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-rw-r--r--src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h2
-rw-r--r--src/opengl/qglpixmapfilter.cpp167
-rw-r--r--src/sql/kernel/qsqlquery.cpp9
-rw-r--r--src/sql/kernel/qsqlresult.cpp7
4 files changed, 179 insertions, 6 deletions
diff --git a/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h b/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h
index 4f42082..12123f3 100644
--- a/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h
+++ b/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h
@@ -278,6 +278,8 @@ public:
QScopedPointer<QPixmapFilter> colorizeFilter;
QScopedPointer<QPixmapFilter> blurFilter;
QScopedPointer<QPixmapFilter> fastBlurFilter;
+ QScopedPointer<QPixmapFilter> dropShadowFilter;
+ QScopedPointer<QPixmapFilter> fastDropShadowFilter;
};
QT_END_NAMESPACE
diff --git a/src/opengl/qglpixmapfilter.cpp b/src/opengl/qglpixmapfilter.cpp
index 1ae3866..0603369 100644
--- a/src/opengl/qglpixmapfilter.cpp
+++ b/src/opengl/qglpixmapfilter.cpp
@@ -104,11 +104,12 @@ public:
void setUniforms(QGLShaderProgram *program);
+ static QByteArray generateGaussianShader(int radius, bool dropShadow = false);
+
protected:
bool processGL(QPainter *painter, const QPointF &pos, const QPixmap &src, const QRectF &srcRect) const;
private:
- static QByteArray generateGaussianShader(int radius);
mutable QSize m_textureSize;
mutable bool m_horizontalBlur;
@@ -118,6 +119,25 @@ private:
mutable Qt::RenderHint m_hint;
};
+class QGLPixmapDropShadowFilter : public QGLCustomShaderStage, public QGLPixmapFilter<QPixmapDropShadowFilter>
+{
+public:
+ QGLPixmapDropShadowFilter(Qt::RenderHint hint);
+
+ void setUniforms(QGLShaderProgram *program);
+
+protected:
+ bool processGL(QPainter *painter, const QPointF &pos, const QPixmap &src, const QRectF &srcRect) const;
+
+private:
+ mutable QSize m_textureSize;
+ mutable bool m_horizontalBlur;
+
+ mutable bool m_haveCached;
+ mutable int m_cachedRadius;
+ mutable Qt::RenderHint m_hint;
+};
+
extern QGLWidget *qt_gl_share_widget();
QPixmapFilter *QGL2PaintEngineEx::pixmapFilter(int type, const QPixmapFilter *prototype)
@@ -141,6 +161,18 @@ QPixmapFilter *QGL2PaintEngineEx::pixmapFilter(int type, const QPixmapFilter *pr
return d->blurFilter.data();
}
+ case QPixmapFilter::DropShadowFilter: {
+ const QPixmapDropShadowFilter *proto = static_cast<const QPixmapDropShadowFilter *>(prototype);
+ if (proto->blurRadius() <= 5) {
+ if (!d->fastDropShadowFilter)
+ d->fastDropShadowFilter.reset(new QGLPixmapDropShadowFilter(Qt::PerformanceHint));
+ return d->fastDropShadowFilter.data();
+ }
+ if (!d->dropShadowFilter)
+ d->dropShadowFilter.reset(new QGLPixmapDropShadowFilter(Qt::QualityHint));
+ return d->dropShadowFilter.data();
+ }
+
case QPixmapFilter::ConvolutionFilter:
if (!d->convolutionFilter)
d->convolutionFilter.reset(new QGLPixmapConvolutionFilter);
@@ -279,6 +311,20 @@ static const char *qt_gl_blur_filter_fast =
" return color * (1.0 / float(samples));"
"}";
+static const char *qt_gl_drop_shadow_filter_fast =
+ "const int samples = 9;"
+ "uniform mediump vec2 delta;"
+ "uniform mediump vec4 shadowColor;"
+ "lowp vec4 customShader(lowp sampler2D src, highp vec2 srcCoords) {"
+ " mediump vec4 color = vec4(0.0, 0.0, 0.0, 0.0);"
+ " mediump float offset = (float(samples) - 1.0) / 2.0;"
+ " for (int i = 0; i < samples; i++) {"
+ " mediump vec2 coord = srcCoords + delta * (offset - float(i)) / offset;"
+ " color += texture2D(src, coord).a * shadowColor;"
+ " }"
+ " return color * (1.0 / float(samples));"
+ "}";
+
QGLPixmapBlurFilter::QGLPixmapBlurFilter(Qt::RenderHint hint)
: m_haveCached(false)
, m_cachedRadius(5)
@@ -380,7 +426,7 @@ static inline qreal gaussian(qreal dx, qreal sigma)
return exp(-dx * dx / (2 * sigma * sigma)) / (Q_2PI * sigma * sigma);
}
-QByteArray QGLPixmapBlurFilter::generateGaussianShader(int radius)
+QByteArray QGLPixmapBlurFilter::generateGaussianShader(int radius, bool dropShadow)
{
Q_ASSERT(radius >= 1);
@@ -388,6 +434,8 @@ QByteArray QGLPixmapBlurFilter::generateGaussianShader(int radius)
source.reserve(1000);
source.append("uniform highp vec2 delta;\n");
+ if (dropShadow)
+ source.append("uniform mediump vec4 shadowColor;\n");
source.append("lowp vec4 customShader(lowp sampler2D src, highp vec2 srcCoords) {\n");
QVector<qreal> sampleOffsets;
@@ -444,7 +492,10 @@ QByteArray QGLPixmapBlurFilter::generateGaussianShader(int radius)
source.append(coordinate);
source.append(";\n");
- source.append(" sample += texture2D(src, coord)");
+ if (dropShadow)
+ source.append(" sample += texture2D(src, coord).a * shadowColor");
+ else
+ source.append(" sample += texture2D(src, coord)");
weightSum += weights.at(i);
if (weights.at(i) != qreal(1)) {
@@ -463,4 +514,114 @@ QByteArray QGLPixmapBlurFilter::generateGaussianShader(int radius)
return source;
}
+QGLPixmapDropShadowFilter::QGLPixmapDropShadowFilter(Qt::RenderHint hint)
+ : m_haveCached(false)
+ , m_cachedRadius(5)
+ , m_hint(hint)
+{
+ if (hint == Qt::PerformanceHint) {
+ QGLPixmapDropShadowFilter *filter = const_cast<QGLPixmapDropShadowFilter *>(this);
+ filter->setSource(qt_gl_drop_shadow_filter_fast);
+ m_haveCached = true;
+ }
+}
+
+bool QGLPixmapDropShadowFilter::processGL(QPainter *painter, const QPointF &pos, const QPixmap &src, const QRectF &srcRect) const
+{
+ QGLPixmapDropShadowFilter *filter = const_cast<QGLPixmapDropShadowFilter *>(this);
+
+ int radius = this->blurRadius();
+ if (!m_haveCached || (m_hint == Qt::QualityHint && radius != m_cachedRadius)) {
+ // Only regenerate the shader from source if parameters have changed.
+ m_haveCached = true;
+ m_cachedRadius = radius;
+ filter->setSource(QGLPixmapBlurFilter::generateGaussianShader(radius, true));
+ }
+
+ QGLFramebufferObjectFormat format;
+ format.setInternalTextureFormat(GLenum(src.hasAlphaChannel() ? GL_RGBA : GL_RGB));
+ QGLFramebufferObject *fbo = qgl_fbo_pool()->acquire(src.size(), format);
+
+ if (!fbo)
+ return false;
+
+ glBindTexture(GL_TEXTURE_2D, fbo->texture());
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glBindTexture(GL_TEXTURE_2D, 0);
+
+ // prepare for updateUniforms
+ m_textureSize = src.size();
+
+ // horizontal pass, to pixmap
+ m_horizontalBlur = true;
+
+ QPainter fboPainter(fbo);
+
+ if (src.hasAlphaChannel()) {
+ glClearColor(0, 0, 0, 0);
+ glClear(GL_COLOR_BUFFER_BIT);
+ }
+
+ // ensure GL_LINEAR filtering is used
+ fboPainter.setRenderHint(QPainter::SmoothPixmapTransform);
+ filter->setOnPainter(&fboPainter);
+ fboPainter.drawPixmap(0, 0, src);
+ filter->removeFromPainter(&fboPainter);
+ fboPainter.end();
+
+ QGL2PaintEngineEx *engine = static_cast<QGL2PaintEngineEx *>(painter->paintEngine());
+
+ // vertical pass, to painter
+ m_horizontalBlur = false;
+
+ painter->save();
+ // ensure GL_LINEAR filtering is used
+ painter->setRenderHint(QPainter::SmoothPixmapTransform);
+ filter->setOnPainter(painter);
+ QPointF ofs = offset();
+ engine->drawTexture(src.rect().translated(pos.x() + ofs.x(), pos.y() + ofs.y()), fbo->texture(), fbo->size(), src.rect().translated(0, fbo->height() - src.height()));
+ filter->removeFromPainter(painter);
+ painter->restore();
+
+ qgl_fbo_pool()->release(fbo);
+
+ // Now draw the actual pixmap over the top.
+ painter->drawPixmap(pos, src, srcRect);
+
+ return true;
+}
+
+void QGLPixmapDropShadowFilter::setUniforms(QGLShaderProgram *program)
+{
+ QColor col = color();
+ if (m_horizontalBlur) {
+ program->setUniformValue("shadowColor", 1.0f, 1.0f, 1.0f, 1.0f);
+ } else {
+ qreal alpha = col.alphaF();
+ program->setUniformValue("shadowColor", col.redF() * alpha,
+ col.greenF() * alpha,
+ col.blueF() * alpha,
+ alpha);
+ }
+ if (m_hint == Qt::QualityHint) {
+ if (m_horizontalBlur)
+ program->setUniformValue("delta", 1.0 / m_textureSize.width(), 0.0);
+ else
+ program->setUniformValue("delta", 0.0, 1.0 / m_textureSize.height());
+ } else {
+ // 1.4 is chosen to most closely match the blurriness of the gaussian blur
+ // at low radii
+ qreal blur = blurRadius() / 1.4f;
+
+ if (m_horizontalBlur)
+ program->setUniformValue("delta", blur / m_textureSize.width(), 0.0);
+ else
+ program->setUniformValue("delta", 0.0, blur / m_textureSize.height());
+ }
+}
+
QT_END_NAMESPACE
diff --git a/src/sql/kernel/qsqlquery.cpp b/src/sql/kernel/qsqlquery.cpp
index dfe30e7..5125546 100644
--- a/src/sql/kernel/qsqlquery.cpp
+++ b/src/sql/kernel/qsqlquery.cpp
@@ -811,13 +811,18 @@ bool QSqlQuery::isForwardOnly() const
Forward only mode can be (depending on the driver) more memory
efficient since results do not need to be cached. It will also
improve performance on some databases. For this to be true, you must
- call \c setForwardMode() before the query is prepared or executed.
+ call \c setForwardOnly() before the query is prepared or executed.
Note that the constructor that takes a query and a database may
execute the query.
Forward only mode is off by default.
- \sa isForwardOnly(), next(), seek()
+ Setting forward only to false is a suggestion to the database engine,
+ which has the final say on whether a result set is forward only or
+ scrollable. isForwardOnly() will always return the correct status of
+ the result set.
+
+ \sa isForwardOnly(), next(), seek(), QSqlResult::setForwardOnly()
*/
void QSqlQuery::setForwardOnly(bool forward)
{
diff --git a/src/sql/kernel/qsqlresult.cpp b/src/sql/kernel/qsqlresult.cpp
index 791b8a6..efca595 100644
--- a/src/sql/kernel/qsqlresult.cpp
+++ b/src/sql/kernel/qsqlresult.cpp
@@ -559,7 +559,12 @@ bool QSqlResult::isForwardOnly() const
mode needs much less memory since results do not have to be
cached. By default, this feature is disabled.
- \sa isForwardOnly(), fetchNext()
+ Setting forward only to false is a suggestion to the database engine,
+ which has the final say on whether a result set is forward only or
+ scrollable. isForwardOnly() will always return the correct status of
+ the result set.
+
+ \sa isForwardOnly(), fetchNext(), QSqlQuery::setForwardOnly()
*/
void QSqlResult::setForwardOnly(bool forward)
{