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+/****************************************************************************
+**
+** Copyright (C) 2017 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the plugins of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or (at your option) the GNU General
+** Public license version 3 or any later version approved by the KDE Free
+** Qt Foundation. The licenses are as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
+** included in the packaging of this file. Please review the following
+** information to ensure the GNU General Public License requirements will
+** be met: https://www.gnu.org/licenses/gpl-2.0.html and
+** https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include <QtGui/QOpenGLContext>
+#include <QtGui/QWindow>
+#include <QtGui/QPainter>
+#include <QtGui/QOffscreenSurface>
+#include <qpa/qplatformbackingstore.h>
+#include <private/qwindow_p.h>
+
+#include "qopenglcompositorbackingstore_p.h"
+#include "qopenglcompositor_p.h"
+
+#ifndef GL_UNPACK_ROW_LENGTH
+#define GL_UNPACK_ROW_LENGTH 0x0CF2
+#endif
+
+QT_BEGIN_NAMESPACE
+
+/*!
+ \class QOpenGLCompositorBackingStore
+ \brief A backing store implementation for OpenGL
+ \since 5.4
+ \internal
+ \ingroup qpa
+
+ This implementation uploads raster-rendered widget windows into
+ textures. It is meant to be used with QOpenGLCompositor that
+ composites the textures onto a single native window using OpenGL.
+ This means that multiple top-level widgets are supported without
+ creating actual native windows for each of them.
+
+ \note It is important to call notifyComposited() from the
+ corresponding platform window's endCompositing() callback
+ (inherited from QOpenGLCompositorWindow).
+
+ \note When implementing QOpenGLCompositorWindow::textures() for
+ windows of type RasterSurface or RasterGLSurface, simply return
+ the list provided by this class' textures().
+*/
+
+QOpenGLCompositorBackingStore::QOpenGLCompositorBackingStore(QWindow *window)
+ : QPlatformBackingStore(window),
+ m_window(window),
+ m_bsTexture(0),
+ m_bsTextureContext(0),
+ m_textures(new QPlatformTextureList),
+ m_lockedWidgetTextures(0)
+{
+}
+
+QOpenGLCompositorBackingStore::~QOpenGLCompositorBackingStore()
+{
+ if (m_bsTexture) {
+ QOpenGLContext *ctx = QOpenGLContext::currentContext();
+ // With render-to-texture-widgets QWidget makes sure the TLW's shareContext() is
+ // made current before destroying backingstores. That is however not the case for
+ // windows with regular widgets only.
+ QScopedPointer<QOffscreenSurface> tempSurface;
+ if (!ctx) {
+ ctx = QOpenGLCompositor::instance()->context();
+ tempSurface.reset(new QOffscreenSurface);
+ tempSurface->setFormat(ctx->format());
+ tempSurface->create();
+ ctx->makeCurrent(tempSurface.data());
+ }
+
+ if (m_bsTextureContext && ctx->shareGroup() == m_bsTextureContext->shareGroup())
+ glDeleteTextures(1, &m_bsTexture);
+ else
+ qWarning("QOpenGLCompositorBackingStore: Texture is not valid in the current context");
+
+ if (tempSurface)
+ ctx->doneCurrent();
+ }
+
+ delete m_textures; // this does not actually own any GL resources
+}
+
+QPaintDevice *QOpenGLCompositorBackingStore::paintDevice()
+{
+ return &m_image;
+}
+
+void QOpenGLCompositorBackingStore::updateTexture()
+{
+ if (!m_bsTexture) {
+ m_bsTextureContext = QOpenGLContext::currentContext();
+ Q_ASSERT(m_bsTextureContext);
+ glGenTextures(1, &m_bsTexture);
+ glBindTexture(GL_TEXTURE_2D, m_bsTexture);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_image.width(), m_image.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
+ } else {
+ glBindTexture(GL_TEXTURE_2D, m_bsTexture);
+ }
+
+ if (!m_dirty.isNull()) {
+ QRegion fixed;
+ QRect imageRect = m_image.rect();
+
+ QOpenGLContext *ctx = QOpenGLContext::currentContext();
+ if (!ctx->isOpenGLES() || ctx->format().majorVersion() >= 3) {
+ for (const QRect &rect : m_dirty) {
+ QRect r = imageRect & rect;
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, m_image.width());
+ glTexSubImage2D(GL_TEXTURE_2D, 0, r.x(), r.y(), r.width(), r.height(), GL_RGBA, GL_UNSIGNED_BYTE,
+ m_image.constScanLine(r.y()) + r.x() * 4);
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
+ }
+ } else {
+ for (const QRect &rect : m_dirty) {
+ // intersect with image rect to be sure
+ QRect r = imageRect & rect;
+
+ // if the rect is wide enough it's cheaper to just
+ // extend it instead of doing an image copy
+ if (r.width() >= imageRect.width() / 2) {
+ r.setX(0);
+ r.setWidth(imageRect.width());
+ }
+
+ fixed |= r;
+ }
+ for (const QRect &rect : fixed) {
+ // if the sub-rect is full-width we can pass the image data directly to
+ // OpenGL instead of copying, since there's no gap between scanlines
+ if (rect.width() == imageRect.width()) {
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, rect.y(), rect.width(), rect.height(), GL_RGBA, GL_UNSIGNED_BYTE,
+ m_image.constScanLine(rect.y()));
+ } else {
+ glTexSubImage2D(GL_TEXTURE_2D, 0, rect.x(), rect.y(), rect.width(), rect.height(), GL_RGBA, GL_UNSIGNED_BYTE,
+ m_image.copy(rect).constBits());
+ }
+ }
+ }
+
+ m_dirty = QRegion();
+ }
+}
+
+void QOpenGLCompositorBackingStore::flush(QWindow *window, const QRegion &region, const QPoint &offset)
+{
+ // Called for ordinary raster windows.
+
+ Q_UNUSED(region);
+ Q_UNUSED(offset);
+
+ QOpenGLCompositor *compositor = QOpenGLCompositor::instance();
+ QOpenGLContext *dstCtx = compositor->context();
+ Q_ASSERT(dstCtx);
+
+ QWindow *dstWin = compositor->targetWindow();
+ if (!dstWin)
+ return;
+
+ dstCtx->makeCurrent(dstWin);
+ updateTexture();
+ m_textures->clear();
+ m_textures->appendTexture(nullptr, m_bsTexture, window->geometry());
+
+ compositor->update();
+}
+
+void QOpenGLCompositorBackingStore::composeAndFlush(QWindow *window, const QRegion &region, const QPoint &offset,
+ QPlatformTextureList *textures,
+ bool translucentBackground)
+{
+ // QOpenGLWidget/QQuickWidget content provided as textures. The raster content goes on top.
+
+ Q_UNUSED(region);
+ Q_UNUSED(offset);
+ Q_UNUSED(translucentBackground);
+
+ QOpenGLCompositor *compositor = QOpenGLCompositor::instance();
+ QOpenGLContext *dstCtx = compositor->context();
+ Q_ASSERT(dstCtx); // setTarget() must have been called before, e.g. from QEGLFSWindow
+
+ // The compositor's context and the context to which QOpenGLWidget/QQuickWidget
+ // textures belong are not the same. They share resources, though.
+ Q_ASSERT(qt_window_private(window)->shareContext()->shareGroup() == dstCtx->shareGroup());
+
+ QWindow *dstWin = compositor->targetWindow();
+ if (!dstWin)
+ return;
+
+ dstCtx->makeCurrent(dstWin);
+
+ QWindowPrivate::get(window)->lastComposeTime.start();
+
+ m_textures->clear();
+ for (int i = 0; i < textures->count(); ++i)
+ m_textures->appendTexture(textures->source(i), textures->textureId(i), textures->geometry(i),
+ textures->clipRect(i), textures->flags(i));
+
+ updateTexture();
+ m_textures->appendTexture(nullptr, m_bsTexture, window->geometry());
+
+ textures->lock(true);
+ m_lockedWidgetTextures = textures;
+
+ compositor->update();
+}
+
+void QOpenGLCompositorBackingStore::notifyComposited()
+{
+ if (m_lockedWidgetTextures) {
+ QPlatformTextureList *textureList = m_lockedWidgetTextures;
+ m_lockedWidgetTextures = 0; // may reenter so null before unlocking
+ textureList->lock(false);
+ }
+}
+
+void QOpenGLCompositorBackingStore::beginPaint(const QRegion &region)
+{
+ m_dirty |= region;
+
+ if (m_image.hasAlphaChannel()) {
+ QPainter p(&m_image);
+ p.setCompositionMode(QPainter::CompositionMode_Source);
+ for (const QRect &r : region)
+ p.fillRect(r, Qt::transparent);
+ }
+}
+
+void QOpenGLCompositorBackingStore::resize(const QSize &size, const QRegion &staticContents)
+{
+ Q_UNUSED(staticContents);
+
+ QOpenGLCompositor *compositor = QOpenGLCompositor::instance();
+ QOpenGLContext *dstCtx = compositor->context();
+ QWindow *dstWin = compositor->targetWindow();
+ if (!dstWin)
+ return;
+
+ m_image = QImage(size, QImage::Format_RGBA8888);
+
+ m_window->create();
+
+ dstCtx->makeCurrent(dstWin);
+ if (m_bsTexture) {
+ glDeleteTextures(1, &m_bsTexture);
+ m_bsTexture = 0;
+ m_bsTextureContext = nullptr;
+ }
+}
+
+QImage QOpenGLCompositorBackingStore::toImage() const
+{
+ return m_image;
+}
+
+QT_END_NAMESPACE