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-rw-r--r--src/gui/opengl/qopenglengineshadermanager.cpp881
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diff --git a/src/gui/opengl/qopenglengineshadermanager.cpp b/src/gui/opengl/qopenglengineshadermanager.cpp
new file mode 100644
index 0000000000..aaca6ad89c
--- /dev/null
+++ b/src/gui/opengl/qopenglengineshadermanager.cpp
@@ -0,0 +1,881 @@
+/****************************************************************************
+**
+** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies).
+** All rights reserved.
+** Contact: Nokia Corporation (qt-info@nokia.com)
+**
+** This file is part of the QtGui module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** GNU Lesser General Public License Usage
+** This file may be used under the terms of the GNU Lesser General Public
+** License version 2.1 as published by the Free Software Foundation and
+** appearing in the file LICENSE.LGPL included in the packaging of this
+** file. Please review the following information to ensure the GNU Lesser
+** General Public License version 2.1 requirements will be met:
+** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
+**
+** In addition, as a special exception, Nokia gives you certain additional
+** rights. These rights are described in the Nokia Qt LGPL Exception
+** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU General
+** Public License version 3.0 as published by the Free Software Foundation
+** and appearing in the file LICENSE.GPL included in the packaging of this
+** file. Please review the following information to ensure the GNU General
+** Public License version 3.0 requirements will be met:
+** http://www.gnu.org/copyleft/gpl.html.
+**
+** Other Usage
+** Alternatively, this file may be used in accordance with the terms and
+** conditions contained in a signed written agreement between you and Nokia.
+**
+**
+**
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "qopenglengineshadermanager_p.h"
+#include "qopenglengineshadersource_p.h"
+#include "qopenglpaintengine_p.h"
+#include "qopenglshadercache_p.h"
+
+#include <QtGui/private/qopenglcontext_p.h>
+#include <QtCore/qthreadstorage.h>
+
+#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()
+ {
+ delete m_shaders;
+ m_shaders = 0;
+ }
+
+ void freeResource(QOpenGLContext *)
+ {
+ }
+
+ 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() : 0;
+ }
+
+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(0)
+ , simpleShaderProg(0)
+{
+
+/*
+ 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.
+*/
+ static bool snippetsPopulated = false;
+ if (!snippetsPopulated) {
+
+ const char** code = qShaderSnippets; // shortcut
+
+ 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_CMO] = qopenglslMainFragmentShader_CMO;
+ code[MainFragmentShader_CM] = qopenglslMainFragmentShader_CM;
+ code[MainFragmentShader_MO] = qopenglslMainFragmentShader_MO;
+ code[MainFragmentShader_M] = qopenglslMainFragmentShader_M;
+ code[MainFragmentShader_CO] = qopenglslMainFragmentShader_CO;
+ code[MainFragmentShader_C] = qopenglslMainFragmentShader_C;
+ code[MainFragmentShader_O] = qopenglslMainFragmentShader_O;
+ code[MainFragmentShader] = qopenglslMainFragmentShader;
+ code[MainFragmentShader_ImageArrays] = qopenglslMainFragmentShader_ImageArrays;
+
+ code[ImageSrcFragmentShader] = qopenglslImageSrcFragmentShader;
+ code[ImageSrcWithPatternFragmentShader] = qopenglslImageSrcWithPatternFragmentShader;
+ code[NonPremultipliedImageSrcFragmentShader] = qopenglslNonPremultipliedImageSrcFragmentShader;
+ 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] = ""; //###
+
+ code[NoCompositionModeFragmentShader] = "";
+ code[MultiplyCompositionModeFragmentShader] = ""; //###
+ code[ScreenCompositionModeFragmentShader] = ""; //###
+ code[OverlayCompositionModeFragmentShader] = ""; //###
+ code[DarkenCompositionModeFragmentShader] = ""; //###
+ code[LightenCompositionModeFragmentShader] = ""; //###
+ code[ColorDodgeCompositionModeFragmentShader] = ""; //###
+ code[ColorBurnCompositionModeFragmentShader] = ""; //###
+ code[HardLightCompositionModeFragmentShader] = ""; //###
+ code[SoftLightCompositionModeFragmentShader] = ""; //###
+ code[DifferenceCompositionModeFragmentShader] = ""; //###
+ code[ExclusionCompositionModeFragmentShader] = ""; //###
+
+#if defined(QT_DEBUG)
+ // Check that all the elements have been filled:
+ for (int i = 0; i < TotalSnippetCount; ++i) {
+ if (qShaderSnippets[i] == 0) {
+ qFatal("Shader snippet for %s (#%d) is missing!",
+ snippetNameStr(SnippetName(i)).constData(), i);
+ }
+ }
+#endif
+ snippetsPopulated = true;
+ }
+
+ QOpenGLShader* fragShader;
+ QOpenGLShader* vertexShader;
+ QByteArray vertexSource;
+ QByteArray fragSource;
+
+ // Compile up the simple shader:
+ vertexSource.append(qShaderSnippets[MainVertexShader]);
+ vertexSource.append(qShaderSnippets[PositionOnlyVertexShader]);
+
+ fragSource.append(qShaderSnippets[MainFragmentShader]);
+ fragSource.append(qShaderSnippets[ShockingPinkSrcFragmentShader]);
+
+ simpleShaderProg = new QOpenGLShaderProgram;
+
+ CachedShader simpleShaderCache(fragSource, vertexSource);
+
+ bool inCache = simpleShaderCache.load(simpleShaderProg, context);
+
+ if (!inCache) {
+ vertexShader = new QOpenGLShader(QOpenGLShader::Vertex);
+ shaders.append(vertexShader);
+ if (!vertexShader->compileSourceCode(vertexSource))
+ qWarning("Vertex shader for simpleShaderProg (MainVertexShader & PositionOnlyVertexShader) failed to compile");
+
+ fragShader = new QOpenGLShader(QOpenGLShader::Fragment);
+ shaders.append(fragShader);
+ if (!fragShader->compileSourceCode(fragSource))
+ qWarning("Fragment shader for simpleShaderProg (MainFragmentShader & ShockingPinkSrcFragmentShader) failed to compile");
+
+ simpleShaderProg->addShader(vertexShader);
+ simpleShaderProg->addShader(fragShader);
+
+ 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 (simpleShaderProg->isLinked()) {
+ if (!inCache)
+ simpleShaderCache.store(simpleShaderProg, context);
+ } else {
+ qCritical() << "Errors linking simple shader:"
+ << simpleShaderProg->log();
+ }
+
+ // 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) {
+ vertexShader = new QOpenGLShader(QOpenGLShader::Vertex);
+ shaders.append(vertexShader);
+ if (!vertexShader->compileSourceCode(vertexSource))
+ qWarning("Vertex shader for blitShaderProg (MainWithTexCoordsVertexShader & UntransformedPositionVertexShader) failed to compile");
+
+ fragShader = new QOpenGLShader(QOpenGLShader::Fragment);
+ shaders.append(fragShader);
+ if (!fragShader->compileSourceCode(fragSource))
+ qWarning("Fragment shader for blitShaderProg (MainFragmentShader & ImageSrcFragmentShader) failed to compile");
+
+ blitShaderProg->addShader(vertexShader);
+ blitShaderProg->addShader(fragShader);
+
+ blitShaderProg->bindAttributeLocation("textureCoordArray", QT_TEXTURE_COORDS_ATTR);
+ blitShaderProg->bindAttributeLocation("vertexCoordsArray", QT_VERTEX_COORDS_ATTR);
+ }
+
+ blitShaderProg->link();
+ if (blitShaderProg->isLinked()) {
+ if (!inCache)
+ blitShaderCache.store(blitShaderProg, context);
+ } else {
+ qCritical() << "Errors linking blit shader:"
+ << blitShaderProg->log();
+ }
+
+#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(shaders);
+ shaders.clear();
+
+ qDeleteAll(cachedPrograms);
+ cachedPrograms.clear();
+
+ if (blitShaderProg) {
+ delete blitShaderProg;
+ blitShaderProg = 0;
+ }
+
+ if (simpleShaderProg) {
+ delete simpleShaderProg;
+ simpleShaderProg = 0;
+ }
+}
+
+#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;
+ vertexSource.append(qShaderSnippets[prog.mainVertexShader]);
+ vertexSource.append(qShaderSnippets[prog.positionVertexShader]);
+
+ QScopedPointer<QOpenGLShaderProgram> shaderProgram(new QOpenGLShaderProgram);
+
+ CachedShader shaderCache(fragSource, vertexSource);
+ bool inCache = shaderCache.load(shaderProgram.data(), QOpenGLContext::currentContext());
+
+ if (!inCache) {
+
+ QScopedPointer<QOpenGLShader> fragShader(new QOpenGLShader(QOpenGLShader::Fragment));
+ QByteArray description;
+#if defined(QT_DEBUG)
+ // Name the shader for easier debugging
+ 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));
+ }
+ fragShader->setObjectName(QString::fromLatin1(description));
+#endif
+ if (!fragShader->compileSourceCode(fragSource)) {
+ qWarning() << "Warning:" << description << "failed to compile!";
+ break;
+ }
+
+ QScopedPointer<QOpenGLShader> vertexShader(new QOpenGLShader(QOpenGLShader::Vertex));
+#if defined(QT_DEBUG)
+ // Name the shader for easier debugging
+ description.clear();
+ description.append("Vertex shader: main=");
+ description.append(snippetNameStr(prog.mainVertexShader));
+ description.append(", position=");
+ description.append(snippetNameStr(prog.positionVertexShader));
+ vertexShader->setObjectName(QString::fromLatin1(description));
+#endif
+ if (!vertexShader->compileSourceCode(vertexSource)) {
+ qWarning() << "Warning:" << description << "failed to compile!";
+ break;
+ }
+
+ shaders.append(vertexShader.data());
+ shaders.append(fragShader.data());
+ shaderProgram->addShader(vertexShader.take());
+ shaderProgram->addShader(fragShader.take());
+
+ // 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 {
+ QLatin1String none("none");
+ QLatin1String br("\n");
+ QString error;
+ error = QLatin1String("Shader program failed to link,");
+#if defined(QT_DEBUG)
+ error += QLatin1String("\n Shaders Used:\n");
+ for (int i = 0; i < newProg->program->shaders().count(); ++i) {
+ QOpenGLShader *shader = newProg->program->shaders().at(i);
+ error += QLatin1String(" ") + shader->objectName() + QLatin1String(": \n")
+ + QLatin1String(shader->sourceCode()) + br;
+ }
+#endif
+ error += 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)
+{
+ // Remove any shader programs which has this as the custom shader src:
+ for (int i = 0; i < cachedPrograms.size(); ++i) {
+ QOpenGLEngineShaderProg *cachedProg = cachedPrograms[i];
+ if (cachedProg->customStageSource == stage->source()) {
+ delete cachedProg;
+ cachedPrograms.removeAt(i);
+ i--;
+ }
+ }
+}
+
+
+QOpenGLEngineShaderManager::QOpenGLEngineShaderManager(QOpenGLContext* context)
+ : ctx(context),
+ shaderProgNeedsChanging(true),
+ complexGeometry(false),
+ srcPixelType(Qt::NoBrush),
+ opacityMode(NoOpacity),
+ maskType(NoMask),
+ compositionMode(QPainter::CompositionMode_SourceOver),
+ customSrcStage(0),
+ currentShaderProg(0)
+{
+ 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);
+
+ static const char *uniformNames[] = {
+ "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;
+
+ compositionMode = mode;
+ shaderProgNeedsChanging = true; //###
+}
+
+void QOpenGLEngineShaderManager::setCustomStage(QOpenGLCustomShaderStage* stage)
+{
+ if (customSrcStage)
+ removeCustomStage();
+ customSrcStage = stage;
+ shaderProgNeedsChanging = true;
+}
+
+void QOpenGLEngineShaderManager::removeCustomStage()
+{
+ if (customSrcStage)
+ customSrcStage->setInactive();
+ customSrcStage = 0;
+ 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 true if program needed changing.
+bool QOpenGLEngineShaderManager::useCorrectShaderProg()
+{
+ if (!shaderProgNeedsChanging)
+ return false;
+
+ bool useCustomSrc = customSrcStage != 0;
+ 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::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 (hasCompose && hasMask && useGlobalOpacity)
+ requiredProgram.mainFragShader = QOpenGLEngineSharedShaders::MainFragmentShader_CMO;
+ if (hasCompose && hasMask && !useGlobalOpacity)
+ requiredProgram.mainFragShader = QOpenGLEngineSharedShaders::MainFragmentShader_CM;
+ if (!hasCompose && hasMask && useGlobalOpacity)
+ requiredProgram.mainFragShader = QOpenGLEngineSharedShaders::MainFragmentShader_MO;
+ if (!hasCompose && hasMask && !useGlobalOpacity)
+ requiredProgram.mainFragShader = QOpenGLEngineSharedShaders::MainFragmentShader_M;
+ if (hasCompose && !hasMask && useGlobalOpacity)
+ requiredProgram.mainFragShader = QOpenGLEngineSharedShaders::MainFragmentShader_CO;
+ if (hasCompose && !hasMask && !useGlobalOpacity)
+ requiredProgram.mainFragShader = QOpenGLEngineSharedShaders::MainFragmentShader_C;
+ if (!hasCompose && !hasMask && useGlobalOpacity)
+ requiredProgram.mainFragShader = QOpenGLEngineSharedShaders::MainFragmentShader_O;
+ if (!hasCompose && !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