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authorJohan Klokkhammer Helsing <johan.helsing@qt.io>2019-12-11 14:50:40 +0100
committerJohan Klokkhammer Helsing <johan.helsing@qt.io>2020-01-22 09:40:59 +0100
commitf3ecda32e0f7bd21b44e7737d2939dcce2c26517 (patch)
treea9e51f4d507b3b0d92a742157e3c654999cde2fa /src/opengl
parent06bb315beb6c2c398223cfe52cbc7f66e14a8557 (diff)
Move QOpenGLPaintEngine and related classes from QtGui to QtOpenGL
Also moves the openglwindow test to the opengl folder, as it makes use of these classes. Task-number: QTBUG-74409 Change-Id: Id9f0013cedcc8bd1e87122c005641d7298525045 Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
Diffstat (limited to 'src/opengl')
-rw-r--r--src/opengl/opengl.pro21
-rw-r--r--src/opengl/qopengl2pexvertexarray.cpp173
-rw-r--r--src/opengl/qopengl2pexvertexarray_p.h167
-rw-r--r--src/opengl/qopenglcustomshaderstage.cpp137
-rw-r--r--src/opengl/qopenglcustomshaderstage_p.h90
-rw-r--r--src/opengl/qopenglengineshadermanager.cpp898
-rw-r--r--src/opengl/qopenglengineshadermanager_p.h506
-rw-r--r--src/opengl/qopenglengineshadersource_p.h969
-rw-r--r--src/opengl/qopenglgradientcache.cpp276
-rw-r--r--src/opengl/qopenglgradientcache_p.h107
-rw-r--r--src/opengl/qopenglpaintdevice.cpp372
-rw-r--r--src/opengl/qopenglpaintdevice.h95
-rw-r--r--src/opengl/qopenglpaintdevice_p.h87
-rw-r--r--src/opengl/qopenglpaintengine.cpp2702
-rw-r--r--src/opengl/qopenglpaintengine_p.h395
-rw-r--r--src/opengl/qopenglshadercache_p.h86
-rw-r--r--src/opengl/qopengltexturecache.cpp198
-rw-r--r--src/opengl/qopengltexturecache_p.h108
-rw-r--r--src/opengl/qopengltextureglyphcache.cpp485
-rw-r--r--src/opengl/qopengltextureglyphcache_p.h181
-rw-r--r--src/opengl/qopengltextureuploader.cpp381
-rw-r--r--src/opengl/qopengltextureuploader_p.h84
-rw-r--r--src/opengl/qopenglwidget.cpp6
-rw-r--r--src/opengl/qopenglwindow.cpp2
24 files changed, 8523 insertions, 3 deletions
diff --git a/src/opengl/opengl.pro b/src/opengl/opengl.pro
index a726db2be9..6c2a969820 100644
--- a/src/opengl/opengl.pro
+++ b/src/opengl/opengl.pro
@@ -10,11 +10,32 @@ qtConfig(opengl): CONFIG += opengl
qtConfig(opengles2): CONFIG += opengles2
HEADERS += \
+ qopengl2pexvertexarray_p.h \
+ qopenglcustomshaderstage_p.h \
qopengldebug.h \
+ qopenglengineshadermanager_p.h \
+ qopenglengineshadersource_p.h \
+ qopenglgradientcache_p.h \
+ qopenglpaintdevice.h \
+ qopenglpaintdevice_p.h \
+ qopenglpaintengine_p.h \
+ qopenglshadercache_p.h \
+ qopengltexturecache_p.h \
+ qopengltextureglyphcache_p.h \
+ qopengltextureuploader_p.h \
qopenglwindow.h \
qtopenglglobal.h
SOURCES += \
+ qopengl2pexvertexarray.cpp \
+ qopenglcustomshaderstage.cpp \
+ qopenglengineshadermanager.cpp \
+ qopenglgradientcache.cpp \
+ qopenglpaintdevice.cpp \
+ qopenglpaintengine.cpp \
+ qopengltexturecache.cpp \
+ qopengltextureglyphcache.cpp \
+ qopengltextureuploader.cpp \
qopenglwindow.cpp \
qopengldebug.cpp
diff --git a/src/opengl/qopengl2pexvertexarray.cpp b/src/opengl/qopengl2pexvertexarray.cpp
new file mode 100644
index 0000000000..df0fb764c9
--- /dev/null
+++ b/src/opengl/qopengl2pexvertexarray.cpp
@@ -0,0 +1,173 @@
+/****************************************************************************
+**
+** Copyright (C) 2016 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the QtOpenGL module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or (at your option) the GNU General
+** Public license version 3 or any later version approved by the KDE Free
+** Qt Foundation. The licenses are as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
+** included in the packaging of this file. Please review the following
+** information to ensure the GNU General Public License requirements will
+** be met: https://www.gnu.org/licenses/gpl-2.0.html and
+** https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "qopengl2pexvertexarray_p.h"
+
+#include <private/qbezier_p.h>
+
+QT_BEGIN_NAMESPACE
+
+void QOpenGL2PEXVertexArray::clear()
+{
+ vertexArray.reset();
+ vertexArrayStops.reset();
+ boundingRectDirty = true;
+}
+
+
+QOpenGLRect QOpenGL2PEXVertexArray::boundingRect() const
+{
+ if (boundingRectDirty)
+ return QOpenGLRect(0.0, 0.0, 0.0, 0.0);
+ else
+ return QOpenGLRect(minX, minY, maxX, maxY);
+}
+
+void QOpenGL2PEXVertexArray::addClosingLine(int index)
+{
+ QPointF point(vertexArray.at(index));
+ if (point != QPointF(vertexArray.last()))
+ vertexArray.add(point);
+}
+
+void QOpenGL2PEXVertexArray::addCentroid(const QVectorPath &path, int subPathIndex)
+{
+ const QPointF *const points = reinterpret_cast<const QPointF *>(path.points());
+ const QPainterPath::ElementType *const elements = path.elements();
+
+ QPointF sum = points[subPathIndex];
+ int count = 1;
+
+ for (int i = subPathIndex + 1; i < path.elementCount() && (!elements || elements[i] != QPainterPath::MoveToElement); ++i) {
+ sum += points[i];
+ ++count;
+ }
+
+ const QPointF centroid = sum / qreal(count);
+ vertexArray.add(centroid);
+}
+
+void QOpenGL2PEXVertexArray::addPath(const QVectorPath &path, GLfloat curveInverseScale, bool outline)
+{
+ const QPointF* const points = reinterpret_cast<const QPointF*>(path.points());
+ const QPainterPath::ElementType* const elements = path.elements();
+
+ if (boundingRectDirty) {
+ minX = maxX = points[0].x();
+ minY = maxY = points[0].y();
+ boundingRectDirty = false;
+ }
+
+ if (!outline && !path.isConvex())
+ addCentroid(path, 0);
+
+ int lastMoveTo = vertexArray.size();
+ vertexArray.add(points[0]); // The first element is always a moveTo
+
+ do {
+ if (!elements) {
+// qDebug("QVectorPath has no elements");
+ // If the path has a null elements pointer, the elements implicitly
+ // start with a moveTo (already added) and continue with lineTos:
+ for (int i=1; i<path.elementCount(); ++i)
+ lineToArray(points[i].x(), points[i].y());
+
+ break;
+ }
+// qDebug("QVectorPath has element types");
+
+ for (int i=1; i<path.elementCount(); ++i) {
+ switch (elements[i]) {
+ case QPainterPath::MoveToElement:
+ if (!outline)
+ addClosingLine(lastMoveTo);
+// qDebug("element[%d] is a MoveToElement", i);
+ vertexArrayStops.add(vertexArray.size());
+ if (!outline) {
+ if (!path.isConvex()) addCentroid(path, i);
+ lastMoveTo = vertexArray.size();
+ }
+ lineToArray(points[i].x(), points[i].y()); // Add the moveTo as a new vertex
+ break;
+ case QPainterPath::LineToElement:
+// qDebug("element[%d] is a LineToElement", i);
+ lineToArray(points[i].x(), points[i].y());
+ break;
+ case QPainterPath::CurveToElement: {
+ QBezier b = QBezier::fromPoints(*(((const QPointF *) points) + i - 1),
+ points[i],
+ points[i+1],
+ points[i+2]);
+ QRectF bounds = b.bounds();
+ // threshold based on same algorithm as in qtriangulatingstroker.cpp
+ int threshold = qMin<float>(64, qMax(bounds.width(), bounds.height()) * 3.14f / (curveInverseScale * 6));
+ if (threshold < 3) threshold = 3;
+ qreal one_over_threshold_minus_1 = qreal(1) / (threshold - 1);
+ for (int t=0; t<threshold; ++t) {
+ QPointF pt = b.pointAt(t * one_over_threshold_minus_1);
+ lineToArray(pt.x(), pt.y());
+ }
+ i += 2;
+ break; }
+ default:
+ break;
+ }
+ }
+ } while (0);
+
+ if (!outline)
+ addClosingLine(lastMoveTo);
+ vertexArrayStops.add(vertexArray.size());
+}
+
+void QOpenGL2PEXVertexArray::lineToArray(const GLfloat x, const GLfloat y)
+{
+ vertexArray.add(QOpenGLPoint(x, y));
+
+ if (x > maxX)
+ maxX = x;
+ else if (x < minX)
+ minX = x;
+ if (y > maxY)
+ maxY = y;
+ else if (y < minY)
+ minY = y;
+}
+
+QT_END_NAMESPACE
diff --git a/src/opengl/qopengl2pexvertexarray_p.h b/src/opengl/qopengl2pexvertexarray_p.h
new file mode 100644
index 0000000000..3ef26e908d
--- /dev/null
+++ b/src/opengl/qopengl2pexvertexarray_p.h
@@ -0,0 +1,167 @@
+/****************************************************************************
+**
+** Copyright (C) 2016 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the QtOpenGL module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or (at your option) the GNU General
+** Public license version 3 or any later version approved by the KDE Free
+** Qt Foundation. The licenses are as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
+** included in the packaging of this file. Please review the following
+** information to ensure the GNU General Public License requirements will
+** be met: https://www.gnu.org/licenses/gpl-2.0.html and
+** https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+//
+// W A R N I N G
+// -------------
+//
+// This file is not part of the Qt API. It exists purely as an
+// implementation detail. This header file may change from version to
+// version without notice, or even be removed.
+//
+// We mean it.
+//
+
+#ifndef QOPENGL2PEXVERTEXARRAY_P_H
+#define QOPENGL2PEXVERTEXARRAY_P_H
+
+#include <QRectF>
+
+#include <private/qdatabuffer_p.h>
+#include <private/qvectorpath_p.h>
+#include <private/qopenglcontext_p.h>
+
+QT_BEGIN_NAMESPACE
+
+class QOpenGLPoint
+{
+public:
+ QOpenGLPoint(GLfloat new_x, GLfloat new_y) :
+ x(new_x), y(new_y) {};
+
+ QOpenGLPoint(const QPointF &p) :
+ x(p.x()), y(p.y()) {};
+
+ QOpenGLPoint(const QPointF* p) :
+ x(p->x()), y(p->y()) {};
+
+ GLfloat x;
+ GLfloat y;
+
+ operator QPointF() {return QPointF(x,y);}
+ operator QPointF() const {return QPointF(x,y);}
+};
+
+struct QOpenGLRect
+{
+ QOpenGLRect(const QRectF &r)
+ : left(r.left()), top(r.top()), right(r.right()), bottom(r.bottom()) {}
+
+ QOpenGLRect(GLfloat l, GLfloat t, GLfloat r, GLfloat b)
+ : left(l), top(t), right(r), bottom(b) {}
+
+ GLfloat left;
+ GLfloat top;
+ GLfloat right;
+ GLfloat bottom;
+
+ operator QRectF() const {return QRectF(left, top, right-left, bottom-top);}
+};
+
+class QOpenGL2PEXVertexArray
+{
+public:
+ QOpenGL2PEXVertexArray() :
+ vertexArray(0), vertexArrayStops(0),
+ maxX(-2e10), maxY(-2e10), minX(2e10), minY(2e10),
+ boundingRectDirty(true)
+ { }
+
+ inline void addRect(const QRectF &rect)
+ {
+ qreal top = rect.top();
+ qreal left = rect.left();
+ qreal bottom = rect.bottom();
+ qreal right = rect.right();
+
+ vertexArray << QOpenGLPoint(left, top)
+ << QOpenGLPoint(right, top)
+ << QOpenGLPoint(right, bottom)
+ << QOpenGLPoint(right, bottom)
+ << QOpenGLPoint(left, bottom)
+ << QOpenGLPoint(left, top);
+ }
+
+ inline void addQuad(const QRectF &rect)
+ {
+ qreal top = rect.top();
+ qreal left = rect.left();
+ qreal bottom = rect.bottom();
+ qreal right = rect.right();
+
+ vertexArray << QOpenGLPoint(left, top)
+ << QOpenGLPoint(right, top)
+ << QOpenGLPoint(left, bottom)
+ << QOpenGLPoint(right, bottom);
+
+ }
+
+ inline void addVertex(const GLfloat x, const GLfloat y)
+ {
+ vertexArray.add(QOpenGLPoint(x, y));
+ }
+
+ void addPath(const QVectorPath &path, GLfloat curveInverseScale, bool outline = true);
+ void clear();
+
+ QOpenGLPoint* data() {return vertexArray.data();}
+ int *stops() const { return vertexArrayStops.data(); }
+ int stopCount() const { return vertexArrayStops.size(); }
+ QOpenGLRect boundingRect() const;
+
+ int vertexCount() const { return vertexArray.size(); }
+
+ void lineToArray(const GLfloat x, const GLfloat y);
+
+private:
+ QDataBuffer<QOpenGLPoint> vertexArray;
+ QDataBuffer<int> vertexArrayStops;
+
+ GLfloat maxX;
+ GLfloat maxY;
+ GLfloat minX;
+ GLfloat minY;
+ bool boundingRectDirty;
+ void addClosingLine(int index);
+ void addCentroid(const QVectorPath &path, int subPathIndex);
+};
+
+QT_END_NAMESPACE
+
+#endif
diff --git a/src/opengl/qopenglcustomshaderstage.cpp b/src/opengl/qopenglcustomshaderstage.cpp
new file mode 100644
index 0000000000..7a32b2fbc0
--- /dev/null
+++ b/src/opengl/qopenglcustomshaderstage.cpp
@@ -0,0 +1,137 @@
+/****************************************************************************
+**
+** Copyright (C) 2016 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the QtOpenGL module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or (at your option) the GNU General
+** Public license version 3 or any later version approved by the KDE Free
+** Qt Foundation. The licenses are as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
+** included in the packaging of this file. Please review the following
+** information to ensure the GNU General Public License requirements will
+** be met: https://www.gnu.org/licenses/gpl-2.0.html and
+** https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "qopenglcustomshaderstage_p.h"
+#include "qopenglengineshadermanager_p.h"
+#include "qopenglpaintengine_p.h"
+#include <private/qpainter_p.h>
+
+QT_BEGIN_NAMESPACE
+
+class QOpenGLCustomShaderStagePrivate
+{
+public:
+ QOpenGLCustomShaderStagePrivate() :
+ m_manager(nullptr) {}
+
+ QPointer<QOpenGLEngineShaderManager> m_manager;
+ QByteArray m_source;
+};
+
+
+
+
+QOpenGLCustomShaderStage::QOpenGLCustomShaderStage()
+ : d_ptr(new QOpenGLCustomShaderStagePrivate)
+{
+}
+
+QOpenGLCustomShaderStage::~QOpenGLCustomShaderStage()
+{
+ Q_D(QOpenGLCustomShaderStage);
+ if (d->m_manager) {
+ d->m_manager->removeCustomStage();
+ d->m_manager->sharedShaders->cleanupCustomStage(this);
+ }
+ delete d_ptr;
+}
+
+void QOpenGLCustomShaderStage::setUniformsDirty()
+{
+ Q_D(QOpenGLCustomShaderStage);
+ if (d->m_manager)
+ d->m_manager->setDirty(); // ### Probably a bit overkill!
+}
+
+bool QOpenGLCustomShaderStage::setOnPainter(QPainter* p)
+{
+ Q_D(QOpenGLCustomShaderStage);
+ if (p->paintEngine()->type() != QPaintEngine::OpenGL2) {
+ qWarning("QOpenGLCustomShaderStage::setOnPainter() - paint engine not OpenGL2");
+ return false;
+ }
+ if (d->m_manager)
+ qWarning("Custom shader is already set on a painter");
+
+ QOpenGL2PaintEngineEx *engine = static_cast<QOpenGL2PaintEngineEx*>(p->paintEngine());
+ d->m_manager = QOpenGL2PaintEngineExPrivate::shaderManagerForEngine(engine);
+ Q_ASSERT(d->m_manager);
+
+ d->m_manager->setCustomStage(this);
+ return true;
+}
+
+void QOpenGLCustomShaderStage::removeFromPainter(QPainter* p)
+{
+ Q_D(QOpenGLCustomShaderStage);
+ if (p->paintEngine()->type() != QPaintEngine::OpenGL2)
+ return;
+
+ QOpenGL2PaintEngineEx *engine = static_cast<QOpenGL2PaintEngineEx*>(p->paintEngine());
+ d->m_manager = QOpenGL2PaintEngineExPrivate::shaderManagerForEngine(engine);
+ Q_ASSERT(d->m_manager);
+
+ // Just set the stage to null, don't call removeCustomStage().
+ // This should leave the program in a compiled/linked state
+ // if the next custom shader stage is this one again.
+ d->m_manager->setCustomStage(nullptr);
+ d->m_manager = nullptr;
+}
+
+QByteArray QOpenGLCustomShaderStage::source() const
+{
+ Q_D(const QOpenGLCustomShaderStage);
+ return d->m_source;
+}
+
+// Called by the shader manager if another custom shader is attached or
+// the manager is deleted
+void QOpenGLCustomShaderStage::setInactive()
+{
+ Q_D(QOpenGLCustomShaderStage);
+ d->m_manager = nullptr;
+}
+
+void QOpenGLCustomShaderStage::setSource(const QByteArray& s)
+{
+ Q_D(QOpenGLCustomShaderStage);
+ d->m_source = s;
+}
+
+QT_END_NAMESPACE
diff --git a/src/opengl/qopenglcustomshaderstage_p.h b/src/opengl/qopenglcustomshaderstage_p.h
new file mode 100644
index 0000000000..255c115e3c
--- /dev/null
+++ b/src/opengl/qopenglcustomshaderstage_p.h
@@ -0,0 +1,90 @@
+/****************************************************************************
+**
+** Copyright (C) 2016 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the QtOpenGL module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or (at your option) the GNU General
+** Public license version 3 or any later version approved by the KDE Free
+** Qt Foundation. The licenses are as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
+** included in the packaging of this file. Please review the following
+** information to ensure the GNU General Public License requirements will
+** be met: https://www.gnu.org/licenses/gpl-2.0.html and
+** https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#ifndef QOPENGL_CUSTOM_SHADER_STAGE_H
+#define QOPENGL_CUSTOM_SHADER_STAGE_H
+
+//
+// W A R N I N G
+// -------------
+//
+// This file is not part of the Qt API. It exists purely as an
+// implementation detail. This header file may change from version to
+// version without notice, or even be removed.
+//
+// We mean it.
+//
+
+#include <QtOpenGL/qtopenglglobal.h>
+#include <QOpenGLShaderProgram>
+
+QT_BEGIN_NAMESPACE
+
+
+class QPainter;
+class QOpenGLCustomShaderStagePrivate;
+class Q_OPENGL_EXPORT QOpenGLCustomShaderStage
+{
+ Q_DECLARE_PRIVATE(QOpenGLCustomShaderStage)
+public:
+ QOpenGLCustomShaderStage();
+ virtual ~QOpenGLCustomShaderStage();
+ virtual void setUniforms(QOpenGLShaderProgram*) {}
+
+ void setUniformsDirty();
+
+ bool setOnPainter(QPainter*);
+ void removeFromPainter(QPainter*);
+ QByteArray source() const;
+
+ void setInactive();
+protected:
+ void setSource(const QByteArray&);
+
+private:
+ QOpenGLCustomShaderStagePrivate* d_ptr;
+
+ Q_DISABLE_COPY_MOVE(QOpenGLCustomShaderStage)
+};
+
+
+QT_END_NAMESPACE
+
+
+#endif
diff --git a/src/opengl/qopenglengineshadermanager.cpp b/src/opengl/qopenglengineshadermanager.cpp
new file mode 100644
index 0000000000..09bd9ff096
--- /dev/null
+++ b/src/opengl/qopenglengineshadermanager.cpp
@@ -0,0 +1,898 @@
+/****************************************************************************
+**
+** Copyright (C) 2016 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the QtOpenGL module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or (at your option) the GNU General
+** Public license version 3 or any later version approved by the KDE Free
+** Qt Foundation. The licenses are as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
+** included in the packaging of this file. Please review the following
+** information to ensure the GNU General Public License requirements will
+** be met: https://www.gnu.org/licenses/gpl-2.0.html and
+** https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "qopenglengineshadermanager_p.h"
+#include "qopenglengineshadersource_p.h"
+#include "qopenglpaintengine_p.h"
+#include <private/qopenglshadercache_p.h>
+
+#include <QtGui/private/qopenglcontext_p.h>
+#include <QtCore/qthreadstorage.h>
+
+#include <algorithm>
+
+#if defined(QT_DEBUG)
+#include <QMetaEnum>
+#endif
+
+// #define QT_GL_SHARED_SHADER_DEBUG
+
+QT_BEGIN_NAMESPACE
+
+class QOpenGLEngineSharedShadersResource : public QOpenGLSharedResource
+{
+public:
+ QOpenGLEngineSharedShadersResource(QOpenGLContext *ctx)
+ : QOpenGLSharedResource(ctx->shareGroup())
+ , m_shaders(new QOpenGLEngineSharedShaders(ctx))
+ {
+ }
+
+ ~QOpenGLEngineSharedShadersResource()
+ {
+ delete m_shaders;
+ }
+
+ void invalidateResource() override
+ {
+ delete m_shaders;
+ m_shaders = nullptr;
+ }
+
+ void freeResource(QOpenGLContext *) override
+ {
+ }
+
+ QOpenGLEngineSharedShaders *shaders() const { return m_shaders; }
+
+private:
+ QOpenGLEngineSharedShaders *m_shaders;
+};
+
+class QOpenGLShaderStorage
+{
+public:
+ QOpenGLEngineSharedShaders *shadersForThread(QOpenGLContext *context) {
+ QOpenGLMultiGroupSharedResource *&shaders = m_storage.localData();
+ if (!shaders)
+ shaders = new QOpenGLMultiGroupSharedResource;
+ QOpenGLEngineSharedShadersResource *resource =
+ shaders->value<QOpenGLEngineSharedShadersResource>(context);
+ return resource ? resource->shaders() : nullptr;
+ }
+
+private:
+ QThreadStorage<QOpenGLMultiGroupSharedResource *> m_storage;
+};
+
+Q_GLOBAL_STATIC(QOpenGLShaderStorage, qt_shader_storage);
+
+QOpenGLEngineSharedShaders *QOpenGLEngineSharedShaders::shadersForContext(QOpenGLContext *context)
+{
+ return qt_shader_storage()->shadersForThread(context);
+}
+
+const char* QOpenGLEngineSharedShaders::qShaderSnippets[] = {
+ 0,0,0,0,0,0,0,0,0,0,
+ 0,0,0,0,0,0,0,0,0,0,
+ 0,0,0,0,0,0,0,0,0,0,
+ 0,0,0,0,0
+};
+
+QOpenGLEngineSharedShaders::QOpenGLEngineSharedShaders(QOpenGLContext* context)
+ : blitShaderProg(nullptr)
+ , simpleShaderProg(nullptr)
+{
+
+/*
+ Rather than having the shader source array statically initialised, it is initialised
+ here instead. This is to allow new shader names to be inserted or existing names moved
+ around without having to change the order of the glsl strings. It is hoped this will
+ make future hard-to-find runtime bugs more obvious and generally give more solid code.
+*/
+
+ // Check if the user has requested an OpenGL 3.2 Core Profile or higher
+ // and if so use GLSL 1.50 core shaders instead of legacy ones.
+ const QSurfaceFormat &fmt = context->format();
+ const bool isCoreProfile = fmt.profile() == QSurfaceFormat::CoreProfile && fmt.version() >= qMakePair(3,2);
+
+ const char** code = qShaderSnippets; // shortcut
+
+ if (isCoreProfile) {
+ code[MainVertexShader] = qopenglslMainVertexShader_core;
+ code[MainWithTexCoordsVertexShader] = qopenglslMainWithTexCoordsVertexShader_core;
+ code[MainWithTexCoordsAndOpacityVertexShader] = qopenglslMainWithTexCoordsAndOpacityVertexShader_core;
+
+ code[UntransformedPositionVertexShader] = qopenglslUntransformedPositionVertexShader_core;
+ code[PositionOnlyVertexShader] = qopenglslPositionOnlyVertexShader_core;
+ code[ComplexGeometryPositionOnlyVertexShader] = qopenglslComplexGeometryPositionOnlyVertexShader_core;
+ code[PositionWithPatternBrushVertexShader] = qopenglslPositionWithPatternBrushVertexShader_core;
+ code[PositionWithLinearGradientBrushVertexShader] = qopenglslPositionWithLinearGradientBrushVertexShader_core;
+ code[PositionWithConicalGradientBrushVertexShader] = qopenglslPositionWithConicalGradientBrushVertexShader_core;
+ code[PositionWithRadialGradientBrushVertexShader] = qopenglslPositionWithRadialGradientBrushVertexShader_core;
+ code[PositionWithTextureBrushVertexShader] = qopenglslPositionWithTextureBrushVertexShader_core;
+ code[AffinePositionWithPatternBrushVertexShader] = qopenglslAffinePositionWithPatternBrushVertexShader_core;
+ code[AffinePositionWithLinearGradientBrushVertexShader] = qopenglslAffinePositionWithLinearGradientBrushVertexShader_core;
+ code[AffinePositionWithConicalGradientBrushVertexShader] = qopenglslAffinePositionWithConicalGradientBrushVertexShader_core;
+ code[AffinePositionWithRadialGradientBrushVertexShader] = qopenglslAffinePositionWithRadialGradientBrushVertexShader_core;
+ code[AffinePositionWithTextureBrushVertexShader] = qopenglslAffinePositionWithTextureBrushVertexShader_core;
+
+ code[MainFragmentShader_MO] = qopenglslMainFragmentShader_MO_core;
+ code[MainFragmentShader_M] = qopenglslMainFragmentShader_M_core;
+ code[MainFragmentShader_O] = qopenglslMainFragmentShader_O_core;
+ code[MainFragmentShader] = qopenglslMainFragmentShader_core;
+ code[MainFragmentShader_ImageArrays] = qopenglslMainFragmentShader_ImageArrays_core;
+
+ code[ImageSrcFragmentShader] = qopenglslImageSrcFragmentShader_core;
+ code[ImageSrcWithPatternFragmentShader] = qopenglslImageSrcWithPatternFragmentShader_core;
+ code[NonPremultipliedImageSrcFragmentShader] = qopenglslNonPremultipliedImageSrcFragmentShader_core;
+ code[GrayscaleImageSrcFragmentShader] = qopenglslGrayscaleImageSrcFragmentShader_core;
+ code[AlphaImageSrcFragmentShader] = qopenglslAlphaImageSrcFragmentShader_core;
+ code[CustomImageSrcFragmentShader] = qopenglslCustomSrcFragmentShader_core; // Calls "customShader", which must be appended
+ code[SolidBrushSrcFragmentShader] = qopenglslSolidBrushSrcFragmentShader_core;
+
+ code[TextureBrushSrcFragmentShader] = qopenglslTextureBrushSrcFragmentShader_core;
+ code[TextureBrushSrcWithPatternFragmentShader] = qopenglslTextureBrushSrcWithPatternFragmentShader_core;
+ code[PatternBrushSrcFragmentShader] = qopenglslPatternBrushSrcFragmentShader_core;
+ code[LinearGradientBrushSrcFragmentShader] = qopenglslLinearGradientBrushSrcFragmentShader_core;
+ code[RadialGradientBrushSrcFragmentShader] = qopenglslRadialGradientBrushSrcFragmentShader_core;
+ code[ConicalGradientBrushSrcFragmentShader] = qopenglslConicalGradientBrushSrcFragmentShader_core;
+ code[ShockingPinkSrcFragmentShader] = qopenglslShockingPinkSrcFragmentShader_core;
+
+ code[NoMaskFragmentShader] = "";
+ code[MaskFragmentShader] = qopenglslMaskFragmentShader_core;
+ code[RgbMaskFragmentShaderPass1] = qopenglslRgbMaskFragmentShaderPass1_core;
+ code[RgbMaskFragmentShaderPass2] = qopenglslRgbMaskFragmentShaderPass2_core;
+ code[RgbMaskWithGammaFragmentShader] = ""; //###
+ } else {
+ code[MainVertexShader] = qopenglslMainVertexShader;
+ code[MainWithTexCoordsVertexShader] = qopenglslMainWithTexCoordsVertexShader;
+ code[MainWithTexCoordsAndOpacityVertexShader] = qopenglslMainWithTexCoordsAndOpacityVertexShader;
+
+ code[UntransformedPositionVertexShader] = qopenglslUntransformedPositionVertexShader;
+ code[PositionOnlyVertexShader] = qopenglslPositionOnlyVertexShader;
+ code[ComplexGeometryPositionOnlyVertexShader] = qopenglslComplexGeometryPositionOnlyVertexShader;
+ code[PositionWithPatternBrushVertexShader] = qopenglslPositionWithPatternBrushVertexShader;
+ code[PositionWithLinearGradientBrushVertexShader] = qopenglslPositionWithLinearGradientBrushVertexShader;
+ code[PositionWithConicalGradientBrushVertexShader] = qopenglslPositionWithConicalGradientBrushVertexShader;
+ code[PositionWithRadialGradientBrushVertexShader] = qopenglslPositionWithRadialGradientBrushVertexShader;
+ code[PositionWithTextureBrushVertexShader] = qopenglslPositionWithTextureBrushVertexShader;
+ code[AffinePositionWithPatternBrushVertexShader] = qopenglslAffinePositionWithPatternBrushVertexShader;
+ code[AffinePositionWithLinearGradientBrushVertexShader] = qopenglslAffinePositionWithLinearGradientBrushVertexShader;
+ code[AffinePositionWithConicalGradientBrushVertexShader] = qopenglslAffinePositionWithConicalGradientBrushVertexShader;
+ code[AffinePositionWithRadialGradientBrushVertexShader] = qopenglslAffinePositionWithRadialGradientBrushVertexShader;
+ code[AffinePositionWithTextureBrushVertexShader] = qopenglslAffinePositionWithTextureBrushVertexShader;
+
+ code[MainFragmentShader_MO] = qopenglslMainFragmentShader_MO;
+ code[MainFragmentShader_M] = qopenglslMainFragmentShader_M;
+ code[MainFragmentShader_O] = qopenglslMainFragmentShader_O;
+ code[MainFragmentShader] = qopenglslMainFragmentShader;
+ code[MainFragmentShader_ImageArrays] = qopenglslMainFragmentShader_ImageArrays;
+
+ code[ImageSrcFragmentShader] = qopenglslImageSrcFragmentShader;
+ code[ImageSrcWithPatternFragmentShader] = qopenglslImageSrcWithPatternFragmentShader;
+ code[NonPremultipliedImageSrcFragmentShader] = qopenglslNonPremultipliedImageSrcFragmentShader;
+ code[GrayscaleImageSrcFragmentShader] = qopenglslGrayscaleImageSrcFragmentShader;
+ code[AlphaImageSrcFragmentShader] = qopenglslAlphaImageSrcFragmentShader;
+ code[CustomImageSrcFragmentShader] = qopenglslCustomSrcFragmentShader; // Calls "customShader", which must be appended
+ code[SolidBrushSrcFragmentShader] = qopenglslSolidBrushSrcFragmentShader;
+ code[TextureBrushSrcFragmentShader] = qopenglslTextureBrushSrcFragmentShader;
+ code[TextureBrushSrcWithPatternFragmentShader] = qopenglslTextureBrushSrcWithPatternFragmentShader;
+ code[PatternBrushSrcFragmentShader] = qopenglslPatternBrushSrcFragmentShader;
+ code[LinearGradientBrushSrcFragmentShader] = qopenglslLinearGradientBrushSrcFragmentShader;
+ code[RadialGradientBrushSrcFragmentShader] = qopenglslRadialGradientBrushSrcFragmentShader;
+ code[ConicalGradientBrushSrcFragmentShader] = qopenglslConicalGradientBrushSrcFragmentShader;
+ code[ShockingPinkSrcFragmentShader] = qopenglslShockingPinkSrcFragmentShader;
+
+ code[NoMaskFragmentShader] = "";
+ code[MaskFragmentShader] = qopenglslMaskFragmentShader;
+ code[RgbMaskFragmentShaderPass1] = qopenglslRgbMaskFragmentShaderPass1;
+ code[RgbMaskFragmentShaderPass2] = qopenglslRgbMaskFragmentShaderPass2;
+ code[RgbMaskWithGammaFragmentShader] = ""; //###
+ }
+
+ // The composition shaders are just layout qualifiers and the same
+ // for all profiles that support them.
+ code[NoCompositionModeFragmentShader] = "";
+ code[MultiplyCompositionModeFragmentShader] = qopenglslMultiplyCompositionModeFragmentShader;
+ code[ScreenCompositionModeFragmentShader] = qopenglslScreenCompositionModeFragmentShader;
+ code[OverlayCompositionModeFragmentShader] = qopenglslOverlayCompositionModeFragmentShader;
+ code[DarkenCompositionModeFragmentShader] = qopenglslDarkenCompositionModeFragmentShader;
+ code[LightenCompositionModeFragmentShader] = qopenglslLightenCompositionModeFragmentShader;
+ code[ColorDodgeCompositionModeFragmentShader] = qopenglslColorDodgeCompositionModeFragmentShader;
+ code[ColorBurnCompositionModeFragmentShader] = qopenglslColorBurnCompositionModeFragmentShader;
+ code[HardLightCompositionModeFragmentShader] = qopenglslHardLightCompositionModeFragmentShader;
+ code[SoftLightCompositionModeFragmentShader] = qopenglslSoftLightCompositionModeFragmentShader;
+ code[DifferenceCompositionModeFragmentShader] = qopenglslDifferenceCompositionModeFragmentShader;
+ code[ExclusionCompositionModeFragmentShader] = qopenglslExclusionCompositionModeFragmentShader;
+
+#if defined(QT_DEBUG)
+ // Check that all the elements have been filled:
+ for (int i = 0; i < TotalSnippetCount; ++i) {
+ if (Q_UNLIKELY(!qShaderSnippets[i])) {
+ qFatal("Shader snippet for %s (#%d) is missing!",
+ snippetNameStr(SnippetName(i)).constData(), i);
+ }
+ }
+#endif
+
+ QByteArray vertexSource;
+ QByteArray fragSource;
+
+ // Compile up the simple shader:
+#ifdef Q_OS_WASM
+ vertexSource.append(qShaderSnippets[PositionOnlyVertexShader]);
+ vertexSource.append(qShaderSnippets[MainVertexShader]);
+#else
+ vertexSource.append(qShaderSnippets[MainVertexShader]);
+ vertexSource.append(qShaderSnippets[PositionOnlyVertexShader]);
+#endif
+ fragSource.append(qShaderSnippets[MainFragmentShader]);
+ fragSource.append(qShaderSnippets[ShockingPinkSrcFragmentShader]);
+
+ simpleShaderProg = new QOpenGLShaderProgram;
+
+ CachedShader simpleShaderCache(fragSource, vertexSource);
+
+ bool inCache = simpleShaderCache.load(simpleShaderProg, context);
+
+ if (!inCache) {
+ if (!simpleShaderProg->addCacheableShaderFromSourceCode(QOpenGLShader::Vertex, vertexSource))
+ qWarning("Vertex shader for simpleShaderProg (MainVertexShader & PositionOnlyVertexShader) failed to compile");
+ if (!simpleShaderProg->addCacheableShaderFromSourceCode(QOpenGLShader::Fragment, fragSource))
+ qWarning("Fragment shader for simpleShaderProg (MainFragmentShader & ShockingPinkSrcFragmentShader) failed to compile");
+
+ 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 (Q_UNLIKELY(!simpleShaderProg->isLinked())) {
+ qCritical("Errors linking simple shader: %s", qPrintable(simpleShaderProg->log()));
+ } else {
+ if (!inCache)
+ simpleShaderCache.store(simpleShaderProg, context);
+ }
+
+ // Compile the blit shader:
+ vertexSource.clear();
+ vertexSource.append(qShaderSnippets[MainWithTexCoordsVertexShader]);
+ vertexSource.append(qShaderSnippets[UntransformedPositionVertexShader]);
+
+ fragSource.clear();
+ fragSource.append(qShaderSnippets[MainFragmentShader]);
+ fragSource.append(qShaderSnippets[ImageSrcFragmentShader]);
+
+ blitShaderProg = new QOpenGLShaderProgram;
+
+ CachedShader blitShaderCache(fragSource, vertexSource);
+
+ inCache = blitShaderCache.load(blitShaderProg, context);
+
+ if (!inCache) {
+ if (!blitShaderProg->addCacheableShaderFromSourceCode(QOpenGLShader::Vertex, vertexSource))
+ qWarning("Vertex shader for blitShaderProg (MainWithTexCoordsVertexShader & UntransformedPositionVertexShader) failed to compile");
+ if (!blitShaderProg->addCacheableShaderFromSourceCode(QOpenGLShader::Fragment, fragSource))
+ qWarning("Fragment shader for blitShaderProg (MainFragmentShader & ImageSrcFragmentShader) failed to compile");
+
+ blitShaderProg->bindAttributeLocation("textureCoordArray", QT_TEXTURE_COORDS_ATTR);
+ blitShaderProg->bindAttributeLocation("vertexCoordsArray", QT_VERTEX_COORDS_ATTR);
+ }
+
+ blitShaderProg->link();
+ if (Q_UNLIKELY(!blitShaderProg->isLinked())) {
+ qCritical("Errors linking blit shader: %s", qPrintable(blitShaderProg->log()));
+ } else {
+ if (!inCache)
+ blitShaderCache.store(blitShaderProg, context);
+ }
+
+#ifdef QT_GL_SHARED_SHADER_DEBUG
+ qDebug(" -> QOpenGLEngineSharedShaders() %p for thread %p.", this, QThread::currentThread());
+#endif
+}
+
+QOpenGLEngineSharedShaders::~QOpenGLEngineSharedShaders()
+{
+#ifdef QT_GL_SHARED_SHADER_DEBUG
+ qDebug(" -> ~QOpenGLEngineSharedShaders() %p for thread %p.", this, QThread::currentThread());
+#endif
+ qDeleteAll(cachedPrograms);
+ cachedPrograms.clear();
+
+ if (blitShaderProg) {
+ delete blitShaderProg;
+ blitShaderProg = nullptr;
+ }
+
+ if (simpleShaderProg) {
+ delete simpleShaderProg;
+ simpleShaderProg = nullptr;
+ }
+}
+
+#if defined (QT_DEBUG)
+QByteArray QOpenGLEngineSharedShaders::snippetNameStr(SnippetName name)
+{
+ QMetaEnum m = staticMetaObject.enumerator(staticMetaObject.indexOfEnumerator("SnippetName"));
+ return QByteArray(m.valueToKey(name));
+}
+#endif
+
+// The address returned here will only be valid until next time this function is called.
+// The program is return bound.
+QOpenGLEngineShaderProg *QOpenGLEngineSharedShaders::findProgramInCache(const QOpenGLEngineShaderProg &prog)
+{
+ for (int i = 0; i < cachedPrograms.size(); ++i) {
+ QOpenGLEngineShaderProg *cachedProg = cachedPrograms[i];
+ if (*cachedProg == prog) {
+ // Move the program to the top of the list as a poor-man's cache algo
+ cachedPrograms.move(i, 0);
+ cachedProg->program->bind();
+ return cachedProg;
+ }
+ }
+
+ QScopedPointer<QOpenGLEngineShaderProg> newProg;
+
+ do {
+ QByteArray fragSource;
+ // Insert the custom stage before the srcPixel shader to work around an ATI driver bug
+ // where you cannot forward declare a function that takes a sampler as argument.
+ if (prog.srcPixelFragShader == CustomImageSrcFragmentShader)
+ fragSource.append(prog.customStageSource);
+ fragSource.append(qShaderSnippets[prog.mainFragShader]);
+ fragSource.append(qShaderSnippets[prog.srcPixelFragShader]);
+ if (prog.compositionFragShader)
+ fragSource.append(qShaderSnippets[prog.compositionFragShader]);
+ if (prog.maskFragShader)
+ fragSource.append(qShaderSnippets[prog.maskFragShader]);
+
+ QByteArray vertexSource;
+#ifdef Q_OS_WASM
+ vertexSource.append(qShaderSnippets[prog.positionVertexShader]);
+ vertexSource.append(qShaderSnippets[prog.mainVertexShader]);
+#else
+ vertexSource.append(qShaderSnippets[prog.mainVertexShader]);
+ vertexSource.append(qShaderSnippets[prog.positionVertexShader]);
+#endif
+ QScopedPointer<QOpenGLShaderProgram> shaderProgram(new QOpenGLShaderProgram);
+
+ CachedShader shaderCache(fragSource, vertexSource);
+ bool inCache = shaderCache.load(shaderProgram.data(), QOpenGLContext::currentContext());
+
+ if (!inCache) {
+ if (!shaderProgram->addCacheableShaderFromSourceCode(QOpenGLShader::Vertex, vertexSource)) {
+ QByteArray description;
+#if defined(QT_DEBUG)
+ description.append("Vertex shader: main=");
+ description.append(snippetNameStr(prog.mainVertexShader));
+ description.append(", position=");
+ description.append(snippetNameStr(prog.positionVertexShader));
+#endif
+ qWarning("Warning: \"%s\" failed to compile!", description.constData());
+ break;
+ }
+ if (!shaderProgram->addCacheableShaderFromSourceCode(QOpenGLShader::Fragment, fragSource)) {
+ QByteArray description;
+#if defined(QT_DEBUG)
+ description.append("Fragment shader: main=");
+ description.append(snippetNameStr(prog.mainFragShader));
+ description.append(", srcPixel=");
+ description.append(snippetNameStr(prog.srcPixelFragShader));
+ if (prog.compositionFragShader) {
+ description.append(", composition=");
+ description.append(snippetNameStr(prog.compositionFragShader));
+ }
+ if (prog.maskFragShader) {
+ description.append(", mask=");
+ description.append(snippetNameStr(prog.maskFragShader));
+ }
+#endif
+ qWarning("Warning: \"%s\" failed to compile!", description.constData());
+ break;
+ }
+
+ // We have to bind the vertex attribute names before the program is linked:
+ shaderProgram->bindAttributeLocation("vertexCoordsArray", QT_VERTEX_COORDS_ATTR);
+ if (prog.useTextureCoords)
+ shaderProgram->bindAttributeLocation("textureCoordArray", QT_TEXTURE_COORDS_ATTR);
+ if (prog.useOpacityAttribute)
+ shaderProgram->bindAttributeLocation("opacityArray", QT_OPACITY_ATTR);
+ if (prog.usePmvMatrixAttribute) {
+ shaderProgram->bindAttributeLocation("pmvMatrix1", QT_PMV_MATRIX_1_ATTR);
+ shaderProgram->bindAttributeLocation("pmvMatrix2", QT_PMV_MATRIX_2_ATTR);
+ shaderProgram->bindAttributeLocation("pmvMatrix3", QT_PMV_MATRIX_3_ATTR);
+ }
+ }
+
+ newProg.reset(new QOpenGLEngineShaderProg(prog));
+ newProg->program = shaderProgram.take();
+
+ newProg->program->link();
+ if (newProg->program->isLinked()) {
+ if (!inCache)
+ shaderCache.store(newProg->program, QOpenGLContext::currentContext());
+ } else {
+ QString error;
+ error = QLatin1String("Shader program failed to link")
+ + QLatin1String(" Error Log:\n")
+ + QLatin1String(" ") + newProg->program->log();
+ qWarning() << error;
+ break;
+ }
+
+ newProg->program->bind();
+
+ if (newProg->maskFragShader != QOpenGLEngineSharedShaders::NoMaskFragmentShader) {
+ GLuint location = newProg->program->uniformLocation("maskTexture");
+ newProg->program->setUniformValue(location, QT_MASK_TEXTURE_UNIT);
+ }
+
+ if (cachedPrograms.count() > 30) {
+ // The cache is full, so delete the last 5 programs in the list.
+ // These programs will be least used, as a program us bumped to
+ // the top of the list when it's used.
+ for (int i = 0; i < 5; ++i) {
+ delete cachedPrograms.last();
+ cachedPrograms.removeLast();
+ }
+ }
+
+ cachedPrograms.insert(0, newProg.data());
+ } while (false);
+
+ return newProg.take();
+}
+
+void QOpenGLEngineSharedShaders::cleanupCustomStage(QOpenGLCustomShaderStage* stage)
+{
+ auto hasStageAsCustomShaderSouce = [stage](QOpenGLEngineShaderProg *cachedProg) -> bool {
+ if (cachedProg->customStageSource == stage->source()) {
+ delete cachedProg;
+ return true;
+ }
+ return false;
+ };
+ cachedPrograms.erase(std::remove_if(cachedPrograms.begin(), cachedPrograms.end(),
+ hasStageAsCustomShaderSouce),
+ cachedPrograms.end());
+}
+
+
+QOpenGLEngineShaderManager::QOpenGLEngineShaderManager(QOpenGLContext* context)
+ : ctx(context),
+ shaderProgNeedsChanging(true),
+ complexGeometry(false),
+ srcPixelType(Qt::NoBrush),
+ opacityMode(NoOpacity),
+ maskType(NoMask),
+ compositionMode(QPainter::CompositionMode_SourceOver),
+ customSrcStage(nullptr),
+ currentShaderProg(nullptr)
+{
+ sharedShaders = QOpenGLEngineSharedShaders::shadersForContext(context);
+}
+
+QOpenGLEngineShaderManager::~QOpenGLEngineShaderManager()
+{
+ //###
+ removeCustomStage();
+}
+
+GLuint QOpenGLEngineShaderManager::getUniformLocation(Uniform id)
+{
+ if (!currentShaderProg)
+ return 0;
+
+ QVector<uint> &uniformLocations = currentShaderProg->uniformLocations;
+ if (uniformLocations.isEmpty())
+ uniformLocations.fill(GLuint(-1), NumUniforms);
+
+ const char uniformNames[][26] = {
+ "imageTexture",
+ "patternColor",
+ "globalOpacity",
+ "depth",
+ "maskTexture",
+ "fragmentColor",
+ "linearData",
+ "angle",
+ "halfViewportSize",
+ "fmp",
+ "fmp2_m_radius2",
+ "inverse_2_fmp2_m_radius2",
+ "sqrfr",
+ "bradius",
+ "invertedTextureSize",
+ "brushTransform",
+ "brushTexture",
+ "matrix"
+ };
+
+ if (uniformLocations.at(id) == GLuint(-1))
+ uniformLocations[id] = currentShaderProg->program->uniformLocation(uniformNames[id]);
+
+ return uniformLocations.at(id);
+}
+
+
+void QOpenGLEngineShaderManager::optimiseForBrushTransform(QTransform::TransformationType transformType)
+{
+ Q_UNUSED(transformType); // Currently ignored
+}
+
+void QOpenGLEngineShaderManager::setDirty()
+{
+ shaderProgNeedsChanging = true;
+}
+
+void QOpenGLEngineShaderManager::setSrcPixelType(Qt::BrushStyle style)
+{
+ Q_ASSERT(style != Qt::NoBrush);
+ if (srcPixelType == PixelSrcType(style))
+ return;
+
+ srcPixelType = style;
+ shaderProgNeedsChanging = true; //###
+}
+
+void QOpenGLEngineShaderManager::setSrcPixelType(PixelSrcType type)
+{
+ if (srcPixelType == type)
+ return;
+
+ srcPixelType = type;
+ shaderProgNeedsChanging = true; //###
+}
+
+void QOpenGLEngineShaderManager::setOpacityMode(OpacityMode mode)
+{
+ if (opacityMode == mode)
+ return;
+
+ opacityMode = mode;
+ shaderProgNeedsChanging = true; //###
+}
+
+void QOpenGLEngineShaderManager::setMaskType(MaskType type)
+{
+ if (maskType == type)
+ return;
+
+ maskType = type;
+ shaderProgNeedsChanging = true; //###
+}
+
+void QOpenGLEngineShaderManager::setCompositionMode(QPainter::CompositionMode mode)
+{
+ if (compositionMode == mode)
+ return;
+
+ bool wasAdvanced = compositionMode > QPainter::CompositionMode_Plus;
+ bool isAdvanced = mode > QPainter::CompositionMode_Plus;
+
+ compositionMode = mode;
+ shaderProgNeedsChanging = shaderProgNeedsChanging || wasAdvanced || isAdvanced;
+}
+
+void QOpenGLEngineShaderManager::setCustomStage(QOpenGLCustomShaderStage* stage)
+{
+ if (customSrcStage)
+ removeCustomStage();
+ customSrcStage = stage;
+ shaderProgNeedsChanging = true;
+}
+
+void QOpenGLEngineShaderManager::removeCustomStage()
+{
+ if (customSrcStage)
+ customSrcStage->setInactive();
+ customSrcStage = nullptr;
+ shaderProgNeedsChanging = true;
+}
+
+QOpenGLShaderProgram* QOpenGLEngineShaderManager::currentProgram()
+{
+ if (currentShaderProg)
+ return currentShaderProg->program;
+ else
+ return sharedShaders->simpleProgram();
+}
+
+void QOpenGLEngineShaderManager::useSimpleProgram()
+{
+ sharedShaders->simpleProgram()->bind();
+ QOpenGLContextPrivate* ctx_d = ctx->d_func();
+ Q_UNUSED(ctx_d);
+
+ QOpenGL2PaintEngineEx *active_engine = static_cast<QOpenGL2PaintEngineEx *>(ctx_d->active_engine);
+
+ active_engine->d_func()->setVertexAttribArrayEnabled(QT_VERTEX_COORDS_ATTR, true);
+ active_engine->d_func()->setVertexAttribArrayEnabled(QT_TEXTURE_COORDS_ATTR, false);
+ active_engine->d_func()->setVertexAttribArrayEnabled(QT_OPACITY_ATTR, false);
+
+ shaderProgNeedsChanging = true;
+}
+
+void QOpenGLEngineShaderManager::useBlitProgram()
+{
+ sharedShaders->blitProgram()->bind();
+ QOpenGLContextPrivate* ctx_d = ctx->d_func();
+ QOpenGL2PaintEngineEx *active_engine = static_cast<QOpenGL2PaintEngineEx *>(ctx_d->active_engine);
+ active_engine->d_func()->setVertexAttribArrayEnabled(QT_VERTEX_COORDS_ATTR, true);
+ active_engine->d_func()->setVertexAttribArrayEnabled(QT_TEXTURE_COORDS_ATTR, true);
+ active_engine->d_func()->setVertexAttribArrayEnabled(QT_OPACITY_ATTR, false);
+ shaderProgNeedsChanging = true;
+}
+
+QOpenGLShaderProgram* QOpenGLEngineShaderManager::simpleProgram()
+{
+ return sharedShaders->simpleProgram();
+}
+
+QOpenGLShaderProgram* QOpenGLEngineShaderManager::blitProgram()
+{
+ return sharedShaders->blitProgram();
+}
+
+
+
+// Select & use the correct shader program using the current state.
+// Returns \c true if program needed changing.
+bool QOpenGLEngineShaderManager::useCorrectShaderProg()
+{
+ if (!shaderProgNeedsChanging)
+ return false;
+
+ bool useCustomSrc = customSrcStage != nullptr;
+ if (useCustomSrc && srcPixelType != QOpenGLEngineShaderManager::ImageSrc && srcPixelType != Qt::TexturePattern) {
+ useCustomSrc = false;
+ qWarning("QOpenGLEngineShaderManager - Ignoring custom shader stage for non image src");
+ }
+
+ QOpenGLEngineShaderProg requiredProgram;
+
+ bool texCoords = false;
+
+ // Choose vertex shader shader position function (which typically also sets
+ // varyings) and the source pixel (srcPixel) fragment shader function:
+ requiredProgram.positionVertexShader = QOpenGLEngineSharedShaders::InvalidSnippetName;
+ requiredProgram.srcPixelFragShader = QOpenGLEngineSharedShaders::InvalidSnippetName;
+ bool isAffine = brushTransform.isAffine();
+ if ( (srcPixelType >= Qt::Dense1Pattern) && (srcPixelType <= Qt::DiagCrossPattern) ) {
+ if (isAffine)
+ requiredProgram.positionVertexShader = QOpenGLEngineSharedShaders::AffinePositionWithPatternBrushVertexShader;
+ else
+ requiredProgram.positionVertexShader = QOpenGLEngineSharedShaders::PositionWithPatternBrushVertexShader;
+
+ requiredProgram.srcPixelFragShader = QOpenGLEngineSharedShaders::PatternBrushSrcFragmentShader;
+ }
+ else switch (srcPixelType) {
+ default:
+ case Qt::NoBrush:
+ qFatal("QOpenGLEngineShaderManager::useCorrectShaderProg() - Qt::NoBrush style is set");
+ break;
+ case QOpenGLEngineShaderManager::ImageSrc:
+ requiredProgram.srcPixelFragShader = QOpenGLEngineSharedShaders::ImageSrcFragmentShader;
+ requiredProgram.positionVertexShader = QOpenGLEngineSharedShaders::PositionOnlyVertexShader;
+ texCoords = true;
+ break;
+ case QOpenGLEngineShaderManager::NonPremultipliedImageSrc:
+ requiredProgram.srcPixelFragShader = QOpenGLEngineSharedShaders::NonPremultipliedImageSrcFragmentShader;
+ requiredProgram.positionVertexShader = QOpenGLEngineSharedShaders::PositionOnlyVertexShader;
+ texCoords = true;
+ break;
+ case QOpenGLEngineShaderManager::GrayscaleImageSrc:
+ requiredProgram.srcPixelFragShader = QOpenGLEngineSharedShaders::GrayscaleImageSrcFragmentShader;
+ requiredProgram.positionVertexShader = QOpenGLEngineSharedShaders::PositionOnlyVertexShader;
+ texCoords = true;
+ break;
+ case QOpenGLEngineShaderManager::AlphaImageSrc:
+ requiredProgram.srcPixelFragShader = QOpenGLEngineSharedShaders::AlphaImageSrcFragmentShader;
+ requiredProgram.positionVertexShader = QOpenGLEngineSharedShaders::PositionOnlyVertexShader;
+ texCoords = true;
+ break;
+ case QOpenGLEngineShaderManager::PatternSrc:
+ requiredProgram.srcPixelFragShader = QOpenGLEngineSharedShaders::ImageSrcWithPatternFragmentShader;
+ requiredProgram.positionVertexShader = QOpenGLEngineSharedShaders::PositionOnlyVertexShader;
+ texCoords = true;
+ break;
+ case QOpenGLEngineShaderManager::TextureSrcWithPattern:
+ requiredProgram.srcPixelFragShader = QOpenGLEngineSharedShaders::TextureBrushSrcWithPatternFragmentShader;
+ requiredProgram.positionVertexShader = isAffine ? QOpenGLEngineSharedShaders::AffinePositionWithTextureBrushVertexShader
+ : QOpenGLEngineSharedShaders::PositionWithTextureBrushVertexShader;
+ break;
+ case Qt::SolidPattern:
+ requiredProgram.srcPixelFragShader = QOpenGLEngineSharedShaders::SolidBrushSrcFragmentShader;
+ requiredProgram.positionVertexShader = QOpenGLEngineSharedShaders::PositionOnlyVertexShader;
+ break;
+ case Qt::LinearGradientPattern:
+ requiredProgram.srcPixelFragShader = QOpenGLEngineSharedShaders::LinearGradientBrushSrcFragmentShader;
+ requiredProgram.positionVertexShader = isAffine ? QOpenGLEngineSharedShaders::AffinePositionWithLinearGradientBrushVertexShader
+ : QOpenGLEngineSharedShaders::PositionWithLinearGradientBrushVertexShader;
+ break;
+ case Qt::ConicalGradientPattern:
+ requiredProgram.srcPixelFragShader = QOpenGLEngineSharedShaders::ConicalGradientBrushSrcFragmentShader;
+ requiredProgram.positionVertexShader = isAffine ? QOpenGLEngineSharedShaders::AffinePositionWithConicalGradientBrushVertexShader
+ : QOpenGLEngineSharedShaders::PositionWithConicalGradientBrushVertexShader;
+ break;
+ case Qt::RadialGradientPattern:
+ requiredProgram.srcPixelFragShader = QOpenGLEngineSharedShaders::RadialGradientBrushSrcFragmentShader;
+ requiredProgram.positionVertexShader = isAffine ? QOpenGLEngineSharedShaders::AffinePositionWithRadialGradientBrushVertexShader
+ : QOpenGLEngineSharedShaders::PositionWithRadialGradientBrushVertexShader;
+ break;
+ case Qt::TexturePattern:
+ requiredProgram.srcPixelFragShader = QOpenGLEngineSharedShaders::TextureBrushSrcFragmentShader;
+ requiredProgram.positionVertexShader = isAffine ? QOpenGLEngineSharedShaders::AffinePositionWithTextureBrushVertexShader
+ : QOpenGLEngineSharedShaders::PositionWithTextureBrushVertexShader;
+ break;
+ };
+
+ if (useCustomSrc) {
+ requiredProgram.srcPixelFragShader = QOpenGLEngineSharedShaders::CustomImageSrcFragmentShader;
+ requiredProgram.customStageSource = customSrcStage->source();
+ }
+
+ const bool hasCompose = compositionMode > QPainter::CompositionMode_Plus;
+ const bool hasMask = maskType != QOpenGLEngineShaderManager::NoMask;
+
+ // Choose fragment shader main function:
+ if (opacityMode == AttributeOpacity) {
+ Q_ASSERT(!hasCompose && !hasMask);
+ requiredProgram.mainFragShader = QOpenGLEngineSharedShaders::MainFragmentShader_ImageArrays;
+ } else {
+ bool useGlobalOpacity = (opacityMode == UniformOpacity);
+ if (hasMask && useGlobalOpacity)
+ requiredProgram.mainFragShader = QOpenGLEngineSharedShaders::MainFragmentShader_MO;
+ if (hasMask && !useGlobalOpacity)
+ requiredProgram.mainFragShader = QOpenGLEngineSharedShaders::MainFragmentShader_M;
+ if (!hasMask && useGlobalOpacity)
+ requiredProgram.mainFragShader = QOpenGLEngineSharedShaders::MainFragmentShader_O;
+ if (!hasMask && !useGlobalOpacity)
+ requiredProgram.mainFragShader = QOpenGLEngineSharedShaders::MainFragmentShader;
+ }
+
+ if (hasMask) {
+ if (maskType == PixelMask) {
+ requiredProgram.maskFragShader = QOpenGLEngineSharedShaders::MaskFragmentShader;
+ texCoords = true;
+ } else if (maskType == SubPixelMaskPass1) {
+ requiredProgram.maskFragShader = QOpenGLEngineSharedShaders::RgbMaskFragmentShaderPass1;
+ texCoords = true;
+ } else if (maskType == SubPixelMaskPass2) {
+ requiredProgram.maskFragShader = QOpenGLEngineSharedShaders::RgbMaskFragmentShaderPass2;
+ texCoords = true;
+ } else if (maskType == SubPixelWithGammaMask) {
+ requiredProgram.maskFragShader = QOpenGLEngineSharedShaders::RgbMaskWithGammaFragmentShader;
+ texCoords = true;
+ } else {
+ qCritical("QOpenGLEngineShaderManager::useCorrectShaderProg() - Unknown mask type");
+ }
+ } else {
+ requiredProgram.maskFragShader = QOpenGLEngineSharedShaders::NoMaskFragmentShader;
+ }
+
+ if (hasCompose) {
+ switch (compositionMode) {
+ case QPainter::CompositionMode_Multiply:
+ requiredProgram.compositionFragShader = QOpenGLEngineSharedShaders::MultiplyCompositionModeFragmentShader;
+ break;
+ case QPainter::CompositionMode_Screen:
+ requiredProgram.compositionFragShader = QOpenGLEngineSharedShaders::ScreenCompositionModeFragmentShader;
+ break;
+ case QPainter::CompositionMode_Overlay:
+ requiredProgram.compositionFragShader = QOpenGLEngineSharedShaders::OverlayCompositionModeFragmentShader;
+ break;
+ case QPainter::CompositionMode_Darken:
+ requiredProgram.compositionFragShader = QOpenGLEngineSharedShaders::DarkenCompositionModeFragmentShader;
+ break;
+ case QPainter::CompositionMode_Lighten:
+ requiredProgram.compositionFragShader = QOpenGLEngineSharedShaders::LightenCompositionModeFragmentShader;
+ break;
+ case QPainter::CompositionMode_ColorDodge:
+ requiredProgram.compositionFragShader = QOpenGLEngineSharedShaders::ColorDodgeCompositionModeFragmentShader;
+ break;
+ case QPainter::CompositionMode_ColorBurn:
+ requiredProgram.compositionFragShader = QOpenGLEngineSharedShaders::ColorBurnCompositionModeFragmentShader;
+ break;
+ case QPainter::CompositionMode_HardLight:
+ requiredProgram.compositionFragShader = QOpenGLEngineSharedShaders::HardLightCompositionModeFragmentShader;
+ break;
+ case QPainter::CompositionMode_SoftLight:
+ requiredProgram.compositionFragShader = QOpenGLEngineSharedShaders::SoftLightCompositionModeFragmentShader;
+ break;
+ case QPainter::CompositionMode_Difference:
+ requiredProgram.compositionFragShader = QOpenGLEngineSharedShaders::DifferenceCompositionModeFragmentShader;
+ break;
+ case QPainter::CompositionMode_Exclusion:
+ requiredProgram.compositionFragShader = QOpenGLEngineSharedShaders::ExclusionCompositionModeFragmentShader;
+ break;
+ default:
+ qWarning("QOpenGLEngineShaderManager::useCorrectShaderProg() - Unsupported composition mode");
+ }
+ } else {
+ requiredProgram.compositionFragShader = QOpenGLEngineSharedShaders::NoCompositionModeFragmentShader;
+ }
+
+ // Choose vertex shader main function
+ if (opacityMode == AttributeOpacity) {
+ Q_ASSERT(texCoords);
+ requiredProgram.mainVertexShader = QOpenGLEngineSharedShaders::MainWithTexCoordsAndOpacityVertexShader;
+ } else if (texCoords) {
+ requiredProgram.mainVertexShader = QOpenGLEngineSharedShaders::MainWithTexCoordsVertexShader;
+ } else {
+ requiredProgram.mainVertexShader = QOpenGLEngineSharedShaders::MainVertexShader;
+ }
+ requiredProgram.useTextureCoords = texCoords;
+ requiredProgram.useOpacityAttribute = (opacityMode == AttributeOpacity);
+ if (complexGeometry && srcPixelType == Qt::SolidPattern) {
+ requiredProgram.positionVertexShader = QOpenGLEngineSharedShaders::ComplexGeometryPositionOnlyVertexShader;
+ requiredProgram.usePmvMatrixAttribute = false;
+ } else {
+ requiredProgram.usePmvMatrixAttribute = true;
+
+ // Force complexGeometry off, since we currently don't support that mode for
+ // non-solid brushes
+ complexGeometry = false;
+ }
+
+ // At this point, requiredProgram is fully populated so try to find the program in the cache
+ currentShaderProg = sharedShaders->findProgramInCache(requiredProgram);
+
+ if (currentShaderProg && useCustomSrc) {
+ customSrcStage->setUniforms(currentShaderProg->program);
+ }
+
+ // Make sure all the vertex attribute arrays the program uses are enabled (and the ones it
+ // doesn't use are disabled)
+ QOpenGLContextPrivate* ctx_d = ctx->d_func();
+ QOpenGL2PaintEngineEx *active_engine = static_cast<QOpenGL2PaintEngineEx *>(ctx_d->active_engine);
+ active_engine->d_func()->setVertexAttribArrayEnabled(QT_VERTEX_COORDS_ATTR, true);
+ active_engine->d_func()->setVertexAttribArrayEnabled(QT_TEXTURE_COORDS_ATTR, currentShaderProg && currentShaderProg->useTextureCoords);
+ active_engine->d_func()->setVertexAttribArrayEnabled(QT_OPACITY_ATTR, currentShaderProg && currentShaderProg->useOpacityAttribute);
+
+ shaderProgNeedsChanging = false;
+ return true;
+}
+
+QT_END_NAMESPACE
diff --git a/src/opengl/qopenglengineshadermanager_p.h b/src/opengl/qopenglengineshadermanager_p.h
new file mode 100644
index 0000000000..71e6214278
--- /dev/null
+++ b/src/opengl/qopenglengineshadermanager_p.h
@@ -0,0 +1,506 @@
+/****************************************************************************
+**
+** Copyright (C) 2016 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the QtOpenGL module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or (at your option) the GNU General
+** Public license version 3 or any later version approved by the KDE Free
+** Qt Foundation. The licenses are as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
+** included in the packaging of this file. Please review the following
+** information to ensure the GNU General Public License requirements will
+** be met: https://www.gnu.org/licenses/gpl-2.0.html and
+** https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+//
+// W A R N I N G
+// -------------
+//
+// This file is not part of the Qt API. It exists purely as an
+// implementation detail. This header file may change from version to
+// version without notice, or even be removed.
+//
+// We mean it.
+//
+
+/*
+ VERTEX SHADERS
+ ==============
+
+ Vertex shaders are specified as multiple (partial) shaders. On desktop,
+ this works fine. On ES, QOpenGLShader & QOpenGLShaderProgram will make partial
+ shaders work by concatenating the source in each QOpenGLShader and compiling
+ it as a single shader. This is abstracted nicely by QOpenGLShaderProgram and
+ the GL2 engine doesn't need to worry about it.
+
+ Generally, there's two vertex shader objects. The position shaders are
+ the ones which set gl_Position. There's also two "main" vertex shaders,
+ one which just calls the position shader and another which also passes
+ through some texture coordinates from a vertex attribute array to a
+ varying. These texture coordinates are used for mask position in text
+ rendering and for the source coordinates in drawImage/drawPixmap. There's
+ also a "Simple" vertex shader for rendering a solid colour (used to render
+ into the stencil buffer where the actual colour value is discarded).
+
+ The position shaders for brushes look scary. This is because many of the
+ calculations which logically belong in the fragment shader have been moved
+ into the vertex shader to improve performance. This is why the position
+ calculation is in a separate shader. Not only does it calculate the
+ position, but it also calculates some data to be passed to the fragment
+ shader as a varying. It is optimal to move as much of the calculation as
+ possible into the vertex shader as this is executed less often.
+
+ The varyings passed to the fragment shaders are interpolated (which is
+ cheap). Unfortunately, GL will apply perspective correction to the
+ interpolation calusing errors. To get around this, the vertex shader must
+ apply perspective correction itself and set the w-value of gl_Position to
+ zero. That way, GL will be tricked into thinking it doesn't need to apply a
+ perspective correction and use linear interpolation instead (which is what
+ we want). Of course, if the brush transform is affeine, no perspective
+ correction is needed and a simpler vertex shader can be used instead.
+
+ So there are the following "main" vertex shaders:
+ qopenglslMainVertexShader
+ qopenglslMainWithTexCoordsVertexShader
+
+ And the following position vertex shaders:
+ qopenglslPositionOnlyVertexShader
+ qopenglslPositionWithTextureBrushVertexShader
+ qopenglslPositionWithPatternBrushVertexShader
+ qopenglslPositionWithLinearGradientBrushVertexShader
+ qopenglslPositionWithRadialGradientBrushVertexShader
+ qopenglslPositionWithConicalGradientBrushVertexShader
+ qopenglslAffinePositionWithTextureBrushVertexShader
+ qopenglslAffinePositionWithPatternBrushVertexShader
+ qopenglslAffinePositionWithLinearGradientBrushVertexShader
+ qopenglslAffinePositionWithRadialGradientBrushVertexShader
+ qopenglslAffinePositionWithConicalGradientBrushVertexShader
+
+ Leading to 23 possible vertex shaders
+
+
+ FRAGMENT SHADERS
+ ================
+
+ Fragment shaders are also specified as multiple (partial) shaders. The
+ different fragment shaders represent the different stages in Qt's fragment
+ pipeline. There are 1-3 stages in this pipeline: First stage is to get the
+ fragment's colour value. The next stage is to get the fragment's mask value
+ (coverage value for anti-aliasing) and the final stage is to blend the
+ incoming fragment with the background (for composition modes not supported
+ by GL).
+
+ Of these, the first stage will always be present. If Qt doesn't need to
+ apply anti-aliasing (because it's off or handled by multisampling) then
+ the coverage value doesn't need to be applied. (Note: There are two types
+ of mask, one for regular anti-aliasing and one for sub-pixel anti-
+ aliasing.) If the composition mode is one which GL supports natively then
+ the blending stage doesn't need to be applied.
+
+ As eash stage can have multiple implementations, they are abstracted as
+ GLSL function calls with the following signatures:
+
+ Brushes & image drawing are implementations of "qcolorp vec4 srcPixel()":
+ qopenglslImageSrcFragShader
+ qopenglslImageSrcWithPatternFragShader
+ qopenglslNonPremultipliedImageSrcFragShader
+ qopenglslSolidBrushSrcFragShader
+ qopenglslTextureBrushSrcFragShader
+ qopenglslTextureBrushWithPatternFragShader
+ qopenglslPatternBrushSrcFragShader
+ qopenglslLinearGradientBrushSrcFragShader
+ qopenglslRadialGradientBrushSrcFragShader
+ qopenglslConicalGradientBrushSrcFragShader
+ NOTE: It is assumed the colour returned by srcPixel() is pre-multiplied
+
+ Masks are implementations of "qcolorp vec4 applyMask(qcolorp vec4 src)":
+ qopenglslMaskFragmentShader
+ qopenglslRgbMaskFragmentShaderPass1
+ qopenglslRgbMaskFragmentShaderPass2
+ qopenglslRgbMaskWithGammaFragmentShader
+
+ Composition modes are "qcolorp vec4 compose(qcolorp vec4 src)":
+ qopenglslColorBurnCompositionModeFragmentShader
+ qopenglslColorDodgeCompositionModeFragmentShader
+ qopenglslDarkenCompositionModeFragmentShader
+ qopenglslDifferenceCompositionModeFragmentShader
+ qopenglslExclusionCompositionModeFragmentShader
+ qopenglslHardLightCompositionModeFragmentShader
+ qopenglslLightenCompositionModeFragmentShader
+ qopenglslMultiplyCompositionModeFragmentShader
+ qopenglslOverlayCompositionModeFragmentShader
+ qopenglslScreenCompositionModeFragmentShader
+ qopenglslSoftLightCompositionModeFragmentShader
+
+
+ Note: In the future, some GLSL compilers will support an extension allowing
+ a new 'color' precision specifier. To support this, qcolorp is used for
+ all color components so it can be defined to colorp or lowp depending upon
+ the implementation.
+
+ So there are differnt frament shader main functions, depending on the
+ number & type of pipelines the fragment needs to go through.
+
+ The choice of which main() fragment shader string to use depends on:
+ - Use of global opacity
+ - Brush style (some brushes apply opacity themselves)
+ - Use & type of mask (TODO: Need to support high quality anti-aliasing & text)
+ - Use of non-GL Composition mode
+
+ Leading to the following fragment shader main functions:
+ gl_FragColor = compose(applyMask(srcPixel()*globalOpacity));
+ gl_FragColor = compose(applyMask(srcPixel()));
+ gl_FragColor = applyMask(srcPixel()*globalOpacity);
+ gl_FragColor = applyMask(srcPixel());
+ gl_FragColor = compose(srcPixel()*globalOpacity);
+ gl_FragColor = compose(srcPixel());
+ gl_FragColor = srcPixel()*globalOpacity;
+ gl_FragColor = srcPixel();
+
+ Called:
+ qopenglslMainFragmentShader_CMO
+ qopenglslMainFragmentShader_CM
+ qopenglslMainFragmentShader_MO
+ qopenglslMainFragmentShader_M
+ qopenglslMainFragmentShader_CO
+ qopenglslMainFragmentShader_C
+ qopenglslMainFragmentShader_O
+ qopenglslMainFragmentShader
+
+ Where:
+ M = Mask
+ C = Composition
+ O = Global Opacity
+
+
+ CUSTOM SHADER CODE
+ ==================
+
+ The use of custom shader code is supported by the engine for drawImage and
+ drawPixmap calls. This is implemented via hooks in the fragment pipeline.
+
+ The custom shader is passed to the engine as a partial fragment shader
+ (QOpenGLCustomShaderStage). The shader will implement a pre-defined method name
+ which Qt's fragment pipeline will call:
+
+ lowp vec4 customShader(lowp sampler2d imageTexture, highp vec2 textureCoords)
+
+ The provided src and srcCoords parameters can be used to sample from the
+ source image.
+
+ Transformations, clipping, opacity, and composition modes set using QPainter
+ will be respected when using the custom shader hook.
+*/
+
+#ifndef QOPENGLENGINE_SHADER_MANAGER_H
+#define QOPENGLENGINE_SHADER_MANAGER_H
+
+#include <QOpenGLShader>
+#include <QOpenGLShaderProgram>
+#include <QPainter>
+#include <private/qopenglcontext_p.h>
+#include <private/qopenglcustomshaderstage_p.h>
+
+QT_BEGIN_NAMESPACE
+
+
+
+/*
+struct QOpenGLEngineCachedShaderProg
+{
+ QOpenGLEngineCachedShaderProg(QOpenGLEngineShaderManager::ShaderName vertexMain,
+ QOpenGLEngineShaderManager::ShaderName vertexPosition,
+ QOpenGLEngineShaderManager::ShaderName fragMain,
+ QOpenGLEngineShaderManager::ShaderName pixelSrc,
+ QOpenGLEngineShaderManager::ShaderName mask,
+ QOpenGLEngineShaderManager::ShaderName composition);
+
+ int cacheKey;
+ QOpenGLShaderProgram* program;
+}
+*/
+
+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 QOpenGLEngineShaderProg;
+
+class Q_OPENGL_EXPORT QOpenGLEngineSharedShaders
+{
+ Q_GADGET
+public:
+
+ enum SnippetName {
+ MainVertexShader,
+ MainWithTexCoordsVertexShader,
+ MainWithTexCoordsAndOpacityVertexShader,
+
+ // UntransformedPositionVertexShader must be first in the list:
+ UntransformedPositionVertexShader,
+ PositionOnlyVertexShader,
+ ComplexGeometryPositionOnlyVertexShader,
+ PositionWithPatternBrushVertexShader,
+ PositionWithLinearGradientBrushVertexShader,
+ PositionWithConicalGradientBrushVertexShader,
+ PositionWithRadialGradientBrushVertexShader,
+ PositionWithTextureBrushVertexShader,
+ AffinePositionWithPatternBrushVertexShader,
+ AffinePositionWithLinearGradientBrushVertexShader,
+ AffinePositionWithConicalGradientBrushVertexShader,
+ AffinePositionWithRadialGradientBrushVertexShader,
+ AffinePositionWithTextureBrushVertexShader,
+
+ // MainFragmentShader_CMO must be first in the list:
+ MainFragmentShader_MO,
+ MainFragmentShader_M,
+ MainFragmentShader_O,
+ MainFragmentShader,
+ MainFragmentShader_ImageArrays,
+
+ // ImageSrcFragmentShader must be first in the list::
+ ImageSrcFragmentShader,
+ ImageSrcWithPatternFragmentShader,
+ NonPremultipliedImageSrcFragmentShader,
+ GrayscaleImageSrcFragmentShader,
+ AlphaImageSrcFragmentShader,
+ CustomImageSrcFragmentShader,
+ SolidBrushSrcFragmentShader,
+ TextureBrushSrcFragmentShader,
+ TextureBrushSrcWithPatternFragmentShader,
+ PatternBrushSrcFragmentShader,
+ LinearGradientBrushSrcFragmentShader,
+ RadialGradientBrushSrcFragmentShader,
+ ConicalGradientBrushSrcFragmentShader,
+ ShockingPinkSrcFragmentShader,
+
+ // NoMaskFragmentShader must be first in the list:
+ NoMaskFragmentShader,
+ MaskFragmentShader,
+ RgbMaskFragmentShaderPass1,
+ RgbMaskFragmentShaderPass2,
+ RgbMaskWithGammaFragmentShader,
+
+ // NoCompositionModeFragmentShader must be first in the list:
+ NoCompositionModeFragmentShader,
+ MultiplyCompositionModeFragmentShader,
+ ScreenCompositionModeFragmentShader,
+ OverlayCompositionModeFragmentShader,
+ DarkenCompositionModeFragmentShader,
+ LightenCompositionModeFragmentShader,
+ ColorDodgeCompositionModeFragmentShader,
+ ColorBurnCompositionModeFragmentShader,
+ HardLightCompositionModeFragmentShader,
+ SoftLightCompositionModeFragmentShader,
+ DifferenceCompositionModeFragmentShader,
+ ExclusionCompositionModeFragmentShader,
+
+ TotalSnippetCount, InvalidSnippetName
+ };
+#if defined (QT_DEBUG)
+ Q_ENUM(SnippetName)
+ static QByteArray snippetNameStr(SnippetName snippetName);
+#endif
+
+/*
+ // These allow the ShaderName enum to be used as a cache key
+ const int mainVertexOffset = 0;
+ const int positionVertexOffset = (1<<2) - PositionOnlyVertexShader;
+ const int mainFragOffset = (1<<6) - MainFragmentShader_CMO;
+ const int srcPixelOffset = (1<<10) - ImageSrcFragmentShader;
+ const int maskOffset = (1<<14) - NoMaskShader;
+ const int compositionOffset = (1 << 16) - MultiplyCompositionModeFragmentShader;
+*/
+
+ QOpenGLEngineSharedShaders(QOpenGLContext *context);
+ ~QOpenGLEngineSharedShaders();
+
+ QOpenGLShaderProgram *simpleProgram() { return simpleShaderProg; }
+ QOpenGLShaderProgram *blitProgram() { return blitShaderProg; }
+ // Compile the program if it's not already in the cache, return the item in the cache.
+ QOpenGLEngineShaderProg *findProgramInCache(const QOpenGLEngineShaderProg &prog);
+ // Compile the custom shader if it's not already in the cache, return the item in the cache.
+
+ static QOpenGLEngineSharedShaders *shadersForContext(QOpenGLContext *context);
+
+ // Ideally, this would be static and cleanup all programs in all contexts which
+ // contain the custom code. Currently it is just a hint and we rely on deleted
+ // custom shaders being cleaned up by being kicked out of the cache when it's
+ // full.
+ void cleanupCustomStage(QOpenGLCustomShaderStage* stage);
+
+private:
+ QOpenGLShaderProgram *blitShaderProg;
+ QOpenGLShaderProgram *simpleShaderProg;
+ QList<QOpenGLEngineShaderProg*> cachedPrograms;
+
+ static const char* qShaderSnippets[TotalSnippetCount];
+};
+
+
+class QOpenGLEngineShaderProg
+{
+public:
+ QOpenGLEngineShaderProg() : program(nullptr) {}
+
+ ~QOpenGLEngineShaderProg() {
+ if (program)
+ delete program;
+ }
+
+ QOpenGLEngineSharedShaders::SnippetName mainVertexShader;
+ QOpenGLEngineSharedShaders::SnippetName positionVertexShader;
+ QOpenGLEngineSharedShaders::SnippetName mainFragShader;
+ QOpenGLEngineSharedShaders::SnippetName srcPixelFragShader;
+ QOpenGLEngineSharedShaders::SnippetName maskFragShader;
+ QOpenGLEngineSharedShaders::SnippetName compositionFragShader;
+
+ QByteArray customStageSource; //TODO: Decent cache key for custom stages
+ QOpenGLShaderProgram* program;
+
+ QVector<uint> uniformLocations;
+
+ bool useTextureCoords;
+ bool useOpacityAttribute;
+ bool usePmvMatrixAttribute;
+
+ bool operator==(const QOpenGLEngineShaderProg& other) const {
+ // We don't care about the program
+ return ( mainVertexShader == other.mainVertexShader &&
+ positionVertexShader == other.positionVertexShader &&
+ mainFragShader == other.mainFragShader &&
+ srcPixelFragShader == other.srcPixelFragShader &&
+ maskFragShader == other.maskFragShader &&
+ compositionFragShader == other.compositionFragShader &&
+ customStageSource == other.customStageSource
+ );
+ }
+};
+
+class Q_OPENGL_EXPORT QOpenGLEngineShaderManager : public QObject
+{
+ Q_OBJECT
+public:
+ QOpenGLEngineShaderManager(QOpenGLContext* context);
+ ~QOpenGLEngineShaderManager();
+
+ enum MaskType {NoMask, PixelMask, SubPixelMaskPass1, SubPixelMaskPass2, SubPixelWithGammaMask};
+ enum PixelSrcType {
+ ImageSrc = Qt::TexturePattern+1,
+ NonPremultipliedImageSrc = Qt::TexturePattern+2,
+ PatternSrc = Qt::TexturePattern+3,
+ TextureSrcWithPattern = Qt::TexturePattern+4,
+ GrayscaleImageSrc = Qt::TexturePattern+5,
+ AlphaImageSrc = Qt::TexturePattern+6,
+ };
+
+ enum Uniform {
+ ImageTexture,
+ PatternColor,
+ GlobalOpacity,
+ Depth,
+ MaskTexture,
+ FragmentColor,
+ LinearData,
+ Angle,
+ HalfViewportSize,
+ Fmp,
+ Fmp2MRadius2,
+ Inverse2Fmp2MRadius2,
+ SqrFr,
+ BRadius,
+ InvertedTextureSize,
+ BrushTransform,
+ BrushTexture,
+ Matrix,
+ NumUniforms
+ };
+
+ enum OpacityMode {
+ NoOpacity,
+ UniformOpacity,
+ AttributeOpacity
+ };
+
+ // There are optimizations we can do, depending on the brush transform:
+ // 1) May not have to apply perspective-correction
+ // 2) Can use lower precision for matrix
+ void optimiseForBrushTransform(QTransform::TransformationType transformType);
+ void setSrcPixelType(Qt::BrushStyle);
+ void setSrcPixelType(PixelSrcType); // For non-brush sources, like pixmaps & images
+ void setOpacityMode(OpacityMode);
+ void setMaskType(MaskType);
+ void setCompositionMode(QPainter::CompositionMode);
+ void setCustomStage(QOpenGLCustomShaderStage* stage);
+ void removeCustomStage();
+
+ GLuint getUniformLocation(Uniform id);
+
+ void setDirty(); // someone has manually changed the current shader program
+ bool useCorrectShaderProg(); // returns true if the shader program needed to be changed
+
+ void useSimpleProgram();
+ void useBlitProgram();
+ void setHasComplexGeometry(bool hasComplexGeometry)
+ {
+ complexGeometry = hasComplexGeometry;
+ shaderProgNeedsChanging = true;
+ }
+ bool hasComplexGeometry() const
+ {
+ return complexGeometry;
+ }
+
+ QOpenGLShaderProgram* currentProgram(); // Returns pointer to the shader the manager has chosen
+ QOpenGLShaderProgram* simpleProgram(); // Used to draw into e.g. stencil buffers
+ QOpenGLShaderProgram* blitProgram(); // Used to blit a texture into the framebuffer
+
+ QOpenGLEngineSharedShaders* sharedShaders;
+
+private:
+ QOpenGLContext* ctx;
+ bool shaderProgNeedsChanging;
+ bool complexGeometry;
+
+ // Current state variables which influence the choice of shader:
+ QTransform brushTransform;
+ int srcPixelType;
+ OpacityMode opacityMode;
+ MaskType maskType;
+ QPainter::CompositionMode compositionMode;
+ QOpenGLCustomShaderStage* customSrcStage;
+
+ QOpenGLEngineShaderProg* currentShaderProg;
+};
+
+QT_END_NAMESPACE
+
+#endif //QOPENGLENGINE_SHADER_MANAGER_H
diff --git a/src/opengl/qopenglengineshadersource_p.h b/src/opengl/qopenglengineshadersource_p.h
new file mode 100644
index 0000000000..49d17c8d79
--- /dev/null
+++ b/src/opengl/qopenglengineshadersource_p.h
@@ -0,0 +1,969 @@
+/****************************************************************************
+**
+** Copyright (C) 2016 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the QtOpenGL module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or (at your option) the GNU General
+** Public license version 3 or any later version approved by the KDE Free
+** Qt Foundation. The licenses are as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
+** included in the packaging of this file. Please review the following
+** information to ensure the GNU General Public License requirements will
+** be met: https://www.gnu.org/licenses/gpl-2.0.html and
+** https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+//
+// W A R N I N G
+// -------------
+//
+// This file is not part of the Qt API. It exists purely as an
+// implementation detail. This header file may change from version to
+// version without notice, or even be removed.
+//
+// We mean it.
+//
+
+
+#ifndef QOPENGL_ENGINE_SHADER_SOURCE_H
+#define QOPENGL_ENGINE_SHADER_SOURCE_H
+
+#include "qopenglengineshadermanager_p.h"
+
+QT_BEGIN_NAMESPACE
+
+
+static const char* const qopenglslMainVertexShader = "\n\
+ void setPosition(); \n\
+ void main(void) \n\
+ { \n\
+ setPosition(); \n\
+ }\n";
+
+static const char* const qopenglslMainWithTexCoordsVertexShader = "\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 qopenglslMainWithTexCoordsAndOpacityVertexShader = "\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 qopenglslPositionOnlyVertexShader = "\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 qopenglslComplexGeometryPositionOnlyVertexShader = "\n\
+ uniform highp mat3 matrix; \n\
+ attribute highp vec2 vertexCoordsArray; \n\
+ void setPosition(void) \n\
+ { \n\
+ gl_Position = vec4(matrix * vec3(vertexCoordsArray, 1), 1);\n\
+ } \n";
+
+static const char* const qopenglslUntransformedPositionVertexShader = "\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 qopenglslPositionWithPatternBrushVertexShader = "\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 qopenglslAffinePositionWithPatternBrushVertexShader
+ = qopenglslPositionWithPatternBrushVertexShader;
+
+static const char* const qopenglslPatternBrushSrcFragmentShader = "\n\
+ uniform 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 qopenglslPositionWithLinearGradientBrushVertexShader = "\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 qopenglslAffinePositionWithLinearGradientBrushVertexShader
+ = qopenglslPositionWithLinearGradientBrushVertexShader;
+
+static const char* const qopenglslLinearGradientBrushSrcFragmentShader = "\n\
+ uniform 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 qopenglslPositionWithConicalGradientBrushVertexShader = "\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 qopenglslAffinePositionWithConicalGradientBrushVertexShader
+ = qopenglslPositionWithConicalGradientBrushVertexShader;
+
+static const char* const qopenglslConicalGradientBrushSrcFragmentShader = "\n\
+ #define INVERSE_2PI 0.1591549430918953358 \n\
+ uniform 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 qopenglslPositionWithRadialGradientBrushVertexShader = "\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\
+ uniform mediump vec3 bradius; \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 = bradius.x + 2.0 * dot(A, fmp); \n\
+ }\n";
+
+static const char* const qopenglslAffinePositionWithRadialGradientBrushVertexShader
+ = qopenglslPositionWithRadialGradientBrushVertexShader;
+
+static const char* const qopenglslRadialGradientBrushSrcFragmentShader = "\n\
+ uniform sampler2D brushTexture; \n\
+ uniform highp float fmp2_m_radius2; \n\
+ uniform highp float inverse_2_fmp2_m_radius2; \n\
+ uniform highp float sqrfr; \n\
+ varying highp float b; \n\
+ varying highp vec2 A; \n\
+ uniform mediump vec3 bradius; \n\
+ lowp vec4 srcPixel() \n\
+ { \n\
+ highp float c = sqrfr-dot(A, A); \n\
+ highp float det = b*b - 4.0*fmp2_m_radius2*c; \n\
+ lowp vec4 result = vec4(0.0); \n\
+ if (det >= 0.0) { \n\
+ highp float detSqrt = sqrt(det); \n\
+ highp float w = max((-b - detSqrt) * inverse_2_fmp2_m_radius2, (-b + detSqrt) * inverse_2_fmp2_m_radius2); \n\
+ if (bradius.y + w * bradius.z >= 0.0) \n\
+ result = texture2D(brushTexture, vec2(w, 0.5)); \n\
+ } \n\
+ return result; \n\
+ }\n";
+
+
+// Texture Brush
+static const char* const qopenglslPositionWithTextureBrushVertexShader = "\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 brushTextureCoords; \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\
+ brushTextureCoords.xy = (hTexCoords.xy * invertedTextureSize) * gl_Position.w; \n\
+ }\n";
+
+static const char* const qopenglslAffinePositionWithTextureBrushVertexShader
+ = qopenglslPositionWithTextureBrushVertexShader;
+
+static const char* const qopenglslTextureBrushSrcFragmentShader = "\n\
+ varying highp vec2 brushTextureCoords; \n\
+ uniform sampler2D brushTexture; \n\
+ lowp vec4 srcPixel() \n\
+ { \n\
+ return texture2D(brushTexture, brushTextureCoords); \n\
+ }\n";
+
+static const char* const qopenglslTextureBrushSrcWithPatternFragmentShader = "\n\
+ varying highp vec2 brushTextureCoords; \n\
+ uniform lowp vec4 patternColor; \n\
+ uniform sampler2D brushTexture; \n\
+ lowp vec4 srcPixel() \n\
+ { \n\
+ return patternColor * (1.0 - texture2D(brushTexture, brushTextureCoords).r); \n\
+ }\n";
+
+// Solid Fill Brush
+static const char* const qopenglslSolidBrushSrcFragmentShader = "\n\
+ uniform lowp vec4 fragmentColor; \n\
+ lowp vec4 srcPixel() \n\
+ { \n\
+ return fragmentColor; \n\
+ }\n";
+
+static const char* const qopenglslImageSrcFragmentShader = "\n\
+ varying highp vec2 textureCoords; \n\
+ uniform sampler2D imageTexture; \n\
+ lowp vec4 srcPixel() \n\
+ { \n"
+ "return texture2D(imageTexture, textureCoords); \n"
+ "}\n";
+
+static const char* const qopenglslCustomSrcFragmentShader = "\n\
+ varying highp vec2 textureCoords; \n\
+ uniform sampler2D imageTexture; \n\
+ lowp vec4 srcPixel() \n\
+ { \n\
+ return customShader(imageTexture, textureCoords); \n\
+ }\n";
+
+static const char* const qopenglslImageSrcWithPatternFragmentShader = "\n\
+ varying highp vec2 textureCoords; \n\
+ uniform lowp vec4 patternColor; \n\
+ uniform sampler2D imageTexture; \n\
+ lowp vec4 srcPixel() \n\
+ { \n\
+ return patternColor * (1.0 - texture2D(imageTexture, textureCoords).r); \n\
+ }\n";
+
+static const char* const qopenglslNonPremultipliedImageSrcFragmentShader = "\n\
+ varying highp vec2 textureCoords; \n\
+ uniform 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 qopenglslGrayscaleImageSrcFragmentShader = "\n\
+ varying highp vec2 textureCoords; \n\
+ uniform sampler2D imageTexture; \n\
+ lowp vec4 srcPixel() \n\
+ { \n\
+ return texture2D(imageTexture, textureCoords).rrra; \n\
+ }\n";
+
+static const char* const qopenglslAlphaImageSrcFragmentShader = "\n\
+ varying highp vec2 textureCoords; \n\
+ uniform sampler2D imageTexture; \n\
+ lowp vec4 srcPixel() \n\
+ { \n\
+ return vec4(0, 0, 0, texture2D(imageTexture, textureCoords).r); \n\
+ }\n";
+
+static const char* const qopenglslShockingPinkSrcFragmentShader = "\n\
+ lowp vec4 srcPixel() \n\
+ { \n\
+ return vec4(0.98, 0.06, 0.75, 1.0); \n\
+ }\n";
+
+static const char* const qopenglslMainFragmentShader_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 qopenglslMainFragmentShader_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 qopenglslMainFragmentShader_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 qopenglslMainFragmentShader_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 qopenglslMainFragmentShader = "\n\
+ lowp vec4 srcPixel(); \n\
+ void main() \n\
+ { \n\
+ gl_FragColor = srcPixel(); \n\
+ }\n";
+
+static const char* const qopenglslMaskFragmentShader = "\n\
+ varying highp vec2 textureCoords;\n\
+ uniform 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):
+// alpha = src.a * mask.c * opacity
+// dest.c = dest.c * (1 - alpha) + src.c * alpha
+//
+// In the first pass, calculate: dest.c = dest.c * (1 - alpha) with blend funcs: zero, 1 - source color
+// In the second pass, calculate: dest.c = dest.c + src.c * alpha with blend funcs: one, one
+//
+// If source is a solid color (src is constant), only the first pass is needed, with blend funcs: constant, 1 - source color
+
+// For source composition with subpixel antialiasing, the final color is calculated per component as follows:
+// alpha = src.a * mask.c * opacity
+// dest.c = dest.c * (1 - mask.c) + src.c * alpha
+//
+
+static const char* const qopenglslRgbMaskFragmentShaderPass1 = "\n\
+ varying highp vec2 textureCoords;\n\
+ uniform 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 qopenglslRgbMaskFragmentShaderPass2 = "\n\
+ varying highp vec2 textureCoords;\n\
+ uniform sampler2D maskTexture;\n\
+ lowp vec4 applyMask(lowp vec4 src) \n\
+ { \n\
+ lowp vec4 mask = texture2D(maskTexture, textureCoords); \n\
+ return src * mask; \n\
+ }\n";
+
+static const char* const qopenglslMultiplyCompositionModeFragmentShader = "\n\
+ #ifdef GL_KHR_blend_equation_advanced\n\
+ layout(blend_support_multiply) out;\n\
+ #endif\n";
+
+static const char* const qopenglslScreenCompositionModeFragmentShader = "\n\
+ #ifdef GL_KHR_blend_equation_advanced\n\
+ layout(blend_support_screen) out;\n\
+ #endif\n";
+
+static const char* const qopenglslOverlayCompositionModeFragmentShader = "\n\
+ #ifdef GL_KHR_blend_equation_advanced\n\
+ layout(blend_support_overlay) out;\n\
+ #endif\n";
+
+static const char* const qopenglslDarkenCompositionModeFragmentShader = "\n\
+ #ifdef GL_KHR_blend_equation_advanced\n\
+ layout(blend_support_darken) out;\n\
+ #endif\n";
+
+static const char* const qopenglslLightenCompositionModeFragmentShader = "\n\
+ #ifdef GL_KHR_blend_equation_advanced\n\
+ layout(blend_support_lighten) out;\n\
+ #endif\n";
+
+static const char* const qopenglslColorDodgeCompositionModeFragmentShader = "\n\
+ #ifdef GL_KHR_blend_equation_advanced\n\
+ layout(blend_support_colordodge) out;\n\
+ #endif\n";
+
+static const char* const qopenglslColorBurnCompositionModeFragmentShader = "\n\
+ #ifdef GL_KHR_blend_equation_advanced\n\
+ layout(blend_support_colorburn) out;\n\
+ #endif\n";
+
+static const char* const qopenglslHardLightCompositionModeFragmentShader = "\n\
+ #ifdef GL_KHR_blend_equation_advanced\n\
+ layout(blend_support_hardlight) out;\n\
+ #endif\n";
+
+static const char* const qopenglslSoftLightCompositionModeFragmentShader = "\n\
+ #ifdef GL_KHR_blend_equation_advanced\n\
+ layout(blend_support_softlight) out;\n\
+ #endif\n";
+
+static const char* const qopenglslDifferenceCompositionModeFragmentShader = "\n\
+ #ifdef GL_KHR_blend_equation_advanced\n\
+ layout(blend_support_difference) out;\n\
+ #endif\n";
+
+static const char* const qopenglslExclusionCompositionModeFragmentShader = "\n\
+ #ifdef GL_KHR_blend_equation_advanced\n\
+ layout(blend_support_exclusion) out;\n\
+ #endif\n";
+
+/*
+ Left to implement:
+ RgbMaskFragmentShader,
+ RgbMaskWithGammaFragmentShader,
+*/
+
+/*
+ OpenGL 3.2+ Core Profile shaders
+ The following shader snippets are copies of the snippets above
+ but use the modern GLSL 1.5 keywords. New shaders should make
+ a snippet for both profiles and add them appropriately in the
+ shader manager.
+*/
+static const char* const qopenglslMainVertexShader_core =
+ "#version 150 core\n\
+ void setPosition(); \n\
+ void main(void) \n\
+ { \n\
+ setPosition(); \n\
+ }\n";
+
+static const char* const qopenglslMainWithTexCoordsVertexShader_core =
+ "#version 150 core\n\
+ in vec2 textureCoordArray; \n\
+ out vec2 textureCoords; \n\
+ void setPosition(); \n\
+ void main(void) \n\
+ { \n\
+ setPosition(); \n\
+ textureCoords = textureCoordArray; \n\
+ }\n";
+
+static const char* const qopenglslMainWithTexCoordsAndOpacityVertexShader_core =
+ "#version 150 core\n\
+ in vec2 textureCoordArray; \n\
+ in float opacityArray; \n\
+ out vec2 textureCoords; \n\
+ out 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 qopenglslPositionOnlyVertexShader_core = "\n\
+ in vec2 vertexCoordsArray; \n\
+ in vec3 pmvMatrix1; \n\
+ in vec3 pmvMatrix2; \n\
+ in vec3 pmvMatrix3; \n\
+ void setPosition(void) \n\
+ { \n\
+ 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 qopenglslComplexGeometryPositionOnlyVertexShader_core = "\n\
+ in vec2 vertexCoordsArray; \n\
+ uniform mat3 matrix; \n\
+ void setPosition(void) \n\
+ { \n\
+ gl_Position = vec4(matrix * vec3(vertexCoordsArray, 1), 1);\n\
+ } \n";
+
+static const char* const qopenglslUntransformedPositionVertexShader_core = "\n\
+ in 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 qopenglslPositionWithPatternBrushVertexShader_core = "\n\
+ in vec2 vertexCoordsArray; \n\
+ in vec3 pmvMatrix1; \n\
+ in vec3 pmvMatrix2; \n\
+ in vec3 pmvMatrix3; \n\
+ out vec2 patternTexCoords; \n\
+ uniform vec2 halfViewportSize; \n\
+ uniform vec2 invertedTextureSize; \n\
+ uniform mat3 brushTransform; \n\
+ void setPosition(void) \n\
+ { \n\
+ mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); \n\
+ vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \n\
+ gl_Position.xy = transformedPos.xy / transformedPos.z; \n\
+ vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \n\
+ vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1.0); \n\
+ 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 qopenglslAffinePositionWithPatternBrushVertexShader_core
+ = qopenglslPositionWithPatternBrushVertexShader_core;
+
+static const char* const qopenglslPatternBrushSrcFragmentShader_core = "\n\
+ in vec2 patternTexCoords;\n\
+ uniform sampler2D brushTexture; \n\
+ uniform vec4 patternColor; \n\
+ vec4 srcPixel() \n\
+ { \n\
+ return patternColor * (1.0 - texture(brushTexture, patternTexCoords).r); \n\
+ }\n";
+
+
+// Linear Gradient Brush
+static const char* const qopenglslPositionWithLinearGradientBrushVertexShader_core = "\n\
+ in vec2 vertexCoordsArray; \n\
+ in vec3 pmvMatrix1; \n\
+ in vec3 pmvMatrix2; \n\
+ in vec3 pmvMatrix3; \n\
+ out float index; \n\
+ uniform vec2 halfViewportSize; \n\
+ uniform vec3 linearData; \n\
+ uniform mat3 brushTransform; \n\
+ void setPosition() \n\
+ { \n\
+ mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); \n\
+ vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \n\
+ gl_Position.xy = transformedPos.xy / transformedPos.z; \n\
+ vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \n\
+ vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \n\
+ 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 qopenglslAffinePositionWithLinearGradientBrushVertexShader_core
+ = qopenglslPositionWithLinearGradientBrushVertexShader_core;
+
+static const char* const qopenglslLinearGradientBrushSrcFragmentShader_core = "\n\
+ uniform sampler2D brushTexture; \n\
+ in float index; \n\
+ vec4 srcPixel() \n\
+ { \n\
+ vec2 val = vec2(index, 0.5); \n\
+ return texture(brushTexture, val); \n\
+ }\n";
+
+
+// Conical Gradient Brush
+static const char* const qopenglslPositionWithConicalGradientBrushVertexShader_core = "\n\
+ in vec2 vertexCoordsArray; \n\
+ in vec3 pmvMatrix1; \n\
+ in vec3 pmvMatrix2; \n\
+ in vec3 pmvMatrix3; \n\
+ out vec2 A; \n\
+ uniform vec2 halfViewportSize; \n\
+ uniform mat3 brushTransform; \n\
+ void setPosition(void) \n\
+ { \n\
+ mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); \n\
+ vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \n\
+ gl_Position.xy = transformedPos.xy / transformedPos.z; \n\
+ vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \n\
+ vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \n\
+ 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 qopenglslAffinePositionWithConicalGradientBrushVertexShader_core
+ = qopenglslPositionWithConicalGradientBrushVertexShader_core;
+
+static const char* const qopenglslConicalGradientBrushSrcFragmentShader_core = "\n\
+ #define INVERSE_2PI 0.1591549430918953358 \n\
+ in vec2 A; \n\
+ uniform sampler2D brushTexture; \n\
+ uniform float angle; \n\
+ vec4 srcPixel() \n\
+ { \n\
+ 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 texture(brushTexture, vec2(t - floor(t), 0.5)); \n\
+ }\n";
+
+
+// Radial Gradient Brush
+static const char* const qopenglslPositionWithRadialGradientBrushVertexShader_core = "\n\
+ in vec2 vertexCoordsArray;\n\
+ in vec3 pmvMatrix1; \n\
+ in vec3 pmvMatrix2; \n\
+ in vec3 pmvMatrix3; \n\
+ out float b; \n\
+ out vec2 A; \n\
+ uniform vec2 halfViewportSize; \n\
+ uniform mat3 brushTransform; \n\
+ uniform vec2 fmp; \n\
+ uniform vec3 bradius; \n\
+ void setPosition(void) \n\
+ {\n\
+ mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); \n\
+ vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \n\
+ gl_Position.xy = transformedPos.xy / transformedPos.z; \n\
+ vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \n\
+ vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \n\
+ float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \n\
+ gl_Position = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); \n\
+ A = hTexCoords.xy * invertedHTexCoordsZ; \n\
+ b = bradius.x + 2.0 * dot(A, fmp); \n\
+ }\n";
+
+static const char* const qopenglslAffinePositionWithRadialGradientBrushVertexShader_core
+ = qopenglslPositionWithRadialGradientBrushVertexShader_core;
+
+static const char* const qopenglslRadialGradientBrushSrcFragmentShader_core = "\n\
+ in float b; \n\
+ in vec2 A; \n\
+ uniform sampler2D brushTexture; \n\
+ uniform float fmp2_m_radius2; \n\
+ uniform float inverse_2_fmp2_m_radius2; \n\
+ uniform float sqrfr; \n\
+ uniform vec3 bradius; \n\
+ \n\
+ vec4 srcPixel() \n\
+ { \n\
+ float c = sqrfr-dot(A, A); \n\
+ float det = b*b - 4.0*fmp2_m_radius2*c; \n\
+ vec4 result = vec4(0.0); \n\
+ if (det >= 0.0) { \n\
+ float detSqrt = sqrt(det); \n\
+ float w = max((-b - detSqrt) * inverse_2_fmp2_m_radius2, (-b + detSqrt) * inverse_2_fmp2_m_radius2); \n\
+ if (bradius.y + w * bradius.z >= 0.0) \n\
+ result = texture(brushTexture, vec2(w, 0.5)); \n\
+ } \n\
+ return result; \n\
+ }\n";
+
+
+// Texture Brush
+static const char* const qopenglslPositionWithTextureBrushVertexShader_core = "\n\
+ in vec2 vertexCoordsArray; \n\
+ in vec3 pmvMatrix1; \n\
+ in vec3 pmvMatrix2; \n\
+ in vec3 pmvMatrix3; \n\
+ out vec2 brushTextureCoords; \n\
+ uniform vec2 halfViewportSize; \n\
+ uniform vec2 invertedTextureSize; \n\
+ uniform mat3 brushTransform; \n\
+ \n\
+ void setPosition(void) \n\
+ { \n\
+ mat3 pmvMatrix = mat3(pmvMatrix1, pmvMatrix2, pmvMatrix3); \n\
+ vec3 transformedPos = pmvMatrix * vec3(vertexCoordsArray.xy, 1.0); \n\
+ gl_Position.xy = transformedPos.xy / transformedPos.z; \n\
+ vec2 viewportCoords = (gl_Position.xy + 1.0) * halfViewportSize; \n\
+ vec3 hTexCoords = brushTransform * vec3(viewportCoords, 1); \n\
+ float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \n\
+ gl_Position = vec4(gl_Position.xy * invertedHTexCoordsZ, 0.0, invertedHTexCoordsZ); \n\
+ brushTextureCoords.xy = (hTexCoords.xy * invertedTextureSize) * gl_Position.w; \n\
+ }\n";
+
+static const char* const qopenglslAffinePositionWithTextureBrushVertexShader_core
+ = qopenglslPositionWithTextureBrushVertexShader_core;
+
+static const char* const qopenglslTextureBrushSrcFragmentShader_core = "\n\
+ in vec2 brushTextureCoords; \n\
+ uniform sampler2D brushTexture; \n\
+ vec4 srcPixel() \n\
+ { \n\
+ return texture(brushTexture, brushTextureCoords); \n\
+ }\n";
+
+static const char* const qopenglslTextureBrushSrcWithPatternFragmentShader_core = "\n\
+ in vec2 brushTextureCoords; \n\
+ uniform vec4 patternColor; \n\
+ uniform sampler2D brushTexture; \n\
+ vec4 srcPixel() \n\
+ { \n\
+ return patternColor * (1.0 - texture(brushTexture, brushTextureCoords).r); \n\
+ }\n";
+
+// Solid Fill Brush
+static const char* const qopenglslSolidBrushSrcFragmentShader_core = "\n\
+ uniform vec4 fragmentColor; \n\
+ vec4 srcPixel() \n\
+ { \n\
+ return fragmentColor; \n\
+ }\n";
+
+static const char* const qopenglslImageSrcFragmentShader_core = "\n\
+ in vec2 textureCoords; \n\
+ uniform sampler2D imageTexture; \n\
+ vec4 srcPixel() \n\
+ { \n\
+ return texture(imageTexture, textureCoords); \n\
+ }\n";
+
+static const char* const qopenglslCustomSrcFragmentShader_core = "\n\
+ in vec2 textureCoords; \n\
+ uniform sampler2D imageTexture; \n\
+ vec4 srcPixel() \n\
+ { \n\
+ return customShader(imageTexture, textureCoords); \n\
+ }\n";
+
+static const char* const qopenglslImageSrcWithPatternFragmentShader_core = "\n\
+ in vec2 textureCoords; \n\
+ uniform vec4 patternColor; \n\
+ uniform sampler2D imageTexture; \n\
+ vec4 srcPixel() \n\
+ { \n\
+ return patternColor * (1.0 - texture(imageTexture, textureCoords).r); \n\
+ }\n";
+
+static const char* const qopenglslNonPremultipliedImageSrcFragmentShader_core = "\n\
+ in vec2 textureCoords; \n\
+ uniform sampler2D imageTexture; \n\
+ vec4 srcPixel() \n\
+ { \n\
+ vec4 sample = texture(imageTexture, textureCoords); \n\
+ sample.rgb = sample.rgb * sample.a; \n\
+ return sample; \n\
+ }\n";
+
+static const char* const qopenglslGrayscaleImageSrcFragmentShader_core = "\n\
+ in vec2 textureCoords; \n\
+ uniform sampler2D imageTexture; \n\
+ vec4 srcPixel() \n\
+ { \n\
+ return texture(imageTexture, textureCoords).rrra; \n\
+ }\n";
+
+static const char* const qopenglslAlphaImageSrcFragmentShader_core = "\n\
+ in vec2 textureCoords; \n\
+ uniform sampler2D imageTexture; \n\
+ vec4 srcPixel() \n\
+ { \n\
+ return vec4(0, 0, 0, texture(imageTexture, textureCoords).r); \n\
+ }\n";
+
+static const char* const qopenglslShockingPinkSrcFragmentShader_core = "\n\
+ vec4 srcPixel() \n\
+ { \n\
+ return vec4(0.98, 0.06, 0.75, 1.0); \n\
+ }\n";
+
+static const char* const qopenglslMainFragmentShader_ImageArrays_core =
+ "#version 150 core\n\
+ in float opacity; \n\
+ out vec4 fragColor; \n\
+ vec4 srcPixel(); \n\
+ void main() \n\
+ { \n\
+ fragColor = srcPixel() * opacity; \n\
+ }\n";
+
+static const char* const qopenglslMainFragmentShader_MO_core =
+ "#version 150 core\n\
+ out vec4 fragColor; \n\
+ uniform float globalOpacity; \n\
+ vec4 srcPixel(); \n\
+ vec4 applyMask(vec4); \n\
+ void main() \n\
+ { \n\
+ fragColor = applyMask(srcPixel()*globalOpacity); \n\
+ }\n";
+
+static const char* const qopenglslMainFragmentShader_M_core =
+ "#version 150 core\n\
+ out vec4 fragColor; \n\
+ vec4 srcPixel(); \n\
+ vec4 applyMask(vec4); \n\
+ void main() \n\
+ { \n\
+ fragColor = applyMask(srcPixel()); \n\
+ }\n";
+
+static const char* const qopenglslMainFragmentShader_O_core =
+ "#version 150 core\n\
+ out vec4 fragColor; \n\
+ uniform float globalOpacity; \n\
+ vec4 srcPixel(); \n\
+ void main() \n\
+ { \n\
+ fragColor = srcPixel()*globalOpacity; \n\
+ }\n";
+
+static const char* const qopenglslMainFragmentShader_core =
+ "#version 150 core\n\
+ out vec4 fragColor; \n\
+ vec4 srcPixel(); \n\
+ void main() \n\
+ { \n\
+ fragColor = srcPixel(); \n\
+ }\n";
+
+static const char* const qopenglslMaskFragmentShader_core = "\n\
+ in vec2 textureCoords;\n\
+ uniform sampler2D maskTexture;\n\
+ vec4 applyMask(vec4 src) \n\
+ {\n\
+ vec4 mask = texture(maskTexture, textureCoords); \n\
+ return src * mask.r; \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):
+// alpha = src.a * mask.c * opacity
+// dest.c = dest.c * (1 - alpha) + src.c * alpha
+//
+// In the first pass, calculate: dest.c = dest.c * (1 - alpha) with blend funcs: zero, 1 - source color
+// In the second pass, calculate: dest.c = dest.c + src.c * alpha with blend funcs: one, one
+//
+// If source is a solid color (src is constant), only the first pass is needed, with blend funcs: constant, 1 - source color
+
+// For source composition with subpixel antialiasing, the final color is calculated per component as follows:
+// alpha = src.a * mask.c * opacity
+// dest.c = dest.c * (1 - mask.c) + src.c * alpha
+//
+
+static const char* const qopenglslRgbMaskFragmentShaderPass1_core = "\n\
+ in vec2 textureCoords;\n\
+ uniform sampler2D maskTexture;\n\
+ vec4 applyMask(vec4 src) \n\
+ { \n\
+ vec4 mask = texture(maskTexture, textureCoords); \n\
+ return src.a * mask; \n\
+ }\n";
+
+static const char* const qopenglslRgbMaskFragmentShaderPass2_core = "\n\
+ in vec2 textureCoords;\n\
+ uniform sampler2D maskTexture;\n\
+ vec4 applyMask(vec4 src) \n\
+ { \n\
+ vec4 mask = texture(maskTexture, textureCoords); \n\
+ return src * mask; \n\
+ }\n";
+
+/*
+ Left to implement:
+ RgbMaskFragmentShader_core,
+ RgbMaskWithGammaFragmentShader_core,
+*/
+
+QT_END_NAMESPACE
+
+#endif // GLGC_SHADER_SOURCE_H
diff --git a/src/opengl/qopenglgradientcache.cpp b/src/opengl/qopenglgradientcache.cpp
new file mode 100644
index 0000000000..7a932a19bb
--- /dev/null
+++ b/src/opengl/qopenglgradientcache.cpp
@@ -0,0 +1,276 @@
+/****************************************************************************
+**
+** Copyright (C) 2016 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the QtOpenGL module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or (at your option) the GNU General
+** Public license version 3 or any later version approved by the KDE Free
+** Qt Foundation. The licenses are as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
+** included in the packaging of this file. Please review the following
+** information to ensure the GNU General Public License requirements will
+** be met: https://www.gnu.org/licenses/gpl-2.0.html and
+** https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "qopenglgradientcache_p.h"
+#include <private/qdrawhelper_p.h>
+#include <private/qopenglcontext_p.h>
+#include <private/qrgba64_p.h>
+#include <QtCore/qmutex.h>
+#include <QtCore/qrandom.h>
+#include "qopenglfunctions.h"
+#include <private/qopenglextensions_p.h>
+
+#ifndef GL_RGBA16
+#define GL_RGBA16 0x805B
+#endif
+
+QT_BEGIN_NAMESPACE
+
+class QOpenGL2GradientCacheWrapper
+{
+public:
+ QOpenGL2GradientCache *cacheForContext(QOpenGLContext *context) {
+ QMutexLocker lock(&m_mutex);
+ return m_resource.value<QOpenGL2GradientCache>(context);
+ }
+
+private:
+ QOpenGLMultiGroupSharedResource m_resource;
+ QMutex m_mutex;
+};
+
+Q_GLOBAL_STATIC(QOpenGL2GradientCacheWrapper, qt_gradient_caches)
+
+QOpenGL2GradientCache::QOpenGL2GradientCache(QOpenGLContext *ctx)
+ : QOpenGLSharedResource(ctx->shareGroup())
+{
+}
+
+QOpenGL2GradientCache::~QOpenGL2GradientCache()
+{
+ cache.clear();
+}
+
+QOpenGL2GradientCache *QOpenGL2GradientCache::cacheForContext(QOpenGLContext *context)
+{
+ return qt_gradient_caches()->cacheForContext(context);
+}
+
+void QOpenGL2GradientCache::invalidateResource()
+{
+ QMutexLocker lock(&m_mutex);
+ cache.clear();
+}
+
+void QOpenGL2GradientCache::freeResource(QOpenGLContext *)
+{
+ cleanCache();
+}
+
+void QOpenGL2GradientCache::cleanCache()
+{
+ QMutexLocker lock(&m_mutex);
+ QOpenGLGradientColorTableHash::const_iterator it = cache.constBegin();
+ QOpenGLFunctions *funcs = QOpenGLContext::currentContext()->functions();
+ for (; it != cache.constEnd(); ++it) {
+ const CacheInfo &cache_info = it.value();
+ funcs->glDeleteTextures(1, &cache_info.texId);
+ }
+ cache.clear();
+}
+
+GLuint QOpenGL2GradientCache::getBuffer(const QGradient &gradient, qreal opacity)
+{
+ quint64 hash_val = 0;
+
+ const QGradientStops stops = gradient.stops();
+ for (int i = 0; i < stops.size() && i <= 2; i++)
+ hash_val += stops[i].second.rgba();
+
+ const QMutexLocker lock(&m_mutex);
+ QOpenGLGradientColorTableHash::const_iterator it = cache.constFind(hash_val);
+
+ if (it == cache.constEnd())
+ return addCacheElement(hash_val, gradient, opacity);
+ else {
+ do {
+ const CacheInfo &cache_info = it.value();
+ if (cache_info.stops == stops && cache_info.opacity == opacity
+ && cache_info.interpolationMode == gradient.interpolationMode())
+ {
+ return cache_info.texId;
+ }
+ ++it;
+ } while (it != cache.constEnd() && it.key() == hash_val);
+ // an exact match for these stops and opacity was not found, create new cache
+ return addCacheElement(hash_val, gradient, opacity);
+ }
+}
+
+
+GLuint QOpenGL2GradientCache::addCacheElement(quint64 hash_val, const QGradient &gradient, qreal opacity)
+{
+ QOpenGLFunctions *funcs = QOpenGLContext::currentContext()->functions();
+ if (cache.size() == maxCacheSize()) {
+ int elem_to_remove = QRandomGenerator::global()->bounded(maxCacheSize());
+ quint64 key = cache.keys()[elem_to_remove];
+
+ // need to call glDeleteTextures on each removed cache entry:
+ QOpenGLGradientColorTableHash::const_iterator it = cache.constFind(key);
+ do {
+ funcs->glDeleteTextures(1, &it.value().texId);
+ } while (++it != cache.constEnd() && it.key() == key);
+ cache.remove(key); // may remove more than 1, but OK
+ }
+
+ CacheInfo cache_entry(gradient.stops(), opacity, gradient.interpolationMode());
+ funcs->glGenTextures(1, &cache_entry.texId);
+ funcs->glBindTexture(GL_TEXTURE_2D, cache_entry.texId);
+ if (static_cast<QOpenGLExtensions *>(funcs)->hasOpenGLExtension(QOpenGLExtensions::Sized16Formats)) {
+ QRgba64 buffer[1024];
+ generateGradientColorTable(gradient, buffer, paletteSize(), opacity);
+ funcs->glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16, paletteSize(), 1,
+ 0, GL_RGBA, GL_UNSIGNED_SHORT, buffer);
+ } else {
+ uint buffer[1024];
+ generateGradientColorTable(gradient, buffer, paletteSize(), opacity);
+ funcs->glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, paletteSize(), 1,
+ 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
+ }
+ return cache.insert(hash_val, cache_entry).value().texId;
+}
+
+
+//TODO: Let GL generate the texture using an FBO
+void QOpenGL2GradientCache::generateGradientColorTable(const QGradient& gradient, QRgba64 *colorTable, int size, qreal opacity) const
+{
+ int pos = 0;
+ const QGradientStops s = gradient.stops();
+
+ bool colorInterpolation = (gradient.interpolationMode() == QGradient::ColorInterpolation);
+
+ uint alpha = qRound(opacity * 256);
+ QRgba64 current_color = combineAlpha256(s[0].second.rgba64(), alpha);
+ qreal incr = 1.0 / qreal(size);
+ qreal fpos = 1.5 * incr;
+ colorTable[pos++] = qPremultiply(current_color);
+
+ while (fpos <= s.first().first) {
+ colorTable[pos] = colorTable[pos - 1];
+ pos++;
+ fpos += incr;
+ }
+
+ if (colorInterpolation)
+ current_color = qPremultiply(current_color);
+
+ const int sLast = s.size() - 1;
+ for (int i = 0; i < sLast; ++i) {
+ qreal delta = 1/(s[i+1].first - s[i].first);
+ QRgba64 next_color = combineAlpha256(s[i + 1].second.rgba64(), alpha);
+ if (colorInterpolation)
+ next_color = qPremultiply(next_color);
+
+ while (fpos < s[i+1].first && pos < size) {
+ int dist = int(256 * ((fpos - s[i].first) * delta));
+ int idist = 256 - dist;
+ if (colorInterpolation)
+ colorTable[pos] = interpolate256(current_color, idist, next_color, dist);
+ else
+ colorTable[pos] = qPremultiply(interpolate256(current_color, idist, next_color, dist));
+ ++pos;
+ fpos += incr;
+ }
+ current_color = next_color;
+ }
+
+ Q_ASSERT(s.size() > 0);
+
+ QRgba64 last_color = qPremultiply(combineAlpha256(s[sLast].second.rgba64(), alpha));
+ for (;pos < size; ++pos)
+ colorTable[pos] = last_color;
+
+ // Make sure the last color stop is represented at the end of the table
+ colorTable[size-1] = last_color;
+}
+
+void QOpenGL2GradientCache::generateGradientColorTable(const QGradient& gradient, uint *colorTable, int size, qreal opacity) const
+{
+ int pos = 0;
+ const QGradientStops s = gradient.stops();
+
+ bool colorInterpolation = (gradient.interpolationMode() == QGradient::ColorInterpolation);
+
+ uint alpha = qRound(opacity * 256);
+ // Qt LIES! It returns ARGB (on little-endian AND on big-endian)
+ uint current_color = ARGB_COMBINE_ALPHA(s[0].second.rgba(), alpha);
+ qreal incr = 1.0 / qreal(size);
+ qreal fpos = 1.5 * incr;
+ colorTable[pos++] = ARGB2RGBA(qPremultiply(current_color));
+
+ while (fpos <= s.first().first) {
+ colorTable[pos] = colorTable[pos - 1];
+ pos++;
+ fpos += incr;
+ }
+
+ if (colorInterpolation)
+ current_color = qPremultiply(current_color);
+
+ const int sLast = s.size() - 1;
+ for (int i = 0; i < sLast; ++i) {
+ qreal delta = 1/(s[i+1].first - s[i].first);
+ uint next_color = ARGB_COMBINE_ALPHA(s[i + 1].second.rgba(), alpha);
+ if (colorInterpolation)
+ next_color = qPremultiply(next_color);
+
+ while (fpos < s[i+1].first && pos < size) {
+ int dist = int(256 * ((fpos - s[i].first) * delta));
+ int idist = 256 - dist;
+ if (colorInterpolation)
+ colorTable[pos] = ARGB2RGBA(INTERPOLATE_PIXEL_256(current_color, idist, next_color, dist));
+ else
+ colorTable[pos] = ARGB2RGBA(qPremultiply(INTERPOLATE_PIXEL_256(current_color, idist, next_color, dist)));
+ ++pos;
+ fpos += incr;
+ }
+ current_color = next_color;
+ }
+
+ Q_ASSERT(s.size() > 0);
+
+ uint last_color = ARGB2RGBA(qPremultiply(ARGB_COMBINE_ALPHA(s[sLast].second.rgba(), alpha)));
+ for (;pos < size; ++pos)
+ colorTable[pos] = last_color;
+
+ // Make sure the last color stop is represented at the end of the table
+ colorTable[size-1] = last_color;
+}
+
+QT_END_NAMESPACE
diff --git a/src/opengl/qopenglgradientcache_p.h b/src/opengl/qopenglgradientcache_p.h
new file mode 100644
index 0000000000..da070ae233
--- /dev/null
+++ b/src/opengl/qopenglgradientcache_p.h
@@ -0,0 +1,107 @@
+/****************************************************************************
+**
+** Copyright (C) 2016 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the QtOpenGL module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or (at your option) the GNU General
+** Public license version 3 or any later version approved by the KDE Free
+** Qt Foundation. The licenses are as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
+** included in the packaging of this file. Please review the following
+** information to ensure the GNU General Public License requirements will
+** be met: https://www.gnu.org/licenses/gpl-2.0.html and
+** https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#ifndef QOPENGLGRADIENTCACHE_P_H
+#define QOPENGLGRADIENTCACHE_P_H
+
+//
+// W A R N I N G
+// -------------
+//
+// This file is not part of the Qt API. It exists purely as an
+// implementation detail. This header file may change from version to
+// version without notice, or even be removed.
+//
+// We mean it.
+//
+
+#include <QMultiHash>
+#include <QObject>
+#include <private/qopenglcontext_p.h>
+#include <QtCore/qmutex.h>
+#include <QGradient>
+#include <qrgba64.h>
+
+QT_BEGIN_NAMESPACE
+
+class QOpenGL2GradientCache : public QOpenGLSharedResource
+{
+ struct CacheInfo
+ {
+ inline CacheInfo(QGradientStops s, qreal op, QGradient::InterpolationMode mode) :
+ stops(std::move(s)), opacity(op), interpolationMode(mode) {}
+
+ GLuint texId;
+ QGradientStops stops;
+ qreal opacity;
+ QGradient::InterpolationMode interpolationMode;
+ };
+
+ typedef QMultiHash<quint64, CacheInfo> QOpenGLGradientColorTableHash;
+
+public:
+ static QOpenGL2GradientCache *cacheForContext(QOpenGLContext *context);
+
+ QOpenGL2GradientCache(QOpenGLContext *);
+ ~QOpenGL2GradientCache();
+
+ GLuint getBuffer(const QGradient &gradient, qreal opacity);
+ inline int paletteSize() const { return 1024; }
+
+ void invalidateResource() override;
+ void freeResource(QOpenGLContext *ctx) override;
+
+private:
+ inline int maxCacheSize() const { return 60; }
+ inline void generateGradientColorTable(const QGradient& gradient,
+ QRgba64 *colorTable,
+ int size, qreal opacity) const;
+ inline void generateGradientColorTable(const QGradient& gradient,
+ uint *colorTable,
+ int size, qreal opacity) const;
+ GLuint addCacheElement(quint64 hash_val, const QGradient &gradient, qreal opacity);
+ void cleanCache();
+
+ QOpenGLGradientColorTableHash cache;
+ QMutex m_mutex;
+};
+
+QT_END_NAMESPACE
+
+#endif // QOPENGLGRADIENTCACHE_P_H
diff --git a/src/opengl/qopenglpaintdevice.cpp b/src/opengl/qopenglpaintdevice.cpp
new file mode 100644
index 0000000000..811425cf69
--- /dev/null
+++ b/src/opengl/qopenglpaintdevice.cpp
@@ -0,0 +1,372 @@
+/****************************************************************************
+**
+** Copyright (C) 2016 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the QtOpenGL module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or (at your option) the GNU General
+** Public license version 3 or any later version approved by the KDE Free
+** Qt Foundation. The licenses are as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
+** included in the packaging of this file. Please review the following
+** information to ensure the GNU General Public License requirements will
+** be met: https://www.gnu.org/licenses/gpl-2.0.html and
+** https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include <qopenglpaintdevice.h>
+#include <qpaintengine.h>
+#include <qthreadstorage.h>
+
+#include <private/qopenglpaintdevice_p.h>
+#include <private/qobject_p.h>
+#include <private/qopenglcontext_p.h>
+#include <private/qopenglframebufferobject_p.h>
+#include <private/qopenglpaintengine_p.h>
+
+// for qt_defaultDpiX/Y
+#include <private/qfont_p.h>
+
+#include <qopenglfunctions.h>
+
+QT_BEGIN_NAMESPACE
+
+/*!
+ \class QOpenGLPaintDevice
+ \brief The QOpenGLPaintDevice class enables painting to an OpenGL context using QPainter.
+ \since 5.0
+ \inmodule QtOpenGL
+
+ \ingroup painting-3D
+
+ The QOpenGLPaintDevice uses the \b current QOpenGL context to render
+ QPainter draw commands. The context is captured upon construction. It
+ requires support for OpenGL (ES) 2.0 or higher.
+
+ \section1 Performance
+
+ The QOpenGLPaintDevice is almost always hardware accelerated and
+ has the potential of being much faster than software
+ rasterization. However, it is more sensitive to state changes, and
+ therefore requires the drawing commands to be carefully ordered to
+ achieve optimal performance.
+
+ \section1 Antialiasing and Quality
+
+ Antialiasing in the OpenGL paint engine is done using
+ multisampling. Most hardware require significantly more memory to
+ do multisampling and the resulting quality is not on par with the
+ quality of the software paint engine. The OpenGL paint engine's
+ strength lies in its performance, not its visual rendering
+ quality.
+
+ \section1 State Changes
+
+ When painting to a QOpenGLPaintDevice using QPainter, the state of
+ the current OpenGL context will be altered by the paint engine to
+ reflect its needs. Applications should not rely upon the OpenGL
+ state being reset to its original conditions, particularly the
+ current shader program, OpenGL viewport, texture units, and
+ drawing modes.
+
+ \section1 Mixing QPainter and OpenGL
+
+ When intermixing QPainter and OpenGL, it is important to notify
+ QPainter that the OpenGL state may have been cluttered so it can
+ restore its internal state. This is achieved by calling \l
+ QPainter::beginNativePainting() before starting the OpenGL
+ rendering and calling \l QPainter::endNativePainting() after
+ finishing.
+
+ \sa {OpenGL Window Example}
+
+*/
+
+/*!
+ Constructs a QOpenGLPaintDevice.
+
+ The QOpenGLPaintDevice is only valid for the current context.
+
+ \sa QOpenGLContext::currentContext()
+*/
+QOpenGLPaintDevice::QOpenGLPaintDevice()
+ : d_ptr(new QOpenGLPaintDevicePrivate(QSize()))
+{
+}
+
+/*!
+ Constructs a QOpenGLPaintDevice with the given \a size.
+
+ The QOpenGLPaintDevice is only valid for the current context.
+
+ \sa QOpenGLContext::currentContext()
+*/
+QOpenGLPaintDevice::QOpenGLPaintDevice(const QSize &size)
+ : d_ptr(new QOpenGLPaintDevicePrivate(size))
+{
+}
+
+/*!
+ Constructs a QOpenGLPaintDevice with the given \a width and \a height.
+
+ The QOpenGLPaintDevice is only valid for the current context.
+
+ \sa QOpenGLContext::currentContext()
+*/
+QOpenGLPaintDevice::QOpenGLPaintDevice(int width, int height)
+ : QOpenGLPaintDevice(QSize(width, height))
+{
+}
+
+/*!
+ \internal
+ */
+QOpenGLPaintDevice::QOpenGLPaintDevice(QOpenGLPaintDevicePrivate &dd)
+ : d_ptr(&dd)
+{
+}
+
+/*!
+ Destroys the QOpenGLPaintDevice.
+*/
+
+QOpenGLPaintDevice::~QOpenGLPaintDevice()
+{
+ delete d_ptr->engine;
+}
+
+/*!
+ \fn int QOpenGLPaintDevice::devType() const
+ \internal
+ \reimp
+*/
+
+QOpenGLPaintDevicePrivate::QOpenGLPaintDevicePrivate(const QSize &sz)
+ : size(sz)
+ , ctx(QOpenGLContext::currentContext())
+ , dpmx(qt_defaultDpiX() * 100. / 2.54)
+ , dpmy(qt_defaultDpiY() * 100. / 2.54)
+ , devicePixelRatio(1.0)
+ , flipped(false)
+ , engine(nullptr)
+{
+}
+
+QOpenGLPaintDevicePrivate::~QOpenGLPaintDevicePrivate()
+{
+}
+
+class QOpenGLEngineThreadStorage
+{
+public:
+ QPaintEngine *engine() {
+ QPaintEngine *&localEngine = storage.localData();
+ if (!localEngine)
+ localEngine = new QOpenGL2PaintEngineEx;
+ return localEngine;
+ }
+
+private:
+ QThreadStorage<QPaintEngine *> storage;
+};
+
+Q_GLOBAL_STATIC(QOpenGLEngineThreadStorage, qt_opengl_engine)
+
+/*!
+ \reimp
+*/
+
+QPaintEngine *QOpenGLPaintDevice::paintEngine() const
+{
+ if (d_ptr->engine)
+ return d_ptr->engine;
+
+ QPaintEngine *engine = qt_opengl_engine()->engine();
+ if (engine->isActive() && engine->paintDevice() != this) {
+ d_ptr->engine = new QOpenGL2PaintEngineEx;
+ return d_ptr->engine;
+ }
+
+ return engine;
+}
+
+/*!
+ Returns the OpenGL context associated with the paint device.
+*/
+
+QOpenGLContext *QOpenGLPaintDevice::context() const
+{
+ return d_ptr->ctx;
+}
+
+/*!
+ Returns the pixel size of the paint device.
+
+ \sa setSize()
+*/
+
+QSize QOpenGLPaintDevice::size() const
+{
+ return d_ptr->size;
+}
+
+/*!
+ Sets the pixel size of the paint device to \a size.
+
+ \sa size()
+*/
+
+void QOpenGLPaintDevice::setSize(const QSize &size)
+{
+ d_ptr->size = size;
+}
+
+/*!
+ Sets the device pixel ratio for the paint device to \a devicePixelRatio.
+*/
+void QOpenGLPaintDevice::setDevicePixelRatio(qreal devicePixelRatio)
+{
+ d_ptr->devicePixelRatio = devicePixelRatio;
+}
+
+/*!
+ \reimp
+*/
+
+int QOpenGLPaintDevice::metric(QPaintDevice::PaintDeviceMetric metric) const
+{
+ switch (metric) {
+ case PdmWidth:
+ return d_ptr->size.width();
+ case PdmHeight:
+ return d_ptr->size.height();
+ case PdmDepth:
+ return 32;
+ case PdmWidthMM:
+ return qRound(d_ptr->size.width() * 1000 / d_ptr->dpmx);
+ case PdmHeightMM:
+ return qRound(d_ptr->size.height() * 1000 / d_ptr->dpmy);
+ case PdmNumColors:
+ return 0;
+ case PdmDpiX:
+ return qRound(d_ptr->dpmx * 0.0254);
+ case PdmDpiY:
+ return qRound(d_ptr->dpmy * 0.0254);
+ case PdmPhysicalDpiX:
+ return qRound(d_ptr->dpmx * 0.0254);
+ case PdmPhysicalDpiY:
+ return qRound(d_ptr->dpmy * 0.0254);
+ case PdmDevicePixelRatio:
+ return d_ptr->devicePixelRatio;
+ case PdmDevicePixelRatioScaled:
+ return d_ptr->devicePixelRatio * QPaintDevice::devicePixelRatioFScale();
+
+ default:
+ qWarning("QOpenGLPaintDevice::metric() - metric %d not known", metric);
+ return 0;
+ }
+}
+
+/*!
+ Returns the number of pixels per meter horizontally.
+
+ \sa setDotsPerMeterX()
+*/
+
+qreal QOpenGLPaintDevice::dotsPerMeterX() const
+{
+ return d_ptr->dpmx;
+}
+
+/*!
+ Returns the number of pixels per meter vertically.
+
+ \sa setDotsPerMeterY()
+*/
+
+qreal QOpenGLPaintDevice::dotsPerMeterY() const
+{
+ return d_ptr->dpmy;
+}
+
+/*!
+ Sets the number of pixels per meter horizontally to \a dpmx.
+
+ \sa dotsPerMeterX()
+*/
+
+void QOpenGLPaintDevice::setDotsPerMeterX(qreal dpmx)
+{
+ d_ptr->dpmx = dpmx;
+}
+
+/*!
+ Sets the number of pixels per meter vertically to \a dpmy.
+
+ \sa dotsPerMeterY()
+*/
+
+void QOpenGLPaintDevice::setDotsPerMeterY(qreal dpmy)
+{
+ d_ptr->dpmx = dpmy;
+}
+
+/*!
+ Sets whether painting should be flipped around the Y-axis or not to \a flipped.
+
+ \sa paintFlipped()
+*/
+void QOpenGLPaintDevice::setPaintFlipped(bool flipped)
+{
+ d_ptr->flipped = flipped;
+}
+
+/*!
+ Returns \c true if painting is flipped around the Y-axis.
+
+ \sa setPaintFlipped()
+*/
+
+bool QOpenGLPaintDevice::paintFlipped() const
+{
+ return d_ptr->flipped;
+}
+
+/*!
+ This virtual method is provided as a callback to allow re-binding a target
+ frame buffer object or context when different QOpenGLPaintDevice instances
+ are issuing draw calls alternately.
+
+ \l{QPainter::beginNativePainting()}{beginNativePainting()} will also trigger
+ this method.
+
+ The default implementation does nothing.
+*/
+void QOpenGLPaintDevice::ensureActiveTarget()
+{
+}
+
+QT_END_NAMESPACE
diff --git a/src/opengl/qopenglpaintdevice.h b/src/opengl/qopenglpaintdevice.h
new file mode 100644
index 0000000000..f4e1ce4a2e
--- /dev/null
+++ b/src/opengl/qopenglpaintdevice.h
@@ -0,0 +1,95 @@
+/****************************************************************************
+**
+** Copyright (C) 2016 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the QtOpenGL module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or (at your option) the GNU General
+** Public license version 3 or any later version approved by the KDE Free
+** Qt Foundation. The licenses are as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
+** included in the packaging of this file. Please review the following
+** information to ensure the GNU General Public License requirements will
+** be met: https://www.gnu.org/licenses/gpl-2.0.html and
+** https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#ifndef QOPENGLPAINTDEVICE_H
+#define QOPENGLPAINTDEVICE_H
+
+#include <QtOpenGL/qtopenglglobal.h>
+
+#ifndef QT_NO_OPENGL
+
+#include <QtGui/qpaintdevice.h>
+#include <QtGui/qopengl.h>
+#include <QtGui/qopenglcontext.h>
+
+QT_BEGIN_NAMESPACE
+
+class QOpenGLPaintDevicePrivate;
+
+class Q_OPENGL_EXPORT QOpenGLPaintDevice : public QPaintDevice
+{
+ Q_DECLARE_PRIVATE(QOpenGLPaintDevice)
+public:
+ QOpenGLPaintDevice();
+ explicit QOpenGLPaintDevice(const QSize &size);
+ QOpenGLPaintDevice(int width, int height);
+ ~QOpenGLPaintDevice();
+
+ int devType() const override { return QInternal::OpenGL; }
+ QPaintEngine *paintEngine() const override;
+
+ QOpenGLContext *context() const;
+ QSize size() const;
+ void setSize(const QSize &size);
+ void setDevicePixelRatio(qreal devicePixelRatio);
+
+ qreal dotsPerMeterX() const;
+ qreal dotsPerMeterY() const;
+
+ void setDotsPerMeterX(qreal);
+ void setDotsPerMeterY(qreal);
+
+ void setPaintFlipped(bool flipped);
+ bool paintFlipped() const;
+
+ virtual void ensureActiveTarget();
+
+protected:
+ QOpenGLPaintDevice(QOpenGLPaintDevicePrivate &dd);
+ int metric(QPaintDevice::PaintDeviceMetric metric) const override;
+
+ Q_DISABLE_COPY(QOpenGLPaintDevice)
+ QScopedPointer<QOpenGLPaintDevicePrivate> d_ptr;
+};
+
+QT_END_NAMESPACE
+
+#endif // QT_NO_OPENGL
+
+#endif // QOPENGLPAINTDEVICE_H
diff --git a/src/opengl/qopenglpaintdevice_p.h b/src/opengl/qopenglpaintdevice_p.h
new file mode 100644
index 0000000000..f4f02e7b57
--- /dev/null
+++ b/src/opengl/qopenglpaintdevice_p.h
@@ -0,0 +1,87 @@
+/****************************************************************************
+**
+** Copyright (C) 2016 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the QtOpenGL module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or (at your option) the GNU General
+** Public license version 3 or any later version approved by the KDE Free
+** Qt Foundation. The licenses are as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
+** included in the packaging of this file. Please review the following
+** information to ensure the GNU General Public License requirements will
+** be met: https://www.gnu.org/licenses/gpl-2.0.html and
+** https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#ifndef QOPENGL_PAINTDEVICE_P_H
+#define QOPENGL_PAINTDEVICE_P_H
+
+//
+// W A R N I N G
+// -------------
+//
+// This file is not part of the Qt API. It exists for the convenience
+// of the Qt OpenGL classes. This header file may change from
+// version to version without notice, or even be removed.
+//
+// We mean it.
+//
+
+#include <qopenglpaintdevice.h>
+
+QT_BEGIN_NAMESPACE
+
+class QOpenGLContext;
+class QPaintEngine;
+
+class Q_OPENGL_EXPORT QOpenGLPaintDevicePrivate
+{
+public:
+ QOpenGLPaintDevicePrivate(const QSize &size);
+ virtual ~QOpenGLPaintDevicePrivate();
+
+ static QOpenGLPaintDevicePrivate *get(QOpenGLPaintDevice *dev) { return dev->d_func(); }
+
+ virtual void beginPaint() { }
+ virtual void endPaint() { }
+
+public:
+ QSize size;
+ QOpenGLContext *ctx;
+
+ qreal dpmx;
+ qreal dpmy;
+ qreal devicePixelRatio;
+
+ bool flipped;
+
+ QPaintEngine *engine;
+};
+
+QT_END_NAMESPACE
+
+#endif // QOPENGL_PAINTDEVICE_P_H
diff --git a/src/opengl/qopenglpaintengine.cpp b/src/opengl/qopenglpaintengine.cpp
new file mode 100644
index 0000000000..4168067e8f
--- /dev/null
+++ b/src/opengl/qopenglpaintengine.cpp
@@ -0,0 +1,2702 @@
+/****************************************************************************
+**
+** Copyright (C) 2016 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the QtOpenGL module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or (at your option) the GNU General
+** Public license version 3 or any later version approved by the KDE Free
+** Qt Foundation. The licenses are as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
+** included in the packaging of this file. Please review the following
+** information to ensure the GNU General Public License requirements will
+** be met: https://www.gnu.org/licenses/gpl-2.0.html and
+** https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+/*
+ When the active program changes, we need to update it's uniforms.
+ We could track state for each program and only update stale uniforms
+ - Could lead to lots of overhead if there's a lot of programs
+ We could update all the uniforms when the program changes
+ - Could end up updating lots of uniforms which don't need updating
+
+ Updating uniforms should be cheap, so the overhead of updating up-to-date
+ uniforms should be minimal. It's also less complex.
+
+ Things which _may_ cause a different program to be used:
+ - Change in brush/pen style
+ - Change in painter opacity
+ - Change in composition mode
+
+ Whenever we set a mode on the shader manager - it needs to tell us if it had
+ to switch to a different program.
+
+ The shader manager should only switch when we tell it to. E.g. if we set a new
+ brush style and then switch to transparent painter, we only want it to compile
+ and use the correct program when we really need it.
+*/
+
+// #define QT_OPENGL_CACHE_AS_VBOS
+
+#include <private/qopenglgradientcache_p.h>
+#include <private/qopengltexturecache_p.h>
+#include "qopenglpaintengine_p.h"
+#include "qopenglpaintdevice_p.h"
+
+#include <string.h> //for memcpy
+#include <qmath.h>
+
+#include <private/qopengl_p.h>
+#include <private/qopenglcontext_p.h>
+#include <private/qopenglextensions_p.h>
+#include <private/qpaintengineex_p.h>
+#include <QPaintEngine>
+#include <private/qpainter_p.h>
+#include <private/qfontengine_p.h>
+#include <private/qdatabuffer_p.h>
+#include <private/qstatictext_p.h>
+#include <private/qtriangulator_p.h>
+
+#include <private/qopenglengineshadermanager_p.h>
+#include <private/qopengl2pexvertexarray_p.h>
+#include <private/qopengltextureglyphcache_p.h>
+
+#include <QDebug>
+
+#ifndef GL_KHR_blend_equation_advanced
+#define GL_KHR_blend_equation_advanced 1
+#define GL_MULTIPLY_KHR 0x9294
+#define GL_SCREEN_KHR 0x9295
+#define GL_OVERLAY_KHR 0x9296
+#define GL_DARKEN_KHR 0x9297
+#define GL_LIGHTEN_KHR 0x9298
+#define GL_COLORDODGE_KHR 0x9299
+#define GL_COLORBURN_KHR 0x929A
+#define GL_HARDLIGHT_KHR 0x929B
+#define GL_SOFTLIGHT_KHR 0x929C
+#define GL_DIFFERENCE_KHR 0x929E
+#define GL_EXCLUSION_KHR 0x92A0
+#endif /* GL_KHR_blend_equation_advanced */
+
+#ifndef GL_KHR_blend_equation_advanced_coherent
+#define GL_KHR_blend_equation_advanced_coherent 1
+#define GL_BLEND_ADVANCED_COHERENT_KHR 0x9285
+#endif /* GL_KHR_blend_equation_advanced_coherent */
+
+QT_BEGIN_NAMESPACE
+
+
+Q_OPENGL_EXPORT QImage qt_imageForBrush(int brushStyle, bool invert);
+
+////////////////////////////////// Private Methods //////////////////////////////////////////
+
+QOpenGL2PaintEngineExPrivate::~QOpenGL2PaintEngineExPrivate()
+{
+ delete shaderManager;
+
+ vertexBuffer.destroy();
+ texCoordBuffer.destroy();
+ opacityBuffer.destroy();
+ indexBuffer.destroy();
+ vao.destroy();
+
+ if (elementIndicesVBOId != 0) {
+ funcs.glDeleteBuffers(1, &elementIndicesVBOId);
+ elementIndicesVBOId = 0;
+ }
+}
+
+inline QColor qt_premultiplyColor(QColor c, GLfloat opacity)
+{
+ qreal alpha = c.alphaF() * opacity;
+ c.setAlphaF(alpha);
+ c.setRedF(c.redF() * alpha);
+ c.setGreenF(c.greenF() * alpha);
+ c.setBlueF(c.blueF() * alpha);
+ return c;
+}
+
+
+void QOpenGL2PaintEngineExPrivate::setBrush(const QBrush& brush)
+{
+ if (qbrush_fast_equals(currentBrush, brush))
+ return;
+
+ const Qt::BrushStyle newStyle = qbrush_style(brush);
+ Q_ASSERT(newStyle != Qt::NoBrush);
+
+ currentBrush = brush;
+ if (!currentBrushImage.isNull())
+ currentBrushImage = QImage();
+ brushUniformsDirty = true; // All brushes have at least one uniform
+
+ if (newStyle > Qt::SolidPattern)
+ brushTextureDirty = true;
+
+ if (currentBrush.style() == Qt::TexturePattern
+ && qHasPixmapTexture(brush) && brush.texture().isQBitmap())
+ {
+ shaderManager->setSrcPixelType(QOpenGLEngineShaderManager::TextureSrcWithPattern);
+ } else {
+ shaderManager->setSrcPixelType(newStyle);
+ }
+ shaderManager->optimiseForBrushTransform(currentBrush.transform().type());
+}
+
+
+void QOpenGL2PaintEngineExPrivate::useSimpleShader()
+{
+ shaderManager->useSimpleProgram();
+
+ if (matrixDirty)
+ updateMatrix();
+}
+
+/*
+ Single entry-point for activating, binding, and setting properties.
+
+ Allows keeping track of (caching) the latest texture unit and bound
+ texture in a central place, so that we can skip re-binding unless
+ needed.
+
+ \note Any code or Qt API that internally activates or binds will
+ not affect the cache used by this function, which means they will
+ lead to inconsisent state. QPainter::beginNativePainting() takes
+ care of resetting the cache, so for user–code this is fine, but
+ internally in the paint engine care must be taken to not call
+ functions that may activate or bind under our feet.
+*/
+template<typename T>
+void QOpenGL2PaintEngineExPrivate::updateTexture(GLenum textureUnit, const T &texture, GLenum wrapMode, GLenum filterMode, TextureUpdateMode updateMode)
+{
+ static const GLenum target = GL_TEXTURE_2D;
+
+ activateTextureUnit(textureUnit);
+
+ GLuint textureId = bindTexture(texture);
+
+ if (updateMode == UpdateIfNeeded && textureId == lastTextureUsed)
+ return;
+
+ lastTextureUsed = textureId;
+
+ funcs.glTexParameteri(target, GL_TEXTURE_WRAP_S, wrapMode);
+ funcs.glTexParameteri(target, GL_TEXTURE_WRAP_T, wrapMode);
+
+ funcs.glTexParameteri(target, GL_TEXTURE_MAG_FILTER, filterMode);
+ funcs.glTexParameteri(target, GL_TEXTURE_MIN_FILTER, filterMode);
+}
+
+void QOpenGL2PaintEngineExPrivate::activateTextureUnit(GLenum textureUnit)
+{
+ if (textureUnit != lastTextureUnitUsed) {
+ funcs.glActiveTexture(GL_TEXTURE0 + textureUnit);
+ lastTextureUnitUsed = textureUnit;
+
+ // We simplify things by keeping a single cached value of the last
+ // texture that was bound, instead of one per texture unit. This
+ // means that switching texture units could potentially mean we
+ // need a re-bind and corresponding parameter updates.
+ lastTextureUsed = GLuint(-1);
+ }
+}
+
+template<>
+GLuint QOpenGL2PaintEngineExPrivate::bindTexture(const GLuint &textureId)
+{
+ if (textureId != lastTextureUsed)
+ funcs.glBindTexture(GL_TEXTURE_2D, textureId);
+
+ return textureId;
+}
+
+template<>
+GLuint QOpenGL2PaintEngineExPrivate::bindTexture(const QImage &image)
+{
+ return QOpenGLTextureCache::cacheForContext(ctx)->bindTexture(ctx, image);
+}
+
+template<>
+GLuint QOpenGL2PaintEngineExPrivate::bindTexture(const QPixmap &pixmap)
+{
+ return QOpenGLTextureCache::cacheForContext(ctx)->bindTexture(ctx, pixmap);
+}
+
+template<>
+GLuint QOpenGL2PaintEngineExPrivate::bindTexture(const QGradient &gradient)
+{
+ // We apply global opacity in the fragment shaders, so we always pass 1.0
+ // for opacity to the cache.
+ GLuint textureId = QOpenGL2GradientCache::cacheForContext(ctx)->getBuffer(gradient, 1.0);
+
+ // QOpenGL2GradientCache::getBuffer() may bind and generate a new texture if it
+ // hasn't been cached yet, but will otherwise return an unbound texture id. To
+ // be sure that the texture is bound, we unfortunately have to bind again,
+ // which results in the initial generation of the texture doing two binds.
+ return bindTexture(textureId);
+}
+
+struct ImageWithBindOptions
+{
+ const QImage &image;
+ QOpenGLTextureUploader::BindOptions options;
+};
+
+template<>
+GLuint QOpenGL2PaintEngineExPrivate::bindTexture(const ImageWithBindOptions &imageWithOptions)
+{
+ return QOpenGLTextureCache::cacheForContext(ctx)->bindTexture(ctx, imageWithOptions.image, imageWithOptions.options);
+}
+
+inline static bool isPowerOfTwo(int x)
+{
+ // Assumption: x >= 1
+ return x == (x & -x);
+}
+
+void QOpenGL2PaintEngineExPrivate::updateBrushTexture()
+{
+ Q_Q(QOpenGL2PaintEngineEx);
+// qDebug("QOpenGL2PaintEngineExPrivate::updateBrushTexture()");
+ Qt::BrushStyle style = currentBrush.style();
+
+ bool smoothPixmapTransform = q->state()->renderHints & QPainter::SmoothPixmapTransform;
+ GLenum filterMode = smoothPixmapTransform ? GL_LINEAR : GL_NEAREST;
+
+ if ( (style >= Qt::Dense1Pattern) && (style <= Qt::DiagCrossPattern) ) {
+ // Get the image data for the pattern
+ QImage textureImage = qt_imageForBrush(style, false);
+
+ updateTexture(QT_BRUSH_TEXTURE_UNIT, textureImage, GL_REPEAT, filterMode, ForceUpdate);
+ }
+ else if (style >= Qt::LinearGradientPattern && style <= Qt::ConicalGradientPattern) {
+ // Gradiant brush: All the gradiants use the same texture
+
+ const QGradient *gradient = currentBrush.gradient();
+
+ GLenum wrapMode = GL_CLAMP_TO_EDGE;
+ if (gradient->spread() == QGradient::RepeatSpread || gradient->type() == QGradient::ConicalGradient)
+ wrapMode = GL_REPEAT;
+ else if (gradient->spread() == QGradient::ReflectSpread)
+ wrapMode = GL_MIRRORED_REPEAT;
+
+ updateTexture(QT_BRUSH_TEXTURE_UNIT, *gradient, wrapMode, filterMode, ForceUpdate);
+ }
+ else if (style == Qt::TexturePattern) {
+ currentBrushImage = currentBrush.textureImage();
+
+ int max_texture_size = ctx->d_func()->maxTextureSize();
+ QSize newSize = currentBrushImage.size();
+ newSize = newSize.boundedTo(QSize(max_texture_size, max_texture_size));
+ if (!QOpenGLContext::currentContext()->functions()->hasOpenGLFeature(QOpenGLFunctions::NPOTTextureRepeat)) {
+ if (!isPowerOfTwo(newSize.width()) || !isPowerOfTwo(newSize.height())) {
+ newSize.setHeight(qNextPowerOfTwo(newSize.height() - 1));
+ newSize.setWidth(qNextPowerOfTwo(newSize.width() - 1));
+ }
+ }
+ if (currentBrushImage.size() != newSize)
+ currentBrushImage = currentBrushImage.scaled(newSize, Qt::IgnoreAspectRatio, Qt::SmoothTransformation);
+
+ GLuint wrapMode = GL_REPEAT;
+
+ updateTexture(QT_BRUSH_TEXTURE_UNIT, currentBrushImage, wrapMode, filterMode, ForceUpdate);
+ }
+ brushTextureDirty = false;
+}
+
+
+void QOpenGL2PaintEngineExPrivate::updateBrushUniforms()
+{
+// qDebug("QOpenGL2PaintEngineExPrivate::updateBrushUniforms()");
+ Qt::BrushStyle style = currentBrush.style();
+
+ if (style == Qt::NoBrush)
+ return;
+
+ QTransform brushQTransform = currentBrush.transform();
+
+ if (style == Qt::SolidPattern) {
+ QColor col = qt_premultiplyColor(currentBrush.color(), (GLfloat)q->state()->opacity);
+ shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::FragmentColor), col);
+ }
+ else {
+ // All other brushes have a transform and thus need the translation point:
+ QPointF translationPoint;
+
+ if (style <= Qt::DiagCrossPattern) {
+ QColor col = qt_premultiplyColor(currentBrush.color(), (GLfloat)q->state()->opacity);
+
+ shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::PatternColor), col);
+
+ QVector2D halfViewportSize(width*0.5, height*0.5);
+ shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::HalfViewportSize), halfViewportSize);
+ }
+ else if (style == Qt::LinearGradientPattern) {
+ const QLinearGradient *g = static_cast<const QLinearGradient *>(currentBrush.gradient());
+
+ QPointF realStart = g->start();
+ QPointF realFinal = g->finalStop();
+ translationPoint = realStart;
+
+ QPointF l = realFinal - realStart;
+
+ QVector3D linearData(
+ l.x(),
+ l.y(),
+ 1.0f / (l.x() * l.x() + l.y() * l.y())
+ );
+
+ shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::LinearData), linearData);
+
+ QVector2D halfViewportSize(width*0.5, height*0.5);
+ shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::HalfViewportSize), halfViewportSize);
+ }
+ else if (style == Qt::ConicalGradientPattern) {
+ const QConicalGradient *g = static_cast<const QConicalGradient *>(currentBrush.gradient());
+ translationPoint = g->center();
+
+ GLfloat angle = -qDegreesToRadians(g->angle());
+
+ shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::Angle), angle);
+
+ QVector2D halfViewportSize(width*0.5, height*0.5);
+ shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::HalfViewportSize), halfViewportSize);
+ }
+ else if (style == Qt::RadialGradientPattern) {
+ const QRadialGradient *g = static_cast<const QRadialGradient *>(currentBrush.gradient());
+ QPointF realCenter = g->center();
+ QPointF realFocal = g->focalPoint();
+ qreal realRadius = g->centerRadius() - g->focalRadius();
+ translationPoint = realFocal;
+
+ QPointF fmp = realCenter - realFocal;
+ shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::Fmp), fmp);
+
+ GLfloat fmp2_m_radius2 = -fmp.x() * fmp.x() - fmp.y() * fmp.y() + realRadius*realRadius;
+ shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::Fmp2MRadius2), fmp2_m_radius2);
+ shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::Inverse2Fmp2MRadius2),
+ GLfloat(1.0 / (2.0*fmp2_m_radius2)));
+ shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::SqrFr),
+ GLfloat(g->focalRadius() * g->focalRadius()));
+ shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::BRadius),
+ GLfloat(2 * (g->centerRadius() - g->focalRadius()) * g->focalRadius()),
+ g->focalRadius(),
+ g->centerRadius() - g->focalRadius());
+
+ QVector2D halfViewportSize(width*0.5, height*0.5);
+ shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::HalfViewportSize), halfViewportSize);
+ }
+ else if (style == Qt::TexturePattern) {
+ const QPixmap& texPixmap = currentBrush.texture();
+
+ if (qHasPixmapTexture(currentBrush) && currentBrush.texture().isQBitmap()) {
+ QColor col = qt_premultiplyColor(currentBrush.color(), (GLfloat)q->state()->opacity);
+ shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::PatternColor), col);
+ }
+
+ QSizeF invertedTextureSize(1.0 / texPixmap.width(), 1.0 / texPixmap.height());
+ shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::InvertedTextureSize), invertedTextureSize);
+
+ QVector2D halfViewportSize(width*0.5, height*0.5);
+ shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::HalfViewportSize), halfViewportSize);
+ }
+ else
+ qWarning("QOpenGL2PaintEngineEx: Unimplemented fill style");
+
+ const QPointF &brushOrigin = q->state()->brushOrigin;
+ QTransform matrix = q->state()->matrix;
+ matrix.translate(brushOrigin.x(), brushOrigin.y());
+
+ QTransform translate(1, 0, 0, 1, -translationPoint.x(), -translationPoint.y());
+ qreal m22 = -1;
+ qreal dy = height;
+ if (device->paintFlipped()) {
+ m22 = 1;
+ dy = 0;
+ }
+ QTransform gl_to_qt(1, 0, 0, m22, 0, dy);
+ QTransform inv_matrix = gl_to_qt * (brushQTransform * matrix).inverted() * translate;
+
+ shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::BrushTransform), inv_matrix);
+ shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::BrushTexture), QT_BRUSH_TEXTURE_UNIT);
+ }
+ brushUniformsDirty = false;
+}
+
+
+// This assumes the shader manager has already setup the correct shader program
+void QOpenGL2PaintEngineExPrivate::updateMatrix()
+{
+// qDebug("QOpenGL2PaintEngineExPrivate::updateMatrix()");
+
+ const QTransform& transform = q->state()->matrix;
+
+ // The projection matrix converts from Qt's coordinate system to GL's coordinate system
+ // * GL's viewport is 2x2, Qt's is width x height
+ // * GL has +y -> -y going from bottom -> top, Qt is the other way round
+ // * GL has [0,0] in the center, Qt has it in the top-left
+ //
+ // This results in the Projection matrix below, which is multiplied by the painter's
+ // transformation matrix, as shown below:
+ //
+ // Projection Matrix Painter Transform
+ // ------------------------------------------------ ------------------------
+ // | 2.0 / width | 0.0 | -1.0 | | m11 | m21 | dx |
+ // | 0.0 | -2.0 / height | 1.0 | * | m12 | m22 | dy |
+ // | 0.0 | 0.0 | 1.0 | | m13 | m23 | m33 |
+ // ------------------------------------------------ ------------------------
+ //
+ // NOTE: The resultant matrix is also transposed, as GL expects column-major matracies
+
+ const GLfloat wfactor = 2.0f / width;
+ GLfloat hfactor = -2.0f / height;
+
+ GLfloat dx = transform.dx();
+ GLfloat dy = transform.dy();
+
+ if (device->paintFlipped()) {
+ hfactor *= -1;
+ dy -= height;
+ }
+
+ // Non-integer translates can have strange effects for some rendering operations such as
+ // anti-aliased text rendering. In such cases, we snap the translate to the pixel grid.
+ if (snapToPixelGrid && transform.type() == QTransform::TxTranslate) {
+ // 0.50 needs to rounded down to 0.0 for consistency with raster engine:
+ dx = std::ceil(dx - 0.5f);
+ dy = std::ceil(dy - 0.5f);
+ }
+ pmvMatrix[0][0] = (wfactor * transform.m11()) - transform.m13();
+ pmvMatrix[1][0] = (wfactor * transform.m21()) - transform.m23();
+ pmvMatrix[2][0] = (wfactor * dx) - transform.m33();
+ pmvMatrix[0][1] = (hfactor * transform.m12()) + transform.m13();
+ pmvMatrix[1][1] = (hfactor * transform.m22()) + transform.m23();
+ pmvMatrix[2][1] = (hfactor * dy) + transform.m33();
+ pmvMatrix[0][2] = transform.m13();
+ pmvMatrix[1][2] = transform.m23();
+ pmvMatrix[2][2] = transform.m33();
+
+ // 1/10000 == 0.0001, so we have good enough res to cover curves
+ // that span the entire widget...
+ inverseScale = qMax(1 / qMax( qMax(qAbs(transform.m11()), qAbs(transform.m22())),
+ qMax(qAbs(transform.m12()), qAbs(transform.m21())) ),
+ qreal(0.0001));
+
+ matrixDirty = false;
+ matrixUniformDirty = 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.
+ funcs.glVertexAttrib3fv(QT_PMV_MATRIX_1_ATTR, pmvMatrix[0]);
+ funcs.glVertexAttrib3fv(QT_PMV_MATRIX_2_ATTR, pmvMatrix[1]);
+ funcs.glVertexAttrib3fv(QT_PMV_MATRIX_3_ATTR, pmvMatrix[2]);
+
+ dasher.setInvScale(inverseScale);
+ stroker.setInvScale(inverseScale);
+}
+
+
+void QOpenGL2PaintEngineExPrivate::updateCompositionMode()
+{
+ // NOTE: The entire paint engine works on pre-multiplied data - which is why some of these
+ // composition modes look odd.
+// qDebug() << "QOpenGL2PaintEngineExPrivate::updateCompositionMode() - Setting GL composition mode for " << q->state()->composition_mode;
+ if (ctx->functions()->hasOpenGLFeature(QOpenGLFunctions::BlendEquationAdvanced)) {
+ if (q->state()->composition_mode <= QPainter::CompositionMode_Plus) {
+ funcs.glDisable(GL_BLEND_ADVANCED_COHERENT_KHR);
+ funcs.glBlendEquation(GL_FUNC_ADD);
+ } else {
+ funcs.glEnable(GL_BLEND_ADVANCED_COHERENT_KHR);
+ }
+ shaderManager->setCompositionMode(q->state()->composition_mode);
+ } else {
+ if (q->state()->composition_mode > QPainter::CompositionMode_Plus) {
+ qWarning("Unsupported composition mode");
+ compositionModeDirty = false;
+ return;
+ }
+ }
+ switch(q->state()->composition_mode) {
+ case QPainter::CompositionMode_SourceOver:
+ funcs.glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
+ break;
+ case QPainter::CompositionMode_DestinationOver:
+ funcs.glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ONE);
+ break;
+ case QPainter::CompositionMode_Clear:
+ funcs.glBlendFunc(GL_ZERO, GL_ZERO);
+ break;
+ case QPainter::CompositionMode_Source:
+ funcs.glBlendFunc(GL_ONE, GL_ZERO);
+ break;
+ case QPainter::CompositionMode_Destination:
+ funcs.glBlendFunc(GL_ZERO, GL_ONE);
+ break;
+ case QPainter::CompositionMode_SourceIn:
+ funcs.glBlendFunc(GL_DST_ALPHA, GL_ZERO);
+ break;
+ case QPainter::CompositionMode_DestinationIn:
+ funcs.glBlendFunc(GL_ZERO, GL_SRC_ALPHA);
+ break;
+ case QPainter::CompositionMode_SourceOut:
+ funcs.glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
+ break;
+ case QPainter::CompositionMode_DestinationOut:
+ funcs.glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_ALPHA);
+ break;
+ case QPainter::CompositionMode_SourceAtop:
+ funcs.glBlendFunc(GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ break;
+ case QPainter::CompositionMode_DestinationAtop:
+ funcs.glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA);
+ break;
+ case QPainter::CompositionMode_Xor:
+ funcs.glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ break;
+ case QPainter::CompositionMode_Plus:
+ funcs.glBlendFunc(GL_ONE, GL_ONE);
+ break;
+ case QPainter::CompositionMode_Multiply:
+ funcs.glBlendEquation(GL_MULTIPLY_KHR);
+ break;
+ case QPainter::CompositionMode_Screen:
+ funcs.glBlendEquation(GL_SCREEN_KHR);
+ break;
+ case QPainter::CompositionMode_Overlay:
+ funcs.glBlendEquation(GL_OVERLAY_KHR);
+ break;
+ case QPainter::CompositionMode_Darken:
+ funcs.glBlendEquation(GL_DARKEN_KHR);
+ break;
+ case QPainter::CompositionMode_Lighten:
+ funcs.glBlendEquation(GL_LIGHTEN_KHR);
+ break;
+ case QPainter::CompositionMode_ColorDodge:
+ funcs.glBlendEquation(GL_COLORDODGE_KHR);
+ break;
+ case QPainter::CompositionMode_ColorBurn:
+ funcs.glBlendEquation(GL_COLORBURN_KHR);
+ break;
+ case QPainter::CompositionMode_HardLight:
+ funcs.glBlendEquation(GL_HARDLIGHT_KHR);
+ break;
+ case QPainter::CompositionMode_SoftLight:
+ funcs.glBlendEquation(GL_SOFTLIGHT_KHR);
+ break;
+ case QPainter::CompositionMode_Difference:
+ funcs.glBlendEquation(GL_DIFFERENCE_KHR);
+ break;
+ case QPainter::CompositionMode_Exclusion:
+ funcs.glBlendEquation(GL_EXCLUSION_KHR);
+ break;
+ default:
+ qWarning("Unsupported composition mode");
+ break;
+ }
+
+ compositionModeDirty = false;
+}
+
+static inline void setCoords(GLfloat *coords, const QOpenGLRect &rect)
+{
+ coords[0] = rect.left;
+ coords[1] = rect.top;
+ coords[2] = rect.right;
+ coords[3] = rect.top;
+ coords[4] = rect.right;
+ coords[5] = rect.bottom;
+ coords[6] = rect.left;
+ coords[7] = rect.bottom;
+}
+
+void QOpenGL2PaintEngineExPrivate::drawTexture(const QOpenGLRect& dest, const QOpenGLRect& src, const QSize &textureSize, bool opaque, bool pattern)
+{
+ // Setup for texture drawing
+ currentBrush = noBrush;
+
+ if (snapToPixelGrid) {
+ snapToPixelGrid = false;
+ matrixDirty = true;
+ }
+
+ if (prepareForDraw(opaque))
+ shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::ImageTexture), QT_IMAGE_TEXTURE_UNIT);
+
+ if (pattern) {
+ QColor col = qt_premultiplyColor(q->state()->pen.color(), (GLfloat)q->state()->opacity);
+ shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::PatternColor), col);
+ }
+
+ GLfloat dx = 1.0 / textureSize.width();
+ GLfloat dy = 1.0 / textureSize.height();
+
+ QOpenGLRect srcTextureRect(src.left*dx, src.top*dy, src.right*dx, src.bottom*dy);
+
+ setCoords(staticVertexCoordinateArray, dest);
+ setCoords(staticTextureCoordinateArray, srcTextureRect);
+
+ setVertexAttribArrayEnabled(QT_VERTEX_COORDS_ATTR, true);
+ setVertexAttribArrayEnabled(QT_TEXTURE_COORDS_ATTR, true);
+
+ uploadData(QT_VERTEX_COORDS_ATTR, staticVertexCoordinateArray, 8);
+ uploadData(QT_TEXTURE_COORDS_ATTR, staticTextureCoordinateArray, 8);
+
+ funcs.glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+}
+
+void QOpenGL2PaintEngineEx::beginNativePainting()
+{
+ Q_D(QOpenGL2PaintEngineEx);
+ ensureActive();
+ d->transferMode(BrushDrawingMode);
+
+ d->nativePaintingActive = true;
+
+ d->funcs.glUseProgram(0);
+
+ // Disable all the vertex attribute arrays:
+ for (int i = 0; i < QT_GL_VERTEX_ARRAY_TRACKED_COUNT; ++i)
+ d->funcs.glDisableVertexAttribArray(i);
+
+#if !defined(QT_OPENGL_ES_2) && !defined(QT_OPENGL_DYNAMIC)
+ Q_ASSERT(QOpenGLContext::currentContext());
+ const QOpenGLContext *ctx = d->ctx;
+ const QSurfaceFormat &fmt = d->device->context()->format();
+ if (fmt.majorVersion() < 3 || (fmt.majorVersion() == 3 && fmt.minorVersion() < 1)
+ || (fmt.majorVersion() == 3 && fmt.minorVersion() == 1 && ctx->hasExtension(QByteArrayLiteral("GL_ARB_compatibility")))
+ || fmt.profile() == QSurfaceFormat::CompatibilityProfile)
+ {
+ // be nice to people who mix OpenGL 1.x code with QPainter commands
+ // by setting modelview and projection matrices to mirror the GL 1
+ // paint engine
+ const QTransform& mtx = state()->matrix;
+
+ float mv_matrix[4][4] =
+ {
+ { float(mtx.m11()), float(mtx.m12()), 0, float(mtx.m13()) },
+ { float(mtx.m21()), float(mtx.m22()), 0, float(mtx.m23()) },
+ { 0, 0, 1, 0 },
+ { float(mtx.dx()), float(mtx.dy()), 0, float(mtx.m33()) }
+ };
+
+ const QSize sz = d->device->size();
+
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glOrtho(0, sz.width(), sz.height(), 0, -999999, 999999);
+
+ glMatrixMode(GL_MODELVIEW);
+ glLoadMatrixf(&mv_matrix[0][0]);
+ }
+#endif // QT_OPENGL_ES_2
+
+ d->resetGLState();
+
+ // We don't know what texture units and textures the native painting
+ // will activate and bind, so we can't assume anything when we return
+ // from the native painting.
+ d->lastTextureUnitUsed = QT_UNKNOWN_TEXTURE_UNIT;
+ d->lastTextureUsed = GLuint(-1);
+
+ d->dirtyStencilRegion = QRect(0, 0, d->width, d->height);
+
+ d->shaderManager->setDirty();
+
+ d->needsSync = true;
+}
+
+void QOpenGL2PaintEngineExPrivate::resetGLState()
+{
+ activateTextureUnit(QT_DEFAULT_TEXTURE_UNIT);
+
+ funcs.glDisable(GL_BLEND);
+ funcs.glDisable(GL_STENCIL_TEST);
+ funcs.glDisable(GL_DEPTH_TEST);
+ funcs.glDisable(GL_SCISSOR_TEST);
+ funcs.glDepthMask(true);
+ funcs.glDepthFunc(GL_LESS);
+ funcs.glClearDepthf(1);
+ funcs.glStencilMask(0xff);
+ funcs.glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
+ funcs.glStencilFunc(GL_ALWAYS, 0, 0xff);
+ setVertexAttribArrayEnabled(QT_TEXTURE_COORDS_ATTR, false);
+ setVertexAttribArrayEnabled(QT_VERTEX_COORDS_ATTR, false);
+ setVertexAttribArrayEnabled(QT_OPACITY_ATTR, false);
+ if (!QOpenGLContext::currentContext()->isOpenGLES()) {
+ // gl_Color, corresponding to vertex attribute 3, may have been changed
+ float color[] = { 1.0f, 1.0f, 1.0f, 1.0f };
+ funcs.glVertexAttrib4fv(3, color);
+ }
+ if (vao.isCreated()) {
+ vao.release();
+ funcs.glBindBuffer(GL_ARRAY_BUFFER, 0);
+ funcs.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+ }
+}
+
+void QOpenGL2PaintEngineEx::endNativePainting()
+{
+ Q_D(QOpenGL2PaintEngineEx);
+ d->needsSync = true;
+ d->nativePaintingActive = false;
+}
+
+void QOpenGL2PaintEngineEx::invalidateState()
+{
+ Q_D(QOpenGL2PaintEngineEx);
+ d->needsSync = true;
+}
+
+bool QOpenGL2PaintEngineEx::isNativePaintingActive() const {
+ Q_D(const QOpenGL2PaintEngineEx);
+ return d->nativePaintingActive;
+}
+
+void QOpenGL2PaintEngineExPrivate::transferMode(EngineMode newMode)
+{
+ if (newMode == mode)
+ return;
+
+ if (newMode == TextDrawingMode) {
+ shaderManager->setHasComplexGeometry(true);
+ } else {
+ shaderManager->setHasComplexGeometry(false);
+ }
+
+ if (newMode == ImageDrawingMode) {
+ uploadData(QT_VERTEX_COORDS_ATTR, staticVertexCoordinateArray, 8);
+ uploadData(QT_TEXTURE_COORDS_ATTR, staticTextureCoordinateArray, 8);
+ }
+
+ if (newMode == ImageArrayDrawingMode || newMode == ImageOpacityArrayDrawingMode) {
+ uploadData(QT_VERTEX_COORDS_ATTR, (GLfloat*)vertexCoordinateArray.data(), vertexCoordinateArray.vertexCount() * 2);
+ uploadData(QT_TEXTURE_COORDS_ATTR, (GLfloat*)textureCoordinateArray.data(), textureCoordinateArray.vertexCount() * 2);
+
+ if (newMode == ImageOpacityArrayDrawingMode)
+ uploadData(QT_OPACITY_ATTR, (GLfloat*)opacityArray.data(), opacityArray.size());
+ }
+
+ // This needs to change when we implement high-quality anti-aliasing...
+ if (newMode != TextDrawingMode)
+ shaderManager->setMaskType(QOpenGLEngineShaderManager::NoMask);
+
+ mode = newMode;
+}
+
+struct QOpenGL2PEVectorPathCache
+{
+#ifdef QT_OPENGL_CACHE_AS_VBOS
+ GLuint vbo;
+ GLuint ibo;
+#else
+ float *vertices;
+ void *indices;
+#endif
+ int vertexCount;
+ int indexCount;
+ GLenum primitiveType;
+ qreal iscale;
+ QVertexIndexVector::Type indexType;
+};
+
+void QOpenGL2PaintEngineExPrivate::cleanupVectorPath(QPaintEngineEx *engine, void *data)
+{
+ QOpenGL2PEVectorPathCache *c = (QOpenGL2PEVectorPathCache *) data;
+#ifdef QT_OPENGL_CACHE_AS_VBOS
+ Q_ASSERT(engine->type() == QPaintEngine::OpenGL2);
+ static_cast<QOpenGL2PaintEngineEx *>(engine)->d_func()->unusedVBOSToClean << c->vbo;
+ if (c->ibo)
+ d->unusedIBOSToClean << c->ibo;
+#else
+ Q_UNUSED(engine);
+ free(c->vertices);
+ free(c->indices);
+#endif
+ delete c;
+}
+
+// Assumes everything is configured for the brush you want to use
+void QOpenGL2PaintEngineExPrivate::fill(const QVectorPath& path)
+{
+ transferMode(BrushDrawingMode);
+
+ if (snapToPixelGrid) {
+ snapToPixelGrid = false;
+ matrixDirty = true;
+ }
+
+ // Might need to call updateMatrix to re-calculate inverseScale
+ if (matrixDirty)
+ updateMatrix();
+
+ const bool supportsElementIndexUint = funcs.hasOpenGLExtension(QOpenGLExtensions::ElementIndexUint);
+
+ const QPointF* const points = reinterpret_cast<const QPointF*>(path.points());
+
+ // Check to see if there's any hints
+ if (path.shape() == QVectorPath::RectangleHint) {
+ QOpenGLRect rect(points[0].x(), points[0].y(), points[2].x(), points[2].y());
+ prepareForDraw(currentBrush.isOpaque());
+ composite(rect);
+ } else if (path.isConvex()) {
+
+ if (path.isCacheable()) {
+ QVectorPath::CacheEntry *data = path.lookupCacheData(q);
+ QOpenGL2PEVectorPathCache *cache;
+
+ bool updateCache = false;
+
+ if (data) {
+ cache = (QOpenGL2PEVectorPathCache *) data->data;
+ // Check if scale factor is exceeded and regenerate if so...
+ qreal scaleFactor = cache->iscale / inverseScale;
+ if (scaleFactor < 0.5 || scaleFactor > 2.0) {
+#ifdef QT_OPENGL_CACHE_AS_VBOS
+ glDeleteBuffers(1, &cache->vbo);
+ cache->vbo = 0;
+ Q_ASSERT(cache->ibo == 0);
+#else
+ free(cache->vertices);
+ Q_ASSERT(cache->indices == nullptr);
+#endif
+ updateCache = true;
+ }
+ } else {
+ cache = new QOpenGL2PEVectorPathCache;
+ data = const_cast<QVectorPath &>(path).addCacheData(q, cache, cleanupVectorPath);
+ updateCache = true;
+ }
+
+ // Flatten the path at the current scale factor and fill it into the cache struct.
+ if (updateCache) {
+ vertexCoordinateArray.clear();
+ vertexCoordinateArray.addPath(path, inverseScale, false);
+ int vertexCount = vertexCoordinateArray.vertexCount();
+ int floatSizeInBytes = vertexCount * 2 * sizeof(float);
+ cache->vertexCount = vertexCount;
+ cache->indexCount = 0;
+ cache->primitiveType = GL_TRIANGLE_FAN;
+ cache->iscale = inverseScale;
+#ifdef QT_OPENGL_CACHE_AS_VBOS
+ funcs.glGenBuffers(1, &cache->vbo);
+ funcs.glBindBuffer(GL_ARRAY_BUFFER, cache->vbo);
+ funcs.glBufferData(GL_ARRAY_BUFFER, floatSizeInBytes, vertexCoordinateArray.data(), GL_STATIC_DRAW);
+ cache->ibo = 0;
+#else
+ cache->vertices = (float *) malloc(floatSizeInBytes);
+ memcpy(cache->vertices, vertexCoordinateArray.data(), floatSizeInBytes);
+ cache->indices = nullptr;
+#endif
+ }
+
+ prepareForDraw(currentBrush.isOpaque());
+#ifdef QT_OPENGL_CACHE_AS_VBOS
+ funcs.glBindBuffer(GL_ARRAY_BUFFER, cache->vbo);
+ uploadData(QT_VERTEX_COORD_ATTR, 0, cache->vertexCount);
+ setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, 0);
+#else
+ uploadData(QT_VERTEX_COORDS_ATTR, cache->vertices, cache->vertexCount * 2);
+#endif
+ funcs.glDrawArrays(cache->primitiveType, 0, cache->vertexCount);
+
+ } else {
+ // printf(" - Marking path as cachable...\n");
+ // Tag it for later so that if the same path is drawn twice, it is assumed to be static and thus cachable
+ path.makeCacheable();
+ vertexCoordinateArray.clear();
+ vertexCoordinateArray.addPath(path, inverseScale, false);
+ prepareForDraw(currentBrush.isOpaque());
+ drawVertexArrays(vertexCoordinateArray, GL_TRIANGLE_FAN);
+ }
+
+ } else {
+ bool useCache = path.isCacheable();
+ if (useCache) {
+ QRectF bbox = path.controlPointRect();
+ // If the path doesn't fit within these limits, it is possible that the triangulation will fail.
+ useCache &= (bbox.left() > -0x8000 * inverseScale)
+ && (bbox.right() < 0x8000 * inverseScale)
+ && (bbox.top() > -0x8000 * inverseScale)
+ && (bbox.bottom() < 0x8000 * inverseScale);
+ }
+
+ if (useCache) {
+ QVectorPath::CacheEntry *data = path.lookupCacheData(q);
+ QOpenGL2PEVectorPathCache *cache;
+
+ bool updateCache = false;
+
+ if (data) {
+ cache = (QOpenGL2PEVectorPathCache *) data->data;
+ // Check if scale factor is exceeded and regenerate if so...
+ qreal scaleFactor = cache->iscale / inverseScale;
+ if (scaleFactor < 0.5 || scaleFactor > 2.0) {
+#ifdef QT_OPENGL_CACHE_AS_VBOS
+ glDeleteBuffers(1, &cache->vbo);
+ glDeleteBuffers(1, &cache->ibo);
+#else
+ free(cache->vertices);
+ free(cache->indices);
+#endif
+ updateCache = true;
+ }
+ } else {
+ cache = new QOpenGL2PEVectorPathCache;
+ data = const_cast<QVectorPath &>(path).addCacheData(q, cache, cleanupVectorPath);
+ updateCache = true;
+ }
+
+ // Flatten the path at the current scale factor and fill it into the cache struct.
+ if (updateCache) {
+ QTriangleSet polys = qTriangulate(path, QTransform().scale(1 / inverseScale, 1 / inverseScale), 1, supportsElementIndexUint);
+ cache->vertexCount = polys.vertices.size() / 2;
+ cache->indexCount = polys.indices.size();
+ cache->primitiveType = GL_TRIANGLES;
+ cache->iscale = inverseScale;
+ cache->indexType = polys.indices.type();
+#ifdef QT_OPENGL_CACHE_AS_VBOS
+ funcs.glGenBuffers(1, &cache->vbo);
+ funcs.glGenBuffers(1, &cache->ibo);
+ funcs.glBindBuffer(GL_ARRAY_BUFFER, cache->vbo);
+ funcs.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, cache->ibo);
+
+ if (polys.indices.type() == QVertexIndexVector::UnsignedInt)
+ funcs.glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(quint32) * polys.indices.size(), polys.indices.data(), GL_STATIC_DRAW);
+ else
+ funcs.glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(quint16) * polys.indices.size(), polys.indices.data(), GL_STATIC_DRAW);
+
+ QVarLengthArray<float> vertices(polys.vertices.size());
+ for (int i = 0; i < polys.vertices.size(); ++i)
+ vertices[i] = float(inverseScale * polys.vertices.at(i));
+ funcs.glBufferData(GL_ARRAY_BUFFER, sizeof(float) * vertices.size(), vertices.data(), GL_STATIC_DRAW);
+#else
+ cache->vertices = (float *) malloc(sizeof(float) * polys.vertices.size());
+ if (polys.indices.type() == QVertexIndexVector::UnsignedInt) {
+ cache->indices = (quint32 *) malloc(sizeof(quint32) * polys.indices.size());
+ memcpy(cache->indices, polys.indices.data(), sizeof(quint32) * polys.indices.size());
+ } else {
+ cache->indices = (quint16 *) malloc(sizeof(quint16) * polys.indices.size());
+ memcpy(cache->indices, polys.indices.data(), sizeof(quint16) * polys.indices.size());
+ }
+ for (int i = 0; i < polys.vertices.size(); ++i)
+ cache->vertices[i] = float(inverseScale * polys.vertices.at(i));
+#endif
+ }
+
+ prepareForDraw(currentBrush.isOpaque());
+#ifdef QT_OPENGL_CACHE_AS_VBOS
+ funcs.glBindBuffer(GL_ARRAY_BUFFER, cache->vbo);
+ funcs.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, cache->ibo);
+ uploadData(QT_VERTEX_COORDS_ATTR, 0, cache->vertexCount);
+ setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, 0);
+ if (cache->indexType == QVertexIndexVector::UnsignedInt)
+ funcs.glDrawElements(cache->primitiveType, cache->indexCount, GL_UNSIGNED_INT, 0);
+ else
+ funcs.glDrawElements(cache->primitiveType, cache->indexCount, GL_UNSIGNED_SHORT, 0);
+ funcs.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+ funcs.glBindBuffer(GL_ARRAY_BUFFER, 0);
+#else
+ uploadData(QT_VERTEX_COORDS_ATTR, cache->vertices, cache->vertexCount * 2);
+ const GLenum indexValueType = cache->indexType == QVertexIndexVector::UnsignedInt ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT;
+ const bool useIndexVbo = uploadIndexData(cache->indices, indexValueType, cache->indexCount);
+ funcs.glDrawElements(cache->primitiveType, cache->indexCount, indexValueType, useIndexVbo ? nullptr : cache->indices);
+#endif
+
+ } else {
+ // printf(" - Marking path as cachable...\n");
+ // Tag it for later so that if the same path is drawn twice, it is assumed to be static and thus cachable
+ path.makeCacheable();
+
+ if (device->context()->format().stencilBufferSize() <= 0) {
+ // If there is no stencil buffer, triangulate the path instead.
+
+ QRectF bbox = path.controlPointRect();
+ // If the path doesn't fit within these limits, it is possible that the triangulation will fail.
+ bool withinLimits = (bbox.left() > -0x8000 * inverseScale)
+ && (bbox.right() < 0x8000 * inverseScale)
+ && (bbox.top() > -0x8000 * inverseScale)
+ && (bbox.bottom() < 0x8000 * inverseScale);
+ if (withinLimits) {
+ QTriangleSet polys = qTriangulate(path, QTransform().scale(1 / inverseScale, 1 / inverseScale), 1, supportsElementIndexUint);
+
+ QVarLengthArray<float> vertices(polys.vertices.size());
+ for (int i = 0; i < polys.vertices.size(); ++i)
+ vertices[i] = float(inverseScale * polys.vertices.at(i));
+
+ prepareForDraw(currentBrush.isOpaque());
+ uploadData(QT_VERTEX_COORDS_ATTR, vertices.constData(), vertices.size());
+ const GLenum indexValueType = funcs.hasOpenGLExtension(QOpenGLExtensions::ElementIndexUint) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT;
+ const bool useIndexVbo = uploadIndexData(polys.indices.data(), indexValueType, polys.indices.size());
+ funcs.glDrawElements(GL_TRIANGLES, polys.indices.size(), indexValueType, useIndexVbo ? nullptr : polys.indices.data());
+ } else {
+ // We can't handle big, concave painter paths with OpenGL without stencil buffer.
+ qWarning("Painter path exceeds +/-32767 pixels.");
+ }
+ return;
+ }
+
+ // The path is too complicated & needs the stencil technique
+ vertexCoordinateArray.clear();
+ vertexCoordinateArray.addPath(path, inverseScale, false);
+
+ fillStencilWithVertexArray(vertexCoordinateArray, path.hasWindingFill());
+
+ funcs.glStencilMask(0xff);
+ funcs.glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE);
+
+ if (q->state()->clipTestEnabled) {
+ // Pass when high bit is set, replace stencil value with current clip
+ funcs.glStencilFunc(GL_NOTEQUAL, q->state()->currentClip, GL_STENCIL_HIGH_BIT);
+ } else if (path.hasWindingFill()) {
+ // Pass when any bit is set, replace stencil value with 0
+ funcs.glStencilFunc(GL_NOTEQUAL, 0, 0xff);
+ } else {
+ // Pass when high bit is set, replace stencil value with 0
+ funcs.glStencilFunc(GL_NOTEQUAL, 0, GL_STENCIL_HIGH_BIT);
+ }
+ prepareForDraw(currentBrush.isOpaque());
+
+ // Stencil the brush onto the dest buffer
+ composite(vertexCoordinateArray.boundingRect());
+ funcs.glStencilMask(0);
+ updateClipScissorTest();
+ }
+ }
+}
+
+
+void QOpenGL2PaintEngineExPrivate::fillStencilWithVertexArray(const float *data,
+ int count,
+ int *stops,
+ int stopCount,
+ const QOpenGLRect &bounds,
+ StencilFillMode mode)
+{
+ Q_ASSERT(count || stops);
+
+// qDebug("QOpenGL2PaintEngineExPrivate::fillStencilWithVertexArray()");
+ funcs.glStencilMask(0xff); // Enable stencil writes
+
+ if (dirtyStencilRegion.intersects(currentScissorBounds)) {
+ const QRegion clearRegion = dirtyStencilRegion.intersected(currentScissorBounds);
+ funcs.glClearStencil(0); // Clear to zero
+ for (const QRect &rect : clearRegion) {
+#ifndef QT_GL_NO_SCISSOR_TEST
+ setScissor(rect);
+#endif
+ funcs.glClear(GL_STENCIL_BUFFER_BIT);
+ }
+
+ dirtyStencilRegion -= currentScissorBounds;
+
+#ifndef QT_GL_NO_SCISSOR_TEST
+ updateClipScissorTest();
+#endif
+ }
+
+ funcs.glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); // Disable color writes
+ useSimpleShader();
+ funcs.glEnable(GL_STENCIL_TEST); // For some reason, this has to happen _after_ the simple shader is use()'d
+
+ if (mode == WindingFillMode) {
+ Q_ASSERT(stops && !count);
+ if (q->state()->clipTestEnabled) {
+ // Flatten clip values higher than current clip, and set high bit to match current clip
+ funcs.glStencilFunc(GL_LEQUAL, GL_STENCIL_HIGH_BIT | q->state()->currentClip, ~GL_STENCIL_HIGH_BIT);
+ funcs.glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE);
+ composite(bounds);
+
+ funcs.glStencilFunc(GL_EQUAL, GL_STENCIL_HIGH_BIT, GL_STENCIL_HIGH_BIT);
+ } else if (!stencilClean) {
+ // Clear stencil buffer within bounding rect
+ funcs.glStencilFunc(GL_ALWAYS, 0, 0xff);
+ funcs.glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO);
+ composite(bounds);
+ }
+
+ // Inc. for front-facing triangle
+ funcs.glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_INCR_WRAP, GL_INCR_WRAP);
+ // Dec. for back-facing "holes"
+ funcs.glStencilOpSeparate(GL_BACK, GL_KEEP, GL_DECR_WRAP, GL_DECR_WRAP);
+ funcs.glStencilMask(~GL_STENCIL_HIGH_BIT);
+ drawVertexArrays(data, stops, stopCount, GL_TRIANGLE_FAN);
+
+ if (q->state()->clipTestEnabled) {
+ // Clear high bit of stencil outside of path
+ funcs.glStencilFunc(GL_EQUAL, q->state()->currentClip, ~GL_STENCIL_HIGH_BIT);
+ funcs.glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE);
+ funcs.glStencilMask(GL_STENCIL_HIGH_BIT);
+ composite(bounds);
+ }
+ } else if (mode == OddEvenFillMode) {
+ funcs.glStencilMask(GL_STENCIL_HIGH_BIT);
+ funcs.glStencilOp(GL_KEEP, GL_KEEP, GL_INVERT); // Simply invert the stencil bit
+ drawVertexArrays(data, stops, stopCount, GL_TRIANGLE_FAN);
+
+ } else { // TriStripStrokeFillMode
+ Q_ASSERT(count && !stops); // tristrips generated directly, so no vertexArray or stops
+ funcs.glStencilMask(GL_STENCIL_HIGH_BIT);
+#if 0
+ funcs.glStencilOp(GL_KEEP, GL_KEEP, GL_INVERT); // Simply invert the stencil bit
+ setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, data);
+ funcs.glDrawArrays(GL_TRIANGLE_STRIP, 0, count);
+#else
+
+ funcs.glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
+ if (q->state()->clipTestEnabled) {
+ funcs.glStencilFunc(GL_LEQUAL, q->state()->currentClip | GL_STENCIL_HIGH_BIT,
+ ~GL_STENCIL_HIGH_BIT);
+ } else {
+ funcs.glStencilFunc(GL_ALWAYS, GL_STENCIL_HIGH_BIT, 0xff);
+ }
+
+ uploadData(QT_VERTEX_COORDS_ATTR, data, count * 2);
+ funcs.glDrawArrays(GL_TRIANGLE_STRIP, 0, count);
+#endif
+ }
+
+ // Enable color writes & disable stencil writes
+ funcs.glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+}
+
+/*
+ If the maximum value in the stencil buffer is GL_STENCIL_HIGH_BIT - 1,
+ restore the stencil buffer to a pristine state. The current clip region
+ is set to 1, and the rest to 0.
+*/
+void QOpenGL2PaintEngineExPrivate::resetClipIfNeeded()
+{
+ if (maxClip != (GL_STENCIL_HIGH_BIT - 1))
+ return;
+
+ Q_Q(QOpenGL2PaintEngineEx);
+
+ useSimpleShader();
+ funcs.glEnable(GL_STENCIL_TEST);
+ funcs.glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
+
+ QRectF bounds = q->state()->matrix.inverted().mapRect(QRectF(0, 0, width, height));
+ QOpenGLRect rect(bounds.left(), bounds.top(), bounds.right(), bounds.bottom());
+
+ // Set high bit on clip region
+ funcs.glStencilFunc(GL_LEQUAL, q->state()->currentClip, 0xff);
+ funcs.glStencilOp(GL_KEEP, GL_INVERT, GL_INVERT);
+ funcs.glStencilMask(GL_STENCIL_HIGH_BIT);
+ composite(rect);
+
+ // Reset clipping to 1 and everything else to zero
+ funcs.glStencilFunc(GL_NOTEQUAL, 0x01, GL_STENCIL_HIGH_BIT);
+ funcs.glStencilOp(GL_ZERO, GL_REPLACE, GL_REPLACE);
+ funcs.glStencilMask(0xff);
+ composite(rect);
+
+ q->state()->currentClip = 1;
+ q->state()->canRestoreClip = false;
+
+ maxClip = 1;
+
+ funcs.glStencilMask(0x0);
+ funcs.glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+}
+
+bool QOpenGL2PaintEngineExPrivate::prepareForCachedGlyphDraw(const QFontEngineGlyphCache &cache)
+{
+ Q_Q(QOpenGL2PaintEngineEx);
+
+ Q_ASSERT(cache.transform().type() <= QTransform::TxScale);
+
+ QTransform &transform = q->state()->matrix;
+ transform.scale(1.0 / cache.transform().m11(), 1.0 / cache.transform().m22());
+ bool ret = prepareForDraw(false);
+ transform.scale(cache.transform().m11(), cache.transform().m22());
+
+ return ret;
+}
+
+bool QOpenGL2PaintEngineExPrivate::prepareForDraw(bool srcPixelsAreOpaque)
+{
+ if (brushTextureDirty && (mode == TextDrawingMode || mode == BrushDrawingMode))
+ updateBrushTexture();
+
+ if (compositionModeDirty)
+ updateCompositionMode();
+
+ if (matrixDirty)
+ updateMatrix();
+
+ const bool stateHasOpacity = q->state()->opacity < 0.99f;
+ if (q->state()->composition_mode == QPainter::CompositionMode_Source
+ || (q->state()->composition_mode == QPainter::CompositionMode_SourceOver
+ && srcPixelsAreOpaque && !stateHasOpacity))
+ {
+ funcs.glDisable(GL_BLEND);
+ } else {
+ funcs.glEnable(GL_BLEND);
+ }
+
+ QOpenGLEngineShaderManager::OpacityMode opacityMode;
+ if (mode == ImageOpacityArrayDrawingMode) {
+ opacityMode = QOpenGLEngineShaderManager::AttributeOpacity;
+ } else {
+ opacityMode = stateHasOpacity ? QOpenGLEngineShaderManager::UniformOpacity
+ : QOpenGLEngineShaderManager::NoOpacity;
+ if (stateHasOpacity && (mode != ImageDrawingMode && mode != ImageArrayDrawingMode)) {
+ // Using a brush
+ bool brushIsPattern = (currentBrush.style() >= Qt::Dense1Pattern) &&
+ (currentBrush.style() <= Qt::DiagCrossPattern);
+
+ if ((currentBrush.style() == Qt::SolidPattern) || brushIsPattern)
+ opacityMode = QOpenGLEngineShaderManager::NoOpacity; // Global opacity handled by srcPixel shader
+ }
+ }
+ shaderManager->setOpacityMode(opacityMode);
+
+ bool changed = shaderManager->useCorrectShaderProg();
+ // If the shader program needs changing, we change it and mark all uniforms as dirty
+ if (changed) {
+ // The shader program has changed so mark all uniforms as dirty:
+ brushUniformsDirty = true;
+ opacityUniformDirty = true;
+ matrixUniformDirty = true;
+ }
+
+ if (brushUniformsDirty && (mode == TextDrawingMode || mode == BrushDrawingMode))
+ updateBrushUniforms();
+
+ if (opacityMode == QOpenGLEngineShaderManager::UniformOpacity && opacityUniformDirty) {
+ shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::GlobalOpacity), (GLfloat)q->state()->opacity);
+ opacityUniformDirty = false;
+ }
+
+ if (matrixUniformDirty && shaderManager->hasComplexGeometry()) {
+ shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::Matrix),
+ pmvMatrix);
+ matrixUniformDirty = false;
+ }
+
+ return changed;
+}
+
+void QOpenGL2PaintEngineExPrivate::composite(const QOpenGLRect& boundingRect)
+{
+ setCoords(staticVertexCoordinateArray, boundingRect);
+
+ uploadData(QT_VERTEX_COORDS_ATTR, staticVertexCoordinateArray, 8);
+ funcs.glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+}
+
+// Draws the vertex array as a set of <vertexArrayStops.size()> triangle fans.
+void QOpenGL2PaintEngineExPrivate::drawVertexArrays(const float *data, int *stops, int stopCount,
+ GLenum primitive)
+{
+ // Now setup the pointer to the vertex array:
+ uploadData(QT_VERTEX_COORDS_ATTR, data, stops[stopCount-1] * 2);
+
+ int previousStop = 0;
+ for (int i=0; i<stopCount; ++i) {
+ int stop = stops[i];
+
+ funcs.glDrawArrays(primitive, previousStop, stop - previousStop);
+ previousStop = stop;
+ }
+}
+
+/////////////////////////////////// Public Methods //////////////////////////////////////////
+
+QOpenGL2PaintEngineEx::QOpenGL2PaintEngineEx()
+ : QPaintEngineEx(*(new QOpenGL2PaintEngineExPrivate(this)))
+{
+ gccaps &= ~QPaintEngine::RasterOpModes;
+}
+
+QOpenGL2PaintEngineEx::~QOpenGL2PaintEngineEx()
+{
+}
+
+void QOpenGL2PaintEngineEx::fill(const QVectorPath &path, const QBrush &brush)
+{
+ Q_D(QOpenGL2PaintEngineEx);
+
+ if (qbrush_style(brush) == Qt::NoBrush)
+ return;
+ ensureActive();
+ d->setBrush(brush);
+ d->fill(path);
+}
+
+Q_GUI_EXPORT extern bool qt_scaleForTransform(const QTransform &transform, qreal *scale); // qtransform.cpp
+
+
+void QOpenGL2PaintEngineEx::stroke(const QVectorPath &path, const QPen &pen)
+{
+ Q_D(QOpenGL2PaintEngineEx);
+
+ const QBrush &penBrush = qpen_brush(pen);
+ if (qpen_style(pen) == Qt::NoPen || qbrush_style(penBrush) == Qt::NoBrush)
+ return;
+
+ QOpenGL2PaintEngineState *s = state();
+ if (qt_pen_is_cosmetic(pen, state()->renderHints) && !qt_scaleForTransform(s->transform(), nullptr)) {
+ // QTriangulatingStroker class is not meant to support cosmetically sheared strokes.
+ QPaintEngineEx::stroke(path, pen);
+ return;
+ }
+
+ ensureActive();
+ d->setBrush(penBrush);
+ d->stroke(path, pen);
+}
+
+void QOpenGL2PaintEngineExPrivate::stroke(const QVectorPath &path, const QPen &pen)
+{
+ const QOpenGL2PaintEngineState *s = q->state();
+ if (snapToPixelGrid) {
+ snapToPixelGrid = false;
+ matrixDirty = true;
+ }
+
+ const Qt::PenStyle penStyle = qpen_style(pen);
+ const QBrush &penBrush = qpen_brush(pen);
+ const bool opaque = penBrush.isOpaque() && s->opacity > 0.99;
+
+ transferMode(BrushDrawingMode);
+
+ // updateMatrix() is responsible for setting the inverse scale on
+ // the strokers, so we need to call it here and not wait for
+ // prepareForDraw() down below.
+ updateMatrix();
+
+ QRectF clip = q->state()->matrix.inverted().mapRect(q->state()->clipEnabled
+ ? q->state()->rectangleClip
+ : QRectF(0, 0, width, height));
+
+ if (penStyle == Qt::SolidLine) {
+ stroker.process(path, pen, clip, s->renderHints);
+
+ } else { // Some sort of dash
+ dasher.process(path, pen, clip, s->renderHints);
+
+ QVectorPath dashStroke(dasher.points(),
+ dasher.elementCount(),
+ dasher.elementTypes());
+ stroker.process(dashStroke, pen, clip, s->renderHints);
+ }
+
+ if (!stroker.vertexCount())
+ return;
+
+ if (opaque) {
+ prepareForDraw(opaque);
+
+ uploadData(QT_VERTEX_COORDS_ATTR, stroker.vertices(), stroker.vertexCount());
+ funcs.glDrawArrays(GL_TRIANGLE_STRIP, 0, stroker.vertexCount() / 2);
+ } else {
+ qreal width = qpen_widthf(pen) / 2;
+ if (width == 0)
+ width = 0.5;
+ qreal extra = pen.joinStyle() == Qt::MiterJoin
+ ? qMax(pen.miterLimit() * width, width)
+ : width;
+
+ if (qt_pen_is_cosmetic(pen, q->state()->renderHints))
+ extra = extra * inverseScale;
+
+ QRectF bounds = path.controlPointRect().adjusted(-extra, -extra, extra, extra);
+
+ fillStencilWithVertexArray(stroker.vertices(), stroker.vertexCount() / 2,
+ nullptr, 0, bounds, QOpenGL2PaintEngineExPrivate::TriStripStrokeFillMode);
+
+ funcs.glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE);
+
+ // Pass when any bit is set, replace stencil value with 0
+ funcs.glStencilFunc(GL_NOTEQUAL, 0, GL_STENCIL_HIGH_BIT);
+ prepareForDraw(false);
+
+ // Stencil the brush onto the dest buffer
+ composite(bounds);
+
+ funcs.glStencilMask(0);
+
+ updateClipScissorTest();
+ }
+}
+
+void QOpenGL2PaintEngineEx::penChanged() { }
+void QOpenGL2PaintEngineEx::brushChanged() { }
+void QOpenGL2PaintEngineEx::brushOriginChanged() { }
+
+void QOpenGL2PaintEngineEx::opacityChanged()
+{
+// qDebug("QOpenGL2PaintEngineEx::opacityChanged()");
+ Q_D(QOpenGL2PaintEngineEx);
+ state()->opacityChanged = true;
+
+ Q_ASSERT(d->shaderManager);
+ d->brushUniformsDirty = true;
+ d->opacityUniformDirty = true;
+}
+
+void QOpenGL2PaintEngineEx::compositionModeChanged()
+{
+// qDebug("QOpenGL2PaintEngineEx::compositionModeChanged()");
+ Q_D(QOpenGL2PaintEngineEx);
+ state()->compositionModeChanged = true;
+ d->compositionModeDirty = true;
+}
+
+void QOpenGL2PaintEngineEx::renderHintsChanged()
+{
+ state()->renderHintsChanged = true;
+
+#ifndef QT_OPENGL_ES_2
+ if (!QOpenGLContext::currentContext()->isOpenGLES()) {
+ Q_D(QOpenGL2PaintEngineEx);
+QT_WARNING_PUSH
+QT_WARNING_DISABLE_DEPRECATED
+ if ((state()->renderHints & QPainter::Antialiasing)
+#if QT_DEPRECATED_SINCE(5, 14)
+ || (state()->renderHints & QPainter::HighQualityAntialiasing)
+#endif
+ )
+ d->funcs.glEnable(GL_MULTISAMPLE);
+ else
+ d->funcs.glDisable(GL_MULTISAMPLE);
+QT_WARNING_POP
+ }
+#endif // QT_OPENGL_ES_2
+
+ Q_D(QOpenGL2PaintEngineEx);
+
+ // This is a somewhat sneaky way of conceptually making the next call to
+ // updateTexture() use FoceUpdate for the TextureUpdateMode. We need this
+ // as new render hints may require updating the filter mode.
+ d->lastTextureUsed = GLuint(-1);
+
+ d->brushTextureDirty = true;
+// qDebug("QOpenGL2PaintEngineEx::renderHintsChanged() not implemented!");
+}
+
+void QOpenGL2PaintEngineEx::transformChanged()
+{
+ Q_D(QOpenGL2PaintEngineEx);
+ d->matrixDirty = true;
+ state()->matrixChanged = true;
+}
+
+
+static const QRectF scaleRect(const QRectF &r, qreal sx, qreal sy)
+{
+ return QRectF(r.x() * sx, r.y() * sy, r.width() * sx, r.height() * sy);
+}
+
+void QOpenGL2PaintEngineEx::drawPixmap(const QRectF& dest, const QPixmap & pixmap, const QRectF & src)
+{
+ Q_D(QOpenGL2PaintEngineEx);
+ QOpenGLContext *ctx = d->ctx;
+
+ // Draw pixmaps that are really images as images since drawImage has
+ // better handling of non-default image formats.
+ if (pixmap.paintEngine()->type() == QPaintEngine::Raster && !pixmap.isQBitmap())
+ return drawImage(dest, pixmap.toImage(), src);
+
+ int max_texture_size = ctx->d_func()->maxTextureSize();
+ if (pixmap.width() > max_texture_size || pixmap.height() > max_texture_size) {
+ QPixmap scaled = pixmap.scaled(max_texture_size, max_texture_size, Qt::KeepAspectRatio);
+
+ const qreal sx = scaled.width() / qreal(pixmap.width());
+ const qreal sy = scaled.height() / qreal(pixmap.height());
+
+ drawPixmap(dest, scaled, scaleRect(src, sx, sy));
+ return;
+ }
+
+ ensureActive();
+ d->transferMode(ImageDrawingMode);
+
+ GLenum filterMode = state()->renderHints & QPainter::SmoothPixmapTransform ? GL_LINEAR : GL_NEAREST;
+ d->updateTexture(QT_IMAGE_TEXTURE_UNIT, pixmap, GL_CLAMP_TO_EDGE, filterMode);
+
+ bool isBitmap = pixmap.isQBitmap();
+ bool isOpaque = !isBitmap && !pixmap.hasAlpha();
+
+ d->shaderManager->setSrcPixelType(isBitmap ? QOpenGLEngineShaderManager::PatternSrc : QOpenGLEngineShaderManager::ImageSrc);
+
+ QOpenGLRect srcRect(src.left(), src.top(), src.right(), src.bottom());
+ d->drawTexture(dest, srcRect, pixmap.size(), isOpaque, isBitmap);
+}
+
+void QOpenGL2PaintEngineEx::drawImage(const QRectF& dest, const QImage& image, const QRectF& src,
+ Qt::ImageConversionFlags)
+{
+ Q_D(QOpenGL2PaintEngineEx);
+ QOpenGLContext *ctx = d->ctx;
+
+ int max_texture_size = ctx->d_func()->maxTextureSize();
+ if (image.width() > max_texture_size || image.height() > max_texture_size) {
+ QImage scaled = image.scaled(max_texture_size, max_texture_size, Qt::KeepAspectRatio);
+
+ const qreal sx = scaled.width() / qreal(image.width());
+ const qreal sy = scaled.height() / qreal(image.height());
+
+ drawImage(dest, scaled, scaleRect(src, sx, sy));
+ return;
+ }
+
+ ensureActive();
+ d->transferMode(ImageDrawingMode);
+
+ QOpenGLTextureUploader::BindOptions bindOption = QOpenGLTextureUploader::PremultipliedAlphaBindOption;
+ // Use specialized bind for formats we have specialized shaders for.
+ switch (image.format()) {
+ case QImage::Format_RGBA8888:
+ case QImage::Format_ARGB32:
+ case QImage::Format_RGBA64:
+ d->shaderManager->setSrcPixelType(QOpenGLEngineShaderManager::NonPremultipliedImageSrc);
+ bindOption = { };
+ break;
+ case QImage::Format_Alpha8:
+ if (ctx->functions()->hasOpenGLFeature(QOpenGLFunctions::TextureRGFormats)) {
+ d->shaderManager->setSrcPixelType(QOpenGLEngineShaderManager::AlphaImageSrc);
+ bindOption = QOpenGLTextureUploader::UseRedForAlphaAndLuminanceBindOption;
+ } else
+ d->shaderManager->setSrcPixelType(QOpenGLEngineShaderManager::ImageSrc);
+ break;
+ case QImage::Format_Grayscale8:
+ case QImage::Format_Grayscale16:
+ if (ctx->functions()->hasOpenGLFeature(QOpenGLFunctions::TextureRGFormats)) {
+ d->shaderManager->setSrcPixelType(QOpenGLEngineShaderManager::GrayscaleImageSrc);
+ bindOption = QOpenGLTextureUploader::UseRedForAlphaAndLuminanceBindOption;
+ } else
+ d->shaderManager->setSrcPixelType(QOpenGLEngineShaderManager::ImageSrc);
+ break;
+ default:
+ d->shaderManager->setSrcPixelType(QOpenGLEngineShaderManager::ImageSrc);
+ break;
+ }
+
+ ImageWithBindOptions imageWithOptions = { image, bindOption };
+ GLenum filterMode = state()->renderHints & QPainter::SmoothPixmapTransform ? GL_LINEAR : GL_NEAREST;
+ d->updateTexture(QT_IMAGE_TEXTURE_UNIT, imageWithOptions, GL_CLAMP_TO_EDGE, filterMode);
+
+ d->drawTexture(dest, src, image.size(), !image.hasAlphaChannel());
+}
+
+void QOpenGL2PaintEngineEx::drawStaticTextItem(QStaticTextItem *textItem)
+{
+ Q_D(QOpenGL2PaintEngineEx);
+
+ ensureActive();
+
+ QPainterState *s = state();
+
+ QFontEngine *fontEngine = textItem->fontEngine();
+ if (shouldDrawCachedGlyphs(fontEngine, s->matrix)) {
+ QFontEngine::GlyphFormat glyphFormat = fontEngine->glyphFormat != QFontEngine::Format_None
+ ? fontEngine->glyphFormat : d->glyphCacheFormat;
+ if (glyphFormat == QFontEngine::Format_A32) {
+ if (d->device->context()->format().alphaBufferSize() > 0 || s->matrix.type() > QTransform::TxTranslate
+ || (s->composition_mode != QPainter::CompositionMode_Source
+ && s->composition_mode != QPainter::CompositionMode_SourceOver))
+ {
+ glyphFormat = QFontEngine::Format_A8;
+ }
+ }
+
+ d->drawCachedGlyphs(glyphFormat, textItem);
+ } else {
+ QPaintEngineEx::drawStaticTextItem(textItem);
+ }
+}
+
+bool QOpenGL2PaintEngineEx::drawTexture(const QRectF &dest, GLuint textureId, const QSize &size, const QRectF &src)
+{
+ Q_D(QOpenGL2PaintEngineEx);
+ if (!d->shaderManager)
+ return false;
+
+ ensureActive();
+ d->transferMode(ImageDrawingMode);
+
+ GLenum filterMode = state()->renderHints & QPainter::SmoothPixmapTransform ? GL_LINEAR : GL_NEAREST;
+ d->updateTexture(QT_IMAGE_TEXTURE_UNIT, textureId, GL_CLAMP_TO_EDGE, filterMode);
+
+ d->shaderManager->setSrcPixelType(QOpenGLEngineShaderManager::ImageSrc);
+
+ QOpenGLRect srcRect(src.left(), src.bottom(), src.right(), src.top());
+ d->drawTexture(dest, srcRect, size, false);
+
+ return true;
+}
+
+void QOpenGL2PaintEngineEx::drawTextItem(const QPointF &p, const QTextItem &textItem)
+{
+ Q_D(QOpenGL2PaintEngineEx);
+
+ ensureActive();
+ QOpenGL2PaintEngineState *s = state();
+
+ const QTextItemInt &ti = static_cast<const QTextItemInt &>(textItem);
+
+ QTransform::TransformationType txtype = s->matrix.type();
+
+ QFontEngine::GlyphFormat glyphFormat = ti.fontEngine->glyphFormat != QFontEngine::Format_None
+ ? ti.fontEngine->glyphFormat : d->glyphCacheFormat;
+
+ if (glyphFormat == QFontEngine::Format_A32) {
+ if (d->device->context()->format().alphaBufferSize() > 0 || txtype > QTransform::TxTranslate
+ || (state()->composition_mode != QPainter::CompositionMode_Source
+ && state()->composition_mode != QPainter::CompositionMode_SourceOver))
+ {
+ glyphFormat = QFontEngine::Format_A8;
+ }
+ }
+
+ if (shouldDrawCachedGlyphs(ti.fontEngine, s->matrix)) {
+ QVarLengthArray<QFixedPoint> positions;
+ QVarLengthArray<glyph_t> glyphs;
+ QTransform matrix = QTransform::fromTranslate(p.x(), p.y());
+ ti.fontEngine->getGlyphPositions(ti.glyphs, matrix, ti.flags, glyphs, positions);
+
+ {
+ QStaticTextItem staticTextItem;
+ staticTextItem.setFontEngine(ti.fontEngine);
+ staticTextItem.glyphs = glyphs.data();
+ staticTextItem.numGlyphs = glyphs.size();
+ staticTextItem.glyphPositions = positions.data();
+
+ d->drawCachedGlyphs(glyphFormat, &staticTextItem);
+ }
+ return;
+ }
+
+ QPaintEngineEx::drawTextItem(p, ti);
+}
+
+namespace {
+
+ class QOpenGLStaticTextUserData: public QStaticTextUserData
+ {
+ public:
+ QOpenGLStaticTextUserData()
+ : QStaticTextUserData(OpenGLUserData), cacheSize(0, 0), cacheSerialNumber(0)
+ {
+ }
+
+ ~QOpenGLStaticTextUserData()
+ {
+ }
+
+ QSize cacheSize;
+ QOpenGL2PEXVertexArray vertexCoordinateArray;
+ QOpenGL2PEXVertexArray textureCoordinateArray;
+ QFontEngine::GlyphFormat glyphFormat;
+ int cacheSerialNumber;
+ };
+
+}
+
+
+// #define QT_OPENGL_DRAWCACHEDGLYPHS_INDEX_ARRAY_VBO
+
+bool QOpenGL2PaintEngineEx::shouldDrawCachedGlyphs(QFontEngine *fontEngine, const QTransform &t) const
+{
+ // The paint engine does not support projected cached glyph drawing
+ if (t.type() == QTransform::TxProject)
+ return false;
+
+ // The font engine might not support filling the glyph cache
+ // with the given transform applied, in which case we need to
+ // fall back to the QPainterPath code-path.
+ if (!fontEngine->supportsTransformation(t)) {
+ // Except that drawing paths is slow, so for scales between
+ // 0.5 and 2.0 we leave the glyph cache untransformed and deal
+ // with the transform ourselves when painting, resulting in
+ // drawing 1x cached glyphs with a smooth-scale.
+ float det = t.determinant();
+ if (det >= 0.25f && det <= 4.f) {
+ // Assuming the baseclass still agrees
+ return QPaintEngineEx::shouldDrawCachedGlyphs(fontEngine, t);
+ }
+
+ return false; // Fall back to path-drawing
+ }
+
+ return QPaintEngineEx::shouldDrawCachedGlyphs(fontEngine, t);
+}
+
+void QOpenGL2PaintEngineExPrivate::drawCachedGlyphs(QFontEngine::GlyphFormat glyphFormat,
+ QStaticTextItem *staticTextItem)
+{
+ Q_Q(QOpenGL2PaintEngineEx);
+
+ QOpenGL2PaintEngineState *s = q->state();
+
+ void *cacheKey = ctx; // use context, not the shareGroup() -> the GL glyph cache uses FBOs which may not be shareable
+ bool recreateVertexArrays = false;
+
+ QTransform glyphCacheTransform;
+ QFontEngine *fe = staticTextItem->fontEngine();
+ if (fe->supportsTransformation(s->matrix)) {
+ // The font-engine supports rendering glyphs with the current transform, so we
+ // build a glyph-cache with the scale pre-applied, so that the cache contains
+ // glyphs with the appropriate resolution in the case of retina displays.
+ glyphCacheTransform = s->matrix.type() < QTransform::TxRotate ?
+ QTransform::fromScale(qAbs(s->matrix.m11()), qAbs(s->matrix.m22())) :
+ QTransform::fromScale(
+ QVector2D(s->matrix.m11(), s->matrix.m12()).length(),
+ QVector2D(s->matrix.m21(), s->matrix.m22()).length());
+ }
+
+ QOpenGLTextureGlyphCache *cache =
+ (QOpenGLTextureGlyphCache *) fe->glyphCache(cacheKey, glyphFormat, glyphCacheTransform);
+ if (!cache || cache->glyphFormat() != glyphFormat || cache->contextGroup() == nullptr) {
+ cache = new QOpenGLTextureGlyphCache(glyphFormat, glyphCacheTransform);
+ fe->setGlyphCache(cacheKey, cache);
+ recreateVertexArrays = true;
+ }
+
+ if (staticTextItem->userDataNeedsUpdate) {
+ recreateVertexArrays = true;
+ } else if (staticTextItem->userData() == nullptr) {
+ recreateVertexArrays = true;
+ } else if (staticTextItem->userData()->type != QStaticTextUserData::OpenGLUserData) {
+ recreateVertexArrays = true;
+ } else {
+ QOpenGLStaticTextUserData *userData = static_cast<QOpenGLStaticTextUserData *>(staticTextItem->userData());
+ if (userData->glyphFormat != glyphFormat) {
+ recreateVertexArrays = true;
+ } else if (userData->cacheSerialNumber != cache->serialNumber()) {
+ recreateVertexArrays = true;
+ }
+ }
+
+ // We only need to update the cache with new glyphs if we are actually going to recreate the vertex arrays.
+ // If the cache size has changed, we do need to regenerate the vertices, but we don't need to repopulate the
+ // cache so this text is performed before we test if the cache size has changed.
+ if (recreateVertexArrays) {
+ cache->setPaintEnginePrivate(this);
+ if (!cache->populate(fe, staticTextItem->numGlyphs,
+ staticTextItem->glyphs, staticTextItem->glyphPositions)) {
+ // No space for glyphs in cache. We need to reset it and try again.
+ cache->clear();
+ cache->populate(fe, staticTextItem->numGlyphs,
+ staticTextItem->glyphs, staticTextItem->glyphPositions);
+ }
+
+ if (cache->hasPendingGlyphs()) {
+ // Filling in the glyphs binds and sets parameters, so we need to
+ // ensure that the glyph cache doesn't mess with whatever unit
+ // is currently active. Note that the glyph cache internally
+ // uses the image texture unit for blitting to the cache, while
+ // we switch between image and mask units when drawing.
+ static const GLenum glypchCacheTextureUnit = QT_IMAGE_TEXTURE_UNIT;
+ activateTextureUnit(glypchCacheTextureUnit);
+
+ cache->fillInPendingGlyphs();
+
+ // We assume the cache can be trusted on which texture was bound
+ lastTextureUsed = cache->texture();
+
+ // But since the brush and image texture units are possibly shared
+ // we may have to re-bind brush textures after filling in the cache.
+ brushTextureDirty = (QT_BRUSH_TEXTURE_UNIT == glypchCacheTextureUnit);
+ }
+ cache->setPaintEnginePrivate(nullptr);
+ }
+
+ if (cache->width() == 0 || cache->height() == 0)
+ return;
+
+ if (glyphFormat == QFontEngine::Format_ARGB)
+ transferMode(ImageArrayDrawingMode);
+ else
+ transferMode(TextDrawingMode);
+
+ int margin = fe->glyphMargin(glyphFormat);
+
+ GLfloat dx = 1.0 / cache->width();
+ GLfloat dy = 1.0 / cache->height();
+
+ // Use global arrays by default
+ QOpenGL2PEXVertexArray *vertexCoordinates = &vertexCoordinateArray;
+ QOpenGL2PEXVertexArray *textureCoordinates = &textureCoordinateArray;
+
+ if (staticTextItem->useBackendOptimizations) {
+ QOpenGLStaticTextUserData *userData = nullptr;
+
+ if (staticTextItem->userData() == nullptr
+ || staticTextItem->userData()->type != QStaticTextUserData::OpenGLUserData) {
+
+ userData = new QOpenGLStaticTextUserData();
+ staticTextItem->setUserData(userData);
+
+ } else {
+ userData = static_cast<QOpenGLStaticTextUserData*>(staticTextItem->userData());
+ }
+
+ userData->glyphFormat = glyphFormat;
+ userData->cacheSerialNumber = cache->serialNumber();
+
+ // Use cache if backend optimizations is turned on
+ vertexCoordinates = &userData->vertexCoordinateArray;
+ textureCoordinates = &userData->textureCoordinateArray;
+
+ QSize size(cache->width(), cache->height());
+ if (userData->cacheSize != size) {
+ recreateVertexArrays = true;
+ userData->cacheSize = size;
+ }
+ }
+
+ if (recreateVertexArrays) {
+ vertexCoordinates->clear();
+ textureCoordinates->clear();
+
+ bool supportsSubPixelPositions = fe->supportsSubPixelPositions();
+ for (int i=0; i<staticTextItem->numGlyphs; ++i) {
+ QFixed subPixelPosition;
+ if (supportsSubPixelPositions)
+ subPixelPosition = fe->subPixelPositionForX(staticTextItem->glyphPositions[i].x);
+
+ QTextureGlyphCache::GlyphAndSubPixelPosition glyph(staticTextItem->glyphs[i], subPixelPosition);
+
+ const QTextureGlyphCache::Coord &c = cache->coords[glyph];
+ if (c.isNull())
+ continue;
+
+ int x = qFloor(staticTextItem->glyphPositions[i].x.toReal() * cache->transform().m11()) + c.baseLineX - margin;
+ int y = qRound(staticTextItem->glyphPositions[i].y.toReal() * cache->transform().m22()) - c.baseLineY - margin;
+
+ vertexCoordinates->addQuad(QRectF(x, y, c.w, c.h));
+ textureCoordinates->addQuad(QRectF(c.x*dx, c.y*dy, c.w * dx, c.h * dy));
+ }
+
+ staticTextItem->userDataNeedsUpdate = false;
+ }
+
+ int numGlyphs = vertexCoordinates->vertexCount() / 4;
+ if (numGlyphs == 0)
+ return;
+
+ if (elementIndices.size() < numGlyphs*6) {
+ Q_ASSERT(elementIndices.size() % 6 == 0);
+ int j = elementIndices.size() / 6 * 4;
+ while (j < numGlyphs*4) {
+ elementIndices.append(j + 0);
+ elementIndices.append(j + 0);
+ elementIndices.append(j + 1);
+ elementIndices.append(j + 2);
+ elementIndices.append(j + 3);
+ elementIndices.append(j + 3);
+
+ j += 4;
+ }
+
+#if defined(QT_OPENGL_DRAWCACHEDGLYPHS_INDEX_ARRAY_VBO)
+ if (elementIndicesVBOId == 0)
+ funcs.glGenBuffers(1, &elementIndicesVBOId);
+
+ funcs.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementIndicesVBOId);
+ funcs.glBufferData(GL_ELEMENT_ARRAY_BUFFER, elementIndices.size() * sizeof(GLushort),
+ elementIndices.constData(), GL_STATIC_DRAW);
+#endif
+ } else {
+#if defined(QT_OPENGL_DRAWCACHEDGLYPHS_INDEX_ARRAY_VBO)
+ funcs.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementIndicesVBOId);
+#endif
+ }
+
+ if (glyphFormat != QFontEngine::Format_ARGB || recreateVertexArrays) {
+ uploadData(QT_VERTEX_COORDS_ATTR, (GLfloat*)vertexCoordinates->data(), vertexCoordinates->vertexCount() * 2);
+ uploadData(QT_TEXTURE_COORDS_ATTR, (GLfloat*)textureCoordinates->data(), textureCoordinates->vertexCount() * 2);
+ }
+
+ if (!snapToPixelGrid) {
+ snapToPixelGrid = true;
+ matrixDirty = true;
+ }
+
+ QBrush pensBrush = q->state()->pen.brush();
+ setBrush(pensBrush);
+
+ if (glyphFormat == QFontEngine::Format_A32) {
+
+ // Subpixel antialiasing without gamma correction
+
+ QPainter::CompositionMode compMode = q->state()->composition_mode;
+ Q_ASSERT(compMode == QPainter::CompositionMode_Source
+ || compMode == QPainter::CompositionMode_SourceOver);
+
+ shaderManager->setMaskType(QOpenGLEngineShaderManager::SubPixelMaskPass1);
+
+ if (pensBrush.style() == Qt::SolidPattern) {
+ // Solid patterns can get away with only one pass.
+ QColor c = pensBrush.color();
+ qreal oldOpacity = q->state()->opacity;
+ if (compMode == QPainter::CompositionMode_Source) {
+ c = qt_premultiplyColor(c, q->state()->opacity);
+ q->state()->opacity = 1;
+ opacityUniformDirty = true;
+ }
+
+ compositionModeDirty = false; // I can handle this myself, thank you very much
+ prepareForCachedGlyphDraw(*cache);
+
+ // prepareForCachedGlyphDraw() have set the opacity on the current shader, so the opacity state can now be reset.
+ if (compMode == QPainter::CompositionMode_Source) {
+ q->state()->opacity = oldOpacity;
+ opacityUniformDirty = true;
+ }
+
+ funcs.glEnable(GL_BLEND);
+ funcs.glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR);
+ funcs.glBlendColor(c.redF(), c.greenF(), c.blueF(), c.alphaF());
+ } else {
+ // Other brush styles need two passes.
+
+ qreal oldOpacity = q->state()->opacity;
+ if (compMode == QPainter::CompositionMode_Source) {
+ q->state()->opacity = 1;
+ opacityUniformDirty = true;
+ pensBrush = Qt::white;
+ setBrush(pensBrush);
+ }
+
+ compositionModeDirty = false; // I can handle this myself, thank you very much
+ prepareForCachedGlyphDraw(*cache);
+ funcs.glEnable(GL_BLEND);
+ funcs.glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
+
+ updateTexture(QT_MASK_TEXTURE_UNIT, cache->texture(), GL_REPEAT, GL_NEAREST, ForceUpdate);
+
+#if defined(QT_OPENGL_DRAWCACHEDGLYPHS_INDEX_ARRAY_VBO)
+ funcs.glDrawElements(GL_TRIANGLE_STRIP, 6 * numGlyphs, GL_UNSIGNED_SHORT, 0);
+#else
+ const bool useIndexVbo = uploadIndexData(elementIndices.data(), GL_UNSIGNED_SHORT, 6 * numGlyphs);
+ funcs.glDrawElements(GL_TRIANGLE_STRIP, 6 * numGlyphs, GL_UNSIGNED_SHORT, useIndexVbo ? nullptr : elementIndices.data());
+#endif
+
+ shaderManager->setMaskType(QOpenGLEngineShaderManager::SubPixelMaskPass2);
+
+ if (compMode == QPainter::CompositionMode_Source) {
+ q->state()->opacity = oldOpacity;
+ opacityUniformDirty = true;
+ pensBrush = q->state()->pen.brush();
+ setBrush(pensBrush);
+ }
+
+ compositionModeDirty = false;
+ prepareForCachedGlyphDraw(*cache);
+ funcs.glEnable(GL_BLEND);
+ funcs.glBlendFunc(GL_ONE, GL_ONE);
+ }
+ compositionModeDirty = true;
+ } else if (glyphFormat == QFontEngine::Format_ARGB) {
+ currentBrush = noBrush;
+ shaderManager->setSrcPixelType(QOpenGLEngineShaderManager::ImageSrc);
+ if (prepareForCachedGlyphDraw(*cache))
+ shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::ImageTexture), QT_IMAGE_TEXTURE_UNIT);
+ } else {
+ // Grayscale/mono glyphs
+
+ shaderManager->setMaskType(QOpenGLEngineShaderManager::PixelMask);
+ prepareForCachedGlyphDraw(*cache);
+ }
+
+ GLenum textureUnit = QT_MASK_TEXTURE_UNIT;
+ if (glyphFormat == QFontEngine::Format_ARGB)
+ textureUnit = QT_IMAGE_TEXTURE_UNIT;
+
+ QOpenGLTextureGlyphCache::FilterMode filterMode = (s->matrix.type() > QTransform::TxTranslate) ?
+ QOpenGLTextureGlyphCache::Linear : QOpenGLTextureGlyphCache::Nearest;
+
+ GLenum glFilterMode = filterMode == QOpenGLTextureGlyphCache::Linear ? GL_LINEAR : GL_NEAREST;
+
+ TextureUpdateMode updateMode = UpdateIfNeeded;
+ if (cache->filterMode() != filterMode) {
+ updateMode = ForceUpdate;
+ cache->setFilterMode(filterMode);
+ }
+
+ updateTexture(textureUnit, cache->texture(), GL_REPEAT, glFilterMode, updateMode);
+
+#if defined(QT_OPENGL_DRAWCACHEDGLYPHS_INDEX_ARRAY_VBO)
+ funcs.glDrawElements(GL_TRIANGLE_STRIP, 6 * numGlyphs, GL_UNSIGNED_SHORT, 0);
+ funcs.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+#else
+ const bool useIndexVbo = uploadIndexData(elementIndices.data(), GL_UNSIGNED_SHORT, 6 * numGlyphs);
+ funcs.glDrawElements(GL_TRIANGLE_STRIP, 6 * numGlyphs, GL_UNSIGNED_SHORT, useIndexVbo ? nullptr : elementIndices.data());
+#endif
+}
+
+void QOpenGL2PaintEngineEx::drawPixmapFragments(const QPainter::PixmapFragment *fragments, int fragmentCount, const QPixmap &pixmap,
+ QPainter::PixmapFragmentHints hints)
+{
+ Q_D(QOpenGL2PaintEngineEx);
+ // Use fallback for extended composition modes.
+ if (state()->composition_mode > QPainter::CompositionMode_Plus) {
+ QPaintEngineEx::drawPixmapFragments(fragments, fragmentCount, pixmap, hints);
+ return;
+ }
+
+ ensureActive();
+ int max_texture_size = d->ctx->d_func()->maxTextureSize();
+ if (pixmap.width() > max_texture_size || pixmap.height() > max_texture_size) {
+ QPixmap scaled = pixmap.scaled(max_texture_size, max_texture_size, Qt::KeepAspectRatio);
+ d->drawPixmapFragments(fragments, fragmentCount, scaled, hints);
+ } else {
+ d->drawPixmapFragments(fragments, fragmentCount, pixmap, hints);
+ }
+}
+
+
+void QOpenGL2PaintEngineExPrivate::drawPixmapFragments(const QPainter::PixmapFragment *fragments,
+ int fragmentCount, const QPixmap &pixmap,
+ QPainter::PixmapFragmentHints hints)
+{
+ GLfloat dx = 1.0f / pixmap.size().width();
+ GLfloat dy = 1.0f / pixmap.size().height();
+
+ vertexCoordinateArray.clear();
+ textureCoordinateArray.clear();
+ opacityArray.reset();
+
+ if (snapToPixelGrid) {
+ snapToPixelGrid = false;
+ matrixDirty = true;
+ }
+
+ bool allOpaque = true;
+
+ for (int i = 0; i < fragmentCount; ++i) {
+ qreal s = 0;
+ qreal c = 1;
+ if (fragments[i].rotation != 0) {
+ s = qFastSin(qDegreesToRadians(fragments[i].rotation));
+ c = qFastCos(qDegreesToRadians(fragments[i].rotation));
+ }
+
+ qreal right = 0.5 * fragments[i].scaleX * fragments[i].width;
+ qreal bottom = 0.5 * fragments[i].scaleY * fragments[i].height;
+ QOpenGLPoint bottomRight(right * c - bottom * s, right * s + bottom * c);
+ QOpenGLPoint bottomLeft(-right * c - bottom * s, -right * s + bottom * c);
+
+ vertexCoordinateArray.addVertex(bottomRight.x + fragments[i].x, bottomRight.y + fragments[i].y);
+ vertexCoordinateArray.addVertex(-bottomLeft.x + fragments[i].x, -bottomLeft.y + fragments[i].y);
+ vertexCoordinateArray.addVertex(-bottomRight.x + fragments[i].x, -bottomRight.y + fragments[i].y);
+ vertexCoordinateArray.addVertex(-bottomRight.x + fragments[i].x, -bottomRight.y + fragments[i].y);
+ vertexCoordinateArray.addVertex(bottomLeft.x + fragments[i].x, bottomLeft.y + fragments[i].y);
+ vertexCoordinateArray.addVertex(bottomRight.x + fragments[i].x, bottomRight.y + fragments[i].y);
+
+ QOpenGLRect src(fragments[i].sourceLeft * dx, fragments[i].sourceTop * dy,
+ (fragments[i].sourceLeft + fragments[i].width) * dx,
+ (fragments[i].sourceTop + fragments[i].height) * dy);
+
+ textureCoordinateArray.addVertex(src.right, src.bottom);
+ textureCoordinateArray.addVertex(src.right, src.top);
+ textureCoordinateArray.addVertex(src.left, src.top);
+ textureCoordinateArray.addVertex(src.left, src.top);
+ textureCoordinateArray.addVertex(src.left, src.bottom);
+ textureCoordinateArray.addVertex(src.right, src.bottom);
+
+ qreal opacity = fragments[i].opacity * q->state()->opacity;
+ opacityArray << opacity << opacity << opacity << opacity << opacity << opacity;
+ allOpaque &= (opacity >= 0.99f);
+ }
+
+ transferMode(ImageOpacityArrayDrawingMode);
+
+ GLenum filterMode = q->state()->renderHints & QPainter::SmoothPixmapTransform ? GL_LINEAR : GL_NEAREST;
+ updateTexture(QT_IMAGE_TEXTURE_UNIT, pixmap, GL_CLAMP_TO_EDGE, filterMode);
+
+ bool isBitmap = pixmap.isQBitmap();
+ bool isOpaque = !isBitmap && (!pixmap.hasAlpha() || (hints & QPainter::OpaqueHint)) && allOpaque;
+
+ // Setup for texture drawing
+ currentBrush = noBrush;
+ shaderManager->setSrcPixelType(isBitmap ? QOpenGLEngineShaderManager::PatternSrc
+ : QOpenGLEngineShaderManager::ImageSrc);
+ if (prepareForDraw(isOpaque))
+ shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::ImageTexture), QT_IMAGE_TEXTURE_UNIT);
+
+ if (isBitmap) {
+ QColor col = qt_premultiplyColor(q->state()->pen.color(), (GLfloat)q->state()->opacity);
+ shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::PatternColor), col);
+ }
+
+ funcs.glDrawArrays(GL_TRIANGLES, 0, 6 * fragmentCount);
+}
+
+bool QOpenGL2PaintEngineEx::begin(QPaintDevice *pdev)
+{
+ Q_D(QOpenGL2PaintEngineEx);
+
+ Q_ASSERT(pdev->devType() == QInternal::OpenGL);
+ d->device = static_cast<QOpenGLPaintDevice*>(pdev);
+
+ if (!d->device)
+ return false;
+
+ d->device->ensureActiveTarget();
+
+ if (d->device->context() != QOpenGLContext::currentContext() || !d->device->context()) {
+ qWarning("QPainter::begin(): QOpenGLPaintDevice's context needs to be current");
+ return false;
+ }
+
+ if (d->ctx != QOpenGLContext::currentContext()
+ || (d->ctx && QOpenGLContext::currentContext() && d->ctx->format() != QOpenGLContext::currentContext()->format())) {
+ d->vertexBuffer.destroy();
+ d->texCoordBuffer.destroy();
+ d->opacityBuffer.destroy();
+ d->indexBuffer.destroy();
+ d->vao.destroy();
+ }
+
+ d->ctx = QOpenGLContext::currentContext();
+ d->ctx->d_func()->active_engine = this;
+
+ QOpenGLPaintDevicePrivate::get(d->device)->beginPaint();
+
+ d->funcs.initializeOpenGLFunctions();
+
+ // Generate a new Vertex Array Object if we don't have one already. We can
+ // only hit the VAO-based path when using a core profile context. This is
+ // because while non-core contexts can support VAOs via extensions, legacy
+ // components like the QtOpenGL module do not know about VAOs. There are
+ // still tests for QGL-QOpenGL paint engine interoperability, so keep the
+ // status quo for now, and avoid introducing a VAO in non-core contexts.
+ const bool needsVAO = d->ctx->format().profile() == QSurfaceFormat::CoreProfile
+ && d->ctx->format().version() >= qMakePair(3, 2);
+ if (needsVAO && !d->vao.isCreated()) {
+ bool created = d->vao.create();
+
+ // If we managed to create it then we have a profile that supports VAOs
+ if (created) {
+ d->vao.bind();
+
+ // Generate a new Vertex Buffer Object if we don't have one already
+ if (!d->vertexBuffer.isCreated()) {
+ d->vertexBuffer.create();
+ // Set its usage to StreamDraw, we will use this buffer only a few times before refilling it
+ d->vertexBuffer.setUsagePattern(QOpenGLBuffer::StreamDraw);
+ }
+ if (!d->texCoordBuffer.isCreated()) {
+ d->texCoordBuffer.create();
+ d->texCoordBuffer.setUsagePattern(QOpenGLBuffer::StreamDraw);
+ }
+ if (!d->opacityBuffer.isCreated()) {
+ d->opacityBuffer.create();
+ d->opacityBuffer.setUsagePattern(QOpenGLBuffer::StreamDraw);
+ }
+ if (!d->indexBuffer.isCreated()) {
+ d->indexBuffer.create();
+ d->indexBuffer.setUsagePattern(QOpenGLBuffer::StreamDraw);
+ }
+ }
+ }
+
+ for (int i = 0; i < QT_GL_VERTEX_ARRAY_TRACKED_COUNT; ++i)
+ d->vertexAttributeArraysEnabledState[i] = false;
+
+ const QSize sz = d->device->size();
+ d->width = sz.width();
+ d->height = sz.height();
+ d->mode = BrushDrawingMode;
+ d->brushTextureDirty = true;
+ d->brushUniformsDirty = true;
+ d->matrixUniformDirty = true;
+ d->matrixDirty = true;
+ d->compositionModeDirty = true;
+ d->opacityUniformDirty = true;
+ d->needsSync = true;
+ d->useSystemClip = !systemClip().isEmpty();
+ d->currentBrush = QBrush();
+
+ d->dirtyStencilRegion = QRect(0, 0, d->width, d->height);
+ d->stencilClean = true;
+
+ d->shaderManager = new QOpenGLEngineShaderManager(d->ctx);
+
+ d->funcs.glDisable(GL_STENCIL_TEST);
+ d->funcs.glDisable(GL_DEPTH_TEST);
+ d->funcs.glDisable(GL_SCISSOR_TEST);
+
+ d->glyphCacheFormat = QFontEngine::Format_A8;
+
+#ifndef QT_OPENGL_ES_2
+ if (!QOpenGLContext::currentContext()->isOpenGLES()) {
+ d->funcs.glDisable(GL_MULTISAMPLE);
+ d->glyphCacheFormat = QFontEngine::Format_A32;
+ d->multisamplingAlwaysEnabled = false;
+ } else
+#endif // QT_OPENGL_ES_2
+ {
+ // OpenGL ES can't switch MSAA off, so if the gl paint device is
+ // multisampled, it's always multisampled.
+ d->multisamplingAlwaysEnabled = d->device->context()->format().samples() > 1;
+ }
+
+ return true;
+}
+
+bool QOpenGL2PaintEngineEx::end()
+{
+ Q_D(QOpenGL2PaintEngineEx);
+
+ QOpenGLPaintDevicePrivate::get(d->device)->endPaint();
+
+ QOpenGLContext *ctx = d->ctx;
+ d->funcs.glUseProgram(0);
+ d->transferMode(BrushDrawingMode);
+
+ ctx->d_func()->active_engine = nullptr;
+
+ d->resetGLState();
+
+ delete d->shaderManager;
+ d->shaderManager = nullptr;
+ d->currentBrush = QBrush();
+
+#ifdef QT_OPENGL_CACHE_AS_VBOS
+ if (!d->unusedVBOSToClean.isEmpty()) {
+ glDeleteBuffers(d->unusedVBOSToClean.size(), d->unusedVBOSToClean.constData());
+ d->unusedVBOSToClean.clear();
+ }
+ if (!d->unusedIBOSToClean.isEmpty()) {
+ glDeleteBuffers(d->unusedIBOSToClean.size(), d->unusedIBOSToClean.constData());
+ d->unusedIBOSToClean.clear();
+ }
+#endif
+
+ return false;
+}
+
+void QOpenGL2PaintEngineEx::ensureActive()
+{
+ Q_D(QOpenGL2PaintEngineEx);
+ QOpenGLContext *ctx = d->ctx;
+
+ if (d->vao.isCreated())
+ d->vao.bind();
+
+ if (isActive() && ctx->d_func()->active_engine != this) {
+ ctx->d_func()->active_engine = this;
+ d->needsSync = true;
+ }
+
+ if (d->needsSync) {
+ d->device->ensureActiveTarget();
+
+ d->transferMode(BrushDrawingMode);
+ d->funcs.glViewport(0, 0, d->width, d->height);
+ d->needsSync = false;
+ d->shaderManager->setDirty();
+ d->syncGlState();
+ for (int i = 0; i < 3; ++i)
+ d->vertexAttribPointers[i] = (GLfloat*)-1; // Assume the pointers are clobbered
+ setState(state());
+ }
+}
+
+void QOpenGL2PaintEngineExPrivate::updateClipScissorTest()
+{
+ Q_Q(QOpenGL2PaintEngineEx);
+ if (q->state()->clipTestEnabled) {
+ funcs.glEnable(GL_STENCIL_TEST);
+ funcs.glStencilFunc(GL_LEQUAL, q->state()->currentClip, ~GL_STENCIL_HIGH_BIT);
+ } else {
+ funcs.glDisable(GL_STENCIL_TEST);
+ funcs.glStencilFunc(GL_ALWAYS, 0, 0xff);
+ }
+
+#ifdef QT_GL_NO_SCISSOR_TEST
+ currentScissorBounds = QRect(0, 0, width, height);
+#else
+ QRect bounds = q->state()->rectangleClip;
+ if (!q->state()->clipEnabled) {
+ if (useSystemClip)
+ bounds = systemClip.boundingRect();
+ else
+ bounds = QRect(0, 0, width, height);
+ } else {
+ if (useSystemClip)
+ bounds = bounds.intersected(systemClip.boundingRect());
+ else
+ bounds = bounds.intersected(QRect(0, 0, width, height));
+ }
+
+ currentScissorBounds = bounds;
+
+ if (bounds == QRect(0, 0, width, height)) {
+ funcs.glDisable(GL_SCISSOR_TEST);
+ } else {
+ funcs.glEnable(GL_SCISSOR_TEST);
+ setScissor(bounds);
+ }
+#endif
+}
+
+void QOpenGL2PaintEngineExPrivate::setScissor(const QRect &rect)
+{
+ const int left = rect.left();
+ const int width = rect.width();
+ int bottom = height - (rect.top() + rect.height());
+ if (device->paintFlipped()) {
+ bottom = rect.top();
+ }
+ const int height = rect.height();
+
+ funcs.glScissor(left, bottom, width, height);
+}
+
+void QOpenGL2PaintEngineEx::clipEnabledChanged()
+{
+ Q_D(QOpenGL2PaintEngineEx);
+
+ state()->clipChanged = true;
+
+ if (painter()->hasClipping())
+ d->regenerateClip();
+ else
+ d->systemStateChanged();
+}
+
+void QOpenGL2PaintEngineExPrivate::clearClip(uint value)
+{
+ dirtyStencilRegion -= currentScissorBounds;
+
+ funcs.glStencilMask(0xff);
+ funcs.glClearStencil(value);
+ funcs.glClear(GL_STENCIL_BUFFER_BIT);
+ funcs.glStencilMask(0x0);
+
+ q->state()->needsClipBufferClear = false;
+}
+
+void QOpenGL2PaintEngineExPrivate::writeClip(const QVectorPath &path, uint value)
+{
+ transferMode(BrushDrawingMode);
+
+ if (snapToPixelGrid) {
+ snapToPixelGrid = false;
+ matrixDirty = true;
+ }
+
+ if (matrixDirty)
+ updateMatrix();
+
+ stencilClean = false;
+
+ const bool singlePass = !path.hasWindingFill()
+ && (((q->state()->currentClip == maxClip - 1) && q->state()->clipTestEnabled)
+ || q->state()->needsClipBufferClear);
+ const uint referenceClipValue = q->state()->needsClipBufferClear ? 1 : q->state()->currentClip;
+
+ if (q->state()->needsClipBufferClear)
+ clearClip(1);
+
+ if (path.isEmpty()) {
+ funcs.glEnable(GL_STENCIL_TEST);
+ funcs.glStencilFunc(GL_LEQUAL, value, ~GL_STENCIL_HIGH_BIT);
+ return;
+ }
+
+ if (q->state()->clipTestEnabled)
+ funcs.glStencilFunc(GL_LEQUAL, q->state()->currentClip, ~GL_STENCIL_HIGH_BIT);
+ else
+ funcs.glStencilFunc(GL_ALWAYS, 0, 0xff);
+
+ vertexCoordinateArray.clear();
+ vertexCoordinateArray.addPath(path, inverseScale, false);
+
+ if (!singlePass)
+ fillStencilWithVertexArray(vertexCoordinateArray, path.hasWindingFill());
+
+ funcs.glColorMask(false, false, false, false);
+ funcs.glEnable(GL_STENCIL_TEST);
+ useSimpleShader();
+
+ if (singlePass) {
+ // Under these conditions we can set the new stencil value in a single
+ // pass, by using the current value and the "new value" as the toggles
+
+ funcs.glStencilFunc(GL_LEQUAL, referenceClipValue, ~GL_STENCIL_HIGH_BIT);
+ funcs.glStencilOp(GL_KEEP, GL_INVERT, GL_INVERT);
+ funcs.glStencilMask(value ^ referenceClipValue);
+
+ drawVertexArrays(vertexCoordinateArray, GL_TRIANGLE_FAN);
+ } else {
+ funcs.glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE);
+ funcs.glStencilMask(0xff);
+
+ if (!q->state()->clipTestEnabled && path.hasWindingFill()) {
+ // Pass when any clip bit is set, set high bit
+ funcs.glStencilFunc(GL_NOTEQUAL, GL_STENCIL_HIGH_BIT, ~GL_STENCIL_HIGH_BIT);
+ composite(vertexCoordinateArray.boundingRect());
+ }
+
+ // Pass when high bit is set, replace stencil value with new clip value
+ funcs.glStencilFunc(GL_NOTEQUAL, value, GL_STENCIL_HIGH_BIT);
+
+ composite(vertexCoordinateArray.boundingRect());
+ }
+
+ funcs.glStencilFunc(GL_LEQUAL, value, ~GL_STENCIL_HIGH_BIT);
+ funcs.glStencilMask(0);
+
+ funcs.glColorMask(true, true, true, true);
+}
+
+void QOpenGL2PaintEngineEx::clip(const QVectorPath &path, Qt::ClipOperation op)
+{
+// qDebug("QOpenGL2PaintEngineEx::clip()");
+ Q_D(QOpenGL2PaintEngineEx);
+
+ state()->clipChanged = true;
+
+ ensureActive();
+
+ if (op == Qt::ReplaceClip) {
+ op = Qt::IntersectClip;
+ if (d->hasClipOperations()) {
+ d->systemStateChanged();
+ state()->canRestoreClip = false;
+ }
+ }
+
+#ifndef QT_GL_NO_SCISSOR_TEST
+ if (!path.isEmpty() && op == Qt::IntersectClip && (path.shape() == QVectorPath::RectangleHint)) {
+ const QPointF* const points = reinterpret_cast<const QPointF*>(path.points());
+ QRectF rect(points[0], points[2]);
+
+ if (state()->matrix.type() <= QTransform::TxScale
+ || (state()->matrix.type() == QTransform::TxRotate
+ && qFuzzyIsNull(state()->matrix.m11())
+ && qFuzzyIsNull(state()->matrix.m22())))
+ {
+ state()->rectangleClip = state()->rectangleClip.intersected(state()->matrix.mapRect(rect).toRect());
+ d->updateClipScissorTest();
+ return;
+ }
+ }
+#endif
+
+ const QRect pathRect = state()->matrix.mapRect(path.controlPointRect()).toAlignedRect();
+
+ switch (op) {
+ case Qt::NoClip:
+ if (d->useSystemClip) {
+ state()->clipTestEnabled = true;
+ state()->currentClip = 1;
+ } else {
+ state()->clipTestEnabled = false;
+ }
+ state()->rectangleClip = QRect(0, 0, d->width, d->height);
+ state()->canRestoreClip = false;
+ d->updateClipScissorTest();
+ break;
+ case Qt::IntersectClip:
+ state()->rectangleClip = state()->rectangleClip.intersected(pathRect);
+ d->updateClipScissorTest();
+ d->resetClipIfNeeded();
+ ++d->maxClip;
+ d->writeClip(path, d->maxClip);
+ state()->currentClip = d->maxClip;
+ state()->clipTestEnabled = true;
+ break;
+ default:
+ break;
+ }
+}
+
+void QOpenGL2PaintEngineExPrivate::regenerateClip()
+{
+ systemStateChanged();
+ replayClipOperations();
+}
+
+void QOpenGL2PaintEngineExPrivate::systemStateChanged()
+{
+ Q_Q(QOpenGL2PaintEngineEx);
+
+ q->state()->clipChanged = true;
+
+ if (systemClip.isEmpty()) {
+ useSystemClip = false;
+ } else {
+ if (q->paintDevice()->devType() == QInternal::Widget && currentClipDevice) {
+ //QWidgetPrivate *widgetPrivate = qt_widget_private(static_cast<QWidget *>(currentClipDevice)->window());
+ //useSystemClip = widgetPrivate->extra && widgetPrivate->extra->inRenderWithPainter;
+ useSystemClip = true;
+ } else {
+ useSystemClip = true;
+ }
+ }
+
+ q->state()->clipTestEnabled = false;
+ q->state()->needsClipBufferClear = true;
+
+ q->state()->currentClip = 1;
+ maxClip = 1;
+
+ q->state()->rectangleClip = useSystemClip ? systemClip.boundingRect() : QRect(0, 0, width, height);
+ updateClipScissorTest();
+
+ if (systemClip.rectCount() == 1) {
+ if (systemClip.boundingRect() == QRect(0, 0, width, height))
+ useSystemClip = false;
+#ifndef QT_GL_NO_SCISSOR_TEST
+ // scissoring takes care of the system clip
+ return;
+#endif
+ }
+
+ if (useSystemClip) {
+ clearClip(0);
+
+ QPainterPath path;
+ path.addRegion(systemClip);
+
+ q->state()->currentClip = 0;
+ writeClip(qtVectorPathForPath(q->state()->matrix.inverted().map(path)), 1);
+ q->state()->currentClip = 1;
+ q->state()->clipTestEnabled = true;
+ }
+}
+
+void QOpenGL2PaintEngineEx::setState(QPainterState *new_state)
+{
+ // qDebug("QOpenGL2PaintEngineEx::setState()");
+
+ Q_D(QOpenGL2PaintEngineEx);
+
+ QOpenGL2PaintEngineState *s = static_cast<QOpenGL2PaintEngineState *>(new_state);
+ QOpenGL2PaintEngineState *old_state = state();
+
+ QPaintEngineEx::setState(s);
+
+ if (s->isNew) {
+ // Newly created state object. The call to setState()
+ // will either be followed by a call to begin(), or we are
+ // setting the state as part of a save().
+ s->isNew = false;
+ return;
+ }
+
+ // Setting the state as part of a restore().
+
+ if (old_state == s || old_state->renderHintsChanged)
+ renderHintsChanged();
+
+ if (old_state == s || old_state->matrixChanged)
+ d->matrixDirty = true;
+
+ if (old_state == s || old_state->compositionModeChanged)
+ d->compositionModeDirty = true;
+
+ if (old_state == s || old_state->opacityChanged)
+ d->opacityUniformDirty = true;
+
+ if (old_state == s || old_state->clipChanged) {
+ if (old_state && old_state != s && old_state->canRestoreClip) {
+ d->updateClipScissorTest();
+ d->funcs.glDepthFunc(GL_LEQUAL);
+ } else {
+ d->regenerateClip();
+ }
+ }
+}
+
+QPainterState *QOpenGL2PaintEngineEx::createState(QPainterState *orig) const
+{
+ if (orig)
+ const_cast<QOpenGL2PaintEngineEx *>(this)->ensureActive();
+
+ QOpenGL2PaintEngineState *s;
+ if (!orig)
+ s = new QOpenGL2PaintEngineState();
+ else
+ s = new QOpenGL2PaintEngineState(*static_cast<QOpenGL2PaintEngineState *>(orig));
+
+ s->matrixChanged = false;
+ s->compositionModeChanged = false;
+ s->opacityChanged = false;
+ s->renderHintsChanged = false;
+ s->clipChanged = false;
+
+ return s;
+}
+
+QOpenGL2PaintEngineState::QOpenGL2PaintEngineState(QOpenGL2PaintEngineState &other)
+ : QPainterState(other)
+{
+ isNew = true;
+ needsClipBufferClear = other.needsClipBufferClear;
+ clipTestEnabled = other.clipTestEnabled;
+ currentClip = other.currentClip;
+ canRestoreClip = other.canRestoreClip;
+ rectangleClip = other.rectangleClip;
+}
+
+QOpenGL2PaintEngineState::QOpenGL2PaintEngineState()
+{
+ isNew = true;
+ needsClipBufferClear = true;
+ clipTestEnabled = false;
+ canRestoreClip = true;
+}
+
+QOpenGL2PaintEngineState::~QOpenGL2PaintEngineState()
+{
+}
+
+void QOpenGL2PaintEngineExPrivate::setVertexAttribArrayEnabled(int arrayIndex, bool enabled)
+{
+ Q_ASSERT(arrayIndex < QT_GL_VERTEX_ARRAY_TRACKED_COUNT);
+
+ if (vertexAttributeArraysEnabledState[arrayIndex] && !enabled)
+ funcs.glDisableVertexAttribArray(arrayIndex);
+
+ if (!vertexAttributeArraysEnabledState[arrayIndex] && enabled)
+ funcs.glEnableVertexAttribArray(arrayIndex);
+
+ vertexAttributeArraysEnabledState[arrayIndex] = enabled;
+}
+
+void QOpenGL2PaintEngineExPrivate::syncGlState()
+{
+ for (int i = 0; i < QT_GL_VERTEX_ARRAY_TRACKED_COUNT; ++i) {
+ if (vertexAttributeArraysEnabledState[i])
+ funcs.glEnableVertexAttribArray(i);
+ else
+ funcs.glDisableVertexAttribArray(i);
+ }
+}
+
+
+QT_END_NAMESPACE
diff --git a/src/opengl/qopenglpaintengine_p.h b/src/opengl/qopenglpaintengine_p.h
new file mode 100644
index 0000000000..9dc92e3810
--- /dev/null
+++ b/src/opengl/qopenglpaintengine_p.h
@@ -0,0 +1,395 @@
+/****************************************************************************
+**
+** Copyright (C) 2016 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the QtOpenGL module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or (at your option) the GNU General
+** Public license version 3 or any later version approved by the KDE Free
+** Qt Foundation. The licenses are as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
+** included in the packaging of this file. Please review the following
+** information to ensure the GNU General Public License requirements will
+** be met: https://www.gnu.org/licenses/gpl-2.0.html and
+** https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#ifndef QOPENGLPAINTENGINE_P_H
+#define QOPENGLPAINTENGINE_P_H
+
+//
+// W A R N I N G
+// -------------
+//
+// This file is not part of the Qt API. It exists purely as an
+// implementation detail. This header file may change from version to
+// version without notice, or even be removed.
+//
+// We mean it.
+//
+
+#include <QDebug>
+
+#include <qopenglpaintdevice.h>
+
+#include <private/qpaintengineex_p.h>
+#include <private/qopenglengineshadermanager_p.h>
+#include <private/qopengl2pexvertexarray_p.h>
+#include <private/qfontengine_p.h>
+#include <private/qdatabuffer_p.h>
+#include <private/qtriangulatingstroker_p.h>
+
+#include <private/qopenglextensions_p.h>
+
+#include <QOpenGLVertexArrayObject>
+#include <QOpenGLBuffer>
+
+enum EngineMode {
+ ImageDrawingMode,
+ TextDrawingMode,
+ BrushDrawingMode,
+ ImageArrayDrawingMode,
+ ImageOpacityArrayDrawingMode
+};
+
+QT_BEGIN_NAMESPACE
+
+#define GL_STENCIL_HIGH_BIT GLuint(0x80)
+#define QT_UNKNOWN_TEXTURE_UNIT GLuint(-1)
+#define QT_DEFAULT_TEXTURE_UNIT GLuint(0)
+#define QT_BRUSH_TEXTURE_UNIT GLuint(0)
+#define QT_IMAGE_TEXTURE_UNIT GLuint(0) //Can be the same as brush texture unit
+#define QT_MASK_TEXTURE_UNIT GLuint(1)
+#define QT_BACKGROUND_TEXTURE_UNIT GLuint(2)
+
+class QOpenGL2PaintEngineExPrivate;
+
+class QOpenGL2PaintEngineState : public QPainterState
+{
+public:
+ QOpenGL2PaintEngineState(QOpenGL2PaintEngineState &other);
+ QOpenGL2PaintEngineState();
+ ~QOpenGL2PaintEngineState();
+
+ uint isNew : 1;
+ uint needsClipBufferClear : 1;
+ uint clipTestEnabled : 1;
+ uint canRestoreClip : 1;
+ uint matrixChanged : 1;
+ uint compositionModeChanged : 1;
+ uint opacityChanged : 1;
+ uint renderHintsChanged : 1;
+ uint clipChanged : 1;
+ uint currentClip : 8;
+
+ QRect rectangleClip;
+};
+
+class Q_OPENGL_EXPORT QOpenGL2PaintEngineEx : public QPaintEngineEx
+{
+ Q_DECLARE_PRIVATE(QOpenGL2PaintEngineEx)
+public:
+ QOpenGL2PaintEngineEx();
+ ~QOpenGL2PaintEngineEx();
+
+ bool begin(QPaintDevice *device) override;
+ void ensureActive();
+ bool end() override;
+
+ virtual void clipEnabledChanged() override;
+ virtual void penChanged() override;
+ virtual void brushChanged() override;
+ virtual void brushOriginChanged() override;
+ virtual void opacityChanged() override;
+ virtual void compositionModeChanged() override;
+ virtual void renderHintsChanged() override;
+ virtual void transformChanged() override;
+
+ virtual void drawPixmap(const QRectF &r, const QPixmap &pm, const QRectF &sr) override;
+ virtual void drawPixmapFragments(const QPainter::PixmapFragment *fragments, int fragmentCount, const QPixmap &pixmap,
+ QPainter::PixmapFragmentHints hints) override;
+ virtual void drawImage(const QRectF &r, const QImage &pm, const QRectF &sr,
+ Qt::ImageConversionFlags flags = Qt::AutoColor) override;
+ virtual void drawTextItem(const QPointF &p, const QTextItem &textItem) override;
+ virtual void fill(const QVectorPath &path, const QBrush &brush) override;
+ virtual void stroke(const QVectorPath &path, const QPen &pen) override;
+ virtual void clip(const QVectorPath &path, Qt::ClipOperation op) override;
+
+ virtual void drawStaticTextItem(QStaticTextItem *textItem) override;
+
+ bool drawTexture(const QRectF &r, GLuint textureId, const QSize &size, const QRectF &sr);
+
+ Type type() const override { return OpenGL2; }
+
+ virtual void setState(QPainterState *s) override;
+ virtual QPainterState *createState(QPainterState *orig) const override;
+ inline QOpenGL2PaintEngineState *state() {
+ return static_cast<QOpenGL2PaintEngineState *>(QPaintEngineEx::state());
+ }
+ inline const QOpenGL2PaintEngineState *state() const {
+ return static_cast<const QOpenGL2PaintEngineState *>(QPaintEngineEx::state());
+ }
+
+ void beginNativePainting() override;
+ void endNativePainting() override;
+
+ void invalidateState();
+
+ void setRenderTextActive(bool);
+
+ bool isNativePaintingActive() const;
+ bool requiresPretransformedGlyphPositions(QFontEngine *, const QTransform &) const override { return false; }
+ bool shouldDrawCachedGlyphs(QFontEngine *, const QTransform &) const override;
+
+private:
+ Q_DISABLE_COPY_MOVE(QOpenGL2PaintEngineEx)
+
+ friend class QOpenGLEngineShaderManager;
+};
+
+// This probably needs to grow to GL_MAX_VERTEX_ATTRIBS, but 3 is ok for now as that's
+// all the GL2 engine uses:
+#define QT_GL_VERTEX_ARRAY_TRACKED_COUNT 3
+
+class QOpenGL2PaintEngineExPrivate : public QPaintEngineExPrivate
+{
+ Q_DECLARE_PUBLIC(QOpenGL2PaintEngineEx)
+public:
+ enum StencilFillMode {
+ OddEvenFillMode,
+ WindingFillMode,
+ TriStripStrokeFillMode
+ };
+
+ QOpenGL2PaintEngineExPrivate(QOpenGL2PaintEngineEx *q_ptr) :
+ q(q_ptr),
+ shaderManager(nullptr),
+ width(0), height(0),
+ ctx(nullptr),
+ useSystemClip(true),
+ elementIndicesVBOId(0),
+ opacityArray(0),
+ snapToPixelGrid(false),
+ nativePaintingActive(false),
+ inverseScale(1),
+ lastTextureUnitUsed(QT_UNKNOWN_TEXTURE_UNIT),
+ vertexBuffer(QOpenGLBuffer::VertexBuffer),
+ texCoordBuffer(QOpenGLBuffer::VertexBuffer),
+ opacityBuffer(QOpenGLBuffer::VertexBuffer),
+ indexBuffer(QOpenGLBuffer::IndexBuffer)
+ { }
+
+ ~QOpenGL2PaintEngineExPrivate();
+
+ void updateBrushTexture();
+ void updateBrushUniforms();
+ void updateMatrix();
+ void updateCompositionMode();
+
+ enum TextureUpdateMode { UpdateIfNeeded, ForceUpdate };
+ template<typename T>
+ void updateTexture(GLenum textureUnit, const T &texture, GLenum wrapMode, GLenum filterMode, TextureUpdateMode updateMode = UpdateIfNeeded);
+ template<typename T>
+ GLuint bindTexture(const T &texture);
+ void activateTextureUnit(GLenum textureUnit);
+
+ void resetGLState();
+
+ // fill, stroke, drawTexture, drawPixmaps & drawCachedGlyphs are the main rendering entry-points,
+ // however writeClip can also be thought of as en entry point as it does similar things.
+ void fill(const QVectorPath &path);
+ void stroke(const QVectorPath &path, const QPen &pen);
+ void drawTexture(const QOpenGLRect& dest, const QOpenGLRect& src, const QSize &textureSize, bool opaque, bool pattern = false);
+ void drawPixmapFragments(const QPainter::PixmapFragment *fragments, int fragmentCount, const QPixmap &pixmap,
+ QPainter::PixmapFragmentHints hints);
+ void drawCachedGlyphs(QFontEngine::GlyphFormat glyphFormat, QStaticTextItem *staticTextItem);
+
+ // Calls glVertexAttributePointer if the pointer has changed
+ inline void uploadData(unsigned int arrayIndex, const GLfloat *data, GLuint count);
+ inline bool uploadIndexData(const void *data, GLenum indexValueType, GLuint count);
+
+ // draws whatever is in the vertex array:
+ void drawVertexArrays(const float *data, int *stops, int stopCount, GLenum primitive);
+ void drawVertexArrays(QOpenGL2PEXVertexArray &vertexArray, GLenum primitive) {
+ drawVertexArrays((const float *) vertexArray.data(), vertexArray.stops(), vertexArray.stopCount(), primitive);
+ }
+
+ // Composites the bounding rect onto dest buffer:
+ void composite(const QOpenGLRect& boundingRect);
+
+ // Calls drawVertexArrays to render into stencil buffer:
+ void fillStencilWithVertexArray(const float *data, int count, int *stops, int stopCount, const QOpenGLRect &bounds, StencilFillMode mode);
+ void fillStencilWithVertexArray(QOpenGL2PEXVertexArray& vertexArray, bool useWindingFill) {
+ fillStencilWithVertexArray((const float *) vertexArray.data(), 0, vertexArray.stops(), vertexArray.stopCount(),
+ vertexArray.boundingRect(),
+ useWindingFill ? WindingFillMode : OddEvenFillMode);
+ }
+
+ void setBrush(const QBrush& brush);
+ void transferMode(EngineMode newMode);
+ bool prepareForDraw(bool srcPixelsAreOpaque); // returns true if the program has changed
+ bool prepareForCachedGlyphDraw(const QFontEngineGlyphCache &cache);
+ inline void useSimpleShader();
+ inline GLuint location(const QOpenGLEngineShaderManager::Uniform uniform) {
+ return shaderManager->getUniformLocation(uniform);
+ }
+
+ void clearClip(uint value);
+ void writeClip(const QVectorPath &path, uint value);
+ void resetClipIfNeeded();
+
+ void updateClipScissorTest();
+ void setScissor(const QRect &rect);
+ void regenerateClip();
+ void systemStateChanged() override;
+
+ void setVertexAttribArrayEnabled(int arrayIndex, bool enabled = true);
+ void syncGlState();
+
+ static QOpenGLEngineShaderManager* shaderManagerForEngine(QOpenGL2PaintEngineEx *engine) { return engine->d_func()->shaderManager; }
+ static QOpenGL2PaintEngineExPrivate *getData(QOpenGL2PaintEngineEx *engine) { return engine->d_func(); }
+ static void cleanupVectorPath(QPaintEngineEx *engine, void *data);
+
+ QOpenGLExtensions funcs;
+
+ QOpenGL2PaintEngineEx* q;
+ QOpenGLEngineShaderManager* shaderManager;
+ QOpenGLPaintDevice* device;
+ int width, height;
+ QOpenGLContext *ctx;
+ EngineMode mode;
+ QFontEngine::GlyphFormat glyphCacheFormat;
+
+ bool vertexAttributeArraysEnabledState[QT_GL_VERTEX_ARRAY_TRACKED_COUNT];
+
+ // Dirty flags
+ bool matrixDirty; // Implies matrix uniforms are also dirty
+ bool compositionModeDirty;
+ bool brushTextureDirty;
+ bool brushUniformsDirty;
+ bool opacityUniformDirty;
+ bool matrixUniformDirty;
+
+ bool stencilClean; // Has the stencil not been used for clipping so far?
+ bool useSystemClip;
+ QRegion dirtyStencilRegion;
+ QRect currentScissorBounds;
+ uint maxClip;
+
+ QBrush currentBrush; // May not be the state's brush!
+ const QBrush noBrush;
+
+ QImage currentBrushImage;
+
+ QOpenGL2PEXVertexArray vertexCoordinateArray;
+ QOpenGL2PEXVertexArray textureCoordinateArray;
+ QVector<GLushort> elementIndices;
+ GLuint elementIndicesVBOId;
+ QDataBuffer<GLfloat> opacityArray;
+ GLfloat staticVertexCoordinateArray[8];
+ GLfloat staticTextureCoordinateArray[8];
+
+ bool snapToPixelGrid;
+ bool nativePaintingActive;
+ GLfloat pmvMatrix[3][3];
+ GLfloat inverseScale;
+
+ GLenum lastTextureUnitUsed;
+ GLuint lastTextureUsed;
+
+ QOpenGLVertexArrayObject vao;
+ QOpenGLBuffer vertexBuffer;
+ QOpenGLBuffer texCoordBuffer;
+ QOpenGLBuffer opacityBuffer;
+ QOpenGLBuffer indexBuffer;
+
+ bool needsSync;
+ bool multisamplingAlwaysEnabled;
+
+ QTriangulatingStroker stroker;
+ QDashedStrokeProcessor dasher;
+
+ QVector<GLuint> unusedVBOSToClean;
+ QVector<GLuint> unusedIBOSToClean;
+
+ const GLfloat *vertexAttribPointers[3];
+};
+
+
+void QOpenGL2PaintEngineExPrivate::uploadData(unsigned int arrayIndex, const GLfloat *data, GLuint count)
+{
+ Q_ASSERT(arrayIndex < 3);
+
+ // If a vertex array object is created we have a profile that supports them
+ // and we will upload the data via a QOpenGLBuffer. Otherwise we will use
+ // the legacy way of uploading the data via glVertexAttribPointer.
+ if (vao.isCreated()) {
+ if (arrayIndex == QT_VERTEX_COORDS_ATTR) {
+ vertexBuffer.bind();
+ vertexBuffer.allocate(data, count * sizeof(float));
+ }
+ if (arrayIndex == QT_TEXTURE_COORDS_ATTR) {
+ texCoordBuffer.bind();
+ texCoordBuffer.allocate(data, count * sizeof(float));
+ }
+ if (arrayIndex == QT_OPACITY_ATTR) {
+ opacityBuffer.bind();
+ opacityBuffer.allocate(data, count * sizeof(float));
+ }
+ if (arrayIndex == QT_OPACITY_ATTR)
+ funcs.glVertexAttribPointer(arrayIndex, 1, GL_FLOAT, GL_FALSE, 0, nullptr);
+ else
+ funcs.glVertexAttribPointer(arrayIndex, 2, GL_FLOAT, GL_FALSE, 0, nullptr);
+ } else {
+ // If we already uploaded the data we don't have to do it again
+ if (data == vertexAttribPointers[arrayIndex])
+ return;
+
+ // Store the data in cache and upload it to the graphics card.
+ vertexAttribPointers[arrayIndex] = data;
+ if (arrayIndex == QT_OPACITY_ATTR)
+ funcs.glVertexAttribPointer(arrayIndex, 1, GL_FLOAT, GL_FALSE, 0, data);
+ else
+ funcs.glVertexAttribPointer(arrayIndex, 2, GL_FLOAT, GL_FALSE, 0, data);
+ }
+}
+
+bool QOpenGL2PaintEngineExPrivate::uploadIndexData(const void *data, GLenum indexValueType, GLuint count)
+{
+ // Follow the uploadData() logic: VBOs are used only when VAO support is available.
+ // Otherwise the legacy client-side pointer path is used.
+ if (vao.isCreated()) {
+ Q_ASSERT(indexValueType == GL_UNSIGNED_SHORT || indexValueType == GL_UNSIGNED_INT);
+ indexBuffer.bind();
+ indexBuffer.allocate(data, count * (indexValueType == GL_UNSIGNED_SHORT ? sizeof(quint16) : sizeof(quint32)));
+ return true;
+ }
+ return false;
+}
+
+QT_END_NAMESPACE
+
+#endif
diff --git a/src/opengl/qopenglshadercache_p.h b/src/opengl/qopenglshadercache_p.h
new file mode 100644
index 0000000000..88efa34216
--- /dev/null
+++ b/src/opengl/qopenglshadercache_p.h
@@ -0,0 +1,86 @@
+/****************************************************************************
+**
+** Copyright (C) 2016 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the QtOpenGL module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or (at your option) the GNU General
+** Public license version 3 or any later version approved by the KDE Free
+** Qt Foundation. The licenses are as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
+** included in the packaging of this file. Please review the following
+** information to ensure the GNU General Public License requirements will
+** be met: https://www.gnu.org/licenses/gpl-2.0.html and
+** https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+//
+// W A R N I N G
+// -------------
+//
+// This file is not part of the Qt API. It exists purely as an
+// implementation detail. This header file may change from version to
+// version without notice, or even be removed.
+//
+// We mean it.
+//
+
+#ifndef QOPENGLSHADERCACHE_P_H
+#define QOPENGLSHADERCACHE_P_H
+
+#include <QtOpenGL/qtopenglglobal.h>
+
+QT_BEGIN_NAMESPACE
+
+
+class QOpenGLShaderProgram;
+class QOpenGLContext;
+
+class CachedShader
+{
+public:
+ inline CachedShader(const QByteArray &, const QByteArray &)
+ {}
+
+ inline bool isCached()
+ {
+ return false;
+ }
+
+ inline bool load(QOpenGLShaderProgram *, QOpenGLContext *)
+ {
+ return false;
+ }
+
+ inline bool store(QOpenGLShaderProgram *, QOpenGLContext *)
+ {
+ return false;
+ }
+};
+
+QT_END_NAMESPACE
+
+#endif
diff --git a/src/opengl/qopengltexturecache.cpp b/src/opengl/qopengltexturecache.cpp
new file mode 100644
index 0000000000..5256c429e0
--- /dev/null
+++ b/src/opengl/qopengltexturecache.cpp
@@ -0,0 +1,198 @@
+/****************************************************************************
+**
+** Copyright (C) 2016 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the QtOpenGL module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or (at your option) the GNU General
+** Public license version 3 or any later version approved by the KDE Free
+** Qt Foundation. The licenses are as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
+** included in the packaging of this file. Please review the following
+** information to ensure the GNU General Public License requirements will
+** be met: https://www.gnu.org/licenses/gpl-2.0.html and
+** https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "qopengltexturecache_p.h"
+#include <private/qopengltextureuploader_p.h>
+#include <qmath.h>
+#include <qopenglfunctions.h>
+#include <private/qimagepixmapcleanuphooks_p.h>
+#include <qpa/qplatformpixmap.h>
+
+QT_BEGIN_NAMESPACE
+
+class QOpenGLTextureCacheWrapper
+{
+public:
+ QOpenGLTextureCacheWrapper()
+ {
+ QImagePixmapCleanupHooks::instance()->addPlatformPixmapModificationHook(cleanupTexturesForPixmapData);
+ QImagePixmapCleanupHooks::instance()->addPlatformPixmapDestructionHook(cleanupTexturesForPixmapData);
+ QImagePixmapCleanupHooks::instance()->addImageHook(cleanupTexturesForCacheKey);
+ }
+
+ ~QOpenGLTextureCacheWrapper()
+ {
+ QImagePixmapCleanupHooks::instance()->removePlatformPixmapModificationHook(cleanupTexturesForPixmapData);
+ QImagePixmapCleanupHooks::instance()->removePlatformPixmapDestructionHook(cleanupTexturesForPixmapData);
+ QImagePixmapCleanupHooks::instance()->removeImageHook(cleanupTexturesForCacheKey);
+ }
+
+ QOpenGLTextureCache *cacheForContext(QOpenGLContext *context) {
+ QMutexLocker lock(&m_mutex);
+ return m_resource.value<QOpenGLTextureCache>(context);
+ }
+
+ static void cleanupTexturesForCacheKey(qint64 key);
+ static void cleanupTexturesForPixmapData(QPlatformPixmap *pmd);
+
+private:
+ QOpenGLMultiGroupSharedResource m_resource;
+ QMutex m_mutex;
+};
+
+Q_GLOBAL_STATIC(QOpenGLTextureCacheWrapper, qt_texture_caches)
+
+QOpenGLTextureCache *QOpenGLTextureCache::cacheForContext(QOpenGLContext *context)
+{
+ return qt_texture_caches()->cacheForContext(context);
+}
+
+void QOpenGLTextureCacheWrapper::cleanupTexturesForCacheKey(qint64 key)
+{
+ QList<QOpenGLSharedResource *> resources = qt_texture_caches()->m_resource.resources();
+ for (QList<QOpenGLSharedResource *>::iterator it = resources.begin(); it != resources.end(); ++it)
+ static_cast<QOpenGLTextureCache *>(*it)->invalidate(key);
+}
+
+void QOpenGLTextureCacheWrapper::cleanupTexturesForPixmapData(QPlatformPixmap *pmd)
+{
+ cleanupTexturesForCacheKey(pmd->cacheKey());
+}
+
+QOpenGLTextureCache::QOpenGLTextureCache(QOpenGLContext *ctx)
+ : QOpenGLSharedResource(ctx->shareGroup())
+ , m_cache(256 * 1024) // 256 MB cache
+{
+}
+
+QOpenGLTextureCache::~QOpenGLTextureCache()
+{
+}
+
+GLuint QOpenGLTextureCache::bindTexture(QOpenGLContext *context, const QPixmap &pixmap, QOpenGLTextureUploader::BindOptions options)
+{
+ if (pixmap.isNull())
+ return 0;
+ QMutexLocker locker(&m_mutex);
+ qint64 key = pixmap.cacheKey();
+
+ // A QPainter is active on the image - take the safe route and replace the texture.
+ if (!pixmap.paintingActive()) {
+ QOpenGLCachedTexture *entry = m_cache.object(key);
+ if (entry && entry->options() == options) {
+ context->functions()->glBindTexture(GL_TEXTURE_2D, entry->id());
+ return entry->id();
+ }
+ }
+
+ GLuint id = bindTexture(context, key, pixmap.toImage(), options);
+ if (id > 0)
+ QImagePixmapCleanupHooks::enableCleanupHooks(pixmap);
+
+ return id;
+}
+
+GLuint QOpenGLTextureCache::bindTexture(QOpenGLContext *context, const QImage &image, QOpenGLTextureUploader::BindOptions options)
+{
+ if (image.isNull())
+ return 0;
+ QMutexLocker locker(&m_mutex);
+ qint64 key = image.cacheKey();
+
+ // A QPainter is active on the image - take the safe route and replace the texture.
+ if (!image.paintingActive()) {
+ QOpenGLCachedTexture *entry = m_cache.object(key);
+ if (entry && entry->options() == options) {
+ context->functions()->glBindTexture(GL_TEXTURE_2D, entry->id());
+ return entry->id();
+ }
+ }
+
+ QImage img = image;
+ if (!context->functions()->hasOpenGLFeature(QOpenGLFunctions::NPOTTextures))
+ options |= QOpenGLTextureUploader::PowerOfTwoBindOption;
+
+ GLuint id = bindTexture(context, key, img, options);
+ if (id > 0)
+ QImagePixmapCleanupHooks::enableCleanupHooks(image);
+
+ return id;
+}
+
+GLuint QOpenGLTextureCache::bindTexture(QOpenGLContext *context, qint64 key, const QImage &image, QOpenGLTextureUploader::BindOptions options)
+{
+ GLuint id;
+ QOpenGLFunctions *funcs = context->functions();
+ funcs->glGenTextures(1, &id);
+ funcs->glBindTexture(GL_TEXTURE_2D, id);
+
+ int cost = QOpenGLTextureUploader::textureImage(GL_TEXTURE_2D, image, options);
+
+ m_cache.insert(key, new QOpenGLCachedTexture(id, options, context), cost / 1024);
+
+ return id;
+}
+
+void QOpenGLTextureCache::invalidate(qint64 key)
+{
+ QMutexLocker locker(&m_mutex);
+ m_cache.remove(key);
+}
+
+void QOpenGLTextureCache::invalidateResource()
+{
+ m_cache.clear();
+}
+
+void QOpenGLTextureCache::freeResource(QOpenGLContext *)
+{
+ Q_ASSERT(false); // the texture cache lives until the context group disappears
+}
+
+static void freeTexture(QOpenGLFunctions *funcs, GLuint id)
+{
+ funcs->glDeleteTextures(1, &id);
+}
+
+QOpenGLCachedTexture::QOpenGLCachedTexture(GLuint id, QOpenGLTextureUploader::BindOptions options, QOpenGLContext *context) : m_options(options)
+{
+ m_resource = new QOpenGLSharedResourceGuard(context, id, freeTexture);
+}
+
+QT_END_NAMESPACE
diff --git a/src/opengl/qopengltexturecache_p.h b/src/opengl/qopengltexturecache_p.h
new file mode 100644
index 0000000000..14e03ebea1
--- /dev/null
+++ b/src/opengl/qopengltexturecache_p.h
@@ -0,0 +1,108 @@
+/****************************************************************************
+**
+** Copyright (C) 2016 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the QtOpenGL module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or (at your option) the GNU General
+** Public license version 3 or any later version approved by the KDE Free
+** Qt Foundation. The licenses are as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
+** included in the packaging of this file. Please review the following
+** information to ensure the GNU General Public License requirements will
+** be met: https://www.gnu.org/licenses/gpl-2.0.html and
+** https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+//
+// W A R N I N G
+// -------------
+//
+// This file is not part of the Qt API. It exists purely as an
+// implementation detail. This header file may change from version to
+// version without notice, or even be removed.
+//
+// We mean it.
+//
+
+#ifndef QOPENGLTEXTURECACHE_P_H
+#define QOPENGLTEXTURECACHE_P_H
+
+#include <QtOpenGL/qtopenglglobal.h>
+#include <QHash>
+#include <QObject>
+#include <QCache>
+#include <private/qopenglcontext_p.h>
+#include <private/qopengltextureuploader_p.h>
+#include <QtCore/qmutex.h>
+
+QT_BEGIN_NAMESPACE
+
+class QOpenGLCachedTexture;
+
+class Q_OPENGL_EXPORT QOpenGLTextureCache : public QOpenGLSharedResource
+{
+public:
+ static QOpenGLTextureCache *cacheForContext(QOpenGLContext *context);
+
+ QOpenGLTextureCache(QOpenGLContext *);
+ ~QOpenGLTextureCache();
+
+ GLuint bindTexture(QOpenGLContext *context, const QPixmap &pixmap,
+ QOpenGLTextureUploader::BindOptions options = QOpenGLTextureUploader::PremultipliedAlphaBindOption);
+ GLuint bindTexture(QOpenGLContext *context, const QImage &image,
+ QOpenGLTextureUploader::BindOptions options = QOpenGLTextureUploader::PremultipliedAlphaBindOption);
+
+ void invalidate(qint64 key);
+
+ void invalidateResource() override;
+ void freeResource(QOpenGLContext *ctx) override;
+
+private:
+ GLuint bindTexture(QOpenGLContext *context, qint64 key, const QImage &image, QOpenGLTextureUploader::BindOptions options);
+
+ QMutex m_mutex;
+ QCache<quint64, QOpenGLCachedTexture> m_cache;
+};
+
+class QOpenGLCachedTexture
+{
+public:
+ QOpenGLCachedTexture(GLuint id, QOpenGLTextureUploader::BindOptions options, QOpenGLContext *context);
+ ~QOpenGLCachedTexture() { m_resource->free(); }
+
+ GLuint id() const { return m_resource->id(); }
+ QOpenGLTextureUploader::BindOptions options() const { return m_options; }
+
+private:
+ QOpenGLSharedResourceGuard *m_resource;
+ QOpenGLTextureUploader::BindOptions m_options;
+};
+
+QT_END_NAMESPACE
+
+#endif
+
diff --git a/src/opengl/qopengltextureglyphcache.cpp b/src/opengl/qopengltextureglyphcache.cpp
new file mode 100644
index 0000000000..66fd3a7507
--- /dev/null
+++ b/src/opengl/qopengltextureglyphcache.cpp
@@ -0,0 +1,485 @@
+/****************************************************************************
+**
+** Copyright (C) 2016 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the QtOpenGL module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or (at your option) the GNU General
+** Public license version 3 or any later version approved by the KDE Free
+** Qt Foundation. The licenses are as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
+** included in the packaging of this file. Please review the following
+** information to ensure the GNU General Public License requirements will
+** be met: https://www.gnu.org/licenses/gpl-2.0.html and
+** https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "qopengltextureglyphcache_p.h"
+#include <private/qopenglpaintengine_p.h>
+#include "private/qopenglengineshadersource_p.h"
+#include <private/qopenglextensions_p.h>
+#include <qrgb.h>
+#include <private/qdrawhelper_p.h>
+
+QT_BEGIN_NAMESPACE
+
+
+static int next_qopengltextureglyphcache_serial_number()
+{
+ static QBasicAtomicInt serial = Q_BASIC_ATOMIC_INITIALIZER(0);
+ return 1 + serial.fetchAndAddRelaxed(1);
+}
+
+QOpenGLTextureGlyphCache::QOpenGLTextureGlyphCache(QFontEngine::GlyphFormat format, const QTransform &matrix, const QColor &color)
+ : QImageTextureGlyphCache(format, matrix, color)
+ , m_textureResource(nullptr)
+ , pex(nullptr)
+ , m_blitProgram(nullptr)
+ , m_filterMode(Nearest)
+ , m_serialNumber(next_qopengltextureglyphcache_serial_number())
+ , m_buffer(QOpenGLBuffer::VertexBuffer)
+{
+#ifdef QT_GL_TEXTURE_GLYPH_CACHE_DEBUG
+ qDebug(" -> QOpenGLTextureGlyphCache() %p for context %p.", this, QOpenGLContext::currentContext());
+#endif
+ m_vertexCoordinateArray[0] = -1.0f;
+ m_vertexCoordinateArray[1] = -1.0f;
+ m_vertexCoordinateArray[2] = 1.0f;
+ m_vertexCoordinateArray[3] = -1.0f;
+ m_vertexCoordinateArray[4] = 1.0f;
+ m_vertexCoordinateArray[5] = 1.0f;
+ m_vertexCoordinateArray[6] = -1.0f;
+ m_vertexCoordinateArray[7] = 1.0f;
+
+ m_textureCoordinateArray[0] = 0.0f;
+ m_textureCoordinateArray[1] = 0.0f;
+ m_textureCoordinateArray[2] = 1.0f;
+ m_textureCoordinateArray[3] = 0.0f;
+ m_textureCoordinateArray[4] = 1.0f;
+ m_textureCoordinateArray[5] = 1.0f;
+ m_textureCoordinateArray[6] = 0.0f;
+ m_textureCoordinateArray[7] = 1.0f;
+}
+
+QOpenGLTextureGlyphCache::~QOpenGLTextureGlyphCache()
+{
+#ifdef QT_GL_TEXTURE_GLYPH_CACHE_DEBUG
+ qDebug(" -> ~QOpenGLTextureGlyphCache() %p.", this);
+#endif
+ clear();
+}
+
+#if !defined(QT_OPENGL_ES_2)
+static inline bool isCoreProfile()
+{
+ return QOpenGLContext::currentContext()->format().profile() == QSurfaceFormat::CoreProfile;
+}
+#endif
+
+void QOpenGLTextureGlyphCache::createTextureData(int width, int height)
+{
+ QOpenGLContext *ctx = const_cast<QOpenGLContext *>(QOpenGLContext::currentContext());
+ if (ctx == nullptr) {
+ qWarning("QOpenGLTextureGlyphCache::createTextureData: Called with no context");
+ return;
+ }
+
+ // create in QImageTextureGlyphCache baseclass is meant to be called
+ // only to create the initial image and does not preserve the content,
+ // so we don't call when this function is called from resize.
+ if (ctx->d_func()->workaround_brokenFBOReadBack && image().isNull())
+ QImageTextureGlyphCache::createTextureData(width, height);
+
+ // Make the lower glyph texture size 16 x 16.
+ if (width < 16)
+ width = 16;
+ if (height < 16)
+ height = 16;
+
+ if (m_textureResource && !m_textureResource->m_texture) {
+ delete m_textureResource;
+ m_textureResource = nullptr;
+ }
+
+ if (!m_textureResource)
+ m_textureResource = new QOpenGLGlyphTexture(ctx);
+
+ QOpenGLFunctions *funcs = ctx->functions();
+ funcs->glGenTextures(1, &m_textureResource->m_texture);
+ funcs->glBindTexture(GL_TEXTURE_2D, m_textureResource->m_texture);
+
+ m_textureResource->m_width = width;
+ m_textureResource->m_height = height;
+
+ if (m_format == QFontEngine::Format_A32 || m_format == QFontEngine::Format_ARGB) {
+ QVarLengthArray<uchar> data(width * height * 4);
+ for (int i = 0; i < data.size(); ++i)
+ data[i] = 0;
+ funcs->glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, &data[0]);
+ } else {
+ QVarLengthArray<uchar> data(width * height);
+ for (int i = 0; i < data.size(); ++i)
+ data[i] = 0;
+#if !defined(QT_OPENGL_ES_2)
+ const GLint internalFormat = isCoreProfile() ? GL_R8 : GL_ALPHA;
+ const GLenum format = isCoreProfile() ? GL_RED : GL_ALPHA;
+#else
+ const GLint internalFormat = GL_ALPHA;
+ const GLenum format = GL_ALPHA;
+#endif
+ funcs->glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, width, height, 0, format, GL_UNSIGNED_BYTE, &data[0]);
+ }
+
+ funcs->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ funcs->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ funcs->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ funcs->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ m_filterMode = Nearest;
+
+ if (!m_buffer.isCreated()) {
+ m_buffer.create();
+ m_buffer.bind();
+ static GLfloat buf[sizeof(m_vertexCoordinateArray) + sizeof(m_textureCoordinateArray)];
+ memcpy(buf, m_vertexCoordinateArray, sizeof(m_vertexCoordinateArray));
+ memcpy(buf + (sizeof(m_vertexCoordinateArray) / sizeof(GLfloat)),
+ m_textureCoordinateArray,
+ sizeof(m_textureCoordinateArray));
+ m_buffer.allocate(buf, sizeof(buf));
+ m_buffer.release();
+ }
+
+ if (!m_vao.isCreated())
+ m_vao.create();
+}
+
+void QOpenGLTextureGlyphCache::setupVertexAttribs()
+{
+ m_buffer.bind();
+ m_blitProgram->setAttributeBuffer(int(QT_VERTEX_COORDS_ATTR), GL_FLOAT, 0, 2);
+ m_blitProgram->setAttributeBuffer(int(QT_TEXTURE_COORDS_ATTR), GL_FLOAT, sizeof(m_vertexCoordinateArray), 2);
+ m_blitProgram->enableAttributeArray(int(QT_VERTEX_COORDS_ATTR));
+ m_blitProgram->enableAttributeArray(int(QT_TEXTURE_COORDS_ATTR));
+ m_buffer.release();
+}
+
+static void load_glyph_image_to_texture(QOpenGLContext *ctx,
+ QImage &img,
+ GLuint texture,
+ int tx, int ty)
+{
+ QOpenGLFunctions *funcs = ctx->functions();
+
+ const int imgWidth = img.width();
+ const int imgHeight = img.height();
+
+ if (img.format() == QImage::Format_Mono) {
+ img = img.convertToFormat(QImage::Format_Grayscale8);
+ } else if (img.depth() == 32) {
+ if (img.format() == QImage::Format_RGB32
+ // We need to make the alpha component equal to the average of the RGB values.
+ // This is needed when drawing sub-pixel antialiased text on translucent targets.
+#if Q_BYTE_ORDER == Q_BIG_ENDIAN
+ || img.format() == QImage::Format_ARGB32_Premultiplied
+#else
+ || (img.format() == QImage::Format_ARGB32_Premultiplied
+ && ctx->isOpenGLES())
+#endif
+ ) {
+ for (int y = 0; y < imgHeight; ++y) {
+ QRgb *src = (QRgb *) img.scanLine(y);
+ for (int x = 0; x < imgWidth; ++x) {
+ int r = qRed(src[x]);
+ int g = qGreen(src[x]);
+ int b = qBlue(src[x]);
+ int avg;
+ if (img.format() == QImage::Format_RGB32)
+ avg = (r + g + b + 1) / 3; // "+1" for rounding.
+ else // Format_ARGB_Premultiplied
+ avg = qAlpha(src[x]);
+
+ src[x] = qRgba(r, g, b, avg);
+ // swizzle the bits to accommodate for the GL_RGBA upload.
+#if Q_BYTE_ORDER != Q_BIG_ENDIAN
+ if (ctx->isOpenGLES())
+#endif
+ src[x] = ARGB2RGBA(src[x]);
+ }
+ }
+ }
+ }
+
+ funcs->glBindTexture(GL_TEXTURE_2D, texture);
+ if (img.depth() == 32) {
+#ifdef QT_OPENGL_ES_2
+ GLenum fmt = GL_RGBA;
+#else
+ GLenum fmt = ctx->isOpenGLES() ? GL_RGBA : GL_BGRA;
+#endif // QT_OPENGL_ES_2
+
+#if Q_BYTE_ORDER == Q_BIG_ENDIAN
+ fmt = GL_RGBA;
+#endif
+ funcs->glTexSubImage2D(GL_TEXTURE_2D, 0, tx, ty, imgWidth, imgHeight, fmt, GL_UNSIGNED_BYTE, img.constBits());
+ } else {
+ // The scanlines in image are 32-bit aligned, even for mono or 8-bit formats. This
+ // is good because it matches the default of 4 bytes for GL_UNPACK_ALIGNMENT.
+#if !defined(QT_OPENGL_ES_2)
+ const GLenum format = isCoreProfile() ? GL_RED : GL_ALPHA;
+#else
+ const GLenum format = GL_ALPHA;
+#endif
+ funcs->glTexSubImage2D(GL_TEXTURE_2D, 0, tx, ty, imgWidth, imgHeight, format, GL_UNSIGNED_BYTE, img.constBits());
+ }
+}
+
+static void load_glyph_image_region_to_texture(QOpenGLContext *ctx,
+ const QImage &srcImg,
+ int x, int y,
+ int w, int h,
+ GLuint texture,
+ int tx, int ty)
+{
+ Q_ASSERT(x + w <= srcImg.width() && y + h <= srcImg.height());
+
+ QImage img;
+ if (x != 0 || y != 0 || w != srcImg.width() || h != srcImg.height())
+ img = srcImg.copy(x, y, w, h);
+ else
+ img = srcImg;
+
+ load_glyph_image_to_texture(ctx, img, texture, tx, ty);
+}
+
+void QOpenGLTextureGlyphCache::resizeTextureData(int width, int height)
+{
+ QOpenGLContext *ctx = QOpenGLContext::currentContext();
+ if (ctx == nullptr) {
+ qWarning("QOpenGLTextureGlyphCache::resizeTextureData: Called with no context");
+ return;
+ }
+
+ QOpenGLFunctions *funcs = ctx->functions();
+ GLint oldFbo;
+ funcs->glGetIntegerv(GL_FRAMEBUFFER_BINDING, &oldFbo);
+
+ int oldWidth = m_textureResource->m_width;
+ int oldHeight = m_textureResource->m_height;
+
+ // Make the lower glyph texture size 16 x 16.
+ if (width < 16)
+ width = 16;
+ if (height < 16)
+ height = 16;
+
+ GLuint oldTexture = m_textureResource->m_texture;
+ createTextureData(width, height);
+
+ if (ctx->d_func()->workaround_brokenFBOReadBack) {
+ QImageTextureGlyphCache::resizeTextureData(width, height);
+ load_glyph_image_region_to_texture(ctx, image(), 0, 0, qMin(oldWidth, width), qMin(oldHeight, height),
+ m_textureResource->m_texture, 0, 0);
+ return;
+ }
+
+ // ### the QTextureGlyphCache API needs to be reworked to allow
+ // ### resizeTextureData to fail
+
+ funcs->glBindFramebuffer(GL_FRAMEBUFFER, m_textureResource->m_fbo);
+
+ GLuint tmp_texture;
+ funcs->glGenTextures(1, &tmp_texture);
+ funcs->glBindTexture(GL_TEXTURE_2D, tmp_texture);
+ funcs->glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, oldWidth, oldHeight, 0,
+ GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
+ funcs->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ funcs->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ funcs->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ funcs->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ m_filterMode = Nearest;
+ funcs->glBindTexture(GL_TEXTURE_2D, 0);
+ funcs->glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+ GL_TEXTURE_2D, tmp_texture, 0);
+
+ funcs->glActiveTexture(GL_TEXTURE0 + QT_IMAGE_TEXTURE_UNIT);
+ funcs->glBindTexture(GL_TEXTURE_2D, oldTexture);
+
+ if (pex != nullptr)
+ pex->transferMode(BrushDrawingMode);
+
+ funcs->glDisable(GL_STENCIL_TEST);
+ funcs->glDisable(GL_DEPTH_TEST);
+ funcs->glDisable(GL_SCISSOR_TEST);
+ funcs->glDisable(GL_BLEND);
+
+ funcs->glViewport(0, 0, oldWidth, oldHeight);
+
+ QOpenGLShaderProgram *blitProgram = nullptr;
+ if (pex == nullptr) {
+ if (m_blitProgram == nullptr) {
+ m_blitProgram = new QOpenGLShaderProgram;
+ const bool isCoreProfile = ctx->format().profile() == QSurfaceFormat::CoreProfile;
+
+ {
+ QString source;
+#ifdef Q_OS_WASM
+ source.append(QLatin1String(isCoreProfile ? qopenglslUntransformedPositionVertexShader_core : qopenglslUntransformedPositionVertexShader));
+ source.append(QLatin1String(isCoreProfile ? qopenglslMainWithTexCoordsVertexShader_core : qopenglslMainWithTexCoordsVertexShader));
+#else
+ source.append(QLatin1String(isCoreProfile ? qopenglslMainWithTexCoordsVertexShader_core : qopenglslMainWithTexCoordsVertexShader));
+ source.append(QLatin1String(isCoreProfile ? qopenglslUntransformedPositionVertexShader_core : qopenglslUntransformedPositionVertexShader));
+#endif
+ m_blitProgram->addCacheableShaderFromSourceCode(QOpenGLShader::Vertex, source);
+ }
+
+ {
+ QString source;
+#ifdef Q_OS_WASM
+ source.append(QLatin1String(isCoreProfile ? qopenglslImageSrcFragmentShader_core : qopenglslImageSrcFragmentShader));
+ source.append(QLatin1String(isCoreProfile ? qopenglslMainFragmentShader_core : qopenglslMainFragmentShader));
+#else
+ source.append(QLatin1String(isCoreProfile ? qopenglslMainFragmentShader_core : qopenglslMainFragmentShader));
+ source.append(QLatin1String(isCoreProfile ? qopenglslImageSrcFragmentShader_core : qopenglslImageSrcFragmentShader));
+#endif
+ m_blitProgram->addCacheableShaderFromSourceCode(QOpenGLShader::Fragment, source);
+ }
+
+ m_blitProgram->bindAttributeLocation("vertexCoordsArray", QT_VERTEX_COORDS_ATTR);
+ m_blitProgram->bindAttributeLocation("textureCoordArray", QT_TEXTURE_COORDS_ATTR);
+
+ m_blitProgram->link();
+
+ if (m_vao.isCreated()) {
+ m_vao.bind();
+ setupVertexAttribs();
+ }
+ }
+
+ if (m_vao.isCreated())
+ m_vao.bind();
+ else
+ setupVertexAttribs();
+
+ m_blitProgram->bind();
+ blitProgram = m_blitProgram;
+
+ } else {
+ pex->uploadData(QT_VERTEX_COORDS_ATTR, m_vertexCoordinateArray, 8);
+ pex->uploadData(QT_TEXTURE_COORDS_ATTR, m_textureCoordinateArray, 8);
+
+ pex->shaderManager->useBlitProgram();
+ blitProgram = pex->shaderManager->blitProgram();
+ }
+
+ blitProgram->setUniformValue("imageTexture", QT_IMAGE_TEXTURE_UNIT);
+
+ funcs->glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+
+ funcs->glBindTexture(GL_TEXTURE_2D, m_textureResource->m_texture);
+
+ funcs->glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, oldWidth, oldHeight);
+
+ funcs->glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+ GL_RENDERBUFFER, 0);
+ funcs->glDeleteTextures(1, &tmp_texture);
+ funcs->glDeleteTextures(1, &oldTexture);
+
+ funcs->glBindFramebuffer(GL_FRAMEBUFFER, (GLuint)oldFbo);
+
+ if (pex != nullptr) {
+ funcs->glViewport(0, 0, pex->width, pex->height);
+ pex->updateClipScissorTest();
+ } else {
+ if (m_vao.isCreated()) {
+ m_vao.release();
+ } else {
+ m_blitProgram->disableAttributeArray(int(QT_VERTEX_COORDS_ATTR));
+ m_blitProgram->disableAttributeArray(int(QT_TEXTURE_COORDS_ATTR));
+ }
+ }
+}
+
+void QOpenGLTextureGlyphCache::fillTexture(const Coord &c, glyph_t glyph, QFixed subPixelPosition)
+{
+ QOpenGLContext *ctx = QOpenGLContext::currentContext();
+ if (ctx == nullptr) {
+ qWarning("QOpenGLTextureGlyphCache::fillTexture: Called with no context");
+ return;
+ }
+
+ if (ctx->d_func()->workaround_brokenFBOReadBack) {
+ QImageTextureGlyphCache::fillTexture(c, glyph, subPixelPosition);
+ load_glyph_image_region_to_texture(ctx, image(), c.x, c.y, c.w, c.h, m_textureResource->m_texture, c.x, c.y);
+ return;
+ }
+
+ QImage mask = textureMapForGlyph(glyph, subPixelPosition);
+ load_glyph_image_to_texture(ctx, mask, m_textureResource->m_texture, c.x, c.y);
+}
+
+int QOpenGLTextureGlyphCache::glyphPadding() const
+{
+ return 1;
+}
+
+int QOpenGLTextureGlyphCache::maxTextureWidth() const
+{
+ QOpenGLContext *ctx = const_cast<QOpenGLContext *>(QOpenGLContext::currentContext());
+ if (ctx == nullptr)
+ return QImageTextureGlyphCache::maxTextureWidth();
+ else
+ return ctx->d_func()->maxTextureSize();
+}
+
+int QOpenGLTextureGlyphCache::maxTextureHeight() const
+{
+ QOpenGLContext *ctx = const_cast<QOpenGLContext *>(QOpenGLContext::currentContext());
+ if (ctx == nullptr)
+ return QImageTextureGlyphCache::maxTextureHeight();
+
+ if (ctx->d_func()->workaround_brokenTexSubImage)
+ return qMin(1024, ctx->d_func()->maxTextureSize());
+ else
+ return ctx->d_func()->maxTextureSize();
+}
+
+void QOpenGLTextureGlyphCache::clear()
+{
+ if (m_textureResource)
+ m_textureResource->free();
+ m_textureResource = nullptr;
+
+ delete m_blitProgram;
+ m_blitProgram = nullptr;
+
+ m_w = 0;
+ m_h = 0;
+ m_cx = 0;
+ m_cy = 0;
+ m_currentRowHeight = 0;
+ coords.clear();
+}
+
+QT_END_NAMESPACE
diff --git a/src/opengl/qopengltextureglyphcache_p.h b/src/opengl/qopengltextureglyphcache_p.h
new file mode 100644
index 0000000000..15ecd6209b
--- /dev/null
+++ b/src/opengl/qopengltextureglyphcache_p.h
@@ -0,0 +1,181 @@
+/****************************************************************************
+**
+** Copyright (C) 2016 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the QtOpenGL module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or (at your option) the GNU General
+** Public license version 3 or any later version approved by the KDE Free
+** Qt Foundation. The licenses are as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
+** included in the packaging of this file. Please review the following
+** information to ensure the GNU General Public License requirements will
+** be met: https://www.gnu.org/licenses/gpl-2.0.html and
+** https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#ifndef QOPENGLTEXTUREGLYPHCACHE_P_H
+#define QOPENGLTEXTUREGLYPHCACHE_P_H
+
+//
+// W A R N I N G
+// -------------
+//
+// This file is not part of the Qt API. It exists purely as an
+// implementation detail. This header file may change from version to
+// version without notice, or even be removed.
+//
+// We mean it.
+//
+
+#include <QtOpenGL/qtopenglglobal.h>
+#include <private/qtextureglyphcache_p.h>
+#include <private/qopenglcontext_p.h>
+#include <qopenglshaderprogram.h>
+#include <qopenglfunctions.h>
+#include <qopenglbuffer.h>
+#include <qopenglvertexarrayobject.h>
+
+// #define QT_GL_TEXTURE_GLYPH_CACHE_DEBUG
+
+QT_BEGIN_NAMESPACE
+
+class QOpenGL2PaintEngineExPrivate;
+
+class QOpenGLGlyphTexture : public QOpenGLSharedResource
+{
+public:
+ explicit QOpenGLGlyphTexture(QOpenGLContext *ctx)
+ : QOpenGLSharedResource(ctx->shareGroup())
+ , m_width(0)
+ , m_height(0)
+ {
+ if (!ctx->d_func()->workaround_brokenFBOReadBack)
+ QOpenGLFunctions(ctx).glGenFramebuffers(1, &m_fbo);
+
+#ifdef QT_GL_TEXTURE_GLYPH_CACHE_DEBUG
+ qDebug(" -> QOpenGLGlyphTexture() %p for context %p.", this, ctx);
+#endif
+ }
+
+ void freeResource(QOpenGLContext *context) override
+ {
+ QOpenGLContext *ctx = context;
+#ifdef QT_GL_TEXTURE_GLYPH_CACHE_DEBUG
+ qDebug("~QOpenGLGlyphTexture() %p for context %p.", this, ctx);
+#endif
+ if (!ctx->d_func()->workaround_brokenFBOReadBack)
+ ctx->functions()->glDeleteFramebuffers(1, &m_fbo);
+ if (m_width || m_height)
+ ctx->functions()->glDeleteTextures(1, &m_texture);
+ }
+
+ void invalidateResource() override
+ {
+ m_texture = 0;
+ m_fbo = 0;
+ m_width = 0;
+ m_height = 0;
+ }
+
+ GLuint m_texture;
+ GLuint m_fbo;
+ int m_width;
+ int m_height;
+};
+
+class Q_OPENGL_EXPORT QOpenGLTextureGlyphCache : public QImageTextureGlyphCache
+{
+public:
+ QOpenGLTextureGlyphCache(QFontEngine::GlyphFormat glyphFormat, const QTransform &matrix, const QColor &color = QColor());
+ ~QOpenGLTextureGlyphCache();
+
+ virtual void createTextureData(int width, int height) override;
+ virtual void resizeTextureData(int width, int height) override;
+ virtual void fillTexture(const Coord &c, glyph_t glyph, QFixed subPixelPosition) override;
+ virtual int glyphPadding() const override;
+ virtual int maxTextureWidth() const override;
+ virtual int maxTextureHeight() const override;
+
+ inline GLuint texture() const {
+ QOpenGLTextureGlyphCache *that = const_cast<QOpenGLTextureGlyphCache *>(this);
+ QOpenGLGlyphTexture *glyphTexture = that->m_textureResource;
+ return glyphTexture ? glyphTexture->m_texture : 0;
+ }
+
+ inline int width() const {
+ QOpenGLTextureGlyphCache *that = const_cast<QOpenGLTextureGlyphCache *>(this);
+ QOpenGLGlyphTexture *glyphTexture = that->m_textureResource;
+ return glyphTexture ? glyphTexture->m_width : 0;
+ }
+ inline int height() const {
+ QOpenGLTextureGlyphCache *that = const_cast<QOpenGLTextureGlyphCache *>(this);
+ QOpenGLGlyphTexture *glyphTexture = that->m_textureResource;
+ return glyphTexture ? glyphTexture->m_height : 0;
+ }
+
+ inline void setPaintEnginePrivate(QOpenGL2PaintEngineExPrivate *p) { pex = p; }
+
+ inline const QOpenGLContextGroup *contextGroup() const { return m_textureResource ? m_textureResource->group() : nullptr; }
+
+ inline int serialNumber() const { return m_serialNumber; }
+
+ enum FilterMode {
+ Nearest,
+ Linear
+ };
+ FilterMode filterMode() const { return m_filterMode; }
+ void setFilterMode(FilterMode m) { m_filterMode = m; }
+
+ void clear();
+
+ QOpenGL2PaintEngineExPrivate *paintEnginePrivate() const
+ {
+ return pex;
+ }
+
+private:
+ void setupVertexAttribs();
+
+ QOpenGLGlyphTexture *m_textureResource;
+
+ QOpenGL2PaintEngineExPrivate *pex;
+ QOpenGLShaderProgram *m_blitProgram;
+ FilterMode m_filterMode;
+
+ GLfloat m_vertexCoordinateArray[8];
+ GLfloat m_textureCoordinateArray[8];
+
+ int m_serialNumber;
+
+ QOpenGLBuffer m_buffer;
+ QOpenGLVertexArrayObject m_vao;
+};
+
+QT_END_NAMESPACE
+
+#endif // QOPENGLTEXTUREGLYPHCACHE_P_H
+
diff --git a/src/opengl/qopengltextureuploader.cpp b/src/opengl/qopengltextureuploader.cpp
new file mode 100644
index 0000000000..469ddc56c1
--- /dev/null
+++ b/src/opengl/qopengltextureuploader.cpp
@@ -0,0 +1,381 @@
+/****************************************************************************
+**
+** Copyright (C) 2018 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the QtOpenGL module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or (at your option) the GNU General
+** Public license version 3 or any later version approved by the KDE Free
+** Qt Foundation. The licenses are as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
+** included in the packaging of this file. Please review the following
+** information to ensure the GNU General Public License requirements will
+** be met: https://www.gnu.org/licenses/gpl-2.0.html and
+** https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "qopengltextureuploader_p.h"
+
+#include <qimage.h>
+#include <qmath.h>
+#include <qopenglfunctions.h>
+#include <private/qopenglcontext_p.h>
+#include <private/qopenglextensions_p.h>
+
+#ifndef GL_RED
+#define GL_RED 0x1903
+#endif
+
+#ifndef GL_GREEN
+#define GL_GREEN 0x1904
+#endif
+
+#ifndef GL_BLUE
+#define GL_BLUE 0x1905
+#endif
+
+#ifndef GL_RGB10_A2
+#define GL_RGB10_A2 0x8059
+#endif
+
+#ifndef GL_RGBA16
+#define GL_RGBA16 0x805B
+#endif
+
+#ifndef GL_BGR
+#define GL_BGR 0x80E0
+#endif
+
+#ifndef GL_BGRA
+#define GL_BGRA 0x80E1
+#endif
+
+#ifndef GL_UNSIGNED_INT_8_8_8_8_REV
+#define GL_UNSIGNED_INT_8_8_8_8_REV 0x8367
+#endif
+
+#ifndef GL_UNSIGNED_INT_2_10_10_10_REV
+#define GL_UNSIGNED_INT_2_10_10_10_REV 0x8368
+#endif
+
+#ifndef GL_TEXTURE_SWIZZLE_R
+#define GL_TEXTURE_SWIZZLE_R 0x8E42
+#endif
+
+#ifndef GL_TEXTURE_SWIZZLE_G
+#define GL_TEXTURE_SWIZZLE_G 0x8E43
+#endif
+
+#ifndef GL_TEXTURE_SWIZZLE_B
+#define GL_TEXTURE_SWIZZLE_B 0x8E44
+#endif
+
+#ifndef GL_TEXTURE_SWIZZLE_A
+#define GL_TEXTURE_SWIZZLE_A 0x8E45
+#endif
+
+#ifndef GL_SRGB
+#define GL_SRGB 0x8C40
+#endif
+#ifndef GL_SRGB_ALPHA
+#define GL_SRGB_ALPHA 0x8C42
+#endif
+
+QT_BEGIN_NAMESPACE
+
+qsizetype QOpenGLTextureUploader::textureImage(GLenum target, const QImage &image, QOpenGLTextureUploader::BindOptions options, QSize maxSize)
+{
+ QOpenGLContext *context = QOpenGLContext::currentContext();
+ QOpenGLExtensions *funcs = static_cast<QOpenGLExtensions*>(context->functions());
+
+ QImage tx;
+ GLenum externalFormat;
+ GLenum internalFormat;
+ GLuint pixelType;
+ QImage::Format targetFormat = QImage::Format_Invalid;
+ const bool isOpenGL12orBetter = !context->isOpenGLES() && (context->format().majorVersion() >= 2 || context->format().minorVersion() >= 2);
+ const bool isOpenGLES3orBetter = context->isOpenGLES() && context->format().majorVersion() >= 3;
+ const bool sRgbBinding = (options & SRgbBindOption);
+ Q_ASSERT(isOpenGL12orBetter || context->isOpenGLES());
+ Q_ASSERT((options & (SRgbBindOption | UseRedForAlphaAndLuminanceBindOption)) != (SRgbBindOption | UseRedForAlphaAndLuminanceBindOption));
+
+ switch (image.format()) {
+ case QImage::Format_RGB32:
+ case QImage::Format_ARGB32:
+ case QImage::Format_ARGB32_Premultiplied:
+ if (isOpenGL12orBetter) {
+ externalFormat = GL_BGRA;
+ internalFormat = GL_RGBA;
+ pixelType = GL_UNSIGNED_INT_8_8_8_8_REV;
+#if Q_BYTE_ORDER == Q_LITTLE_ENDIAN
+ // Without GL_UNSIGNED_INT_8_8_8_8_REV, BGRA only matches ARGB on little endian:
+ } else if (funcs->hasOpenGLExtension(QOpenGLExtensions::BGRATextureFormat) && !sRgbBinding) {
+ // The GL_EXT_texture_format_BGRA8888 extension requires the internal format to match the external.
+ externalFormat = internalFormat = GL_BGRA;
+ pixelType = GL_UNSIGNED_BYTE;
+ } else if (context->isOpenGLES() && context->hasExtension(QByteArrayLiteral("GL_APPLE_texture_format_BGRA8888"))) {
+ // Is only allowed as an external format like OpenGL.
+ externalFormat = GL_BGRA;
+ internalFormat = GL_RGBA;
+ pixelType = GL_UNSIGNED_BYTE;
+#endif
+ } else if (funcs->hasOpenGLExtension(QOpenGLExtensions::TextureSwizzle)) {
+#if Q_BYTE_ORDER == Q_LITTLE_ENDIAN
+ funcs->glTexParameteri(target, GL_TEXTURE_SWIZZLE_R, GL_BLUE);
+ funcs->glTexParameteri(target, GL_TEXTURE_SWIZZLE_B, GL_RED);
+#else
+ funcs->glTexParameteri(target, GL_TEXTURE_SWIZZLE_R, GL_GREEN);
+ funcs->glTexParameteri(target, GL_TEXTURE_SWIZZLE_G, GL_BLUE);
+ funcs->glTexParameteri(target, GL_TEXTURE_SWIZZLE_B, GL_ALPHA);
+ funcs->glTexParameteri(target, GL_TEXTURE_SWIZZLE_A, GL_RED);
+#endif
+ externalFormat = internalFormat = GL_RGBA;
+ pixelType = GL_UNSIGNED_BYTE;
+ } else {
+ // No support for direct ARGB32 upload.
+ break;
+ }
+ targetFormat = image.format();
+ break;
+ case QImage::Format_BGR30:
+ case QImage::Format_A2BGR30_Premultiplied:
+ if (sRgbBinding) {
+ // Always needs conversion
+ break;
+ } else if (isOpenGL12orBetter || isOpenGLES3orBetter) {
+ pixelType = GL_UNSIGNED_INT_2_10_10_10_REV;
+ externalFormat = GL_RGBA;
+ internalFormat = GL_RGB10_A2;
+ targetFormat = image.format();
+ }
+ break;
+ case QImage::Format_RGB30:
+ case QImage::Format_A2RGB30_Premultiplied:
+ if (sRgbBinding) {
+ // Always needs conversion
+ break;
+ } else if (isOpenGL12orBetter) {
+ pixelType = GL_UNSIGNED_INT_2_10_10_10_REV;
+ externalFormat = GL_BGRA;
+ internalFormat = GL_RGB10_A2;
+ targetFormat = image.format();
+ } else if (funcs->hasOpenGLExtension(QOpenGLExtensions::TextureSwizzle)) {
+ funcs->glTexParameteri(target, GL_TEXTURE_SWIZZLE_B, GL_RED);
+ funcs->glTexParameteri(target, GL_TEXTURE_SWIZZLE_R, GL_BLUE);
+ pixelType = GL_UNSIGNED_INT_2_10_10_10_REV;
+ externalFormat = GL_RGBA;
+ internalFormat = GL_RGB10_A2;
+ targetFormat = image.format();
+ }
+ break;
+ case QImage::Format_RGB444:
+ case QImage::Format_RGB555:
+ case QImage::Format_RGB16:
+ if (isOpenGL12orBetter || context->isOpenGLES()) {
+ externalFormat = internalFormat = GL_RGB;
+ pixelType = GL_UNSIGNED_SHORT_5_6_5;
+ targetFormat = QImage::Format_RGB16;
+ }
+ break;
+ case QImage::Format_RGB666:
+ case QImage::Format_RGB888:
+ externalFormat = internalFormat = GL_RGB;
+ pixelType = GL_UNSIGNED_BYTE;
+ targetFormat = QImage::Format_RGB888;
+ break;
+ case QImage::Format_BGR888:
+ if (isOpenGL12orBetter) {
+ externalFormat = GL_BGR;
+ internalFormat = GL_RGB;
+ pixelType = GL_UNSIGNED_BYTE;
+ targetFormat = QImage::Format_BGR888;
+ } else if (funcs->hasOpenGLExtension(QOpenGLExtensions::TextureSwizzle)) {
+ funcs->glTexParameteri(target, GL_TEXTURE_SWIZZLE_B, GL_RED);
+ funcs->glTexParameteri(target, GL_TEXTURE_SWIZZLE_R, GL_BLUE);
+ externalFormat = internalFormat = GL_RGB;
+ pixelType = GL_UNSIGNED_BYTE;
+ targetFormat = QImage::Format_BGR888;
+ }
+ break;
+ case QImage::Format_RGBX8888:
+ case QImage::Format_RGBA8888:
+ case QImage::Format_RGBA8888_Premultiplied:
+ externalFormat = internalFormat = GL_RGBA;
+ pixelType = GL_UNSIGNED_BYTE;
+ targetFormat = image.format();
+ break;
+ case QImage::Format_RGBX64:
+ case QImage::Format_RGBA64:
+ case QImage::Format_RGBA64_Premultiplied:
+ externalFormat = internalFormat = GL_RGBA;
+ if (isOpenGL12orBetter || (context->isOpenGLES() && context->format().majorVersion() >= 3))
+ internalFormat = GL_RGBA16;
+ pixelType = GL_UNSIGNED_SHORT;
+ targetFormat = image.format();
+ break;
+ case QImage::Format_Indexed8:
+ if (sRgbBinding) {
+ // Always needs conversion
+ break;
+ } else if (options & UseRedForAlphaAndLuminanceBindOption) {
+ externalFormat = internalFormat = GL_RED;
+ pixelType = GL_UNSIGNED_BYTE;
+ targetFormat = image.format();
+ }
+ break;
+ case QImage::Format_Alpha8:
+ if (sRgbBinding) {
+ // Always needs conversion
+ break;
+ } else if (options & UseRedForAlphaAndLuminanceBindOption) {
+ externalFormat = internalFormat = GL_RED;
+ pixelType = GL_UNSIGNED_BYTE;
+ targetFormat = image.format();
+ } else if (context->isOpenGLES() || context->format().profile() != QSurfaceFormat::CoreProfile) {
+ externalFormat = internalFormat = GL_ALPHA;
+ pixelType = GL_UNSIGNED_BYTE;
+ targetFormat = image.format();
+ } else if (funcs->hasOpenGLExtension(QOpenGLExtensions::TextureSwizzle)) {
+ funcs->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, GL_ALPHA);
+ funcs->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G, GL_ZERO);
+ funcs->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, GL_ZERO);
+ funcs->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, GL_ZERO);
+ externalFormat = internalFormat = GL_RED;
+ pixelType = GL_UNSIGNED_BYTE;
+ targetFormat = image.format();
+ }
+ break;
+ case QImage::Format_Grayscale8:
+ if (sRgbBinding) {
+ // Always needs conversion
+ break;
+ } else if (options & UseRedForAlphaAndLuminanceBindOption) {
+ externalFormat = internalFormat = GL_RED;
+ pixelType = GL_UNSIGNED_BYTE;
+ targetFormat = image.format();
+ } else if (context->isOpenGLES() || context->format().profile() != QSurfaceFormat::CoreProfile) {
+ externalFormat = internalFormat = GL_LUMINANCE;
+ pixelType = GL_UNSIGNED_BYTE;
+ targetFormat = image.format();
+ } else if (funcs->hasOpenGLExtension(QOpenGLExtensions::TextureSwizzle)) {
+ funcs->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, GL_RED);
+ funcs->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G, GL_RED);
+ funcs->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, GL_RED);
+ funcs->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, GL_ONE);
+ externalFormat = internalFormat = GL_RED;
+ pixelType = GL_UNSIGNED_BYTE;
+ targetFormat = image.format();
+ }
+ break;
+ case QImage::Format_Grayscale16:
+ if (sRgbBinding) {
+ // Always needs conversion
+ break;
+ } else if (options & UseRedForAlphaAndLuminanceBindOption) {
+ externalFormat = internalFormat = GL_RED;
+ pixelType = GL_UNSIGNED_SHORT;
+ targetFormat = image.format();
+ } else if (context->isOpenGLES() || context->format().profile() != QSurfaceFormat::CoreProfile) {
+ externalFormat = internalFormat = GL_LUMINANCE;
+ pixelType = GL_UNSIGNED_SHORT;
+ targetFormat = image.format();
+ } else if (funcs->hasOpenGLExtension(QOpenGLExtensions::TextureSwizzle)) {
+ funcs->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, GL_RED);
+ funcs->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G, GL_RED);
+ funcs->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, GL_RED);
+ funcs->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, GL_ONE);
+ externalFormat = internalFormat = GL_RED;
+ pixelType = GL_UNSIGNED_SHORT;
+ targetFormat = image.format();
+ }
+ break;
+ default:
+ break;
+ }
+
+ // If no direct upload was detected above, convert to RGBA8888 and upload that
+ if (targetFormat == QImage::Format_Invalid) {
+ externalFormat = internalFormat = GL_RGBA;
+ pixelType = GL_UNSIGNED_BYTE;
+ if (!image.hasAlphaChannel())
+ targetFormat = QImage::Format_RGBX8888;
+ else
+ targetFormat = QImage::Format_RGBA8888;
+ }
+
+ if (options & PremultipliedAlphaBindOption) {
+ if (targetFormat == QImage::Format_ARGB32)
+ targetFormat = QImage::Format_ARGB32_Premultiplied;
+ else if (targetFormat == QImage::Format_RGBA8888)
+ targetFormat = QImage::Format_RGBA8888_Premultiplied;
+ else if (targetFormat == QImage::Format_RGBA64)
+ targetFormat = QImage::Format_RGBA64_Premultiplied;
+ } else {
+ if (targetFormat == QImage::Format_ARGB32_Premultiplied)
+ targetFormat = QImage::Format_ARGB32;
+ else if (targetFormat == QImage::Format_RGBA8888_Premultiplied)
+ targetFormat = QImage::Format_RGBA8888;
+ else if (targetFormat == QImage::Format_RGBA64_Premultiplied)
+ targetFormat = QImage::Format_RGBA64;
+ }
+
+ if (sRgbBinding) {
+ Q_ASSERT(internalFormat == GL_RGBA || internalFormat == GL_RGB);
+ if (image.hasAlphaChannel())
+ internalFormat = GL_SRGB_ALPHA;
+ else
+ internalFormat = GL_SRGB;
+ }
+
+ if (image.format() != targetFormat)
+ tx = image.convertToFormat(targetFormat);
+ else
+ tx = image;
+
+ QSize newSize = tx.size();
+ if (!maxSize.isEmpty())
+ newSize = newSize.boundedTo(maxSize);
+ if (options & PowerOfTwoBindOption) {
+ newSize.setWidth(qNextPowerOfTwo(newSize.width() - 1));
+ newSize.setHeight(qNextPowerOfTwo(newSize.height() - 1));
+ }
+
+ if (newSize != tx.size())
+ tx = tx.scaled(newSize, Qt::IgnoreAspectRatio, Qt::SmoothTransformation);
+
+ // Handle cases where the QImage is actually a sub image of its image data:
+ qsizetype naturalBpl = ((qsizetype(tx.width()) * tx.depth() + 31) >> 5) << 2;
+ if (tx.bytesPerLine() != naturalBpl)
+ tx = tx.copy(tx.rect());
+
+ funcs->glTexImage2D(target, 0, internalFormat, tx.width(), tx.height(), 0, externalFormat, pixelType, tx.constBits());
+
+ qsizetype cost = qint64(tx.width()) * tx.height() * tx.depth() / 8;
+
+ return cost;
+}
+
+QT_END_NAMESPACE
diff --git a/src/opengl/qopengltextureuploader_p.h b/src/opengl/qopengltextureuploader_p.h
new file mode 100644
index 0000000000..cea6d97658
--- /dev/null
+++ b/src/opengl/qopengltextureuploader_p.h
@@ -0,0 +1,84 @@
+/****************************************************************************
+**
+** Copyright (C) 2018 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the QtOpenGL module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or (at your option) the GNU General
+** Public license version 3 or any later version approved by the KDE Free
+** Qt Foundation. The licenses are as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
+** included in the packaging of this file. Please review the following
+** information to ensure the GNU General Public License requirements will
+** be met: https://www.gnu.org/licenses/gpl-2.0.html and
+** https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+//
+// W A R N I N G
+// -------------
+//
+// This file is not part of the Qt API. It exists purely as an
+// implementation detail. This header file may change from version to
+// version without notice, or even be removed.
+//
+// We mean it.
+//
+
+#ifndef QOPENGLTEXTUREUPLOADER_P_H
+#define QOPENGLTEXTUREUPLOADER_P_H
+
+#include <QtCore/qsize.h>
+#include <QtOpenGL/qtopenglglobal.h>
+#include <QtGui/private/qopenglcontext_p.h>
+
+QT_BEGIN_NAMESPACE
+
+class QImage;
+
+class Q_OPENGL_EXPORT QOpenGLTextureUploader
+{
+public:
+ enum BindOption {
+ NoBindOption = 0x0000,
+ PremultipliedAlphaBindOption = 0x0001,
+ UseRedForAlphaAndLuminanceBindOption = 0x0002,
+ SRgbBindOption = 0x0004,
+ PowerOfTwoBindOption = 0x0008
+ };
+ Q_DECLARE_FLAGS(BindOptions, BindOption)
+ Q_FLAGS(BindOptions)
+
+ static qsizetype textureImage(GLenum target, const QImage &image, BindOptions options, QSize maxSize = QSize());
+
+};
+
+Q_DECLARE_OPERATORS_FOR_FLAGS(QOpenGLTextureUploader::BindOptions)
+
+QT_END_NAMESPACE
+
+#endif
+
diff --git a/src/opengl/qopenglwidget.cpp b/src/opengl/qopenglwidget.cpp
index a6c63ae034..91e9fd545d 100644
--- a/src/opengl/qopenglwidget.cpp
+++ b/src/opengl/qopenglwidget.cpp
@@ -45,14 +45,16 @@
#include <QtGui/QWindow>
#include <QtGui/QGuiApplication>
#include <QtGui/QScreen>
-#include <QtGui/QOpenGLPaintDevice>
#include <QtGui/qpa/qplatformwindow.h>
#include <QtGui/qpa/qplatformintegration.h>
+#include <QtOpenGL/QOpenGLPaintDevice>
+
#include <QtGui/private/qguiapplication_p.h>
#include <QtGui/private/qopenglextensions_p.h>
#include <QtGui/private/qfont_p.h>
-#include <QtGui/private/qopenglpaintdevice_p.h>
#include <QtGui/private/qopenglcontext_p.h>
+#include <QtOpenGL/private/qopenglpaintdevice_p.h>
+
#include <QtWidgets/private/qwidget_p.h>
QT_BEGIN_NAMESPACE
diff --git a/src/opengl/qopenglwindow.cpp b/src/opengl/qopenglwindow.cpp
index 8cdf134bfd..9328d9b46a 100644
--- a/src/opengl/qopenglwindow.cpp
+++ b/src/opengl/qopenglwindow.cpp
@@ -39,7 +39,6 @@
#include "qopenglwindow.h"
#include <QtGui/QOpenGLFramebufferObject>
-#include <QtGui/QOpenGLPaintDevice>
#include <QtGui/QOpenGLFunctions>
#include <QtGui/QOpenGLTextureBlitter>
#include <QtGui/private/qpaintdevicewindow_p.h>
@@ -47,6 +46,7 @@
#include <QtGui/private/qopenglcontext_p.h>
#include <QtGui/QMatrix4x4>
#include <QtGui/QOffscreenSurface>
+#include <QtOpenGL/QOpenGLPaintDevice>
QT_BEGIN_NAMESPACE