From 6495eb4953c5fca93d8cfe91c66b50ce82ce24cb Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Samuel=20R=C3=B8dal?= Date: Tue, 9 Jun 2009 13:02:47 +0200 Subject: Optimized stencil buffer clearing in GL 2 paint engine. Based on Zack's patch, 17e1bca1ce366395f8331e16aa96b7176ca1abac. Instead of manually clearing the stencil buffer after drawing we simply do the clearing and drawing in one go. Reviewed-by: Trond --- .../gl2paintengineex/qpaintengineex_opengl2.cpp | 50 ++++------------------ .../gl2paintengineex/qpaintengineex_opengl2_p.h | 1 - 2 files changed, 9 insertions(+), 42 deletions(-) diff --git a/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp b/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp index fae3045..bdea187 100644 --- a/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp +++ b/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp @@ -732,12 +732,14 @@ void QGL2PaintEngineExPrivate::fill(const QVectorPath& path) // Stencil the brush onto the dest buffer glStencilFunc(GL_NOTEQUAL, 0, 0xFFFF); // Pass if stencil buff value != 0 + glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE); + glEnable(GL_STENCIL_TEST); prepareForDraw(currentBrush->isOpaque()); composite(vertexCoordinateArray.boundingRect()); glDisable(GL_STENCIL_TEST); - cleanStencilBuffer(vertexCoordinateArray.boundingRect()); + glStencilMask(0); } } @@ -745,17 +747,17 @@ void QGL2PaintEngineExPrivate::fill(const QVectorPath& path) void QGL2PaintEngineExPrivate::fillStencilWithVertexArray(QGL2PEXVertexArray& vertexArray, bool useWindingFill) { // qDebug("QGL2PaintEngineExPrivate::fillStencilWithVertexArray()"); + glStencilMask(0xFFFF); // Enable stencil writes + 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); stencilBufferDirty = false; } glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); // Disable color writes - glStencilMask(0xFFFF); // Enable stencil writes glStencilFunc(GL_ALWAYS, 0, 0xFFFF); // Always pass the stencil test // Setup the stencil op: @@ -765,7 +767,7 @@ void QGL2PaintEngineExPrivate::fillStencilWithVertexArray(QGL2PEXVertexArray& ve } else glStencilOp(GL_KEEP, GL_KEEP, GL_INVERT); // Simply invert the stencil bit - // No point in using a fancy gradiant shader for writing into the stencil buffer! + // No point in using a fancy gradient shader for writing into the stencil buffer! useSimpleShader(); glEnable(GL_STENCIL_TEST); // For some reason, this has to happen _after_ the simple shader is use()'d @@ -776,41 +778,6 @@ void QGL2PaintEngineExPrivate::fillStencilWithVertexArray(QGL2PEXVertexArray& ve // Enable color writes & disable stencil writes glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); - glStencilMask(0); -} - -void QGL2PaintEngineExPrivate::cleanStencilBuffer(const QGLRect& area) -{ -// qDebug("QGL2PaintEngineExPrivate::cleanStencilBuffer()"); - useSimpleShader(); - - GLfloat rectVerts[] = { - area.left, area.top, - area.left, area.bottom, - area.right, area.bottom, - area.right, area.top - }; - - glEnableVertexAttribArray(QT_VERTEX_COORDS_ATTR); - glVertexAttribPointer(QT_VERTEX_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, rectVerts); - - glEnable(GL_STENCIL_TEST); - glStencilFunc(GL_ALWAYS, 0, 0xFFFF); // Always pass the stencil test - - glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); // Disable color writes - glStencilMask(0xFFFF); // Enable writing to stencil buffer - glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO); // Write 0's to stencil buffer - - glDisable(GL_BLEND); - - glDrawArrays(GL_TRIANGLE_FAN, 0, 4); - - glDisableVertexAttribArray(QT_VERTEX_COORDS_ATTR); - - // Enable color writes & disable stencil writes - glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); - glStencilMask(0); - glDisable(GL_STENCIL_TEST); } void QGL2PaintEngineExPrivate::prepareForDraw(bool srcPixelsAreOpaque) @@ -1339,15 +1306,16 @@ void QGL2PaintEngineExPrivate::writeClip(const QVectorPath &path, float depth) glDepthFunc(GL_ALWAYS); glStencilFunc(GL_NOTEQUAL, 0, 0xFFFF); // Pass if stencil buff value != 0 + glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE); glEnable(GL_STENCIL_TEST); composite(vertexCoordinateArray.boundingRect()); glDisable(GL_STENCIL_TEST); + glStencilMask(0); + glColorMask(true, true, true, true); glDepthMask(false); - - cleanStencilBuffer(vertexCoordinateArray.boundingRect()); } void QGL2PaintEngineEx::clip(const QVectorPath &path, Qt::ClipOperation op) diff --git a/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h b/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h index 2cea8d6..db39ced 100644 --- a/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h +++ b/src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h @@ -174,7 +174,6 @@ public: // ^ Composites the bounding rect onto dest buffer void fillStencilWithVertexArray(QGL2PEXVertexArray& vertexArray, bool useWindingFill); // ^ Calls drawVertexArrays to render into stencil buffer - void cleanStencilBuffer(const QGLRect& area); void prepareForDraw(bool srcPixelsAreOpaque); -- cgit v0.12