diff options
Diffstat (limited to 'src/opengl')
-rw-r--r-- | src/opengl/gl2paintengineex/qglcustomshaderstage.cpp | 10 | ||||
-rw-r--r-- | src/opengl/gl2paintengineex/qglengineshadermanager.cpp | 433 | ||||
-rw-r--r-- | src/opengl/gl2paintengineex/qglengineshadermanager_p.h | 159 | ||||
-rw-r--r-- | src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp | 74 | ||||
-rw-r--r-- | src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h | 21 | ||||
-rw-r--r-- | src/opengl/qgl.cpp | 52 | ||||
-rw-r--r-- | src/opengl/qgl_p.h | 4 | ||||
-rw-r--r-- | src/opengl/qglextensions_p.h | 4 | ||||
-rw-r--r-- | src/opengl/qglframebufferobject.cpp | 89 | ||||
-rw-r--r-- | src/opengl/qglframebufferobject.h | 18 | ||||
-rw-r--r-- | src/opengl/qglpixelbuffer.cpp | 4 | ||||
-rw-r--r-- | src/opengl/qglpixmapfilter.cpp | 2 | ||||
-rw-r--r-- | src/opengl/qglshaderprogram.cpp | 21 | ||||
-rw-r--r-- | src/opengl/qpixmapdata_gl.cpp | 2 | ||||
-rw-r--r-- | src/opengl/qwindowsurface_gl.cpp | 2 | ||||
-rwxr-xr-x | src/opengl/util/glsl_to_include.sh | 40 |
16 files changed, 555 insertions, 380 deletions
diff --git a/src/opengl/gl2paintengineex/qglcustomshaderstage.cpp b/src/opengl/gl2paintengineex/qglcustomshaderstage.cpp index e025736..0b93320 100644 --- a/src/opengl/gl2paintengineex/qglcustomshaderstage.cpp +++ b/src/opengl/gl2paintengineex/qglcustomshaderstage.cpp @@ -86,9 +86,8 @@ bool QGLCustomShaderStage::setOnPainter(QPainter* p) return false; } - // Might as well go through the paint engine to get to the context - const QGLContext* ctx = static_cast<QGL2PaintEngineEx*>(p->paintEngine())->context(); - d->m_manager = QGLEngineShaderManager::managerForContext(ctx); + QGL2PaintEngineEx *engine = static_cast<QGL2PaintEngineEx*>(p->paintEngine()); + d->m_manager = QGL2PaintEngineExPrivate::shaderManagerForEngine(engine); Q_ASSERT(d->m_manager); d->m_manager->setCustomStage(this); @@ -101,9 +100,8 @@ void QGLCustomShaderStage::removeFromPainter(QPainter* p) if (p->paintEngine()->type() != QPaintEngine::OpenGL2) return; - // Might as well go through the paint engine to get to the context - const QGLContext* ctx = static_cast<QGL2PaintEngineEx*>(p->paintEngine())->context(); - d->m_manager = QGLEngineShaderManager::managerForContext(ctx); + QGL2PaintEngineEx *engine = static_cast<QGL2PaintEngineEx*>(p->paintEngine()); + d->m_manager = QGL2PaintEngineExPrivate::shaderManagerForEngine(engine); Q_ASSERT(d->m_manager); // Just set the stage to null, don't call removeCustomStage(). diff --git a/src/opengl/gl2paintengineex/qglengineshadermanager.cpp b/src/opengl/gl2paintengineex/qglengineshadermanager.cpp index 891c027..e7c11fd 100644 --- a/src/opengl/gl2paintengineex/qglengineshadermanager.cpp +++ b/src/opengl/gl2paintengineex/qglengineshadermanager.cpp @@ -49,47 +49,38 @@ QT_BEGIN_NAMESPACE -static void QGLEngineShaderManager_free(void *ptr) +static void qt_shared_shaders_free(void *data) { - delete reinterpret_cast<QGLEngineShaderManager *>(ptr); + delete reinterpret_cast<QGLEngineSharedShaders *>(data); } -Q_GLOBAL_STATIC_WITH_ARGS(QGLContextResource, qt_shader_managers, (QGLEngineShaderManager_free)) +Q_GLOBAL_STATIC_WITH_ARGS(QGLContextResource, qt_shared_shaders, (qt_shared_shaders_free)) -QGLEngineShaderManager *QGLEngineShaderManager::managerForContext(const QGLContext *context) +QGLEngineSharedShaders *QGLEngineSharedShaders::shadersForContext(const QGLContext *context) { - QGLEngineShaderManager *p = reinterpret_cast<QGLEngineShaderManager *>(qt_shader_managers()->value(context)); + QGLEngineSharedShaders *p = reinterpret_cast<QGLEngineSharedShaders *>(qt_shared_shaders()->value(context)); if (!p) { QGLContext *oldContext = const_cast<QGLContext *>(QGLContext::currentContext()); if (oldContext != context) const_cast<QGLContext *>(context)->makeCurrent(); - p = new QGLEngineShaderManager(const_cast<QGLContext *>(context)); - qt_shader_managers()->insert(context, p); + qt_shared_shaders()->insert(context, p = new QGLEngineSharedShaders(context)); if (oldContext && oldContext != context) oldContext->makeCurrent(); } return p; } -const char* QGLEngineShaderManager::qglEngineShaderSourceCode[] = { +const char* QGLEngineSharedShaders::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), - customSrcStage(0), - blitShaderProg(0), - simpleShaderProg(0), - currentShaderProg(0) +QGLEngineSharedShaders::QGLEngineSharedShaders(const QGLContext* context) + : ctx(QGLContextPrivate::contextGroup(context)) + , blitShaderProg(0) + , simpleShaderProg(0) { memset(compiledShaders, 0, sizeof(compiledShaders)); @@ -174,7 +165,7 @@ QGLEngineShaderManager::QGLEngineShaderManager(QGLContext* context) } // Compile up the simple shader: - simpleShaderProg = new QGLShaderProgram(ctx, this); + simpleShaderProg = new QGLShaderProgram(context, this); compileNamedShader(MainVertexShader, QGLShader::PartialVertexShader); compileNamedShader(PositionOnlyVertexShader, QGLShader::PartialVertexShader); compileNamedShader(MainFragmentShader, QGLShader::PartialFragmentShader); @@ -191,7 +182,7 @@ QGLEngineShaderManager::QGLEngineShaderManager(QGLContext* context) } // Compile the blit shader: - blitShaderProg = new QGLShaderProgram(ctx, this); + blitShaderProg = new QGLShaderProgram(context, this); compileNamedShader(MainWithTexCoordsVertexShader, QGLShader::PartialVertexShader); compileNamedShader(UntransformedPositionVertexShader, QGLShader::PartialVertexShader); compileNamedShader(MainFragmentShader, QGLShader::PartialFragmentShader); @@ -209,6 +200,145 @@ QGLEngineShaderManager::QGLEngineShaderManager(QGLContext* context) } } +void QGLEngineSharedShaders::shaderDestroyed(QObject *shader) +{ + // Remove any shader programs which has this as the srcPixel shader: + for (int i = 0; i < cachedPrograms.size(); ++i) { + if (cachedPrograms.at(i).srcPixelFragShader == shader) { + delete cachedPrograms.at(i).program; + cachedPrograms.removeAt(i--); + } + } + + emit shaderProgNeedsChanging(); +} + +QGLShader *QGLEngineSharedShaders::compileNamedShader(ShaderName name, QGLShader::ShaderType type) +{ + Q_ASSERT(name != CustomImageSrcFragmentShader); + if (compiledShaders[name]) + return compiledShaders[name]; + + QByteArray source = qglEngineShaderSourceCode[name]; + QGLShader *newShader = new QGLShader(type, ctx->context(), this); + newShader->compile(source); + +#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; + return newShader; +} + +QGLShader *QGLEngineSharedShaders::compileCustomShader(QGLCustomShaderStage *stage, QGLShader::ShaderType type) +{ + QByteArray source = stage->source(); + source += qglslCustomSrcFragmentShader; + + QGLShader *newShader = customShaderCache.object(source); + if (newShader) + return newShader; + + newShader = new QGLShader(type, ctx->context(), this); + newShader->compile(source); + customShaderCache.insert(source, newShader); + + connect(newShader, SIGNAL(destroyed(QObject *)), + this, SLOT(shaderDestroyed(QObject *))); + +#if defined(QT_DEBUG) + // Name the shader for easier debugging + QMetaEnum m = staticMetaObject.enumerator(staticMetaObject.indexOfEnumerator("ShaderName")); + newShader->setObjectName(QLatin1String(m.valueToKey(CustomImageSrcFragmentShader))); +#endif + + return newShader; +} + +// The address returned here will only be valid until next time this function is called. +QGLEngineShaderProg *QGLEngineSharedShaders::findProgramInCache(const QGLEngineShaderProg &prog) +{ + for (int i = 0; i < cachedPrograms.size(); ++i) { + if (cachedPrograms[i] == prog) + return &cachedPrograms[i]; + } + + cachedPrograms.append(prog); + QGLEngineShaderProg &cached = cachedPrograms.last(); + + // If the shader program's not found in the cache, create it now. + cached.program = new QGLShaderProgram(ctx->context(), this); + cached.program->addShader(cached.mainVertexShader); + cached.program->addShader(cached.positionVertexShader); + cached.program->addShader(cached.mainFragShader); + cached.program->addShader(cached.srcPixelFragShader); + cached.program->addShader(cached.maskFragShader); + cached.program->addShader(cached.compositionFragShader); + + // We have to bind the vertex attribute names before the program is linked: + cached.program->bindAttributeLocation("vertexCoordsArray", QT_VERTEX_COORDS_ATTR); + cached.program->bindAttributeLocation("textureCoordArray", QT_TEXTURE_COORDS_ATTR); + + cached.program->link(); + if (!cached.program->isLinked()) { + QLatin1String none("none"); + QLatin1String br("\n"); + QString error; + error = QLatin1String("Shader program failed to link,") +#if defined(QT_DEBUG) + + br + + QLatin1String(" Shaders Used:\n") + + QLatin1String(" mainVertexShader = ") + + (cached.mainVertexShader ? + cached.mainVertexShader->objectName() : none) + br + + QLatin1String(" positionVertexShader = ") + + (cached.positionVertexShader ? + cached.positionVertexShader->objectName() : none) + br + + QLatin1String(" mainFragShader = ") + + (cached.mainFragShader ? + cached.mainFragShader->objectName() : none) + br + + QLatin1String(" srcPixelFragShader = ") + + (cached.srcPixelFragShader ? + cached.srcPixelFragShader->objectName() : none) + br + + QLatin1String(" maskFragShader = ") + + (cached.maskFragShader ? + cached.maskFragShader->objectName() : none) + br + + QLatin1String(" compositionFragShader = ") + + (cached.compositionFragShader ? + cached.compositionFragShader->objectName() : none) + br +#endif + + QLatin1String(" Error Log:\n") + + QLatin1String(" ") + cached.program->log(); + qWarning() << error; + delete cached.program; + cachedPrograms.removeLast(); + return 0; + } else { + // taking the address here is safe since + // cachePrograms isn't resized anywhere else + return &cached; + } +} + +QGLEngineShaderManager::QGLEngineShaderManager(QGLContext* context) + : ctx(context), + shaderProgNeedsChanging(true), + srcPixelType(Qt::NoBrush), + useGlobalOpacity(false), + maskType(NoMask), + useTextureCoords(false), + compositionMode(QPainter::CompositionMode_SourceOver), + customSrcStage(0), + currentShaderProg(0), + customShader(0) +{ + sharedShaders = QGLEngineSharedShaders::shadersForContext(context); + connect(sharedShaders, SIGNAL(shaderProgNeedsChanging()), this, SLOT(shaderProgNeedsChangingSlot())); +} + QGLEngineShaderManager::~QGLEngineShaderManager() { //### @@ -312,24 +442,8 @@ void QGLEngineShaderManager::setCompositionMode(QPainter::CompositionMode mode) void QGLEngineShaderManager::setCustomStage(QGLCustomShaderStage* stage) { - // If the custom shader has changed, then destroy the previous compilation. - if (customSrcStage && stage && customSrcStage != stage) - removeCustomStage(customSrcStage); - customSrcStage = stage; - shaderProgNeedsChanging = true; -} - -void QGLEngineShaderManager::shaderDestroyed(QObject *shader) -{ - // Remove any shader programs which has this as the srcPixel shader: - for (int i = 0; i < cachedPrograms.size(); ++i) { - if (cachedPrograms.at(i).srcPixelFragShader == shader) { - delete cachedPrograms.at(i).program; - cachedPrograms.removeAt(i--); - } - } - + customShader = 0; // Will be compiled from 'customSrcStage' later. shaderProgNeedsChanging = true; } @@ -337,13 +451,8 @@ void QGLEngineShaderManager::removeCustomStage(QGLCustomShaderStage* stage) { Q_UNUSED(stage); // Currently we only support one at a time... - QGLShader *compiledShader = compiledShaders[CustomImageSrcFragmentShader]; - - if (!compiledShader) - return; - - compiledShaders[CustomImageSrcFragmentShader] = 0; customSrcStage = 0; + customShader = 0; shaderProgNeedsChanging = true; } @@ -355,12 +464,12 @@ QGLShaderProgram* QGLEngineShaderManager::currentProgram() QGLShaderProgram* QGLEngineShaderManager::simpleProgram() { - return simpleShaderProg; + return sharedShaders->simpleProgram(); } QGLShaderProgram* QGLEngineShaderManager::blitProgram() { - return blitShaderProg; + return sharedShaders->blitProgram(); } @@ -382,26 +491,25 @@ bool QGLEngineShaderManager::useCorrectShaderProg() requiredProgram.program = 0; // Choose vertex shader main function - QGLEngineShaderManager::ShaderName mainVertexShaderName = InvalidShaderName; + QGLEngineSharedShaders::ShaderName mainVertexShaderName = QGLEngineSharedShaders::InvalidShaderName; if (useTextureCoords) - mainVertexShaderName = MainWithTexCoordsVertexShader; + mainVertexShaderName = QGLEngineSharedShaders::MainWithTexCoordsVertexShader; else - mainVertexShaderName = MainVertexShader; - compileNamedShader(mainVertexShaderName, QGLShader::PartialVertexShader); - requiredProgram.mainVertexShader = compiledShaders[mainVertexShaderName]; + mainVertexShaderName = QGLEngineSharedShaders::MainVertexShader; + requiredProgram.mainVertexShader = sharedShaders->compileNamedShader(mainVertexShaderName, QGLShader::PartialVertexShader); // 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; + QGLEngineSharedShaders::ShaderName positionVertexShaderName = QGLEngineSharedShaders::InvalidShaderName; + QGLEngineSharedShaders::ShaderName srcPixelFragShaderName = QGLEngineSharedShaders::InvalidShaderName; bool isAffine = brushTransform.isAffine(); if ( (srcPixelType >= Qt::Dense1Pattern) && (srcPixelType <= Qt::DiagCrossPattern) ) { if (isAffine) - positionVertexShaderName = AffinePositionWithPatternBrushVertexShader; + positionVertexShaderName = QGLEngineSharedShaders::AffinePositionWithPatternBrushVertexShader; else - positionVertexShaderName = PositionWithPatternBrushVertexShader; + positionVertexShaderName = QGLEngineSharedShaders::PositionWithPatternBrushVertexShader; - srcPixelFragShaderName = PatternBrushSrcFragmentShader; + srcPixelFragShaderName = QGLEngineSharedShaders::PatternBrushSrcFragmentShader; } else switch (srcPixelType) { default: @@ -409,190 +517,143 @@ bool QGLEngineShaderManager::useCorrectShaderProg() qCritical("QGLEngineShaderManager::useCorrectShaderProg() - I'm scared, Qt::NoBrush style is set"); break; case QGLEngineShaderManager::ImageSrc: - srcPixelFragShaderName = useCustomSrc ? CustomImageSrcFragmentShader : ImageSrcFragmentShader; - positionVertexShaderName = PositionOnlyVertexShader; + srcPixelFragShaderName = QGLEngineSharedShaders::ImageSrcFragmentShader; + positionVertexShaderName = QGLEngineSharedShaders::PositionOnlyVertexShader; break; case QGLEngineShaderManager::NonPremultipliedImageSrc: - srcPixelFragShaderName = NonPremultipliedImageSrcFragmentShader; - positionVertexShaderName = PositionOnlyVertexShader; + srcPixelFragShaderName = QGLEngineSharedShaders::NonPremultipliedImageSrcFragmentShader; + positionVertexShaderName = QGLEngineSharedShaders::PositionOnlyVertexShader; break; case QGLEngineShaderManager::PatternSrc: - srcPixelFragShaderName = ImageSrcWithPatternFragmentShader; - positionVertexShaderName = PositionOnlyVertexShader; + srcPixelFragShaderName = QGLEngineSharedShaders::ImageSrcWithPatternFragmentShader; + positionVertexShaderName = QGLEngineSharedShaders::PositionOnlyVertexShader; break; case QGLEngineShaderManager::TextureSrcWithPattern: - srcPixelFragShaderName = TextureBrushSrcWithPatternFragmentShader; - positionVertexShaderName = isAffine ? AffinePositionWithTextureBrushVertexShader - : PositionWithTextureBrushVertexShader; + srcPixelFragShaderName = QGLEngineSharedShaders::TextureBrushSrcWithPatternFragmentShader; + positionVertexShaderName = isAffine ? QGLEngineSharedShaders::AffinePositionWithTextureBrushVertexShader + : QGLEngineSharedShaders::PositionWithTextureBrushVertexShader; break; case Qt::SolidPattern: - srcPixelFragShaderName = SolidBrushSrcFragmentShader; - positionVertexShaderName = PositionOnlyVertexShader; + srcPixelFragShaderName = QGLEngineSharedShaders::SolidBrushSrcFragmentShader; + positionVertexShaderName = QGLEngineSharedShaders::PositionOnlyVertexShader; break; case Qt::LinearGradientPattern: - srcPixelFragShaderName = LinearGradientBrushSrcFragmentShader; - positionVertexShaderName = isAffine ? AffinePositionWithLinearGradientBrushVertexShader - : PositionWithLinearGradientBrushVertexShader; + srcPixelFragShaderName = QGLEngineSharedShaders::LinearGradientBrushSrcFragmentShader; + positionVertexShaderName = isAffine ? QGLEngineSharedShaders::AffinePositionWithLinearGradientBrushVertexShader + : QGLEngineSharedShaders::PositionWithLinearGradientBrushVertexShader; break; case Qt::ConicalGradientPattern: - srcPixelFragShaderName = ConicalGradientBrushSrcFragmentShader; - positionVertexShaderName = isAffine ? AffinePositionWithConicalGradientBrushVertexShader - : PositionWithConicalGradientBrushVertexShader; + srcPixelFragShaderName = QGLEngineSharedShaders::ConicalGradientBrushSrcFragmentShader; + positionVertexShaderName = isAffine ? QGLEngineSharedShaders::AffinePositionWithConicalGradientBrushVertexShader + : QGLEngineSharedShaders::PositionWithConicalGradientBrushVertexShader; break; case Qt::RadialGradientPattern: - srcPixelFragShaderName = RadialGradientBrushSrcFragmentShader; - positionVertexShaderName = isAffine ? AffinePositionWithRadialGradientBrushVertexShader - : PositionWithRadialGradientBrushVertexShader; + srcPixelFragShaderName = QGLEngineSharedShaders::RadialGradientBrushSrcFragmentShader; + positionVertexShaderName = isAffine ? QGLEngineSharedShaders::AffinePositionWithRadialGradientBrushVertexShader + : QGLEngineSharedShaders::PositionWithRadialGradientBrushVertexShader; break; case Qt::TexturePattern: - srcPixelFragShaderName = TextureBrushSrcFragmentShader; - positionVertexShaderName = isAffine ? AffinePositionWithTextureBrushVertexShader - : PositionWithTextureBrushVertexShader; + srcPixelFragShaderName = QGLEngineSharedShaders::TextureBrushSrcFragmentShader; + positionVertexShaderName = isAffine ? QGLEngineSharedShaders::AffinePositionWithTextureBrushVertexShader + : QGLEngineSharedShaders::PositionWithTextureBrushVertexShader; break; }; - compileNamedShader(positionVertexShaderName, QGLShader::PartialVertexShader); - compileNamedShader(srcPixelFragShaderName, QGLShader::PartialFragmentShader); - requiredProgram.positionVertexShader = compiledShaders[positionVertexShaderName]; - requiredProgram.srcPixelFragShader = compiledShaders[srcPixelFragShaderName]; + requiredProgram.positionVertexShader = sharedShaders->compileNamedShader(positionVertexShaderName, QGLShader::PartialVertexShader); + if (useCustomSrc) { + if (!customShader) + customShader = sharedShaders->compileCustomShader(customSrcStage, QGLShader::PartialFragmentShader); + requiredProgram.srcPixelFragShader = customShader; + } else { + requiredProgram.srcPixelFragShader = sharedShaders->compileNamedShader(srcPixelFragShaderName, QGLShader::PartialFragmentShader); + } const bool hasCompose = compositionMode > QPainter::CompositionMode_Plus; const bool hasMask = maskType != QGLEngineShaderManager::NoMask; // Choose fragment shader main function: - QGLEngineShaderManager::ShaderName mainFragShaderName; + QGLEngineSharedShaders::ShaderName mainFragShaderName; if (hasCompose && hasMask && useGlobalOpacity) - mainFragShaderName = MainFragmentShader_CMO; + mainFragShaderName = QGLEngineSharedShaders::MainFragmentShader_CMO; if (hasCompose && hasMask && !useGlobalOpacity) - mainFragShaderName = MainFragmentShader_CM; + mainFragShaderName = QGLEngineSharedShaders::MainFragmentShader_CM; if (!hasCompose && hasMask && useGlobalOpacity) - mainFragShaderName = MainFragmentShader_MO; + mainFragShaderName = QGLEngineSharedShaders::MainFragmentShader_MO; if (!hasCompose && hasMask && !useGlobalOpacity) - mainFragShaderName = MainFragmentShader_M; + mainFragShaderName = QGLEngineSharedShaders::MainFragmentShader_M; if (hasCompose && !hasMask && useGlobalOpacity) - mainFragShaderName = MainFragmentShader_CO; + mainFragShaderName = QGLEngineSharedShaders::MainFragmentShader_CO; if (hasCompose && !hasMask && !useGlobalOpacity) - mainFragShaderName = MainFragmentShader_C; + mainFragShaderName = QGLEngineSharedShaders::MainFragmentShader_C; if (!hasCompose && !hasMask && useGlobalOpacity) - mainFragShaderName = MainFragmentShader_O; + mainFragShaderName = QGLEngineSharedShaders::MainFragmentShader_O; if (!hasCompose && !hasMask && !useGlobalOpacity) - mainFragShaderName = MainFragmentShader; + mainFragShaderName = QGLEngineSharedShaders::MainFragmentShader; - compileNamedShader(mainFragShaderName, QGLShader::PartialFragmentShader); - requiredProgram.mainFragShader = compiledShaders[mainFragShaderName]; + requiredProgram.mainFragShader = sharedShaders->compileNamedShader(mainFragShaderName, QGLShader::PartialFragmentShader); if (hasMask) { - QGLEngineShaderManager::ShaderName maskShaderName = QGLEngineShaderManager::InvalidShaderName; + QGLEngineSharedShaders::ShaderName maskShaderName = QGLEngineSharedShaders::InvalidShaderName; if (maskType == PixelMask) - maskShaderName = MaskFragmentShader; + maskShaderName = QGLEngineSharedShaders::MaskFragmentShader; else if (maskType == SubPixelMask) - maskShaderName = RgbMaskFragmentShader; + maskShaderName = QGLEngineSharedShaders::RgbMaskFragmentShader; else if (maskType == SubPixelWithGammaMask) - maskShaderName = RgbMaskWithGammaFragmentShader; + maskShaderName = QGLEngineSharedShaders::RgbMaskWithGammaFragmentShader; else qCritical("QGLEngineShaderManager::useCorrectShaderProg() - Unknown mask type"); - compileNamedShader(maskShaderName, QGLShader::PartialFragmentShader); - requiredProgram.maskFragShader = compiledShaders[maskShaderName]; - } - else + requiredProgram.maskFragShader = sharedShaders->compileNamedShader(maskShaderName, QGLShader::PartialFragmentShader); + } else { requiredProgram.maskFragShader = 0; + } if (hasCompose) { - QGLEngineShaderManager::ShaderName compositionShaderName = QGLEngineShaderManager::InvalidShaderName; + QGLEngineSharedShaders::ShaderName compositionShaderName = QGLEngineSharedShaders::InvalidShaderName; switch (compositionMode) { case QPainter::CompositionMode_Multiply: - compositionShaderName = MultiplyCompositionModeFragmentShader; + compositionShaderName = QGLEngineSharedShaders::MultiplyCompositionModeFragmentShader; break; case QPainter::CompositionMode_Screen: - compositionShaderName = ScreenCompositionModeFragmentShader; + compositionShaderName = QGLEngineSharedShaders::ScreenCompositionModeFragmentShader; break; case QPainter::CompositionMode_Overlay: - compositionShaderName = OverlayCompositionModeFragmentShader; + compositionShaderName = QGLEngineSharedShaders::OverlayCompositionModeFragmentShader; break; case QPainter::CompositionMode_Darken: - compositionShaderName = DarkenCompositionModeFragmentShader; + compositionShaderName = QGLEngineSharedShaders::DarkenCompositionModeFragmentShader; break; case QPainter::CompositionMode_Lighten: - compositionShaderName = LightenCompositionModeFragmentShader; + compositionShaderName = QGLEngineSharedShaders::LightenCompositionModeFragmentShader; break; case QPainter::CompositionMode_ColorDodge: - compositionShaderName = ColorDodgeCompositionModeFragmentShader; + compositionShaderName = QGLEngineSharedShaders::ColorDodgeCompositionModeFragmentShader; break; case QPainter::CompositionMode_ColorBurn: - compositionShaderName = ColorBurnCompositionModeFragmentShader; + compositionShaderName = QGLEngineSharedShaders::ColorBurnCompositionModeFragmentShader; break; case QPainter::CompositionMode_HardLight: - compositionShaderName = HardLightCompositionModeFragmentShader; + compositionShaderName = QGLEngineSharedShaders::HardLightCompositionModeFragmentShader; break; case QPainter::CompositionMode_SoftLight: - compositionShaderName = SoftLightCompositionModeFragmentShader; + compositionShaderName = QGLEngineSharedShaders::SoftLightCompositionModeFragmentShader; break; case QPainter::CompositionMode_Difference: - compositionShaderName = DifferenceCompositionModeFragmentShader; + compositionShaderName = QGLEngineSharedShaders::DifferenceCompositionModeFragmentShader; break; case QPainter::CompositionMode_Exclusion: - compositionShaderName = ExclusionCompositionModeFragmentShader; + compositionShaderName = QGLEngineSharedShaders::ExclusionCompositionModeFragmentShader; break; default: qWarning("QGLEngineShaderManager::useCorrectShaderProg() - Unsupported composition mode"); } - compileNamedShader(compositionShaderName, QGLShader::PartialFragmentShader); - requiredProgram.compositionFragShader = compiledShaders[compositionShaderName]; - } - else + requiredProgram.compositionFragShader = sharedShaders->compileNamedShader(compositionShaderName, QGLShader::PartialFragmentShader); + } else { requiredProgram.compositionFragShader = 0; - - // At this point, requiredProgram is fully populated so try to find the program in the cache - bool foundProgramInCache = false; - for (int i = 0; i < cachedPrograms.size(); ++i) { - if (cachedPrograms[i] == requiredProgram) { - currentShaderProg = &cachedPrograms[i]; - foundProgramInCache = true; - break; - } } - // If the shader program's not found in the cache, create it now. - if (!foundProgramInCache) { - 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("vertexCoordsArray", 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; - delete requiredProgram.program; - } else { - cachedPrograms.append(requiredProgram); - // taking the address here is safe since - // cachePrograms isn't resized anywhere else - currentShaderProg = &cachedPrograms.last(); - } - } + // At this point, requiredProgram is fully populated so try to find the program in the cache + currentShaderProg = sharedShaders->findProgramInCache(requiredProgram); if (currentShaderProg) { currentShaderProg->program->enable(); @@ -604,40 +665,4 @@ bool QGLEngineShaderManager::useCorrectShaderProg() return true; } -void QGLEngineShaderManager::compileNamedShader(QGLEngineShaderManager::ShaderName name, QGLShader::ShaderType type) -{ - if (compiledShaders[name]) - return; - - QGLShader *newShader; - - QByteArray source; - if (name == CustomImageSrcFragmentShader) { - source = customSrcStage->source(); - source += qglslCustomSrcFragmentShader; - - newShader = customShaderCache.object(source); - if (!newShader) { - newShader = new QGLShader(type, ctx, this); - newShader->compile(source); - customShaderCache.insert(source, newShader); - - connect(newShader, SIGNAL(destroyed(QObject *)), - this, SLOT(shaderDestroyed(QObject *))); - } - } else { - source = qglEngineShaderSourceCode[name]; - newShader = new QGLShader(type, ctx, this); - newShader->compile(source); - } - -#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 index 99cd82e..0cfdcf1 100644 --- a/src/opengl/gl2paintengineex/qglengineshadermanager_p.h +++ b/src/opengl/gl2paintengineex/qglengineshadermanager_p.h @@ -275,65 +275,10 @@ struct QGLEngineCachedShaderProg static const GLuint QT_VERTEX_COORDS_ATTR = 0; static const GLuint QT_TEXTURE_COORDS_ATTR = 1; -class Q_OPENGL_EXPORT QGLEngineShaderManager : public QObject +class QGLEngineSharedShaders : 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, - PatternSrc = Qt::TexturePattern+3, - TextureSrcWithPattern = Qt::TexturePattern+4 - }; - - enum Uniform { - ImageTexture, - PatternColor, - GlobalOpacity, - Depth, - PmvMatrix, - MaskTexture, - FragmentColor, - LinearData, - Angle, - HalfViewportSize, - Fmp, - Fmp2MRadius2, - Inverse2Fmp2MRadius2, - InvertedTextureSize, - BrushTransform, - BrushTexture, - NumUniforms - }; - - // 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 setCustomStage(QGLCustomShaderStage* stage); - void removeCustomStage(QGLCustomShaderStage* stage); - - uint getUniformLocation(Uniform id); - - void setDirty(); // someone has manually changed the current shader program - bool useCorrectShaderProg(); // returns true if the shader program needed to be changed - - 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 - - static QGLEngineShaderManager *managerForContext(const QGLContext *context); - enum ShaderName { MainVertexShader, MainWithTexCoordsVertexShader, @@ -392,6 +337,92 @@ public: TotalShaderCount, InvalidShaderName }; + QGLEngineSharedShaders(const QGLContext *context); + + QGLShader *compileNamedShader(ShaderName name, QGLShader::ShaderType type); + + QGLShaderProgram *simpleProgram() { return simpleShaderProg; } + QGLShaderProgram *blitProgram() { return blitShaderProg; } + // Compile the program if it's not already in the cache, return the item in the cache. + QGLEngineShaderProg *findProgramInCache(const QGLEngineShaderProg &prog); + // Compile the custom shader if it's not already in the cache, return the item in the cache. + QGLShader *compileCustomShader(QGLCustomShaderStage *stage, QGLShader::ShaderType type); + + static QGLEngineSharedShaders *shadersForContext(const QGLContext *context); + +signals: + void shaderProgNeedsChanging(); + +private slots: + void shaderDestroyed(QObject *shader); + +private: + QGLContextGroup *ctx; + QGLShaderProgram *blitShaderProg; + QGLShaderProgram *simpleShaderProg; + QList<QGLEngineShaderProg> cachedPrograms; + QCache<QByteArray, QGLShader> customShaderCache; + QGLShader* compiledShaders[TotalShaderCount]; + + static const char* qglEngineShaderSourceCode[TotalShaderCount]; +}; + +class Q_OPENGL_EXPORT 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, + PatternSrc = Qt::TexturePattern+3, + TextureSrcWithPattern = Qt::TexturePattern+4 + }; + + enum Uniform { + ImageTexture, + PatternColor, + GlobalOpacity, + Depth, + PmvMatrix, + MaskTexture, + FragmentColor, + LinearData, + Angle, + HalfViewportSize, + Fmp, + Fmp2MRadius2, + Inverse2Fmp2MRadius2, + InvertedTextureSize, + BrushTransform, + BrushTexture, + NumUniforms + }; + + // 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 setCustomStage(QGLCustomShaderStage* stage); + void removeCustomStage(QGLCustomShaderStage* stage); + + uint getUniformLocation(Uniform id); + + void setDirty(); // someone has manually changed the current shader program + bool useCorrectShaderProg(); // returns true if the shader program needed to be changed + + 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 /* // These allow the ShaderName enum to be used as a cache key @@ -408,7 +439,7 @@ public: #endif private slots: - void shaderDestroyed(QObject *shader); + void shaderProgNeedsChangingSlot() { shaderProgNeedsChanging = true; } private: QGLContext* ctx; @@ -423,19 +454,9 @@ private: QPainter::CompositionMode compositionMode; QGLCustomShaderStage* customSrcStage; - QGLShaderProgram* blitShaderProg; - QGLShaderProgram* simpleShaderProg; QGLEngineShaderProg* currentShaderProg; - - // TODO: Possibly convert to a LUT - QList<QGLEngineShaderProg> cachedPrograms; - QCache<QByteArray, QGLShader> customShaderCache; - - QGLShader* compiledShaders[TotalShaderCount]; - - void compileNamedShader(QGLEngineShaderManager::ShaderName name, QGLShader::ShaderType type); - - static const char* qglEngineShaderSourceCode[TotalShaderCount]; + QGLEngineSharedShaders *sharedShaders; + QGLShader *customShader; }; QT_END_NAMESPACE diff --git a/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp b/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp index a976a02..e24539b 100644 --- a/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp +++ b/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp @@ -316,6 +316,7 @@ extern QImage qt_imageForBrush(int brushStyle, bool invert); QGL2PaintEngineExPrivate::~QGL2PaintEngineExPrivate() { + delete shaderManager; } void QGL2PaintEngineExPrivate::updateTextureFilter(GLenum target, GLenum wrapMode, bool smoothPixmapTransform, GLuint id) @@ -380,7 +381,7 @@ void QGL2PaintEngineExPrivate::useSimpleShader() } if (simpleShaderDepthUniformDirty) { - shaderManager->simpleProgram()->setUniformValue("depth", (GLfloat)q->state()->currentDepth); + shaderManager->simpleProgram()->setUniformValue("depth", normalizedDeviceDepth(q->state()->currentDepth)); simpleShaderDepthUniformDirty = false; } } @@ -731,7 +732,6 @@ void QGL2PaintEngineExPrivate::resetGLState() glActiveTexture(GL_TEXTURE0); glDisable(GL_DEPTH_TEST); glDisable(GL_SCISSOR_TEST); - glDepthFunc(GL_LESS); glDepthMask(true); glClearDepth(1); } @@ -959,7 +959,7 @@ bool QGL2PaintEngineExPrivate::prepareForDraw(bool srcPixelsAreOpaque) } if (depthUniformDirty) { - shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::Depth), (GLfloat)q->state()->currentDepth); + shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::Depth), normalizedDeviceDepth(q->state()->currentDepth)); depthUniformDirty = false; } @@ -1331,8 +1331,7 @@ bool QGL2PaintEngineEx::begin(QPaintDevice *pdev) qt_resolve_version_2_0_functions(d->ctx); #endif - d->shaderManager = QGLEngineShaderManager::managerForContext(d->ctx); - d->shaderManager->setDirty(); + d->shaderManager = new QGLEngineShaderManager(d->ctx); glViewport(0, 0, d->width, d->height); @@ -1351,7 +1350,7 @@ bool QGL2PaintEngineEx::begin(QPaintDevice *pdev) if (!d->inRenderText) { glDisable(GL_DEPTH_TEST); glDisable(GL_SCISSOR_TEST); - glDepthFunc(GL_LEQUAL); + glDepthFunc(GL_LESS); glDepthMask(false); } @@ -1416,6 +1415,9 @@ bool QGL2PaintEngineEx::end() d->resetGLState(); + delete d->shaderManager; + d->shaderManager = 0; + return false; } @@ -1431,17 +1433,19 @@ void QGL2PaintEngineEx::ensureActive() p->transferMode(BrushDrawingMode); p->drawable.doneCurrent(); } + d->drawable.context()->makeCurrent(); d->drawable.makeCurrent(); ctx->d_ptr->active_engine = this; - d->needsSync = true; + } else { + d->drawable.context()->makeCurrent(); } if (d->needsSync) { glViewport(0, 0, d->width, d->height); glDepthMask(false); - glDepthFunc(GL_LEQUAL); + glDepthFunc(GL_LESS); setState(state()); d->needsSync = false; } @@ -1492,7 +1496,7 @@ void QGL2PaintEngineEx::clipEnabledChanged() d->regenerateDepthClip(); } else { if (d->use_system_clip) { - state()->currentDepth = -0.5f; + state()->currentDepth = 0; } else { state()->depthTestEnabled = false; } @@ -1501,7 +1505,7 @@ void QGL2PaintEngineEx::clipEnabledChanged() } } -void QGL2PaintEngineExPrivate::writeClip(const QVectorPath &path, float depth) +void QGL2PaintEngineExPrivate::writeClip(const QVectorPath &path, uint depth) { transferMode(BrushDrawingMode); @@ -1510,7 +1514,7 @@ void QGL2PaintEngineExPrivate::writeClip(const QVectorPath &path, float depth) if (q->state()->needsDepthBufferClear) { glDepthMask(true); - glClearDepth(0.5); + glClearDepth(rawDepth(2)); glClear(GL_DEPTH_BUFFER_BIT); q->state()->needsDepthBufferClear = false; glDepthMask(false); @@ -1532,7 +1536,7 @@ void QGL2PaintEngineExPrivate::writeClip(const QVectorPath &path, float depth) glColorMask(false, false, false, false); glDepthMask(true); - shaderManager->simpleProgram()->setUniformValue("depth", depth); + shaderManager->simpleProgram()->setUniformValue("depth", normalizedDeviceDepth(depth)); simpleShaderDepthUniformDirty = true; glEnable(GL_DEPTH_TEST); @@ -1596,12 +1600,12 @@ void QGL2PaintEngineEx::clip(const QVectorPath &path, Qt::ClipOperation op) glDepthFunc(GL_ALWAYS); - state()->maxDepth = 0.5f; + state()->maxDepth = 4; d->writeClip(qtVectorPathForPath(path), state()->maxDepth); - state()->currentDepth = 0.25f; + state()->currentDepth = 3; state()->depthTestEnabled = true; - glDepthFunc(GL_LEQUAL); + glDepthFunc(GL_LESS); glEnable(GL_DEPTH_TEST); } @@ -1610,7 +1614,7 @@ void QGL2PaintEngineEx::clip(const QVectorPath &path, Qt::ClipOperation op) if (d->use_system_clip) { glEnable(GL_DEPTH_TEST); state()->depthTestEnabled = true; - state()->currentDepth = -0.5; + state()->currentDepth = 0; } else { glDisable(GL_DEPTH_TEST); state()->depthTestEnabled = false; @@ -1618,18 +1622,18 @@ void QGL2PaintEngineEx::clip(const QVectorPath &path, Qt::ClipOperation op) state()->canRestoreClip = false; break; case Qt::IntersectClip: - state()->maxDepth = (1.0f + state()->maxDepth) * 0.5; + ++state()->maxDepth; d->writeClip(path, state()->maxDepth); - state()->currentDepth = 1.5 * state()->maxDepth - 0.5f; + state()->currentDepth = state()->maxDepth - 1; state()->depthTestEnabled = true; break; case Qt::ReplaceClip: d->systemStateChanged(); state()->rectangleClip = QRect(); - state()->maxDepth = 0.5f; + state()->maxDepth = 4; glDepthFunc(GL_ALWAYS); d->writeClip(path, state()->maxDepth); - state()->currentDepth = 0.25f; + state()->currentDepth = 3; state()->canRestoreClip = false; state()->depthTestEnabled = true; break; @@ -1641,7 +1645,7 @@ void QGL2PaintEngineEx::clip(const QVectorPath &path, Qt::ClipOperation op) break; } - glDepthFunc(GL_LEQUAL); + glDepthFunc(GL_LESS); if (state()->depthTestEnabled) { glEnable(GL_DEPTH_TEST); d->simpleShaderDepthUniformDirty = true; @@ -1659,10 +1663,16 @@ void QGL2PaintEngineExPrivate::systemStateChanged() { Q_Q(QGL2PaintEngineEx); - if (q->paintDevice()->devType() == QInternal::Widget) + if (systemClip.isEmpty()) { use_system_clip = false; - else - use_system_clip = !systemClip.isEmpty(); + } else { + if (q->paintDevice()->devType() == QInternal::Widget && currentClipWidget) { + QWidgetPrivate *widgetPrivate = qt_widget_private(currentClipWidget->window()); + use_system_clip = widgetPrivate->extra && widgetPrivate->extra->inRenderWithPainter; + } else { + use_system_clip = true; + } + } glDisable(GL_DEPTH_TEST); q->state()->depthTestEnabled = false; @@ -1672,8 +1682,8 @@ void QGL2PaintEngineExPrivate::systemStateChanged() glDisable(GL_SCISSOR_TEST); - q->state()->currentDepth = -0.5f; - q->state()->maxDepth = 0.5f; + q->state()->currentDepth = 1; + q->state()->maxDepth = 4; q->state()->rectangleClip = QRect(0, 0, width, height); @@ -1708,8 +1718,8 @@ void QGL2PaintEngineExPrivate::systemStateChanged() path.addRegion(systemClip); glDepthFunc(GL_ALWAYS); - writeClip(qtVectorPathForPath(path), 0.0f); - glDepthFunc(GL_LEQUAL); + writeClip(qtVectorPathForPath(path), 2); + glDepthFunc(GL_LESS); glEnable(GL_DEPTH_TEST); q->state()->depthTestEnabled = true; @@ -1718,7 +1728,7 @@ void QGL2PaintEngineExPrivate::systemStateChanged() q->transformChanged(); } - q->state()->currentDepth = -0.5f; + q->state()->currentDepth = 1; simpleShaderDepthUniformDirty = true; depthUniformDirty = true; } @@ -1757,7 +1767,7 @@ void QGL2PaintEngineEx::setState(QPainterState *new_state) if (old_state && old_state != s && old_state->canRestoreClip) { d->updateDepthScissorTest(); glDepthMask(false); - glDepthFunc(GL_LEQUAL); + glDepthFunc(GL_LESS); s->maxDepth = old_state->maxDepth; } else { d->regenerateDepthClip(); @@ -1802,8 +1812,8 @@ QOpenGL2PaintEngineState::QOpenGL2PaintEngineState() needsDepthBufferClear = true; depthTestEnabled = false; scissorTestEnabled = false; - currentDepth = -0.5f; - maxDepth = 0.5f; + currentDepth = 1; + maxDepth = 4; canRestoreClip = true; hasRectangleClip = false; } diff --git a/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h b/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h index 58fcde1..cb23b11 100644 --- a/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h +++ b/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h @@ -82,8 +82,8 @@ public: bool depthTestEnabled; bool scissorTestEnabled; - qreal currentDepth; - qreal maxDepth; + uint maxDepth; + uint currentDepth; bool canRestoreClip; QRect rectangleClip; @@ -196,6 +196,8 @@ public: float zValueForRenderText() const; + static QGLEngineShaderManager* shaderManagerForEngine(QGL2PaintEngineEx *engine) { return engine->d_func()->shaderManager; } + QGL2PaintEngineEx* q; QGLDrawable drawable; int width, height; @@ -230,13 +232,26 @@ public: QGLEngineShaderManager* shaderManager; - void writeClip(const QVectorPath &path, float depth); + void writeClip(const QVectorPath &path, uint depth); void updateDepthScissorTest(); void setScissor(const QRect &rect); void regenerateDepthClip(); void systemStateChanged(); uint use_system_clip : 1; + static inline GLfloat rawDepth(uint depth) + { + // assume at least 16 bits in the depth buffer, and + // use 2^15 depth levels to be safe with regard to + // rounding issues etc + return depth * (1.0f / GLfloat((1 << 15) - 1)); + } + + static inline GLfloat normalizedDeviceDepth(uint depth) + { + return 2.0f * rawDepth(depth) - 1.0f; + } + uint location(QGLEngineShaderManager::Uniform uniform) { return shaderManager->getUniformLocation(uniform); diff --git a/src/opengl/qgl.cpp b/src/opengl/qgl.cpp index 8b7674e..dde4eba 100644 --- a/src/opengl/qgl.cpp +++ b/src/opengl/qgl.cpp @@ -2005,9 +2005,15 @@ QGLTexture* QGLContextPrivate::bindTexture(const QImage &image, GLenum target, G QImage::Format target_format = img.format(); bool premul = options & QGLContext::PremultipliedAlphaBindOption; - GLenum texture_format = QGLFormat::openGLVersionFlags() & QGLFormat::OpenGL_Version_1_2 - ? GL_BGRA : GL_RGBA; - GLuint pixel_type = GL_UNSIGNED_BYTE; + GLenum texture_format; + GLuint pixel_type; + if (QGLFormat::openGLVersionFlags() & QGLFormat::OpenGL_Version_1_2) { + texture_format = GL_BGRA; + pixel_type = GL_UNSIGNED_INT_8_8_8_8_REV; + } else { + texture_format = GL_RGBA; + pixel_type = GL_UNSIGNED_BYTE; + } switch (target_format) { case QImage::Format_ARGB32: @@ -2034,7 +2040,6 @@ QGLTexture* QGLContextPrivate::bindTexture(const QImage &image, GLenum target, G if (format == GL_RGBA) format = GL_RGB; break; - default: if (img.hasAlphaChannel()) { img = img.convertToFormat(premul @@ -2062,6 +2067,30 @@ QGLTexture* QGLContextPrivate::bindTexture(const QImage &image, GLenum target, G } } + if (texture_format == GL_RGBA) { + // The only case where we end up with a depth different from + // 32 in the switch above is for the RGB16 case, where we set + // the format to GL_RGB + Q_ASSERT(img.depth() == 32); + const int width = img.width(); + const int height = img.height(); + + if (pixel_type == GL_UNSIGNED_INT_8_8_8_8_REV + || (pixel_type == GL_UNSIGNED_BYTE && QSysInfo::ByteOrder == QSysInfo::LittleEndian)) { + for (int i=0; i < height; ++i) { + uint *p = (uint *) img.scanLine(i); + for (int x=0; x<width; ++x) + p[x] = ((p[x] << 16) & 0xff0000) | ((p[x] >> 16) & 0xff) | (p[x] & 0xff00ff00); + } + } else { + for (int i=0; i < height; ++i) { + uint *p = (uint *) img.scanLine(i); + for (int x=0; x<width; ++x) + p[x] = (p[x] << 8) | ((p[x] >> 24) & 0xff); + } + } + } + const QImage &constRef = img; // to avoid detach in bits()... glTexImage2D(target, 0, format, img.width(), img.height(), 0, texture_format, pixel_type, constRef.bits()); @@ -3533,12 +3562,7 @@ bool QGLWidget::event(QEvent *e) #elif defined(Q_WS_WIN) if (e->type() == QEvent::ParentChange) { QGLContext *newContext = new QGLContext(d->glcx->requestedFormat(), this); - QList<const QGLContext *> shares = qgl_share_reg()->shares(d->glcx); - setContext(newContext); - for (int i = 0; i < shares.size(); ++i) { - if (newContext != shares.at(i)) - qgl_share_reg()->addShare(newContext, shares.at(i)); - } + setContext(newContext, d->glcx); // the overlay needs to be recreated as well delete d->olcx; @@ -4922,13 +4946,13 @@ void QGLShareRegister::removeShare(const QGLContext *context) { QGLContextResource::QGLContextResource(FreeFunc f, QObject *parent) : QObject(parent), free(f) { - connect(QGLSignalProxy::instance(), SIGNAL(aboutToDestroyContext(const QGLContext *)), this, SLOT(aboutToDestroyContext(const QGLContext *))); + connect(QGLSignalProxy::instance(), SIGNAL(aboutToDestroyContext(const QGLContext *)), this, SLOT(removeOne(const QGLContext *))); } QGLContextResource::~QGLContextResource() { while (!m_resources.empty()) - remove(m_resources.begin().key()); + removeGroup(m_resources.begin().key()); } void QGLContextResource::insert(const QGLContext *key, void *value) @@ -4976,7 +5000,7 @@ void *QGLContextResource::value(const QGLContext *key) return it.value(); } -void QGLContextResource::remove(const QGLContext *key) +void QGLContextResource::removeGroup(const QGLContext *key) { QList<const QGLContext *> shares = qgl_share_reg()->shares(key); if (shares.size() == 0) @@ -5000,7 +5024,7 @@ void QGLContextResource::remove(const QGLContext *key) } } -void QGLContextResource::aboutToDestroyContext(const QGLContext *key) +void QGLContextResource::removeOne(const QGLContext *key) { ResourceHash::iterator it = m_resources.find(key); if (it == m_resources.end()) diff --git a/src/opengl/qgl_p.h b/src/opengl/qgl_p.h index a39c52c..72ec35e 100644 --- a/src/opengl/qgl_p.h +++ b/src/opengl/qgl_p.h @@ -540,10 +540,10 @@ public: // Return resource for 'key' or a shared context. void *value(const QGLContext *key); // Free resource for 'key' and all its shared contexts. - void remove(const QGLContext *key); + void removeGroup(const QGLContext *key); private slots: // Remove entry 'key' from cache and delete resource if there are no shared contexts. - void aboutToDestroyContext(const QGLContext *key); + void removeOne(const QGLContext *key); private: typedef QHash<const QGLContext *, void *> ResourceHash; ResourceHash m_resources; diff --git a/src/opengl/qglextensions_p.h b/src/opengl/qglextensions_p.h index 8839f60..b1c9503 100644 --- a/src/opengl/qglextensions_p.h +++ b/src/opengl/qglextensions_p.h @@ -418,6 +418,10 @@ struct QGLExtensionFuncs #define GL_UNSIGNED_SHORT_5_6_5 33635 #endif +#ifndef GL_UNSIGNED_INT_8_8_8_8_REV +#define GL_UNSIGNED_INT_8_8_8_8_REV 0x8367 +#endif + #ifndef GL_MULTISAMPLE #define GL_MULTISAMPLE 0x809D #endif diff --git a/src/opengl/qglframebufferobject.cpp b/src/opengl/qglframebufferobject.cpp index 9659654..a03e627 100644 --- a/src/opengl/qglframebufferobject.cpp +++ b/src/opengl/qglframebufferobject.cpp @@ -109,38 +109,28 @@ public: */ /*! - Creates a QGLFramebufferObjectFormat object with properties specifying + Creates a QGLFramebufferObjectFormat object for 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. + By default the format specifies a non-multisample framebuffer object with no + attachments, texture target \c GL_TEXTURE_2D, and internal format \c GL_RGBA8. \sa samples(), attachment(), target(), internalFormat() */ -QGLFramebufferObjectFormat::QGLFramebufferObjectFormat(int samples, - QGLFramebufferObject::Attachment attachment, - GLenum target, - GLenum internalFormat) +#ifndef QT_OPENGL_ES +#define DEFAULT_FORMAT GL_RGBA8 +#else +#define DEFAULT_FORMAT GL_RGBA +#endif + +QGLFramebufferObjectFormat::QGLFramebufferObjectFormat() { d = new QGLFramebufferObjectFormatPrivate; - d->samples = samples; - d->attachment = attachment; - d->target = target; - d->internal_format = internalFormat; + d->samples = 0; + d->attachment = QGLFramebufferObject::NoAttachment; + d->target = GL_TEXTURE_2D; + d->internal_format = DEFAULT_FORMAT; } /*! @@ -176,6 +166,12 @@ QGLFramebufferObjectFormat::~QGLFramebufferObjectFormat() to \a samples. A sample count of 0 represents a regular non-multisample framebuffer object. + 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. + \sa samples() */ void QGLFramebufferObjectFormat::setSamples(int samples) @@ -195,7 +191,7 @@ int QGLFramebufferObjectFormat::samples() const } /*! - Sets the attachments a framebuffer object should have to \a attachment. + Sets the attachment configuration of a framebuffer object to \a attachment. \sa attachment() */ @@ -259,6 +255,20 @@ GLenum QGLFramebufferObjectFormat::internalFormat() const return d->internal_format; } +#ifdef Q_MAC_COMPAT_GL_FUNCTIONS +/*! \internal */ +void QGLFramebufferObjectFormat::setTextureTarget(QMacCompatGLenum target) +{ + d->target = target; +} + +/*! \internal */ +void QGLFramebufferObjectFormat::setInternalFormat(QMacCompatGLenum internalFormat) +{ + d->internal_format = internalFormat; +} +#endif + class QGLFramebufferObjectPrivate { public: @@ -526,6 +536,12 @@ void QGLFramebufferObjectPrivate::init(const QSize &sz, QGLFramebufferObject::At the constructors that take a QGLFramebufferObject parameter, and set the QGLFramebufferObject::samples() property to a non-zero value. + For multisample framebuffer objects a color render buffer is created, + otherwise a texture with the specified texture target is created. + The color render buffer or texture will have the specified internal + format, and will be bound to the \c GL_COLOR_ATTACHMENT0 + attachment in the framebuffer object. + 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(). @@ -579,12 +595,6 @@ void QGLFramebufferObjectPrivate::init(const QSize &sz, QGLFramebufferObject::At \sa size(), texture(), attachment() */ -#ifndef QT_OPENGL_ES -#define DEFAULT_FORMAT GL_RGBA8 -#else -#define DEFAULT_FORMAT GL_RGBA -#endif - QGLFramebufferObject::QGLFramebufferObject(const QSize &size, GLenum target) : d_ptr(new QGLFramebufferObjectPrivate) { @@ -875,9 +885,22 @@ QImage QGLFramebufferObject::toImage() const if (!d->valid) return QImage(); - const_cast<QGLFramebufferObject *>(this)->bind(); + // qt_gl_read_framebuffer doesn't work on a multisample FBO + if (format().samples() != 0) { + QGLFramebufferObject temp(size(), QGLFramebufferObjectFormat()); + + QRect rect(QPoint(0, 0), size()); + blitFramebuffer(&temp, rect, const_cast<QGLFramebufferObject *>(this), rect); + + return temp.toImage(); + } + + bool wasBound = isBound(); + if (!wasBound) + const_cast<QGLFramebufferObject *>(this)->bind(); QImage image = qt_gl_read_framebuffer(d->size, d->ctx->format().alpha(), true); - const_cast<QGLFramebufferObject *>(this)->release(); + if (!wasBound) + const_cast<QGLFramebufferObject *>(this)->release(); return image; } diff --git a/src/opengl/qglframebufferobject.h b/src/opengl/qglframebufferobject.h index cfc824b..ad14e50 100644 --- a/src/opengl/qglframebufferobject.h +++ b/src/opengl/qglframebufferobject.h @@ -137,18 +137,7 @@ 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(); QGLFramebufferObjectFormat(const QGLFramebufferObjectFormat &other); QGLFramebufferObjectFormat &operator=(const QGLFramebufferObjectFormat &other); ~QGLFramebufferObjectFormat(); @@ -165,6 +154,11 @@ public: void setInternalFormat(GLenum internalFormat); GLenum internalFormat() const; +#ifdef Q_MAC_COMPAT_GL_FUNCTIONS + void setTextureTarget(QMacCompatGLenum target); + void setInternalFormat(QMacCompatGLenum internalFormat); +#endif + private: QGLFramebufferObjectFormatPrivate *d; }; diff --git a/src/opengl/qglpixelbuffer.cpp b/src/opengl/qglpixelbuffer.cpp index 54d54e9..f082ff0 100644 --- a/src/opengl/qglpixelbuffer.cpp +++ b/src/opengl/qglpixelbuffer.cpp @@ -110,8 +110,10 @@ void QGLPixelBufferPrivate::common_init(const QSize &size, const QGLFormat &form invalid = false; qctx = new QGLContext(format); qctx->d_func()->sharing = (shareWidget != 0); - if (shareWidget != 0 && shareWidget->d_func()->glcx) + if (shareWidget != 0 && shareWidget->d_func()->glcx) { qgl_share_reg()->addShare(qctx, shareWidget->d_func()->glcx); + shareWidget->d_func()->glcx->d_func()->sharing = true; + } qctx->d_func()->paintDevice = q; qctx->d_func()->valid = true; diff --git a/src/opengl/qglpixmapfilter.cpp b/src/opengl/qglpixmapfilter.cpp index c51ccc7..56e5baa 100644 --- a/src/opengl/qglpixmapfilter.cpp +++ b/src/opengl/qglpixmapfilter.cpp @@ -324,7 +324,7 @@ bool QGLPixmapBlurFilter::processGL(QPainter *painter, const QPointF &pos, const filter->setSource(generateBlurShader(radius(), quality() == Qt::SmoothTransformation)); QGLFramebufferObjectFormat format; - format.setInternalFormat(src.hasAlphaChannel() ? GL_RGBA : GL_RGB); + format.setInternalFormat(GLenum(src.hasAlphaChannel() ? GL_RGBA : GL_RGB)); QGLFramebufferObject *fbo = qgl_fbo_pool()->acquire(src.size(), format); if (!fbo) diff --git a/src/opengl/qglshaderprogram.cpp b/src/opengl/qglshaderprogram.cpp index c4d9322..56b55d0 100644 --- a/src/opengl/qglshaderprogram.cpp +++ b/src/opengl/qglshaderprogram.cpp @@ -501,6 +501,25 @@ bool QGLShader::compile(const char *source) return d->compile(this); } else if (d->shader) { QVarLengthArray<const char *> src; + int headerLen = 0; + while (source && source[headerLen] == '#') { + // Skip #version and #extension directives at the start of + // the shader code. We need to insert the qualifierDefines + // and redefineHighp just after them. + if (qstrncmp(source + headerLen, "#version", 8) != 0 && + qstrncmp(source + headerLen, "#extension", 10) != 0) { + break; + } + while (source[headerLen] != '\0' && source[headerLen] != '\n') + ++headerLen; + if (source[headerLen] == '\n') + ++headerLen; + } + QByteArray header; + if (headerLen > 0) { + header = QByteArray(source, headerLen); + src.append(header.constData()); + } #ifdef QGL_DEFINE_QUALIFIERS src.append(qualifierDefines); #endif @@ -509,7 +528,7 @@ bool QGLShader::compile(const char *source) d->shaderType == PartialFragmentShader) src.append(redefineHighp); #endif - src.append(source); + src.append(source + headerLen); QGLContextGroup *ctx = d->ctx; glShaderSource(d->shader, src.size(), src.data(), 0); return d->compile(this); diff --git a/src/opengl/qpixmapdata_gl.cpp b/src/opengl/qpixmapdata_gl.cpp index 5e87e96..b6f5012 100644 --- a/src/opengl/qpixmapdata_gl.cpp +++ b/src/opengl/qpixmapdata_gl.cpp @@ -467,7 +467,7 @@ QPaintEngine* QGLPixmapData::paintEngine() const QGLFramebufferObjectFormat format; format.setAttachment(QGLFramebufferObject::CombinedDepthStencil); format.setSamples(4); - format.setInternalFormat(m_hasAlpha ? GL_RGBA : GL_RGB); + format.setInternalFormat(GLenum(m_hasAlpha ? GL_RGBA : GL_RGB)); m_renderFbo = qgl_fbo_pool()->acquire(size(), format); diff --git a/src/opengl/qwindowsurface_gl.cpp b/src/opengl/qwindowsurface_gl.cpp index a59501c..f974938 100644 --- a/src/opengl/qwindowsurface_gl.cpp +++ b/src/opengl/qwindowsurface_gl.cpp @@ -569,7 +569,7 @@ void QGLWindowSurface::updateGeometry() QGLFramebufferObjectFormat format; format.setAttachment(QGLFramebufferObject::CombinedDepthStencil); - format.setInternalFormat(GL_RGBA); + format.setInternalFormat(GLenum(GL_RGBA)); format.setTextureTarget(target); if (QGLExtensions::glExtensions & QGLExtensions::FramebufferBlit) diff --git a/src/opengl/util/glsl_to_include.sh b/src/opengl/util/glsl_to_include.sh index 59d4693..083ad1e 100755 --- a/src/opengl/util/glsl_to_include.sh +++ b/src/opengl/util/glsl_to_include.sh @@ -1,4 +1,44 @@ #! /bin/sh +############################################################################# +## +## Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies). +## Contact: Nokia Corporation (qt-info@nokia.com) +## +## This file is the build configuration utility of the Qt Toolkit. +## +## $QT_BEGIN_LICENSE:LGPL$ +## No Commercial Usage +## This file contains pre-release code and may not be distributed. +## You may use this file in accordance with the terms and conditions +## contained in the Technology Preview License Agreement accompanying +## this package. +## +## GNU Lesser General Public License Usage +## Alternatively, this file may be used under the terms of the GNU Lesser +## General Public License version 2.1 as published by the Free Software +## Foundation and appearing in the file LICENSE.LGPL included in the +## packaging of this file. Please review the following information to +## ensure the GNU Lesser General Public License version 2.1 requirements +## will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. +## +## In addition, as a special exception, Nokia gives you certain +## additional rights. These rights are described in the Nokia Qt LGPL +## Exception version 1.1, included in the file LGPL_EXCEPTION.txt in this +## package. +## +## If you have questions regarding the use of this file, please contact +## Nokia at qt-info@nokia.com. +## +## +## +## +## +## +## +## +## $QT_END_LICENSE$ +## +############################################################################# # Compile a .glsl file to a file that can be included in a C++ program USAGE="Usage: $0 <file.glsl>" |