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-/****************************************************************************
-**
-** 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, QGLShader & QGLShaderProgram will make partial
- shaders work by concatenating the source in each QGLShader and compiling
- it as a single shader. This is abstracted nicely by QGLShaderProgram 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:
- qglslMainVertexShader
- qglslMainWithTexCoordsVertexShader
-
- And the following position vertex shaders:
- qglslPositionOnlyVertexShader
- qglslPositionWithTextureBrushVertexShader
- qglslPositionWithPatternBrushVertexShader
- qglslPositionWithLinearGradientBrushVertexShader
- qglslPositionWithRadialGradientBrushVertexShader
- qglslPositionWithConicalGradientBrushVertexShader
- qglslAffinePositionWithTextureBrushVertexShader
- qglslAffinePositionWithPatternBrushVertexShader
- qglslAffinePositionWithLinearGradientBrushVertexShader
- qglslAffinePositionWithRadialGradientBrushVertexShader
- qglslAffinePositionWithConicalGradientBrushVertexShader
-
- 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()":
- qglslImageSrcFragShader
- qglslImageSrcWithPatternFragShader
- qglslNonPremultipliedImageSrcFragShader
- qglslSolidBrushSrcFragShader
- qglslTextureBrushSrcFragShader
- qglslTextureBrushWithPatternFragShader
- qglslPatternBrushSrcFragShader
- qglslLinearGradientBrushSrcFragShader
- qglslRadialGradientBrushSrcFragShader
- qglslConicalGradientBrushSrcFragShader
- NOTE: It is assumed the colour returned by srcPixel() is pre-multiplied
-
- Masks are implementations of "qcolorp vec4 applyMask(qcolorp vec4 src)":
- qglslMaskFragmentShader
- qglslRgbMaskFragmentShaderPass1
- qglslRgbMaskFragmentShaderPass2
- qglslRgbMaskWithGammaFragmentShader
-
- Composition modes are "qcolorp vec4 compose(qcolorp vec4 src)":
- qglslColorBurnCompositionModeFragmentShader
- qglslColorDodgeCompositionModeFragmentShader
- qglslDarkenCompositionModeFragmentShader
- qglslDifferenceCompositionModeFragmentShader
- qglslExclusionCompositionModeFragmentShader
- qglslHardLightCompositionModeFragmentShader
- qglslLightenCompositionModeFragmentShader
- qglslMultiplyCompositionModeFragmentShader
- qglslOverlayCompositionModeFragmentShader
- qglslScreenCompositionModeFragmentShader
- qglslSoftLightCompositionModeFragmentShader
-
-
- 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:
- qglslMainFragmentShader_CMO
- qglslMainFragmentShader_CM
- qglslMainFragmentShader_MO
- qglslMainFragmentShader_M
- qglslMainFragmentShader_CO
- qglslMainFragmentShader_C
- qglslMainFragmentShader_O
- qglslMainFragmentShader
-
- 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
- (QGLCustomShaderStage). 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 QGLENGINE_SHADER_MANAGER_H
-#define QGLENGINE_SHADER_MANAGER_H
-
-#include <QGLShader>
-#include <QGLShaderProgram>
-#include <QPainter>
-#include <private/qgl_p.h>
-#include <private/qglcustomshaderstage_p.h>
-
-QT_BEGIN_NAMESPACE
-
-
-
-/*
-struct QGLEngineCachedShaderProg
-{
- QGLEngineCachedShaderProg(QGLEngineShaderManager::ShaderName vertexMain,
- QGLEngineShaderManager::ShaderName vertexPosition,
- QGLEngineShaderManager::ShaderName fragMain,
- QGLEngineShaderManager::ShaderName pixelSrc,
- QGLEngineShaderManager::ShaderName mask,
- QGLEngineShaderManager::ShaderName composition);
-
- int cacheKey;
- QGLShaderProgram* 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 QGLEngineShaderProg;
-
-class Q_OPENGL_EXPORT QGLEngineSharedShaders
-{
- 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_CMO,
- MainFragmentShader_CM,
- MainFragmentShader_MO,
- MainFragmentShader_M,
- MainFragmentShader_CO,
- MainFragmentShader_C,
- MainFragmentShader_O,
- MainFragmentShader,
- MainFragmentShader_ImageArrays,
-
- // ImageSrcFragmentShader must be first in the list::
- ImageSrcFragmentShader,
- ImageSrcWithPatternFragmentShader,
- NonPremultipliedImageSrcFragmentShader,
- 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_ENUMS(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;
-*/
-
- QGLEngineSharedShaders(const QGLContext *context);
- ~QGLEngineSharedShaders();
-
- QGLShaderProgram *simpleProgram() { return simpleShaderProg; }
- QGLShaderProgram *blitProgram() { return blitShaderProg; }
- // Compile the program if it's not already in the cache, return the item in the cache.
- QGLEngineShaderProg *findProgramInCache(const QGLEngineShaderProg &prog);
- // Compile the custom shader if it's not already in the cache, return the item in the cache.
-
- static QGLEngineSharedShaders *shadersForContext(const QGLContext *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(QGLCustomShaderStage* stage);
-
-private:
- QGLShaderProgram *blitShaderProg;
- QGLShaderProgram *simpleShaderProg;
- QList<QGLEngineShaderProg*> cachedPrograms;
- QList<QGLShader *> shaders;
-
- static const char* qShaderSnippets[TotalSnippetCount];
-};
-
-
-class QGLEngineShaderProg
-{
-public:
- QGLEngineShaderProg() : program(nullptr) {}
-
- ~QGLEngineShaderProg() {
- if (program)
- delete program;
- }
-
- QGLEngineSharedShaders::SnippetName mainVertexShader;
- QGLEngineSharedShaders::SnippetName positionVertexShader;
- QGLEngineSharedShaders::SnippetName mainFragShader;
- QGLEngineSharedShaders::SnippetName srcPixelFragShader;
- QGLEngineSharedShaders::SnippetName maskFragShader;
- QGLEngineSharedShaders::SnippetName compositionFragShader;
-
- QByteArray customStageSource; //TODO: Decent cache key for custom stages
- QGLShaderProgram* program;
-
- QVector<uint> uniformLocations;
-
- bool useTextureCoords;
- bool useOpacityAttribute;
- bool usePmvMatrixAttribute;
-
- bool operator==(const QGLEngineShaderProg& 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 QGLEngineShaderManager : public QObject
-{
- Q_OBJECT
-public:
- QGLEngineShaderManager(QGLContext* context);
- ~QGLEngineShaderManager();
-
- 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
- };
-
- enum Uniform {
- ImageTexture,
- PatternColor,
- GlobalOpacity,
- Depth,
- MaskTexture,
- FragmentColor,
- LinearData,
- Angle,
- HalfViewportSize,
- Fmp,
- Fmp2MRadius2,
- Inverse2Fmp2MRadius2,
- SqrFr,
- BRadius,
- InvertedTextureSize,
- BrushTransform,
- BrushTexture,
- Matrix,
- TranslateZ,
- 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(QGLCustomShaderStage* 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;
- }
-
- QGLShaderProgram* currentProgram(); // Returns pointer to the shader the manager has chosen
- QGLShaderProgram* simpleProgram(); // Used to draw into e.g. stencil buffers
- QGLShaderProgram* blitProgram(); // Used to blit a texture into the framebuffer
-
- QGLEngineSharedShaders* sharedShaders;
-
-private:
- QGLContext* 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;
- QGLCustomShaderStage* customSrcStage;
-
- QGLEngineShaderProg* currentShaderProg;
-};
-
-QT_END_NAMESPACE
-
-#endif //QGLENGINE_SHADER_MANAGER_H