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-rw-r--r--src/opengl/gl2paintengineex/qglengineshadermanager.cpp175
1 files changed, 120 insertions, 55 deletions
diff --git a/src/opengl/gl2paintengineex/qglengineshadermanager.cpp b/src/opengl/gl2paintengineex/qglengineshadermanager.cpp
index 42b36a2ee..795c8b02a 100644
--- a/src/opengl/gl2paintengineex/qglengineshadermanager.cpp
+++ b/src/opengl/gl2paintengineex/qglengineshadermanager.cpp
@@ -86,6 +86,7 @@ QGLEngineShaderManager::QGLEngineShaderManager(QGLContext* context)
maskType(NoMask),
useTextureCoords(false),
compositionMode(QPainter::CompositionMode_SourceOver),
+ customSrcStage(0),
blitShaderProg(0),
simpleShaderProg(0),
currentShaderProg(0)
@@ -131,6 +132,7 @@ QGLEngineShaderManager::QGLEngineShaderManager(QGLContext* context)
code[ImageSrcFragmentShader] = qglslImageSrcFragmentShader;
code[ImageSrcWithPatternFragmentShader] = qglslImageSrcWithPatternFragmentShader;
code[NonPremultipliedImageSrcFragmentShader] = qglslNonPremultipliedImageSrcFragmentShader;
+ code[CustomImageSrcFragmentShader] = ""; // Supplied by app.
code[SolidBrushSrcFragmentShader] = qglslSolidBrushSrcFragmentShader;
code[TextureBrushSrcFragmentShader] = qglslTextureBrushSrcFragmentShader;
code[TextureBrushSrcWithPatternFragmentShader] = qglslTextureBrushSrcWithPatternFragmentShader;
@@ -159,7 +161,7 @@ QGLEngineShaderManager::QGLEngineShaderManager(QGLContext* context)
#if defined(QT_DEBUG)
// Check that all the elements have been filled:
for (int i = 0; i < TotalShaderCount; ++i) {
- if (qglEngineShaderSourceCode[i] == 0) {
+ if (i != CustomImageSrcFragmentShader && qglEngineShaderSourceCode[i] == 0) {
int enumIndex = staticMetaObject.indexOfEnumerator("ShaderName");
QMetaEnum m = staticMetaObject.enumerator(enumIndex);
@@ -308,6 +310,44 @@ void QGLEngineShaderManager::setCompositionMode(QPainter::CompositionMode mode)
shaderProgNeedsChanging = true; //###
}
+void QGLEngineShaderManager::setCustomStage(QGLCustomShaderStage* stage)
+{
+ // If the custom shader has changed, then destroy the previous compilation.
+ if (customSrcStage && stage && customSrcStage != stage)
+ removeCustomStage(customSrcStage);
+
+ customSrcStage = stage;
+ shaderProgNeedsChanging = true;
+}
+
+void QGLEngineShaderManager::shaderDestroyed(QObject *shader)
+{
+ // Remove any shader programs which has this as the srcPixel shader:
+ for (int i = 0; i < cachedPrograms.size(); ++i) {
+ if (cachedPrograms.at(i).srcPixelFragShader == shader) {
+ delete cachedPrograms.at(i).program;
+ cachedPrograms.removeAt(i--);
+ }
+ }
+
+ shaderProgNeedsChanging = true;
+}
+
+void QGLEngineShaderManager::removeCustomStage(QGLCustomShaderStage* stage)
+{
+ Q_UNUSED(stage); // Currently we only support one at a time...
+
+ QGLShader *compiledShader = compiledShaders[CustomImageSrcFragmentShader];
+
+ if (!compiledShader)
+ return;
+
+ compiledShaders[CustomImageSrcFragmentShader] = 0;
+ customSrcStage = 0;
+ shaderProgNeedsChanging = true;
+}
+
+
QGLShaderProgram* QGLEngineShaderManager::currentProgram()
{
return currentShaderProg->program;
@@ -332,6 +372,12 @@ bool QGLEngineShaderManager::useCorrectShaderProg()
if (!shaderProgNeedsChanging)
return false;
+ bool useCustomSrc = customSrcStage != 0;
+ if (useCustomSrc && srcPixelType != QGLEngineShaderManager::ImageSrc) {
+ useCustomSrc = false;
+ qWarning("QGLEngineShaderManager - Ignoring custom shader stage for non image src");
+ }
+
QGLEngineShaderProg requiredProgram;
requiredProgram.program = 0;
@@ -363,7 +409,11 @@ bool QGLEngineShaderManager::useCorrectShaderProg()
qCritical("QGLEngineShaderManager::useCorrectShaderProg() - I'm scared, Qt::NoBrush style is set");
break;
case QGLEngineShaderManager::ImageSrc:
- srcPixelFragShaderName = ImageSrcFragmentShader;
+ srcPixelFragShaderName = useCustomSrc ? CustomImageSrcFragmentShader : ImageSrcFragmentShader;
+ positionVertexShaderName = PositionOnlyVertexShader;
+ break;
+ case QGLEngineShaderManager::NonPremultipliedImageSrc:
+ srcPixelFragShaderName = NonPremultipliedImageSrcFragmentShader;
positionVertexShaderName = PositionOnlyVertexShader;
break;
case QGLEngineShaderManager::PatternSrc:
@@ -375,10 +425,6 @@ bool QGLEngineShaderManager::useCorrectShaderProg()
positionVertexShaderName = isAffine ? AffinePositionWithTextureBrushVertexShader
: PositionWithTextureBrushVertexShader;
break;
- case QGLEngineShaderManager::NonPremultipliedImageSrc:
- srcPixelFragShaderName = NonPremultipliedImageSrcFragmentShader;
- positionVertexShaderName = PositionOnlyVertexShader;
- break;
case Qt::SolidPattern:
srcPixelFragShaderName = SolidBrushSrcFragmentShader;
positionVertexShaderName = PositionOnlyVertexShader;
@@ -409,7 +455,6 @@ bool QGLEngineShaderManager::useCorrectShaderProg()
requiredProgram.positionVertexShader = compiledShaders[positionVertexShaderName];
requiredProgram.srcPixelFragShader = compiledShaders[srcPixelFragShaderName];
-
const bool hasCompose = compositionMode > QPainter::CompositionMode_Plus;
const bool hasMask = maskType != QGLEngineShaderManager::NoMask;
@@ -498,62 +543,63 @@ bool QGLEngineShaderManager::useCorrectShaderProg()
else
requiredProgram.compositionFragShader = 0;
-
// At this point, requiredProgram is fully populated so try to find the program in the cache
+ bool foundProgramInCache = false;
for (int i = 0; i < cachedPrograms.size(); ++i) {
- QGLEngineShaderProg &prog = cachedPrograms[i];
- if ( (prog.mainVertexShader == requiredProgram.mainVertexShader)
- && (prog.positionVertexShader == requiredProgram.positionVertexShader)
- && (prog.mainFragShader == requiredProgram.mainFragShader)
- && (prog.srcPixelFragShader == requiredProgram.srcPixelFragShader)
- && (prog.compositionFragShader == requiredProgram.compositionFragShader) )
- {
- currentShaderProg = &prog;
- currentShaderProg->program->enable();
- shaderProgNeedsChanging = false;
- return true;
+ if (cachedPrograms[i] == requiredProgram) {
+ currentShaderProg = &cachedPrograms[i];
+ foundProgramInCache = true;
+ break;
}
}
- // Shader program not found in cache, create it now.
- requiredProgram.program = new QGLShaderProgram(ctx, this);
- requiredProgram.program->addShader(requiredProgram.mainVertexShader);
- requiredProgram.program->addShader(requiredProgram.positionVertexShader);
- requiredProgram.program->addShader(requiredProgram.mainFragShader);
- requiredProgram.program->addShader(requiredProgram.srcPixelFragShader);
- requiredProgram.program->addShader(requiredProgram.maskFragShader);
- requiredProgram.program->addShader(requiredProgram.compositionFragShader);
-
- // We have to bind the vertex attribute names before the program is linked:
- requiredProgram.program->bindAttributeLocation("vertexCoordsArray", QT_VERTEX_COORDS_ATTR);
- if (useTextureCoords)
- requiredProgram.program->bindAttributeLocation("textureCoordArray", QT_TEXTURE_COORDS_ATTR);
-
- requiredProgram.program->link();
- if (!requiredProgram.program->isLinked()) {
- QString error;
- qWarning() << "Shader program failed to link,"
+ // If the shader program's not found in the cache, create it now.
+ if (!foundProgramInCache) {
+ requiredProgram.program = new QGLShaderProgram(ctx, this);
+ requiredProgram.program->addShader(requiredProgram.mainVertexShader);
+ requiredProgram.program->addShader(requiredProgram.positionVertexShader);
+ requiredProgram.program->addShader(requiredProgram.mainFragShader);
+ requiredProgram.program->addShader(requiredProgram.srcPixelFragShader);
+ requiredProgram.program->addShader(requiredProgram.maskFragShader);
+ requiredProgram.program->addShader(requiredProgram.compositionFragShader);
+
+ // We have to bind the vertex attribute names before the program is linked:
+ requiredProgram.program->bindAttributeLocation("vertexCoordsArray", QT_VERTEX_COORDS_ATTR);
+ if (useTextureCoords)
+ requiredProgram.program->bindAttributeLocation("textureCoordArray", QT_TEXTURE_COORDS_ATTR);
+
+ requiredProgram.program->link();
+ if (!requiredProgram.program->isLinked()) {
+ QString error;
+ qWarning() << "Shader program failed to link,"
#if defined(QT_DEBUG)
- << '\n'
- << " Shaders Used:" << '\n'
- << " mainVertexShader = " << requiredProgram.mainVertexShader->objectName() << '\n'
- << " positionVertexShader = " << requiredProgram.positionVertexShader->objectName() << '\n'
- << " mainFragShader = " << requiredProgram.mainFragShader->objectName() << '\n'
- << " srcPixelFragShader = " << requiredProgram.srcPixelFragShader->objectName() << '\n'
- << " maskFragShader = " << requiredProgram.maskFragShader->objectName() << '\n'
- << " compositionFragShader = "<< requiredProgram.compositionFragShader->objectName() << '\n'
+ << '\n'
+ << " Shaders Used:" << '\n'
+ << " mainVertexShader = " << requiredProgram.mainVertexShader->objectName() << '\n'
+ << " positionVertexShader = " << requiredProgram.positionVertexShader->objectName() << '\n'
+ << " mainFragShader = " << requiredProgram.mainFragShader->objectName() << '\n'
+ << " srcPixelFragShader = " << requiredProgram.srcPixelFragShader->objectName() << '\n'
+ << " maskFragShader = " << requiredProgram.maskFragShader->objectName() << '\n'
+ << " compositionFragShader = "<< requiredProgram.compositionFragShader->objectName() << '\n'
#endif
- << " Error Log:" << '\n'
- << " " << requiredProgram.program->log();
- qWarning() << error;
+ << " Error Log:" << '\n'
+ << " " << requiredProgram.program->log();
+ qWarning() << error;
+ delete requiredProgram.program;
+ } else {
+ cachedPrograms.append(requiredProgram);
+ // taking the address here is safe since
+ // cachePrograms isn't resized anywhere else
+ currentShaderProg = &cachedPrograms.last();
+ }
}
- else {
- cachedPrograms.append(requiredProgram);
- // taking the address here is safe since
- // cachePrograms isn't resized anywhere else
- currentShaderProg = &cachedPrograms.last();
+
+ if (currentShaderProg) {
currentShaderProg->program->enable();
+ if (useCustomSrc)
+ customSrcStage->setUniforms(currentShaderProg->program);
}
+
shaderProgNeedsChanging = false;
return true;
}
@@ -563,8 +609,27 @@ void QGLEngineShaderManager::compileNamedShader(QGLEngineShaderManager::ShaderNa
if (compiledShaders[name])
return;
- QGLShader *newShader = new QGLShader(type, ctx, this);
- newShader->compile(qglEngineShaderSourceCode[name]);
+ QGLShader *newShader;
+
+ QByteArray source;
+ if (name == CustomImageSrcFragmentShader) {
+ source = customSrcStage->source();
+ source += qglslCustomSrcFragmentShader;
+
+ newShader = customShaderCache.object(source);
+ if (!newShader) {
+ newShader = new QGLShader(type, ctx, this);
+ newShader->compile(source);
+ customShaderCache.insert(source, newShader);
+
+ connect(newShader, SIGNAL(destroyed(QObject *)),
+ this, SLOT(shaderDestroyed(QObject *)));
+ }
+ } else {
+ source = qglEngineShaderSourceCode[name];
+ newShader = new QGLShader(type, ctx, this);
+ newShader->compile(source);
+ }
#if defined(QT_DEBUG)
// Name the shader for easier debugging