARB"));
+ glDisableVertexAttribArray = (_glDisableVertexAttribArray) ctx->getProcAddress(QLatin1String("glDisableVertexAttribArrayARB"));
+ glEnableVertexAttribArray = (_glEnableVertexAttribArray) ctx->getProcAddress(QLatin1String("glEnableVertexAttribArrayARB"));
+ }
+
+ // Note: glShaderBinary(), glIsShader(), glIsProgram(), and
+ // glUniformMatrixNxMfv() are optional, but all other functions
+ // are required.
+
+ return glCreateShader &&
+ glShaderSource &&
+ glCompileShader &&
+ glDeleteProgram &&
+ glCreateProgram &&
+ glAttachShader &&
+ glDetachShader &&
+ glLinkProgram &&
+ glUseProgram &&
+ glDeleteProgram &&
+ glGetShaderInfoLog &&
+ glGetShaderiv &&
+ glGetShaderSource &&
+ glGetProgramiv &&
+ glGetProgramInfoLog &&
+ glGetUniformLocation &&
+ glUniform1fv &&
+ glUniform2fv &&
+ glUniform3fv &&
+ glUniform4fv &&
+ glUniform1i &&
+ glUniform1iv &&
+ glUniformMatrix2fv &&
+ glUniformMatrix3fv &&
+ glUniformMatrix4fv &&
+ glBindAttribLocation &&
+ glGetAttribLocation &&
+ glVertexAttrib1fv &&
+ glVertexAttrib2fv &&
+ glVertexAttrib3fv &&
+ glVertexAttrib4fv &&
+ glVertexAttribPointer &&
+ glDisableVertexAttribArray &&
+ glEnableVertexAttribArray;
+#endif
}
+#if !defined(QT_OPENGL_ES_2)
+bool qt_resolve_version_2_0_functions(QGLContext *ctx)
+{
+ bool gl2supported = true;
+ if (!qt_resolve_glsl_extensions(ctx))
+ gl2supported = false;
+
+ if (!qt_resolve_version_1_3_functions(ctx))
+ gl2supported = false;
+
+ if (glStencilOpSeparate)
+ return gl2supported;
+
+ glStencilOpSeparate = (_glStencilOpSeparate) ctx->getProcAddress(QLatin1String("glStencilOpSeparate"));
+ if (!glStencilOpSeparate)
+ gl2supported = false;
+
+ return gl2supported;
+}
+#endif
+
+
QT_END_NAMESPACE
diff --git a/src/opengl/qglextensions_p.h b/src/opengl/qglextensions_p.h
index a0517f5..d6edfb6 100644
--- a/src/opengl/qglextensions_p.h
+++ b/src/opengl/qglextensions_p.h
@@ -74,11 +74,15 @@
typedef ptrdiff_t GLsizeiptrARB;
#endif
+#ifndef GL_VERSION_2_0
+typedef char GLchar;
+#endif
+
// ARB_pixel_buffer_object
-typedef void (APIENTRY *_glBindBufferARB) (GLenum, GLuint);
-typedef void (APIENTRY *_glDeleteBuffersARB) (GLsizei, const GLuint *);
-typedef void (APIENTRY *_glGenBuffersARB) (GLsizei, GLuint *);
-typedef void (APIENTRY *_glBufferDataARB) (GLenum, GLsizeiptrARB, const GLvoid *, GLenum);
+typedef void (APIENTRY *_glBindBuffer) (GLenum, GLuint);
+typedef void (APIENTRY *_glDeleteBuffers) (GLsizei, const GLuint *);
+typedef void (APIENTRY *_glGenBuffers) (GLsizei, GLuint *);
+typedef void (APIENTRY *_glBufferData) (GLenum, GLsizeiptrARB, const GLvoid *, GLenum);
typedef GLvoid* (APIENTRY *_glMapBufferARB) (GLenum, GLenum);
typedef GLboolean (APIENTRY *_glUnmapBufferARB) (GLenum);
@@ -92,8 +96,10 @@ typedef void (APIENTRY *_glProgramLocalParameter4fvARB) (GLenum, GLuint, const G
// GLSL
typedef GLuint (APIENTRY *_glCreateShader) (GLenum);
typedef void (APIENTRY *_glShaderSource) (GLuint, GLsizei, const char **, const GLint *);
+typedef void (APIENTRY *_glShaderBinary) (GLint, const GLuint*, GLenum, const void*, GLint);
typedef void (APIENTRY *_glCompileShader) (GLuint);
typedef void (APIENTRY *_glDeleteShader) (GLuint);
+typedef GLboolean (APIENTRY *_glIsShader) (GLuint);
typedef GLuint (APIENTRY *_glCreateProgram) ();
typedef void (APIENTRY *_glAttachShader) (GLuint, GLuint);
@@ -101,62 +107,101 @@ typedef void (APIENTRY *_glDetachShader) (GLuint, GLuint);
typedef void (APIENTRY *_glLinkProgram) (GLuint);
typedef void (APIENTRY *_glUseProgram) (GLuint);
typedef void (APIENTRY *_glDeleteProgram) (GLuint);
+typedef GLboolean (APIENTRY *_glIsProgram) (GLuint);
typedef void (APIENTRY *_glGetShaderInfoLog) (GLuint, GLsizei, GLsizei *, char *);
typedef void (APIENTRY *_glGetShaderiv) (GLuint, GLenum, GLint *);
+typedef void (APIENTRY *_glGetShaderSource) (GLuint, GLsizei, GLsizei *, char *);
typedef void (APIENTRY *_glGetProgramiv) (GLuint, GLenum, GLint *);
+typedef void (APIENTRY *_glGetProgramInfoLog) (GLuint, GLsizei, GLsizei *, char *);
typedef GLuint (APIENTRY *_glGetUniformLocation) (GLuint, const char*);
-typedef void (APIENTRY *_glUniform4fv) (GLint, GLsizei, GLfloat *);
-typedef void (APIENTRY *_glUniform3fv) (GLint, GLsizei, GLfloat *);
-typedef void (APIENTRY *_glUniform2fv) (GLint, GLsizei, GLfloat *);
-typedef void (APIENTRY *_glUniform1fv) (GLint, GLsizei, GLfloat *);
+typedef void (APIENTRY *_glUniform4fv) (GLint, GLsizei, const GLfloat *);
+typedef void (APIENTRY *_glUniform3fv) (GLint, GLsizei, const GLfloat *);
+typedef void (APIENTRY *_glUniform2fv) (GLint, GLsizei, const GLfloat *);
+typedef void (APIENTRY *_glUniform1fv) (GLint, GLsizei, const GLfloat *);
typedef void (APIENTRY *_glUniform1i) (GLint, GLint);
+typedef void (APIENTRY *_glUniform1iv) (GLint, GLsizei, const GLint *);
+typedef void (APIENTRY *_glUniformMatrix2fv) (GLint, GLsizei, GLboolean, const GLfloat *);
+typedef void (APIENTRY *_glUniformMatrix3fv) (GLint, GLsizei, GLboolean, const GLfloat *);
+typedef void (APIENTRY *_glUniformMatrix4fv) (GLint, GLsizei, GLboolean, const GLfloat *);
+typedef void (APIENTRY *_glUniformMatrix2x3fv) (GLint, GLsizei, GLboolean, const GLfloat *);
+typedef void (APIENTRY *_glUniformMatrix2x4fv) (GLint, GLsizei, GLboolean, const GLfloat *);
+typedef void (APIENTRY *_glUniformMatrix3x2fv) (GLint, GLsizei, GLboolean, const GLfloat *);
+typedef void (APIENTRY *_glUniformMatrix3x4fv) (GLint, GLsizei, GLboolean, const GLfloat *);
+typedef void (APIENTRY *_glUniformMatrix4x2fv) (GLint, GLsizei, GLboolean, const GLfloat *);
+typedef void (APIENTRY *_glUniformMatrix4x3fv) (GLint, GLsizei, GLboolean, const GLfloat *);
+
+typedef void (APIENTRY *_glBindAttribLocation) (GLuint, GLuint, const char *);
+typedef GLint (APIENTRY *_glGetAttribLocation) (GLuint, const char *);
+typedef void (APIENTRY *_glVertexAttrib1fv) (GLuint, const GLfloat *);
+typedef void (APIENTRY *_glVertexAttrib2fv) (GLuint, const GLfloat *);
+typedef void (APIENTRY *_glVertexAttrib3fv) (GLuint, const GLfloat *);
+typedef void (APIENTRY *_glVertexAttrib4fv) (GLuint, const GLfloat *);
+typedef void (APIENTRY *_glVertexAttribPointer) (GLuint, GLint, GLenum, GLboolean, GLsizei, const GLvoid *);
+typedef void (APIENTRY *_glDisableVertexAttribArray) (GLuint);
+typedef void (APIENTRY *_glEnableVertexAttribArray) (GLuint);
+
+typedef void (APIENTRY *_glGetProgramBinaryOES) (GLuint, GLsizei, GLsizei *, GLenum *, void *);
+typedef void (APIENTRY *_glProgramBinaryOES) (GLuint, GLenum, const void *, GLint);
-typedef void (APIENTRY *_glActiveStencilFaceEXT) (GLenum );
typedef void (APIENTRY *_glMultiTexCoord4f) (GLenum, GLfloat, GLfloat, GLfloat, GLfloat);
+typedef void (APIENTRY *_glActiveStencilFaceEXT) (GLenum );
+
+// Needed for GL2 engine:
+typedef void (APIENTRY *_glStencilOpSeparate) (GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass);
typedef void (APIENTRY *_glActiveTexture) (GLenum);
+
// EXT_GL_framebuffer_object
-typedef GLboolean (APIENTRY *_glIsRenderbufferEXT) (GLuint renderbuffer);
-typedef void (APIENTRY *_glBindRenderbufferEXT) (GLenum target, GLuint renderbuffer);
-typedef void (APIENTRY *_glDeleteRenderbuffersEXT) (GLsizei n, const GLuint *renderbuffers);
-typedef void (APIENTRY *_glGenRenderbuffersEXT) (GLsizei n, GLuint *renderbuffers);
-typedef void (APIENTRY *_glRenderbufferStorageEXT) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
-typedef void (APIENTRY *_glGetRenderbufferParameterivEXT) (GLenum target, GLenum pname, GLint *params);
-typedef GLboolean (APIENTRY *_glIsFramebufferEXT) (GLuint framebuffer);
-typedef void (APIENTRY *_glBindFramebufferEXT) (GLenum target, GLuint framebuffer);
-typedef void (APIENTRY *_glDeleteFramebuffersEXT) (GLsizei n, const GLuint *framebuffers);
-typedef void (APIENTRY *_glGenFramebuffersEXT) (GLsizei n, GLuint *framebuffers);
-typedef GLenum (APIENTRY *_glCheckFramebufferStatusEXT) (GLenum target);
-typedef void (APIENTRY *_glFramebufferTexture1DEXT) (GLenum target, GLenum attachment, GLenum textarget,
- GLuint texture, GLint level);
-typedef void (APIENTRY *_glFramebufferTexture2DEXT) (GLenum target, GLenum attachment, GLenum textarget,
+typedef GLboolean (APIENTRY *_glIsRenderbuffer) (GLuint renderbuffer);
+typedef void (APIENTRY *_glBindRenderbuffer) (GLenum target, GLuint renderbuffer);
+typedef void (APIENTRY *_glDeleteRenderbuffers) (GLsizei n, const GLuint *renderbuffers);
+typedef void (APIENTRY *_glGenRenderbuffers) (GLsizei n, GLuint *renderbuffers);
+typedef void (APIENTRY *_glRenderbufferStorage) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
+typedef void (APIENTRY *_glGetRenderbufferParameteriv) (GLenum target, GLenum pname, GLint *params);
+typedef GLboolean (APIENTRY *_glIsFramebuffer) (GLuint framebuffer);
+typedef void (APIENTRY *_glBindFramebuffer) (GLenum target, GLuint framebuffer);
+typedef void (APIENTRY *_glDeleteFramebuffers) (GLsizei n, const GLuint *framebuffers);
+typedef void (APIENTRY *_glGenFramebuffers) (GLsizei n, GLuint *framebuffers);
+typedef GLenum (APIENTRY *_glCheckFramebufferStatus) (GLenum target);
+typedef void (APIENTRY *_glFramebufferTexture2D) (GLenum target, GLenum attachment, GLenum textarget,
GLuint texture, GLint level);
-typedef void (APIENTRY *_glFramebufferTexture3DEXT) (GLenum target, GLenum attachment, GLenum textarget,
- GLuint texture, GLint level, GLint zoffset);
-typedef void (APIENTRY *_glFramebufferRenderbufferEXT) (GLenum target, GLenum attachment, GLenum renderbuffertarget,
+typedef void (APIENTRY *_glFramebufferRenderbuffer) (GLenum target, GLenum attachment, GLenum renderbuffertarget,
GLuint renderbuffer);
-typedef void (APIENTRY *_glGetFramebufferAttachmentParameterivEXT) (GLenum target, GLenum attachment, GLenum pname,
+typedef void (APIENTRY *_glGetFramebufferAttachmentParameteriv) (GLenum target, GLenum attachment, GLenum pname,
GLint *params);
-typedef void (APIENTRY *_glGenerateMipmapEXT) (GLenum target);
+typedef void (APIENTRY *_glGenerateMipmap) (GLenum target);
+
+// EXT_GL_framebuffer_blit
+typedef void (APIENTRY *_glBlitFramebufferEXT) (int srcX0, int srcY0, int srcX1, int srcY1,
+ int dstX0, int dstY0, int dstX1, int dstY1,
+ GLbitfield mask, GLenum filter);
+
+// EXT_GL_framebuffer_multisample
+typedef void (APIENTRY *_glRenderbufferStorageMultisampleEXT) (GLenum target, GLsizei samples,
+ GLenum internalformat, GLsizei width, GLsizei height);
QT_BEGIN_NAMESPACE
struct QGLExtensionFuncs
{
QGLExtensionFuncs() {
+#if !defined(QT_OPENGL_ES_2)
qt_glProgramStringARB = 0;
qt_glBindProgramARB = 0;
qt_glDeleteProgramsARB = 0;
qt_glGenProgramsARB = 0;
qt_glProgramLocalParameter4fvARB = 0;
+ // GLSL
qt_glCreateShader = 0;
qt_glShaderSource = 0;
+ qt_glShaderBinary = 0;
qt_glCompileShader = 0;
qt_glDeleteShader = 0;
+ qt_glIsShader = 0;
qt_glCreateProgram = 0;
qt_glAttachShader = 0;
@@ -164,10 +209,13 @@ struct QGLExtensionFuncs
qt_glLinkProgram = 0;
qt_glUseProgram = 0;
qt_glDeleteProgram = 0;
+ qt_glIsProgram = 0;
qt_glGetShaderInfoLog = 0;
qt_glGetShaderiv = 0;
+ qt_glGetShaderSource = 0;
qt_glGetProgramiv = 0;
+ qt_glGetProgramInfoLog = 0;
qt_glGetUniformLocation = 0;
qt_glUniform4fv = 0;
@@ -175,40 +223,74 @@ struct QGLExtensionFuncs
qt_glUniform2fv = 0;
qt_glUniform1fv = 0;
qt_glUniform1i = 0;
+ qt_glUniform1iv = 0;
+ qt_glUniformMatrix2fv = 0;
+ qt_glUniformMatrix3fv = 0;
+ qt_glUniformMatrix4fv = 0;
+ qt_glUniformMatrix2x3fv = 0;
+ qt_glUniformMatrix2x4fv = 0;
+ qt_glUniformMatrix3x2fv = 0;
+ qt_glUniformMatrix3x4fv = 0;
+ qt_glUniformMatrix4x2fv = 0;
+ qt_glUniformMatrix4x3fv = 0;
+
+ qt_glBindAttribLocation = 0;
+ qt_glGetAttribLocation = 0;
+ qt_glVertexAttrib1fv = 0;
+ qt_glVertexAttrib2fv = 0;
+ qt_glVertexAttrib3fv = 0;
+ qt_glVertexAttrib4fv = 0;
+ qt_glVertexAttribPointer = 0;
+ qt_glDisableVertexAttribArray = 0;
+ qt_glEnableVertexAttribArray = 0;
+
+ // Extras for GL2 engine:
+ qt_glActiveTexture = 0;
+ qt_glStencilOpSeparate = 0;
qt_glActiveStencilFaceEXT = 0;
-
qt_glMultiTexCoord4f = 0;
- qt_glActiveTexture = 0;
+#else
+ qt_glslResolved = false;
+
+ qt_glGetProgramBinaryOES = 0;
+ qt_glProgramBinaryOES = 0;
+#endif
+ // FBOs
#if !defined(QT_OPENGL_ES_2)
- qt_glIsRenderbufferEXT = 0;
- qt_glBindRenderbufferEXT = 0;
- qt_glDeleteRenderbuffersEXT = 0;
- qt_glGenRenderbuffersEXT = 0;
- qt_glRenderbufferStorageEXT = 0;
- qt_glGetRenderbufferParameterivEXT = 0;
- qt_glIsFramebufferEXT = 0;
- qt_glBindFramebufferEXT = 0;
- qt_glDeleteFramebuffersEXT = 0;
- qt_glGenFramebuffersEXT = 0;
- qt_glCheckFramebufferStatusEXT = 0;
- qt_glFramebufferTexture1DEXT = 0;
- qt_glFramebufferTexture2DEXT = 0;
- qt_glFramebufferTexture3DEXT = 0;
- qt_glFramebufferRenderbufferEXT = 0;
- qt_glGetFramebufferAttachmentParameterivEXT = 0;
- qt_glGenerateMipmapEXT = 0;
-#endif
-
- qt_glBindBufferARB = 0;
- qt_glDeleteBuffersARB = 0;
- qt_glGenBuffersARB = 0;
- qt_glBufferDataARB = 0;
+ qt_glIsRenderbuffer = 0;
+ qt_glBindRenderbuffer = 0;
+ qt_glDeleteRenderbuffers = 0;
+ qt_glGenRenderbuffers = 0;
+ qt_glRenderbufferStorage = 0;
+ qt_glGetRenderbufferParameteriv = 0;
+ qt_glIsFramebuffer = 0;
+ qt_glBindFramebuffer = 0;
+ qt_glDeleteFramebuffers = 0;
+ qt_glGenFramebuffers = 0;
+ qt_glCheckFramebufferStatus = 0;
+ qt_glFramebufferTexture2D = 0;
+ qt_glFramebufferRenderbuffer = 0;
+ qt_glGetFramebufferAttachmentParameteriv = 0;
+ qt_glGenerateMipmap = 0;
+#endif
+ qt_glBlitFramebufferEXT = 0;
+ qt_glRenderbufferStorageMultisampleEXT = 0;
+
+ // Buffer objects:
+#if !defined(QT_OPENGL_ES_2)
+ qt_glBindBuffer = 0;
+ qt_glDeleteBuffers = 0;
+ qt_glGenBuffers = 0;
+ qt_glBufferData = 0;
+#endif
qt_glMapBufferARB = 0;
qt_glUnmapBufferARB = 0;
}
+
+#if !defined(QT_OPENGL_ES_2)
_glProgramStringARB qt_glProgramStringARB;
_glBindProgramARB qt_glBindProgramARB;
_glDeleteProgramsARB qt_glDeleteProgramsARB;
@@ -218,8 +300,10 @@ struct QGLExtensionFuncs
// GLSL definitions
_glCreateShader qt_glCreateShader;
_glShaderSource qt_glShaderSource;
+ _glShaderBinary qt_glShaderBinary;
_glCompileShader qt_glCompileShader;
_glDeleteShader qt_glDeleteShader;
+ _glIsShader qt_glIsShader;
_glCreateProgram qt_glCreateProgram;
_glAttachShader qt_glAttachShader;
@@ -227,10 +311,13 @@ struct QGLExtensionFuncs
_glLinkProgram qt_glLinkProgram;
_glUseProgram qt_glUseProgram;
_glDeleteProgram qt_glDeleteProgram;
+ _glIsProgram qt_glIsProgram;
_glGetShaderInfoLog qt_glGetShaderInfoLog;
_glGetShaderiv qt_glGetShaderiv;
+ _glGetShaderSource qt_glGetShaderSource;
_glGetProgramiv qt_glGetProgramiv;
+ _glGetProgramInfoLog qt_glGetProgramInfoLog;
_glGetUniformLocation qt_glGetUniformLocation;
_glUniform4fv qt_glUniform4fv;
@@ -238,38 +325,74 @@ struct QGLExtensionFuncs
_glUniform2fv qt_glUniform2fv;
_glUniform1fv qt_glUniform1fv;
_glUniform1i qt_glUniform1i;
+ _glUniform1iv qt_glUniform1iv;
+ _glUniformMatrix2fv qt_glUniformMatrix2fv;
+ _glUniformMatrix3fv qt_glUniformMatrix3fv;
+ _glUniformMatrix4fv qt_glUniformMatrix4fv;
+ _glUniformMatrix2x3fv qt_glUniformMatrix2x3fv;
+ _glUniformMatrix2x4fv qt_glUniformMatrix2x4fv;
+ _glUniformMatrix3x2fv qt_glUniformMatrix3x2fv;
+ _glUniformMatrix3x4fv qt_glUniformMatrix3x4fv;
+ _glUniformMatrix4x2fv qt_glUniformMatrix4x2fv;
+ _glUniformMatrix4x3fv qt_glUniformMatrix4x3fv;
+
+ _glBindAttribLocation qt_glBindAttribLocation;
+ _glGetAttribLocation qt_glGetAttribLocation;
+ _glVertexAttrib1fv qt_glVertexAttrib1fv;
+ _glVertexAttrib2fv qt_glVertexAttrib2fv;
+ _glVertexAttrib3fv qt_glVertexAttrib3fv;
+ _glVertexAttrib4fv qt_glVertexAttrib4fv;
+ _glVertexAttribPointer qt_glVertexAttribPointer;
+ _glDisableVertexAttribArray qt_glDisableVertexAttribArray;
+ _glEnableVertexAttribArray qt_glEnableVertexAttribArray;
- _glActiveStencilFaceEXT qt_glActiveStencilFaceEXT;
+#else
+ bool qt_glslResolved;
+
+ _glGetProgramBinaryOES qt_glGetProgramBinaryOES;
+ _glProgramBinaryOES qt_glProgramBinaryOES;
+#endif
+ _glActiveStencilFaceEXT qt_glActiveStencilFaceEXT;
_glMultiTexCoord4f qt_glMultiTexCoord4f;
+
+#if !defined(QT_OPENGL_ES_2)
+ // Extras needed for GL2 engine:
_glActiveTexture qt_glActiveTexture;
+ _glStencilOpSeparate qt_glStencilOpSeparate;
+#endif
+ // FBOs
#if !defined(QT_OPENGL_ES_2)
- _glIsRenderbufferEXT qt_glIsRenderbufferEXT;
- _glBindRenderbufferEXT qt_glBindRenderbufferEXT;
- _glDeleteRenderbuffersEXT qt_glDeleteRenderbuffersEXT;
- _glGenRenderbuffersEXT qt_glGenRenderbuffersEXT;
- _glRenderbufferStorageEXT qt_glRenderbufferStorageEXT;
- _glGetRenderbufferParameterivEXT qt_glGetRenderbufferParameterivEXT;
- _glIsFramebufferEXT qt_glIsFramebufferEXT;
- _glBindFramebufferEXT qt_glBindFramebufferEXT;
- _glDeleteFramebuffersEXT qt_glDeleteFramebuffersEXT;
- _glGenFramebuffersEXT qt_glGenFramebuffersEXT;
- _glCheckFramebufferStatusEXT qt_glCheckFramebufferStatusEXT;
- _glFramebufferTexture1DEXT qt_glFramebufferTexture1DEXT;
- _glFramebufferTexture2DEXT qt_glFramebufferTexture2DEXT;
- _glFramebufferTexture3DEXT qt_glFramebufferTexture3DEXT;
- _glFramebufferRenderbufferEXT qt_glFramebufferRenderbufferEXT;
- _glGetFramebufferAttachmentParameterivEXT qt_glGetFramebufferAttachmentParameterivEXT;
- _glGenerateMipmapEXT qt_glGenerateMipmapEXT;
-#endif
-
- _glBindBufferARB qt_glBindBufferARB;
- _glDeleteBuffersARB qt_glDeleteBuffersARB;
- _glGenBuffersARB qt_glGenBuffersARB;
- _glBufferDataARB qt_glBufferDataARB;
+ _glIsRenderbuffer qt_glIsRenderbuffer;
+ _glBindRenderbuffer qt_glBindRenderbuffer;
+ _glDeleteRenderbuffers qt_glDeleteRenderbuffers;
+ _glGenRenderbuffers qt_glGenRenderbuffers;
+ _glRenderbufferStorage qt_glRenderbufferStorage;
+ _glGetRenderbufferParameteriv qt_glGetRenderbufferParameteriv;
+ _glIsFramebuffer qt_glIsFramebuffer;
+ _glBindFramebuffer qt_glBindFramebuffer;
+ _glDeleteFramebuffers qt_glDeleteFramebuffers;
+ _glGenFramebuffers qt_glGenFramebuffers;
+ _glCheckFramebufferStatus qt_glCheckFramebufferStatus;
+ _glFramebufferTexture2D qt_glFramebufferTexture2D;
+ _glFramebufferRenderbuffer qt_glFramebufferRenderbuffer;
+ _glGetFramebufferAttachmentParameteriv qt_glGetFramebufferAttachmentParameteriv;
+ _glGenerateMipmap qt_glGenerateMipmap;
+#endif
+ _glBlitFramebufferEXT qt_glBlitFramebufferEXT;
+ _glRenderbufferStorageMultisampleEXT qt_glRenderbufferStorageMultisampleEXT;
+
+ // Buffer objects
+#if !defined(QT_OPENGL_ES_2)
+ _glBindBuffer qt_glBindBuffer;
+ _glDeleteBuffers qt_glDeleteBuffers;
+ _glGenBuffers qt_glGenBuffers;
+ _glBufferData qt_glBufferData;
+#endif
_glMapBufferARB qt_glMapBufferARB;
_glUnmapBufferARB qt_glUnmapBufferARB;
+
};
@@ -397,6 +520,28 @@ struct QGLExtensionFuncs
#define GL_RENDERBUFFER_STENCIL_SIZE_EXT 0x8D55
#endif
+// GL_EXT_framebuffer_blit
+#ifndef GL_READ_FRAMEBUFFER_EXT
+#define GL_READ_FRAMEBUFFER_EXT 0x8CA8
+#endif
+
+// GL_EXT_framebuffer_multisample
+#ifndef GL_RENDERBUFFER_SAMPLES_EXT
+#define GL_RENDERBUFFER_SAMPLES_EXT 0x8CAB
+#endif
+
+#ifndef GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT
+#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT 0x8D56
+#endif
+
+#ifndef GL_MAX_SAMPLES_EXT
+#define GL_MAX_SAMPLES_EXT 0x8D5
+#endif
+
+#ifndef GL_DRAW_FRAMEBUFFER_EXT
+#define GL_DRAW_FRAMEBUFFER_EXT 0x8CA9
+#endif
+
#ifndef GL_EXT_packed_depth_stencil
#define GL_DEPTH_STENCIL_EXT 0x84F9
#define GL_UNSIGNED_INT_24_8_EXT 0x84FA
@@ -416,6 +561,42 @@ struct QGLExtensionFuncs
#define GL_UNPACK_IMAGE_HEIGHT 0x806E
#endif
+#ifndef GL_VERSION_1_4
+#define GL_INCR_WRAP 0x8507
+#define GL_DECR_WRAP 0x8508
+#endif
+
+#ifndef GL_VERSION_2_0
+#define GL_FRAGMENT_SHADER 0x8B30
+#define GL_VERTEX_SHADER 0x8B31
+#define GL_FLOAT_VEC2 0x8B50
+#define GL_FLOAT_VEC3 0x8B51
+#define GL_FLOAT_VEC4 0x8B52
+#define GL_INT_VEC2 0x8B53
+#define GL_INT_VEC3 0x8B54
+#define GL_INT_VEC4 0x8B55
+#define GL_BOOL 0x8B56
+#define GL_BOOL_VEC2 0x8B57
+#define GL_BOOL_VEC3 0x8B58
+#define GL_BOOL_VEC4 0x8B59
+#define GL_FLOAT_MAT2 0x8B5A
+#define GL_FLOAT_MAT3 0x8B5B
+#define GL_FLOAT_MAT4 0x8B5C
+#define GL_SAMPLER_1D 0x8B5D
+#define GL_SAMPLER_2D 0x8B5E
+#define GL_SAMPLER_3D 0x8B5F
+#define GL_SAMPLER_CUBE 0x8B60
+#define GL_COMPILE_STATUS 0x8B81
+#define GL_LINK_STATUS 0x8B82
+#define GL_INFO_LOG_LENGTH 0x8B84
+#define GL_ACTIVE_UNIFORMS 0x8B86
+#define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87
+#define GL_ACTIVE_ATTRIBUTES 0x8B89
+#define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A
+#endif
+
+
+#if !defined(QT_OPENGL_ES_2)
#define glProgramStringARB QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glProgramStringARB
#define glBindProgramARB QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glBindProgramARB
#define glDeleteProgramsARB QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glDeleteProgramsARB
@@ -426,63 +607,52 @@ struct QGLExtensionFuncs
#define glMultiTexCoord4f QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glMultiTexCoord4f
-#if !defined(QT_OPENGL_ES_2)
#define glActiveTexture QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glActiveTexture
-#endif
-
-#if !defined(QT_OPENGL_ES_2)
-
-#define glIsRenderbufferEXT QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glIsRenderbufferEXT
-#define glBindRenderbufferEXT QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glBindRenderbufferEXT
-#define glDeleteRenderbuffersEXT QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glDeleteRenderbuffersEXT
-#define glGenRenderbuffersEXT QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glGenRenderbuffersEXT
-#define glRenderbufferStorageEXT QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glRenderbufferStorageEXT
-#define glGetRenderbufferParameterivEXT QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glGetRenderbufferParameterivEXT
-#define glIsFramebufferEXT QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glIsFramebufferEXT
-#define glBindFramebufferEXT QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glBindFramebufferEXT
-#define glDeleteFramebuffersEXT QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glDeleteFramebuffersEXT
-#define glGenFramebuffersEXT QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glGenFramebuffersEXT
-#define glCheckFramebufferStatusEXT QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glCheckFramebufferStatusEXT
-#define glFramebufferTexture1DEXT QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glFramebufferTexture1DEXT
-#define glFramebufferTexture2DEXT QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glFramebufferTexture2DEXT
-#define glFramebufferTexture3DEXT QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glFramebufferTexture3DEXT
-#define glFramebufferRenderbufferEXT QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glFramebufferRenderbufferEXT
-#define glGetFramebufferAttachmentParameterivEXT QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glGetFramebufferAttachmentParameterivEXT
-#define glGenerateMipmapEXT QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glGenerateMipmapEXT
-
-#else // QT_OPENGL_ES_2
+#endif // !defined(QT_OPENGL_ES_2)
-#define glIsRenderbufferEXT glIsRenderbuffer
-#define glBindRenderbufferEXT glBindRenderbuffer
-#define glDeleteRenderbuffersEXT glDeleteRenderbuffers
-#define glGenRenderbuffersEXT glGenRenderbuffers
-#define glRenderbufferStorageEXT glRenderbufferStorage
-#define glGetRenderbufferParameterivEXT glGetRenderbufferParameteriv
-#define glIsFramebufferEXT glIsFramebuffer
-#define glBindFramebufferEXT glBindFramebuffer
-#define glDeleteFramebuffersEXT glDeleteFramebuffers
-#define glGenFramebuffersEXT glGenFramebuffers
-#define glCheckFramebufferStatusEXT glCheckFramebufferStatus
-#define glFramebufferTexture1DEXT glFramebufferTexture1D
-#define glFramebufferTexture2DEXT glFramebufferTexture2D
-#define glFramebufferTexture3DEXT glFramebufferTexture3D
-#define glFramebufferRenderbufferEXT glFramebufferRenderbuffer
-#define glGetFramebufferAttachmentParameterivEXT glGetFramebufferAttachmentParameteriv
-#define glGenerateMipmapEXT glGenerateMipmap
+// FBOs
+#if !defined(QT_OPENGL_ES_2)
+#define glIsRenderbuffer QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glIsRenderbuffer
+#define glBindRenderbuffer QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glBindRenderbuffer
+#define glDeleteRenderbuffers QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glDeleteRenderbuffers
+#define glGenRenderbuffers QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glGenRenderbuffers
+#define glRenderbufferStorage QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glRenderbufferStorage
+#define glGetRenderbufferParameteriv QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glGetRenderbufferParameteriv
+#define glIsFramebuffer QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glIsFramebuffer
+#define glBindFramebuffer QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glBindFramebuffer
+#define glDeleteFramebuffers QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glDeleteFramebuffers
+#define glGenFramebuffers QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glGenFramebuffers
+#define glCheckFramebufferStatus QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glCheckFramebufferStatus
+#define glFramebufferTexture2D QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glFramebufferTexture2D
+#define glFramebufferRenderbuffer QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glFramebufferRenderbuffer
+#define glGetFramebufferAttachmentParameteriv QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glGetFramebufferAttachmentParameteriv
+#define glGenerateMipmap QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glGenerateMipmap
#endif // QT_OPENGL_ES_2
+#define glBlitFramebufferEXT QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glBlitFramebufferEXT
+#define glRenderbufferStorageMultisampleEXT QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glRenderbufferStorageMultisampleEXT
+
-#define glBindBufferARB QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glBindBufferARB
-#define glDeleteBuffersARB QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glDeleteBuffersARB
-#define glGenBuffersARB QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glGenBuffersARB
-#define glBufferDataARB QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glBufferDataARB
+// Buffer objects
+#if !defined(QT_OPENGL_ES_2)
+#define glBindBuffer QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glBindBuffer
+#define glDeleteBuffers QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glDeleteBuffers
+#define glGenBuffers QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glGenBuffers
+#define glBufferData QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glBufferData
+#endif
#define glMapBufferARB QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glMapBufferARB
#define glUnmapBufferARB QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glUnmapBufferARB
+
+// GLSL
+#if !defined(QT_OPENGL_ES_2)
+
#define glCreateShader QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glCreateShader
#define glShaderSource QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glShaderSource
+#define glShaderBinary QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glShaderBinary
#define glCompileShader QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glCompileShader
#define glDeleteShader QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glDeleteShader
+#define glIsShader QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glIsShader
#define glCreateProgram QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glCreateProgram
#define glAttachShader QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glAttachShader
@@ -490,10 +660,13 @@ struct QGLExtensionFuncs
#define glLinkProgram QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glLinkProgram
#define glUseProgram QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glUseProgram
#define glDeleteProgram QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glDeleteProgram
+#define glIsProgram QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glIsProgram
#define glGetShaderInfoLog QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glGetShaderInfoLog
#define glGetShaderiv QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glGetShaderiv
+#define glGetShaderSource QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glGetShaderSource
#define glGetProgramiv QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glGetProgramiv
+#define glGetProgramInfoLog QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glGetProgramInfoLog
#define glGetUniformLocation QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glGetUniformLocation
#define glUniform4fv QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glUniform4fv
@@ -501,11 +674,48 @@ struct QGLExtensionFuncs
#define glUniform2fv QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glUniform2fv
#define glUniform1fv QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glUniform1fv
#define glUniform1i QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glUniform1i
+#define glUniform1iv QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glUniform1iv
+#define glUniformMatrix2fv QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glUniformMatrix2fv
+#define glUniformMatrix3fv QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glUniformMatrix3fv
+#define glUniformMatrix4fv QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glUniformMatrix4fv
+#define glUniformMatrix2x3fv QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glUniformMatrix2x3fv
+#define glUniformMatrix2x4fv QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glUniformMatrix2x4fv
+#define glUniformMatrix3x2fv QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glUniformMatrix3x2fv
+#define glUniformMatrix3x4fv QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glUniformMatrix3x4fv
+#define glUniformMatrix4x2fv QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glUniformMatrix4x2fv
+#define glUniformMatrix4x3fv QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glUniformMatrix4x3fv
+
+#define glBindAttribLocation QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glBindAttribLocation
+#define glGetAttribLocation QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glGetAttribLocation
+#define glVertexAttrib1fv QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glVertexAttrib1fv
+#define glVertexAttrib2fv QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glVertexAttrib2fv
+#define glVertexAttrib3fv QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glVertexAttrib3fv
+#define glVertexAttrib4fv QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glVertexAttrib4fv
+#define glVertexAttribPointer QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glVertexAttribPointer
+#define glDisableVertexAttribArray QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glDisableVertexAttribArray
+#define glEnableVertexAttribArray QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glEnableVertexAttribArray
+
+#else // QT_OPENGL_ES_2
+
+#define glGetProgramBinaryOES QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glGetProgramBinaryOES
+#define glProgramBinaryOES QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glProgramBinaryOES
+
+#endif // QT_OPENGL_ES_2
+
+
+#if !defined(QT_OPENGL_ES_2)
+#define glStencilOpSeparate QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glStencilOpSeparate
+#endif
+
+#if defined(QT_OPENGL_ES_2)
+#define glClearDepth glClearDepthf
+#endif
extern bool qt_resolve_framebufferobject_extensions(QGLContext *ctx);
bool qt_resolve_buffer_extensions(QGLContext *ctx);
bool qt_resolve_version_1_3_functions(QGLContext *ctx);
+bool qt_resolve_version_2_0_functions(QGLContext *ctx);
bool qt_resolve_stencil_face_extension(QGLContext *ctx);
bool qt_resolve_frag_program_extensions(QGLContext *ctx);
diff --git a/src/opengl/qglframebufferobject.cpp b/src/opengl/qglframebufferobject.cpp
index 4ba9213..3e7ca0a 100644
--- a/src/opengl/qglframebufferobject.cpp
+++ b/src/opengl/qglframebufferobject.cpp
@@ -43,7 +43,12 @@
#include <qdebug.h>
#include <private/qgl_p.h>
+#include <private/qpaintengineex_opengl2_p.h>
+
+#ifndef QT_OPENGL_ES_2
#include <private/qpaintengine_opengl_p.h>
+#endif
+
#include <qglframebufferobject.h>
#include <qlibrary.h>
#include <qimage.h>
@@ -67,6 +72,215 @@ extern QImage qt_gl_read_framebuffer(const QSize&, bool, bool);
} \
}
+class QGLFramebufferObjectFormatPrivate
+{
+public:
+ int samples;
+ QGLFramebufferObject::Attachment attachment;
+ GLenum target;
+ GLenum internal_format;
+};
+
+/*!
+ \class QGLFramebufferObjectFormat
+ \brief The QGLFramebufferObjectFormat class specifies the format of an OpenGL
+ framebuffer object.
+
+ \since 4.6
+
+ \ingroup multimedia
+
+ A framebuffer object has several characteristics:
+ \list
+ \i \link setSamples() Number of samples per pixels.\endlink
+ \i \link setAttachment() Depth and/or stencil attachments.\endlink
+ \i \link setTextureTarget() Texture target.\endlink
+ \i \link setInternalFormat() Internal format.\endlink
+ \endlist
+
+ Note that the desired attachments or number of samples per pixels might not
+ be supported by the hardware driver. Call QGLFramebufferObject::format()
+ after creating a QGLFramebufferObject to find the exact format that was
+ used to create the frame buffer object.
+
+ \sa QGLFramebufferObject
+*/
+
+/*!
+ \since 4.6
+
+ Creates a QGLFramebufferObjectFormat object with properties specifying
+ the format of an OpenGL framebuffer object.
+
+ A multisample framebuffer object is specified by setting \a samples
+ to a value different from zero. If the desired amount of samples per pixel is
+ not supported by the hardware then the maximum number of samples per pixel
+ will be used. Note that multisample framebuffer objects can not be bound as
+ textures. Also, the \c{GL_EXT_framebuffer_multisample} extension is required
+ to create a framebuffer with more than one sample per pixel.
+
+ For multisample framebuffer objects a color render buffer is created,
+ otherwise a texture with the texture target \a target is created.
+ The color render buffer or texture will have the internal format
+ \a internalFormat, and will be bound to the \c GL_COLOR_ATTACHMENT0
+ attachment in the framebuffer object.
+
+ The \a attachment parameter describes the depth/stencil buffer
+ configuration.
+
+ \sa samples(), attachment(), target(), internalFormat()
+*/
+
+QGLFramebufferObjectFormat::QGLFramebufferObjectFormat(int samples,
+ QGLFramebufferObject::Attachment attachment,
+ GLenum target,
+ GLenum internalFormat)
+{
+ d = new QGLFramebufferObjectFormatPrivate;
+ d->samples = samples;
+ d->attachment = attachment;
+ d->target = target;
+ d->internal_format = internalFormat;
+}
+
+/*!
+ \since 4.6
+
+ Constructs a copy of \a other.
+*/
+
+QGLFramebufferObjectFormat::QGLFramebufferObjectFormat(const QGLFramebufferObjectFormat &other)
+{
+ d = new QGLFramebufferObjectFormatPrivate;
+ *d = *other.d;
+}
+
+/*!
+ \since 4.6
+
+ Assigns \a other to this object.
+*/
+
+QGLFramebufferObjectFormat &QGLFramebufferObjectFormat::operator=(const QGLFramebufferObjectFormat &other)
+{
+ *d = *other.d;
+ return *this;
+}
+
+/*!
+ \since 4.6
+
+ Destroys the QGLFramebufferObjectFormat.
+*/
+QGLFramebufferObjectFormat::~QGLFramebufferObjectFormat()
+{
+ delete d;
+}
+
+/*!
+ \since 4.6
+
+ Sets the number of samples per pixel for a multisample framebuffer object
+ to \a samples.
+ A sample count of 0 represents a regular non-multisample framebuffer object.
+
+ \sa samples()
+*/
+void QGLFramebufferObjectFormat::setSamples(int samples)
+{
+ d->samples = samples;
+}
+
+/*!
+ \since 4.6
+
+ Returns the number of samples per pixel if a framebuffer object
+ is a multisample framebuffer object. Otherwise, returns 0.
+
+ \sa setSamples()
+*/
+int QGLFramebufferObjectFormat::samples() const
+{
+ return d->samples;
+}
+
+/*!
+ \since 4.6
+
+ Sets the attachments a framebuffer object should have to \a attachment.
+
+ \sa attachment()
+*/
+void QGLFramebufferObjectFormat::setAttachment(QGLFramebufferObject::Attachment attachment)
+{
+ d->attachment = attachment;
+}
+
+/*!
+ \since 4.6
+
+ Returns the status of the depth and stencil buffers attached to
+ a framebuffer object.
+
+ \sa setAttachment()
+*/
+QGLFramebufferObject::Attachment QGLFramebufferObjectFormat::attachment() const
+{
+ return d->attachment;
+}
+
+/*!
+ \since 4.6
+
+ Sets the texture target of the texture attached to a framebuffer object to
+ \a target. Ignored for multisample framebuffer objects.
+
+ \sa textureTarget(), samples()
+*/
+void QGLFramebufferObjectFormat::setTextureTarget(GLenum target)
+{
+ d->target = target;
+}
+
+/*!
+ \since 4.6
+
+ Returns the texture target of the texture attached to a framebuffer object.
+ Ignored for multisample framebuffer objects.
+
+ \sa setTextureTarget(), samples()
+*/
+GLenum QGLFramebufferObjectFormat::textureTarget() const
+{
+ return d->target;
+}
+
+/*!
+ \since 4.6
+
+ Sets the internal format of a framebuffer object's texture or multisample
+ framebuffer object's color buffer to \a internalFormat.
+
+ \sa internalFormat()
+*/
+void QGLFramebufferObjectFormat::setInternalFormat(GLenum internalFormat)
+{
+ d->internal_format = internalFormat;
+}
+
+/*!
+ \since 4.6
+
+ Returns the internal format of a framebuffer object's texture or
+ multisample framebuffer object's color buffer.
+
+ \sa setInternalFormat()
+*/
+GLenum QGLFramebufferObjectFormat::internalFormat() const
+{
+ return d->internal_format;
+}
+
class QGLFramebufferObjectPrivate
{
public:
@@ -74,13 +288,16 @@ public:
~QGLFramebufferObjectPrivate() {}
void init(const QSize& sz, QGLFramebufferObject::Attachment attachment,
- GLenum internal_format, GLenum texture_target);
+ GLenum internal_format, GLenum texture_target, GLint samples = 0);
bool checkFramebufferStatus() const;
GLuint texture;
GLuint fbo;
GLuint depth_stencil_buffer;
+ GLuint color_buffer;
GLenum target;
QSize size;
+ QGLFramebufferObjectFormat format;
+ int samples;
uint valid : 1;
uint bound : 1;
QGLFramebufferObject::Attachment fbo_attachment;
@@ -90,7 +307,7 @@ public:
bool QGLFramebufferObjectPrivate::checkFramebufferStatus() const
{
- GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER_EXT);
switch(status) {
case GL_NO_ERROR:
case GL_FRAMEBUFFER_COMPLETE_EXT:
@@ -122,6 +339,9 @@ bool QGLFramebufferObjectPrivate::checkFramebufferStatus() const
case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT:
qDebug("QGLFramebufferObject: Framebuffer incomplete, missing read buffer.");
break;
+ case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT:
+ qDebug("QGLFramebufferObject: Framebuffer incomplete, attachments must have same number of samples per pixel.");
+ break;
default:
qDebug() <<"QGLFramebufferObject: An undefined error has occurred: "<< status;
break;
@@ -130,7 +350,7 @@ bool QGLFramebufferObjectPrivate::checkFramebufferStatus() const
}
void QGLFramebufferObjectPrivate::init(const QSize &sz, QGLFramebufferObject::Attachment attachment,
- GLenum texture_target, GLenum internal_format)
+ GLenum texture_target, GLenum internal_format, GLint samples)
{
ctx = const_cast<QGLContext *>(QGLContext::currentContext());
bool ext_detected = (QGLExtensions::glExtensions & QGLExtensions::FramebufferObject);
@@ -142,81 +362,137 @@ void QGLFramebufferObjectPrivate::init(const QSize &sz, QGLFramebufferObject::At
// texture dimensions
while (glGetError() != GL_NO_ERROR) {} // reset error state
- glGenFramebuffersEXT(1, &fbo);
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);
+ glGenFramebuffers(1, &fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER_EXT, fbo);
QT_CHECK_GLERROR();
// init texture
- glGenTextures(1, &texture);
- glBindTexture(target, texture);
- glTexImage2D(target, 0, internal_format, size.width(), size.height(), 0,
- GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+ if (samples == 0) {
+ glGenTextures(1, &texture);
+ glBindTexture(target, texture);
+ glTexImage2D(target, 0, internal_format, size.width(), size.height(), 0,
+ GL_RGBA, GL_UNSIGNED_BYTE, NULL);
#ifndef QT_OPENGL_ES
- glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
#else
- glTexParameterf(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameterf(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameterf(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameterf(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexParameterf(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameterf(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameterf(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameterf(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
#endif
- glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
- target, texture, 0);
+ glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
+ target, texture, 0);
- QT_CHECK_GLERROR();
- valid = checkFramebufferStatus();
+ QT_CHECK_GLERROR();
+ valid = checkFramebufferStatus();
+
+ color_buffer = 0;
+ samples = 0;
+ } else {
+ GLint maxSamples;
+ glGetIntegerv(GL_MAX_SAMPLES_EXT, &maxSamples);
+
+ samples = qBound(1, int(samples), int(maxSamples));
+
+ glGenRenderbuffers(1, &color_buffer);
+ glBindRenderbuffer(GL_RENDERBUFFER_EXT, color_buffer);
+ if (glRenderbufferStorageMultisampleEXT) {
+ glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, samples,
+ internal_format, size.width(), size.height());
+ } else {
+ samples = 0;
+ glRenderbufferStorage(GL_RENDERBUFFER_EXT, internal_format,
+ size.width(), size.height());
+ }
+
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
+ GL_RENDERBUFFER_EXT, color_buffer);
+
+ QT_CHECK_GLERROR();
+ valid = checkFramebufferStatus();
+
+ if (valid)
+ glGetRenderbufferParameteriv(GL_RENDERBUFFER_EXT, GL_RENDERBUFFER_SAMPLES_EXT, &samples);
+ }
if (attachment == QGLFramebufferObject::CombinedDepthStencil
&& (QGLExtensions::glExtensions & QGLExtensions::PackedDepthStencil)) {
// depth and stencil buffer needs another extension
- glGenRenderbuffersEXT(1, &depth_stencil_buffer);
- Q_ASSERT(!glIsRenderbufferEXT(depth_stencil_buffer));
- glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, depth_stencil_buffer);
- Q_ASSERT(glIsRenderbufferEXT(depth_stencil_buffer));
- glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, size.width(), size.height());
+ glGenRenderbuffers(1, &depth_stencil_buffer);
+ Q_ASSERT(!glIsRenderbuffer(depth_stencil_buffer));
+ glBindRenderbuffer(GL_RENDERBUFFER_EXT, depth_stencil_buffer);
+ Q_ASSERT(glIsRenderbuffer(depth_stencil_buffer));
+ if (samples != 0 && glRenderbufferStorageMultisampleEXT)
+ glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, samples,
+ GL_DEPTH24_STENCIL8_EXT, size.width(), size.height());
+ else
+ glRenderbufferStorage(GL_RENDERBUFFER_EXT,
+ GL_DEPTH24_STENCIL8_EXT, size.width(), size.height());
+
GLint i = 0;
- glGetRenderbufferParameterivEXT(GL_RENDERBUFFER_EXT, GL_RENDERBUFFER_DEPTH_SIZE_EXT, &i);
- glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
+ glGetRenderbufferParameteriv(GL_RENDERBUFFER_EXT, GL_RENDERBUFFER_DEPTH_SIZE_EXT, &i);
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
GL_RENDERBUFFER_EXT, depth_stencil_buffer);
- glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT,
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT,
GL_RENDERBUFFER_EXT, depth_stencil_buffer);
fbo_attachment = QGLFramebufferObject::CombinedDepthStencil;
+
valid = checkFramebufferStatus();
if (!valid)
- glDeleteRenderbuffersEXT(1, &depth_stencil_buffer);
+ glDeleteRenderbuffers(1, &depth_stencil_buffer);
} else if (attachment == QGLFramebufferObject::Depth
|| attachment == QGLFramebufferObject::CombinedDepthStencil)
{
- glGenRenderbuffersEXT(1, &depth_stencil_buffer);
- Q_ASSERT(!glIsRenderbufferEXT(depth_stencil_buffer));
- glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, depth_stencil_buffer);
- Q_ASSERT(glIsRenderbufferEXT(depth_stencil_buffer));
+ glGenRenderbuffers(1, &depth_stencil_buffer);
+ Q_ASSERT(!glIsRenderbuffer(depth_stencil_buffer));
+ glBindRenderbuffer(GL_RENDERBUFFER_EXT, depth_stencil_buffer);
+ Q_ASSERT(glIsRenderbuffer(depth_stencil_buffer));
+ if (samples != 0 && glRenderbufferStorageMultisampleEXT) {
#ifdef QT_OPENGL_ES
#define GL_DEPTH_COMPONENT16 0x81A5
- glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT16, size.width(), size.height());
+ glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, samples,
+ GL_DEPTH_COMPONENT16, size.width(), size.height());
#else
- glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, size.width(), size.height());
+ glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, samples,
+ GL_DEPTH_COMPONENT, size.width(), size.height());
#endif
+ } else {
+#ifdef QT_OPENGL_ES
+#define GL_DEPTH_COMPONENT16 0x81A5
+ glRenderbufferStorage(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT16, size.width(), size.height());
+#else
+ glRenderbufferStorage(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, size.width(), size.height());
+#endif
+ }
GLint i = 0;
- glGetRenderbufferParameterivEXT(GL_RENDERBUFFER_EXT, GL_RENDERBUFFER_DEPTH_SIZE_EXT, &i);
- glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
+ glGetRenderbufferParameteriv(GL_RENDERBUFFER_EXT, GL_RENDERBUFFER_DEPTH_SIZE_EXT, &i);
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
GL_RENDERBUFFER_EXT, depth_stencil_buffer);
fbo_attachment = QGLFramebufferObject::Depth;
valid = checkFramebufferStatus();
if (!valid)
- glDeleteRenderbuffersEXT(1, &depth_stencil_buffer);
+ glDeleteRenderbuffers(1, &depth_stencil_buffer);
} else {
fbo_attachment = QGLFramebufferObject::NoAttachment;
}
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
+ glBindFramebuffer(GL_FRAMEBUFFER_EXT, ctx->d_ptr->current_fbo);
if (!valid) {
- glDeleteTextures(1, &texture);
- glDeleteFramebuffersEXT(1, &fbo);
+ if (color_buffer)
+ glDeleteRenderbuffers(1, &color_buffer);
+ else
+ glDeleteTextures(1, &texture);
+ glDeleteFramebuffers(1, &fbo);
}
QT_CHECK_GLERROR();
+
+ format.setTextureTarget(target);
+ format.setSamples(int(samples));
+ format.setAttachment(fbo_attachment);
+ format.setInternalFormat(internal_format);
}
/*!
@@ -264,13 +540,18 @@ void QGLFramebufferObjectPrivate::init(const QSize &sz, QGLFramebufferObject::At
framebuffer objects more portable.
\endlist
- Note that primitives drawn to a QGLFramebufferObject with QPainter
- will only be antialiased if the QPainter::HighQualityAntialiasing
- render hint is set. This is because there is currently no support
- for the \c{GL_EXT_framebuffer_multisample} extension, which is
- required to do multisample based antialiasing. Also note that the
- QPainter::HighQualityAntialiasing render hint requires the
- \c{GL_ARB_fragment_program} extension to work in OpenGL.
+ Note that you need to create a QGLFramebufferObject with more than one
+ sample per pixel for primitives to be antialiased when drawing using a
+ QPainter, unless if the QPainter::HighQualityAntialiasing render hint is
+ set. The QPainter::HighQualityAntialiasing render hint will enable
+ antialiasing as long as the \c{GL_ARB_fragment_program} extension is
+ present. To create a multisample framebuffer object you should use one of
+ the constructors that take a QGLFramebufferObject parameter, and set the
+ QGLFramebufferObject::samples() property to a non-zero value.
+
+ If you want to use a framebuffer object with multisampling enabled
+ as a texture, you first need to copy from it to a regular framebuffer
+ object using QGLContext::blitFramebuffer().
\sa {Framebuffer Object Example}
*/
@@ -358,6 +639,32 @@ QGLFramebufferObject::QGLFramebufferObject(int width, int height, GLenum target)
d->init(QSize(width, height), NoAttachment, target, DEFAULT_FORMAT);
}
+/*! \overload
+
+ Constructs an OpenGL framebuffer object of the given \a size based on the
+ supplied \a format.
+*/
+
+QGLFramebufferObject::QGLFramebufferObject(const QSize &size, const QGLFramebufferObjectFormat &format)
+ : d_ptr(new QGLFramebufferObjectPrivate)
+{
+ Q_D(QGLFramebufferObject);
+ d->init(size, format.attachment(), format.textureTarget(), format.internalFormat(), format.samples());
+}
+
+/*! \overload
+
+ Constructs an OpenGL framebuffer object of the given \a width and \a height
+ based on the supplied \a format.
+*/
+
+QGLFramebufferObject::QGLFramebufferObject(int width, int height, const QGLFramebufferObjectFormat &format)
+ : d_ptr(new QGLFramebufferObjectPrivate)
+{
+ Q_D(QGLFramebufferObject);
+ d->init(QSize(width, height), format.attachment(), format.textureTarget(), format.internalFormat(), format.samples());
+}
+
#ifdef Q_MAC_COMPAT_GL_FUNCTIONS
/*! \internal */
QGLFramebufferObject::QGLFramebufferObject(int width, int height, QMacCompatGLenum target)
@@ -445,9 +752,11 @@ QGLFramebufferObject::~QGLFramebufferObject()
|| qgl_share_reg()->checkSharing(d->ctx, QGLContext::currentContext())))
{
glDeleteTextures(1, &d->texture);
+ if (d->color_buffer)
+ glDeleteRenderbuffers(1, &d->color_buffer);
if (d->depth_stencil_buffer)
- glDeleteRenderbuffersEXT(1, &d->depth_stencil_buffer);
- glDeleteFramebuffersEXT(1, &d->fbo);
+ glDeleteRenderbuffers(1, &d->depth_stencil_buffer);
+ glDeleteFramebuffers(1, &d->fbo);
}
delete d_ptr;
}
@@ -490,13 +799,15 @@ bool QGLFramebufferObject::bind()
return false;
Q_D(QGLFramebufferObject);
QGL_FUNC_CONTEXT;
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, d->fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER_EXT, d->fbo);
d->bound = d->valid = d->checkFramebufferStatus();
const QGLContext *context = QGLContext::currentContext();
if (d->valid && context) {
// Save the previous setting to automatically restore in release().
- d->previous_fbo = context->d_ptr->current_fbo;
- context->d_ptr->current_fbo = d->fbo;
+ if (context->d_ptr->current_fbo != d->fbo) {
+ d->previous_fbo = context->d_ptr->current_fbo;
+ context->d_ptr->current_fbo = d->fbo;
+ }
}
return d->valid;
}
@@ -520,18 +831,19 @@ bool QGLFramebufferObject::release()
return false;
Q_D(QGLFramebufferObject);
QGL_FUNC_CONTEXT;
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
- d->valid = d->checkFramebufferStatus();
d->bound = false;
+
const QGLContext *context = QGLContext::currentContext();
- if (d->valid && context) {
+ if (context) {
// Restore the previous setting for stacked framebuffer objects.
- context->d_ptr->current_fbo = d->previous_fbo;
- if (d->previous_fbo)
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, d->previous_fbo);
+ if (d->previous_fbo != context->d_ptr->current_fbo) {
+ context->d_ptr->current_fbo = d->previous_fbo;
+ glBindFramebuffer(GL_FRAMEBUFFER_EXT, d->previous_fbo);
+ }
d->previous_fbo = 0;
}
- return d->valid;
+
+ return true;
}
/*!
@@ -540,6 +852,9 @@ bool QGLFramebufferObject::release()
Returns the texture id for the texture attached as the default
rendering target in this framebuffer object. This texture id can
be bound as a normal texture in your own GL code.
+
+ If a multisample framebuffer object is used then the value returned
+ from this function will be invalid.
*/
GLuint QGLFramebufferObject::texture() const
{
@@ -560,6 +875,15 @@ QSize QGLFramebufferObject::size() const
}
/*!
+ Returns the format of this framebuffer object.
+*/
+const QGLFramebufferObjectFormat &QGLFramebufferObject::format() const
+{
+ Q_D(const QGLFramebufferObject);
+ return d->format;
+}
+
+/*!
\fn QImage QGLFramebufferObject::toImage() const
Returns the contents of this framebuffer object as a QImage.
@@ -577,17 +901,27 @@ QImage QGLFramebufferObject::toImage() const
return image;
}
-#if !defined(QT_OPENGL_ES_2)
-Q_GLOBAL_STATIC(QOpenGLPaintEngine, qt_buffer_paintengine)
+#if !defined(QT_OPENGL_ES_1) && !defined(QT_OPENGL_ES_1_CL)
+Q_GLOBAL_STATIC(QGL2PaintEngineEx, qt_buffer_2_engine)
+#endif
+
+#ifndef QT_OPENGL_ES_2
+Q_GLOBAL_STATIC(QOpenGLPaintEngine, qt_buffer_engine)
#endif
/*! \reimp */
QPaintEngine *QGLFramebufferObject::paintEngine() const
{
-#if !defined(QT_OPENGL_ES_2)
- return qt_buffer_paintengine();
+#if defined(QT_OPENGL_ES_1) || defined(QT_OPENGL_ES_1_CL)
+ return qt_buffer_engine();
+#elif defined(QT_OPENGL_ES_2)
+ return qt_buffer_2_engine();
#else
- return 0;
+ Q_D(const QGLFramebufferObject);
+ if (d->ctx->d_func()->internal_context || qt_gl_preferGL2Engine())
+ return qt_buffer_2_engine();
+ else
+ return qt_buffer_engine();
#endif
}
@@ -599,7 +933,8 @@ QPaintEngine *QGLFramebufferObject::paintEngine() const
*/
bool QGLFramebufferObject::hasOpenGLFramebufferObjects()
{
- QGLWidget dmy; // needed to detect and init the QGLExtensions object
+ if (!QGLContext::currentContext())
+ QGLWidget dmy; // needed to detect and init the QGLExtensions object
return (QGLExtensions::glExtensions & QGLExtensions::FramebufferObject);
}
@@ -654,15 +989,16 @@ void QGLFramebufferObject::drawTexture(const QPointF &point, QMacCompatGLuint te
}
#endif
-extern int qt_defaultDpi();
+extern int qt_defaultDpiX();
+extern int qt_defaultDpiY();
/*! \reimp */
int QGLFramebufferObject::metric(PaintDeviceMetric metric) const
{
Q_D(const QGLFramebufferObject);
- float dpmx = qt_defaultDpi()*100./2.54;
- float dpmy = qt_defaultDpi()*100./2.54;
+ float dpmx = qt_defaultDpiX()*100./2.54;
+ float dpmy = qt_defaultDpiY()*100./2.54;
int w = d->size.width();
int h = d->size.height();
switch (metric) {
@@ -685,16 +1021,16 @@ int QGLFramebufferObject::metric(PaintDeviceMetric metric) const
return 32;//d->depth;
case PdmDpiX:
- return (int)(dpmx * 0.0254);
+ return qRound(dpmx * 0.0254);
case PdmDpiY:
- return (int)(dpmy * 0.0254);
+ return qRound(dpmy * 0.0254);
case PdmPhysicalDpiX:
- return (int)(dpmx * 0.0254);
+ return qRound(dpmx * 0.0254);
case PdmPhysicalDpiY:
- return (int)(dpmy * 0.0254);
+ return qRound(dpmy * 0.0254);
default:
qWarning("QGLFramebufferObject::metric(), Unhandled metric type: %d.\n", metric);
@@ -750,4 +1086,85 @@ bool QGLFramebufferObject::isBound() const
return d->bound;
}
+/*!
+ \fn bool QGLFramebufferObject::hasOpenGLFramebufferBlit()
+
+ \since 4.6
+
+ Returns true if the OpenGL \c{GL_EXT_framebuffer_blit} extension
+ is present on this system; otherwise returns false.
+*/
+bool QGLFramebufferObject::hasOpenGLFramebufferBlit()
+{
+ if (!QGLContext::currentContext())
+ QGLWidget dmy; // needed to detect and init the QGLExtensions object
+ return (QGLExtensions::glExtensions & QGLExtensions::FramebufferBlit);
+}
+
+/*!
+ \since 4.6
+
+ Blits from the \a sourceRect rectangle in the \a source framebuffer
+ object to the \a targetRect rectangle in the \a target framebuffer object.
+
+ If \a source or \a target is 0, the default framebuffer will be used
+ instead of a framebuffer object as source or target respectively.
+
+ The \a buffers parameter should be a mask consisting of any combination of
+ COLOR_BUFFER_BIT, DEPTH_BUFFER_BIT, and STENCIL_BUFFER_BIT. Any buffer type
+ that is not present both in the source and target buffers is ignored.
+
+ The \a sourceRect and \a targetRect rectangles may have different sizes;
+ in this case \a buffers should not contain DEPTH_BUFFER_BIT or
+ STENCIL_BUFFER_BIT. The \a filter parameter should be set to GL_LINEAR or
+ GL_NEAREST, and specifies whether linear or nearest interpolation should
+ be used when scaling is performed.
+
+ If \a source equals \a target a copy is performed within the same buffer.
+ Results are undefined if the source and target rectangles overlap and
+ have different sizes. The sizes must also be the same if any of the
+ framebuffer objects are multisample framebuffers.
+
+ Note that the scissor test will restrict the blit area if enabled.
+
+ This function will have no effect unless hasOpenGLFramebufferBlit() returns
+ true.
+*/
+void QGLFramebufferObject::blitFramebuffer(QGLFramebufferObject *target, const QRect &targetRect,
+ QGLFramebufferObject *source, const QRect &sourceRect,
+ GLbitfield buffers,
+ GLenum filter)
+{
+ if (!(QGLExtensions::glExtensions & QGLExtensions::FramebufferBlit))
+ return;
+
+ const QGLContext *ctx = QGLContext::currentContext();
+ if (!ctx)
+ return;
+
+ const int height = ctx->device()->height();
+
+ const int sh = source ? source->height() : height;
+ const int th = target ? target->height() : height;
+
+ const int sx0 = sourceRect.left();
+ const int sx1 = sourceRect.left() + sourceRect.width();
+ const int sy0 = sh - (sourceRect.top() + sourceRect.height());
+ const int sy1 = sh - sourceRect.top();
+
+ const int tx0 = targetRect.left();
+ const int tx1 = targetRect.left() + targetRect.width();
+ const int ty0 = th - (targetRect.top() + targetRect.height());
+ const int ty1 = th - targetRect.top();
+
+ glBindFramebuffer(GL_READ_FRAMEBUFFER_EXT, source ? source->handle() : 0);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER_EXT, target ? target->handle() : 0);
+
+ glBlitFramebufferEXT(sx0, sy0, sx1, sy1,
+ tx0, ty0, tx1, ty1,
+ buffers, filter);
+
+ glBindFramebuffer(GL_FRAMEBUFFER_EXT, ctx->d_ptr->current_fbo);
+}
+
QT_END_NAMESPACE
diff --git a/src/opengl/qglframebufferobject.h b/src/opengl/qglframebufferobject.h
index a9e1b2f..0a2a9d2 100644
--- a/src/opengl/qglframebufferobject.h
+++ b/src/opengl/qglframebufferobject.h
@@ -52,6 +52,7 @@ QT_BEGIN_NAMESPACE
QT_MODULE(OpenGL)
class QGLFramebufferObjectPrivate;
+class QGLFramebufferObjectFormat;
class Q_OPENGL_EXPORT QGLFramebufferObject : public QPaintDevice
{
@@ -77,6 +78,9 @@ public:
GLenum target = GL_TEXTURE_2D, GLenum internal_format = GL_RGBA);
#endif
+ QGLFramebufferObject(const QSize &size, const QGLFramebufferObjectFormat &format);
+ QGLFramebufferObject(int width, int height, const QGLFramebufferObjectFormat &format);
+
#ifdef Q_MAC_COMPAT_GL_FUNCTIONS
QGLFramebufferObject(const QSize &size, QMacCompatGLenum target = GL_TEXTURE_2D);
QGLFramebufferObject(int width, int height, QMacCompatGLenum target = GL_TEXTURE_2D);
@@ -89,10 +93,13 @@ public:
virtual ~QGLFramebufferObject();
+ const QGLFramebufferObjectFormat &format() const;
+
bool isValid() const;
bool isBound() const;
bool bind();
bool release();
+
GLuint texture() const;
QSize size() const;
QImage toImage() const;
@@ -110,6 +117,12 @@ public:
void drawTexture(const QPointF &point, QMacCompatGLuint textureId, QMacCompatGLenum textureTarget = GL_TEXTURE_2D);
#endif
+ static bool hasOpenGLFramebufferBlit();
+ static void blitFramebuffer(QGLFramebufferObject *target, const QRect &targetRect,
+ QGLFramebufferObject *source, const QRect &sourceRect,
+ GLbitfield buffers = GL_COLOR_BUFFER_BIT,
+ GLenum filter = GL_NEAREST);
+
protected:
int metric(PaintDeviceMetric metric) const;
int devType() const { return QInternal::FramebufferObject; }
@@ -120,6 +133,42 @@ private:
friend class QGLDrawable;
};
+class QGLFramebufferObjectFormatPrivate;
+class Q_OPENGL_EXPORT QGLFramebufferObjectFormat
+{
+public:
+#if !defined(QT_OPENGL_ES) || defined(Q_QDOC)
+ QGLFramebufferObjectFormat(int samples = 0,
+ QGLFramebufferObject::Attachment attachment = QGLFramebufferObject::NoAttachment,
+ GLenum target = GL_TEXTURE_2D,
+ GLenum internalFormat = GL_RGBA8);
+#else
+ QGLFramebufferObjectFormat(int samples = 0,
+ QGLFramebufferObject::Attachment attachment = QGLFramebufferObject::NoAttachment,
+ GLenum target = GL_TEXTURE_2D,
+ GLenum internalFormat = GL_RGBA);
+#endif
+
+ QGLFramebufferObjectFormat(const QGLFramebufferObjectFormat &other);
+ QGLFramebufferObjectFormat &operator=(const QGLFramebufferObjectFormat &other);
+ ~QGLFramebufferObjectFormat();
+
+ void setSamples(int samples);
+ int samples() const;
+
+ void setAttachment(QGLFramebufferObject::Attachment attachment);
+ QGLFramebufferObject::Attachment attachment() const;
+
+ void setTextureTarget(GLenum target);
+ GLenum textureTarget() const;
+
+ void setInternalFormat(GLenum internalFormat);
+ GLenum internalFormat() const;
+
+private:
+ QGLFramebufferObjectFormatPrivate *d;
+};
+
QT_END_NAMESPACE
QT_END_HEADER
diff --git a/src/opengl/qglpixelbuffer.cpp b/src/opengl/qglpixelbuffer.cpp
index 5f74f26..483856a 100644
--- a/src/opengl/qglpixelbuffer.cpp
+++ b/src/opengl/qglpixelbuffer.cpp
@@ -76,12 +76,13 @@
\sa {opengl/pbuffers}{Pbuffers Example}
*/
+#include <private/qpaintengineex_opengl2_p.h>
#include <qglpixelbuffer.h>
#include <private/qglpixelbuffer_p.h>
#include <qimage.h>
-#if !defined(QT_OPENGL_ES_2)
+#ifndef QT_OPENGL_ES_2
#include <private/qpaintengine_opengl_p.h>
#endif
@@ -363,29 +364,39 @@ bool QGLPixelBuffer::isValid() const
return !d->invalid;
}
-#if !defined(QT_OPENGL_ES_2)
-Q_GLOBAL_STATIC(QOpenGLPaintEngine, qt_buffer_paintengine)
+#if !defined(QT_OPENGL_ES_1) && !defined(QT_OPENGL_ES_1_CL)
+Q_GLOBAL_STATIC(QGL2PaintEngineEx, qt_buffer_2_engine)
+#endif
+
+#ifndef QT_OPENGL_ES_2
+Q_GLOBAL_STATIC(QOpenGLPaintEngine, qt_buffer_engine)
#endif
/*! \reimp */
QPaintEngine *QGLPixelBuffer::paintEngine() const
{
-#if !defined(QT_OPENGL_ES_2)
- return qt_buffer_paintengine();
+#if defined(QT_OPENGL_ES_1) || defined(QT_OPENGL_ES_1_CL)
+ return qt_buffer_engine();
+#elif defined(QT_OPENGL_ES_2)
+ return qt_buffer_2_engine();
#else
- return 0;
+ if (d_ptr->qctx->d_func()->internal_context || qt_gl_preferGL2Engine())
+ return qt_buffer_2_engine();
+ else
+ return qt_buffer_engine();
#endif
}
-extern int qt_defaultDpi();
+extern int qt_defaultDpiX();
+extern int qt_defaultDpiY();
/*! \reimp */
int QGLPixelBuffer::metric(PaintDeviceMetric metric) const
{
Q_D(const QGLPixelBuffer);
- float dpmx = qt_defaultDpi()*100./2.54;
- float dpmy = qt_defaultDpi()*100./2.54;
+ float dpmx = qt_defaultDpiX()*100./2.54;
+ float dpmy = qt_defaultDpiY()*100./2.54;
int w = d->req_size.width();
int h = d->req_size.height();
switch (metric) {
@@ -408,16 +419,16 @@ int QGLPixelBuffer::metric(PaintDeviceMetric metric) const
return 32;//d->depth;
case PdmDpiX:
- return (int)(dpmx * 0.0254);
+ return qRound(dpmx * 0.0254);
case PdmDpiY:
- return (int)(dpmy * 0.0254);
+ return qRound(dpmy * 0.0254);
case PdmPhysicalDpiX:
- return (int)(dpmx * 0.0254);
+ return qRound(dpmx * 0.0254);
case PdmPhysicalDpiY:
- return (int)(dpmy * 0.0254);
+ return qRound(dpmy * 0.0254);
default:
qWarning("QGLPixelBuffer::metric(), Unhandled metric type: %d\n", metric);
diff --git a/src/opengl/qglpixmapfilter.cpp b/src/opengl/qglpixmapfilter.cpp
index ff23948..275bbed 100644
--- a/src/opengl/qglpixmapfilter.cpp
+++ b/src/opengl/qglpixmapfilter.cpp
@@ -45,27 +45,12 @@
#include "qpaintengine_opengl_p.h"
#include "qglpixelbuffer.h"
-#include "qglextensions_p.h"
+#include "qglshaderprogram.h"
#include "qgl_p.h"
#include "private/qapplication_p.h"
-#ifndef GL_FRAGMENT_SHADER
-#define GL_FRAGMENT_SHADER 0x8B30
-#endif
-
-#ifndef GL_COMPILE_STATUS
-#define GL_COMPILE_STATUS 0x8B81
-#endif
-
-#ifndef GL_LINK_STATUS
-#define GL_LINK_STATUS 0x8B82
-#endif
-
-
-
-
QT_BEGIN_NAMESPACE
@@ -79,117 +64,6 @@ void QGLPixmapFilterBase::drawImpl(QPainter *painter, const QPointF &pos, const
processGL(painter, pos, src, source);
}
-QGLSLProgram::QGLSLProgram(const QString &src)
- : ctx(QGLContext::currentContext())
-{
- if (!qt_resolve_glsl_extensions(const_cast<QGLContext *>(ctx))) {
- qWarning("Failed to resolve GLSL functions");
- m_valid = false;
- return;
- }
-
- m_shader = glCreateShader(GL_FRAGMENT_SHADER);
-
- const QByteArray src_ba = src.toAscii();
- const char *src_cstr = src_ba.constData();
-
- glShaderSource(m_shader, 1, &src_cstr, 0);
- glCompileShader(m_shader);
- glGetShaderiv(m_shader, GL_COMPILE_STATUS, &m_valid);
- if (!m_valid) {
- char data[4096];
- GLsizei len;
- glGetShaderInfoLog(m_shader, 4096, &len, data);
- qWarning("Failed to compile GLSL shader:\n%s\nCODE:\n%s\n", data, src_cstr);
- return;
- }
-
- m_program = glCreateProgram();
- glAttachShader(m_program, m_shader);
- glLinkProgram(m_program);
- glGetProgramiv(m_program, GL_LINK_STATUS, &m_valid);
- if (!m_valid) {
- char data[4096];
- GLsizei len;
- glGetShaderInfoLog(m_shader, 4096, &len, data);
- qWarning("Failed to link GLSL program:\n%s\nCODE:\n%s\n", data, src_cstr);
- return;
- }
-}
-
-QGLSLProgram::~QGLSLProgram()
-{
- glDeleteProgram(m_program);
- glDeleteShader(m_shader);
-}
-
-bool QGLSLProgram::success() const
-{
- return m_valid;
-}
-
-void QGLSLProgram::enable()
-{
- glUseProgram(m_program);
-}
-
-void QGLSLProgram::disable()
-{
- glUseProgram(0);
-}
-
-typedef GLuint (APIENTRY *_glGetUniformLocation) (GLuint, const char*);
-typedef void (APIENTRY *_glUniform4fv) (GLint, GLsizei, GLfloat *);
-typedef void (APIENTRY *_glUniform3fv) (GLint, GLsizei, GLfloat *);
-typedef void (APIENTRY *_glUniform2fv) (GLint, GLsizei, GLfloat *);
-typedef void (APIENTRY *_glUniform1fv) (GLint, GLsizei, GLfloat *);
-typedef void (APIENTRY *_glUniform1i) (GLint, GLint);
-
-int QGLSLProgram::getUniformLocation(const QString &name)
-{
- return glGetUniformLocation(m_program, name.toAscii().constData());
-}
-
-void QGLSLProgram::setUniform(int uniform, int value)
-{
- enable();
- glUniform1i(uniform, value);
-}
-
-void QGLSLProgram::setUniform(int uniform, qreal value)
-{
- enable();
- GLfloat v[] = { value };
- glUniform1fv(uniform, 1, v);
-}
-
-void QGLSLProgram::setUniform(int uniform, qreal v1, qreal v2)
-{
- enable();
- GLfloat v[] = { v1, v2 };
- glUniform2fv(uniform, 1, v);
-}
-
-void QGLSLProgram::setUniform(int uniform, qreal v1, qreal v2, qreal v3)
-{
- enable();
- GLfloat v[] = { v1, v2, v3 };
- glUniform3fv(uniform, 1, v);
-}
-
-void QGLSLProgram::setUniform(int uniform, qreal v1, qreal v2, qreal v3, qreal v4)
-{
- enable();
- GLfloat v[] = { v1, v2, v3, v4 };
- glUniform4fv(uniform, 1, v);
-}
-
-void QGLSLProgram::setUniform(int uniform, int count, float *v)
-{
- enable();
- glUniform1fv(uniform, count, v);
-}
-
class QGLPixmapColorizeFilter: public QGLPixmapFilter<QPixmapColorizeFilter>
{
public:
@@ -199,8 +73,8 @@ protected:
bool processGL(QPainter *painter, const QPointF &pos, const QPixmap &pixmap, const QRectF &srcRect) const;
private:
- mutable QGLSLProgram m_program;
- uint m_colorUniform;
+ mutable QGLShaderProgram m_program;
+ int m_colorUniform;
};
class QGLPixmapConvolutionFilter: public QGLPixmapFilter<QPixmapConvolutionFilter>
@@ -213,11 +87,11 @@ protected:
bool processGL(QPainter *painter, const QPointF &pos, const QPixmap &src, const QRectF &srcRect) const;
private:
- QString generateConvolutionShader() const;
+ QByteArray generateConvolutionShader() const;
- mutable QGLSLProgram *m_program;
- mutable uint m_scaleUniform;
- mutable uint m_matrixUniform;
+ mutable QGLShaderProgram *m_program;
+ mutable int m_scaleUniform;
+ mutable int m_matrixUniform;
mutable int m_kernelWidth;
mutable int m_kernelHeight;
@@ -242,10 +116,8 @@ QPixmapFilter *QGLContextPrivate::createPixmapFilter(int type) const
return 0;
}
-#if !defined(QT_OPENGL_ES_2)
extern void qt_add_rect_to_array(const QRectF &r, q_vertexType *array);
extern void qt_add_texcoords_to_array(qreal x1, qreal y1, qreal x2, qreal y2, q_vertexType *array);
-#endif
static void qgl_drawTexture(const QRectF &rect, int tx_width, int tx_height, const QRectF & src)
{
@@ -294,10 +166,12 @@ static const char *qt_gl_colorize_filter =
"}";
QGLPixmapColorizeFilter::QGLPixmapColorizeFilter()
- : m_program(QLatin1String(qt_gl_colorize_filter))
{
- m_program.setUniform(m_program.getUniformLocation(QLatin1String("texture")), 0); // GL_TEXTURE_0
- m_colorUniform = m_program.getUniformLocation(QLatin1String("color"));
+ m_program.addShader(QGLShader::FragmentShader, qt_gl_colorize_filter);
+ m_program.link();
+ m_program.enable();
+ m_program.setUniformValue(m_program.uniformLocation("texture"), GLint(0)); // GL_TEXTURE_0
+ m_colorUniform = m_program.uniformLocation("color");
}
bool QGLPixmapColorizeFilter::processGL(QPainter *, const QPointF &pos, const QPixmap &src, const QRectF &srcRect) const
@@ -305,10 +179,10 @@ bool QGLPixmapColorizeFilter::processGL(QPainter *, const QPointF &pos, const QP
bindTexture(src);
QColor col = color();
- m_program.setUniform(m_colorUniform, col.redF(), col.greenF(), col.blueF());
+ m_program.enable();
+ m_program.setUniformValue(m_colorUniform, col.redF(), col.greenF(), col.blueF());
QRectF target = (srcRect.isNull() ? QRectF(src.rect()) : srcRect).translated(pos);
- m_program.enable();
qgl_drawTexture(target, src.width(), src.height(), srcRect);
m_program.disable();
@@ -316,17 +190,17 @@ bool QGLPixmapColorizeFilter::processGL(QPainter *, const QPointF &pos, const QP
}
// generates convolution filter code for arbitrary sized kernel
-QString QGLPixmapConvolutionFilter::generateConvolutionShader() const {
+QByteArray QGLPixmapConvolutionFilter::generateConvolutionShader() const {
QByteArray code;
- code.append("uniform sampler2D texture;\n");
- code.append("uniform vec2 inv_texture_size;\n");
- code.append("uniform float matrix[");
+ code.append("uniform sampler2D texture;\n"
+ "uniform vec2 inv_texture_size;\n"
+ "uniform float matrix[");
code.append(QByteArray::number(m_kernelWidth * m_kernelHeight));
- code.append("];\n");
- code.append("vec2 offset[");
+ code.append("];\n"
+ "vec2 offset[");
code.append(QByteArray::number(m_kernelWidth*m_kernelHeight));
- code.append("];\n");
- code.append("void main(void) {\n");
+ code.append("];\n"
+ "void main(void) {\n");
for(int y = 0; y < m_kernelHeight; y++) {
for(int x = 0; x < m_kernelWidth; x++) {
@@ -336,23 +210,22 @@ QString QGLPixmapConvolutionFilter::generateConvolutionShader() const {
code.append(QByteArray::number(x-(int)(m_kernelWidth/2)));
code.append(".0, inv_texture_size.y * ");
code.append(QByteArray::number((int)(m_kernelHeight/2)-y));
- code.append(".0)");
- code.append(";\n");
+ code.append(".0);\n");
}
}
- code.append(" int i = 0;\n");
- code.append(" vec2 coords = gl_TexCoord[0].st;\n");
- code.append(" vec4 sum = vec4(0.0);\n");
- code.append(" for (i = 0; i < ");
+ code.append(" int i = 0;\n"
+ " vec2 coords = gl_TexCoord[0].st;\n"
+ " vec4 sum = vec4(0.0);\n"
+ " for (i = 0; i < ");
code.append(QByteArray::number(m_kernelWidth * m_kernelHeight));
- code.append("; i++) {\n");
- code.append(" vec4 tmp = texture2D(texture,coords+offset[i]);\n");
- code.append(" sum += matrix[i] * tmp;\n");
- code.append(" }\n");
- code.append(" gl_FragColor = sum;\n");
- code.append("}");
- return QLatin1String(code);
+ code.append("; i++) {\n"
+ " vec4 tmp = texture2D(texture,coords+offset[i]);\n"
+ " sum += matrix[i] * tmp;\n"
+ " }\n"
+ " gl_FragColor = sum;\n"
+ "}");
+ return code;
}
QGLPixmapConvolutionFilter::QGLPixmapConvolutionFilter()
@@ -384,10 +257,12 @@ bool QGLPixmapConvolutionFilter::processGL(QPainter *, const QPointF &pos, const
m_kernelWidth = columns();
m_kernelHeight = rows();
- QString code = generateConvolutionShader();
- m_program = new QGLSLProgram(code);
- m_scaleUniform = m_program->getUniformLocation(QLatin1String("inv_texture_size"));
- m_matrixUniform = m_program->getUniformLocation(QLatin1String("matrix"));
+ QByteArray code = generateConvolutionShader();
+ m_program = new QGLShaderProgram();
+ m_program->addShader(QGLShader::FragmentShader, code);
+ m_program->link();
+ m_scaleUniform = m_program->uniformLocation("inv_texture_size");
+ m_matrixUniform = m_program->uniformLocation("matrix");
}
const qreal *kernel = convolutionKernel();
@@ -397,10 +272,10 @@ bool QGLPixmapConvolutionFilter::processGL(QPainter *, const QPointF &pos, const
const qreal iw = 1.0 / src.width();
const qreal ih = 1.0 / src.height();
- m_program->setUniform(m_scaleUniform, iw, ih);
- m_program->setUniform(m_matrixUniform, m_kernelWidth * m_kernelHeight, conv);
-
m_program->enable();
+ m_program->setUniformValue(m_scaleUniform, iw, ih);
+ m_program->setUniformValueArray(m_matrixUniform, conv, m_kernelWidth * m_kernelHeight, 1);
+
qgl_drawTexture(target, src.width(), src.height(), boundingRectFor(srcRect));
m_program->disable();
return true;
diff --git a/src/opengl/qglpixmapfilter_p.h b/src/opengl/qglpixmapfilter_p.h
index dc2eea6..d6742fc 100644
--- a/src/opengl/qglpixmapfilter_p.h
+++ b/src/opengl/qglpixmapfilter_p.h
@@ -87,35 +87,6 @@ public:
}
};
-class Q_OPENGL_EXPORT QGLSLProgram
-{
-public:
- QGLSLProgram(const QString &src);
- ~QGLSLProgram();
-
- bool success() const;
-
- void enable();
- void disable();
-
- int getUniformLocation(const QString &name);
-
- void setUniform(int uniform, int value);
- void setUniform(int uniform, qreal value);
- void setUniform(int uniform, qreal v1, qreal v2);
- void setUniform(int uniform, qreal v1, qreal v2, qreal v3);
- void setUniform(int uniform, qreal v1, qreal v2, qreal v3, qreal v4);
- void setUniform(int uniform, int count, float *v);
-
-private:
- GLuint m_shader;
- GLuint m_program;
-
- GLint m_valid;
-
- const QGLContext *ctx;
-};
-
QT_END_NAMESPACE
QT_END_HEADER
diff --git a/src/opengl/qglshaderprogram.cpp b/src/opengl/qglshaderprogram.cpp
new file mode 100644
index 0000000..37732dd
--- /dev/null
+++ b/src/opengl/qglshaderprogram.cpp
@@ -0,0 +1,2986 @@
+/****************************************************************************
+**
+** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
+** Contact: Qt Software Information (qt-info@nokia.com)
+**
+** This file is part of the QtOpenGL module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** No Commercial Usage
+** This file contains pre-release code and may not be distributed.
+** You may use this file in accordance with the terms and conditions
+** contained in the either Technology Preview License Agreement or the
+** Beta Release License Agreement.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 2.1 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 2.1 requirements
+** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
+**
+** In addition, as a special exception, Nokia gives you certain
+** additional rights. These rights are described in the Nokia Qt LGPL
+** Exception version 1.0, included in the file LGPL_EXCEPTION.txt in this
+** package.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 3.0 as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 3.0 requirements will be
+** met: http://www.gnu.org/copyleft/gpl.html.
+**
+** If you are unsure which license is appropriate for your use, please
+** contact the sales department at qt-sales@nokia.com.
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "qglshaderprogram.h"
+#include "qglextensions_p.h"
+#include "qgl_p.h"
+#include <QtCore/qdebug.h>
+#include <QtCore/qfile.h>
+#include <QtCore/qvarlengtharray.h>
+#include <QtCore/qvector.h>
+
+QT_BEGIN_NAMESPACE
+
+#if !defined(QT_OPENGL_ES_1_CL) && !defined(QT_OPENGL_ES_1)
+
+/*!
+ \class QGLShaderProgram
+ \brief The QGLShaderProgram class allows OpenGL shader programs to be linked and used.
+ \since 4.6
+
+ \section1 Introduction
+
+ This class supports shader programs written in the OpenGL Shading
+ Language (GLSL) and in the OpenGL/ES Shading Language (GLSL/ES).
+
+ QGLShader and QGLShaderProgram shelter the programmer from the details of
+ compiling and linking vertex and fragment shaders.
+
+ The following example creates a vertex shader program using the
+ supplied source \c{code}. Once compiled and linked, the shader
+ program is activated in the current QGLContext by calling
+ QGLShaderProgram::enable():
+
+ \code
+ QGLShader shader(QGLShader::VertexShader);
+ shader.compile(code);
+
+ QGLShaderProgram program(context);
+ program.addShader(shader);
+ program.link();
+
+ program.enable();
+ \endcode
+
+ \section1 Writing portable shaders
+
+ Shader programs can be difficult to reuse across OpenGL implementations
+ because of varying levels of support for standard vertex attributes and
+ uniform variables. In particular, GLSL/ES lacks all of the
+ standard variables that are present on desktop OpenGL systems:
+ \c{gl_Vertex}, \c{gl_Normal}, \c{gl_Color}, and so on. Desktop OpenGL
+ lacks the variable qualifiers \c{highp}, \c{mediump}, and \c{lowp}.
+
+ The QGLShaderProgram class makes the process of writing portable shaders
+ easier by prefixing all shader programs with the following lines on
+ desktop OpenGL:
+
+ \code
+ #define highp
+ #define mediump
+ #define lowp
+ \endcode
+
+ This makes it possible to run most GLSL/ES shader programs
+ on desktop systems. The programmer should restrict themselves
+ to just features that are present in GLSL/ES, and avoid
+ standard variable names that only work on the desktop.
+
+ \section1 Simple shader example
+
+ \code
+ program.addShader(QGLShader::VertexShader,
+ "attribute highp vec4 vertex;\n"
+ "attribute mediump mat4 matrix;\n"
+ "void main(void)\n"
+ "{\n"
+ " gl_Position = matrix * vertex;\n"
+ "}");
+ program.addShader(QGLShader::FragmentShader,
+ "uniform mediump vec4 color;\n"
+ "void main(void)\n"
+ "{\n"
+ " gl_FragColor = color;\n"
+ "}");
+ program.link();
+ program.enable();
+
+ int vertexLocation = program.attributeLocation("vertex");
+ int matrixLocation = program.attributeLocation("matrix");
+ int colorLocation = program.uniformLocation("color");
+ \endcode
+
+ With the above shader program active, we can draw a green triangle
+ as follows:
+
+ \code
+ static GLfloat const triangleVertices[] = {
+ 60.0f, 10.0f, 0.0f,
+ 110.0f, 110.0f, 0.0f,
+ 10.0f, 110.0f, 0.0f
+ };
+
+ QColor color(0, 255, 0, 255);
+
+ QMatrix4x4 pmvMatrix;
+ pmvMatrix.ortho(rect());
+
+ program.setAttributeArray(vertexLocation, triangleVertices, 3);
+ program.setUniformValue(matrixLocation, pmvMatrix);
+ program.setUniformValue(colorLocation, color);
+
+ glDrawArrays(GL_TRIANGLES, 0, 3);
+ \endcode
+
+ \section1 Partial shaders
+
+ Desktop GLSL can attach an arbitrary number of vertex and fragment
+ shaders to a shader program. Embedded GLSL/ES on the other hand
+ supports only a single shader of each type on a shader program.
+
+ Multiple shaders of the same type can be useful when large libraries
+ of shaders are needed. Common functions can be factored out into
+ library shaders that can be reused in multiple shader programs.
+
+ To support this use of shaders, the application programmer can
+ create shaders with the QGLShader::PartialVertexShader and
+ QGLShader::PartialFragmentShader types. These types direct
+ QGLShader and QGLShaderProgram to delay shader compilation until
+ link time.
+
+ When link() is called, the sources for the partial shaders are
+ concatenated, and a single vertex or fragment shader is compiled
+ and linked into the shader program.
+
+ It is more efficient to use the QGLShader::VertexShader and
+ QGLShader::FragmentShader when there is only one shader of that
+ type in the program.
+
+ \sa QGLShader
+*/
+
+/*!
+ \class QGLShader
+ \brief The QGLShader class allows OpenGL shaders to be compiled.
+ \since 4.6
+
+ This class supports shaders written in the OpenGL Shading Language (GLSL)
+ and in the OpenGL/ES Shading Language (GLSL/ES).
+
+ QGLShader and QGLShaderProgram shelter the programmer from the details of
+ compiling and linking vertex and fragment shaders.
+
+ \sa QGLShaderProgram
+*/
+
+/*!
+ \enum QGLShader::ShaderType
+ This enum specifies the type of QGLShader that is being created.
+
+ \value VertexShader Vertex shader written in the OpenGL Shading Language (GLSL).
+ \value FragmentShader Fragment shader written in the OpenGL Shading Language (GLSL).
+ \value PartialVertexShader Partial vertex shader that will be concatenated with all other partial vertex shaders at link time.
+ \value PartialFragmentShader Partial fragment shader that will be concatenated with all other partial fragment shaders at link time.
+*/
+
+#ifndef GL_FRAGMENT_SHADER
+#define GL_FRAGMENT_SHADER 0x8B30
+#endif
+#ifndef GL_VERTEX_SHADER
+#define GL_VERTEX_SHADER 0x8B31
+#endif
+#ifndef GL_COMPILE_STATUS
+#define GL_COMPILE_STATUS 0x8B81
+#endif
+#ifndef GL_LINK_STATUS
+#define GL_LINK_STATUS 0x8B82
+#endif
+#ifndef GL_INFO_LOG_LENGTH
+#define GL_INFO_LOG_LENGTH 0x8B84
+#endif
+#ifndef GL_ACTIVE_UNIFORMS
+#define GL_ACTIVE_UNIFORMS 0x8B86
+#endif
+#ifndef GL_ACTIVE_UNIFORM_MAX_LENGTH
+#define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87
+#endif
+#ifndef GL_ACTIVE_ATTRIBUTES
+#define GL_ACTIVE_ATTRIBUTES 0x8B89
+#endif
+#ifndef GL_ACTIVE_ATTRIBUTE_MAX_LENGTH
+#define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A
+#endif
+#ifndef GL_CURRENT_VERTEX_ATTRIB
+#define GL_CURRENT_VERTEX_ATTRIB 0x8626
+#endif
+#ifndef GL_SHADER_SOURCE_LENGTH
+#define GL_SHADER_SOURCE_LENGTH 0x8B88
+#endif
+#ifndef GL_SHADER_BINARY_FORMATS
+#define GL_SHADER_BINARY_FORMATS 0x8DF8
+#endif
+#ifndef GL_NUM_SHADER_BINARY_FORMATS
+#define GL_NUM_SHADER_BINARY_FORMATS 0x8DF9
+#endif
+
+class QGLShaderPrivate
+{
+public:
+ QGLShaderPrivate(QGLShader::ShaderType type, const QGLContext *ctx)
+ : context(ctx)
+ , shader(0)
+ , shaderType(type)
+ , compiled(false)
+ , isPartial(type == QGLShader::PartialVertexShader ||
+ type == QGLShader::PartialFragmentShader)
+ , hasPartialSource(false)
+ {
+ }
+
+ const QGLContext *context;
+ GLuint shader;
+ QGLShader::ShaderType shaderType;
+ bool compiled;
+ bool isPartial;
+ bool hasPartialSource;
+ QString log;
+ QByteArray partialSource;
+
+ bool create();
+ bool compile(QGLShader *q);
+};
+
+#define ctx context
+
+bool QGLShaderPrivate::create()
+{
+ if (isPartial)
+ return true;
+ if (!context)
+ context = QGLContext::currentContext();
+ if (!context)
+ return false;
+ if (qt_resolve_glsl_extensions(const_cast<QGLContext *>(context))) {
+ if (shaderType == QGLShader::VertexShader)
+ shader = glCreateShader(GL_VERTEX_SHADER);
+ else
+ shader = glCreateShader(GL_FRAGMENT_SHADER);
+ if (!shader) {
+ qWarning() << "QGLShader: could not create shader";
+ return false;
+ }
+ return true;
+ } else {
+ return false;
+ }
+}
+
+bool QGLShaderPrivate::compile(QGLShader *q)
+{
+ // Partial shaders are compiled during QGLShaderProgram::link().
+ if (isPartial && hasPartialSource) {
+ compiled = true;
+ return true;
+ }
+ if (!shader)
+ return false;
+ glCompileShader(shader);
+ GLint value = 0;
+ glGetShaderiv(shader, GL_COMPILE_STATUS, &value);
+ compiled = (value != 0);
+ value = 0;
+ glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &value);
+ if (!compiled && value > 1) {
+ char *logbuf = new char [value];
+ GLint len;
+ glGetShaderInfoLog(shader, value, &len, logbuf);
+ log = QString::fromLatin1(logbuf);
+ QString name = q->objectName();
+ if (name.isEmpty())
+ qWarning() << "QGLShader::compile:" << log;
+ else
+ qWarning() << "QGLShader::compile[" << name << "]:" << log;
+ delete [] logbuf;
+ }
+ return compiled;
+}
+
+#undef ctx
+#define ctx d->context
+
+/*!
+ Constructs a new QGLShader object of the specified \a type
+ and attaches it to \a parent. If shader programs are not supported,
+ QGLShaderProgram::hasShaderPrograms() will return false.
+
+ This constructor is normally followed by a call to compile()
+ or compileFile().
+
+ The shader will be associated with the current QGLContext.
+
+ \sa compile(), compileFile()
+*/
+QGLShader::QGLShader(QGLShader::ShaderType type, QObject *parent)
+ : QObject(parent)
+{
+ d = new QGLShaderPrivate(type, QGLContext::currentContext());
+ d->create();
+}
+
+/*!
+ Constructs a new QGLShader object from the source code in \a fileName
+ and attaches it to \a parent. If the filename ends in \c{.fsh},
+ it is assumed to be a fragment shader, otherwise it is assumed to
+ be a vertex shader (normally the extension is \c{.vsh} for vertex shaders).
+ If the shader could not be loaded, then isCompiled() will return false.
+
+ The shader will be associated with the current QGLContext.
+
+ \sa isCompiled()
+*/
+QGLShader::QGLShader(const QString& fileName, QObject *parent)
+ : QObject(parent)
+{
+ if (fileName.endsWith(QLatin1String(".fsh"), Qt::CaseInsensitive))
+ d = new QGLShaderPrivate(QGLShader::FragmentShader, QGLContext::currentContext());
+ else
+ d = new QGLShaderPrivate(QGLShader::VertexShader, QGLContext::currentContext());
+ if (d->create() && !compileFile(fileName)) {
+ if (d->shader)
+ glDeleteShader(d->shader);
+ d->shader = 0;
+ }
+}
+
+/*!
+ Constructs a new QGLShader object of the specified \a type from the
+ source code in \a fileName and attaches it to \a parent.
+ If the shader could not be loaded, then isCompiled() will return false.
+
+ The shader will be associated with the current QGLContext.
+
+ \sa isCompiled()
+*/
+QGLShader::QGLShader
+ (const QString& fileName, QGLShader::ShaderType type, QObject *parent)
+ : QObject(parent)
+{
+ d = new QGLShaderPrivate(type, QGLContext::currentContext());
+ if (d->create() && !compileFile(fileName)) {
+ if (d->shader)
+ glDeleteShader(d->shader);
+ d->shader = 0;
+ }
+}
+
+/*!
+ Constructs a new QGLShader object of the specified \a type
+ and attaches it to \a parent. If shader programs are not supported,
+ then QGLShaderProgram::hasShaderPrograms() will return false.
+
+ This constructor is normally followed by a call to compile()
+ or compileFile().
+
+ The shader will be associated with \a context.
+
+ \sa compile(), compileFile()
+*/
+QGLShader::QGLShader(QGLShader::ShaderType type, const QGLContext *context, QObject *parent)
+ : QObject(parent)
+{
+ d = new QGLShaderPrivate(type, context);
+ d->create();
+}
+
+/*!
+ Constructs a new QGLShader object from the source code in \a fileName
+ and attaches it to \a parent. If the filename ends in \c{.fsh},
+ it is assumed to be a fragment shader, otherwise it is assumed to
+ be a vertex shader (normally the extension is \c{.vsh} for vertex shaders).
+ If the shader could not be loaded, then isCompiled() will return false.
+
+ The shader will be associated with \a context.
+
+ \sa isCompiled()
+*/
+QGLShader::QGLShader(const QString& fileName, const QGLContext *context, QObject *parent)
+ : QObject(parent)
+{
+ if (fileName.endsWith(QLatin1String(".fsh"), Qt::CaseInsensitive))
+ d = new QGLShaderPrivate(QGLShader::FragmentShader, context);
+ else
+ d = new QGLShaderPrivate(QGLShader::VertexShader, context);
+ if (d->create() && !compileFile(fileName)) {
+ if (d->shader)
+ glDeleteShader(d->shader);
+ d->shader = 0;
+ }
+}
+
+/*!
+ Constructs a new QGLShader object of the specified \a type from the
+ source code in \a fileName and attaches it to \a parent.
+ If the shader could not be loaded, then isCompiled() will return false.
+
+ The shader will be associated with \a context.
+
+ \sa isCompiled()
+*/
+QGLShader::QGLShader
+ (const QString& fileName, QGLShader::ShaderType type, const QGLContext *context, QObject *parent)
+ : QObject(parent)
+{
+ d = new QGLShaderPrivate(type, context);
+ if (d->create() && !compileFile(fileName)) {
+ if (d->shader)
+ glDeleteShader(d->shader);
+ d->shader = 0;
+ }
+}
+
+/*!
+ Deletes this shader. If the shader has been attached to a
+ QGLShaderProgram object, then the actual shader will stay around
+ until the QGLShaderProgram is destroyed.
+*/
+QGLShader::~QGLShader()
+{
+ if (d->shader)
+ glDeleteShader(d->shader);
+ delete d;
+}
+
+/*!
+ Returns the type of this shader.
+*/
+QGLShader::ShaderType QGLShader::shaderType() const
+{
+ return d->shaderType;
+}
+
+// The precision qualifiers are useful on OpenGL/ES systems,
+// but usually not present on desktop systems. Define the
+// keywords to empty strings on desktop systems.
+#ifndef QT_OPENGL_ES
+#define QGL_DEFINE_QUALIFIERS 1
+static const char qualifierDefines[] =
+ "#define lowp\n"
+ "#define mediump\n"
+ "#define highp\n";
+#endif
+
+/*!
+ Sets the \a source code for this shader and compiles it.
+ Returns true if the source was successfully compiled, false otherwise.
+
+ If shaderType() is PartialVertexShader or PartialFragmentShader,
+ then this function will always return true, even if the source code
+ is invalid. Partial shaders are compiled when QGLShaderProgram::link()
+ is called.
+
+ \sa compileFile()
+*/
+bool QGLShader::compile(const char *source)
+{
+ if (d->isPartial) {
+ d->partialSource = QByteArray(source);
+ d->hasPartialSource = true;
+ return d->compile(this);
+ } else if (d->shader) {
+ QVarLengthArray<const char *> src;
+#ifdef QGL_DEFINE_QUALIFIERS
+ src.append(qualifierDefines);
+#endif
+ src.append(source);
+ glShaderSource(d->shader, src.size(), src.data(), 0);
+ return d->compile(this);
+ } else {
+ return false;
+ }
+}
+
+/*!
+ \overload
+
+ Sets the \a source code for this shader and compiles it.
+ Returns true if the source was successfully compiled, false otherwise.
+
+ If shaderType() is PartialVertexShader or PartialFragmentShader,
+ then this function will always return true, even if the source code
+ is invalid. Partial shaders are compiled when QGLShaderProgram::link()
+ is called.
+
+ \sa compileFile()
+*/
+bool QGLShader::compile(const QByteArray& source)
+{
+ return compile(source.constData());
+}
+
+/*!
+ \overload
+
+ Sets the \a source code for this shader and compiles it.
+ Returns true if the source was successfully compiled, false otherwise.
+
+ If shaderType() is PartialVertexShader or PartialFragmentShader,
+ then this function will always return true, even if the source code
+ is invalid. Partial shaders are compiled when QGLShaderProgram::link()
+ is called.
+
+ \sa compileFile()
+*/
+bool QGLShader::compile(const QString& source)
+{
+ return compile(source.toLatin1().constData());
+}
+
+/*!
+ Sets the source code for this shader to the contents of \a fileName
+ and compiles it. Returns true if the file could be opened and the
+ source compiled, false otherwise.
+
+ If shaderType() is PartialVertexShader or PartialFragmentShader,
+ then this function will always return true, even if the source code
+ is invalid. Partial shaders are compiled when QGLShaderProgram::link()
+ is called.
+
+ \sa compile()
+*/
+bool QGLShader::compileFile(const QString& fileName)
+{
+ QFile file(fileName);
+ if (!file.open(QFile::ReadOnly)) {
+ qWarning() << "QGLShader: Unable to open file" << fileName;
+ return false;
+ }
+
+ QByteArray contents = file.readAll();
+ return compile(contents.constData());
+}
+
+/*!
+ Sets the binary code for this shader to the \a length bytes from
+ the array \a binary. The \a format specifies how the binary data
+ should be interpreted by the OpenGL engine. Returns true if the
+ binary was set on the shader; false otherwise.
+
+ This function cannot be used with PartialVertexShader or
+ PartialFragmentShader.
+
+ If this function succeeds, then the shader will be considered compiled.
+
+ \sa shaderBinaryFormats()
+*/
+bool QGLShader::setShaderBinary(GLenum format, const void *binary, int length)
+{
+#if !defined(QT_OPENGL_ES_2)
+ if (!glShaderBinary)
+ return false;
+#endif
+ if (d->isPartial || !d->shader)
+ return false;
+ glGetError(); // Clear error state.
+ glShaderBinary(1, &(d->shader), format, binary, length);
+ d->compiled = (glGetError() == GL_NO_ERROR);
+ return d->compiled;
+}
+
+/*!
+ Sets the binary code for this shader to the \a length bytes from
+ the array \a binary. The \a format specifies how the binary data
+ should be interpreted by the OpenGL engine. Returns true if the
+ binary was set on the shader; false otherwise.
+
+ The \a otherShader will also have binary code set on it. This is
+ for the case where \a binary contains both vertex and fragment
+ shader code.
+
+ This function cannot be used with PartialVertexShader or
+ PartialFragmentShader.
+
+ If this function succeeds, then the shader will be considered compiled.
+
+ \sa shaderBinaryFormats()
+*/
+bool QGLShader::setShaderBinary
+ (QGLShader& otherShader, GLenum format, const void *binary, int length)
+{
+#if !defined(QT_OPENGL_ES_2)
+ if (!glShaderBinary)
+ return false;
+#endif
+ if (d->isPartial || !d->shader)
+ return false;
+ if (otherShader.d->isPartial || !otherShader.d->shader)
+ return false;
+ glGetError(); // Clear error state.
+ GLuint shaders[2];
+ shaders[0] = d->shader;
+ shaders[1] = otherShader.d->shader;
+ glShaderBinary(2, shaders, format, binary, length);
+ d->compiled = (glGetError() == GL_NO_ERROR);
+ otherShader.d->compiled = d->compiled;
+ return d->compiled;
+}
+
+/*!
+ Returns a list of all binary formats that are supported by
+ setShaderBinary() on this system.
+
+ \sa setShaderBinary()
+*/
+QList<GLenum> QGLShader::shaderBinaryFormats()
+{
+ GLint num;
+ QList<GLenum> list;
+ glGetError(); // Clear error state.
+ glGetIntegerv(GL_NUM_SHADER_BINARY_FORMATS, &num);
+ if (glGetError() != GL_NO_ERROR || num <= 0)
+ return list;
+ QVarLengthArray<GLint> formats(num);
+ glGetIntegerv(GL_SHADER_BINARY_FORMATS, formats.data());
+ for (GLint i = 0; i < num; ++i)
+ list += (GLenum)(formats[i]);
+ return list;
+}
+
+/*!
+ Returns the source code for this shader.
+
+ \sa compile()
+*/
+QByteArray QGLShader::sourceCode() const
+{
+ if (d->isPartial)
+ return d->partialSource;
+ if (!d->shader)
+ return QByteArray();
+ GLint size = 0;
+ glGetShaderiv(d->shader, GL_SHADER_SOURCE_LENGTH, &size);
+ if (size <= 0)
+ return QByteArray();
+ GLint len = 0;
+ char *source = new char [size];
+ glGetShaderSource(d->shader, size, &len, source);
+ QByteArray src(source);
+ delete [] source;
+ return src;
+}
+
+/*!
+ Returns true if this shader has been compiled; false otherwise.
+
+ \sa compile()
+*/
+bool QGLShader::isCompiled() const
+{
+ return d->compiled;
+}
+
+/*!
+ Returns the errors and warnings that occurred during the last compile.
+
+ \sa compile()
+*/
+QString QGLShader::log() const
+{
+ return d->log;
+}
+
+/*!
+ Returns the OpenGL identifier associated with this shader.
+
+ If shaderType() is PartialVertexShader or PartialFragmentShader,
+ this function will always return zero. Partial shaders are
+ created and compiled when QGLShaderProgram::link() is called.
+
+ \sa QGLShaderProgram::programId()
+*/
+GLuint QGLShader::shaderId() const
+{
+ return d->shader;
+}
+
+#undef ctx
+#define ctx context
+
+class QGLShaderProgramPrivate
+{
+public:
+ QGLShaderProgramPrivate(const QGLContext *ctx)
+ : context(ctx)
+ , program(0)
+ , linked(false)
+ , inited(false)
+ , hasPartialShaders(false)
+ , vertexShader(0)
+ , fragmentShader(0)
+ {
+ }
+ ~QGLShaderProgramPrivate()
+ {
+ if (program)
+ glDeleteProgram(program);
+ }
+
+ const QGLContext *context;
+ GLuint program;
+ bool linked;
+ bool inited;
+ bool hasPartialShaders;
+ QString log;
+ QList<QGLShader *> shaders;
+ QList<QGLShader *> anonShaders;
+ QGLShader *vertexShader;
+ QGLShader *fragmentShader;
+};
+
+#undef ctx
+#define ctx d->context
+
+/*!
+ Constructs a new shader program and attaches it to \a parent.
+ The program will be invalid until addShader() is called.
+
+ The shader program will be associated with the current QGLContext.
+
+ \sa addShader()
+*/
+QGLShaderProgram::QGLShaderProgram(QObject *parent)
+ : QObject(parent)
+{
+ d = new QGLShaderProgramPrivate(QGLContext::currentContext());
+}
+
+/*!
+ Constructs a new shader program and attaches it to \a parent.
+ The program will be invalid until addShader() is called.
+
+ The shader program will be associated with \a context.
+
+ \sa addShader()
+*/
+QGLShaderProgram::QGLShaderProgram(const QGLContext *context, QObject *parent)
+ : QObject(parent)
+{
+ d = new QGLShaderProgramPrivate(context);
+}
+
+/*!
+ Deletes this shader program.
+*/
+QGLShaderProgram::~QGLShaderProgram()
+{
+ delete d;
+}
+
+bool QGLShaderProgram::init()
+{
+ if (d->program || d->inited)
+ return true;
+ d->inited = true;
+ if (!d->context)
+ d->context = QGLContext::currentContext();
+ if (!d->context)
+ return false;
+ if (qt_resolve_glsl_extensions(const_cast<QGLContext *>(d->context))) {
+ d->program = glCreateProgram();
+ if (!(d->program)) {
+ qWarning() << "QGLShaderProgram: could not create shader program";
+ return false;
+ }
+ return true;
+ } else {
+ qWarning() << "QGLShaderProgram: shader programs are not supported";
+ return false;
+ }
+}
+
+/*!
+ Adds a compiled \a shader to this shader program. Returns true
+ if the shader could be added, or false otherwise.
+
+ Ownership of the \a shader object remains with the caller.
+ It will not be deleted when this QGLShaderProgram instance
+ is deleted. This allows the caller to add the same shader
+ to multiple shader programs.
+
+ \sa removeShader(), link(), removeAllShaders()
+*/
+bool QGLShaderProgram::addShader(QGLShader *shader)
+{
+ if (!init())
+ return false;
+ if (d->shaders.contains(shader))
+ return true; // Already added to this shader program.
+ if (d->program && shader) {
+ if (!shader->d->compiled)
+ return false;
+ if (!shader->d->isPartial) {
+ if (!shader->d->shader)
+ return false;
+ glAttachShader(d->program, shader->d->shader);
+ } else {
+ d->hasPartialShaders = true;
+ }
+ d->linked = false; // Program needs to be relinked.
+ d->shaders.append(shader);
+ return true;
+ } else {
+ return false;
+ }
+}
+
+/*!
+ Compiles \a source as a shader of the specified \a type and
+ adds it to this shader program. Returns true if compilation
+ was successful, false otherwise. The compilation errors
+ and warnings will be made available via log().
+
+ This function is intended to be a short-cut for quickly
+ adding vertex and fragment shaders to a shader program without
+ creating an instance of QGLShader first.
+
+ \sa removeShader(), link(), log(), removeAllShaders()
+*/
+bool QGLShaderProgram::addShader(QGLShader::ShaderType type, const char *source)
+{
+ if (!init())
+ return false;
+ QGLShader *shader = new QGLShader(type, this);
+ if (!shader->compile(source)) {
+ d->log = shader->log();
+ delete shader;
+ return false;
+ }
+ d->anonShaders.append(shader);
+ return addShader(shader);
+}
+
+/*!
+ \overload
+
+ Compiles \a source as a shader of the specified \a type and
+ adds it to this shader program. Returns true if compilation
+ was successful, false otherwise. The compilation errors
+ and warnings will be made available via log().
+
+ This function is intended to be a short-cut for quickly
+ adding vertex and fragment shaders to a shader program without
+ creating an instance of QGLShader first.
+
+ \sa removeShader(), link(), log(), removeAllShaders()
+*/
+bool QGLShaderProgram::addShader(QGLShader::ShaderType type, const QByteArray& source)
+{
+ return addShader(type, source.constData());
+}
+
+/*!
+ \overload
+
+ Compiles \a source as a shader of the specified \a type and
+ adds it to this shader program. Returns true if compilation
+ was successful, false otherwise. The compilation errors
+ and warnings will be made available via log().
+
+ This function is intended to be a short-cut for quickly
+ adding vertex and fragment shaders to a shader program without
+ creating an instance of QGLShader first.
+
+ \sa removeShader(), link(), log(), removeAllShaders()
+*/
+bool QGLShaderProgram::addShader(QGLShader::ShaderType type, const QString& source)
+{
+ return addShader(type, source.toLatin1().constData());
+}
+
+/*!
+ Removes \a shader from this shader program. The object is not deleted.
+
+ \sa addShader(), link(), removeAllShaders()
+*/
+void QGLShaderProgram::removeShader(QGLShader *shader)
+{
+ if (d->program && shader && shader->d->shader) {
+ glDetachShader(d->program, shader->d->shader);
+ d->linked = false; // Program needs to be relinked.
+ }
+ d->shaders.removeAll(shader);
+ d->anonShaders.removeAll(shader);
+}
+
+/*!
+ Returns a list of all shaders that have been added to this shader
+ program using addShader().
+
+ \sa addShader(), removeShader()
+*/
+QList<QGLShader *> QGLShaderProgram::shaders() const
+{
+ return d->shaders;
+}
+
+/*!
+ Removes all of the shaders that were added to this program previously.
+ The QGLShader objects for the shaders will not be deleted if they
+ were constructed externally. QGLShader objects that are constructed
+ internally by QGLShaderProgram will be deleted.
+
+ \sa addShader(), removeShader()
+*/
+void QGLShaderProgram::removeAllShaders()
+{
+ foreach (QGLShader *shader, d->shaders) {
+ if (d->program && shader && shader->d->shader)
+ glDetachShader(d->program, shader->d->shader);
+ }
+ foreach (QGLShader *shader, d->anonShaders) {
+ // Delete shader objects that were created anonymously.
+ delete shader;
+ }
+ d->shaders.clear();
+ d->anonShaders.clear();
+ d->linked = false; // Program needs to be relinked.
+}
+
+#if defined(QT_OPENGL_ES_2)
+
+#ifndef GL_PROGRAM_BINARY_LENGTH_OES
+#define GL_PROGRAM_BINARY_LENGTH_OES 0x8741
+#endif
+#ifndef GL_NUM_PROGRAM_BINARY_FORMATS_OES
+#define GL_NUM_PROGRAM_BINARY_FORMATS_OES 0x87FE
+#endif
+#ifndef GL_PROGRAM_BINARY_FORMATS_OES
+#define GL_PROGRAM_BINARY_FORMATS_OES 0x87FF
+#endif
+
+#endif
+
+/*!
+ Returns the program binary associated with this shader program.
+ The numeric identifier of the program binary format is returned
+ in \a format. The \c OES_get_program_binary extension will need
+ to be supported by the system for binary retrieval to succeed.
+
+ Returns an empty QByteArray if the program binary cannot be
+ retrieved on this system, or the shader program has not yet
+ been linked.
+
+ The returned binary can be supplied to setProgramBinary() on the
+ same machine at some future point to reload the program. It contains
+ the compiled code of all of the shaders that were attached to the
+ program at the time programBinary() is called.
+
+ \sa setProgramBinary(), programBinaryFormats()
+*/
+QByteArray QGLShaderProgram::programBinary(int *format) const
+{
+#if defined(QT_OPENGL_ES_2)
+ if (!isLinked())
+ return QByteArray();
+
+ // Get the length of the binary data, bailing out if there is none.
+ GLint length = 0;
+ glGetProgramiv(d->program, GL_PROGRAM_BINARY_LENGTH_OES, &length);
+ if (length <= 0)
+ return QByteArray();
+
+ // Retrieve the binary data.
+ QByteArray binary(length, 0);
+ GLenum binaryFormat;
+ glGetProgramBinaryOES(d->program, length, 0, &binaryFormat, binary.data());
+ if (format)
+ *format = (int)binaryFormat;
+ return binary;
+#else
+ Q_UNUSED(format);
+ return QByteArray();
+#endif
+}
+
+/*!
+ Sets the \a binary for this shader program according to \a format.
+ Returns true if the binary was set, or false if the binary format
+ is not supported or this system does not support program binaries.
+ The program will be linked if the load succeeds.
+
+ \sa programBinary(), programBinaryFormats(), isLinked()
+*/
+bool QGLShaderProgram::setProgramBinary(int format, const QByteArray& binary)
+{
+#if defined(QT_OPENGL_ES_2)
+ // Load the binary and check that it was linked correctly.
+ glProgramBinaryOES(d->program, (GLenum)format,
+ binary.constData(), binary.size());
+ GLint value = 0;
+ glGetProgramiv(d->program, GL_LINK_STATUS, &value);
+ d->linked = (value != 0);
+ value = 0;
+ glGetProgramiv(d->program, GL_INFO_LOG_LENGTH, &value);
+ d->log = QString();
+ if (value > 1) {
+ char *logbuf = new char [value];
+ GLint len;
+ glGetProgramInfoLog(d->program, value, &len, logbuf);
+ d->log = QString::fromLatin1(logbuf);
+ QString name = objectName();
+ if (name.isEmpty())
+ qWarning() << "QGLShader::setProgramBinary:" << d->log;
+ else
+ qWarning() << "QGLShader::setProgramBinary[" << name << "]:" << d->log;
+ delete [] logbuf;
+ }
+ return d->linked;
+#else
+ Q_UNUSED(format);
+ Q_UNUSED(binary);
+ return false;
+#endif
+}
+
+/*!
+ Returns the list of program binary formats that are accepted by
+ this system for use with setProgramBinary().
+
+ \sa programBinary(), setProgramBinary()
+*/
+QList<int> QGLShaderProgram::programBinaryFormats()
+{
+#if defined(QT_OPENGL_ES_2)
+ GLint count = 0;
+ glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS_OES, &count);
+ if (count <= 0)
+ return QList<int>();
+ QVector<int> list;
+ list.resize(count);
+ glGetIntegerv(GL_PROGRAM_BINARY_FORMATS_OES, list.data());
+ return list.toList();
+#else
+ return QList<int>();
+#endif
+}
+
+/*!
+ Links together the shaders that were added to this program with
+ addShader(). Returns true if the link was successful or
+ false otherwise. If the link failed, the error messages can
+ be retrieved with log().
+
+ Subclasses can override this function to initialize attributes
+ and uniform variables for use in specific shader programs.
+
+ If the shader program was already linked, calling this
+ function again will force it to be re-linked.
+
+ \sa addShader(), log()
+*/
+bool QGLShaderProgram::link()
+{
+ if (!d->program)
+ return false;
+ if (d->hasPartialShaders) {
+ // Compile the partial vertex and fragment shaders.
+ QByteArray vertexSource;
+ QByteArray fragmentSource;
+ foreach (QGLShader *shader, d->shaders) {
+ if (shader->shaderType() == QGLShader::PartialVertexShader)
+ vertexSource += shader->sourceCode();
+ else if (shader->shaderType() == QGLShader::PartialFragmentShader)
+ fragmentSource += shader->sourceCode();
+ }
+ if (vertexSource.isEmpty()) {
+ if (d->vertexShader) {
+ glDetachShader(d->program, d->vertexShader->d->shader);
+ delete d->vertexShader;
+ d->vertexShader = 0;
+ }
+ } else {
+ if (!d->vertexShader) {
+ d->vertexShader =
+ new QGLShader(QGLShader::VertexShader, this);
+ }
+ if (!d->vertexShader->compile(vertexSource)) {
+ d->log = d->vertexShader->log();
+ return false;
+ }
+ glAttachShader(d->program, d->vertexShader->d->shader);
+ }
+ if (fragmentSource.isEmpty()) {
+ if (d->fragmentShader) {
+ glDetachShader(d->program, d->fragmentShader->d->shader);
+ delete d->fragmentShader;
+ d->fragmentShader = 0;
+ }
+ } else {
+ if (!d->fragmentShader) {
+ d->fragmentShader =
+ new QGLShader(QGLShader::FragmentShader, this);
+ }
+ if (!d->fragmentShader->compile(fragmentSource)) {
+ d->log = d->fragmentShader->log();
+ return false;
+ }
+ glAttachShader(d->program, d->fragmentShader->d->shader);
+ }
+ }
+ glLinkProgram(d->program);
+ GLint value = 0;
+ glGetProgramiv(d->program, GL_LINK_STATUS, &value);
+ d->linked = (value != 0);
+ value = 0;
+ glGetProgramiv(d->program, GL_INFO_LOG_LENGTH, &value);
+ d->log = QString();
+ if (value > 1) {
+ char *logbuf = new char [value];
+ GLint len;
+ glGetProgramInfoLog(d->program, value, &len, logbuf);
+ d->log = QString::fromLatin1(logbuf);
+ QString name = objectName();
+ if (name.isEmpty())
+ qWarning() << "QGLShader::link:" << d->log;
+ else
+ qWarning() << "QGLShader::link[" << name << "]:" << d->log;
+ delete [] logbuf;
+ }
+ return d->linked;
+}
+
+/*!
+ Returns true if this shader program has been linked; false otherwise.
+
+ \sa link()
+*/
+bool QGLShaderProgram::isLinked() const
+{
+ return d->linked;
+}
+
+/*!
+ Returns the errors and warnings that occurred during the last link()
+ or addShader() with explicitly specified source code.
+
+ \sa link()
+*/
+QString QGLShaderProgram::log() const
+{
+ return d->log;
+}
+
+/*!
+ Enable use of this shader program in the currently active QGLContext.
+ Returns true if the program was successfully enabled; false
+ otherwise. If the shader program has not yet been linked,
+ or it needs to be re-linked, this function will call link().
+
+ \sa link(), disable()
+*/
+bool QGLShaderProgram::enable()
+{
+ if (!d->program)
+ return false;
+ if (!d->linked && !link())
+ return false;
+ glUseProgram(d->program);
+ return true;
+}
+
+#undef ctx
+#define ctx QGLContext::currentContext()
+
+/*!
+ Disables the active shader program in the current QGLContext.
+ This is equivalent to calling \c{glUseProgram(0)}.
+
+ \sa enable()
+*/
+void QGLShaderProgram::disable()
+{
+#if defined(QT_OPENGL_ES_2)
+ glUseProgram(0);
+#else
+ if (glUseProgram)
+ glUseProgram(0);
+#endif
+}
+
+#undef ctx
+#define ctx d->context
+
+/*!
+ Returns the OpenGL identifier associated with this shader program.
+
+ \sa QGLShader::shaderId()
+*/
+GLuint QGLShaderProgram::programId() const
+{
+ return d->program;
+}
+
+/*!
+ Binds the attribute \a name to the specified \a location. This
+ function can be called before or after the program has been linked.
+ Any attributes that have not been explicitly bound when the program
+ is linked will be assigned locations automatically.
+
+ \sa attributeLocation()
+*/
+void QGLShaderProgram::bindAttributeLocation(const char *name, int location)
+{
+ glBindAttribLocation(d->program, location, name);
+}
+
+/*!
+ \overload
+
+ Binds the attribute \a name to the specified \a location. This
+ function can be called before or after the program has been linked.
+ Any attributes that have not been explicitly bound when the program
+ is linked will be assigned locations automatically.
+
+ \sa attributeLocation()
+*/
+void QGLShaderProgram::bindAttributeLocation(const QByteArray& name, int location)
+{
+ glBindAttribLocation(d->program, location, name.constData());
+}
+
+/*!
+ \overload
+
+ Binds the attribute \a name to the specified \a location. This
+ function can be called before or after the program has been linked.
+ Any attributes that have not been explicitly bound when the program
+ is linked will be assigned locations automatically.
+
+ \sa attributeLocation()
+*/
+void QGLShaderProgram::bindAttributeLocation(const QString& name, int location)
+{
+ glBindAttribLocation(d->program, location, name.toLatin1().constData());
+}
+
+/*!
+ Returns the location of the attribute \a name within this shader
+ program's parameter list. Returns -1 if \a name is not a valid
+ attribute for this shader program.
+
+ \sa uniformLocation(), bindAttributeLocation()
+*/
+int QGLShaderProgram::attributeLocation(const char *name) const
+{
+ if (d->linked) {
+ return glGetAttribLocation(d->program, name);
+ } else {
+ qWarning() << "QGLShaderProgram::attributeLocation(" << name
+ << "): shader program is not linked";
+ return -1;
+ }
+}
+
+/*!
+ \overload
+
+ Returns the location of the attribute \a name within this shader
+ program's parameter list. Returns -1 if \a name is not a valid
+ attribute for this shader program.
+
+ \sa uniformLocation(), bindAttributeLocation()
+*/
+int QGLShaderProgram::attributeLocation(const QByteArray& name) const
+{
+ return attributeLocation(name.constData());
+}
+
+/*!
+ \overload
+
+ Returns the location of the attribute \a name within this shader
+ program's parameter list. Returns -1 if \a name is not a valid
+ attribute for this shader program.
+
+ \sa uniformLocation(), bindAttributeLocation()
+*/
+int QGLShaderProgram::attributeLocation(const QString& name) const
+{
+ return attributeLocation(name.toLatin1().constData());
+}
+
+/*!
+ Sets the attribute at \a location in the current context to \a value.
+
+ \sa setUniformValue()
+*/
+void QGLShaderProgram::setAttributeValue(int location, GLfloat value)
+{
+ if (location != -1)
+ glVertexAttrib1fv(location, &value);
+}
+
+/*!
+ \overload
+
+ Sets the attribute called \a name in the current context to \a value.
+
+ \sa setUniformValue()
+*/
+void QGLShaderProgram::setAttributeValue(const char *name, GLfloat value)
+{
+ setAttributeValue(attributeLocation(name), value);
+}
+
+/*!
+ Sets the attribute at \a location in the current context to
+ the 2D vector (\a x, \a y).
+
+ \sa setUniformValue()
+*/
+void QGLShaderProgram::setAttributeValue(int location, GLfloat x, GLfloat y)
+{
+ if (location != -1) {
+ GLfloat values[2] = {x, y};
+ glVertexAttrib2fv(location, values);
+ }
+}
+
+/*!
+ \overload
+
+ Sets the attribute called \a name in the current context to
+ the 2D vector (\a x, \a y).
+
+ \sa setUniformValue()
+*/
+void QGLShaderProgram::setAttributeValue(const char *name, GLfloat x, GLfloat y)
+{
+ setAttributeValue(attributeLocation(name), x, y);
+}
+
+/*!
+ Sets the attribute at \a location in the current context to
+ the 3D vector (\a x, \a y, \a z).
+
+ \sa setUniformValue()
+*/
+void QGLShaderProgram::setAttributeValue
+ (int location, GLfloat x, GLfloat y, GLfloat z)
+{
+ if (location != -1) {
+ GLfloat values[3] = {x, y, z};
+ glVertexAttrib3fv(location, values);
+ }
+}
+
+/*!
+ \overload
+
+ Sets the attribute called \a name in the current context to
+ the 3D vector (\a x, \a y, \a z).
+
+ \sa setUniformValue()
+*/
+void QGLShaderProgram::setAttributeValue
+ (const char *name, GLfloat x, GLfloat y, GLfloat z)
+{
+ setAttributeValue(attributeLocation(name), x, y, z);
+}
+
+/*!
+ Sets the attribute at \a location in the current context to
+ the 4D vector (\a x, \a y, \a z, \a w).
+
+ \sa setUniformValue()
+*/
+void QGLShaderProgram::setAttributeValue
+ (int location, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
+{
+ if (location != -1) {
+ GLfloat values[4] = {x, y, z, w};
+ glVertexAttrib4fv(location, values);
+ }
+}
+
+/*!
+ \overload
+
+ Sets the attribute called \a name in the current context to
+ the 4D vector (\a x, \a y, \a z, \a w).
+
+ \sa setUniformValue()
+*/
+void QGLShaderProgram::setAttributeValue
+ (const char *name, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
+{
+ setAttributeValue(attributeLocation(name), x, y, z, w);
+}
+
+/*!
+ Sets the attribute at \a location in the current context to \a value.
+
+ \sa setUniformValue()
+*/
+void QGLShaderProgram::setAttributeValue(int location, const QVector2D& value)
+{
+ if (location != -1)
+ glVertexAttrib2fv(location, reinterpret_cast<const GLfloat *>(&value));
+}
+
+/*!
+ \overload
+
+ Sets the attribute called \a name in the current context to \a value.
+
+ \sa setUniformValue()
+*/
+void QGLShaderProgram::setAttributeValue(const char *name, const QVector2D& value)
+{
+ setAttributeValue(attributeLocation(name), value);
+}
+
+/*!
+ Sets the attribute at \a location in the current context to \a value.
+
+ \sa setUniformValue()
+*/
+void QGLShaderProgram::setAttributeValue(int location, const QVector3D& value)
+{
+ if (location != -1)
+ glVertexAttrib3fv(location, reinterpret_cast<const GLfloat *>(&value));
+}
+
+/*!
+ \overload
+
+ Sets the attribute called \a name in the current context to \a value.
+
+ \sa setUniformValue()
+*/
+void QGLShaderProgram::setAttributeValue(const char *name, const QVector3D& value)
+{
+ setAttributeValue(attributeLocation(name), value);
+}
+
+/*!
+ Sets the attribute at \a location in the current context to \a value.
+
+ \sa setUniformValue()
+*/
+void QGLShaderProgram::setAttributeValue(int location, const QVector4D& value)
+{
+ if (location != -1)
+ glVertexAttrib4fv(location, reinterpret_cast<const GLfloat *>(&value));
+}
+
+/*!
+ \overload
+
+ Sets the attribute called \a name in the current context to \a value.
+
+ \sa setUniformValue()
+*/
+void QGLShaderProgram::setAttributeValue(const char *name, const QVector4D& value)
+{
+ setAttributeValue(attributeLocation(name), value);
+}
+
+/*!
+ Sets the attribute at \a location in the current context to \a value.
+
+ \sa setUniformValue()
+*/
+void QGLShaderProgram::setAttributeValue(int location, const QColor& value)
+{
+ if (location != -1) {
+ GLfloat values[4] = {value.redF(), value.greenF(), value.blueF(), value.alphaF()};
+ glVertexAttrib4fv(location, values);
+ }
+}
+
+/*!
+ \overload
+
+ Sets the attribute called \a name in the current context to \a value.
+
+ \sa setUniformValue()
+*/
+void QGLShaderProgram::setAttributeValue(const char *name, const QColor& value)
+{
+ setAttributeValue(attributeLocation(name), value);
+}
+
+/*!
+ Sets the attribute at \a location in the current context to the
+ contents of \a values, which contains \a columns elements, each
+ consisting of \a rows elements. The \a rows value should be
+ 1, 2, 3, or 4. This function is typically used to set matrix
+ values and column vectors.
+
+ \sa setUniformValue()
+*/
+void QGLShaderProgram::setAttributeValue
+ (int location, const GLfloat *values, int columns, int rows)
+{
+ if (rows < 1 || rows > 4) {
+ qWarning() << "QGLShaderProgram::setAttributeValue: rows" << rows << "not supported";
+ return;
+ }
+ if (location != -1) {
+ while (columns-- > 0) {
+ if (rows == 1)
+ glVertexAttrib1fv(location, values);
+ else if (rows == 2)
+ glVertexAttrib2fv(location, values);
+ else if (rows == 3)
+ glVertexAttrib3fv(location, values);
+ else
+ glVertexAttrib4fv(location, values);
+ values += rows;
+ ++location;
+ }
+ }
+}
+
+/*!
+ \overload
+
+ Sets the attribute called \a name in the current context to the
+ contents of \a values, which contains \a columns elements, each
+ consisting of \a rows elements. The \a rows value should be
+ 1, 2, 3, or 4. This function is typically used to set matrix
+ values and column vectors.
+
+ \sa setUniformValue()
+*/
+void QGLShaderProgram::setAttributeValue
+ (const char *name, const GLfloat *values, int columns, int rows)
+{
+ setAttributeValue(attributeLocation(name), values, columns, rows);
+}
+
+/*!
+ Sets an array of vertex \a values on the attribute at \a location
+ in this shader program. The \a size indicates the number of
+ components per vertex (1, 2, 3, or 4), and the \a stride indicates
+ the number of bytes between vertices. A default \a stride value
+ of zero indicates that the vertices are densely packed in \a values.
+
+ \sa setAttributeValue(), setUniformValue(), disableAttributeArray()
+*/
+void QGLShaderProgram::setAttributeArray
+ (int location, const GLfloat *values, int size, int stride)
+{
+ if (location != -1) {
+ glVertexAttribPointer(location, size, GL_FLOAT, GL_FALSE,
+ stride, values);
+ glEnableVertexAttribArray(location);
+ }
+}
+
+/*!
+ Sets an array of 2D vertex \a values on the attribute at \a location
+ in this shader program. The \a stride indicates the number of bytes
+ between vertices. A default \a stride value of zero indicates that
+ the vertices are densely packed in \a values.
+
+ \sa setAttributeValue(), setUniformValue(), disableAttributeArray()
+*/
+void QGLShaderProgram::setAttributeArray
+ (int location, const QVector2D *values, int stride)
+{
+ if (location != -1) {
+ glVertexAttribPointer(location, 2, GL_FLOAT, GL_FALSE,
+ stride, values);
+ glEnableVertexAttribArray(location);
+ }
+}
+
+/*!
+ Sets an array of 3D vertex \a values on the attribute at \a location
+ in this shader program. The \a stride indicates the number of bytes
+ between vertices. A default \a stride value of zero indicates that
+ the vertices are densely packed in \a values.
+
+ \sa setAttributeValue(), setUniformValue(), disableAttributeArray()
+*/
+void QGLShaderProgram::setAttributeArray
+ (int location, const QVector3D *values, int stride)
+{
+ if (location != -1) {
+ glVertexAttribPointer(location, 3, GL_FLOAT, GL_FALSE,
+ stride, values);
+ glEnableVertexAttribArray(location);
+ }
+}
+
+/*!
+ Sets an array of 4D vertex \a values on the attribute at \a location
+ in this shader program. The \a stride indicates the number of bytes
+ between vertices. A default \a stride value of zero indicates that
+ the vertices are densely packed in \a values.
+
+ \sa setAttributeValue(), setUniformValue(), disableAttributeArray()
+*/
+void QGLShaderProgram::setAttributeArray
+ (int location, const QVector4D *values, int stride)
+{
+ if (location != -1) {
+ glVertexAttribPointer(location, 4, GL_FLOAT, GL_FALSE,
+ stride, values);
+ glEnableVertexAttribArray(location);
+ }
+}
+
+/*!
+ \overload
+
+ Sets an array of vertex \a values on the attribute called \a name
+ in this shader program. The \a size indicates the number of
+ components per vertex (1, 2, 3, or 4), and the \a stride indicates
+ the number of bytes between vertices. A default \a stride value
+ of zero indicates that the vertices are densely packed in \a values.
+
+ \sa setAttributeValue(), setUniformValue(), disableAttributeArray()
+*/
+void QGLShaderProgram::setAttributeArray
+ (const char *name, const GLfloat *values, int size, int stride)
+{
+ setAttributeArray(attributeLocation(name), values, size, stride);
+}
+
+/*!
+ \overload
+
+ Sets an array of 2D vertex \a values on the attribute called \a name
+ in this shader program. The \a stride indicates the number of bytes
+ between vertices. A default \a stride value of zero indicates that
+ the vertices are densely packed in \a values.
+
+ \sa setAttributeValue(), setUniformValue(), disableAttributeArray()
+*/
+void QGLShaderProgram::setAttributeArray
+ (const char *name, const QVector2D *values, int stride)
+{
+ setAttributeArray(attributeLocation(name), values, stride);
+}
+
+/*!
+ \overload
+
+ Sets an array of 3D vertex \a values on the attribute called \a name
+ in this shader program. The \a stride indicates the number of bytes
+ between vertices. A default \a stride value of zero indicates that
+ the vertices are densely packed in \a values.
+
+ \sa setAttributeValue(), setUniformValue(), disableAttributeArray()
+*/
+void QGLShaderProgram::setAttributeArray
+ (const char *name, const QVector3D *values, int stride)
+{
+ setAttributeArray(attributeLocation(name), values, stride);
+}
+
+/*!
+ \overload
+
+ Sets an array of 4D vertex \a values on the attribute called \a name
+ in this shader program. The \a stride indicates the number of bytes
+ between vertices. A default \a stride value of zero indicates that
+ the vertices are densely packed in \a values.
+
+ \sa setAttributeValue(), setUniformValue(), disableAttributeArray()
+*/
+void QGLShaderProgram::setAttributeArray
+ (const char *name, const QVector4D *values, int stride)
+{
+ setAttributeArray(attributeLocation(name), values, stride);
+}
+
+/*!
+ Disables the vertex array at \a location in this shader program
+ that was enabled by a previous call to setAttributeArray().
+
+ \sa setAttributeArray(), setAttributeValue(), setUniformValue()
+*/
+void QGLShaderProgram::disableAttributeArray(int location)
+{
+ if (location != -1)
+ glDisableVertexAttribArray(location);
+}
+
+/*!
+ \overload
+
+ Disables the vertex array called \a name in this shader program
+ that was enabled by a previous call to setAttributeArray().
+
+ \sa setAttributeArray(), setAttributeValue(), setUniformValue()
+*/
+void QGLShaderProgram::disableAttributeArray(const char *name)
+{
+ disableAttributeArray(attributeLocation(name));
+}
+
+/*!
+ Returns the location of the uniform variable \a name within this shader
+ program's parameter list. Returns -1 if \a name is not a valid
+ uniform variable for this shader program.
+
+ \sa attributeLocation()
+*/
+int QGLShaderProgram::uniformLocation(const char *name) const
+{
+ if (d->linked) {
+ return glGetUniformLocation(d->program, name);
+ } else {
+ qWarning() << "QGLShaderProgram::uniformLocation(" << name
+ << "): shader program is not linked";
+ return -1;
+ }
+}
+
+/*!
+ \overload
+
+ Returns the location of the uniform variable \a name within this shader
+ program's parameter list. Returns -1 if \a name is not a valid
+ uniform variable for this shader program.
+
+ \sa attributeLocation()
+*/
+int QGLShaderProgram::uniformLocation(const QByteArray& name) const
+{
+ return uniformLocation(name.constData());
+}
+
+/*!
+ \overload
+
+ Returns the location of the uniform variable \a name within this shader
+ program's parameter list. Returns -1 if \a name is not a valid
+ uniform variable for this shader program.
+
+ \sa attributeLocation()
+*/
+int QGLShaderProgram::uniformLocation(const QString& name) const
+{
+ return uniformLocation(name.toLatin1().constData());
+}
+
+/*!
+ Sets the uniform variable at \a location in the current context to \a value.
+
+ \sa setAttributeValue()
+*/
+void QGLShaderProgram::setUniformValue(int location, GLfloat value)
+{
+ if (location != -1)
+ glUniform1fv(location, 1, &value);
+}
+
+/*!
+ \overload
+
+ Sets the uniform variable called \a name in the current context
+ to \a value.
+
+ \sa setAttributeValue()
+*/
+void QGLShaderProgram::setUniformValue(const char *name, GLfloat value)
+{
+ setUniformValue(uniformLocation(name), value);
+}
+
+/*!
+ Sets the uniform variable at \a location in the current context to \a value.
+
+ \sa setAttributeValue()
+*/
+void QGLShaderProgram::setUniformValue(int location, GLint value)
+{
+ if (location != -1)
+ glUniform1i(location, value);
+}
+
+/*!
+ \overload
+
+ Sets the uniform variable called \a name in the current context
+ to \a value.
+
+ \sa setAttributeValue()
+*/
+void QGLShaderProgram::setUniformValue(const char *name, GLint value)
+{
+ setUniformValue(uniformLocation(name), value);
+}
+
+/*!
+ Sets the uniform variable at \a location in the current context to \a value.
+ This function should be used when setting sampler values.
+
+ \sa setAttributeValue()
+*/
+void QGLShaderProgram::setUniformValue(int location, GLuint value)
+{
+ if (location != -1)
+ glUniform1i(location, value);
+}
+
+/*!
+ \overload
+
+ Sets the uniform variable called \a name in the current context
+ to \a value. This function should be used when setting sampler values.
+
+ \sa setAttributeValue()
+*/
+void QGLShaderProgram::setUniformValue(const char *name, GLuint value)
+{
+ setUniformValue(uniformLocation(name), value);
+}
+
+/*!
+ Sets the uniform variable at \a location in the current context to
+ the 2D vector (\a x, \a y).
+
+ \sa setAttributeValue()
+*/
+void QGLShaderProgram::setUniformValue(int location, GLfloat x, GLfloat y)
+{
+ if (location != -1) {
+ GLfloat values[2] = {x, y};
+ glUniform2fv(location, 1, values);
+ }
+}
+
+/*!
+ \overload
+
+ Sets the uniform variable called \a name in the current context to
+ the 2D vector (\a x, \a y).
+
+ \sa setAttributeValue()
+*/
+void QGLShaderProgram::setUniformValue(const char *name, GLfloat x, GLfloat y)
+{
+ setUniformValue(uniformLocation(name), x, y);
+}
+
+/*!
+ Sets the uniform variable at \a location in the current context to
+ the 3D vector (\a x, \a y, \a z).
+
+ \sa setAttributeValue()
+*/
+void QGLShaderProgram::setUniformValue
+ (int location, GLfloat x, GLfloat y, GLfloat z)
+{
+ if (location != -1) {
+ GLfloat values[3] = {x, y, z};
+ glUniform3fv(location, 1, values);
+ }
+}
+
+/*!
+ \overload
+
+ Sets the uniform variable called \a name in the current context to
+ the 3D vector (\a x, \a y, \a z).
+
+ \sa setAttributeValue()
+*/
+void QGLShaderProgram::setUniformValue
+ (const char *name, GLfloat x, GLfloat y, GLfloat z)
+{
+ setUniformValue(uniformLocation(name), x, y, z);
+}
+
+/*!
+ Sets the uniform variable at \a location in the current context to
+ the 4D vector (\a x, \a y, \a z, \a w).
+
+ \sa setAttributeValue()
+*/
+void QGLShaderProgram::setUniformValue
+ (int location, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
+{
+ if (location != -1) {
+ GLfloat values[4] = {x, y, z, w};
+ glUniform4fv(location, 1, values);
+ }
+}
+
+/*!
+ \overload
+
+ Sets the uniform variable called \a name in the current context to
+ the 4D vector (\a x, \a y, \a z, \a w).
+
+ \sa setAttributeValue()
+*/
+void QGLShaderProgram::setUniformValue
+ (const char *name, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
+{
+ setUniformValue(uniformLocation(name), x, y, z, w);
+}
+
+/*!
+ Sets the uniform variable at \a location in the current context to \a value.
+
+ \sa setAttributeValue()
+*/
+void QGLShaderProgram::setUniformValue(int location, const QVector2D& value)
+{
+ if (location != -1)
+ glUniform2fv(location, 1, reinterpret_cast<const GLfloat *>(&value));
+}
+
+/*!
+ \overload
+
+ Sets the uniform variable called \a name in the current context
+ to \a value.
+
+ \sa setAttributeValue()
+*/
+void QGLShaderProgram::setUniformValue(const char *name, const QVector2D& value)
+{
+ setUniformValue(uniformLocation(name), value);
+}
+
+/*!
+ Sets the uniform variable at \a location in the current context to \a value.
+
+ \sa setAttributeValue()
+*/
+void QGLShaderProgram::setUniformValue(int location, const QVector3D& value)
+{
+ if (location != -1)
+ glUniform3fv(location, 1, reinterpret_cast<const GLfloat *>(&value));
+}
+
+/*!
+ \overload
+
+ Sets the uniform variable called \a name in the current context
+ to \a value.
+
+ \sa setAttributeValue()
+*/
+void QGLShaderProgram::setUniformValue(const char *name, const QVector3D& value)
+{
+ setUniformValue(uniformLocation(name), value);
+}
+
+/*!
+ Sets the uniform variable at \a location in the current context to \a value.
+
+ \sa setAttributeValue()
+*/
+void QGLShaderProgram::setUniformValue(int location, const QVector4D& value)
+{
+ if (location != -1)
+ glUniform4fv(location, 1, reinterpret_cast<const GLfloat *>(&value));
+}
+
+/*!
+ \overload
+
+ Sets the uniform variable called \a name in the current context
+ to \a value.
+
+ \sa setAttributeValue()
+*/
+void QGLShaderProgram::setUniformValue(const char *name, const QVector4D& value)
+{
+ setUniformValue(uniformLocation(name), value);
+}
+
+/*!
+ Sets the uniform variable at \a location in the current context to
+ the red, green, blue, and alpha components of \a color.
+
+ \sa setAttributeValue()
+*/
+void QGLShaderProgram::setUniformValue(int location, const QColor& color)
+{
+ if (location != -1) {
+ GLfloat values[4] = {color.redF(), color.greenF(), color.blueF(), color.alphaF()};
+ glUniform4fv(location, 1, values);
+ }
+}
+
+/*!
+ \overload
+
+ Sets the uniform variable called \a name in the current context to
+ the red, green, blue, and alpha components of \a color.
+
+ \sa setAttributeValue()
+*/
+void QGLShaderProgram::setUniformValue(const char *name, const QColor& color)
+{
+ setUniformValue(uniformLocation(name), color);
+}
+
+/*!
+ Sets the uniform variable at \a location in the current context to
+ the x and y coordinates of \a point.
+
+ \sa setAttributeValue()
+*/
+void QGLShaderProgram::setUniformValue(int location, const QPoint& point)
+{
+ if (location != -1) {
+ GLfloat values[4] = {point.x(), point.y()};
+ glUniform2fv(location, 1, values);
+ }
+}
+
+/*!
+ \overload
+
+ Sets the uniform variable associated with \a name in the current
+ context to the x and y coordinates of \a point.
+
+ \sa setAttributeValue()
+*/
+void QGLShaderProgram::setUniformValue(const char *name, const QPoint& point)
+{
+ setUniformValue(uniformLocation(name), point);
+}
+
+/*!
+ Sets the uniform variable at \a location in the current context to
+ the x and y coordinates of \a point.
+
+ \sa setAttributeValue()
+*/
+void QGLShaderProgram::setUniformValue(int location, const QPointF& point)
+{
+ if (location != -1) {
+ GLfloat values[4] = {point.x(), point.y()};
+ glUniform2fv(location, 1, values);
+ }
+}
+
+/*!
+ \overload
+
+ Sets the uniform variable associated with \a name in the current
+ context to the x and y coordinates of \a point.
+
+ \sa setAttributeValue()
+*/
+void QGLShaderProgram::setUniformValue(const char *name, const QPointF& point)
+{
+ setUniformValue(uniformLocation(name), point);
+}
+
+/*!
+ Sets the uniform variable at \a location in the current context to
+ the width and height of the given \a size.
+
+ \sa setAttributeValue()
+*/
+void QGLShaderProgram::setUniformValue(int location, const QSize& size)
+{
+ if (location != -1) {
+ GLfloat values[4] = {size.width(), size.width()};
+ glUniform2fv(location, 1, values);
+ }
+}
+
+/*!
+ \overload
+
+ Sets the uniform variable associated with \a name in the current
+ context to the width and height of the given \a size.
+
+ \sa setAttributeValue()
+*/
+void QGLShaderProgram::setUniformValue(const char *name, const QSize& size)
+{
+ setUniformValue(uniformLocation(name), size);
+}
+
+/*!
+ Sets the uniform variable at \a location in the current context to
+ the width and height of the given \a size.
+
+ \sa setAttributeValue()
+*/
+void QGLShaderProgram::setUniformValue(int location, const QSizeF& size)
+{
+ if (location != -1) {
+ GLfloat values[4] = {size.width(), size.height()};
+ glUniform2fv(location, 1, values);
+ }
+}
+
+/*!
+ \overload
+
+ Sets the uniform variable associated with \a name in the current
+ context to the width and height of the given \a size.
+
+ \sa setAttributeValue()
+*/
+void QGLShaderProgram::setUniformValue(const char *name, const QSizeF& size)
+{
+ setUniformValue(uniformLocation(name), size);
+}
+
+/*!
+ Sets the uniform variable at \a location in the current context
+ to a 2x2 matrix \a value.
+
+ \sa setAttributeValue()
+*/
+void QGLShaderProgram::setUniformValue(int location, const QMatrix2x2& value)
+{
+ if (location != -1)
+ glUniformMatrix2fv(location, 1, GL_FALSE, value.data());
+}
+
+/*!
+ \overload
+
+ Sets the uniform variable called \a name in the current context
+ to a 2x2 matrix \a value.
+
+ \sa setAttributeValue()
+*/
+void QGLShaderProgram::setUniformValue(const char *name, const QMatrix2x2& value)
+{
+ setUniformValue(uniformLocation(name), value);
+}
+
+/*!
+ Sets the uniform variable at \a location in the current context
+ to a 2x3 matrix \a value.
+
+ \sa setAttributeValue()
+*/
+void QGLShaderProgram::setUniformValue(int location, const QMatrix2x3& value)
+{
+#if !defined(QT_OPENGL_ES_2)
+ if (location != -1) {
+ if (glUniformMatrix2x3fv) {
+ // OpenGL 2.1+: pass the matrix directly.
+ glUniformMatrix2x3fv(location, 1, GL_FALSE, value.data());
+ } else {
+ // OpenGL 2.0: pass the matrix columns as a vector.
+ glUniform3fv(location, 2, value.data());
+ }
+ }
+#else
+ if (location != -1)
+ glUniform3fv(location, 2, value.data());
+#endif
+}
+
+/*!
+ \overload
+
+ Sets the uniform variable called \a name in the current context
+ to a 2x3 matrix \a value.
+
+ \sa setAttributeValue()
+*/
+void QGLShaderProgram::setUniformValue(const char *name, const QMatrix2x3& value)
+{
+ setUniformValue(uniformLocation(name), value);
+}
+
+/*!
+ Sets the uniform variable at \a location in the current context
+ to a 2x4 matrix \a value.
+
+ \sa setAttributeValue()
+*/
+void QGLShaderProgram::setUniformValue(int location, const QMatrix2x4& value)
+{
+#if !defined(QT_OPENGL_ES_2)
+ if (location != -1) {
+ if (glUniformMatrix2x4fv) {
+ // OpenGL 2.1+: pass the matrix directly.
+ glUniformMatrix2x4fv(location, 1, GL_FALSE, value.data());
+ } else {
+ // OpenGL 2.0: pass the matrix columns as a vector.
+ glUniform4fv(location, 2, value.data());
+ }
+ }
+#else
+ if (location != -1)
+ glUniform4fv(location, 2, value.data());
+#endif
+}
+
+/*!
+ \overload
+
+ Sets the uniform variable called \a name in the current context
+ to a 2x4 matrix \a value.
+
+ \sa setAttributeValue()
+*/
+void QGLShaderProgram::setUniformValue(const char *name, const QMatrix2x4& value)
+{
+ setUniformValue(uniformLocation(name), value);
+}
+
+/*!
+ Sets the uniform variable at \a location in the current context
+ to a 3x2 matrix \a value.
+
+ \sa setAttributeValue()
+*/
+void QGLShaderProgram::setUniformValue(int location, const QMatrix3x2& value)
+{
+#if !defined(QT_OPENGL_ES_2)
+ if (location != -1) {
+ if (glUniformMatrix3x2fv) {
+ // OpenGL 2.1+: pass the matrix directly.
+ glUniformMatrix3x2fv(location, 1, GL_FALSE, value.data());
+ } else {
+ // OpenGL 2.0: pass the matrix columns as a vector.
+ glUniform2fv(location, 3, value.data());
+ }
+ }
+#else
+ if (location != -1)
+ glUniform2fv(location, 3, value.data());
+#endif
+}
+
+/*!
+ \overload
+
+ Sets the uniform variable called \a name in the current context
+ to a 3x2 matrix \a value.
+
+ \sa setAttributeValue()
+*/
+void QGLShaderProgram::setUniformValue(const char *name, const QMatrix3x2& value)
+{
+ setUniformValue(uniformLocation(name), value);
+}
+
+/*!
+ Sets the uniform variable at \a location in the current context
+ to a 3x3 matrix \a value.
+
+ \sa setAttributeValue()
+*/
+void QGLShaderProgram::setUniformValue(int location, const QMatrix3x3& value)
+{
+ if (location != -1)
+ glUniformMatrix3fv(location, 1, GL_FALSE, value.data());
+}
+
+/*!
+ \overload
+
+ Sets the uniform variable called \a name in the current context
+ to a 3x3 matrix \a value.
+
+ \sa setAttributeValue()
+*/
+void QGLShaderProgram::setUniformValue(const char *name, const QMatrix3x3& value)
+{
+ setUniformValue(uniformLocation(name), value);
+}
+
+/*!
+ Sets the uniform variable at \a location in the current context
+ to a 3x4 matrix \a value.
+
+ \sa setAttributeValue()
+*/
+void QGLShaderProgram::setUniformValue(int location, const QMatrix3x4& value)
+{
+#if !defined(QT_OPENGL_ES_2)
+ if (location != -1) {
+ if (glUniformMatrix3x4fv) {
+ // OpenGL 2.1+: pass the matrix directly.
+ glUniformMatrix3x4fv(location, 1, GL_FALSE, value.data());
+ } else {
+ // OpenGL 2.0: pass the matrix columns as a vector.
+ glUniform4fv(location, 3, value.data());
+ }
+ }
+#else
+ if (location != -1)
+ glUniform4fv(location, 3, value.data());
+#endif
+}
+
+/*!
+ \overload
+
+ Sets the uniform variable called \a name in the current context
+ to a 3x4 matrix \a value.
+
+ \sa setAttributeValue()
+*/
+void QGLShaderProgram::setUniformValue(const char *name, const QMatrix3x4& value)
+{
+ setUniformValue(uniformLocation(name), value);
+}
+
+/*!
+ Sets the uniform variable at \a location in the current context
+ to a 4x2 matrix \a value.
+
+ \sa setAttributeValue()
+*/
+void QGLShaderProgram::setUniformValue(int location, const QMatrix4x2& value)
+{
+#if !defined(QT_OPENGL_ES_2)
+ if (location != -1) {
+ if (glUniformMatrix4x2fv) {
+ // OpenGL 2.1+: pass the matrix directly.
+ glUniformMatrix4x2fv(location, 1, GL_FALSE, value.data());
+ } else {
+ // OpenGL 2.0: pass the matrix columns as a vector.
+ glUniform2fv(location, 4, value.data());
+ }
+ }
+#else
+ if (location != -1)
+ glUniform2fv(location, 4, value.data());
+#endif
+}
+
+/*!
+ \overload
+
+ Sets the uniform variable called \a name in the current context
+ to a 4x2 matrix \a value.
+
+ \sa setAttributeValue()
+*/
+void QGLShaderProgram::setUniformValue(const char *name, const QMatrix4x2& value)
+{
+ setUniformValue(uniformLocation(name), value);
+}
+
+/*!
+ Sets the uniform variable at \a location in the current context
+ to a 4x3 matrix \a value.
+
+ \sa setAttributeValue()
+*/
+void QGLShaderProgram::setUniformValue(int location, const QMatrix4x3& value)
+{
+#if !defined(QT_OPENGL_ES_2)
+ if (location != -1) {
+ if (glUniformMatrix4x3fv) {
+ // OpenGL 2.1+: pass the matrix directly.
+ glUniformMatrix4x3fv(location, 1, GL_FALSE, value.data());
+ } else {
+ // OpenGL 2.0: pass the matrix columns as a vector.
+ glUniform3fv(location, 4, value.data());
+ }
+ }
+#else
+ if (location != -1)
+ glUniform3fv(location, 4, value.data());
+#endif
+}
+
+/*!
+ \overload
+
+ Sets the uniform variable called \a name in the current context
+ to a 4x3 matrix \a value.
+
+ \sa setAttributeValue()
+*/
+void QGLShaderProgram::setUniformValue(const char *name, const QMatrix4x3& value)
+{
+ setUniformValue(uniformLocation(name), value);
+}
+
+/*!
+ Sets the uniform variable at \a location in the current context
+ to a 4x4 matrix \a value.
+
+ \sa setAttributeValue()
+*/
+void QGLShaderProgram::setUniformValue(int location, const QMatrix4x4& value)
+{
+ if (location != -1)
+ glUniformMatrix4fv(location, 1, GL_FALSE, value.data());
+}
+
+/*!
+ \overload
+
+ Sets the uniform variable called \a name in the current context
+ to a 4x4 matrix \a value.
+
+ \sa setAttributeValue()
+*/
+void QGLShaderProgram::setUniformValue(const char *name, const QMatrix4x4& value)
+{
+ setUniformValue(uniformLocation(name), value);
+}
+
+/*!
+ \overload
+
+ Sets the uniform variable at \a location in the current context
+ to a 4x4 matrix \a value. The matrix elements must be specified
+ in column-major order.
+
+ \sa setAttributeValue()
+*/
+void QGLShaderProgram::setUniformValue(int location, const GLfloat value[4][4])
+{
+ if (location != -1)
+ glUniformMatrix4fv(location, 1, GL_FALSE, value[0]);
+}
+
+/*!
+ \overload
+
+ Sets the uniform variable called \a name in the current context
+ to a 4x4 matrix \a value. The matrix elements must be specified
+ in column-major order.
+
+ \sa setAttributeValue()
+*/
+void QGLShaderProgram::setUniformValue(const char *name, const GLfloat value[4][4])
+{
+ setUniformValue(uniformLocation(name), value);
+}
+
+/*!
+ Sets the uniform variable at \a location in the current context to a
+ 3x3 transformation matrix \a value that is specified as a QTransform value.
+
+ To set a QTransform value as a 4x4 matrix in a shader, use
+ \c{setUniformValue(location, QMatrix4x4(value))}.
+*/
+void QGLShaderProgram::setUniformValue(int location, const QTransform& value)
+{
+ if (location != -1) {
+ GLfloat mat[3][3] = {
+ {value.m11(), value.m12(), value.m13()},
+ {value.m21(), value.m22(), value.m23()},
+ {value.m31(), value.m32(), value.m33()}
+ };
+ glUniformMatrix3fv(location, 1, GL_FALSE, mat[0]);
+ }
+}
+
+/*!
+ \overload
+
+ Sets the uniform variable called \a name in the current context to a
+ 3x3 transformation matrix \a value that is specified as a QTransform value.
+
+ To set a QTransform value as a 4x4 matrix in a shader, use
+ \c{setUniformValue(name, QMatrix4x4(value))}.
+*/
+void QGLShaderProgram::setUniformValue
+ (const char *name, const QTransform& value)
+{
+ setUniformValue(uniformLocation(name), value);
+}
+
+/*!
+ Sets the uniform variable array at \a location in the current
+ context to the \a count elements of \a values.
+
+ \sa setAttributeValue()
+*/
+void QGLShaderProgram::setUniformValueArray(int location, const GLint *values, int count)
+{
+ if (location != -1)
+ glUniform1iv(location, count, values);
+}
+
+/*!
+ \overload
+
+ Sets the uniform variable array called \a name in the current
+ context to the \a count elements of \a values.
+
+ \sa setAttributeValue()
+*/
+void QGLShaderProgram::setUniformValueArray
+ (const char *name, const GLint *values, int count)
+{
+ setUniformValueArray(uniformLocation(name), values, count);
+}
+
+/*!
+ Sets the uniform variable array at \a location in the current
+ context to the \a count elements of \a values. This overload
+ should be used when setting an array of sampler values.
+
+ \sa setAttributeValue()
+*/
+void QGLShaderProgram::setUniformValueArray(int location, const GLuint *values, int count)
+{
+ if (location != -1)
+ glUniform1iv(location, count, reinterpret_cast<const GLint *>(values));
+}
+
+/*!
+ \overload
+
+ Sets the uniform variable array called \a name in the current
+ context to the \a count elements of \a values. This overload
+ should be used when setting an array of sampler values.
+
+ \sa setAttributeValue()
+*/
+void QGLShaderProgram::setUniformValueArray
+ (const char *name, const GLuint *values, int count)
+{
+ setUniformValueArray(uniformLocation(name), values, count);
+}
+
+/*!
+ Sets the uniform variable array at \a location in the current
+ context to the \a count elements of \a values. Each element
+ has \a size components. The \a size must be 1, 2, 3, or 4.
+
+ \sa setAttributeValue()
+*/
+void QGLShaderProgram::setUniformValueArray(int location, const GLfloat *values, int count, int size)
+{
+ if (location != -1) {
+ if (size == 1)
+ glUniform1fv(location, count, values);
+ else if (size == 2)
+ glUniform2fv(location, count, values);
+ else if (size == 3)
+ glUniform3fv(location, count, values);
+ else if (size == 4)
+ glUniform4fv(location, count, values);
+ else
+ qWarning() << "QGLShaderProgram::setUniformValue: size" << size << "not supported";
+ }
+}
+
+/*!
+ \overload
+
+ Sets the uniform variable array called \a name in the current
+ context to the \a count elements of \a values. Each element
+ has \a size components. The \a size must be 1, 2, 3, or 4.
+
+ \sa setAttributeValue()
+*/
+void QGLShaderProgram::setUniformValueArray
+ (const char *name, const GLfloat *values, int count, int size)
+{
+ setUniformValueArray(uniformLocation(name), values, count, size);
+}
+
+/*!
+ Sets the uniform variable array at \a location in the current
+ context to the \a count 2D vector elements of \a values.
+
+ \sa setAttributeValue()
+*/
+void QGLShaderProgram::setUniformValueArray(int location, const QVector2D *values, int count)
+{
+ if (location != -1)
+ glUniform2fv(location, count, reinterpret_cast<const GLfloat *>(values));
+}
+
+/*!
+ \overload
+
+ Sets the uniform variable array called \a name in the current
+ context to the \a count 2D vector elements of \a values.
+
+ \sa setAttributeValue()
+*/
+void QGLShaderProgram::setUniformValueArray(const char *name, const QVector2D *values, int count)
+{
+ setUniformValueArray(uniformLocation(name), values, count);
+}
+
+/*!
+ Sets the uniform variable array at \a location in the current
+ context to the \a count 3D vector elements of \a values.
+
+ \sa setAttributeValue()
+*/
+void QGLShaderProgram::setUniformValueArray(int location, const QVector3D *values, int count)
+{
+ if (location != -1)
+ glUniform3fv(location, count, reinterpret_cast<const GLfloat *>(values));
+}
+
+/*!
+ \overload
+
+ Sets the uniform variable array called \a name in the current
+ context to the \a count 3D vector elements of \a values.
+
+ \sa setAttributeValue()
+*/
+void QGLShaderProgram::setUniformValueArray(const char *name, const QVector3D *values, int count)
+{
+ setUniformValueArray(uniformLocation(name), values, count);
+}
+
+/*!
+ Sets the uniform variable array at \a location in the current
+ context to the \a count 4D vector elements of \a values.
+
+ \sa setAttributeValue()
+*/
+void QGLShaderProgram::setUniformValueArray(int location, const QVector4D *values, int count)
+{
+ if (location != -1)
+ glUniform4fv(location, count, reinterpret_cast<const GLfloat *>(values));
+}
+
+/*!
+ \overload
+
+ Sets the uniform variable array called \a name in the current
+ context to the \a count 4D vector elements of \a values.
+
+ \sa setAttributeValue()
+*/
+void QGLShaderProgram::setUniformValueArray(const char *name, const QVector4D *values, int count)
+{
+ setUniformValueArray(uniformLocation(name), values, count);
+}
+
+// We may have to repack matrix arrays if the matrix types
+// contain additional flag bits. Especially QMatrix4x4.
+#define setUniformMatrixArray(func,location,values,count,type,cols,rows) \
+ if (location == -1 || count <= 0) \
+ return; \
+ if (count == 1 || sizeof(type) == cols * rows * sizeof(GLfloat)) { \
+ func(location, count, GL_FALSE, values->constData()); \
+ } else { \
+ QVarLengthArray<GLfloat> temp(cols * rows * count); \
+ for (int index = 0; index < count; ++index) { \
+ qMemCopy(temp.data() + cols * rows * index, \
+ values[index].constData(), cols * rows * sizeof(GLfloat)); \
+ } \
+ func(location, count, GL_FALSE, temp.constData()); \
+ }
+#if !defined(QT_OPENGL_ES_2)
+#define setUniformGenericMatrixArray(func,colfunc,location,values,count,type,cols,rows) \
+ if (location == -1 || count <= 0) \
+ return; \
+ if (count == 1 || sizeof(type) == cols * rows * sizeof(GLfloat)) { \
+ if (func) \
+ func(location, count, GL_FALSE, values->constData()); \
+ else \
+ colfunc(location, cols * count, values->constData()); \
+ } else { \
+ QVarLengthArray<GLfloat> temp(cols * rows * count); \
+ for (int index = 0; index < count; ++index) { \
+ qMemCopy(temp.data() + cols * rows * index, \
+ values[index].constData(), cols * rows * sizeof(GLfloat)); \
+ } \
+ if (func) \
+ func(location, count, GL_FALSE, temp.constData()); \
+ else \
+ colfunc(location, count * cols, temp.constData()); \
+ }
+#else
+#define setUniformGenericMatrixArray(func,colfunc,location,values,count,type,cols,rows) \
+ if (location == -1 || count <= 0) \
+ return; \
+ if (count == 1 || sizeof(type) == cols * rows * sizeof(GLfloat)) { \
+ colfunc(location, cols * count, values->constData()); \
+ } else { \
+ QVarLengthArray<GLfloat> temp(cols * rows * count); \
+ for (int index = 0; index < count; ++index) { \
+ qMemCopy(temp.data() + cols * rows * index, \
+ values[index].constData(), cols * rows * sizeof(GLfloat)); \
+ } \
+ colfunc(location, count * cols, temp.constData()); \
+ }
+#endif
+
+/*!
+ Sets the uniform variable array at \a location in the current
+ context to the \a count 2x2 matrix elements of \a values.
+
+ \sa setAttributeValue()
+*/
+void QGLShaderProgram::setUniformValueArray(int location, const QMatrix2x2 *values, int count)
+{
+ setUniformMatrixArray
+ (glUniformMatrix2fv, location, values, count, QMatrix2x2, 2, 2);
+}
+
+/*!
+ \overload
+
+ Sets the uniform variable array called \a name in the current
+ context to the \a count 2x2 matrix elements of \a values.
+
+ \sa setAttributeValue()
+*/
+void QGLShaderProgram::setUniformValueArray(const char *name, const QMatrix2x2 *values, int count)
+{
+ setUniformValueArray(uniformLocation(name), values, count);
+}
+
+/*!
+ Sets the uniform variable array at \a location in the current
+ context to the \a count 2x3 matrix elements of \a values.
+
+ \sa setAttributeValue()
+*/
+void QGLShaderProgram::setUniformValueArray(int location, const QMatrix2x3 *values, int count)
+{
+ setUniformGenericMatrixArray
+ (glUniformMatrix2x3fv, glUniform3fv, location, values, count,
+ QMatrix2x3, 2, 3);
+}
+
+/*!
+ \overload
+
+ Sets the uniform variable array called \a name in the current
+ context to the \a count 2x3 matrix elements of \a values.
+
+ \sa setAttributeValue()
+*/
+void QGLShaderProgram::setUniformValueArray(const char *name, const QMatrix2x3 *values, int count)
+{
+ setUniformValueArray(uniformLocation(name), values, count);
+}
+
+/*!
+ Sets the uniform variable array at \a location in the current
+ context to the \a count 2x4 matrix elements of \a values.
+
+ \sa setAttributeValue()
+*/
+void QGLShaderProgram::setUniformValueArray(int location, const QMatrix2x4 *values, int count)
+{
+ setUniformGenericMatrixArray
+ (glUniformMatrix2x4fv, glUniform4fv, location, values, count,
+ QMatrix2x4, 2, 4);
+}
+
+/*!
+ \overload
+
+ Sets the uniform variable array called \a name in the current
+ context to the \a count 2x4 matrix elements of \a values.
+
+ \sa setAttributeValue()
+*/
+void QGLShaderProgram::setUniformValueArray(const char *name, const QMatrix2x4 *values, int count)
+{
+ setUniformValueArray(uniformLocation(name), values, count);
+}
+
+/*!
+ Sets the uniform variable array at \a location in the current
+ context to the \a count 3x2 matrix elements of \a values.
+
+ \sa setAttributeValue()
+*/
+void QGLShaderProgram::setUniformValueArray(int location, const QMatrix3x2 *values, int count)
+{
+ setUniformGenericMatrixArray
+ (glUniformMatrix3x2fv, glUniform2fv, location, values, count,
+ QMatrix3x2, 3, 2);
+}
+
+/*!
+ \overload
+
+ Sets the uniform variable array called \a name in the current
+ context to the \a count 3x2 matrix elements of \a values.
+
+ \sa setAttributeValue()
+*/
+void QGLShaderProgram::setUniformValueArray(const char *name, const QMatrix3x2 *values, int count)
+{
+ setUniformValueArray(uniformLocation(name), values, count);
+}
+
+/*!
+ Sets the uniform variable array at \a location in the current
+ context to the \a count 3x3 matrix elements of \a values.
+
+ \sa setAttributeValue()
+*/
+void QGLShaderProgram::setUniformValueArray(int location, const QMatrix3x3 *values, int count)
+{
+ setUniformMatrixArray
+ (glUniformMatrix3fv, location, values, count, QMatrix3x3, 3, 3);
+}
+
+/*!
+ \overload
+
+ Sets the uniform variable array called \a name in the current
+ context to the \a count 3x3 matrix elements of \a values.
+
+ \sa setAttributeValue()
+*/
+void QGLShaderProgram::setUniformValueArray(const char *name, const QMatrix3x3 *values, int count)
+{
+ setUniformValueArray(uniformLocation(name), values, count);
+}
+
+/*!
+ Sets the uniform variable array at \a location in the current
+ context to the \a count 3x4 matrix elements of \a values.
+
+ \sa setAttributeValue()
+*/
+void QGLShaderProgram::setUniformValueArray(int location, const QMatrix3x4 *values, int count)
+{
+ setUniformGenericMatrixArray
+ (glUniformMatrix3x4fv, glUniform4fv, location, values, count,
+ QMatrix3x4, 3, 4);
+}
+
+/*!
+ \overload
+
+ Sets the uniform variable array called \a name in the current
+ context to the \a count 3x4 matrix elements of \a values.
+
+ \sa setAttributeValue()
+*/
+void QGLShaderProgram::setUniformValueArray(const char *name, const QMatrix3x4 *values, int count)
+{
+ setUniformValueArray(uniformLocation(name), values, count);
+}
+
+/*!
+ Sets the uniform variable array at \a location in the current
+ context to the \a count 4x2 matrix elements of \a values.
+
+ \sa setAttributeValue()
+*/
+void QGLShaderProgram::setUniformValueArray(int location, const QMatrix4x2 *values, int count)
+{
+ setUniformGenericMatrixArray
+ (glUniformMatrix4x2fv, glUniform2fv, location, values, count,
+ QMatrix4x2, 4, 2);
+}
+
+/*!
+ \overload
+
+ Sets the uniform variable array called \a name in the current
+ context to the \a count 4x2 matrix elements of \a values.
+
+ \sa setAttributeValue()
+*/
+void QGLShaderProgram::setUniformValueArray(const char *name, const QMatrix4x2 *values, int count)
+{
+ setUniformValueArray(uniformLocation(name), values, count);
+}
+
+/*!
+ Sets the uniform variable array at \a location in the current
+ context to the \a count 4x3 matrix elements of \a values.
+
+ \sa setAttributeValue()
+*/
+void QGLShaderProgram::setUniformValueArray(int location, const QMatrix4x3 *values, int count)
+{
+ setUniformGenericMatrixArray
+ (glUniformMatrix4x3fv, glUniform3fv, location, values, count,
+ QMatrix4x3, 4, 3);
+}
+
+/*!
+ \overload
+
+ Sets the uniform variable array called \a name in the current
+ context to the \a count 4x3 matrix elements of \a values.
+
+ \sa setAttributeValue()
+*/
+void QGLShaderProgram::setUniformValueArray(const char *name, const QMatrix4x3 *values, int count)
+{
+ setUniformValueArray(uniformLocation(name), values, count);
+}
+
+/*!
+ Sets the uniform variable array at \a location in the current
+ context to the \a count 4x4 matrix elements of \a values.
+
+ \sa setAttributeValue()
+*/
+void QGLShaderProgram::setUniformValueArray(int location, const QMatrix4x4 *values, int count)
+{
+ setUniformMatrixArray
+ (glUniformMatrix4fv, location, values, count, QMatrix4x4, 4, 4);
+}
+
+/*!
+ \overload
+
+ Sets the uniform variable array called \a name in the current
+ context to the \a count 4x4 matrix elements of \a values.
+
+ \sa setAttributeValue()
+*/
+void QGLShaderProgram::setUniformValueArray(const char *name, const QMatrix4x4 *values, int count)
+{
+ setUniformValueArray(uniformLocation(name), values, count);
+}
+
+/*!
+ Returns true if shader programs written in the OpenGL Shading
+ Language (GLSL) are supported on this system; false otherwise.
+
+ The \a context is used to resolve the GLSL extensions.
+ If \a context is null, then QGLContext::currentContext() is used.
+*/
+bool QGLShaderProgram::hasShaderPrograms(const QGLContext *context)
+{
+#if !defined(QT_OPENGL_ES_2)
+ if (!context)
+ context = QGLContext::currentContext();
+ if (!context)
+ return false;
+ return qt_resolve_glsl_extensions(const_cast<QGLContext *>(context));
+#else
+ Q_UNUSED(context);
+ return true;
+#endif
+}
+
+#endif
+
+QT_END_NAMESPACE
diff --git a/src/opengl/qglshaderprogram.h b/src/opengl/qglshaderprogram.h
new file mode 100644
index 0000000..ab30c32
--- /dev/null
+++ b/src/opengl/qglshaderprogram.h
@@ -0,0 +1,293 @@
+/****************************************************************************
+**
+** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
+** Contact: Qt Software Information (qt-info@nokia.com)
+**
+** This file is part of the QtOpenGL module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** No Commercial Usage
+** This file contains pre-release code and may not be distributed.
+** You may use this file in accordance with the terms and conditions
+** contained in the either Technology Preview License Agreement or the
+** Beta Release License Agreement.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 2.1 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 2.1 requirements
+** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
+**
+** In addition, as a special exception, Nokia gives you certain
+** additional rights. These rights are described in the Nokia Qt LGPL
+** Exception version 1.0, included in the file LGPL_EXCEPTION.txt in this
+** package.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 3.0 as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 3.0 requirements will be
+** met: http://www.gnu.org/copyleft/gpl.html.
+**
+** If you are unsure which license is appropriate for your use, please
+** contact the sales department at qt-sales@nokia.com.
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#ifndef QGLSHADERPROGRAM_H
+#define QGLSHADERPROGRAM_H
+
+#include <QtOpenGL/qgl.h>
+#include <QtGui/qvector2d.h>
+#include <QtGui/qvector3d.h>
+#include <QtGui/qvector4d.h>
+#include <QtGui/qmatrix4x4.h>
+
+QT_BEGIN_HEADER
+
+QT_BEGIN_NAMESPACE
+
+QT_MODULE(OpenGL)
+
+#if !defined(QT_OPENGL_ES_1_CL) && !defined(QT_OPENGL_ES_1)
+
+class QGLShaderProgram;
+class QGLShaderPrivate;
+
+class Q_OPENGL_EXPORT QGLShader : public QObject
+{
+ Q_OBJECT
+public:
+ enum ShaderType
+ {
+ VertexShader,
+ FragmentShader,
+ PartialVertexShader,
+ PartialFragmentShader
+ };
+
+ explicit QGLShader(QGLShader::ShaderType type, QObject *parent = 0);
+ explicit QGLShader(const QString& fileName, QObject *parent = 0);
+ QGLShader(const QString& fileName, QGLShader::ShaderType type, QObject *parent = 0);
+ QGLShader(QGLShader::ShaderType type, const QGLContext *context, QObject *parent = 0);
+ QGLShader(const QString& fileName, const QGLContext *context, QObject *parent = 0);
+ QGLShader(const QString& fileName, QGLShader::ShaderType type, const QGLContext *context, QObject *parent = 0);
+ virtual ~QGLShader();
+
+ QGLShader::ShaderType shaderType() const;
+
+ bool compile(const char *source);
+ bool compile(const QByteArray& source);
+ bool compile(const QString& source);
+ bool compileFile(const QString& fileName);
+
+ bool setShaderBinary(GLenum format, const void *binary, int length);
+ bool setShaderBinary(QGLShader& otherShader, GLenum format, const void *binary, int length);
+
+ static QList<GLenum> shaderBinaryFormats();
+
+ QByteArray sourceCode() const;
+
+ bool isCompiled() const;
+ QString log() const;
+
+ GLuint shaderId() const;
+
+private:
+ QGLShaderPrivate *d;
+
+ friend class QGLShaderProgram;
+
+ Q_DISABLE_COPY(QGLShader);
+};
+
+class QGLShaderProgramPrivate;
+
+class Q_OPENGL_EXPORT QGLShaderProgram : public QObject
+{
+ Q_OBJECT
+public:
+ explicit QGLShaderProgram(QObject *parent = 0);
+ explicit QGLShaderProgram(const QGLContext *context, QObject *parent = 0);
+ virtual ~QGLShaderProgram();
+
+ bool addShader(QGLShader *shader);
+ void removeShader(QGLShader *shader);
+ QList<QGLShader *> shaders() const;
+
+ bool addShader(QGLShader::ShaderType type, const char *source);
+ bool addShader(QGLShader::ShaderType type, const QByteArray& source);
+ bool addShader(QGLShader::ShaderType type, const QString& source);
+
+ void removeAllShaders();
+
+ QByteArray programBinary(int *format) const;
+ bool setProgramBinary(int format, const QByteArray& binary);
+ static QList<int> programBinaryFormats();
+
+ virtual bool link();
+ bool isLinked() const;
+ QString log() const;
+
+ bool enable();
+ static void disable();
+
+ GLuint programId() const;
+
+ void bindAttributeLocation(const char *name, int location);
+ void bindAttributeLocation(const QByteArray& name, int location);
+ void bindAttributeLocation(const QString& name, int location);
+
+ int attributeLocation(const char *name) const;
+ int attributeLocation(const QByteArray& name) const;
+ int attributeLocation(const QString& name) const;
+
+ void setAttributeValue(int location, GLfloat value);
+ void setAttributeValue(int location, GLfloat x, GLfloat y);
+ void setAttributeValue(int location, GLfloat x, GLfloat y, GLfloat z);
+ void setAttributeValue(int location, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
+ void setAttributeValue(int location, const QVector2D& value);
+ void setAttributeValue(int location, const QVector3D& value);
+ void setAttributeValue(int location, const QVector4D& value);
+ void setAttributeValue(int location, const QColor& value);
+ void setAttributeValue(int location, const GLfloat *values, int columns, int rows);
+
+ void setAttributeValue(const char *name, GLfloat value);
+ void setAttributeValue(const char *name, GLfloat x, GLfloat y);
+ void setAttributeValue(const char *name, GLfloat x, GLfloat y, GLfloat z);
+ void setAttributeValue(const char *name, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
+ void setAttributeValue(const char *name, const QVector2D& value);
+ void setAttributeValue(const char *name, const QVector3D& value);
+ void setAttributeValue(const char *name, const QVector4D& value);
+ void setAttributeValue(const char *name, const QColor& value);
+ void setAttributeValue(const char *name, const GLfloat *values, int columns, int rows);
+
+ void setAttributeArray
+ (int location, const GLfloat *values, int size, int stride = 0);
+ void setAttributeArray
+ (int location, const QVector2D *values, int stride = 0);
+ void setAttributeArray
+ (int location, const QVector3D *values, int stride = 0);
+ void setAttributeArray
+ (int location, const QVector4D *values, int stride = 0);
+ void setAttributeArray
+ (const char *name, const GLfloat *values, int size, int stride = 0);
+ void setAttributeArray
+ (const char *name, const QVector2D *values, int stride = 0);
+ void setAttributeArray
+ (const char *name, const QVector3D *values, int stride = 0);
+ void setAttributeArray
+ (const char *name, const QVector4D *values, int stride = 0);
+ void disableAttributeArray(int location);
+ void disableAttributeArray(const char *name);
+
+ int uniformLocation(const char *name) const;
+ int uniformLocation(const QByteArray& name) const;
+ int uniformLocation(const QString& name) const;
+
+ void setUniformValue(int location, GLfloat value);
+ void setUniformValue(int location, GLint value);
+ void setUniformValue(int location, GLuint value);
+ void setUniformValue(int location, GLfloat x, GLfloat y);
+ void setUniformValue(int location, GLfloat x, GLfloat y, GLfloat z);
+ void setUniformValue(int location, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
+ void setUniformValue(int location, const QVector2D& value);
+ void setUniformValue(int location, const QVector3D& value);
+ void setUniformValue(int location, const QVector4D& value);
+ void setUniformValue(int location, const QColor& color);
+ void setUniformValue(int location, const QPoint& point);
+ void setUniformValue(int location, const QPointF& point);
+ void setUniformValue(int location, const QSize& size);
+ void setUniformValue(int location, const QSizeF& size);
+ void setUniformValue(int location, const QMatrix2x2& value);
+ void setUniformValue(int location, const QMatrix2x3& value);
+ void setUniformValue(int location, const QMatrix2x4& value);
+ void setUniformValue(int location, const QMatrix3x2& value);
+ void setUniformValue(int location, const QMatrix3x3& value);
+ void setUniformValue(int location, const QMatrix3x4& value);
+ void setUniformValue(int location, const QMatrix4x2& value);
+ void setUniformValue(int location, const QMatrix4x3& value);
+ void setUniformValue(int location, const QMatrix4x4& value);
+ void setUniformValue(int location, const GLfloat value[4][4]);
+ void setUniformValue(int location, const QTransform& value);
+
+ void setUniformValue(const char *name, GLfloat value);
+ void setUniformValue(const char *name, GLint value);
+ void setUniformValue(const char *name, GLuint value);
+ void setUniformValue(const char *name, GLfloat x, GLfloat y);
+ void setUniformValue(const char *name, GLfloat x, GLfloat y, GLfloat z);
+ void setUniformValue(const char *name, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
+ void setUniformValue(const char *name, const QVector2D& value);
+ void setUniformValue(const char *name, const QVector3D& value);
+ void setUniformValue(const char *name, const QVector4D& value);
+ void setUniformValue(const char *name, const QColor& color);
+ void setUniformValue(const char *name, const QPoint& point);
+ void setUniformValue(const char *name, const QPointF& point);
+ void setUniformValue(const char *name, const QSize& size);
+ void setUniformValue(const char *name, const QSizeF& size);
+ void setUniformValue(const char *name, const QMatrix2x2& value);
+ void setUniformValue(const char *name, const QMatrix2x3& value);
+ void setUniformValue(const char *name, const QMatrix2x4& value);
+ void setUniformValue(const char *name, const QMatrix3x2& value);
+ void setUniformValue(const char *name, const QMatrix3x3& value);
+ void setUniformValue(const char *name, const QMatrix3x4& value);
+ void setUniformValue(const char *name, const QMatrix4x2& value);
+ void setUniformValue(const char *name, const QMatrix4x3& value);
+ void setUniformValue(const char *name, const QMatrix4x4& value);
+ void setUniformValue(const char *name, const GLfloat value[4][4]);
+ void setUniformValue(const char *name, const QTransform& value);
+
+ void setUniformValueArray(int location, const GLfloat *values, int count, int size);
+ void setUniformValueArray(int location, const GLint *values, int count);
+ void setUniformValueArray(int location, const GLuint *values, int count);
+ void setUniformValueArray(int location, const QVector2D *values, int count);
+ void setUniformValueArray(int location, const QVector3D *values, int count);
+ void setUniformValueArray(int location, const QVector4D *values, int count);
+ void setUniformValueArray(int location, const QMatrix2x2 *values, int count);
+ void setUniformValueArray(int location, const QMatrix2x3 *values, int count);
+ void setUniformValueArray(int location, const QMatrix2x4 *values, int count);
+ void setUniformValueArray(int location, const QMatrix3x2 *values, int count);
+ void setUniformValueArray(int location, const QMatrix3x3 *values, int count);
+ void setUniformValueArray(int location, const QMatrix3x4 *values, int count);
+ void setUniformValueArray(int location, const QMatrix4x2 *values, int count);
+ void setUniformValueArray(int location, const QMatrix4x3 *values, int count);
+ void setUniformValueArray(int location, const QMatrix4x4 *values, int count);
+
+ void setUniformValueArray(const char *name, const GLfloat *values, int count, int size);
+ void setUniformValueArray(const char *name, const GLint *values, int count);
+ void setUniformValueArray(const char *name, const GLuint *values, int count);
+ void setUniformValueArray(const char *name, const QVector2D *values, int count);
+ void setUniformValueArray(const char *name, const QVector3D *values, int count);
+ void setUniformValueArray(const char *name, const QVector4D *values, int count);
+ void setUniformValueArray(const char *name, const QMatrix2x2 *values, int count);
+ void setUniformValueArray(const char *name, const QMatrix2x3 *values, int count);
+ void setUniformValueArray(const char *name, const QMatrix2x4 *values, int count);
+ void setUniformValueArray(const char *name, const QMatrix3x2 *values, int count);
+ void setUniformValueArray(const char *name, const QMatrix3x3 *values, int count);
+ void setUniformValueArray(const char *name, const QMatrix3x4 *values, int count);
+ void setUniformValueArray(const char *name, const QMatrix4x2 *values, int count);
+ void setUniformValueArray(const char *name, const QMatrix4x3 *values, int count);
+ void setUniformValueArray(const char *name, const QMatrix4x4 *values, int count);
+
+ static bool hasShaderPrograms(const QGLContext *context = 0);
+
+private:
+ QGLShaderProgramPrivate *d;
+
+ Q_DISABLE_COPY(QGLShaderProgram);
+
+ bool init();
+};
+
+#endif
+
+QT_END_NAMESPACE
+
+QT_END_HEADER
+
+#endif
diff --git a/src/opengl/qpaintengine_opengl.cpp b/src/opengl/qpaintengine_opengl.cpp
index aee351d..e3d8a1d 100644
--- a/src/opengl/qpaintengine_opengl.cpp
+++ b/src/opengl/qpaintengine_opengl.cpp
@@ -39,7 +39,6 @@
**
****************************************************************************/
-#include <private/qtextengine_p.h>
#include <qdebug.h>
#include <private/qfontengine_p.h>
#include <qmath.h>
@@ -57,13 +56,11 @@
#include "qpen.h"
#include "qvarlengtharray.h"
#include <private/qpainter_p.h>
-#include <qglpixelbuffer.h>
#include <private/qglpixelbuffer_p.h>
#include <private/qbezier_p.h>
#include <qglframebufferobject.h>
#include "private/qtessellator_p.h"
-#include "private/qwindowsurface_gl_p.h"
#include "util/fragmentprograms_p.h"
@@ -125,35 +122,6 @@ struct QT_PointF {
qreal y;
};
-void qt_add_rect_to_array(const QRectF &r, q_vertexType *array)
-{
- qreal left = r.left();
- qreal right = r.right();
- qreal top = r.top();
- qreal bottom = r.bottom();
-
- array[0] = f2vt(left);
- array[1] = f2vt(top);
- array[2] = f2vt(right);
- array[3] = f2vt(top);
- array[4] = f2vt(right);
- array[5] = f2vt(bottom);
- array[6] = f2vt(left);
- array[7] = f2vt(bottom);
-}
-
-void qt_add_texcoords_to_array(qreal x1, qreal y1, qreal x2, qreal y2, q_vertexType *array)
-{
- array[0] = f2vt(x1);
- array[1] = f2vt(y1);
- array[2] = f2vt(x2);
- array[3] = f2vt(y1);
- array[4] = f2vt(x2);
- array[5] = f2vt(y2);
- array[6] = f2vt(x1);
- array[7] = f2vt(y2);
-}
-
struct QGLTrapezoid
{
QGLTrapezoid()
@@ -190,180 +158,6 @@ const QGLTrapezoid QGLTrapezoid::translated(const QPointF &delta) const
return trap;
}
-class QGLDrawable {
-public:
- QGLDrawable() : widget(0), buffer(0), fbo(0)
- , wsurf(0)
- {}
- inline void setDevice(QPaintDevice *pdev);
- inline void swapBuffers();
- inline void makeCurrent();
- inline void doneCurrent();
- inline QSize size() const;
- inline QGLFormat format() const;
- inline GLuint bindTexture(const QImage &image, GLenum target = GL_TEXTURE_2D, GLint format = GL_RGBA);
- inline GLuint bindTexture(const QPixmap &pixmap, GLenum target = GL_TEXTURE_2D, GLint format = GL_RGBA);
- inline QColor backgroundColor() const;
- inline QGLContext *context() const;
- inline bool autoFillBackground() const;
-
-private:
- bool wasBound;
- QGLWidget *widget;
- QGLPixelBuffer *buffer;
- QGLFramebufferObject *fbo;
-#ifdef Q_WS_QWS
- QWSGLWindowSurface *wsurf;
-#else
- QGLWindowSurface *wsurf;
-#endif
-};
-
-void QGLDrawable::setDevice(QPaintDevice *pdev)
-{
- wasBound = false;
- widget = 0;
- buffer = 0;
- fbo = 0;
-#ifdef Q_WS_QWS
- wsurf = 0;
-#endif
- if (pdev->devType() == QInternal::Widget)
- widget = static_cast<QGLWidget *>(pdev);
- else if (pdev->devType() == QInternal::Pbuffer)
- buffer = static_cast<QGLPixelBuffer *>(pdev);
- else if (pdev->devType() == QInternal::FramebufferObject)
- fbo = static_cast<QGLFramebufferObject *>(pdev);
- else if (pdev->devType() == QInternal::UnknownDevice)
-#ifdef Q_WS_QWS
- wsurf = static_cast<QWSGLPaintDevice*>(pdev)->windowSurface();
-#else
- wsurf = static_cast<QGLWindowSurface *>(pdev);
-#endif
-}
-
-inline void QGLDrawable::swapBuffers()
-{
- if (widget) {
- if (widget->autoBufferSwap())
- widget->swapBuffers();
- } else {
- glFlush();
- }
-}
-
-inline void QGLDrawable::makeCurrent()
-{
- if (widget)
- widget->makeCurrent();
- else if (buffer)
- buffer->makeCurrent();
- else if (wsurf)
- wsurf->context()->makeCurrent();
- else if (fbo) {
- wasBound = fbo->isBound();
- if (!wasBound)
- fbo->bind();
- }
-}
-
-inline void QGLDrawable::doneCurrent()
-{
- if (fbo && !wasBound)
- fbo->release();
-}
-
-inline QSize QGLDrawable::size() const
-{
- if (widget) {
- return QSize(widget->d_func()->glcx->device()->width(),
- widget->d_func()->glcx->device()->height());
- } else if (buffer) {
- return buffer->size();
- } else if (fbo) {
- return fbo->size();
- } else if (wsurf) {
-#ifdef Q_WS_QWS
- return wsurf->window()->frameSize();
-#else
- return QSize(wsurf->width(), wsurf->height());
-#endif
- }
- return QSize();
-}
-
-inline QGLFormat QGLDrawable::format() const
-{
- if (widget)
- return widget->format();
- else if (buffer)
- return buffer->format();
- else if (wsurf)
- return wsurf->context()->format();
- else if (fbo && QGLContext::currentContext()) {
- QGLFormat fmt = QGLContext::currentContext()->format();
- fmt.setStencil(fbo->attachment() == QGLFramebufferObject::CombinedDepthStencil);
- fmt.setDepth(fbo->attachment() != QGLFramebufferObject::NoAttachment);
- return fmt;
- }
-
- return QGLFormat();
-}
-
-inline GLuint QGLDrawable::bindTexture(const QImage &image, GLenum target, GLint format)
-{
- if (widget)
- return widget->d_func()->glcx->d_func()->bindTexture(image, target, format, true);
- else if (buffer)
- return buffer->d_func()->qctx->d_func()->bindTexture(image, target, format, true);
- else if (fbo && QGLContext::currentContext())
- return const_cast<QGLContext *>(QGLContext::currentContext())->d_func()->bindTexture(image, target, format, true);
- else if (wsurf)
- return wsurf->context()->d_func()->bindTexture(image, target, format, true);
- return 0;
-}
-
-inline GLuint QGLDrawable::bindTexture(const QPixmap &pixmap, GLenum target, GLint format)
-{
- if (widget)
- return widget->d_func()->glcx->d_func()->bindTexture(pixmap, target, format, true);
- else if (buffer)
- return buffer->d_func()->qctx->d_func()->bindTexture(pixmap, target, format, true);
- else if (fbo && QGLContext::currentContext())
- return const_cast<QGLContext *>(QGLContext::currentContext())->d_func()->bindTexture(pixmap, target, format, true);
- else if (wsurf)
- return wsurf->context()->d_func()->bindTexture(pixmap, target, format, true);
- return 0;
-}
-
-inline QColor QGLDrawable::backgroundColor() const
-{
- if (widget)
- return widget->palette().brush(widget->backgroundRole()).color();
- return QApplication::palette().brush(QPalette::Background).color();
-}
-
-inline QGLContext *QGLDrawable::context() const
-{
- if (widget)
- return widget->d_func()->glcx;
- else if (buffer)
- return buffer->d_func()->qctx;
- else if (fbo)
- return const_cast<QGLContext *>(QGLContext::currentContext());
- else if (wsurf)
- return wsurf->context();
- return 0;
-}
-
-inline bool QGLDrawable::autoFillBackground() const
-{
- if (widget)
- return widget->autoFillBackground();
- else
- return false;
-}
-
class QOpenGLImmediateModeTessellator;
class QGLMaskGenerator;
@@ -1536,9 +1330,15 @@ bool QOpenGLPaintEngine::begin(QPaintDevice *pdev)
d->offscreen.begin();
- const QColor &c = d->drawable.backgroundColor();
- glClearColor(c.redF(), c.greenF(), c.blueF(), 1.0);
if (d->drawable.context()->d_func()->clear_on_painter_begin && d->drawable.autoFillBackground()) {
+
+ if (d->drawable.hasTransparentBackground())
+ glClearColor(0.0, 0.0, 0.0, 0.0);
+ else {
+ const QColor &c = d->drawable.backgroundColor();
+ glClearColor(c.redF(), c.greenF(), c.blueF(), 1.0);
+ }
+
GLbitfield clearBits = GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT;
#ifndef QT_OPENGL_ES
clearBits |= GL_ACCUM_BUFFER_BIT;
@@ -2233,7 +2033,7 @@ void QOpenGLPaintEnginePrivate::fillVertexArray(Qt::FillRule fillRule)
// Enable color writes.
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
- glStencilMask(0);
+ glStencilMask(stencilMask);
setGradientOps(cbrush, QRectF(QPointF(min_x, min_y), QSizeF(max_x - min_x, max_y - min_y)));
@@ -2245,12 +2045,14 @@ void QOpenGLPaintEnginePrivate::fillVertexArray(Qt::FillRule fillRule)
// Enable stencil func.
glStencilFunc(GL_NOTEQUAL, 0, stencilMask);
+ glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
composite(rect);
} else {
DEBUG_ONCE qDebug() << "QOpenGLPaintEnginePrivate: Drawing polygon using stencil method (no fragment programs)";
// Enable stencil func.
glStencilFunc(GL_NOTEQUAL, 0, stencilMask);
+ glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
#ifndef QT_OPENGL_ES
glBegin(GL_QUADS);
glVertex2f(min_x, min_y);
@@ -2261,24 +2063,6 @@ void QOpenGLPaintEnginePrivate::fillVertexArray(Qt::FillRule fillRule)
#endif
}
- glStencilMask(~0);
- glStencilFunc(GL_ALWAYS, 0, 0);
- glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO);
-
- // clear all stencil values to 0
- glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
-
-#ifndef QT_OPENGL_ES
- glBegin(GL_QUADS);
- glVertex2f(min_x, min_y);
- glVertex2f(max_x, min_y);
- glVertex2f(max_x, max_y);
- glVertex2f(min_x, max_y);
- glEnd();
-#endif
-
- glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
-
// Disable stencil writes.
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
glStencilMask(0);
@@ -2460,11 +2244,12 @@ void QOpenGLPaintEnginePrivate::updateDepthClip()
return;
}
-#ifndef QT_OPENGL_ES
- glClearDepth(0.0f);
-#else
+#if defined(QT_OPENGL_ES_1) || defined(QT_OPENGL_ES_2) || defined(QT_OPENGL_ES_1_CL)
glClearDepthf(0.0f);
+#else
+ glClearDepth(0.0f);
#endif
+
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glClear(GL_DEPTH_BUFFER_BIT);
@@ -3300,6 +3085,9 @@ QGLTrapezoidMaskGenerator::QGLTrapezoidMaskGenerator(const QPainterPath &path, c
{
}
+extern void qt_add_rect_to_array(const QRectF &r, q_vertexType *array);
+extern void qt_add_texcoords_to_array(qreal x1, qreal y1, qreal x2, qreal y2, q_vertexType *array);
+
void QGLTrapezoidMaskGenerator::drawMask(const QRect &rect)
{
#ifdef QT_OPENGL_ES
@@ -5782,9 +5570,11 @@ void QOpenGLPaintEnginePrivate::ensureDrawableTexture()
QPixmapFilter *QOpenGLPaintEngine::createPixmapFilter(int type) const
{
+#if !defined(QT_OPENGL_ES_1) && !defined(QT_OPENGL_ES_1_CL)
if (QGLContext::currentContext())
return QGLContext::currentContext()->d_func()->createPixmapFilter(type);
else
+#endif
return 0;
}
diff --git a/src/opengl/qpixmapdata_gl.cpp b/src/opengl/qpixmapdata_gl.cpp
index b079557..8d94c8b 100644
--- a/src/opengl/qpixmapdata_gl.cpp
+++ b/src/opengl/qpixmapdata_gl.cpp
@@ -40,6 +40,7 @@
****************************************************************************/
#include "qpixmap.h"
+#include "qglframebufferobject.h"
#include <private/qpaintengine_raster_p.h>
@@ -48,6 +49,8 @@
#include <private/qgl_p.h>
#include <private/qdrawhelper_p.h>
+#include <private/qpaintengineex_opengl2_p.h>
+
QT_BEGIN_NAMESPACE
extern QGLWidget* qt_gl_share_widget();
@@ -57,12 +60,14 @@ class QGLShareContextScope
public:
QGLShareContextScope(const QGLContext *ctx)
: m_oldContext(0)
- , m_ctx(const_cast<QGLContext *>(ctx))
{
- const QGLContext *currentContext = QGLContext::currentContext();
+ QGLContext *currentContext = const_cast<QGLContext *>(QGLContext::currentContext());
if (currentContext != ctx && !qgl_share_reg()->checkSharing(ctx, currentContext)) {
- m_oldContext = const_cast<QGLContext *>(currentContext);
+ m_oldContext = currentContext;
+ m_ctx = const_cast<QGLContext *>(ctx);
m_ctx->makeCurrent();
+ } else {
+ m_ctx = currentContext;
}
}
@@ -87,58 +92,29 @@ private:
QGLContext *m_ctx;
};
-void qt_gl_convertFromGLImage(QImage *img)
-{
- const int w = img->width();
- const int h = img->height();
-
- if (QSysInfo::ByteOrder == QSysInfo::BigEndian) {
- uint *p = (uint*)img->bits();
- uint *end = p + w*h;
-
- while (p < end) {
- uint a = *p << 24;
- *p = (*p >> 8) | a;
- p++;
- }
-
- *img = img->mirrored();
- } else {
- // mirror image
- uint *data = (uint *)img->bits();
-
- const int mid = h/2;
-
- for (int y = 0; y < mid; ++y) {
- uint *p = data + y * w;
- uint *end = p + w;
- uint *q = data + (h - y - 1) * w;
-
- while (p < end)
- qSwap(*p++, *q++);
- }
- }
-}
-
-
static int qt_gl_pixmap_serial = 0;
QGLPixmapData::QGLPixmapData(PixelType type)
: QPixmapData(type, OpenGLClass)
, m_width(0)
, m_height(0)
- , m_texture(0)
+ , m_renderFbo(0)
+ , m_textureId(0)
+ , m_engine(0)
+ , m_ctx(0)
, m_dirty(false)
+ , m_hasFillColor(false)
{
setSerialNumber(++qt_gl_pixmap_serial);
}
QGLPixmapData::~QGLPixmapData()
{
- if (m_texture && qt_gl_share_widget()) {
- QGLShareContextScope ctx(qt_gl_share_widget()->context());
- glDeleteTextures(1, &m_texture);
- }
+ QGLWidget *shareWidget = qt_gl_share_widget();
+ if (!shareWidget)
+ return;
+ QGLShareContextScope ctx(shareWidget->context());
+ glDeleteTextures(1, &m_textureId);
}
bool QGLPixmapData::isValid() const
@@ -148,6 +124,9 @@ bool QGLPixmapData::isValid() const
bool QGLPixmapData::isValidContext(const QGLContext *ctx) const
{
+ if (ctx == m_ctx)
+ return true;
+
const QGLContext *share_ctx = qt_gl_share_widget()->context();
return ctx == share_ctx || qgl_share_reg()->checkSharing(ctx, share_ctx);
}
@@ -160,6 +139,12 @@ void QGLPixmapData::resize(int width, int height)
m_width = width;
m_height = height;
+ if (m_textureId) {
+ QGLShareContextScope ctx(qt_gl_share_widget()->context());
+ glDeleteTextures(1, &m_textureId);
+ m_textureId = 0;
+ }
+
m_source = QImage();
m_dirty = isValid();
setSerialNumber(++qt_gl_pixmap_serial);
@@ -173,28 +158,37 @@ void QGLPixmapData::ensureCreated() const
m_dirty = false;
QGLShareContextScope ctx(qt_gl_share_widget()->context());
+ m_ctx = ctx;
const GLenum format = qt_gl_preferredTextureFormat();
- const GLenum target = qt_gl_preferredTextureTarget();
-
- if (!m_texture)
- glGenTextures(1, &m_texture);
-
- glBindTexture(target, m_texture);
+ const GLenum target = GL_TEXTURE_2D;
+
+ if (!m_textureId) {
+ glGenTextures(1, &m_textureId);
+ glBindTexture(target, m_textureId);
+ glTexImage2D(target, 0, GL_RGBA, m_width, m_height, 0,
+ GL_RGBA, GL_UNSIGNED_BYTE, 0);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ }
- if (m_source.isNull()) {
- glTexImage2D(target, 0, GL_RGBA, m_width, m_height, 0, format, GL_UNSIGNED_BYTE, 0);
- } else {
+ if (!m_source.isNull()) {
const QImage tx = ctx->d_func()->convertToGLFormat(m_source, true, format);
- glBindTexture(target, m_texture);
- glTexImage2D(target, 0, GL_RGBA, m_width, m_height, 0, format,
- GL_UNSIGNED_BYTE, tx.bits());
+ glBindTexture(target, m_textureId);
+ glTexSubImage2D(target, 0, 0, 0, m_width, m_height, format,
+ GL_UNSIGNED_BYTE, tx.bits());
- m_source = QImage();
+ if (useFramebufferObjects())
+ m_source = QImage();
}
}
+QGLFramebufferObject *QGLPixmapData::fbo() const
+{
+ return m_renderFbo;
+}
+
void QGLPixmapData::fromImage(const QImage &image,
Qt::ImageConversionFlags)
{
@@ -203,6 +197,13 @@ void QGLPixmapData::fromImage(const QImage &image,
resize(image.width(), image.height());
m_source = image;
m_dirty = true;
+ m_hasFillColor = false;
+
+ if (m_textureId) {
+ QGLShareContextScope ctx(qt_gl_share_widget()->context());
+ glDeleteTextures(1, &m_textureId);
+ m_textureId = 0;
+ }
}
bool QGLPixmapData::scroll(int dx, int dy, const QRect &rect)
@@ -213,12 +214,27 @@ bool QGLPixmapData::scroll(int dx, int dy, const QRect &rect)
return false;
}
+void QGLPixmapData::copy(const QPixmapData *data, const QRect &rect)
+{
+ if (data->classId() != QPixmapData::OpenGLClass) {
+ QPixmapData::copy(data, rect);
+ return;
+ }
+
+ // can be optimized to do a framebuffer blit or similar ...
+ QPixmapData::copy(data, rect);
+}
+
void QGLPixmapData::fill(const QColor &color)
{
if (!isValid())
return;
- if (!m_source.isNull()) {
+ if (useFramebufferObjects()) {
+ m_source = QImage();
+ m_hasFillColor = true;
+ m_fillColor = color;
+ } else if (!m_source.isNull()) {
m_source.fill(PREMUL(color.rgba()));
} else {
// ## TODO: improve performance here
@@ -239,29 +255,114 @@ QImage QGLPixmapData::toImage() const
if (!isValid())
return QImage();
- if (!m_source.isNull())
+ if (m_renderFbo) {
+ copyBackFromRenderFbo(true);
+ } else if (!m_source.isNull()) {
return m_source;
- else if (m_dirty)
- return QImage(m_width, m_height, QImage::Format_ARGB32_Premultiplied);
+ } else if (m_dirty || m_hasFillColor) {
+ QImage img(m_width, m_height, QImage::Format_ARGB32_Premultiplied);
+ if (m_hasFillColor)
+ img.fill(PREMUL(m_fillColor.rgba()));
+ return img;
+ } else {
+ ensureCreated();
+ }
+
+ QGLShareContextScope ctx(qt_gl_share_widget()->context());
+ extern QImage qt_gl_read_texture(const QSize &size, bool alpha_format, bool include_alpha);
+ glBindTexture(GL_TEXTURE_2D, m_textureId);
+ return qt_gl_read_texture(QSize(m_width, m_height), true, true);
+}
+
+struct TextureBuffer
+{
+ QGLFramebufferObject *fbo;
+ QGL2PaintEngineEx *engine;
+};
+
+static QVector<TextureBuffer> textureBufferStack;
+static int currentTextureBuffer = 0;
+
+void QGLPixmapData::copyBackFromRenderFbo(bool keepCurrentFboBound) const
+{
+ if (!isValid())
+ return;
+
+ m_hasFillColor = false;
+
+ const QGLContext *share_ctx = qt_gl_share_widget()->context();
+ QGLShareContextScope ctx(share_ctx);
ensureCreated();
- QGLShareContextScope ctx(qt_gl_share_widget()->context());
- QImage img(m_width, m_height, QImage::Format_ARGB32_Premultiplied);
+ if (!ctx->d_ptr->fbo)
+ glGenFramebuffers(1, &ctx->d_ptr->fbo);
+
+ glBindFramebuffer(GL_FRAMEBUFFER_EXT, ctx->d_ptr->fbo);
+ glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
+ GL_TEXTURE_2D, m_textureId, 0);
+
+ const int x0 = 0;
+ const int x1 = m_width;
+ const int y0 = 0;
+ const int y1 = m_height;
+
+ glBindFramebuffer(GL_READ_FRAMEBUFFER_EXT, m_renderFbo->handle());
+
+ glDisable(GL_SCISSOR_TEST);
+
+ glBlitFramebufferEXT(x0, y0, x1, y1,
+ x0, y0, x1, y1,
+ GL_COLOR_BUFFER_BIT,
+ GL_NEAREST);
- GLenum format = qt_gl_preferredTextureFormat();
- GLenum target = qt_gl_preferredTextureTarget();
+ if (keepCurrentFboBound)
+ glBindFramebuffer(GL_FRAMEBUFFER_EXT, ctx->d_ptr->current_fbo);
+}
- glBindTexture(target, m_texture);
-#ifndef QT_OPENGL_ES
- glGetTexImage(target, 0, format, GL_UNSIGNED_BYTE, img.bits());
-#else
- // XXX - cannot download textures this way on OpenGL/ES.
-#endif
+void QGLPixmapData::swapBuffers()
+{
+ if (!isValid())
+ return;
- qt_gl_convertFromGLImage(&img);
+ copyBackFromRenderFbo(false);
+ m_renderFbo->release();
- return img;
+ --currentTextureBuffer;
+
+ m_renderFbo = 0;
+ m_engine = 0;
+}
+
+void QGLPixmapData::makeCurrent()
+{
+ if (isValid() && m_renderFbo)
+ m_renderFbo->bind();
+}
+
+void QGLPixmapData::doneCurrent()
+{
+ if (isValid() && m_renderFbo)
+ m_renderFbo->release();
+}
+
+static TextureBuffer createTextureBuffer(const QSize &size, QGL2PaintEngineEx *engine = 0)
+{
+ TextureBuffer buffer;
+ QGLFramebufferObjectFormat fmt;
+ fmt.setAttachment(QGLFramebufferObject::CombinedDepthStencil);
+ fmt.setSamples(4);
+
+ buffer.fbo = new QGLFramebufferObject(size, fmt);
+ buffer.engine = engine ? engine : new QGL2PaintEngineEx;
+
+ return buffer;
+}
+
+bool QGLPixmapData::useFramebufferObjects()
+{
+ return QGLFramebufferObject::hasOpenGLFramebufferObjects()
+ && QGLFramebufferObject::hasOpenGLFramebufferBlit();
}
QPaintEngine* QGLPixmapData::paintEngine() const
@@ -269,23 +370,77 @@ QPaintEngine* QGLPixmapData::paintEngine() const
if (!isValid())
return 0;
- m_source = toImage();
- m_dirty = true;
+ if (m_engine)
+ return m_engine;
+
+ if (useFramebufferObjects()) {
+ extern QGLWidget* qt_gl_share_widget();
+
+ if (!QGLContext::currentContext())
+ qt_gl_share_widget()->makeCurrent();
+ QGLShareContextScope ctx(qt_gl_share_widget()->context());
+
+ if (textureBufferStack.size() <= currentTextureBuffer) {
+ textureBufferStack << createTextureBuffer(size());
+ } else {
+ QSize sz = textureBufferStack.at(currentTextureBuffer).fbo->size();
+ if (sz.width() < m_width || sz.height() < m_height) {
+ if (sz.width() < m_width)
+ sz.setWidth(qMax(m_width, qRound(sz.width() * 1.5)));
+ if (sz.height() < m_height)
+ sz.setHeight(qMax(m_height, qRound(sz.height() * 1.5)));
+ delete textureBufferStack.at(currentTextureBuffer).fbo;
+ textureBufferStack[currentTextureBuffer] =
+ createTextureBuffer(sz, textureBufferStack.at(currentTextureBuffer).engine);
+ qDebug() << "Creating new pixmap texture buffer:" << sz;
+ }
+ }
+
+ if (textureBufferStack.at(currentTextureBuffer).fbo->isValid()) {
+ m_renderFbo = textureBufferStack.at(currentTextureBuffer).fbo;
+ m_engine = textureBufferStack.at(currentTextureBuffer).engine;
+ ++currentTextureBuffer;
+
+ return m_engine;
+ }
+
+ qWarning() << "Failed to create pixmap texture buffer of size " << size() << ", falling back to raster paint engine";
+ }
+
+ m_dirty = true;
+ if (m_source.size() != size())
+ m_source = QImage(size(), QImage::Format_ARGB32_Premultiplied);
+ if (m_hasFillColor) {
+ m_source.fill(PREMUL(m_fillColor.rgba()));
+ m_hasFillColor = false;
+ }
return m_source.paintEngine();
}
-GLuint QGLPixmapData::bind() const
+GLuint QGLPixmapData::bind(bool copyBack) const
{
- ensureCreated();
- glBindTexture(qt_gl_preferredTextureTarget(), m_texture);
- return m_texture;
+ if (m_renderFbo && copyBack) {
+ copyBackFromRenderFbo(true);
+ } else {
+ if (m_hasFillColor) {
+ m_dirty = true;
+ m_source = QImage(m_width, m_height, QImage::Format_ARGB32_Premultiplied);
+ m_source.fill(PREMUL(m_fillColor.rgba()));
+ m_hasFillColor = false;
+ }
+ ensureCreated();
+ }
+
+ GLuint id = m_textureId;
+ glBindTexture(GL_TEXTURE_2D, id);
+ return id;
}
GLuint QGLPixmapData::textureId() const
{
ensureCreated();
- return m_texture;
+ return m_textureId;
}
extern int qt_defaultDpiX();
diff --git a/src/opengl/qpixmapdata_gl_p.h b/src/opengl/qpixmapdata_gl_p.h
index e450f01..1b6b7ae 100644
--- a/src/opengl/qpixmapdata_gl_p.h
+++ b/src/opengl/qpixmapdata_gl_p.h
@@ -60,6 +60,7 @@
QT_BEGIN_NAMESPACE
class QPaintEngine;
+class QGLFramebufferObject;
class QGLPixmapData : public QPixmapData
{
@@ -72,6 +73,7 @@ public:
void resize(int width, int height);
void fromImage(const QImage &image,
Qt::ImageConversionFlags flags);
+ void copy(const QPixmapData *data, const QRect &rect);
bool scroll(int dx, int dy, const QRect &rect);
@@ -80,13 +82,28 @@ public:
QImage toImage() const;
QPaintEngine* paintEngine() const;
- GLuint bind() const;
+ GLuint bind(bool copyBack = true) const;
GLuint textureId() const;
bool isValidContext(const QGLContext *ctx) const;
void ensureCreated() const;
+ bool isUninitialized() const { return m_dirty && m_source.isNull(); }
+
+ bool needsFill() const { return m_hasFillColor; }
+ QColor fillColor() const { return m_fillColor; }
+
+ QSize size() const { return QSize(m_width, m_height); }
+ int width() const { return m_width; }
+ int height() const { return m_height; }
+
+ QGLFramebufferObject *fbo() const;
+
+ void makeCurrent();
+ void doneCurrent();
+ void swapBuffers();
+
protected:
int metric(QPaintDevice::PaintDeviceMetric metric) const;
@@ -94,12 +111,26 @@ private:
QGLPixmapData(const QGLPixmapData &other);
QGLPixmapData &operator=(const QGLPixmapData &other);
+ void copyBackFromRenderFbo(bool keepCurrentFboBound) const;
+
+ static bool useFramebufferObjects();
+
int m_width;
int m_height;
- mutable GLuint m_texture;
- mutable bool m_dirty;
+ mutable QGLFramebufferObject *m_renderFbo;
+ mutable GLuint m_textureId;
+ mutable QPaintEngine *m_engine;
+ mutable QGLContext *m_ctx;
mutable QImage m_source;
+
+ // the texture is not in sync with the source image
+ mutable bool m_dirty;
+
+ // fill has been called and no painting has been done, so the pixmap is
+ // represented by a single fill color
+ mutable QColor m_fillColor;
+ mutable bool m_hasFillColor;
};
QT_END_NAMESPACE
diff --git a/src/opengl/qwindowsurface_gl.cpp b/src/opengl/qwindowsurface_gl.cpp
index b41adf9..965c7a5 100644
--- a/src/opengl/qwindowsurface_gl.cpp
+++ b/src/opengl/qwindowsurface_gl.cpp
@@ -69,7 +69,8 @@
#include <private/qglpixelbuffer_p.h>
#include <private/qgraphicssystem_gl_p.h>
-#include <private/qpaintengine_opengl_p.h>
+
+#include <private/qpaintengineex_opengl2_p.h>
#ifndef GLX_ARB_multisample
#define GLX_SAMPLE_BUFFERS_ARB 100000
@@ -100,17 +101,19 @@ QGLGraphicsSystem::QGLGraphicsSystem()
int i = 0;
int spec[16];
spec[i++] = GLX_RGBA;
-#if 0
spec[i++] = GLX_DOUBLEBUFFER;
- spec[i++] = GLX_DEPTH_SIZE;
- spec[i++] = 8;
- spec[i++] = GLX_STENCIL_SIZE;
- spec[i++] = 8;
- spec[i++] = GLX_SAMPLE_BUFFERS_ARB;
- spec[i++] = 1;
- spec[i++] = GLX_SAMPLES_ARB;
- spec[i++] = 4;
-#endif
+
+ if (!qgetenv("QT_GL_SWAPBUFFER_PRESERVE").isNull()) {
+ spec[i++] = GLX_DEPTH_SIZE;
+ spec[i++] = 8;
+ spec[i++] = GLX_STENCIL_SIZE;
+ spec[i++] = 8;
+ spec[i++] = GLX_SAMPLE_BUFFERS_ARB;
+ spec[i++] = 1;
+ spec[i++] = GLX_SAMPLES_ARB;
+ spec[i++] = 4;
+ }
+
spec[i++] = XNone;
XVisualInfo *vi = glXChooseVisual(X11->display, X11->defaultScreen, spec);
@@ -187,9 +190,10 @@ public:
}
void cleanup() {
- delete widget;
- widget = 0;
+ QGLWidget *w = widget;
cleanedUp = true;
+ widget = 0;
+ delete w;
}
static bool cleanedUp;
@@ -227,6 +231,7 @@ struct QGLWindowSurfacePrivate
int tried_fbo : 1;
int tried_pb : 1;
+ int destructive_swap_buffers : 1;
QGLContext *ctx;
@@ -250,6 +255,7 @@ QGLWindowSurface::QGLWindowSurface(QWidget *window)
d_ptr->ctx = 0;
d_ptr->tried_fbo = false;
d_ptr->tried_pb = false;
+ d_ptr->destructive_swap_buffers = qgetenv("QT_GL_SWAPBUFFER_PRESERVE").isNull();
}
QGLWindowSurface::~QGLWindowSurface()
@@ -287,18 +293,12 @@ void QGLWindowSurface::hijackWindow(QWidget *widget)
qDebug() << "hijackWindow() context created for" << widget << d_ptr->contexts.size();
}
-#if !defined(QT_OPENGL_ES_2)
-Q_GLOBAL_STATIC(QOpenGLPaintEngine, qt_gl_window_surface_paintengine)
-#endif
+Q_GLOBAL_STATIC(QGL2PaintEngineEx, qt_gl_window_surface_2_engine)
/*! \reimp */
QPaintEngine *QGLWindowSurface::paintEngine() const
{
-#if !defined(QT_OPENGL_ES_2)
- return qt_gl_window_surface_paintengine();
-#else
- return 0;
-#endif
+ return qt_gl_window_surface_2_engine();
}
int QGLWindowSurface::metric(PaintDeviceMetric m) const
@@ -313,6 +313,8 @@ QGLContext *QGLWindowSurface::context() const
QPaintDevice *QGLWindowSurface::paintDevice()
{
+ updateGeometry();
+
if (d_ptr->pb)
return d_ptr->pb;
@@ -328,6 +330,7 @@ static void drawTexture(const QRectF &rect, GLuint tex_id, const QSize &texSize,
void QGLWindowSurface::beginPaint(const QRegion &)
{
+ updateGeometry();
}
void QGLWindowSurface::endPaint(const QRegion &rgn)
@@ -343,6 +346,9 @@ void QGLWindowSurface::flush(QWidget *widget, const QRegion &rgn, const QPoint &
QWidget *parent = widget->internalWinId() ? widget : widget->nativeParentWidget();
Q_ASSERT(parent);
+ if (!geometry().isValid())
+ return;
+
hijackWindow(parent);
QRect br = rgn.boundingRect().translated(offset);
@@ -350,53 +356,57 @@ void QGLWindowSurface::flush(QWidget *widget, const QRegion &rgn, const QPoint &
QPoint wOffset = qt_qwidget_data(parent)->wrect.topLeft();
QRect rect = br.translated(-offset - wOffset);
- const GLenum target = qt_gl_preferredTextureTarget();
+ const GLenum target = GL_TEXTURE_2D;
if (context()) {
context()->makeCurrent();
if (context()->format().doubleBuffer()) {
- glBindTexture(target, d_ptr->tex_id);
+#if !defined(QT_OPENGL_ES_2)
+ if (d_ptr->destructive_swap_buffers) {
+ glBindTexture(target, d_ptr->tex_id);
- QVector<QRect> rects = d_ptr->paintedRegion.rects();
- for (int i = 0; i < rects.size(); ++i) {
- QRect br = rects.at(i);
- if (br.isEmpty())
- continue;
+ QVector<QRect> rects = d_ptr->paintedRegion.rects();
+ for (int i = 0; i < rects.size(); ++i) {
+ QRect br = rects.at(i);
+ if (br.isEmpty())
+ continue;
- const uint bottom = window()->height() - (br.y() + br.height());
- glCopyTexSubImage2D(target, 0, br.x(), bottom, br.x(), bottom, br.width(), br.height());
- }
+ const uint bottom = window()->height() - (br.y() + br.height());
+ glCopyTexSubImage2D(target, 0, br.x(), bottom, br.x(), bottom, br.width(), br.height());
+ }
- glBindTexture(target, 0);
+ glBindTexture(target, 0);
- QRegion dirtyRegion = QRegion(window()->rect()) - d_ptr->paintedRegion;
+ QRegion dirtyRegion = QRegion(window()->rect()) - d_ptr->paintedRegion;
- if (!dirtyRegion.isEmpty()) {
- context()->makeCurrent();
+ if (!dirtyRegion.isEmpty()) {
+ context()->makeCurrent();
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
#ifndef QT_OPENGL_ES
- glOrtho(0, window()->width(), window()->height(), 0, -999999, 999999);
+ glOrtho(0, window()->width(), window()->height(), 0, -999999, 999999);
#else
- glOrthof(0, window()->width(), window()->height(), 0, -999999, 999999);
+ glOrthof(0, window()->width(), window()->height(), 0, -999999, 999999);
#endif
- glViewport(0, 0, window()->width(), window()->height());
+ glViewport(0, 0, window()->width(), window()->height());
- QVector<QRect> rects = dirtyRegion.rects();
- glColor4f(1, 1, 1, 1);
- for (int i = 0; i < rects.size(); ++i) {
- QRect rect = rects.at(i);
- if (rect.isEmpty())
- continue;
+ QVector<QRect> rects = dirtyRegion.rects();
+ glColor4f(1, 1, 1, 1);
+ for (int i = 0; i < rects.size(); ++i) {
+ QRect rect = rects.at(i);
+ if (rect.isEmpty())
+ continue;
- drawTexture(rect, d_ptr->tex_id, window()->size(), rect);
+ drawTexture(rect, d_ptr->tex_id, window()->size(), rect);
+ }
}
}
+#endif
d_ptr->paintedRegion = QRegion();
context()->swapBuffers();
@@ -421,48 +431,75 @@ void QGLWindowSurface::flush(QWidget *widget, const QRegion &rgn, const QPoint &
}
QSize size = widget->rect().size();
- if (ctx->format().doubleBuffer()) {
+ if (d_ptr->destructive_swap_buffers && ctx->format().doubleBuffer()) {
rect = parent->rect();
br = rect.translated(wOffset);
size = parent->size();
}
- ctx->makeCurrent();
+ glDisable(GL_SCISSOR_TEST);
+
+ if (d_ptr->fbo && QGLExtensions::glExtensions & QGLExtensions::FramebufferBlit) {
+ const int h = d_ptr->fbo->height();
+
+ const int x0 = rect.left();
+ const int x1 = rect.left() + rect.width();
+ const int y0 = h - (rect.top() + rect.height());
+ const int y1 = h - rect.top();
+
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER_EXT, 0);
+
+ glBlitFramebufferEXT(x0, y0, x1, y1,
+ x0, y0, x1, y1,
+ GL_COLOR_BUFFER_BIT,
+ GL_NEAREST);
+
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER_EXT, d_ptr->fbo->handle());
+ }
+#if !defined(QT_OPENGL_ES_2)
+ else {
+ glDisable(GL_DEPTH_TEST);
+
+ if (d_ptr->fbo) {
+ d_ptr->fbo->release();
+ } else {
+ ctx->makeCurrent();
#ifdef Q_WS_MAC
- ctx->updatePaintDevice();
+ ctx->updatePaintDevice();
#endif
- if (d_ptr->fbo)
- d_ptr->fbo->release();
+ }
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
#ifndef QT_OPENGL_ES
- glOrtho(0, size.width(), size.height(), 0, -999999, 999999);
+ glOrtho(0, size.width(), size.height(), 0, -999999, 999999);
#else
- glOrthof(0, size.width(), size.height(), 0, -999999, 999999);
+ glOrthof(0, size.width(), size.height(), 0, -999999, 999999);
#endif
- glViewport(0, 0, size.width(), size.height());
+ glViewport(0, 0, size.width(), size.height());
- glColor4f(1, 1, 1, 1);
- drawTexture(rect, texture, window()->size(), br);
+ glColor4f(1, 1, 1, 1);
+ drawTexture(rect, texture, window()->size(), br);
+
+ if (d_ptr->fbo)
+ d_ptr->fbo->bind();
+ }
+#endif
if (ctx->format().doubleBuffer())
ctx->swapBuffers();
else
glFlush();
-
- if (d_ptr->fbo)
- d_ptr->fbo->bind();
}
-void QGLWindowSurface::setGeometry(const QRect &rect)
+void QGLWindowSurface::updateGeometry()
{
- QWindowSurface::setGeometry(rect);
+ QRect rect = QWindowSurface::geometry();
- const GLenum target = qt_gl_preferredTextureTarget();
+ const GLenum target = GL_TEXTURE_2D;
if (rect.width() <= 0 || rect.height() <= 0)
return;
@@ -473,13 +510,51 @@ void QGLWindowSurface::setGeometry(const QRect &rect)
d_ptr->size = rect.size();
if (d_ptr->ctx) {
- glBindTexture(target, d_ptr->tex_id);
- glTexImage2D(target, 0, GL_RGBA, rect.width(), rect.height(), 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
- glBindTexture(target, 0);
+ if (d_ptr->destructive_swap_buffers) {
+ glBindTexture(target, d_ptr->tex_id);
+ glTexImage2D(target, 0, GL_RGBA, rect.width(), rect.height(), 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
+ glBindTexture(target, 0);
+ }
return;
}
- if (d_ptr->pb || !d_ptr->tried_pb) {
+ if (d_ptr->destructive_swap_buffers
+ && (QGLExtensions::glExtensions & QGLExtensions::FramebufferObject)
+#ifdef QT_OPENGL_ES_2
+ && (QGLExtensions::glExtensions & QGLExtensions::FramebufferBlit)
+#endif
+ && (d_ptr->fbo || !d_ptr->tried_fbo))
+ {
+ d_ptr->tried_fbo = true;
+ hijackWindow(window());
+ QGLContext *ctx = reinterpret_cast<QGLContext *>(window()->d_func()->extraData()->glContext);
+ ctx->d_ptr->internal_context = true;
+ ctx->makeCurrent();
+ delete d_ptr->fbo;
+
+ QGLFramebufferObjectFormat format;
+ format.setAttachment(QGLFramebufferObject::CombinedDepthStencil);
+ format.setInternalFormat(GL_RGBA);
+ format.setTextureTarget(target);
+
+ if (QGLExtensions::glExtensions & QGLExtensions::FramebufferBlit)
+ format.setSamples(8);
+
+ d_ptr->fbo = new QGLFramebufferObject(rect.size(), format);
+ d_ptr->fbo->bind();
+ if (d_ptr->fbo->isValid()) {
+ qDebug() << "Created Window Surface FBO" << rect.size()
+ << "with samples" << d_ptr->fbo->format().samples();
+ return;
+ } else {
+ qDebug() << "QGLWindowSurface: Failed to create valid FBO, falling back";
+ delete d_ptr->fbo;
+ d_ptr->fbo = 0;
+ }
+ }
+
+#if !defined(QT_OPENGL_ES_2)
+ if (d_ptr->destructive_swap_buffers && (d_ptr->pb || !d_ptr->tried_pb)) {
d_ptr->tried_pb = true;
if (d_ptr->pb) {
@@ -494,7 +569,7 @@ void QGLWindowSurface::setGeometry(const QRect &rect)
qt_gl_share_widget());
if (d_ptr->pb->isValid()) {
- qDebug() << "PB Sample buffers:" << d_ptr->pb->format().sampleBuffers();
+ qDebug() << "Created Window Surface Pixelbuffer, Sample buffers:" << d_ptr->pb->format().sampleBuffers();
d_ptr->pb->makeCurrent();
glGenTextures(1, &d_ptr->pb_tex_id);
@@ -521,44 +596,32 @@ void QGLWindowSurface::setGeometry(const QRect &rect)
d_ptr->pb = 0;
}
}
-
- if ((QGLExtensions::glExtensions & QGLExtensions::FramebufferObject) && (d_ptr->fbo || !d_ptr->tried_fbo)) {
- d_ptr->tried_fbo = true;
- hijackWindow(window());
- QGLContext *ctx = reinterpret_cast<QGLContext *>(window()->d_func()->extraData()->glContext);
- ctx->d_ptr->internal_context = true;
- ctx->makeCurrent();
- delete d_ptr->fbo;
- d_ptr->fbo = new QGLFramebufferObject(rect.size(), QGLFramebufferObject::CombinedDepthStencil,
- GLenum(target), GLenum(GL_RGBA));
-
- d_ptr->fbo->bind();
- if (d_ptr->fbo->isValid()) {
- return;
- } else {
- qDebug() << "QGLWindowSurface: Failed to create valid FBO, falling back";
- delete d_ptr->fbo;
- d_ptr->fbo = 0;
- }
- }
+#endif // !defined(QT_OPENGL_ES_2)
hijackWindow(window());
QGLContext *ctx = reinterpret_cast<QGLContext *>(window()->d_func()->extraData()->glContext);
ctx->makeCurrent();
- glGenTextures(1, &d_ptr->tex_id);
- glBindTexture(target, d_ptr->tex_id);
- glTexImage2D(target, 0, GL_RGBA, rect.width(), rect.height(), 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
+ if (d_ptr->destructive_swap_buffers) {
+ glGenTextures(1, &d_ptr->tex_id);
+ glBindTexture(target, d_ptr->tex_id);
+ glTexImage2D(target, 0, GL_RGBA, rect.width(), rect.height(), 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
- glTexParameterf(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameterf(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glBindTexture(target, 0);
+ glTexParameterf(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameterf(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glBindTexture(target, 0);
+ }
qDebug() << "QGLWindowSurface: Using plain widget as window surface" << this;;
d_ptr->ctx = ctx;
d_ptr->ctx->d_ptr->internal_context = true;
}
+void QGLWindowSurface::setGeometry(const QRect &rect)
+{
+ QWindowSurface::setGeometry(rect);
+}
+
bool QGLWindowSurface::scroll(const QRegion &area, int dx, int dy)
{
// this code randomly fails currently for unknown reasons
@@ -582,7 +645,7 @@ bool QGLWindowSurface::scroll(const QRegion &area, int dx, int dy)
return true;
#endif
- const GLenum target = qt_gl_preferredTextureTarget();
+ const GLenum target = GL_TEXTURE_2D;
glBindTexture(target, d_ptr->tex_id);
glCopyTexImage2D(target, 0, GL_RGBA, br.x(), d_ptr->pb->height() - (br.y() + br.height()), br.width(), br.height(), 0);
@@ -595,7 +658,7 @@ bool QGLWindowSurface::scroll(const QRegion &area, int dx, int dy)
static void drawTexture(const QRectF &rect, GLuint tex_id, const QSize &texSize, const QRectF &br)
{
- const GLenum target = qt_gl_preferredTextureTarget();
+ const GLenum target = GL_TEXTURE_2D;
QRectF src = br.isEmpty()
? QRectF(QPointF(), texSize)
: QRectF(QPointF(br.x(), texSize.height() - br.bottom()), br.size());
@@ -623,6 +686,7 @@ static void drawTexture(const QRectF &rect, GLuint tex_id, const QSize &texSize,
extern void qt_add_rect_to_array(const QRectF &r, q_vertexType *array); // qpaintengine_opengl.cpp
qt_add_rect_to_array(rect, vertexArray);
+#if !defined(QT_OPENGL_ES_2)
glVertexPointer(2, q_vertexTypeEnum, 0, vertexArray);
glTexCoordPointer(2, q_vertexTypeEnum, 0, texCoordArray);
@@ -634,6 +698,7 @@ static void drawTexture(const QRectF &rect, GLuint tex_id, const QSize &texSize,
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+#endif
glDisable(target);
glBindTexture(target, 0);
diff --git a/src/opengl/qwindowsurface_gl_p.h b/src/opengl/qwindowsurface_gl_p.h
index 0194378..d47e3e3 100644
--- a/src/opengl/qwindowsurface_gl_p.h
+++ b/src/opengl/qwindowsurface_gl_p.h
@@ -74,6 +74,7 @@ public:
QPaintDevice *paintDevice();
void flush(QWidget *widget, const QRegion &region, const QPoint &offset);
void setGeometry(const QRect &rect);
+ void updateGeometry();
bool scroll(const QRegion &area, int dx, int dy);
void beginPaint(const QRegion &region);
diff --git a/src/opengl/util/generator.cpp b/src/opengl/util/generator.cpp
index de2450d..dac5a2d 100644
--- a/src/opengl/util/generator.cpp
+++ b/src/opengl/util/generator.cpp
@@ -116,7 +116,7 @@ QList<QStringPair> readConf(const QString &confFile)
lineStream >> enumerator;
if (lineStream.atEnd()) {
- qDebug() << "Error in file" << confFile << "(" << enumerator << ")";
+ qDebug() << "Error in file" << confFile << '(' << enumerator << ')';
exit(0);
}