diff options
Diffstat (limited to 'src/opengl')
-rw-r--r-- | src/opengl/gl2paintengineex/qglengineshadermanager.cpp | 10 | ||||
-rw-r--r-- | src/opengl/gl2paintengineex/qglengineshadermanager_p.h | 5 | ||||
-rw-r--r-- | src/opengl/gl2paintengineex/qglengineshadersource_p.h | 678 | ||||
-rw-r--r-- | src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp | 28 | ||||
-rw-r--r-- | src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h | 2 | ||||
-rw-r--r-- | src/opengl/gl2paintengineex/qtextureglyphcache_gl.cpp | 2 | ||||
-rw-r--r-- | src/opengl/gl2paintengineex/qtextureglyphcache_gl_p.h | 2 | ||||
-rw-r--r-- | src/opengl/qgl.cpp | 61 | ||||
-rw-r--r-- | src/opengl/qgl_p.h | 9 | ||||
-rw-r--r-- | src/opengl/qgl_x11.cpp | 6 | ||||
-rw-r--r-- | src/opengl/qglpixmapfilter.cpp | 22 | ||||
-rw-r--r-- | src/opengl/qglshaderprogram.cpp | 38 | ||||
-rw-r--r-- | src/opengl/qpixmapdata_gl.cpp | 2 | ||||
-rw-r--r-- | src/opengl/qpixmapdata_x11gl_egl.cpp | 51 |
14 files changed, 522 insertions, 394 deletions
diff --git a/src/opengl/gl2paintengineex/qglengineshadermanager.cpp b/src/opengl/gl2paintengineex/qglengineshadermanager.cpp index 556b888..8183f08 100644 --- a/src/opengl/gl2paintengineex/qglengineshadermanager.cpp +++ b/src/opengl/gl2paintengineex/qglengineshadermanager.cpp @@ -184,6 +184,9 @@ QGLEngineSharedShaders::QGLEngineSharedShaders(const QGLContext* context) simpleShaderProg->addShader(vertexShader); simpleShaderProg->addShader(fragShader); simpleShaderProg->bindAttributeLocation("vertexCoordsArray", QT_VERTEX_COORDS_ATTR); + simpleShaderProg->bindAttributeLocation("pmvMatrix1", QT_PMV_MATRIX_1_ATTR); + simpleShaderProg->bindAttributeLocation("pmvMatrix2", QT_PMV_MATRIX_2_ATTR); + simpleShaderProg->bindAttributeLocation("pmvMatrix3", QT_PMV_MATRIX_3_ATTR); simpleShaderProg->link(); if (!simpleShaderProg->isLinked()) { qCritical() << "Errors linking simple shader:" @@ -324,6 +327,11 @@ QGLEngineShaderProg *QGLEngineSharedShaders::findProgramInCache(const QGLEngineS newProg->program->bindAttributeLocation("textureCoordArray", QT_TEXTURE_COORDS_ATTR); if (newProg->useOpacityAttribute) newProg->program->bindAttributeLocation("opacityArray", QT_OPACITY_ATTR); + if (newProg->usePmvMatrix) { + newProg->program->bindAttributeLocation("pmvMatrix1", QT_PMV_MATRIX_1_ATTR); + newProg->program->bindAttributeLocation("pmvMatrix2", QT_PMV_MATRIX_2_ATTR); + newProg->program->bindAttributeLocation("pmvMatrix3", QT_PMV_MATRIX_3_ATTR); + } newProg->program->link(); if (!newProg->program->isLinked()) { @@ -424,7 +432,6 @@ GLuint QGLEngineShaderManager::getUniformLocation(Uniform id) "patternColor", "globalOpacity", "depth", - "pmvMatrix", "maskTexture", "fragmentColor", "linearData", @@ -743,6 +750,7 @@ bool QGLEngineShaderManager::useCorrectShaderProg() } requiredProgram.useTextureCoords = texCoords; requiredProgram.useOpacityAttribute = (opacityMode == AttributeOpacity); + requiredProgram.usePmvMatrix = true; // At this point, requiredProgram is fully populated so try to find the program in the cache currentShaderProg = sharedShaders->findProgramInCache(requiredProgram); diff --git a/src/opengl/gl2paintengineex/qglengineshadermanager_p.h b/src/opengl/gl2paintengineex/qglengineshadermanager_p.h index c52e5c0..3ab4ebe 100644 --- a/src/opengl/gl2paintengineex/qglengineshadermanager_p.h +++ b/src/opengl/gl2paintengineex/qglengineshadermanager_p.h @@ -253,6 +253,9 @@ struct QGLEngineCachedShaderProg static const GLuint QT_VERTEX_COORDS_ATTR = 0; static const GLuint QT_TEXTURE_COORDS_ATTR = 1; static const GLuint QT_OPACITY_ATTR = 2; +static const GLuint QT_PMV_MATRIX_1_ATTR = 3; +static const GLuint QT_PMV_MATRIX_2_ATTR = 4; +static const GLuint QT_PMV_MATRIX_3_ATTR = 5; class QGLEngineShaderProg; @@ -397,6 +400,7 @@ public: bool useTextureCoords; bool useOpacityAttribute; + bool usePmvMatrix; bool operator==(const QGLEngineShaderProg& other) { // We don't care about the program @@ -431,7 +435,6 @@ public: PatternColor, GlobalOpacity, Depth, - PmvMatrix, MaskTexture, FragmentColor, LinearData, diff --git a/src/opengl/gl2paintengineex/qglengineshadersource_p.h b/src/opengl/gl2paintengineex/qglengineshadersource_p.h index d9a61e9..ee04166 100644 --- a/src/opengl/gl2paintengineex/qglengineshadersource_p.h +++ b/src/opengl/gl2paintengineex/qglengineshadersource_p.h @@ -63,210 +63,229 @@ QT_BEGIN_NAMESPACE QT_MODULE(OpenGL) -static const char* const qglslMainVertexShader = "\ - uniform highp float depth;\ - void setPosition();\ - void main(void)\ - {\ - setPosition();\ - gl_Position.z = depth * gl_Position.w;\ - }"; - -static const char* const qglslMainWithTexCoordsVertexShader = "\ - attribute highp vec2 textureCoordArray; \ - varying highp vec2 textureCoords; \ - uniform highp float depth;\ - void setPosition();\ - void main(void) \ - {\ - setPosition();\ - gl_Position.z = depth * gl_Position.w;\ - textureCoords = textureCoordArray; \ - }"; - -static const char* const qglslMainWithTexCoordsAndOpacityVertexShader = "\ - attribute highp vec2 textureCoordArray; \ - attribute lowp float opacityArray; \ - varying highp vec2 textureCoords; \ - varying lowp float opacity; \ - uniform highp float depth; \ - void setPosition(); \ - void main(void) \ - { \ - setPosition(); \ - gl_Position.z = depth * gl_Position.w; \ - textureCoords = textureCoordArray; \ - opacity = opacityArray; \ - }"; +static const char* const qglslMainVertexShader = "\n\ + void setPosition(); \n\ + void main(void) \n\ + { \n\ + setPosition(); \n\ + }\n"; + +static const char* const qglslMainWithTexCoordsVertexShader = "\n\ + attribute highp vec2 textureCoordArray; \n\ + varying highp vec2 textureCoords; \n\ + void setPosition(); \n\ + void main(void) \n\ + { \n\ + setPosition(); \n\ + textureCoords = textureCoordArray; \n\ + }\n"; + +static const char* const qglslMainWithTexCoordsAndOpacityVertexShader = "\n\ + attribute highp vec2 textureCoordArray; \n\ + attribute lowp float opacityArray; \n\ + varying highp vec2 textureCoords; \n\ + varying lowp float opacity; \n\ + void setPosition(); \n\ + void main(void) \n\ + { \n\ + setPosition(); \n\ + textureCoords = textureCoordArray; \n\ + opacity = opacityArray; \n\ + }\n"; // NOTE: We let GL do the perspective correction so texture lookups in the fragment // shader are also perspective corrected. -static const char* const qglslPositionOnlyVertexShader = "\ - attribute highp vec2 vertexCoordsArray;\ - uniform highp mat3 pmvMatrix;\ - void setPosition(void)\ - {\ - vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \ - gl_Position = vec4(transformedPos.xy, 0.0, transformedPos.z); \ - }"; - -static const char* const qglslUntransformedPositionVertexShader = "\ - attribute highp vec4 vertexCoordsArray;\ - void setPosition(void)\ - {\ - gl_Position = vertexCoordsArray;\ - }"; +static const char* const qglslPositionOnlyVertexShader = "\n\ + attribute highp vec2 vertexCoordsArray; \n\ + attribute highp vec3 pmvMatrix1; \n\ + attribute highp vec3 pmvMatrix2; \n\ + attribute highp vec3 pmvMatrix3; \n\ + void setPosition(void) \n\ + { \n\ + highp mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); \n\ + vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \n\ + gl_Position = vec4(transformedPos.xy, 0.0, transformedPos.z); \n\ + }\n"; + +static const char* const qglslUntransformedPositionVertexShader = "\n\ + attribute highp vec4 vertexCoordsArray; \n\ + void setPosition(void) \n\ + { \n\ + gl_Position = vertexCoordsArray; \n\ + }\n"; // Pattern Brush - This assumes the texture size is 8x8 and thus, the inverted size is 0.125 -static const char* const qglslPositionWithPatternBrushVertexShader = "\ - attribute highp vec2 vertexCoordsArray; \ - uniform highp mat3 pmvMatrix; \ - uniform mediump vec2 halfViewportSize; \ - uniform highp vec2 invertedTextureSize; \ - uniform highp mat3 brushTransform; \ - varying highp vec2 patternTexCoords; \ - void setPosition(void) { \ - vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \ - gl_Position.xy = transformedPos.xy / transformedPos.z; \ - mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \ - mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1.0); \ - mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \ - gl_Position = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); \ - patternTexCoords.xy = (hTexCoords.xy * 0.125) * invertedHTexCoordsZ; \ - }"; +static const char* const qglslPositionWithPatternBrushVertexShader = "\n\ + attribute highp vec2 vertexCoordsArray; \n\ + attribute highp vec3 pmvMatrix1; \n\ + attribute highp vec3 pmvMatrix2; \n\ + attribute highp vec3 pmvMatrix3; \n\ + uniform mediump vec2 halfViewportSize; \n\ + uniform highp vec2 invertedTextureSize; \n\ + uniform highp mat3 brushTransform; \n\ + varying highp vec2 patternTexCoords; \n\ + void setPosition(void) \n\ + { \n\ + highp mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); \n\ + vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \n\ + gl_Position.xy = transformedPos.xy / transformedPos.z; \n\ + mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \n\ + mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1.0); \n\ + mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \n\ + gl_Position = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); \n\ + patternTexCoords.xy = (hTexCoords.xy * 0.125) * invertedHTexCoordsZ; \n\ + }\n"; static const char* const qglslAffinePositionWithPatternBrushVertexShader = qglslPositionWithPatternBrushVertexShader; -static const char* const qglslPatternBrushSrcFragmentShader = "\ - uniform lowp sampler2D brushTexture;\ - uniform lowp vec4 patternColor; \ - varying highp vec2 patternTexCoords;\ - lowp vec4 srcPixel() { \ - return patternColor * (1.0 - texture2D(brushTexture, patternTexCoords).r); \ +static const char* const qglslPatternBrushSrcFragmentShader = "\n\ + uniform lowp sampler2D brushTexture; \n\ + uniform lowp vec4 patternColor; \n\ + varying highp vec2 patternTexCoords;\n\ + lowp vec4 srcPixel() \n\ + { \n\ + return patternColor * (1.0 - texture2D(brushTexture, patternTexCoords).r); \n\ }\n"; // Linear Gradient Brush -static const char* const qglslPositionWithLinearGradientBrushVertexShader = "\ - attribute highp vec2 vertexCoordsArray; \ - uniform highp mat3 pmvMatrix; \ - uniform mediump vec2 halfViewportSize; \ - uniform highp vec3 linearData; \ - uniform highp mat3 brushTransform; \ - varying mediump float index; \ - void setPosition() { \ - vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \ - gl_Position.xy = transformedPos.xy / transformedPos.z; \ - mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \ - mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \ - mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \ - gl_Position = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); \ - index = (dot(linearData.xy, hTexCoords.xy) * linearData.z) * invertedHTexCoordsZ; \ - }"; +static const char* const qglslPositionWithLinearGradientBrushVertexShader = "\n\ + attribute highp vec2 vertexCoordsArray; \n\ + attribute highp vec3 pmvMatrix1; \n\ + attribute highp vec3 pmvMatrix2; \n\ + attribute highp vec3 pmvMatrix3; \n\ + uniform mediump vec2 halfViewportSize; \n\ + uniform highp vec3 linearData; \n\ + uniform highp mat3 brushTransform; \n\ + varying mediump float index; \n\ + void setPosition() \n\ + { \n\ + highp mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); \n\ + vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \n\ + gl_Position.xy = transformedPos.xy / transformedPos.z; \n\ + mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \n\ + mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \n\ + mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \n\ + gl_Position = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); \n\ + index = (dot(linearData.xy, hTexCoords.xy) * linearData.z) * invertedHTexCoordsZ; \n\ + }\n"; static const char* const qglslAffinePositionWithLinearGradientBrushVertexShader = qglslPositionWithLinearGradientBrushVertexShader; -static const char* const qglslLinearGradientBrushSrcFragmentShader = "\ - uniform lowp sampler2D brushTexture; \ - varying mediump float index; \ - lowp vec4 srcPixel() { \ - mediump vec2 val = vec2(index, 0.5); \ - return texture2D(brushTexture, val); \ +static const char* const qglslLinearGradientBrushSrcFragmentShader = "\n\ + uniform lowp sampler2D brushTexture; \n\ + varying mediump float index; \n\ + lowp vec4 srcPixel() \n\ + { \n\ + mediump vec2 val = vec2(index, 0.5); \n\ + return texture2D(brushTexture, val); \n\ }\n"; // Conical Gradient Brush -static const char* const qglslPositionWithConicalGradientBrushVertexShader = "\ - attribute highp vec2 vertexCoordsArray;\ - uniform highp mat3 pmvMatrix;\ - uniform mediump vec2 halfViewportSize; \ - uniform highp mat3 brushTransform; \ - varying highp vec2 A; \ - void setPosition(void)\ - {\ - vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \ - gl_Position.xy = transformedPos.xy / transformedPos.z; \ - mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \ - mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \ - mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \ - gl_Position = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); \ - A = hTexCoords.xy * invertedHTexCoordsZ; \ - }"; +static const char* const qglslPositionWithConicalGradientBrushVertexShader = "\n\ + attribute highp vec2 vertexCoordsArray; \n\ + attribute highp vec3 pmvMatrix1; \n\ + attribute highp vec3 pmvMatrix2; \n\ + attribute highp vec3 pmvMatrix3; \n\ + uniform mediump vec2 halfViewportSize; \n\ + uniform highp mat3 brushTransform; \n\ + varying highp vec2 A; \n\ + void setPosition(void) \n\ + { \n\ + highp mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); \n\ + vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \n\ + gl_Position.xy = transformedPos.xy / transformedPos.z; \n\ + mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \n\ + mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \n\ + mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \n\ + gl_Position = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); \n\ + A = hTexCoords.xy * invertedHTexCoordsZ; \n\ + }\n"; static const char* const qglslAffinePositionWithConicalGradientBrushVertexShader = qglslPositionWithConicalGradientBrushVertexShader; static const char* const qglslConicalGradientBrushSrcFragmentShader = "\n\ #define INVERSE_2PI 0.1591549430918953358 \n\ - uniform lowp 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)); \ - }"; + uniform lowp sampler2D brushTexture; \n\ + uniform mediump float angle; \n\ + varying highp vec2 A; \n\ + lowp vec4 srcPixel() \n\ + { \n\ + highp float t; \n\ + if (abs(A.y) == abs(A.x)) \n\ + t = (atan(-A.y + 0.002, A.x) + angle) * INVERSE_2PI; \n\ + else \n\ + t = (atan(-A.y, A.x) + angle) * INVERSE_2PI; \n\ + return texture2D(brushTexture, vec2(t - floor(t), 0.5)); \n\ + }\n"; // Radial Gradient Brush -static const char* const qglslPositionWithRadialGradientBrushVertexShader = "\ - attribute highp vec2 vertexCoordsArray;\ - uniform highp mat3 pmvMatrix;\ - uniform mediump vec2 halfViewportSize; \ - uniform highp mat3 brushTransform; \ - uniform highp vec2 fmp; \ - varying highp float b; \ - varying highp vec2 A; \ - void setPosition(void) \ - {\ - vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \ - gl_Position.xy = transformedPos.xy / transformedPos.z; \ - mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \ - mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \ - mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \ - gl_Position = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); \ - A = hTexCoords.xy * invertedHTexCoordsZ; \ - b = 2.0 * dot(A, fmp); \ - }"; +static const char* const qglslPositionWithRadialGradientBrushVertexShader = "\n\ + attribute highp vec2 vertexCoordsArray;\n\ + attribute highp vec3 pmvMatrix1; \n\ + attribute highp vec3 pmvMatrix2; \n\ + attribute highp vec3 pmvMatrix3; \n\ + uniform mediump vec2 halfViewportSize; \n\ + uniform highp mat3 brushTransform; \n\ + uniform highp vec2 fmp; \n\ + varying highp float b; \n\ + varying highp vec2 A; \n\ + void setPosition(void) \n\ + {\n\ + highp mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); \n\ + vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \n\ + gl_Position.xy = transformedPos.xy / transformedPos.z; \n\ + mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \n\ + mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \n\ + mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \n\ + gl_Position = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); \n\ + A = hTexCoords.xy * invertedHTexCoordsZ; \n\ + b = 2.0 * dot(A, fmp); \n\ + }\n"; static const char* const qglslAffinePositionWithRadialGradientBrushVertexShader = qglslPositionWithRadialGradientBrushVertexShader; -static const char* const qglslRadialGradientBrushSrcFragmentShader = "\ - uniform lowp 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); \ - }"; +static const char* const qglslRadialGradientBrushSrcFragmentShader = "\n\ + uniform lowp sampler2D brushTexture; \n\ + uniform highp float fmp2_m_radius2; \n\ + uniform highp float inverse_2_fmp2_m_radius2; \n\ + varying highp float b; \n\ + varying highp vec2 A; \n\ + lowp vec4 srcPixel() \n\ + { \n\ + highp float c = -dot(A, A); \n\ + highp vec2 val = vec2((-b + sqrt(b*b - 4.0*fmp2_m_radius2*c)) * inverse_2_fmp2_m_radius2, 0.5); \n\ + return texture2D(brushTexture, val); \n\ + }\n"; // Texture Brush -static const char* const qglslPositionWithTextureBrushVertexShader = "\ - attribute highp vec2 vertexCoordsArray; \ - uniform highp mat3 pmvMatrix; \ - uniform mediump vec2 halfViewportSize; \ - uniform highp vec2 invertedTextureSize; \ - uniform highp mat3 brushTransform; \ - varying highp vec2 textureCoords; \ - void setPosition(void) { \ - vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \ - gl_Position.xy = transformedPos.xy / transformedPos.z; \ - mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \ - mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \ - mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \ - gl_Position = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); \ - textureCoords.xy = (hTexCoords.xy * invertedTextureSize) * gl_Position.w; \ - }"; +static const char* const qglslPositionWithTextureBrushVertexShader = "\n\ + attribute highp vec2 vertexCoordsArray; \n\ + attribute highp vec3 pmvMatrix1; \n\ + attribute highp vec3 pmvMatrix2; \n\ + attribute highp vec3 pmvMatrix3; \n\ + uniform mediump vec2 halfViewportSize; \n\ + uniform highp vec2 invertedTextureSize; \n\ + uniform highp mat3 brushTransform; \n\ + varying highp vec2 textureCoords; \n\ + void setPosition(void) \n\ + { \n\ + highp mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); \n\ + vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \n\ + gl_Position.xy = transformedPos.xy / transformedPos.z; \n\ + mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \n\ + mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \n\ + mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \n\ + gl_Position = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); \n\ + textureCoords.xy = (hTexCoords.xy * invertedTextureSize) * gl_Position.w; \n\ + }\n"; static const char* const qglslAffinePositionWithTextureBrushVertexShader = qglslPositionWithTextureBrushVertexShader; @@ -275,148 +294,165 @@ static const char* const qglslAffinePositionWithTextureBrushVertexShader // OpenGL ES does not support GL_REPEAT wrap modes for NPOT textures. So instead, // we emulate GL_REPEAT by only taking the fractional part of the texture coords. // TODO: Special case POT textures which don't need this emulation -static const char* const qglslTextureBrushSrcFragmentShader = "\ - varying highp vec2 textureCoords; \ - uniform lowp sampler2D brushTexture; \ - lowp vec4 srcPixel() { \ - return texture2D(brushTexture, fract(textureCoords)); \ - }"; +static const char* const qglslTextureBrushSrcFragmentShader = "\n\ + varying highp vec2 textureCoords; \n\ + uniform lowp sampler2D brushTexture; \n\ + lowp vec4 srcPixel() { \n\ + return texture2D(brushTexture, fract(textureCoords)); \n\ + }\n"; #else -static const char* const qglslTextureBrushSrcFragmentShader = "\ - varying highp vec2 textureCoords; \ - uniform lowp sampler2D brushTexture; \ - lowp vec4 srcPixel() { \ - return texture2D(brushTexture, textureCoords); \ - }"; +static const char* const qglslTextureBrushSrcFragmentShader = "\n\ + varying highp vec2 textureCoords; \n\ + uniform lowp sampler2D brushTexture; \n\ + lowp vec4 srcPixel() \n\ + { \n\ + return texture2D(brushTexture, textureCoords); \n\ + }\n"; #endif -static const char* const qglslTextureBrushSrcWithPatternFragmentShader = "\ - varying highp vec2 textureCoords; \ - uniform lowp vec4 patternColor; \ - uniform lowp sampler2D brushTexture; \ - lowp vec4 srcPixel() { \ - return patternColor * (1.0 - texture2D(brushTexture, textureCoords).r); \ - }"; +static const char* const qglslTextureBrushSrcWithPatternFragmentShader = "\n\ + varying highp vec2 textureCoords; \n\ + uniform lowp vec4 patternColor; \n\ + uniform lowp sampler2D brushTexture; \n\ + lowp vec4 srcPixel() \n\ + { \n\ + return patternColor * (1.0 - texture2D(brushTexture, textureCoords).r); \n\ + }\n"; // 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 lowp sampler2D imageTexture; \ - lowp vec4 srcPixel() { \ - return texture2D(imageTexture, textureCoords); \ - }"; - -static const char* const qglslCustomSrcFragmentShader = "\ - varying highp vec2 textureCoords; \ - uniform lowp sampler2D imageTexture; \ - lowp vec4 customShader(lowp sampler2D texture, highp vec2 coords); \ - lowp vec4 srcPixel() { \ - return customShader(imageTexture, textureCoords); \ - }"; - -static const char* const qglslImageSrcWithPatternFragmentShader = "\ - varying highp vec2 textureCoords; \ - uniform lowp vec4 patternColor; \ - uniform lowp sampler2D imageTexture; \ - lowp vec4 srcPixel() { \ - return patternColor * (1.0 - texture2D(imageTexture, textureCoords).r); \ - }\n"; - -static const char* const qglslNonPremultipliedImageSrcFragmentShader = "\ - varying highp vec2 textureCoords; \ - uniform lowp 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_ImageArrays = "\ - varying lowp float opacity; \ - lowp vec4 srcPixel(); \ - void main() { \ - gl_FragColor = srcPixel() * opacity; \ - }"; - -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 lowp sampler2D maskTexture;\ - lowp vec4 applyMask(lowp vec4 src) \ - {\ - lowp vec4 mask = texture2D(maskTexture, textureCoords); \ - return src * mask.a; \ - }"; +static const char* const qglslSolidBrushSrcFragmentShader = "\n\ + uniform lowp vec4 fragmentColor; \n\ + lowp vec4 srcPixel() \n\ + { \n\ + return fragmentColor; \n\ + }\n"; + +static const char* const qglslImageSrcFragmentShader = "\n\ + varying highp vec2 textureCoords; \n\ + uniform lowp sampler2D imageTexture; \n\ + lowp vec4 srcPixel() \n\ + { \n\ + return texture2D(imageTexture, textureCoords); \n\ + }\n"; + +static const char* const qglslCustomSrcFragmentShader = "\n\ + varying highp vec2 textureCoords; \n\ + uniform lowp sampler2D imageTexture; \n\ + lowp vec4 customShader(lowp sampler2D texture, highp vec2 coords); \n\ + lowp vec4 srcPixel() \n\ + { \n\ + return customShader(imageTexture, textureCoords); \n\ + }\n"; + +static const char* const qglslImageSrcWithPatternFragmentShader = "\n\ + varying highp vec2 textureCoords; \n\ + uniform lowp vec4 patternColor; \n\ + uniform lowp sampler2D imageTexture; \n\ + lowp vec4 srcPixel() \n\ + { \n\ + return patternColor * (1.0 - texture2D(imageTexture, textureCoords).r); \n\ + }\n"; + +static const char* const qglslNonPremultipliedImageSrcFragmentShader = "\n\ + varying highp vec2 textureCoords; \n\ + uniform lowp sampler2D imageTexture; \n\ + lowp vec4 srcPixel() \n\ + { \n\ + lowp vec4 sample = texture2D(imageTexture, textureCoords); \n\ + sample.rgb = sample.rgb * sample.a; \n\ + return sample; \n\ + }\n"; + +static const char* const qglslShockingPinkSrcFragmentShader = "\n\ + lowp vec4 srcPixel() \n\ + { \n\ + return vec4(0.98, 0.06, 0.75, 1.0); \n\ + }\n"; + +static const char* const qglslMainFragmentShader_ImageArrays = "\n\ + varying lowp float opacity; \n\ + lowp vec4 srcPixel(); \n\ + void main() \n\ + { \n\ + gl_FragColor = srcPixel() * opacity; \n\ + }\n"; + +static const char* const qglslMainFragmentShader_CMO = "\n\ + uniform lowp float globalOpacity; \n\ + lowp vec4 srcPixel(); \n\ + lowp vec4 applyMask(lowp vec4); \n\ + lowp vec4 compose(lowp vec4); \n\ + void main() \n\ + { \n\ + gl_FragColor = applyMask(compose(srcPixel()*globalOpacity))); \n\ + }\n"; + +static const char* const qglslMainFragmentShader_CM = "\n\ + lowp vec4 srcPixel(); \n\ + lowp vec4 applyMask(lowp vec4); \n\ + lowp vec4 compose(lowp vec4); \n\ + void main() \n\ + { \n\ + gl_FragColor = applyMask(compose(srcPixel())); \n\ + }\n"; + +static const char* const qglslMainFragmentShader_MO = "\n\ + uniform lowp float globalOpacity; \n\ + lowp vec4 srcPixel(); \n\ + lowp vec4 applyMask(lowp vec4); \n\ + void main() \n\ + { \n\ + gl_FragColor = applyMask(srcPixel()*globalOpacity); \n\ + }\n"; + +static const char* const qglslMainFragmentShader_M = "\n\ + lowp vec4 srcPixel(); \n\ + lowp vec4 applyMask(lowp vec4); \n\ + void main() \n\ + { \n\ + gl_FragColor = applyMask(srcPixel()); \n\ + }\n"; + +static const char* const qglslMainFragmentShader_CO = "\n\ + uniform lowp float globalOpacity; \n\ + lowp vec4 srcPixel(); \n\ + lowp vec4 compose(lowp vec4); \n\ + void main() \n\ + { \n\ + gl_FragColor = compose(srcPixel()*globalOpacity); \n\ + }\n"; + +static const char* const qglslMainFragmentShader_C = "\n\ + lowp vec4 srcPixel(); \n\ + lowp vec4 compose(lowp vec4); \n\ + void main() \n\ + { \n\ + gl_FragColor = compose(srcPixel()); \n\ + }\n"; + +static const char* const qglslMainFragmentShader_O = "\n\ + uniform lowp float globalOpacity; \n\ + lowp vec4 srcPixel(); \n\ + void main() \n\ + { \n\ + gl_FragColor = srcPixel()*globalOpacity; \n\ + }\n"; + +static const char* const qglslMainFragmentShader = "\n\ + lowp vec4 srcPixel(); \n\ + void main() \n\ + { \n\ + gl_FragColor = srcPixel(); \n\ + }\n"; + +static const char* const qglslMaskFragmentShader = "\n\ + varying highp vec2 textureCoords;\n\ + uniform lowp sampler2D maskTexture;\n\ + lowp vec4 applyMask(lowp vec4 src) \n\ + {\n\ + lowp vec4 mask = texture2D(maskTexture, textureCoords); \n\ + return src * mask.a; \n\ + }\n"; // For source over with subpixel antialiasing, the final color is calculated per component as follows // (.a is alpha component, .c is red, green or blue component): @@ -433,23 +469,23 @@ static const char* const qglslMaskFragmentShader = "\ // dest.c = dest.c * (1 - mask.c) + src.c * alpha // -static const char* const qglslRgbMaskFragmentShaderPass1 = "\ - varying highp vec2 textureCoords;\ - uniform lowp sampler2D maskTexture;\ - lowp vec4 applyMask(lowp vec4 src) \ - {\ - lowp vec4 mask = texture2D(maskTexture, textureCoords); \ - return src.a * mask; \ - }"; - -static const char* const qglslRgbMaskFragmentShaderPass2 = "\ - varying highp vec2 textureCoords;\ - uniform lowp sampler2D maskTexture;\ - lowp vec4 applyMask(lowp vec4 src) \ - {\ - lowp vec4 mask = texture2D(maskTexture, textureCoords); \ - return src * mask; \ - }"; +static const char* const qglslRgbMaskFragmentShaderPass1 = "\n\ + varying highp vec2 textureCoords;\n\ + uniform lowp sampler2D maskTexture;\n\ + lowp vec4 applyMask(lowp vec4 src) \n\ + { \n\ + lowp vec4 mask = texture2D(maskTexture, textureCoords); \n\ + return src.a * mask; \n\ + }\n"; + +static const char* const qglslRgbMaskFragmentShaderPass2 = "\n\ + varying highp vec2 textureCoords;\n\ + uniform lowp sampler2D maskTexture;\n\ + lowp vec4 applyMask(lowp vec4 src) \n\ + { \n\ + lowp vec4 mask = texture2D(maskTexture, textureCoords); \n\ + return src * mask; \n\ + }\n"; /* Left to implement: diff --git a/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp b/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp index 544d327..eff02b2 100644 --- a/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp +++ b/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp @@ -169,12 +169,6 @@ void QGL2PaintEngineExPrivate::useSimpleShader() if (matrixDirty) updateMatrix(); - - if (simpleShaderMatrixUniformDirty) { - const GLuint location = shaderManager->simpleProgram()->uniformLocation("pmvMatrix"); - glUniformMatrix3fv(location, 1, GL_FALSE, (GLfloat*)pmvMatrix); - simpleShaderMatrixUniformDirty = false; - } } void QGL2PaintEngineExPrivate::updateBrushTexture() @@ -393,9 +387,11 @@ void QGL2PaintEngineExPrivate::updateMatrix() matrixDirty = false; - // The actual data has been updated so both shader program's uniforms need updating - simpleShaderMatrixUniformDirty = true; - shaderMatrixUniformDirty = true; + // Set the PMV matrix attribute. As we use an attributes rather than uniforms, we only + // need to do this once for every matrix change and persists across all shader programs. + glVertexAttrib3fv(QT_PMV_MATRIX_1_ATTR, pmvMatrix[0]); + glVertexAttrib3fv(QT_PMV_MATRIX_2_ATTR, pmvMatrix[1]); + glVertexAttrib3fv(QT_PMV_MATRIX_3_ATTR, pmvMatrix[2]); dasher.setInvScale(inverseScale); stroker.setInvScale(inverseScale); @@ -563,6 +559,9 @@ void QGL2PaintEngineExPrivate::resetGLState() glStencilMask(0xff); glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); glStencilFunc(GL_ALWAYS, 0, 0xff); + glDisableVertexAttribArray(QT_TEXTURE_COORDS_ATTR); + glDisableVertexAttribArray(QT_VERTEX_COORDS_ATTR); + glDisableVertexAttribArray(QT_OPACITY_ATTR); } void QGL2PaintEngineEx::endNativePainting() @@ -933,18 +932,12 @@ bool QGL2PaintEngineExPrivate::prepareForDraw(bool srcPixelsAreOpaque) if (changed) { // The shader program has changed so mark all uniforms as dirty: brushUniformsDirty = true; - shaderMatrixUniformDirty = true; opacityUniformDirty = true; } if (brushUniformsDirty && mode != ImageDrawingMode && mode != ImageArrayDrawingMode) updateBrushUniforms(); - if (shaderMatrixUniformDirty) { - glUniformMatrix3fv(location(QGLEngineShaderManager::PmvMatrix), 1, GL_FALSE, (GLfloat*)pmvMatrix); - shaderMatrixUniformDirty = false; - } - if (opacityMode == QGLEngineShaderManager::UniformOpacity && opacityUniformDirty) { shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::GlobalOpacity), (GLfloat)q->state()->opacity); opacityUniformDirty = false; @@ -2065,11 +2058,8 @@ void QGL2PaintEngineEx::setState(QPainterState *new_state) if (old_state == s || old_state->renderHintsChanged) renderHintsChanged(); - if (old_state == s || old_state->matrixChanged) { + if (old_state == s || old_state->matrixChanged) d->matrixDirty = true; - d->simpleShaderMatrixUniformDirty = true; - d->shaderMatrixUniformDirty = true; - } if (old_state == s || old_state->compositionModeChanged) d->compositionModeDirty = true; diff --git a/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h b/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h index 4ef1bb9..70a1621 100644 --- a/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h +++ b/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h @@ -254,8 +254,6 @@ public: bool compositionModeDirty; bool brushTextureDirty; bool brushUniformsDirty; - bool simpleShaderMatrixUniformDirty; - bool shaderMatrixUniformDirty; bool opacityUniformDirty; bool stencilClean; // Has the stencil not been used for clipping so far? diff --git a/src/opengl/gl2paintengineex/qtextureglyphcache_gl.cpp b/src/opengl/gl2paintengineex/qtextureglyphcache_gl.cpp index 0720170..fed1658 100644 --- a/src/opengl/gl2paintengineex/qtextureglyphcache_gl.cpp +++ b/src/opengl/gl2paintengineex/qtextureglyphcache_gl.cpp @@ -1,6 +1,6 @@ /**************************************************************************** ** -** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies). +** Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies). ** All rights reserved. ** Contact: Nokia Corporation (qt-info@nokia.com) ** diff --git a/src/opengl/gl2paintengineex/qtextureglyphcache_gl_p.h b/src/opengl/gl2paintengineex/qtextureglyphcache_gl_p.h index 393893c..2a8a782 100644 --- a/src/opengl/gl2paintengineex/qtextureglyphcache_gl_p.h +++ b/src/opengl/gl2paintengineex/qtextureglyphcache_gl_p.h @@ -1,6 +1,6 @@ /**************************************************************************** ** -** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies). +** Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies). ** All rights reserved. ** Contact: Nokia Corporation (qt-info@nokia.com) ** diff --git a/src/opengl/qgl.cpp b/src/opengl/qgl.cpp index 3f32cf3..dd977cb 100644 --- a/src/opengl/qgl.cpp +++ b/src/opengl/qgl.cpp @@ -1590,10 +1590,8 @@ QGLTextureCache::QGLTextureCache() Q_ASSERT(qt_gl_texture_cache == 0); qt_gl_texture_cache = this; - QImagePixmapCleanupHooks::instance()->addPixmapModificationHook(cleanupTextures); -#ifdef Q_WS_X11 - QImagePixmapCleanupHooks::instance()->addPixmapDestructionHook(cleanupPixmapSurfaces); -#endif + QImagePixmapCleanupHooks::instance()->addPixmapDataModificationHook(cleanupTextures); + QImagePixmapCleanupHooks::instance()->addPixmapDataDestructionHook(cleanupBeforePixmapDestruction); QImagePixmapCleanupHooks::instance()->addImageHook(imageCleanupHook); } @@ -1601,10 +1599,8 @@ QGLTextureCache::~QGLTextureCache() { qt_gl_texture_cache = 0; - QImagePixmapCleanupHooks::instance()->removePixmapModificationHook(cleanupTextures); -#ifdef Q_WS_X11 - QImagePixmapCleanupHooks::instance()->removePixmapDestructionHook(cleanupPixmapSurfaces); -#endif + QImagePixmapCleanupHooks::instance()->removePixmapDataModificationHook(cleanupTextures); + QImagePixmapCleanupHooks::instance()->removePixmapDataDestructionHook(cleanupBeforePixmapDestruction); QImagePixmapCleanupHooks::instance()->removeImageHook(imageCleanupHook); } @@ -1672,30 +1668,30 @@ void QGLTextureCache::imageCleanupHook(qint64 cacheKey) } -void QGLTextureCache::cleanupTextures(QPixmap* pixmap) +void QGLTextureCache::cleanupTextures(QPixmapData* pmd) { // ### remove when the GL texture cache becomes thread-safe if (qApp->thread() == QThread::currentThread()) { - const qint64 cacheKey = pixmap->cacheKey(); + const qint64 cacheKey = pmd->cacheKey(); QGLTexture *texture = instance()->getTexture(cacheKey); if (texture && texture->options & QGLContext::MemoryManagedBindOption) instance()->remove(cacheKey); } } -#if defined(Q_WS_X11) -void QGLTextureCache::cleanupPixmapSurfaces(QPixmap* pixmap) +void QGLTextureCache::cleanupBeforePixmapDestruction(QPixmapData* pmd) { // Remove any bound textures first: - cleanupTextures(pixmap); + cleanupTextures(pmd); + Q_ASSERT(instance()->getTexture(pmd->cacheKey()) == 0); - QPixmapData *pd = pixmap->data_ptr().data(); - if (pd->classId() == QPixmapData::X11Class) { - Q_ASSERT(pd->ref == 1); // Make sure reference counting isn't broken - QGLContextPrivate::destroyGlSurfaceForPixmap(pd); +#if defined(Q_WS_X11) + if (pmd->classId() == QPixmapData::X11Class) { + Q_ASSERT(pmd->ref == 0); // Make sure reference counting isn't broken + QGLContextPrivate::destroyGlSurfaceForPixmap(pmd); } -} #endif +} void QGLTextureCache::deleteIfEmpty() { @@ -4393,6 +4389,13 @@ static void qt_gl_draw_text(QPainter *p, int x, int y, const QString &str, \note This function temporarily disables depth-testing when the text is drawn. + \note This function can only be used inside a + QPainter::beginNativePainting()/QPainter::endNativePainting() block + if the default OpenGL paint engine is QPaintEngine::OpenGL. To make + QPaintEngine::OpenGL the default GL engine, call + QGL::setPreferredPaintEngine(QPaintEngine::OpenGL) before the + QApplication constructor. + \l{Overpainting Example}{Overpaint} with QPainter::drawText() instead. */ @@ -4412,8 +4415,17 @@ void QGLWidget::renderText(int x, int y, const QString &str, const QFont &font, bool auto_swap = autoBufferSwap(); QPaintEngine::Type oldEngineType = qgl_engine_selector()->preferredPaintEngine(); - qgl_engine_selector()->setPreferredPaintEngine(QPaintEngine::OpenGL); + QPaintEngine *engine = paintEngine(); + if (engine && (oldEngineType == QPaintEngine::OpenGL2) && engine->isActive()) { + qWarning("QGLWidget::renderText(): Calling renderText() while a GL 2 paint engine is" + " active on the same device is not allowed."); + return; + } + + // this changes what paintEngine() returns + qgl_engine_selector()->setPreferredPaintEngine(QPaintEngine::OpenGL); + engine = paintEngine(); QPainter *p; bool reuse_painter = false; if (engine->isActive()) { @@ -4506,8 +4518,17 @@ void QGLWidget::renderText(double x, double y, double z, const QString &str, con win_y = height - win_y; // y is inverted QPaintEngine::Type oldEngineType = qgl_engine_selector()->preferredPaintEngine(); - qgl_engine_selector()->setPreferredPaintEngine(QPaintEngine::OpenGL); QPaintEngine *engine = paintEngine(); + + if (engine && (oldEngineType == QPaintEngine::OpenGL2) && engine->isActive()) { + qWarning("QGLWidget::renderText(): Calling renderText() while a GL 2 paint engine is" + " active on the same device is not allowed."); + return; + } + + // this changes what paintEngine() returns + qgl_engine_selector()->setPreferredPaintEngine(QPaintEngine::OpenGL); + engine = paintEngine(); QPainter *p; bool reuse_painter = false; bool use_depth_testing = glIsEnabled(GL_DEPTH_TEST); diff --git a/src/opengl/qgl_p.h b/src/opengl/qgl_p.h index 0104f07..713b067 100644 --- a/src/opengl/qgl_p.h +++ b/src/opengl/qgl_p.h @@ -522,7 +522,7 @@ public: QSize bindCompressedTexturePVR(const char *buf, int len); }; -class QGLTextureCache { +class Q_AUTOTEST_EXPORT QGLTextureCache { public: QGLTextureCache(); ~QGLTextureCache(); @@ -539,11 +539,8 @@ public: static QGLTextureCache *instance(); static void deleteIfEmpty(); static void imageCleanupHook(qint64 cacheKey); - static void cleanupTextures(QPixmap* pixmap); -#ifdef Q_WS_X11 - // X11 needs to catch pixmap data destruction to delete EGL/GLX pixmap surfaces - static void cleanupPixmapSurfaces(QPixmap* pixmap); -#endif + static void cleanupTextures(QPixmapData* pixmap); + static void cleanupBeforePixmapDestruction(QPixmapData* pixmap); private: QCache<qint64, QGLTexture> m_cache; diff --git a/src/opengl/qgl_x11.cpp b/src/opengl/qgl_x11.cpp index f4cc7c7..61a16be 100644 --- a/src/opengl/qgl_x11.cpp +++ b/src/opengl/qgl_x11.cpp @@ -1651,8 +1651,12 @@ static bool qt_resolveTextureFromPixmap(QPaintDevice *paintDevice) { return false; // Can't use TFP without NPOT } + const QX11Info *xinfo = qt_x11Info(paintDevice); - QGLExtensionMatcher extensions(glXQueryExtensionsString(xinfo->display(), xinfo->screen())); + Display *display = xinfo ? xinfo->display() : X11->display; + int screen = xinfo ? xinfo->screen() : X11->defaultScreen; + + QGLExtensionMatcher extensions(glXQueryExtensionsString(display, screen)); if (extensions.match("GLX_EXT_texture_from_pixmap")) { glXBindTexImageEXT = (qt_glXBindTexImageEXT) qglx_getProcAddress("glXBindTexImageEXT"); glXReleaseTexImageEXT = (qt_glXReleaseTexImageEXT) qglx_getProcAddress("glXReleaseTexImageEXT"); diff --git a/src/opengl/qglpixmapfilter.cpp b/src/opengl/qglpixmapfilter.cpp index 11011ee..37bb7c0 100644 --- a/src/opengl/qglpixmapfilter.cpp +++ b/src/opengl/qglpixmapfilter.cpp @@ -319,14 +319,14 @@ public: ~QGLBlurTextureCache(); QGLBlurTextureInfo *takeBlurTextureInfo(const QPixmap &pixmap); - bool hasBlurTextureInfo(const QPixmap &pixmap) const; + bool hasBlurTextureInfo(quint64 cacheKey) const; void insertBlurTextureInfo(const QPixmap &pixmap, QGLBlurTextureInfo *info); - void clearBlurTextureInfo(const QPixmap &pixmap); + void clearBlurTextureInfo(quint64 cacheKey); void timerEvent(QTimerEvent *event); private: - static void pixmapDestroyed(QPixmap *pixmap); + static void pixmapDestroyed(QPixmapData *pixmap); QCache<quint64, QGLBlurTextureInfo > cache; @@ -379,21 +379,21 @@ QGLBlurTextureInfo *QGLBlurTextureCache::takeBlurTextureInfo(const QPixmap &pixm return cache.take(pixmap.cacheKey()); } -void QGLBlurTextureCache::clearBlurTextureInfo(const QPixmap &pixmap) +void QGLBlurTextureCache::clearBlurTextureInfo(quint64 cacheKey) { - cache.remove(pixmap.cacheKey()); + cache.remove(cacheKey); } -bool QGLBlurTextureCache::hasBlurTextureInfo(const QPixmap &pixmap) const +bool QGLBlurTextureCache::hasBlurTextureInfo(quint64 cacheKey) const { - return cache.contains(pixmap.cacheKey()); + return cache.contains(cacheKey); } void QGLBlurTextureCache::insertBlurTextureInfo(const QPixmap &pixmap, QGLBlurTextureInfo *info) { static bool hookAdded = false; if (!hookAdded) { - QImagePixmapCleanupHooks::instance()->addPixmapDestructionHook(pixmapDestroyed); + QImagePixmapCleanupHooks::instance()->addPixmapDataDestructionHook(pixmapDestroyed); hookAdded = true; } @@ -406,11 +406,11 @@ void QGLBlurTextureCache::insertBlurTextureInfo(const QPixmap &pixmap, QGLBlurTe timerId = startTimer(8000); } -void QGLBlurTextureCache::pixmapDestroyed(QPixmap *pixmap) +void QGLBlurTextureCache::pixmapDestroyed(QPixmapData *pmd) { foreach (QGLBlurTextureCache *cache, blurTextureCaches) { - if (cache->hasBlurTextureInfo(*pixmap)) - cache->clearBlurTextureInfo(*pixmap); + if (cache->hasBlurTextureInfo(pmd->cacheKey())) + cache->clearBlurTextureInfo(pmd->cacheKey()); } } diff --git a/src/opengl/qglshaderprogram.cpp b/src/opengl/qglshaderprogram.cpp index 5e2f1f5..79484fa 100644 --- a/src/opengl/qglshaderprogram.cpp +++ b/src/opengl/qglshaderprogram.cpp @@ -106,6 +106,19 @@ QT_BEGIN_NAMESPACE \snippet doc/src/snippets/code/src_opengl_qglshaderprogram.cpp 2 + \section1 Binary shaders and programs + + Binary shaders may be specified using \c{glShaderBinary()} on + the return value from QGLShader::shaderId(). The QGLShader instance + containing the binary can then be added to the shader program with + addShader() and linked in the usual fashion with link(). + + Binary programs may be specified using \c{glProgramBinaryOES()} + on the return value from programId(). Then the application should + call link(), which will notice that the program has already been + specified and linked, allowing other operations to be performed + on the shader program. + \sa QGLShader */ @@ -632,8 +645,6 @@ bool QGLShaderProgram::addShader(QGLShader *shader) qWarning("QGLShaderProgram::addShader: Program and shader are not associated with same context."); return false; } - if (!shader->d_func()->compiled) - return false; if (!shader->d_func()->shaderGuard.id()) return false; glAttachShader(d->programGuard.id(), shader->d_func()->shaderGuard.id()); @@ -820,8 +831,20 @@ bool QGLShaderProgram::link() GLuint program = d->programGuard.id(); if (!program) return false; + GLint value; + if (d->shaders.isEmpty()) { + // If there are no explicit shaders, then it is possible that the + // application added a program binary with glProgramBinaryOES(), + // or otherwise populated the shaders itself. Check to see if the + // program is already linked and bail out if so. + value = 0; + glGetProgramiv(program, GL_LINK_STATUS, &value); + d->linked = (value != 0); + if (d->linked) + return true; + } glLinkProgram(program); - GLint value = 0; + value = 0; glGetProgramiv(program, GL_LINK_STATUS, &value); d->linked = (value != 0); value = 0; @@ -928,6 +951,15 @@ void QGLShaderProgram::release() GLuint QGLShaderProgram::programId() const { Q_D(const QGLShaderProgram); + GLuint id = d->programGuard.id(); + if (id) + return id; + + // Create the identifier if we don't have one yet. This is for + // applications that want to create the attached shader configuration + // themselves, particularly those using program binaries. + if (!const_cast<QGLShaderProgram *>(this)->init()) + return 0; return d->programGuard.id(); } diff --git a/src/opengl/qpixmapdata_gl.cpp b/src/opengl/qpixmapdata_gl.cpp index 1bfb6e3..aa80664 100644 --- a/src/opengl/qpixmapdata_gl.cpp +++ b/src/opengl/qpixmapdata_gl.cpp @@ -341,7 +341,7 @@ void QGLPixmapData::ensureCreated() const if (!m_source.isNull()) { if (external_format == GL_RGB) { - const QImage tx = m_source.convertToFormat(QImage::Format_RGB888); + const QImage tx = m_source.convertToFormat(QImage::Format_RGB888).mirrored(false, true); glBindTexture(target, m_texture.id); glTexSubImage2D(target, 0, 0, 0, w, h, external_format, diff --git a/src/opengl/qpixmapdata_x11gl_egl.cpp b/src/opengl/qpixmapdata_x11gl_egl.cpp index a5e0239..55aa1d0 100644 --- a/src/opengl/qpixmapdata_x11gl_egl.cpp +++ b/src/opengl/qpixmapdata_x11gl_egl.cpp @@ -39,10 +39,19 @@ ** ****************************************************************************/ +#include <QDebug> + #include <private/qgl_p.h> #include <private/qegl_p.h> #include <private/qeglproperties_p.h> + +#if !defined(QT_OPENGL_ES_1) && !defined(QT_OPENGL_ES_1_CL) #include <private/qpaintengineex_opengl2_p.h> +#endif + +#ifndef QT_OPENGL_ES_2 +#include <private/qpaintengine_opengl_p.h> +#endif #include "qpixmapdata_x11gl_p.h" @@ -187,7 +196,14 @@ QX11GLPixmapData::~QX11GLPixmapData() { } -static QGL2PaintEngineEx* qt_gl2_engine_for_pixmaps = 0; +#if !defined(QT_OPENGL_ES_1) && !defined(QT_OPENGL_ES_1_CL) +Q_GLOBAL_STATIC(QGL2PaintEngineEx, qt_gl_pixmap_2_engine) +#endif + +#ifndef QT_OPENGL_ES_2 +Q_GLOBAL_STATIC(QOpenGLPaintEngine, qt_gl_pixmap_engine) +#endif + QPaintEngine* QX11GLPixmapData::paintEngine() const { @@ -202,18 +218,41 @@ QPaintEngine* QX11GLPixmapData::paintEngine() const : qPixmapRGBSharedEglContext); } - if (!qt_gl2_engine_for_pixmaps) - qt_gl2_engine_for_pixmaps = new QGL2PaintEngineEx(); + QPaintEngine* engine; + +#if defined(QT_OPENGL_ES_1) || defined(QT_OPENGL_ES_1_CL) + engine = qt_gl_pixmap_engine(); +#elif defined(QT_OPENGL_ES_2) + engine = qt_gl_pixmap_2_engine(); +#else + if (qt_gl_preferGL2Engine()) + engine = qt_gl_pixmap_2_engine(); + else + engine = qt_gl_pixmap_engine(); +#endif + + // Support multiple painters on multiple pixmaps simultaniously - if (qt_gl2_engine_for_pixmaps->isActive()) { + if (engine->isActive()) { qWarning("Pixmap paint engine already active"); - QPaintEngine* engine = new QGL2PaintEngineEx(); + +#if defined(QT_OPENGL_ES_1) || defined(QT_OPENGL_ES_1_CL) + engine = new QOpenGLPaintEngine; +#elif defined(QT_OPENGL_ES_2) + engine = new QGL2PaintEngineEx; +#else + if (qt_gl_preferGL2Engine()) + engine = new QGL2PaintEngineEx; + else + engine = new QOpenGLPaintEngine; +#endif + engine->setAutoDestruct(true); return engine; } - return qt_gl2_engine_for_pixmaps; + return engine; } void QX11GLPixmapData::beginPaint() |