diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/gui/painting/qpaintengineex.cpp | 80 | ||||
-rw-r--r-- | src/gui/painting/qpaintengineex_p.h | 32 | ||||
-rw-r--r-- | src/gui/painting/qpainter.h | 1 | ||||
-rw-r--r-- | src/opengl/gl2paintengineex/qglengineshadermanager.cpp | 3 | ||||
-rw-r--r-- | src/opengl/gl2paintengineex/qglengineshadersource_p.h | 14 | ||||
-rw-r--r-- | src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp | 374 | ||||
-rw-r--r-- | src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h | 25 |
7 files changed, 343 insertions, 186 deletions
diff --git a/src/gui/painting/qpaintengineex.cpp b/src/gui/painting/qpaintengineex.cpp index 28f9220..3cf5ff9 100644 --- a/src/gui/painting/qpaintengineex.cpp +++ b/src/gui/painting/qpaintengineex.cpp @@ -138,6 +138,76 @@ QPaintEngineExPrivate::~QPaintEngineExPrivate() } +void QPaintEngineExPrivate::replayClipOperations() +{ + Q_Q(QPaintEngineEx); + + QPainter *p = q->painter(); + if (!p || !p->d_ptr) + return; + + QPainterPrivate *pp = p->d_ptr; + QList<QPainterClipInfo> clipInfo = pp->state->clipInfo; + + QTransform transform = q->state()->matrix; + + QTransform redirection; + redirection.translate(-q->state()->redirection_offset.x(), -q->state()->redirection_offset.y()); + + for (int i = 0; i < clipInfo.size(); ++i) { + const QPainterClipInfo &info = clipInfo.at(i); + + QTransform combined = info.matrix * redirection; + + if (combined != q->state()->matrix) { + q->state()->matrix = combined; + q->transformChanged(); + } + + switch (info.clipType) { + case QPainterClipInfo::RegionClip: + q->clip(info.region, info.operation); + break; + case QPainterClipInfo::PathClip: + q->clip(info.path, info.operation); + break; + case QPainterClipInfo::RectClip: + q->clip(info.rect, info.operation); + break; + case QPainterClipInfo::RectFClip: { + qreal right = info.rectf.x() + info.rectf.width(); + qreal bottom = info.rectf.y() + info.rectf.height(); + qreal pts[] = { info.rectf.x(), info.rectf.y(), + right, info.rectf.y(), + right, bottom, + info.rectf.x(), bottom }; + QVectorPath vp(pts, 4, 0, QVectorPath::RectangleHint); + q->clip(vp, info.operation); + break; + } + } + } + + if (transform != q->state()->matrix) { + q->state()->matrix = transform; + q->transformChanged(); + } +} + + +bool QPaintEngineExPrivate::hasClipOperations() const +{ + Q_Q(const QPaintEngineEx); + + QPainter *p = q->painter(); + if (!p || !p->d_ptr) + return false; + + QPainterPrivate *pp = p->d_ptr; + QList<QPainterClipInfo> clipInfo = pp->state->clipInfo; + + return !clipInfo.isEmpty(); +} /******************************************************************************* * @@ -244,13 +314,18 @@ static void qpaintengineex_cubicTo(qreal c1x, qreal c1y, qreal c2x, qreal c2y, q ((StrokeHandler *) data)->types.add(QPainterPath::CurveToDataElement); } +QPaintEngineEx::QPaintEngineEx() + : QPaintEngine(*new QPaintEngineExPrivate, AllFeatures) +{ + extended = true; +} + QPaintEngineEx::QPaintEngineEx(QPaintEngineExPrivate &data) : QPaintEngine(data, AllFeatures) { extended = true; } - QPainterState *QPaintEngineEx::createState(QPainterState *orig) const { if (!orig) @@ -483,6 +558,9 @@ void QPaintEngineEx::clip(const QRect &r, Qt::ClipOperation op) void QPaintEngineEx::clip(const QRegion ®ion, Qt::ClipOperation op) { + if (region.numRects() == 1) + clip(region.boundingRect(), op); + QVector<QRect> rects = region.rects(); if (rects.size() <= 32) { qreal pts[2*32*4]; diff --git a/src/gui/painting/qpaintengineex_p.h b/src/gui/painting/qpaintengineex_p.h index 1c55242..3f64260 100644 --- a/src/gui/painting/qpaintengineex_p.h +++ b/src/gui/painting/qpaintengineex_p.h @@ -139,27 +139,13 @@ public: QDebug Q_GUI_EXPORT &operator<<(QDebug &, const QVectorPath &path); #endif -class Q_GUI_EXPORT QPaintEngineExPrivate : public QPaintEnginePrivate -{ -public: - QPaintEngineExPrivate(); - ~QPaintEngineExPrivate(); - - QStroker stroker; - QDashStroker dasher; - StrokeHandler *strokeHandler; - QStrokerOps *activeStroker; - QPen strokerPen; -}; - class QPixmapFilter; class Q_GUI_EXPORT QPaintEngineEx : public QPaintEngine { Q_DECLARE_PRIVATE(QPaintEngineEx) public: - inline QPaintEngineEx() - : QPaintEngine(*new QPaintEngineExPrivate, AllFeatures) { extended = true; } + QPaintEngineEx(); virtual QPainterState *createState(QPainterState *orig) const; @@ -224,6 +210,22 @@ protected: QPaintEngineEx(QPaintEngineExPrivate &data); }; +class Q_GUI_EXPORT QPaintEngineExPrivate : public QPaintEnginePrivate +{ + Q_DECLARE_PUBLIC(QPaintEngineEx) +public: + QPaintEngineExPrivate(); + ~QPaintEngineExPrivate(); + + void replayClipOperations(); + bool hasClipOperations() const; + + QStroker stroker; + QDashStroker dasher; + StrokeHandler *strokeHandler; + QStrokerOps *activeStroker; + QPen strokerPen; +}; inline uint QVectorPath::polygonFlags(QPaintEngine::PolygonDrawMode mode) { switch (mode) { diff --git a/src/gui/painting/qpainter.h b/src/gui/painting/qpainter.h index f3df7a3..78cd713 100644 --- a/src/gui/painting/qpainter.h +++ b/src/gui/painting/qpainter.h @@ -507,6 +507,7 @@ private: friend class QFontEngineXLFD; friend class QWSManager; friend class QPaintEngine; + friend class QPaintEngineExPrivate; friend class QOpenGLPaintEngine; friend class QX11PaintEngine; friend class QX11PaintEnginePrivate; diff --git a/src/opengl/gl2paintengineex/qglengineshadermanager.cpp b/src/opengl/gl2paintengineex/qglengineshadermanager.cpp index ea57fdf..5c541d0 100644 --- a/src/opengl/gl2paintengineex/qglengineshadermanager.cpp +++ b/src/opengl/gl2paintengineex/qglengineshadermanager.cpp @@ -157,6 +157,7 @@ QGLEngineShaderManager::QGLEngineShaderManager(QGLContext* context) simpleShaderProg->addShader(compiledShaders[PositionOnlyVertexShader]); simpleShaderProg->addShader(compiledShaders[MainFragmentShader]); simpleShaderProg->addShader(compiledShaders[ShockingPinkSrcFragmentShader]); + simpleShaderProg->bindAttributeLocation("vertexCoordsArray", QT_VERTEX_COORDS_ATTR); simpleShaderProg->link(); if (!simpleShaderProg->isLinked()) { qCritical() << "Errors linking simple shader:" @@ -444,7 +445,7 @@ bool QGLEngineShaderManager::useCorrectShaderProg() requiredProgram.program->addShader(requiredProgram.compositionFragShader); // We have to bind the vertex attribute names before the program is linked: - requiredProgram.program->bindAttributeLocation("inputVertex", QT_VERTEX_COORDS_ATTR); + requiredProgram.program->bindAttributeLocation("vertexCoordsArray", QT_VERTEX_COORDS_ATTR); if (useTextureCoords) requiredProgram.program->bindAttributeLocation("textureCoordArray", QT_TEXTURE_COORDS_ATTR); diff --git a/src/opengl/gl2paintengineex/qglengineshadersource_p.h b/src/opengl/gl2paintengineex/qglengineshadersource_p.h index 920d0bc..70cc67e 100644 --- a/src/opengl/gl2paintengineex/qglengineshadersource_p.h +++ b/src/opengl/gl2paintengineex/qglengineshadersource_p.h @@ -84,16 +84,20 @@ static const char* const qglslMainWithTexCoordsVertexShader = "\ static const char* const qglslPositionOnlyVertexShader = "\ attribute highp vec4 vertexCoordsArray;\ uniform highp mat4 pmvMatrix;\ + uniform highp float depth;\ void setPosition(void)\ {\ gl_Position = pmvMatrix * vertexCoordsArray;\ + gl_Position.z = depth;\ }"; static const char* const qglslUntransformedPositionVertexShader = "\ attribute highp vec4 vertexCoordsArray;\ + uniform highp float depth;\ void setPosition(void)\ {\ gl_Position = vertexCoordsArray;\ + gl_Position.z = depth;\ }"; // Pattern Brush - This assumes the texture size is 8x8 and thus, the inverted size is 0.125 @@ -104,9 +108,11 @@ static const char* const qglslPositionWithPatternBrushVertexShader = "\ uniform mediump vec2 invertedTextureSize; \ uniform mediump mat3 brushTransform; \ varying mediump vec2 patternTexCoords; \ + uniform highp float depth;\ void setPosition(void) { \ gl_Position = pmvMatrix * vertexCoordsArray;\ gl_Position.xy = gl_Position.xy / gl_Position.w; \ + gl_Position.z = depth;\ mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \ mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \ mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \ @@ -136,9 +142,11 @@ static const char* const qglslPositionWithLinearGradientBrushVertexShader = "\ uniform highp vec3 linearData; \ uniform highp mat3 brushTransform; \ varying mediump float index ; \ + uniform highp float depth;\ void setPosition() { \ gl_Position = pmvMatrix * vertexCoordsArray;\ gl_Position.xy = gl_Position.xy / gl_Position.w; \ + gl_Position.z = depth;\ mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \ mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \ mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \ @@ -166,10 +174,12 @@ static const char* const qglslPositionWithConicalGradientBrushVertexShader = "\ uniform mediump vec2 halfViewportSize; \ uniform highp mat3 brushTransform; \ varying highp vec2 A; \ + uniform highp float depth;\ void setPosition(void)\ {\ gl_Position = pmvMatrix * vertexCoordsArray;\ gl_Position.xy = gl_Position.xy / gl_Position.w; \ + gl_Position.z = depth; \ mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \ mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \ mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \ @@ -205,10 +215,12 @@ static const char* const qglslPositionWithRadialGradientBrushVertexShader = "\ uniform highp vec2 fmp; \ varying highp float b; \ varying highp vec2 A; \ + uniform highp float depth;\ void setPosition(void) \ {\ gl_Position = pmvMatrix * vertexCoordsArray;\ gl_Position.xy = gl_Position.xy / gl_Position.w; \ + gl_Position.z = depth; \ mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \ mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \ mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \ @@ -242,9 +254,11 @@ static const char* const qglslPositionWithTextureBrushVertexShader = "\ uniform mediump vec2 invertedTextureSize; \ uniform mediump mat3 brushTransform; \ varying mediump vec2 brushTextureCoords; \ + uniform highp float depth;\ void setPosition(void) { \ gl_Position = pmvMatrix * vertexCoordsArray;\ gl_Position.xy = gl_Position.xy / gl_Position.w; \ + gl_Position.z = depth; \ mediump vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \ mediump vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \ mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \ diff --git a/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp b/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp index 868adcf..fae3045 100644 --- a/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp +++ b/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp @@ -183,8 +183,8 @@ void QGLTextureGlyphCache::resizeTextureData(int width, int height) pex->transferMode(BrushDrawingMode); - glDisable(GL_SCISSOR_TEST); glDisable(GL_DEPTH_TEST); + glDisable(GL_SCISSOR_TEST); glViewport(0, 0, oldWidth, oldHeight); @@ -217,7 +217,7 @@ void QGLTextureGlyphCache::resizeTextureData(int width, int height) glBindFramebuffer(GL_FRAMEBUFFER_EXT, ctx->d_ptr->current_fbo); glViewport(0, 0, pex->width, pex->height); - pex->updateDepthClip(); + pex->updateDepthScissorTest(); } void QGLTextureGlyphCache::fillTexture(const Coord &c, glyph_t glyph) @@ -297,6 +297,11 @@ void QGL2PaintEngineExPrivate::useSimpleShader() shaderManager->simpleProgram()->setUniformValue("pmvMatrix", pmvMatrix); simpleShaderMatrixUniformDirty = false; } + + if (simpleShaderDepthUniformDirty) { + shaderManager->simpleProgram()->setUniformValue("depth", (GLfloat)q->state()->currentDepth); + simpleShaderDepthUniformDirty = false; + } } @@ -709,6 +714,7 @@ void QGL2PaintEngineExPrivate::fill(const QVectorPath& path) if (path.shape() == QVectorPath::RectangleHint) { QGLRect rect(points[0].x(), points[0].y(), points[2].x(), points[2].y()); prepareForDraw(currentBrush->isOpaque()); + composite(rect); } else if (path.shape() == QVectorPath::EllipseHint) { @@ -739,13 +745,13 @@ void QGL2PaintEngineExPrivate::fill(const QVectorPath& path) void QGL2PaintEngineExPrivate::fillStencilWithVertexArray(QGL2PEXVertexArray& vertexArray, bool useWindingFill) { // qDebug("QGL2PaintEngineExPrivate::fillStencilWithVertexArray()"); - if (stencilBuferDirty) { + if (stencilBufferDirty) { // Clear the stencil buffer to zeros glDisable(GL_STENCIL_TEST); glStencilMask(0xFFFF); // Enable writing to stencil buffer, otherwise glClear wont do anything. glClearStencil(0); // Clear to zero glClear(GL_STENCIL_BUFFER_BIT); - stencilBuferDirty = false; + stencilBufferDirty = false; } glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); // Disable color writes @@ -843,6 +849,7 @@ void QGL2PaintEngineExPrivate::prepareForDraw(bool srcPixelsAreOpaque) // The shader program has changed so mark all uniforms as dirty: brushUniformsDirty = true; shaderMatrixUniformDirty = true; + depthUniformDirty = true; } if (brushUniformsDirty && mode != ImageDrawingMode) @@ -853,6 +860,11 @@ void QGL2PaintEngineExPrivate::prepareForDraw(bool srcPixelsAreOpaque) shaderMatrixUniformDirty = false; } + if (depthUniformDirty) { + shaderManager->currentProgram()->setUniformValue("depth", (GLfloat)q->state()->currentDepth); + depthUniformDirty = false; + } + if (useGlobalOpacityUniform) shaderManager->currentProgram()->setUniformValue("globalOpacity", (GLfloat)q->state()->opacity); } @@ -1062,7 +1074,6 @@ void QGL2PaintEngineExPrivate::drawCachedGlyphs(const QPointF &p, const QTextIte matrix.translate(p.x(), p.y()); ti.fontEngine->getGlyphPositions(ti.glyphs, matrix, ti.flags, glyphs, positions); - QFontEngineGlyphCache::Type glyphType = ti.fontEngine->glyphFormat >= 0 ? QFontEngineGlyphCache::Type(ti.fontEngine->glyphFormat) : QFontEngineGlyphCache::Raster_A8; @@ -1146,6 +1157,7 @@ bool QGL2PaintEngineEx::begin(QPaintDevice *pdev) } d->ctx->d_ptr->active_engine = this; + d->last_created_state = 0; d->drawable.makeCurrent(); QSize sz = d->drawable.size(); @@ -1172,12 +1184,16 @@ bool QGL2PaintEngineEx::begin(QPaintDevice *pdev) d->brushUniformsDirty = true; d->matrixDirty = true; d->compositionModeDirty = true; - d->stencilBuferDirty = true; + d->stencilBufferDirty = true; + d->simpleShaderDepthUniformDirty = true; + d->depthUniformDirty = true; d->use_system_clip = !systemClip().isEmpty(); glDisable(GL_DEPTH_TEST); glDisable(GL_SCISSOR_TEST); + glDepthFunc(GL_LEQUAL); + glDepthMask(false); QGLPixmapData *source = d->drawable.copyOnBegin(); if (d->drawable.context()->d_func()->clear_on_painter_begin && d->drawable.autoFillBackground()) { @@ -1201,7 +1217,7 @@ bool QGL2PaintEngineEx::begin(QPaintDevice *pdev) d->drawTexture(QRectF(rect), QRectF(rect), rect.size(), true); } - updateClipRegion(QRegion(), Qt::NoClip); + d->systemStateChanged(); return true; } @@ -1245,260 +1261,296 @@ void QGL2PaintEngineEx::ensureActive() ctx->d_ptr->active_engine = this; glDisable(GL_DEPTH_TEST); - glDisable(GL_SCISSOR_TEST); glViewport(0, 0, d->width, d->height); + setState(state()); - d->updateDepthClip(); } } +void QGL2PaintEngineExPrivate::updateDepthScissorTest() +{ + Q_Q(QGL2PaintEngineEx); + if (q->state()->depthTestEnabled) + glEnable(GL_DEPTH_TEST); + else + glDisable(GL_DEPTH_TEST); -/////////////////////////////////// State/Clipping stolen from QOpenGLPaintEngine ////////////////////////////////////////// + if (q->state()->scissorTestEnabled) + glEnable(GL_SCISSOR_TEST); + else + glDisable(GL_SCISSOR_TEST); +} void QGL2PaintEngineEx::clipEnabledChanged() { Q_D(QGL2PaintEngineEx); - d->updateDepthClip(); + d->simpleShaderDepthUniformDirty = true; + d->depthUniformDirty = true; + + if (painter()->hasClipping()) { + d->regenerateDepthClip(); + } else { + if (d->use_system_clip) { + state()->currentDepth = -0.5f; + } else { + glDisable(GL_DEPTH_TEST); + state()->depthTestEnabled = false; + } + } } -void QGL2PaintEngineEx::clip(const QVectorPath &path, Qt::ClipOperation op) +void QGL2PaintEngineExPrivate::writeClip(const QVectorPath &path, float depth) { -// qDebug("QGL2PaintEngineEx::clip()"); - const qreal *points = path.points(); - const QPainterPath::ElementType *types = path.elements(); - if (!types && path.shape() == QVectorPath::RectangleHint) { - QRectF r(points[0], points[1], points[4]-points[0], points[5]-points[1]); - updateClipRegion(QRegion(r.toRect()), op); - return; - } + transferMode(BrushDrawingMode); - QPainterPath p; - if (types) { - int id = 0; - for (int i=0; i<path.elementCount(); ++i) { - switch(types[i]) { - case QPainterPath::MoveToElement: - p.moveTo(QPointF(points[id], points[id+1])); - id+=2; - break; - case QPainterPath::LineToElement: - p.lineTo(QPointF(points[id], points[id+1])); - id+=2; - break; - case QPainterPath::CurveToElement: { - QPointF p1(points[id], points[id+1]); - QPointF p2(points[id+2], points[id+3]); - QPointF p3(points[id+4], points[id+5]); - p.cubicTo(p1, p2, p3); - id+=6; - break; - } - case QPainterPath::CurveToDataElement: - ; - break; - } - } - } else if (!path.isEmpty()) { - p.moveTo(QPointF(points[0], points[1])); - int id = 2; - for (int i=1; i<path.elementCount(); ++i) { - p.lineTo(QPointF(points[id], points[id+1])); - id+=2; - } + if (matrixDirty) + updateMatrix(); + + if (q->state()->needsDepthBufferClear) { + glDepthMask(true); + glClearDepth(0.5); + glClear(GL_DEPTH_BUFFER_BIT); + q->state()->needsDepthBufferClear = false; + glDepthMask(false); } - if (path.hints() & QVectorPath::WindingFill) - p.setFillRule(Qt::WindingFill); - updateClipRegion(QRegion(p.toFillPolygon().toPolygon(), p.fillRule()), op); - return; + if (path.isEmpty()) + return; + + glDisable(GL_BLEND); + glDepthMask(false); + + vertexCoordinateArray.clear(); + vertexCoordinateArray.addPath(path, inverseScale); + + glDepthMask(GL_FALSE); + fillStencilWithVertexArray(vertexCoordinateArray, path.hasWindingFill()); + + // Stencil the clip onto the clip buffer + glColorMask(false, false, false, false); + glDepthMask(true); + + shaderManager->simpleProgram()->setUniformValue("depth", depth); + simpleShaderDepthUniformDirty = true; + + glEnable(GL_DEPTH_TEST); + glDepthFunc(GL_ALWAYS); + + glStencilFunc(GL_NOTEQUAL, 0, 0xFFFF); // Pass if stencil buff value != 0 + + glEnable(GL_STENCIL_TEST); + composite(vertexCoordinateArray.boundingRect()); + glDisable(GL_STENCIL_TEST); + + glColorMask(true, true, true, true); + glDepthMask(false); + + cleanStencilBuffer(vertexCoordinateArray.boundingRect()); } -void QGL2PaintEngineEx::updateClipRegion(const QRegion &clipRegion, Qt::ClipOperation op) +void QGL2PaintEngineEx::clip(const QVectorPath &path, Qt::ClipOperation op) { -// qDebug("QGL2PaintEngineEx::updateClipRegion()"); +// qDebug("QGL2PaintEngineEx::clip()"); Q_D(QGL2PaintEngineEx); - QRegion sysClip = systemClip(); - if (op == Qt::NoClip && !d->use_system_clip) { - state()->hasClipping = false; - state()->clipRegion = QRegion(); - d->updateDepthClip(); - return; - } + if (op == Qt::ReplaceClip && !d->hasClipOperations()) + op = Qt::IntersectClip; - bool isScreenClip = false; - if (!d->use_system_clip) { - QVector<QRect> untransformedRects = clipRegion.rects(); + if (!path.isEmpty() && op == Qt::IntersectClip && (path.hints() & QVectorPath::RectangleHint)) { + const QPointF* const points = reinterpret_cast<const QPointF*>(path.points()); + QRectF rect(points[0], points[2]); - if (untransformedRects.size() == 1) { - QPainterPath path; - path.addRect(untransformedRects[0]); - //path = d->matrix.map(path); - path = state()->matrix.map(path); - -// if (path.contains(QRectF(QPointF(), d->drawable.size()))) -// isScreenClip = true; - if (path.contains(QRectF(0.0, 0.0, d->width, d->height))) - isScreenClip = true; + if (state()->matrix.type() <= QTransform::TxScale) { + rect = state()->matrix.mapRect(rect); + + if (d->use_system_clip && rect.contains(d->systemClip.boundingRect()) + || rect.contains(QRect(0, 0, d->width, d->height))) + return; } } -// QRegion region = isScreenClip ? QRegion() : clipRegion * d->matrix; - QRegion region = isScreenClip ? QRegion() : clipRegion * state()->matrix; switch (op) { case Qt::NoClip: - if (!d->use_system_clip) - break; - state()->clipRegion = sysClip; + if (d->use_system_clip) { + glEnable(GL_DEPTH_TEST); + state()->depthTestEnabled = true; + state()->currentDepth = -0.5; + } else { + glDisable(GL_DEPTH_TEST); + state()->depthTestEnabled = false; + } + state()->canRestoreClip = false; break; case Qt::IntersectClip: - if (isScreenClip) - return; - if (state()->hasClipping) { - state()->clipRegion &= region; - break; - } - // fall through + state()->maxDepth = (1.0f + state()->maxDepth) * 0.5; + d->writeClip(path, state()->maxDepth); + state()->currentDepth = 1.5 * state()->maxDepth - 0.5f; + state()->depthTestEnabled = true; + break; case Qt::ReplaceClip: - if (d->use_system_clip && !sysClip.isEmpty()) - state()->clipRegion = region & sysClip; - else - state()->clipRegion = region; + d->systemStateChanged(); + state()->maxDepth = 0.5f; + glDepthFunc(GL_ALWAYS); + d->writeClip(path, state()->maxDepth); + state()->currentDepth = 0.25f; + state()->canRestoreClip = false; + state()->depthTestEnabled = true; break; case Qt::UniteClip: - state()->clipRegion |= region; - if (d->use_system_clip && !sysClip.isEmpty()) - state()->clipRegion &= sysClip; - break; - default: + glDepthFunc(GL_ALWAYS); + d->writeClip(path, state()->maxDepth); + state()->canRestoreClip = false; + state()->depthTestEnabled = true; break; } - if (isScreenClip) { - state()->hasClipping = false; - state()->clipRegion = QRegion(); - } else { - state()->hasClipping = op != Qt::NoClip || d->use_system_clip; + glDepthFunc(GL_LEQUAL); + if (state()->depthTestEnabled) { + glEnable(GL_DEPTH_TEST); + d->simpleShaderDepthUniformDirty = true; + d->depthUniformDirty = true; } - - d->updateDepthClip(); } -void QGL2PaintEngineExPrivate::systemStateChanged() +void QGL2PaintEngineExPrivate::regenerateDepthClip() { - Q_Q(QGL2PaintEngineEx); - use_system_clip = !systemClip.isEmpty(); - - if (q->painter()->hasClipping()) - q->updateClipRegion(q->painter()->clipRegion(), Qt::ReplaceClip); - else - q->updateClipRegion(QRegion(), Qt::NoClip); + systemStateChanged(); + replayClipOperations(); } -void QGL2PaintEngineExPrivate::updateDepthClip() +void QGL2PaintEngineExPrivate::systemStateChanged() { -// qDebug("QGL2PaintEngineExPrivate::updateDepthClip()"); - Q_Q(QGL2PaintEngineEx); + use_system_clip = !systemClip.isEmpty(); - q->ensureActive(); glDisable(GL_DEPTH_TEST); + q->state()->depthTestEnabled = false; + q->state()->scissorTestEnabled = false; + q->state()->needsDepthBufferClear = true; + glDisable(GL_SCISSOR_TEST); - if (!q->state()->hasClipping) - return; + q->state()->currentDepth = -0.5f; + q->state()->maxDepth = 0.5f; - const QVector<QRect> rects = q->state()->clipEnabled ? q->state()->clipRegion.rects() : q->systemClip().rects(); - if (rects.size() == 1) { - QRect fastClip = rects.at(0); + if (use_system_clip) { + QRect bounds = systemClip.boundingRect(); + if (systemClip.numRects() == 1 + && bounds == QRect(0, 0, width, height)) + { + q->state()->needsDepthBufferClear = true; + } else { + glEnable(GL_SCISSOR_TEST); - glEnable(GL_SCISSOR_TEST); + const int left = bounds.left(); + const int width = bounds.width(); + const int bottom = height - (bounds.top() + bounds.height()); + const int height = bounds.height(); - const int left = fastClip.left(); - const int width = fastClip.width(); - const int bottom = height - (fastClip.bottom() + 1); - const int height = fastClip.height(); + glScissor(left, bottom, width, height); - glScissor(left, bottom, width, height); - return; - } + QTransform transform = q->state()->matrix; + q->state()->matrix = QTransform(); + q->transformChanged(); - glClearDepth(0x0); - glDepthMask(true); - glClear(GL_DEPTH_BUFFER_BIT); - glClearDepth(0x1); + q->state()->needsDepthBufferClear = false; - glEnable(GL_SCISSOR_TEST); - for (int i = 0; i < rects.size(); ++i) { - QRect rect = rects.at(i); + glDepthMask(true); - const int left = rect.left(); - const int width = rect.width(); - const int bottom = height - (rect.bottom() + 1); - const int height = rect.height(); + glClearDepth(0); + glClear(GL_DEPTH_BUFFER_BIT); - glScissor(left, bottom, width, height); + QPainterPath path; + path.addRegion(systemClip); - glClear(GL_DEPTH_BUFFER_BIT); - } - glDisable(GL_SCISSOR_TEST); + glDepthFunc(GL_ALWAYS); + writeClip(qtVectorPathForPath(path), 0.0f); + glDepthFunc(GL_LEQUAL); - glDepthMask(false); - glDepthFunc(GL_LEQUAL); - glEnable(GL_DEPTH_TEST); -} + glEnable(GL_DEPTH_TEST); + q->state()->depthTestEnabled = true; + q->state()->scissorTestEnabled = true; + q->state()->matrix = transform; + q->transformChanged(); + } + q->state()->currentDepth = -0.5f; + simpleShaderDepthUniformDirty = true; + depthUniformDirty = true; + } +} void QGL2PaintEngineEx::setState(QPainterState *new_state) { -// qDebug("QGL2PaintEngineEx::setState()"); + // qDebug("QGL2PaintEngineEx::setState()"); Q_D(QGL2PaintEngineEx); QOpenGL2PaintEngineState *s = static_cast<QOpenGL2PaintEngineState *>(new_state); - QOpenGL2PaintEngineState *old_state = state(); - const bool needsDepthClipUpdate = !old_state - || s->clipEnabled != old_state->clipEnabled - || (s->clipEnabled && s->clipRegion != old_state->clipRegion); QPaintEngineEx::setState(s); - if (needsDepthClipUpdate) - d->updateDepthClip(); + if (s == d->last_created_state) { + d->last_created_state = 0; + return; + } d->matrixDirty = true; d->compositionModeDirty = true; d->brushTextureDirty = true; d->brushUniformsDirty = true; + d->simpleShaderDepthUniformDirty = true; + d->depthUniformDirty = true; d->simpleShaderMatrixUniformDirty = true; d->shaderMatrixUniformDirty = true; + + if (old_state && old_state != s && old_state->canRestoreClip) { + d->updateDepthScissorTest(); + glDepthMask(false); + glDepthFunc(GL_LEQUAL); + s->maxDepth = old_state->maxDepth; + } else { + d->regenerateDepthClip(); + } } QPainterState *QGL2PaintEngineEx::createState(QPainterState *orig) const { + Q_D(const QGL2PaintEngineEx); + QOpenGL2PaintEngineState *s; if (!orig) s = new QOpenGL2PaintEngineState(); else s = new QOpenGL2PaintEngineState(*static_cast<QOpenGL2PaintEngineState *>(orig)); + d->last_created_state = s; return s; } QOpenGL2PaintEngineState::QOpenGL2PaintEngineState(QOpenGL2PaintEngineState &other) : QPainterState(other) { - clipRegion = other.clipRegion; - hasClipping = other.hasClipping; + needsDepthBufferClear = other.needsDepthBufferClear; + depthTestEnabled = other.depthTestEnabled; + scissorTestEnabled = other.scissorTestEnabled; + currentDepth = other.currentDepth; + maxDepth = other.maxDepth; + canRestoreClip = other.canRestoreClip; } QOpenGL2PaintEngineState::QOpenGL2PaintEngineState() { - hasClipping = false; + needsDepthBufferClear = true; + depthTestEnabled = false; + scissorTestEnabled = false; + currentDepth = -0.5f; + maxDepth = 0.5f; + canRestoreClip = true; } QOpenGL2PaintEngineState::~QOpenGL2PaintEngineState() diff --git a/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h b/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h index 7213474..2cea8d6 100644 --- a/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h +++ b/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h @@ -77,8 +77,15 @@ public: QOpenGL2PaintEngineState(); ~QOpenGL2PaintEngineState(); - QRegion clipRegion; - bool hasClipping; + bool needsDepthBufferClear; + qreal depthBufferClearValue; + + bool depthTestEnabled; + bool scissorTestEnabled; + qreal currentDepth; + qreal maxDepth; + + bool canRestoreClip; }; @@ -116,7 +123,6 @@ public: Type type() const { return OpenGL; } - // State stuff is just for clipping and ripped off from QGLPaintEngine void setState(QPainterState *s); QPainterState *createState(QPainterState *orig) const; inline QOpenGL2PaintEngineState *state() { @@ -125,7 +131,6 @@ public: inline const QOpenGL2PaintEngineState *state() const { return static_cast<const QOpenGL2PaintEngineState *>(QPaintEngineEx::state()); } - void updateClipRegion(const QRegion &clipRegion, Qt::ClipOperation op); virtual void sync(); private: @@ -180,9 +185,10 @@ public: QGLDrawable drawable; int width, height; QGLContext *ctx; - EngineMode mode; + mutable QOpenGL2PaintEngineState *last_created_state; + // Dirty flags bool matrixDirty; // Implies matrix uniforms are also dirty bool compositionModeDirty; @@ -190,7 +196,9 @@ public: bool brushUniformsDirty; bool simpleShaderMatrixUniformDirty; bool shaderMatrixUniformDirty; - bool stencilBuferDirty; + bool stencilBufferDirty; + bool depthUniformDirty; + bool simpleShaderDepthUniformDirty; const QBrush* currentBrush; // May not be the state's brush! @@ -206,8 +214,9 @@ public: QGLEngineShaderManager* shaderManager; - // Clipping & state stuff stolen from QOpenGLPaintEngine: - void updateDepthClip(); + void writeClip(const QVectorPath &path, float depth); + void updateDepthScissorTest(); + void regenerateDepthClip(); void systemStateChanged(); uint use_system_clip : 1; }; |