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+/****************************************************************************
+**
+** 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 QtOpenGL module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** No Commercial Usage
+** This file contains pre-release code and may not be distributed.
+** You may use this file in accordance with the terms and conditions
+** contained in the Technology Preview License Agreement accompanying
+** this package.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, 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.
+**
+** If you have questions regarding the use of this file, please contact
+** Nokia at qt-info@nokia.com.
+**
+**
+**
+**
+**
+**
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+/*
+ 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 "qglgradientcache_p.h"
+#include "qpaintengineex_opengl2_p.h"
+
+#include <string.h> //for memcpy
+#include <qmath.h>
+
+#include <private/qgl_p.h>
+#include <private/qmath_p.h>
+#include <private/qpaintengineex_p.h>
+#include <QPaintEngine>
+#include <private/qpainter_p.h>
+#include <private/qfontengine_p.h>
+#include <private/qpixmapdata_gl_p.h>
+#include <private/qdatabuffer_p.h>
+#include <private/qstatictext_p.h>
+#include <private/qtriangulator_p.h>
+
+#include "qglengineshadermanager_p.h"
+#include "qgl2pexvertexarray_p.h"
+#include "qtriangulatingstroker_p.h"
+#include "qtextureglyphcache_gl_p.h"
+
+#include <QDebug>
+
+QT_BEGIN_NAMESPACE
+
+#if defined(Q_WS_WIN)
+extern Q_GUI_EXPORT bool qt_cleartype_enabled;
+#endif
+
+#ifdef Q_WS_MAC
+extern bool qt_applefontsmoothing_enabled;
+#endif
+
+#if !defined(QT_MAX_CACHED_GLYPH_SIZE)
+# define QT_MAX_CACHED_GLYPH_SIZE 64
+#endif
+
+Q_GUI_EXPORT QImage qt_imageForBrush(int brushStyle, bool invert);
+
+////////////////////////////////// Private Methods //////////////////////////////////////////
+
+QGL2PaintEngineExPrivate::~QGL2PaintEngineExPrivate()
+{
+ delete shaderManager;
+
+ while (pathCaches.size()) {
+ QVectorPath::CacheEntry *e = *(pathCaches.constBegin());
+ e->cleanup(e->engine, e->data);
+ e->data = 0;
+ e->engine = 0;
+ }
+
+ if (elementIndicesVBOId != 0) {
+ glDeleteBuffers(1, &elementIndicesVBOId);
+ elementIndicesVBOId = 0;
+ }
+}
+
+void QGL2PaintEngineExPrivate::updateTextureFilter(GLenum target, GLenum wrapMode, bool smoothPixmapTransform, GLuint id)
+{
+// glActiveTexture(GL_TEXTURE0 + QT_BRUSH_TEXTURE_UNIT); //### Is it always this texture unit?
+ if (id != GLuint(-1) && id == lastTextureUsed)
+ return;
+
+ lastTextureUsed = id;
+
+ if (smoothPixmapTransform) {
+ glTexParameterf(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameterf(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ } else {
+ glTexParameterf(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameterf(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ }
+ glTexParameterf(target, GL_TEXTURE_WRAP_S, wrapMode);
+ glTexParameterf(target, GL_TEXTURE_WRAP_T, wrapMode);
+}
+
+
+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 QGL2PaintEngineExPrivate::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 (!currentBrushPixmap.isNull())
+ currentBrushPixmap = QPixmap();
+ 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(QGLEngineShaderManager::TextureSrcWithPattern);
+ } else {
+ shaderManager->setSrcPixelType(newStyle);
+ }
+ shaderManager->optimiseForBrushTransform(currentBrush.transform().type());
+}
+
+
+void QGL2PaintEngineExPrivate::useSimpleShader()
+{
+ shaderManager->useSimpleProgram();
+
+ if (matrixDirty)
+ updateMatrix();
+}
+
+void QGL2PaintEngineExPrivate::updateBrushTexture()
+{
+ Q_Q(QGL2PaintEngineEx);
+// qDebug("QGL2PaintEngineExPrivate::updateBrushTexture()");
+ Qt::BrushStyle style = currentBrush.style();
+
+ if ( (style >= Qt::Dense1Pattern) && (style <= Qt::DiagCrossPattern) ) {
+ // Get the image data for the pattern
+ QImage texImage = qt_imageForBrush(style, false);
+
+ glActiveTexture(GL_TEXTURE0 + QT_BRUSH_TEXTURE_UNIT);
+ ctx->d_func()->bindTexture(texImage, GL_TEXTURE_2D, GL_RGBA, QGLContext::InternalBindOption);
+ updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, q->state()->renderHints & QPainter::SmoothPixmapTransform);
+ }
+ else if (style >= Qt::LinearGradientPattern && style <= Qt::ConicalGradientPattern) {
+ // Gradiant brush: All the gradiants use the same texture
+
+ const QGradient* g = currentBrush.gradient();
+
+ // We apply global opacity in the fragment shaders, so we always pass 1.0
+ // for opacity to the cache.
+ GLuint texId = QGL2GradientCache::cacheForContext(ctx)->getBuffer(*g, 1.0);
+
+ glActiveTexture(GL_TEXTURE0 + QT_BRUSH_TEXTURE_UNIT);
+ glBindTexture(GL_TEXTURE_2D, texId);
+
+ if (g->spread() == QGradient::RepeatSpread || g->type() == QGradient::ConicalGradient)
+ updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, q->state()->renderHints & QPainter::SmoothPixmapTransform);
+ else if (g->spread() == QGradient::ReflectSpread)
+ updateTextureFilter(GL_TEXTURE_2D, GL_MIRRORED_REPEAT_IBM, q->state()->renderHints & QPainter::SmoothPixmapTransform);
+ else
+ updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE, q->state()->renderHints & QPainter::SmoothPixmapTransform);
+ }
+ else if (style == Qt::TexturePattern) {
+ currentBrushPixmap = currentBrush.texture();
+
+ int max_texture_size = ctx->d_func()->maxTextureSize();
+ if (currentBrushPixmap.width() > max_texture_size || currentBrushPixmap.height() > max_texture_size)
+ currentBrushPixmap = currentBrushPixmap.scaled(max_texture_size, max_texture_size, Qt::KeepAspectRatio);
+
+ glActiveTexture(GL_TEXTURE0 + QT_BRUSH_TEXTURE_UNIT);
+ QGLTexture *tex = ctx->d_func()->bindTexture(currentBrushPixmap, GL_TEXTURE_2D, GL_RGBA,
+ QGLContext::InternalBindOption |
+ QGLContext::CanFlipNativePixmapBindOption);
+ updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, q->state()->renderHints & QPainter::SmoothPixmapTransform);
+ textureInvertedY = tex->options & QGLContext::InvertedYBindOption ? -1 : 1;
+ }
+ brushTextureDirty = false;
+}
+
+
+void QGL2PaintEngineExPrivate::updateBrushUniforms()
+{
+// qDebug("QGL2PaintEngineExPrivate::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(QGLEngineShaderManager::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(QGLEngineShaderManager::PatternColor), col);
+
+ QVector2D halfViewportSize(width*0.5, height*0.5);
+ shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::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(QGLEngineShaderManager::LinearData), linearData);
+
+ QVector2D halfViewportSize(width*0.5, height*0.5);
+ shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::HalfViewportSize), halfViewportSize);
+ }
+ else if (style == Qt::ConicalGradientPattern) {
+ const QConicalGradient *g = static_cast<const QConicalGradient *>(currentBrush.gradient());
+ translationPoint = g->center();
+
+ GLfloat angle = -(g->angle() * 2 * Q_PI) / 360.0;
+
+ shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::Angle), angle);
+
+ QVector2D halfViewportSize(width*0.5, height*0.5);
+ shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::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->radius();
+ translationPoint = realFocal;
+
+ QPointF fmp = realCenter - realFocal;
+ shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::Fmp), fmp);
+
+ GLfloat fmp2_m_radius2 = -fmp.x() * fmp.x() - fmp.y() * fmp.y() + realRadius*realRadius;
+ shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::Fmp2MRadius2), fmp2_m_radius2);
+ shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::Inverse2Fmp2MRadius2),
+ GLfloat(1.0 / (2.0*fmp2_m_radius2)));
+
+ QVector2D halfViewportSize(width*0.5, height*0.5);
+ shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::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(QGLEngineShaderManager::PatternColor), col);
+ }
+
+ QSizeF invertedTextureSize(1.0 / texPixmap.width(), 1.0 / texPixmap.height());
+ shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::InvertedTextureSize), invertedTextureSize);
+
+ QVector2D halfViewportSize(width*0.5, height*0.5);
+ shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::HalfViewportSize), halfViewportSize);
+ }
+ else
+ qWarning("QGL2PaintEngineEx: 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->isFlipped()) {
+ m22 = 1;
+ dy = 0;
+ }
+ QTransform gl_to_qt(1, 0, 0, m22, 0, dy);
+ QTransform inv_matrix;
+ if (style == Qt::TexturePattern && textureInvertedY == -1)
+ inv_matrix = gl_to_qt * (QTransform(1, 0, 0, -1, 0, currentBrush.texture().height()) * brushQTransform * matrix).inverted() * translate;
+ else
+ inv_matrix = gl_to_qt * (brushQTransform * matrix).inverted() * translate;
+
+ shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::BrushTransform), inv_matrix);
+ shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::BrushTexture), QT_BRUSH_TEXTURE_UNIT);
+ }
+ brushUniformsDirty = false;
+}
+
+
+// This assumes the shader manager has already setup the correct shader program
+void QGL2PaintEngineExPrivate::updateMatrix()
+{
+// qDebug("QGL2PaintEngineExPrivate::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->isFlipped()) {
+ 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 = ceilf(dx - 0.5f);
+ dy = ceilf(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.
+ glVertexAttrib3fv(QT_PMV_MATRIX_1_ATTR, pmvMatrix[0]);
+ glVertexAttrib3fv(QT_PMV_MATRIX_2_ATTR, pmvMatrix[1]);
+ glVertexAttrib3fv(QT_PMV_MATRIX_3_ATTR, pmvMatrix[2]);
+
+ dasher.setInvScale(inverseScale);
+ stroker.setInvScale(inverseScale);
+}
+
+
+void QGL2PaintEngineExPrivate::updateCompositionMode()
+{
+ // NOTE: The entire paint engine works on pre-multiplied data - which is why some of these
+ // composition modes look odd.
+// qDebug() << "QGL2PaintEngineExPrivate::updateCompositionMode() - Setting GL composition mode for " << q->state()->composition_mode;
+ switch(q->state()->composition_mode) {
+ case QPainter::CompositionMode_SourceOver:
+ glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
+ break;
+ case QPainter::CompositionMode_DestinationOver:
+ glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ONE);
+ break;
+ case QPainter::CompositionMode_Clear:
+ glBlendFunc(GL_ZERO, GL_ZERO);
+ break;
+ case QPainter::CompositionMode_Source:
+ glBlendFunc(GL_ONE, GL_ZERO);
+ break;
+ case QPainter::CompositionMode_Destination:
+ glBlendFunc(GL_ZERO, GL_ONE);
+ break;
+ case QPainter::CompositionMode_SourceIn:
+ glBlendFunc(GL_DST_ALPHA, GL_ZERO);
+ break;
+ case QPainter::CompositionMode_DestinationIn:
+ glBlendFunc(GL_ZERO, GL_SRC_ALPHA);
+ break;
+ case QPainter::CompositionMode_SourceOut:
+ glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
+ break;
+ case QPainter::CompositionMode_DestinationOut:
+ glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_ALPHA);
+ break;
+ case QPainter::CompositionMode_SourceAtop:
+ glBlendFunc(GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ break;
+ case QPainter::CompositionMode_DestinationAtop:
+ glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA);
+ break;
+ case QPainter::CompositionMode_Xor:
+ glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ break;
+ case QPainter::CompositionMode_Plus:
+ glBlendFunc(GL_ONE, GL_ONE);
+ break;
+ default:
+ qWarning("Unsupported composition mode");
+ break;
+ }
+
+ compositionModeDirty = false;
+}
+
+static inline void setCoords(GLfloat *coords, const QGLRect &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 QGL2PaintEngineExPrivate::drawTexture(const QGLRect& dest, const QGLRect& src, const QSize &textureSize, bool opaque, bool pattern)
+{
+ // Setup for texture drawing
+ currentBrush = noBrush;
+ shaderManager->setSrcPixelType(pattern ? QGLEngineShaderManager::PatternSrc : QGLEngineShaderManager::ImageSrc);
+
+ if (snapToPixelGrid) {
+ snapToPixelGrid = false;
+ matrixDirty = true;
+ }
+
+ if (prepareForDraw(opaque))
+ shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::ImageTexture), QT_IMAGE_TEXTURE_UNIT);
+
+ if (pattern) {
+ QColor col = qt_premultiplyColor(q->state()->pen.color(), (GLfloat)q->state()->opacity);
+ shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::PatternColor), col);
+ }
+
+ GLfloat dx = 1.0 / textureSize.width();
+ GLfloat dy = 1.0 / textureSize.height();
+
+ QGLRect srcTextureRect(src.left*dx, src.top*dy, src.right*dx, src.bottom*dy);
+
+ setCoords(staticVertexCoordinateArray, dest);
+ setCoords(staticTextureCoordinateArray, srcTextureRect);
+
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+}
+
+void QGL2PaintEngineEx::beginNativePainting()
+{
+ Q_D(QGL2PaintEngineEx);
+ ensureActive();
+ d->transferMode(BrushDrawingMode);
+
+ d->nativePaintingActive = true;
+
+ QGLContext *ctx = d->ctx;
+ glUseProgram(0);
+
+ // Disable all the vertex attribute arrays:
+ for (int i = 0; i < QT_GL_VERTEX_ARRAY_TRACKED_COUNT; ++i)
+ glDisableVertexAttribArray(i);
+
+#ifndef QT_OPENGL_ES_2
+ const QGLFormat &fmt = d->device->format();
+ if (fmt.majorVersion() < 3 || (fmt.majorVersion() == 3 && fmt.minorVersion() < 1)
+ || fmt.profile() == QGLFormat::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]);
+ }
+#else
+ Q_UNUSED(ctx);
+#endif
+
+ d->lastTextureUsed = GLuint(-1);
+ d->dirtyStencilRegion = QRect(0, 0, d->width, d->height);
+ d->resetGLState();
+
+ d->shaderManager->setDirty();
+
+ d->needsSync = true;
+}
+
+void QGL2PaintEngineExPrivate::resetGLState()
+{
+ glDisable(GL_BLEND);
+ glActiveTexture(GL_TEXTURE0);
+ glDisable(GL_STENCIL_TEST);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_SCISSOR_TEST);
+ glDepthMask(true);
+ glDepthFunc(GL_LESS);
+ glClearDepth(1);
+ glStencilMask(0xff);
+ glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
+ glStencilFunc(GL_ALWAYS, 0, 0xff);
+ ctx->d_func()->setVertexAttribArrayEnabled(QT_TEXTURE_COORDS_ATTR, false);
+ ctx->d_func()->setVertexAttribArrayEnabled(QT_VERTEX_COORDS_ATTR, false);
+ ctx->d_func()->setVertexAttribArrayEnabled(QT_OPACITY_ATTR, false);
+#ifndef QT_OPENGL_ES_2
+ // gl_Color, corresponding to vertex attribute 3, may have been changed
+ float color[] = { 1.0f, 1.0f, 1.0f, 1.0f };
+ glVertexAttrib4fv(3, color);
+#endif
+}
+
+void QGL2PaintEngineEx::endNativePainting()
+{
+ Q_D(QGL2PaintEngineEx);
+ d->needsSync = true;
+ d->nativePaintingActive = false;
+}
+
+void QGL2PaintEngineEx::invalidateState()
+{
+ Q_D(QGL2PaintEngineEx);
+ d->needsSync = true;
+}
+
+bool QGL2PaintEngineEx::isNativePaintingActive() const {
+ Q_D(const QGL2PaintEngineEx);
+ return d->nativePaintingActive;
+}
+
+void QGL2PaintEngineExPrivate::transferMode(EngineMode newMode)
+{
+ if (newMode == mode)
+ return;
+
+ if (mode == TextDrawingMode || mode == ImageDrawingMode || mode == ImageArrayDrawingMode) {
+ lastTextureUsed = GLuint(-1);
+ }
+
+ if (newMode == TextDrawingMode) {
+ shaderManager->setHasComplexGeometry(true);
+ } else {
+ shaderManager->setHasComplexGeometry(false);
+ }
+
+ if (newMode == ImageDrawingMode) {
+ setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, staticVertexCoordinateArray);
+ setVertexAttributePointer(QT_TEXTURE_COORDS_ATTR, staticTextureCoordinateArray);
+ }
+
+ if (newMode == ImageArrayDrawingMode) {
+ setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, (GLfloat*)vertexCoordinateArray.data());
+ setVertexAttributePointer(QT_TEXTURE_COORDS_ATTR, (GLfloat*)textureCoordinateArray.data());
+ setVertexAttributePointer(QT_OPACITY_ATTR, (GLfloat*)opacityArray.data());
+ }
+
+ // This needs to change when we implement high-quality anti-aliasing...
+ if (newMode != TextDrawingMode)
+ shaderManager->setMaskType(QGLEngineShaderManager::NoMask);
+
+ mode = newMode;
+}
+
+struct QGL2PEVectorPathCache
+{
+#ifdef QT_OPENGL_CACHE_AS_VBOS
+ GLuint vbo;
+ GLuint ibo;
+#else
+ float *vertices;
+ void *indices;
+#endif
+ int vertexCount;
+ int indexCount;
+ GLenum primitiveType;
+ qreal iscale;
+};
+
+void QGL2PaintEngineExPrivate::cleanupVectorPath(QPaintEngineEx *engine, void *data)
+{
+ QGL2PEVectorPathCache *c = (QGL2PEVectorPathCache *) data;
+#ifdef QT_OPENGL_CACHE_AS_VBOS
+ Q_ASSERT(engine->type() == QPaintEngine::OpenGL2);
+ static_cast<QGL2PaintEngineEx *>(engine)->d_func()->unusedVBOSToClean << c->vbo;
+ if (c->ibo)
+ d->unusedIBOSToClean << c->ibo;
+#else
+ Q_UNUSED(engine);
+ qFree(c->vertices);
+ qFree(c->indices);
+#endif
+ delete c;
+}
+
+// Assumes everything is configured for the brush you want to use
+void QGL2PaintEngineExPrivate::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 QPointF* const points = reinterpret_cast<const QPointF*>(path.points());
+
+ // Check to see if there's any hints
+ if (path.shape() == QVectorPath::RectangleHint) {
+ QGLRect 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);
+ QGL2PEVectorPathCache *cache;
+
+ bool updateCache = false;
+
+ if (data) {
+ cache = (QGL2PEVectorPathCache *) data->data;
+ // Check if scale factor is exceeded for curved paths and generate curves if so...
+ if (path.isCurved()) {
+ 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
+ qFree(cache->vertices);
+ Q_ASSERT(cache->indices == 0);
+#endif
+ updateCache = true;
+ }
+ }
+ } else {
+ cache = new QGL2PEVectorPathCache;
+ 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
+ glGenBuffers(1, &cache->vbo);
+ glBindBuffer(GL_ARRAY_BUFFER, cache->vbo);
+ glBufferData(GL_ARRAY_BUFFER, floatSizeInBytes, vertexCoordinateArray.data(), GL_STATIC_DRAW);
+ cache->ibo = 0;
+#else
+ cache->vertices = (float *) qMalloc(floatSizeInBytes);
+ memcpy(cache->vertices, vertexCoordinateArray.data(), floatSizeInBytes);
+ cache->indices = 0;
+#endif
+ }
+
+ prepareForDraw(currentBrush.isOpaque());
+#ifdef QT_OPENGL_CACHE_AS_VBOS
+ glBindBuffer(GL_ARRAY_BUFFER, cache->vbo);
+ setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, 0);
+#else
+ setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, cache->vertices);
+#endif
+ 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);
+ QGL2PEVectorPathCache *cache;
+
+ bool updateCache = false;
+
+ if (data) {
+ cache = (QGL2PEVectorPathCache *) data->data;
+ // Check if scale factor is exceeded for curved paths and generate curves if so...
+ if (path.isCurved()) {
+ 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
+ qFree(cache->vertices);
+ qFree(cache->indices);
+#endif
+ updateCache = true;
+ }
+ }
+ } else {
+ cache = new QGL2PEVectorPathCache;
+ 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));
+ cache->vertexCount = polys.vertices.size() / 2;
+ cache->indexCount = polys.indices.size();
+ cache->primitiveType = GL_TRIANGLES;
+ cache->iscale = inverseScale;
+#ifdef QT_OPENGL_CACHE_AS_VBOS
+ glGenBuffers(1, &cache->vbo);
+ glGenBuffers(1, &cache->ibo);
+ glBindBuffer(GL_ARRAY_BUFFER, cache->vbo);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, cache->ibo);
+
+ if (QGLExtensions::glExtensions() & QGLExtensions::ElementIndexUint)
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(quint32) * polys.indices.size(), polys.indices.data(), GL_STATIC_DRAW);
+ else
+ 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));
+ glBufferData(GL_ARRAY_BUFFER, sizeof(float) * vertices.size(), vertices.data(), GL_STATIC_DRAW);
+#else
+ cache->vertices = (float *) qMalloc(sizeof(float) * polys.vertices.size());
+ if (QGLExtensions::glExtensions() & QGLExtensions::ElementIndexUint) {
+ cache->indices = (quint32 *) qMalloc(sizeof(quint32) * polys.indices.size());
+ memcpy(cache->indices, polys.indices.data(), sizeof(quint32) * polys.indices.size());
+ } else {
+ cache->indices = (quint16 *) qMalloc(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
+ glBindBuffer(GL_ARRAY_BUFFER, cache->vbo);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, cache->ibo);
+ setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, 0);
+ if (QGLExtensions::glExtensions() & QGLExtensions::ElementIndexUint)
+ glDrawElements(cache->primitiveType, cache->indexCount, GL_UNSIGNED_INT, 0);
+ else
+ glDrawElements(cache->primitiveType, cache->indexCount, GL_UNSIGNED_SHORT, 0);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+#else
+ setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, cache->vertices);
+ if (QGLExtensions::glExtensions() & QGLExtensions::ElementIndexUint)
+ glDrawElements(cache->primitiveType, cache->indexCount, GL_UNSIGNED_INT, (qint32 *)cache->indices);
+ else
+ glDrawElements(cache->primitiveType, cache->indexCount, GL_UNSIGNED_SHORT, (qint16 *)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->format().stencil()) {
+ // 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));
+
+ 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());
+ setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, vertices.constData());
+ if (QGLExtensions::glExtensions() & QGLExtensions::ElementIndexUint)
+ glDrawElements(GL_TRIANGLES, polys.indices.size(), GL_UNSIGNED_INT, polys.indices.data());
+ else
+ glDrawElements(GL_TRIANGLES, polys.indices.size(), GL_UNSIGNED_SHORT, 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());
+
+ glStencilMask(0xff);
+ glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE);
+
+ if (q->state()->clipTestEnabled) {
+ // Pass when high bit is set, replace stencil value with current clip
+ 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
+ glStencilFunc(GL_NOTEQUAL, 0, 0xff);
+ } else {
+ // Pass when high bit is set, replace stencil value with 0
+ glStencilFunc(GL_NOTEQUAL, 0, GL_STENCIL_HIGH_BIT);
+ }
+ prepareForDraw(currentBrush.isOpaque());
+
+ // Stencil the brush onto the dest buffer
+ composite(vertexCoordinateArray.boundingRect());
+ glStencilMask(0);
+ updateClipScissorTest();
+ }
+ }
+}
+
+
+void QGL2PaintEngineExPrivate::fillStencilWithVertexArray(const float *data,
+ int count,
+ int *stops,
+ int stopCount,
+ const QGLRect &bounds,
+ StencilFillMode mode)
+{
+ Q_ASSERT(count || stops);
+
+// qDebug("QGL2PaintEngineExPrivate::fillStencilWithVertexArray()");
+ glStencilMask(0xff); // Enable stencil writes
+
+ if (dirtyStencilRegion.intersects(currentScissorBounds)) {
+ QVector<QRect> clearRegion = dirtyStencilRegion.intersected(currentScissorBounds).rects();
+ glClearStencil(0); // Clear to zero
+ for (int i = 0; i < clearRegion.size(); ++i) {
+#ifndef QT_GL_NO_SCISSOR_TEST
+ setScissor(clearRegion.at(i));
+#endif
+ glClear(GL_STENCIL_BUFFER_BIT);
+ }
+
+ dirtyStencilRegion -= currentScissorBounds;
+
+#ifndef QT_GL_NO_SCISSOR_TEST
+ updateClipScissorTest();
+#endif
+ }
+
+ glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); // Disable color writes
+ useSimpleShader();
+ 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
+ glStencilFunc(GL_LEQUAL, GL_STENCIL_HIGH_BIT | q->state()->currentClip, ~GL_STENCIL_HIGH_BIT);
+ glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE);
+ composite(bounds);
+
+ glStencilFunc(GL_EQUAL, GL_STENCIL_HIGH_BIT, GL_STENCIL_HIGH_BIT);
+ } else if (!stencilClean) {
+ // Clear stencil buffer within bounding rect
+ glStencilFunc(GL_ALWAYS, 0, 0xff);
+ glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO);
+ composite(bounds);
+ }
+
+ // Inc. for front-facing triangle
+ glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_INCR_WRAP, GL_INCR_WRAP);
+ // Dec. for back-facing "holes"
+ glStencilOpSeparate(GL_BACK, GL_KEEP, GL_DECR_WRAP, GL_DECR_WRAP);
+ glStencilMask(~GL_STENCIL_HIGH_BIT);
+ drawVertexArrays(data, stops, stopCount, GL_TRIANGLE_FAN);
+
+ if (q->state()->clipTestEnabled) {
+ // Clear high bit of stencil outside of path
+ glStencilFunc(GL_EQUAL, q->state()->currentClip, ~GL_STENCIL_HIGH_BIT);
+ glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE);
+ glStencilMask(GL_STENCIL_HIGH_BIT);
+ composite(bounds);
+ }
+ } else if (mode == OddEvenFillMode) {
+ glStencilMask(GL_STENCIL_HIGH_BIT);
+ 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
+ glStencilMask(GL_STENCIL_HIGH_BIT);
+#if 0
+ glStencilOp(GL_KEEP, GL_KEEP, GL_INVERT); // Simply invert the stencil bit
+ setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, data);
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, count);
+#else
+
+ glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
+ if (q->state()->clipTestEnabled) {
+ glStencilFunc(GL_LEQUAL, q->state()->currentClip | GL_STENCIL_HIGH_BIT,
+ ~GL_STENCIL_HIGH_BIT);
+ } else {
+ glStencilFunc(GL_ALWAYS, GL_STENCIL_HIGH_BIT, 0xff);
+ }
+ setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, data);
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, count);
+#endif
+ }
+
+ // Enable color writes & disable stencil writes
+ 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 QGL2PaintEngineExPrivate::resetClipIfNeeded()
+{
+ if (maxClip != (GL_STENCIL_HIGH_BIT - 1))
+ return;
+
+ Q_Q(QGL2PaintEngineEx);
+
+ useSimpleShader();
+ glEnable(GL_STENCIL_TEST);
+ glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
+
+ QRectF bounds = q->state()->matrix.inverted().mapRect(QRectF(0, 0, width, height));
+ QGLRect rect(bounds.left(), bounds.top(), bounds.right(), bounds.bottom());
+
+ // Set high bit on clip region
+ glStencilFunc(GL_LEQUAL, q->state()->currentClip, 0xff);
+ glStencilOp(GL_KEEP, GL_INVERT, GL_INVERT);
+ glStencilMask(GL_STENCIL_HIGH_BIT);
+ composite(rect);
+
+ // Reset clipping to 1 and everything else to zero
+ glStencilFunc(GL_NOTEQUAL, 0x01, GL_STENCIL_HIGH_BIT);
+ glStencilOp(GL_ZERO, GL_REPLACE, GL_REPLACE);
+ glStencilMask(0xff);
+ composite(rect);
+
+ q->state()->currentClip = 1;
+ q->state()->canRestoreClip = false;
+
+ maxClip = 1;
+
+ glStencilMask(0x0);
+ glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+}
+
+bool QGL2PaintEngineExPrivate::prepareForDraw(bool srcPixelsAreOpaque)
+{
+ if (brushTextureDirty && mode != ImageDrawingMode && mode != ImageArrayDrawingMode)
+ 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))
+ {
+ glDisable(GL_BLEND);
+ } else {
+ glEnable(GL_BLEND);
+ }
+
+ QGLEngineShaderManager::OpacityMode opacityMode;
+ if (mode == ImageArrayDrawingMode) {
+ opacityMode = QGLEngineShaderManager::AttributeOpacity;
+ } else {
+ opacityMode = stateHasOpacity ? QGLEngineShaderManager::UniformOpacity
+ : QGLEngineShaderManager::NoOpacity;
+ if (stateHasOpacity && (mode != ImageDrawingMode)) {
+ // Using a brush
+ bool brushIsPattern = (currentBrush.style() >= Qt::Dense1Pattern) &&
+ (currentBrush.style() <= Qt::DiagCrossPattern);
+
+ if ((currentBrush.style() == Qt::SolidPattern) || brushIsPattern)
+ opacityMode = QGLEngineShaderManager::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 != ImageDrawingMode && mode != ImageArrayDrawingMode)
+ updateBrushUniforms();
+
+ if (opacityMode == QGLEngineShaderManager::UniformOpacity && opacityUniformDirty) {
+ shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::GlobalOpacity), (GLfloat)q->state()->opacity);
+ opacityUniformDirty = false;
+ }
+
+ if (matrixUniformDirty && shaderManager->hasComplexGeometry()) {
+ shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::Matrix),
+ pmvMatrix);
+ matrixUniformDirty = false;
+ }
+
+ return changed;
+}
+
+void QGL2PaintEngineExPrivate::composite(const QGLRect& boundingRect)
+{
+ setCoords(staticVertexCoordinateArray, boundingRect);
+ setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, staticVertexCoordinateArray);
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+}
+
+// Draws the vertex array as a set of <vertexArrayStops.size()> triangle fans.
+void QGL2PaintEngineExPrivate::drawVertexArrays(const float *data, int *stops, int stopCount,
+ GLenum primitive)
+{
+ // Now setup the pointer to the vertex array:
+ setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, (GLfloat*)data);
+
+ int previousStop = 0;
+ for (int i=0; i<stopCount; ++i) {
+ int stop = stops[i];
+/*
+ qDebug("Drawing triangle fan for vertecies %d -> %d:", previousStop, stop-1);
+ for (int i=previousStop; i<stop; ++i)
+ qDebug(" %02d: [%.2f, %.2f]", i, vertexArray.data()[i].x, vertexArray.data()[i].y);
+*/
+ glDrawArrays(primitive, previousStop, stop - previousStop);
+ previousStop = stop;
+ }
+}
+
+/////////////////////////////////// Public Methods //////////////////////////////////////////
+
+QGL2PaintEngineEx::QGL2PaintEngineEx()
+ : QPaintEngineEx(*(new QGL2PaintEngineExPrivate(this)))
+{
+}
+
+QGL2PaintEngineEx::~QGL2PaintEngineEx()
+{
+}
+
+void QGL2PaintEngineEx::fill(const QVectorPath &path, const QBrush &brush)
+{
+ Q_D(QGL2PaintEngineEx);
+
+ if (qbrush_style(brush) == Qt::NoBrush)
+ return;
+ ensureActive();
+ d->setBrush(brush);
+ d->fill(path);
+}
+
+Q_GUI_EXPORT bool qt_scaleForTransform(const QTransform &transform, qreal *scale); // qtransform.cpp
+
+
+void QGL2PaintEngineEx::stroke(const QVectorPath &path, const QPen &pen)
+{
+ Q_D(QGL2PaintEngineEx);
+
+ const QBrush &penBrush = qpen_brush(pen);
+ if (qpen_style(pen) == Qt::NoPen || qbrush_style(penBrush) == Qt::NoBrush)
+ return;
+
+ QOpenGL2PaintEngineState *s = state();
+ if (pen.isCosmetic() && !qt_scaleForTransform(s->transform(), 0)) {
+ // QTriangulatingStroker class is not meant to support cosmetically sheared strokes.
+ QPaintEngineEx::stroke(path, pen);
+ return;
+ }
+
+ ensureActive();
+ d->setBrush(penBrush);
+ d->stroke(path, pen);
+}
+
+void QGL2PaintEngineExPrivate::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);
+
+ } else { // Some sort of dash
+ dasher.process(path, pen, clip);
+
+ QVectorPath dashStroke(dasher.points(),
+ dasher.elementCount(),
+ dasher.elementTypes());
+ stroker.process(dashStroke, pen, clip);
+ }
+
+ if (!stroker.vertexCount())
+ return;
+
+ if (opaque) {
+ prepareForDraw(opaque);
+ setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, stroker.vertices());
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, stroker.vertexCount() / 2);
+
+// QBrush b(Qt::green);
+// d->setBrush(&b);
+// d->prepareForDraw(true);
+// glDrawArrays(GL_LINE_STRIP, 0, d->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 (pen.isCosmetic())
+ extra = extra * inverseScale;
+
+ QRectF bounds = path.controlPointRect().adjusted(-extra, -extra, extra, extra);
+
+ fillStencilWithVertexArray(stroker.vertices(), stroker.vertexCount() / 2,
+ 0, 0, bounds, QGL2PaintEngineExPrivate::TriStripStrokeFillMode);
+
+ glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE);
+
+ // Pass when any bit is set, replace stencil value with 0
+ glStencilFunc(GL_NOTEQUAL, 0, GL_STENCIL_HIGH_BIT);
+ prepareForDraw(false);
+
+ // Stencil the brush onto the dest buffer
+ composite(bounds);
+
+ glStencilMask(0);
+
+ updateClipScissorTest();
+ }
+}
+
+void QGL2PaintEngineEx::penChanged() { }
+void QGL2PaintEngineEx::brushChanged() { }
+void QGL2PaintEngineEx::brushOriginChanged() { }
+
+void QGL2PaintEngineEx::opacityChanged()
+{
+// qDebug("QGL2PaintEngineEx::opacityChanged()");
+ Q_D(QGL2PaintEngineEx);
+ state()->opacityChanged = true;
+
+ Q_ASSERT(d->shaderManager);
+ d->brushUniformsDirty = true;
+ d->opacityUniformDirty = true;
+}
+
+void QGL2PaintEngineEx::compositionModeChanged()
+{
+// qDebug("QGL2PaintEngineEx::compositionModeChanged()");
+ Q_D(QGL2PaintEngineEx);
+ state()->compositionModeChanged = true;
+ d->compositionModeDirty = true;
+}
+
+void QGL2PaintEngineEx::renderHintsChanged()
+{
+ state()->renderHintsChanged = true;
+
+#if !defined(QT_OPENGL_ES_2)
+ if ((state()->renderHints & QPainter::Antialiasing)
+ || (state()->renderHints & QPainter::HighQualityAntialiasing))
+ glEnable(GL_MULTISAMPLE);
+ else
+ glDisable(GL_MULTISAMPLE);
+#endif
+
+ Q_D(QGL2PaintEngineEx);
+ d->lastTextureUsed = GLuint(-1);
+ d->brushTextureDirty = true;
+// qDebug("QGL2PaintEngineEx::renderHintsChanged() not implemented!");
+}
+
+void QGL2PaintEngineEx::transformChanged()
+{
+ Q_D(QGL2PaintEngineEx);
+ 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 QGL2PaintEngineEx::drawPixmap(const QRectF& dest, const QPixmap & pixmap, const QRectF & src)
+{
+ Q_D(QGL2PaintEngineEx);
+ QGLContext *ctx = d->ctx;
+
+ 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);
+
+ QGLContext::BindOptions bindOptions = QGLContext::InternalBindOption|QGLContext::CanFlipNativePixmapBindOption;
+#ifdef QGL_USE_TEXTURE_POOL
+ bindOptions |= QGLContext::TemporarilyCachedBindOption;
+#endif
+
+ glActiveTexture(GL_TEXTURE0 + QT_IMAGE_TEXTURE_UNIT);
+ QGLTexture *texture =
+ ctx->d_func()->bindTexture(pixmap, GL_TEXTURE_2D, GL_RGBA, bindOptions);
+
+ GLfloat top = texture->options & QGLContext::InvertedYBindOption ? (pixmap.height() - src.top()) : src.top();
+ GLfloat bottom = texture->options & QGLContext::InvertedYBindOption ? (pixmap.height() - src.bottom()) : src.bottom();
+ QGLRect srcRect(src.left(), top, src.right(), bottom);
+
+ bool isBitmap = pixmap.isQBitmap();
+ bool isOpaque = !isBitmap && !pixmap.hasAlpha();
+
+ d->updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE,
+ state()->renderHints & QPainter::SmoothPixmapTransform, texture->id);
+ d->drawTexture(dest, srcRect, pixmap.size(), isOpaque, isBitmap);
+
+ if (texture->options&QGLContext::TemporarilyCachedBindOption) {
+ // pixmap was temporarily cached as a QImage texture by pooling system
+ // and should be destroyed immediately
+ QGLTextureCache::instance()->remove(ctx, texture->id);
+ }
+}
+
+void QGL2PaintEngineEx::drawImage(const QRectF& dest, const QImage& image, const QRectF& src,
+ Qt::ImageConversionFlags)
+{
+ Q_D(QGL2PaintEngineEx);
+ QGLContext *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);
+
+ glActiveTexture(GL_TEXTURE0 + QT_IMAGE_TEXTURE_UNIT);
+
+ QGLContext::BindOptions bindOptions = QGLContext::InternalBindOption;
+#ifdef QGL_USE_TEXTURE_POOL
+ bindOptions |= QGLContext::TemporarilyCachedBindOption;
+#endif
+
+ QGLTexture *texture = ctx->d_func()->bindTexture(image, GL_TEXTURE_2D, GL_RGBA, bindOptions);
+ GLuint id = texture->id;
+
+ d->updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE,
+ state()->renderHints & QPainter::SmoothPixmapTransform, id);
+ d->drawTexture(dest, src, image.size(), !image.hasAlphaChannel());
+
+ if (texture->options&QGLContext::TemporarilyCachedBindOption) {
+ // image was temporarily cached by texture pooling system
+ // and should be destroyed immediately
+ QGLTextureCache::instance()->remove(ctx, texture->id);
+ }
+}
+
+void QGL2PaintEngineEx::drawStaticTextItem(QStaticTextItem *textItem)
+{
+ Q_D(QGL2PaintEngineEx);
+
+ ensureActive();
+
+ QFontEngineGlyphCache::Type glyphType = textItem->fontEngine()->glyphFormat >= 0
+ ? QFontEngineGlyphCache::Type(textItem->fontEngine()->glyphFormat)
+ : d->glyphCacheType;
+ if (glyphType == QFontEngineGlyphCache::Raster_RGBMask) {
+ if (d->device->alphaRequested() || state()->matrix.type() > QTransform::TxTranslate
+ || (state()->composition_mode != QPainter::CompositionMode_Source
+ && state()->composition_mode != QPainter::CompositionMode_SourceOver))
+ {
+ glyphType = QFontEngineGlyphCache::Raster_A8;
+ }
+ }
+
+ d->drawCachedGlyphs(glyphType, textItem);
+}
+
+bool QGL2PaintEngineEx::drawTexture(const QRectF &dest, GLuint textureId, const QSize &size, const QRectF &src)
+{
+ Q_D(QGL2PaintEngineEx);
+ if (!d->shaderManager)
+ return false;
+
+ ensureActive();
+ d->transferMode(ImageDrawingMode);
+
+#ifndef QT_OPENGL_ES_2
+ QGLContext *ctx = d->ctx;
+#endif
+ glActiveTexture(GL_TEXTURE0 + QT_IMAGE_TEXTURE_UNIT);
+ glBindTexture(GL_TEXTURE_2D, textureId);
+
+ QGLRect srcRect(src.left(), src.bottom(), src.right(), src.top());
+
+ d->updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE,
+ state()->renderHints & QPainter::SmoothPixmapTransform, textureId);
+ d->drawTexture(dest, srcRect, size, false);
+ return true;
+}
+
+void QGL2PaintEngineEx::drawTextItem(const QPointF &p, const QTextItem &textItem)
+{
+ Q_D(QGL2PaintEngineEx);
+
+ ensureActive();
+ QOpenGL2PaintEngineState *s = state();
+
+ const QTextItemInt &ti = static_cast<const QTextItemInt &>(textItem);
+
+ QTransform::TransformationType txtype = s->matrix.type();
+
+ float det = s->matrix.determinant();
+ bool drawCached = txtype < QTransform::TxProject;
+
+ // don't try to cache huge fonts or vastly transformed fonts
+ const qreal pixelSize = ti.fontEngine->fontDef.pixelSize;
+ if (pixelSize * pixelSize * qAbs(det) >= QT_MAX_CACHED_GLYPH_SIZE * QT_MAX_CACHED_GLYPH_SIZE ||
+ det < 0.25f || det > 4.f)
+ drawCached = false;
+
+ QFontEngineGlyphCache::Type glyphType = ti.fontEngine->glyphFormat >= 0
+ ? QFontEngineGlyphCache::Type(ti.fontEngine->glyphFormat)
+ : d->glyphCacheType;
+
+
+ if (glyphType == QFontEngineGlyphCache::Raster_RGBMask) {
+ if (d->device->alphaRequested() || txtype > QTransform::TxTranslate
+ || (state()->composition_mode != QPainter::CompositionMode_Source
+ && state()->composition_mode != QPainter::CompositionMode_SourceOver))
+ {
+ glyphType = QFontEngineGlyphCache::Raster_A8;
+ }
+ }
+
+ if (drawCached) {
+ 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.chars = const_cast<QChar *>(ti.chars);
+ staticTextItem.setFontEngine(ti.fontEngine);
+ staticTextItem.glyphs = glyphs.data();
+ staticTextItem.numChars = ti.num_chars;
+ staticTextItem.numGlyphs = glyphs.size();
+ staticTextItem.glyphPositions = positions.data();
+
+ d->drawCachedGlyphs(glyphType, &staticTextItem);
+ }
+ return;
+ }
+
+ QPaintEngineEx::drawTextItem(p, ti);
+}
+
+namespace {
+
+ class QOpenGLStaticTextUserData: public QStaticTextUserData
+ {
+ public:
+ QOpenGLStaticTextUserData()
+ : QStaticTextUserData(OpenGLUserData), cacheSize(0, 0), cacheSerialNumber(0)
+ {
+ }
+
+ ~QOpenGLStaticTextUserData()
+ {
+ }
+
+ QSize cacheSize;
+ QGL2PEXVertexArray vertexCoordinateArray;
+ QGL2PEXVertexArray textureCoordinateArray;
+ QFontEngineGlyphCache::Type glyphType;
+ int cacheSerialNumber;
+ };
+
+}
+
+// #define QT_OPENGL_DRAWCACHEDGLYPHS_INDEX_ARRAY_VBO
+
+void QGL2PaintEngineExPrivate::drawCachedGlyphs(QFontEngineGlyphCache::Type glyphType,
+ QStaticTextItem *staticTextItem)
+{
+ Q_Q(QGL2PaintEngineEx);
+
+ QOpenGL2PaintEngineState *s = q->state();
+
+ void *cacheKey = const_cast<QGLContext *>(QGLContextPrivate::contextGroup(ctx)->context());
+ bool recreateVertexArrays = false;
+
+ QGLTextureGlyphCache *cache =
+ (QGLTextureGlyphCache *) staticTextItem->fontEngine()->glyphCache(cacheKey, glyphType, QTransform());
+ if (!cache || cache->cacheType() != glyphType || cache->context() == 0) {
+ cache = new QGLTextureGlyphCache(ctx, glyphType, QTransform());
+ staticTextItem->fontEngine()->setGlyphCache(cacheKey, cache);
+ cache->insert(ctx, cache);
+ recreateVertexArrays = true;
+ }
+
+ if (staticTextItem->userDataNeedsUpdate) {
+ recreateVertexArrays = true;
+ } else if (staticTextItem->userData() == 0) {
+ recreateVertexArrays = true;
+ } else if (staticTextItem->userData()->type != QStaticTextUserData::OpenGLUserData) {
+ recreateVertexArrays = true;
+ } else {
+ QOpenGLStaticTextUserData *userData = static_cast<QOpenGLStaticTextUserData *>(staticTextItem->userData());
+ if (userData->glyphType != glyphType) {
+ 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(staticTextItem->fontEngine(), staticTextItem->numGlyphs,
+ staticTextItem->glyphs, staticTextItem->glyphPositions)) {
+ // No space for glyphs in cache. We need to reset it and try again.
+ cache->clear();
+ cache->populate(staticTextItem->fontEngine(), staticTextItem->numGlyphs,
+ staticTextItem->glyphs, staticTextItem->glyphPositions);
+ }
+ cache->fillInPendingGlyphs();
+ }
+
+ if (cache->width() == 0 || cache->height() == 0)
+ return;
+
+ transferMode(TextDrawingMode);
+
+ int margin = cache->glyphMargin();
+
+ GLfloat dx = 1.0 / cache->width();
+ GLfloat dy = 1.0 / cache->height();
+
+ // Use global arrays by default
+ QGL2PEXVertexArray *vertexCoordinates = &vertexCoordinateArray;
+ QGL2PEXVertexArray *textureCoordinates = &textureCoordinateArray;
+
+ if (staticTextItem->useBackendOptimizations) {
+ QOpenGLStaticTextUserData *userData = 0;
+
+ if (staticTextItem->userData() == 0
+ || staticTextItem->userData()->type != QStaticTextUserData::OpenGLUserData) {
+
+ userData = new QOpenGLStaticTextUserData();
+ staticTextItem->setUserData(userData);
+
+ } else {
+ userData = static_cast<QOpenGLStaticTextUserData*>(staticTextItem->userData());
+ }
+
+ userData->glyphType = glyphType;
+ 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 = staticTextItem->fontEngine()->supportsSubPixelPositions();
+ for (int i=0; i<staticTextItem->numGlyphs; ++i) {
+ QFixed subPixelPosition;
+ if (supportsSubPixelPositions)
+ subPixelPosition = cache->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) + c.baseLineX - margin;
+ int y = qFloor(staticTextItem->glyphPositions[i].y) - 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 (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)
+ glGenBuffers(1, &elementIndicesVBOId);
+
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementIndicesVBOId);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, elementIndices.size() * sizeof(GLushort),
+ elementIndices.constData(), GL_STATIC_DRAW);
+#endif
+ } else {
+#if defined(QT_OPENGL_DRAWCACHEDGLYPHS_INDEX_ARRAY_VBO)
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementIndicesVBOId);
+#endif
+ }
+
+ setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, (GLfloat*)vertexCoordinates->data());
+ setVertexAttributePointer(QT_TEXTURE_COORDS_ATTR, (GLfloat*)textureCoordinates->data());
+
+ if (!snapToPixelGrid) {
+ snapToPixelGrid = true;
+ matrixDirty = true;
+ }
+
+ QBrush pensBrush = q->state()->pen.brush();
+ setBrush(pensBrush);
+
+ if (glyphType == QFontEngineGlyphCache::Raster_RGBMask) {
+
+ // Subpixel antialiasing without gamma correction
+
+ QPainter::CompositionMode compMode = q->state()->composition_mode;
+ Q_ASSERT(compMode == QPainter::CompositionMode_Source
+ || compMode == QPainter::CompositionMode_SourceOver);
+
+ shaderManager->setMaskType(QGLEngineShaderManager::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
+ prepareForDraw(false); // Text always causes src pixels to be transparent
+
+ // prepareForDraw() 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;
+ }
+
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR);
+ 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
+ prepareForDraw(false); // Text always causes src pixels to be transparent
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
+
+ glActiveTexture(GL_TEXTURE0 + QT_MASK_TEXTURE_UNIT);
+ glBindTexture(GL_TEXTURE_2D, cache->texture());
+ updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, false);
+
+#if defined(QT_OPENGL_DRAWCACHEDGLYPHS_INDEX_ARRAY_VBO)
+ glDrawElements(GL_TRIANGLE_STRIP, 6 * numGlyphs, GL_UNSIGNED_SHORT, 0);
+#else
+ glDrawElements(GL_TRIANGLE_STRIP, 6 * numGlyphs, GL_UNSIGNED_SHORT, elementIndices.data());
+#endif
+
+ shaderManager->setMaskType(QGLEngineShaderManager::SubPixelMaskPass2);
+
+ if (compMode == QPainter::CompositionMode_Source) {
+ q->state()->opacity = oldOpacity;
+ opacityUniformDirty = true;
+ pensBrush = q->state()->pen.brush();
+ setBrush(pensBrush);
+ }
+
+ compositionModeDirty = false;
+ prepareForDraw(false); // Text always causes src pixels to be transparent
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_ONE, GL_ONE);
+ }
+ compositionModeDirty = true;
+ } else {
+ // Greyscale/mono glyphs
+
+ shaderManager->setMaskType(QGLEngineShaderManager::PixelMask);
+ prepareForDraw(false); // Text always causes src pixels to be transparent
+ }
+ //### TODO: Gamma correction
+
+ QGLTextureGlyphCache::FilterMode filterMode = (s->matrix.type() > QTransform::TxTranslate)?QGLTextureGlyphCache::Linear:QGLTextureGlyphCache::Nearest;
+ if (lastMaskTextureUsed != cache->texture() || cache->filterMode() != filterMode) {
+
+ glActiveTexture(GL_TEXTURE0 + QT_MASK_TEXTURE_UNIT);
+ if (lastMaskTextureUsed != cache->texture()) {
+ glBindTexture(GL_TEXTURE_2D, cache->texture());
+ lastMaskTextureUsed = cache->texture();
+ }
+
+ if (cache->filterMode() != filterMode) {
+ if (filterMode == QGLTextureGlyphCache::Linear) {
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ } else {
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ }
+ cache->setFilterMode(filterMode);
+ }
+ }
+
+#if defined(QT_OPENGL_DRAWCACHEDGLYPHS_INDEX_ARRAY_VBO)
+ glDrawElements(GL_TRIANGLE_STRIP, 6 * numGlyphs, GL_UNSIGNED_SHORT, 0);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+#else
+ glDrawElements(GL_TRIANGLE_STRIP, 6 * numGlyphs, GL_UNSIGNED_SHORT, elementIndices.data());
+#endif
+}
+
+void QGL2PaintEngineEx::drawPixmapFragments(const QPainter::PixmapFragment *fragments, int fragmentCount, const QPixmap &pixmap,
+ QPainter::PixmapFragmentHints hints)
+{
+ Q_D(QGL2PaintEngineEx);
+ // 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 QGL2PaintEngineExPrivate::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(fragments[i].rotation * Q_PI / 180);
+ c = qFastCos(fragments[i].rotation * Q_PI / 180);
+ }
+
+ qreal right = 0.5 * fragments[i].scaleX * fragments[i].width;
+ qreal bottom = 0.5 * fragments[i].scaleY * fragments[i].height;
+ QGLPoint bottomRight(right * c - bottom * s, right * s + bottom * c);
+ QGLPoint 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);
+
+ QGLRect 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);
+ }
+
+ glActiveTexture(GL_TEXTURE0 + QT_IMAGE_TEXTURE_UNIT);
+ QGLTexture *texture = ctx->d_func()->bindTexture(pixmap, GL_TEXTURE_2D, GL_RGBA,
+ QGLContext::InternalBindOption
+ | QGLContext::CanFlipNativePixmapBindOption);
+
+ if (texture->options & QGLContext::InvertedYBindOption) {
+ // Flip texture y-coordinate.
+ QGLPoint *data = textureCoordinateArray.data();
+ for (int i = 0; i < 6 * fragmentCount; ++i)
+ data[i].y = 1 - data[i].y;
+ }
+
+ transferMode(ImageArrayDrawingMode);
+
+ bool isBitmap = pixmap.isQBitmap();
+ bool isOpaque = !isBitmap && (!pixmap.hasAlpha() || (hints & QPainter::OpaqueHint)) && allOpaque;
+
+ updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE,
+ q->state()->renderHints & QPainter::SmoothPixmapTransform, texture->id);
+
+ // Setup for texture drawing
+ currentBrush = noBrush;
+ shaderManager->setSrcPixelType(isBitmap ? QGLEngineShaderManager::PatternSrc
+ : QGLEngineShaderManager::ImageSrc);
+ if (prepareForDraw(isOpaque))
+ shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::ImageTexture), QT_IMAGE_TEXTURE_UNIT);
+
+ if (isBitmap) {
+ QColor col = qt_premultiplyColor(q->state()->pen.color(), (GLfloat)q->state()->opacity);
+ shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::PatternColor), col);
+ }
+
+ glDrawArrays(GL_TRIANGLES, 0, 6 * fragmentCount);
+}
+
+bool QGL2PaintEngineEx::begin(QPaintDevice *pdev)
+{
+ Q_D(QGL2PaintEngineEx);
+
+// qDebug("QGL2PaintEngineEx::begin()");
+ if (pdev->devType() == QInternal::OpenGL)
+ d->device = static_cast<QGLPaintDevice*>(pdev);
+ else
+ d->device = QGLPaintDevice::getDevice(pdev);
+
+ if (!d->device)
+ return false;
+
+ d->ctx = d->device->context();
+ d->ctx->d_ptr->active_engine = this;
+
+ 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;
+
+ // Calling begin paint should make the correct context current. So, any
+ // code which calls into GL or otherwise needs a current context *must*
+ // go after beginPaint:
+ d->device->beginPaint();
+
+#if !defined(QT_OPENGL_ES_2)
+ bool success = qt_resolve_version_2_0_functions(d->ctx)
+ && qt_resolve_buffer_extensions(d->ctx);
+ Q_ASSERT(success);
+ Q_UNUSED(success);
+#endif
+
+ d->shaderManager = new QGLEngineShaderManager(d->ctx);
+
+ glDisable(GL_STENCIL_TEST);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_SCISSOR_TEST);
+
+#if !defined(QT_OPENGL_ES_2)
+ glDisable(GL_MULTISAMPLE);
+#endif
+
+ d->glyphCacheType = QFontEngineGlyphCache::Raster_A8;
+
+#if !defined(QT_OPENGL_ES_2)
+#if defined(Q_WS_WIN)
+ if (qt_cleartype_enabled)
+#endif
+#if defined(Q_WS_MAC)
+ if (qt_applefontsmoothing_enabled)
+#endif
+ d->glyphCacheType = QFontEngineGlyphCache::Raster_RGBMask;
+#endif
+
+#if defined(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->format().sampleBuffers();
+#else
+ d->multisamplingAlwaysEnabled = false;
+#endif
+
+ return true;
+}
+
+bool QGL2PaintEngineEx::end()
+{
+ Q_D(QGL2PaintEngineEx);
+ QGLContext *ctx = d->ctx;
+
+ glUseProgram(0);
+ d->transferMode(BrushDrawingMode);
+ d->device->endPaint();
+
+#if defined(Q_WS_X11)
+ // On some (probably all) drivers, deleting an X pixmap which has been bound to a texture
+ // before calling glFinish/swapBuffers renders garbage. Presumably this is because X deletes
+ // the pixmap behind the driver's back before it's had a chance to use it. To fix this, we
+ // reference all QPixmaps which have been bound to stop them being deleted and only deref
+ // them here, after swapBuffers, where they can be safely deleted.
+ ctx->d_func()->boundPixmaps.clear();
+#endif
+ d->ctx->d_ptr->active_engine = 0;
+
+ d->resetGLState();
+
+ delete d->shaderManager;
+ d->shaderManager = 0;
+ 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 QGL2PaintEngineEx::ensureActive()
+{
+ Q_D(QGL2PaintEngineEx);
+ QGLContext *ctx = d->ctx;
+
+ if (isActive() && ctx->d_ptr->active_engine != this) {
+ ctx->d_ptr->active_engine = this;
+ d->needsSync = true;
+ }
+
+ d->device->ensureActiveTarget();
+
+ if (d->needsSync) {
+ d->transferMode(BrushDrawingMode);
+ glViewport(0, 0, d->width, d->height);
+ d->needsSync = false;
+ d->lastMaskTextureUsed = 0;
+ d->shaderManager->setDirty();
+ d->ctx->d_func()->syncGlState();
+ for (int i = 0; i < 3; ++i)
+ d->vertexAttribPointers[i] = (GLfloat*)-1; // Assume the pointers are clobbered
+ setState(state());
+ }
+}
+
+void QGL2PaintEngineExPrivate::updateClipScissorTest()
+{
+ Q_Q(QGL2PaintEngineEx);
+ if (q->state()->clipTestEnabled) {
+ glEnable(GL_STENCIL_TEST);
+ glStencilFunc(GL_LEQUAL, q->state()->currentClip, ~GL_STENCIL_HIGH_BIT);
+ } else {
+ glDisable(GL_STENCIL_TEST);
+ 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)) {
+ glDisable(GL_SCISSOR_TEST);
+ } else {
+ glEnable(GL_SCISSOR_TEST);
+ setScissor(bounds);
+ }
+#endif
+}
+
+void QGL2PaintEngineExPrivate::setScissor(const QRect &rect)
+{
+ const int left = rect.left();
+ const int width = rect.width();
+ int bottom = height - (rect.top() + rect.height());
+ if (device->isFlipped()) {
+ bottom = rect.top();
+ }
+ const int height = rect.height();
+
+ glScissor(left, bottom, width, height);
+}
+
+void QGL2PaintEngineEx::clipEnabledChanged()
+{
+ Q_D(QGL2PaintEngineEx);
+
+ state()->clipChanged = true;
+
+ if (painter()->hasClipping())
+ d->regenerateClip();
+ else
+ d->systemStateChanged();
+}
+
+void QGL2PaintEngineExPrivate::clearClip(uint value)
+{
+ dirtyStencilRegion -= currentScissorBounds;
+
+ glStencilMask(0xff);
+ glClearStencil(value);
+ glClear(GL_STENCIL_BUFFER_BIT);
+ glStencilMask(0x0);
+
+ q->state()->needsClipBufferClear = false;
+}
+
+void QGL2PaintEngineExPrivate::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()) {
+ glEnable(GL_STENCIL_TEST);
+ glStencilFunc(GL_LEQUAL, value, ~GL_STENCIL_HIGH_BIT);
+ return;
+ }
+
+ if (q->state()->clipTestEnabled)
+ glStencilFunc(GL_LEQUAL, q->state()->currentClip, ~GL_STENCIL_HIGH_BIT);
+ else
+ glStencilFunc(GL_ALWAYS, 0, 0xff);
+
+ vertexCoordinateArray.clear();
+ vertexCoordinateArray.addPath(path, inverseScale, false);
+
+ if (!singlePass)
+ fillStencilWithVertexArray(vertexCoordinateArray, path.hasWindingFill());
+
+ glColorMask(false, false, false, false);
+ 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
+
+ glStencilFunc(GL_LEQUAL, referenceClipValue, ~GL_STENCIL_HIGH_BIT);
+ glStencilOp(GL_KEEP, GL_INVERT, GL_INVERT);
+ glStencilMask(value ^ referenceClipValue);
+
+ drawVertexArrays(vertexCoordinateArray, GL_TRIANGLE_FAN);
+ } else {
+ glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE);
+ glStencilMask(0xff);
+
+ if (!q->state()->clipTestEnabled && path.hasWindingFill()) {
+ // Pass when any clip bit is set, set high bit
+ 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
+ glStencilFunc(GL_NOTEQUAL, value, GL_STENCIL_HIGH_BIT);
+
+ composite(vertexCoordinateArray.boundingRect());
+ }
+
+ glStencilFunc(GL_LEQUAL, value, ~GL_STENCIL_HIGH_BIT);
+ glStencilMask(0);
+
+ glColorMask(true, true, true, true);
+}
+
+void QGL2PaintEngineEx::clip(const QVectorPath &path, Qt::ClipOperation op)
+{
+// qDebug("QGL2PaintEngineEx::clip()");
+ Q_D(QGL2PaintEngineEx);
+
+ 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;
+ case Qt::UniteClip: {
+ d->resetClipIfNeeded();
+ ++d->maxClip;
+ if (state()->rectangleClip.isValid()) {
+ QPainterPath path;
+ path.addRect(state()->rectangleClip);
+
+ // flush the existing clip rectangle to the depth buffer
+ d->writeClip(qtVectorPathForPath(state()->matrix.inverted().map(path)), d->maxClip);
+ }
+
+ state()->clipTestEnabled = false;
+#ifndef QT_GL_NO_SCISSOR_TEST
+ QRect oldRectangleClip = state()->rectangleClip;
+
+ state()->rectangleClip = state()->rectangleClip.united(pathRect);
+ d->updateClipScissorTest();
+
+ QRegion extendRegion = QRegion(state()->rectangleClip) - oldRectangleClip;
+
+ if (!extendRegion.isEmpty()) {
+ QPainterPath extendPath;
+ extendPath.addRegion(extendRegion);
+
+ // first clear the depth buffer in the extended region
+ d->writeClip(qtVectorPathForPath(state()->matrix.inverted().map(extendPath)), 0);
+ }
+#endif
+ // now write the clip path
+ d->writeClip(path, d->maxClip);
+ state()->canRestoreClip = false;
+ state()->currentClip = d->maxClip;
+ state()->clipTestEnabled = true;
+ break;
+ }
+ default:
+ break;
+ }
+}
+
+void QGL2PaintEngineExPrivate::regenerateClip()
+{
+ systemStateChanged();
+ replayClipOperations();
+}
+
+void QGL2PaintEngineExPrivate::systemStateChanged()
+{
+ Q_Q(QGL2PaintEngineEx);
+
+ q->state()->clipChanged = true;
+
+ if (systemClip.isEmpty()) {
+ useSystemClip = false;
+ } else {
+ if (q->paintDevice()->devType() == QInternal::Widget && currentClipWidget) {
+ QWidgetPrivate *widgetPrivate = qt_widget_private(currentClipWidget->window());
+ useSystemClip = widgetPrivate->extra && widgetPrivate->extra->inRenderWithPainter;
+ } 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 QGL2PaintEngineEx::setState(QPainterState *new_state)
+{
+ // qDebug("QGL2PaintEngineEx::setState()");
+
+ Q_D(QGL2PaintEngineEx);
+
+ 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();
+ glDepthFunc(GL_LEQUAL);
+ } else {
+ d->regenerateClip();
+ }
+ }
+}
+
+QPainterState *QGL2PaintEngineEx::createState(QPainterState *orig) const
+{
+ if (orig)
+ const_cast<QGL2PaintEngineEx *>(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()
+{
+}
+
+QT_END_NAMESPACE