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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.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+/*
+ When the active program changes, we need to update it's uniforms.
+ We could track state for each program and only update stale uniforms
+ - Could lead to lots of overhead if there's a lot of programs
+ We could update all the uniforms when the program changes
+ - Could end up updating lots of uniforms which don't need updating
+
+ Updating uniforms should be cheap, so the overhead of updating up-to-date
+ uniforms should be minimal. It's also less complex.
+
+ Things which _may_ cause a different program to be used:
+ - Change in brush/pen style
+ - Change in painter opacity
+ - Change in composition mode
+
+ Whenever we set a mode on the shader manager - it needs to tell us if it had
+ to switch to a different program.
+
+ The shader manager should only switch when we tell it to. E.g. if we set a new
+ brush style and then switch to transparent painter, we only want it to compile
+ and use the correct program when we really need it.
+*/
+
+// #define QT_OPENGL_CACHE_AS_VBOS
+
+#include <private/qopenglgradientcache_p.h>
+#include <private/qopengltexturecache_p.h>
+#include "qopenglpaintengine_p.h"
+#include "qopenglpaintdevice_p.h"
+
+#include <string.h> //for memcpy
+#include <qmath.h>
+
+#include <private/qopengl_p.h>
+#include <private/qopenglcontext_p.h>
+#include <private/qopenglextensions_p.h>
+#include <private/qpaintengineex_p.h>
+#include <QPaintEngine>
+#include <private/qpainter_p.h>
+#include <private/qfontengine_p.h>
+#include <private/qdatabuffer_p.h>
+#include <private/qstatictext_p.h>
+#include <private/qtriangulator_p.h>
+
+#include <private/qopenglengineshadermanager_p.h>
+#include <private/qopengl2pexvertexarray_p.h>
+#include <private/qopengltextureglyphcache_p.h>
+
+#include <QDebug>
+
+#ifndef GL_KHR_blend_equation_advanced
+#define GL_KHR_blend_equation_advanced 1
+#define GL_MULTIPLY_KHR 0x9294
+#define GL_SCREEN_KHR 0x9295
+#define GL_OVERLAY_KHR 0x9296
+#define GL_DARKEN_KHR 0x9297
+#define GL_LIGHTEN_KHR 0x9298
+#define GL_COLORDODGE_KHR 0x9299
+#define GL_COLORBURN_KHR 0x929A
+#define GL_HARDLIGHT_KHR 0x929B
+#define GL_SOFTLIGHT_KHR 0x929C
+#define GL_DIFFERENCE_KHR 0x929E
+#define GL_EXCLUSION_KHR 0x92A0
+#endif /* GL_KHR_blend_equation_advanced */
+
+#ifndef GL_KHR_blend_equation_advanced_coherent
+#define GL_KHR_blend_equation_advanced_coherent 1
+#define GL_BLEND_ADVANCED_COHERENT_KHR 0x9285
+#endif /* GL_KHR_blend_equation_advanced_coherent */
+
+QT_BEGIN_NAMESPACE
+
+
+Q_OPENGL_EXPORT QImage qt_imageForBrush(int brushStyle, bool invert);
+
+////////////////////////////////// Private Methods //////////////////////////////////////////
+
+QOpenGL2PaintEngineExPrivate::~QOpenGL2PaintEngineExPrivate()
+{
+ delete shaderManager;
+
+ vertexBuffer.destroy();
+ texCoordBuffer.destroy();
+ opacityBuffer.destroy();
+ indexBuffer.destroy();
+ vao.destroy();
+
+ if (elementIndicesVBOId != 0) {
+ funcs.glDeleteBuffers(1, &elementIndicesVBOId);
+ elementIndicesVBOId = 0;
+ }
+}
+
+inline QColor qt_premultiplyColor(QColor c, GLfloat opacity)
+{
+ qreal alpha = c.alphaF() * opacity;
+ c.setAlphaF(alpha);
+ c.setRedF(c.redF() * alpha);
+ c.setGreenF(c.greenF() * alpha);
+ c.setBlueF(c.blueF() * alpha);
+ return c;
+}
+
+
+void QOpenGL2PaintEngineExPrivate::setBrush(const QBrush& brush)
+{
+ if (qbrush_fast_equals(currentBrush, brush))
+ return;
+
+ const Qt::BrushStyle newStyle = qbrush_style(brush);
+ Q_ASSERT(newStyle != Qt::NoBrush);
+
+ currentBrush = brush;
+ if (!currentBrushImage.isNull())
+ currentBrushImage = QImage();
+ brushUniformsDirty = true; // All brushes have at least one uniform
+
+ if (newStyle > Qt::SolidPattern)
+ brushTextureDirty = true;
+
+ if (currentBrush.style() == Qt::TexturePattern
+ && qHasPixmapTexture(brush) && brush.texture().isQBitmap())
+ {
+ shaderManager->setSrcPixelType(QOpenGLEngineShaderManager::TextureSrcWithPattern);
+ } else {
+ shaderManager->setSrcPixelType(newStyle);
+ }
+ shaderManager->optimiseForBrushTransform(currentBrush.transform().type());
+}
+
+
+void QOpenGL2PaintEngineExPrivate::useSimpleShader()
+{
+ shaderManager->useSimpleProgram();
+
+ if (matrixDirty)
+ updateMatrix();
+}
+
+/*
+ Single entry-point for activating, binding, and setting properties.
+
+ Allows keeping track of (caching) the latest texture unit and bound
+ texture in a central place, so that we can skip re-binding unless
+ needed.
+
+ \note Any code or Qt API that internally activates or binds will
+ not affect the cache used by this function, which means they will
+ lead to inconsisent state. QPainter::beginNativePainting() takes
+ care of resetting the cache, so for user–code this is fine, but
+ internally in the paint engine care must be taken to not call
+ functions that may activate or bind under our feet.
+*/
+template<typename T>
+void QOpenGL2PaintEngineExPrivate::updateTexture(GLenum textureUnit, const T &texture, GLenum wrapMode, GLenum filterMode, TextureUpdateMode updateMode)
+{
+ static const GLenum target = GL_TEXTURE_2D;
+
+ activateTextureUnit(textureUnit);
+
+ GLuint textureId = bindTexture(texture);
+
+ if (updateMode == UpdateIfNeeded && textureId == lastTextureUsed)
+ return;
+
+ lastTextureUsed = textureId;
+
+ funcs.glTexParameteri(target, GL_TEXTURE_WRAP_S, wrapMode);
+ funcs.glTexParameteri(target, GL_TEXTURE_WRAP_T, wrapMode);
+
+ funcs.glTexParameteri(target, GL_TEXTURE_MAG_FILTER, filterMode);
+ funcs.glTexParameteri(target, GL_TEXTURE_MIN_FILTER, filterMode);
+}
+
+void QOpenGL2PaintEngineExPrivate::activateTextureUnit(GLenum textureUnit)
+{
+ if (textureUnit != lastTextureUnitUsed) {
+ funcs.glActiveTexture(GL_TEXTURE0 + textureUnit);
+ lastTextureUnitUsed = textureUnit;
+
+ // We simplify things by keeping a single cached value of the last
+ // texture that was bound, instead of one per texture unit. This
+ // means that switching texture units could potentially mean we
+ // need a re-bind and corresponding parameter updates.
+ lastTextureUsed = GLuint(-1);
+ }
+}
+
+template<>
+GLuint QOpenGL2PaintEngineExPrivate::bindTexture(const GLuint &textureId)
+{
+ if (textureId != lastTextureUsed)
+ funcs.glBindTexture(GL_TEXTURE_2D, textureId);
+
+ return textureId;
+}
+
+template<>
+GLuint QOpenGL2PaintEngineExPrivate::bindTexture(const QImage &image)
+{
+ return QOpenGLTextureCache::cacheForContext(ctx)->bindTexture(ctx, image);
+}
+
+template<>
+GLuint QOpenGL2PaintEngineExPrivate::bindTexture(const QPixmap &pixmap)
+{
+ return QOpenGLTextureCache::cacheForContext(ctx)->bindTexture(ctx, pixmap);
+}
+
+template<>
+GLuint QOpenGL2PaintEngineExPrivate::bindTexture(const QGradient &gradient)
+{
+ // We apply global opacity in the fragment shaders, so we always pass 1.0
+ // for opacity to the cache.
+ GLuint textureId = QOpenGL2GradientCache::cacheForContext(ctx)->getBuffer(gradient, 1.0);
+
+ // QOpenGL2GradientCache::getBuffer() may bind and generate a new texture if it
+ // hasn't been cached yet, but will otherwise return an unbound texture id. To
+ // be sure that the texture is bound, we unfortunately have to bind again,
+ // which results in the initial generation of the texture doing two binds.
+ return bindTexture(textureId);
+}
+
+struct ImageWithBindOptions
+{
+ const QImage &image;
+ QOpenGLTextureUploader::BindOptions options;
+};
+
+template<>
+GLuint QOpenGL2PaintEngineExPrivate::bindTexture(const ImageWithBindOptions &imageWithOptions)
+{
+ return QOpenGLTextureCache::cacheForContext(ctx)->bindTexture(ctx, imageWithOptions.image, imageWithOptions.options);
+}
+
+inline static bool isPowerOfTwo(int x)
+{
+ // Assumption: x >= 1
+ return x == (x & -x);
+}
+
+void QOpenGL2PaintEngineExPrivate::updateBrushTexture()
+{
+ Q_Q(QOpenGL2PaintEngineEx);
+// qDebug("QOpenGL2PaintEngineExPrivate::updateBrushTexture()");
+ Qt::BrushStyle style = currentBrush.style();
+
+ bool smoothPixmapTransform = q->state()->renderHints & QPainter::SmoothPixmapTransform;
+ GLenum filterMode = smoothPixmapTransform ? GL_LINEAR : GL_NEAREST;
+
+ if ( (style >= Qt::Dense1Pattern) && (style <= Qt::DiagCrossPattern) ) {
+ // Get the image data for the pattern
+ QImage textureImage = qt_imageForBrush(style, false);
+
+ updateTexture(QT_BRUSH_TEXTURE_UNIT, textureImage, GL_REPEAT, filterMode, ForceUpdate);
+ }
+ else if (style >= Qt::LinearGradientPattern && style <= Qt::ConicalGradientPattern) {
+ // Gradiant brush: All the gradiants use the same texture
+
+ const QGradient *gradient = currentBrush.gradient();
+
+ GLenum wrapMode = GL_CLAMP_TO_EDGE;
+ if (gradient->spread() == QGradient::RepeatSpread || gradient->type() == QGradient::ConicalGradient)
+ wrapMode = GL_REPEAT;
+ else if (gradient->spread() == QGradient::ReflectSpread)
+ wrapMode = GL_MIRRORED_REPEAT;
+
+ updateTexture(QT_BRUSH_TEXTURE_UNIT, *gradient, wrapMode, filterMode, ForceUpdate);
+ }
+ else if (style == Qt::TexturePattern) {
+ currentBrushImage = currentBrush.textureImage();
+
+ int max_texture_size = ctx->d_func()->maxTextureSize();
+ QSize newSize = currentBrushImage.size();
+ newSize = newSize.boundedTo(QSize(max_texture_size, max_texture_size));
+ if (!QOpenGLContext::currentContext()->functions()->hasOpenGLFeature(QOpenGLFunctions::NPOTTextureRepeat)) {
+ if (!isPowerOfTwo(newSize.width()) || !isPowerOfTwo(newSize.height())) {
+ newSize.setHeight(qNextPowerOfTwo(newSize.height() - 1));
+ newSize.setWidth(qNextPowerOfTwo(newSize.width() - 1));
+ }
+ }
+ if (currentBrushImage.size() != newSize)
+ currentBrushImage = currentBrushImage.scaled(newSize, Qt::IgnoreAspectRatio, Qt::SmoothTransformation);
+
+ GLuint wrapMode = GL_REPEAT;
+
+ updateTexture(QT_BRUSH_TEXTURE_UNIT, currentBrushImage, wrapMode, filterMode, ForceUpdate);
+ }
+ brushTextureDirty = false;
+}
+
+
+void QOpenGL2PaintEngineExPrivate::updateBrushUniforms()
+{
+// qDebug("QOpenGL2PaintEngineExPrivate::updateBrushUniforms()");
+ Qt::BrushStyle style = currentBrush.style();
+
+ if (style == Qt::NoBrush)
+ return;
+
+ QTransform brushQTransform = currentBrush.transform();
+
+ if (style == Qt::SolidPattern) {
+ QColor col = qt_premultiplyColor(currentBrush.color(), (GLfloat)q->state()->opacity);
+ shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::FragmentColor), col);
+ }
+ else {
+ // All other brushes have a transform and thus need the translation point:
+ QPointF translationPoint;
+
+ if (style <= Qt::DiagCrossPattern) {
+ QColor col = qt_premultiplyColor(currentBrush.color(), (GLfloat)q->state()->opacity);
+
+ shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::PatternColor), col);
+
+ QVector2D halfViewportSize(width*0.5, height*0.5);
+ shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::HalfViewportSize), halfViewportSize);
+ }
+ else if (style == Qt::LinearGradientPattern) {
+ const QLinearGradient *g = static_cast<const QLinearGradient *>(currentBrush.gradient());
+
+ QPointF realStart = g->start();
+ QPointF realFinal = g->finalStop();
+ translationPoint = realStart;
+
+ QPointF l = realFinal - realStart;
+
+ QVector3D linearData(
+ l.x(),
+ l.y(),
+ 1.0f / (l.x() * l.x() + l.y() * l.y())
+ );
+
+ shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::LinearData), linearData);
+
+ QVector2D halfViewportSize(width*0.5, height*0.5);
+ shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::HalfViewportSize), halfViewportSize);
+ }
+ else if (style == Qt::ConicalGradientPattern) {
+ const QConicalGradient *g = static_cast<const QConicalGradient *>(currentBrush.gradient());
+ translationPoint = g->center();
+
+ GLfloat angle = -qDegreesToRadians(g->angle());
+
+ shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::Angle), angle);
+
+ QVector2D halfViewportSize(width*0.5, height*0.5);
+ shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::HalfViewportSize), halfViewportSize);
+ }
+ else if (style == Qt::RadialGradientPattern) {
+ const QRadialGradient *g = static_cast<const QRadialGradient *>(currentBrush.gradient());
+ QPointF realCenter = g->center();
+ QPointF realFocal = g->focalPoint();
+ qreal realRadius = g->centerRadius() - g->focalRadius();
+ translationPoint = realFocal;
+
+ QPointF fmp = realCenter - realFocal;
+ shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::Fmp), fmp);
+
+ GLfloat fmp2_m_radius2 = -fmp.x() * fmp.x() - fmp.y() * fmp.y() + realRadius*realRadius;
+ shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::Fmp2MRadius2), fmp2_m_radius2);
+ shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::Inverse2Fmp2MRadius2),
+ GLfloat(1.0 / (2.0*fmp2_m_radius2)));
+ shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::SqrFr),
+ GLfloat(g->focalRadius() * g->focalRadius()));
+ shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::BRadius),
+ GLfloat(2 * (g->centerRadius() - g->focalRadius()) * g->focalRadius()),
+ g->focalRadius(),
+ g->centerRadius() - g->focalRadius());
+
+ QVector2D halfViewportSize(width*0.5, height*0.5);
+ shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::HalfViewportSize), halfViewportSize);
+ }
+ else if (style == Qt::TexturePattern) {
+ const QPixmap& texPixmap = currentBrush.texture();
+
+ if (qHasPixmapTexture(currentBrush) && currentBrush.texture().isQBitmap()) {
+ QColor col = qt_premultiplyColor(currentBrush.color(), (GLfloat)q->state()->opacity);
+ shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::PatternColor), col);
+ }
+
+ QSizeF invertedTextureSize(1.0 / texPixmap.width(), 1.0 / texPixmap.height());
+ shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::InvertedTextureSize), invertedTextureSize);
+
+ QVector2D halfViewportSize(width*0.5, height*0.5);
+ shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::HalfViewportSize), halfViewportSize);
+ }
+ else
+ qWarning("QOpenGL2PaintEngineEx: Unimplemented fill style");
+
+ const QPointF &brushOrigin = q->state()->brushOrigin;
+ QTransform matrix = q->state()->matrix;
+ matrix.translate(brushOrigin.x(), brushOrigin.y());
+
+ QTransform translate(1, 0, 0, 1, -translationPoint.x(), -translationPoint.y());
+ qreal m22 = -1;
+ qreal dy = height;
+ if (device->paintFlipped()) {
+ m22 = 1;
+ dy = 0;
+ }
+ QTransform gl_to_qt(1, 0, 0, m22, 0, dy);
+ QTransform inv_matrix = gl_to_qt * (brushQTransform * matrix).inverted() * translate;
+
+ shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::BrushTransform), inv_matrix);
+ shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::BrushTexture), QT_BRUSH_TEXTURE_UNIT);
+ }
+ brushUniformsDirty = false;
+}
+
+
+// This assumes the shader manager has already setup the correct shader program
+void QOpenGL2PaintEngineExPrivate::updateMatrix()
+{
+// qDebug("QOpenGL2PaintEngineExPrivate::updateMatrix()");
+
+ const QTransform& transform = q->state()->matrix;
+
+ // The projection matrix converts from Qt's coordinate system to GL's coordinate system
+ // * GL's viewport is 2x2, Qt's is width x height
+ // * GL has +y -> -y going from bottom -> top, Qt is the other way round
+ // * GL has [0,0] in the center, Qt has it in the top-left
+ //
+ // This results in the Projection matrix below, which is multiplied by the painter's
+ // transformation matrix, as shown below:
+ //
+ // Projection Matrix Painter Transform
+ // ------------------------------------------------ ------------------------
+ // | 2.0 / width | 0.0 | -1.0 | | m11 | m21 | dx |
+ // | 0.0 | -2.0 / height | 1.0 | * | m12 | m22 | dy |
+ // | 0.0 | 0.0 | 1.0 | | m13 | m23 | m33 |
+ // ------------------------------------------------ ------------------------
+ //
+ // NOTE: The resultant matrix is also transposed, as GL expects column-major matracies
+
+ const GLfloat wfactor = 2.0f / width;
+ GLfloat hfactor = -2.0f / height;
+
+ GLfloat dx = transform.dx();
+ GLfloat dy = transform.dy();
+
+ if (device->paintFlipped()) {
+ hfactor *= -1;
+ dy -= height;
+ }
+
+ // Non-integer translates can have strange effects for some rendering operations such as
+ // anti-aliased text rendering. In such cases, we snap the translate to the pixel grid.
+ if (snapToPixelGrid && transform.type() == QTransform::TxTranslate) {
+ // 0.50 needs to rounded down to 0.0 for consistency with raster engine:
+ dx = std::ceil(dx - 0.5f);
+ dy = std::ceil(dy - 0.5f);
+ }
+ pmvMatrix[0][0] = (wfactor * transform.m11()) - transform.m13();
+ pmvMatrix[1][0] = (wfactor * transform.m21()) - transform.m23();
+ pmvMatrix[2][0] = (wfactor * dx) - transform.m33();
+ pmvMatrix[0][1] = (hfactor * transform.m12()) + transform.m13();
+ pmvMatrix[1][1] = (hfactor * transform.m22()) + transform.m23();
+ pmvMatrix[2][1] = (hfactor * dy) + transform.m33();
+ pmvMatrix[0][2] = transform.m13();
+ pmvMatrix[1][2] = transform.m23();
+ pmvMatrix[2][2] = transform.m33();
+
+ // 1/10000 == 0.0001, so we have good enough res to cover curves
+ // that span the entire widget...
+ inverseScale = qMax(1 / qMax( qMax(qAbs(transform.m11()), qAbs(transform.m22())),
+ qMax(qAbs(transform.m12()), qAbs(transform.m21())) ),
+ qreal(0.0001));
+
+ matrixDirty = false;
+ matrixUniformDirty = true;
+
+ // Set the PMV matrix attribute. As we use an attributes rather than uniforms, we only
+ // need to do this once for every matrix change and persists across all shader programs.
+ funcs.glVertexAttrib3fv(QT_PMV_MATRIX_1_ATTR, pmvMatrix[0]);
+ funcs.glVertexAttrib3fv(QT_PMV_MATRIX_2_ATTR, pmvMatrix[1]);
+ funcs.glVertexAttrib3fv(QT_PMV_MATRIX_3_ATTR, pmvMatrix[2]);
+
+ dasher.setInvScale(inverseScale);
+ stroker.setInvScale(inverseScale);
+}
+
+
+void QOpenGL2PaintEngineExPrivate::updateCompositionMode()
+{
+ // NOTE: The entire paint engine works on pre-multiplied data - which is why some of these
+ // composition modes look odd.
+// qDebug() << "QOpenGL2PaintEngineExPrivate::updateCompositionMode() - Setting GL composition mode for " << q->state()->composition_mode;
+ if (ctx->functions()->hasOpenGLFeature(QOpenGLFunctions::BlendEquationAdvanced)) {
+ if (q->state()->composition_mode <= QPainter::CompositionMode_Plus) {
+ funcs.glDisable(GL_BLEND_ADVANCED_COHERENT_KHR);
+ funcs.glBlendEquation(GL_FUNC_ADD);
+ } else {
+ funcs.glEnable(GL_BLEND_ADVANCED_COHERENT_KHR);
+ }
+ shaderManager->setCompositionMode(q->state()->composition_mode);
+ } else {
+ if (q->state()->composition_mode > QPainter::CompositionMode_Plus) {
+ qWarning("Unsupported composition mode");
+ compositionModeDirty = false;
+ return;
+ }
+ }
+ switch(q->state()->composition_mode) {
+ case QPainter::CompositionMode_SourceOver:
+ funcs.glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
+ break;
+ case QPainter::CompositionMode_DestinationOver:
+ funcs.glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ONE);
+ break;
+ case QPainter::CompositionMode_Clear:
+ funcs.glBlendFunc(GL_ZERO, GL_ZERO);
+ break;
+ case QPainter::CompositionMode_Source:
+ funcs.glBlendFunc(GL_ONE, GL_ZERO);
+ break;
+ case QPainter::CompositionMode_Destination:
+ funcs.glBlendFunc(GL_ZERO, GL_ONE);
+ break;
+ case QPainter::CompositionMode_SourceIn:
+ funcs.glBlendFunc(GL_DST_ALPHA, GL_ZERO);
+ break;
+ case QPainter::CompositionMode_DestinationIn:
+ funcs.glBlendFunc(GL_ZERO, GL_SRC_ALPHA);
+ break;
+ case QPainter::CompositionMode_SourceOut:
+ funcs.glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
+ break;
+ case QPainter::CompositionMode_DestinationOut:
+ funcs.glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_ALPHA);
+ break;
+ case QPainter::CompositionMode_SourceAtop:
+ funcs.glBlendFunc(GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ break;
+ case QPainter::CompositionMode_DestinationAtop:
+ funcs.glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA);
+ break;
+ case QPainter::CompositionMode_Xor:
+ funcs.glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ break;
+ case QPainter::CompositionMode_Plus:
+ funcs.glBlendFunc(GL_ONE, GL_ONE);
+ break;
+ case QPainter::CompositionMode_Multiply:
+ funcs.glBlendEquation(GL_MULTIPLY_KHR);
+ break;
+ case QPainter::CompositionMode_Screen:
+ funcs.glBlendEquation(GL_SCREEN_KHR);
+ break;
+ case QPainter::CompositionMode_Overlay:
+ funcs.glBlendEquation(GL_OVERLAY_KHR);
+ break;
+ case QPainter::CompositionMode_Darken:
+ funcs.glBlendEquation(GL_DARKEN_KHR);
+ break;
+ case QPainter::CompositionMode_Lighten:
+ funcs.glBlendEquation(GL_LIGHTEN_KHR);
+ break;
+ case QPainter::CompositionMode_ColorDodge:
+ funcs.glBlendEquation(GL_COLORDODGE_KHR);
+ break;
+ case QPainter::CompositionMode_ColorBurn:
+ funcs.glBlendEquation(GL_COLORBURN_KHR);
+ break;
+ case QPainter::CompositionMode_HardLight:
+ funcs.glBlendEquation(GL_HARDLIGHT_KHR);
+ break;
+ case QPainter::CompositionMode_SoftLight:
+ funcs.glBlendEquation(GL_SOFTLIGHT_KHR);
+ break;
+ case QPainter::CompositionMode_Difference:
+ funcs.glBlendEquation(GL_DIFFERENCE_KHR);
+ break;
+ case QPainter::CompositionMode_Exclusion:
+ funcs.glBlendEquation(GL_EXCLUSION_KHR);
+ break;
+ default:
+ qWarning("Unsupported composition mode");
+ break;
+ }
+
+ compositionModeDirty = false;
+}
+
+static inline void setCoords(GLfloat *coords, const QOpenGLRect &rect)
+{
+ coords[0] = rect.left;
+ coords[1] = rect.top;
+ coords[2] = rect.right;
+ coords[3] = rect.top;
+ coords[4] = rect.right;
+ coords[5] = rect.bottom;
+ coords[6] = rect.left;
+ coords[7] = rect.bottom;
+}
+
+void QOpenGL2PaintEngineExPrivate::drawTexture(const QOpenGLRect& dest, const QOpenGLRect& src, const QSize &textureSize, bool opaque, bool pattern)
+{
+ // Setup for texture drawing
+ currentBrush = noBrush;
+
+ if (snapToPixelGrid) {
+ snapToPixelGrid = false;
+ matrixDirty = true;
+ }
+
+ if (prepareForDraw(opaque))
+ shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::ImageTexture), QT_IMAGE_TEXTURE_UNIT);
+
+ if (pattern) {
+ QColor col = qt_premultiplyColor(q->state()->pen.color(), (GLfloat)q->state()->opacity);
+ shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::PatternColor), col);
+ }
+
+ GLfloat dx = 1.0 / textureSize.width();
+ GLfloat dy = 1.0 / textureSize.height();
+
+ QOpenGLRect srcTextureRect(src.left*dx, src.top*dy, src.right*dx, src.bottom*dy);
+
+ setCoords(staticVertexCoordinateArray, dest);
+ setCoords(staticTextureCoordinateArray, srcTextureRect);
+
+ setVertexAttribArrayEnabled(QT_VERTEX_COORDS_ATTR, true);
+ setVertexAttribArrayEnabled(QT_TEXTURE_COORDS_ATTR, true);
+
+ uploadData(QT_VERTEX_COORDS_ATTR, staticVertexCoordinateArray, 8);
+ uploadData(QT_TEXTURE_COORDS_ATTR, staticTextureCoordinateArray, 8);
+
+ funcs.glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+}
+
+void QOpenGL2PaintEngineEx::beginNativePainting()
+{
+ Q_D(QOpenGL2PaintEngineEx);
+ ensureActive();
+ d->transferMode(BrushDrawingMode);
+
+ d->nativePaintingActive = true;
+
+ d->funcs.glUseProgram(0);
+
+ // Disable all the vertex attribute arrays:
+ for (int i = 0; i < QT_GL_VERTEX_ARRAY_TRACKED_COUNT; ++i)
+ d->funcs.glDisableVertexAttribArray(i);
+
+#if !defined(QT_OPENGL_ES_2) && !defined(QT_OPENGL_DYNAMIC)
+ Q_ASSERT(QOpenGLContext::currentContext());
+ const QOpenGLContext *ctx = d->ctx;
+ const QSurfaceFormat &fmt = d->device->context()->format();
+ if (fmt.majorVersion() < 3 || (fmt.majorVersion() == 3 && fmt.minorVersion() < 1)
+ || (fmt.majorVersion() == 3 && fmt.minorVersion() == 1 && ctx->hasExtension(QByteArrayLiteral("GL_ARB_compatibility")))
+ || fmt.profile() == QSurfaceFormat::CompatibilityProfile)
+ {
+ // be nice to people who mix OpenGL 1.x code with QPainter commands
+ // by setting modelview and projection matrices to mirror the GL 1
+ // paint engine
+ const QTransform& mtx = state()->matrix;
+
+ float mv_matrix[4][4] =
+ {
+ { float(mtx.m11()), float(mtx.m12()), 0, float(mtx.m13()) },
+ { float(mtx.m21()), float(mtx.m22()), 0, float(mtx.m23()) },
+ { 0, 0, 1, 0 },
+ { float(mtx.dx()), float(mtx.dy()), 0, float(mtx.m33()) }
+ };
+
+ const QSize sz = d->device->size();
+
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glOrtho(0, sz.width(), sz.height(), 0, -999999, 999999);
+
+ glMatrixMode(GL_MODELVIEW);
+ glLoadMatrixf(&mv_matrix[0][0]);
+ }
+#endif // QT_OPENGL_ES_2
+
+ d->resetGLState();
+
+ // We don't know what texture units and textures the native painting
+ // will activate and bind, so we can't assume anything when we return
+ // from the native painting.
+ d->lastTextureUnitUsed = QT_UNKNOWN_TEXTURE_UNIT;
+ d->lastTextureUsed = GLuint(-1);
+
+ d->dirtyStencilRegion = QRect(0, 0, d->width, d->height);
+
+ d->shaderManager->setDirty();
+
+ d->needsSync = true;
+}
+
+void QOpenGL2PaintEngineExPrivate::resetGLState()
+{
+ activateTextureUnit(QT_DEFAULT_TEXTURE_UNIT);
+
+ funcs.glDisable(GL_BLEND);
+ funcs.glDisable(GL_STENCIL_TEST);
+ funcs.glDisable(GL_DEPTH_TEST);
+ funcs.glDisable(GL_SCISSOR_TEST);
+ funcs.glDepthMask(true);
+ funcs.glDepthFunc(GL_LESS);
+ funcs.glClearDepthf(1);
+ funcs.glStencilMask(0xff);
+ funcs.glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
+ funcs.glStencilFunc(GL_ALWAYS, 0, 0xff);
+ setVertexAttribArrayEnabled(QT_TEXTURE_COORDS_ATTR, false);
+ setVertexAttribArrayEnabled(QT_VERTEX_COORDS_ATTR, false);
+ setVertexAttribArrayEnabled(QT_OPACITY_ATTR, false);
+ if (!QOpenGLContext::currentContext()->isOpenGLES()) {
+ // gl_Color, corresponding to vertex attribute 3, may have been changed
+ float color[] = { 1.0f, 1.0f, 1.0f, 1.0f };
+ funcs.glVertexAttrib4fv(3, color);
+ }
+ if (vao.isCreated()) {
+ vao.release();
+ funcs.glBindBuffer(GL_ARRAY_BUFFER, 0);
+ funcs.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+ }
+}
+
+void QOpenGL2PaintEngineEx::endNativePainting()
+{
+ Q_D(QOpenGL2PaintEngineEx);
+ d->needsSync = true;
+ d->nativePaintingActive = false;
+}
+
+void QOpenGL2PaintEngineEx::invalidateState()
+{
+ Q_D(QOpenGL2PaintEngineEx);
+ d->needsSync = true;
+}
+
+bool QOpenGL2PaintEngineEx::isNativePaintingActive() const {
+ Q_D(const QOpenGL2PaintEngineEx);
+ return d->nativePaintingActive;
+}
+
+void QOpenGL2PaintEngineExPrivate::transferMode(EngineMode newMode)
+{
+ if (newMode == mode)
+ return;
+
+ if (newMode == TextDrawingMode) {
+ shaderManager->setHasComplexGeometry(true);
+ } else {
+ shaderManager->setHasComplexGeometry(false);
+ }
+
+ if (newMode == ImageDrawingMode) {
+ uploadData(QT_VERTEX_COORDS_ATTR, staticVertexCoordinateArray, 8);
+ uploadData(QT_TEXTURE_COORDS_ATTR, staticTextureCoordinateArray, 8);
+ }
+
+ if (newMode == ImageArrayDrawingMode || newMode == ImageOpacityArrayDrawingMode) {
+ uploadData(QT_VERTEX_COORDS_ATTR, (GLfloat*)vertexCoordinateArray.data(), vertexCoordinateArray.vertexCount() * 2);
+ uploadData(QT_TEXTURE_COORDS_ATTR, (GLfloat*)textureCoordinateArray.data(), textureCoordinateArray.vertexCount() * 2);
+
+ if (newMode == ImageOpacityArrayDrawingMode)
+ uploadData(QT_OPACITY_ATTR, (GLfloat*)opacityArray.data(), opacityArray.size());
+ }
+
+ // This needs to change when we implement high-quality anti-aliasing...
+ if (newMode != TextDrawingMode)
+ shaderManager->setMaskType(QOpenGLEngineShaderManager::NoMask);
+
+ mode = newMode;
+}
+
+struct QOpenGL2PEVectorPathCache
+{
+#ifdef QT_OPENGL_CACHE_AS_VBOS
+ GLuint vbo;
+ GLuint ibo;
+#else
+ float *vertices;
+ void *indices;
+#endif
+ int vertexCount;
+ int indexCount;
+ GLenum primitiveType;
+ qreal iscale;
+ QVertexIndexVector::Type indexType;
+};
+
+void QOpenGL2PaintEngineExPrivate::cleanupVectorPath(QPaintEngineEx *engine, void *data)
+{
+ QOpenGL2PEVectorPathCache *c = (QOpenGL2PEVectorPathCache *) data;
+#ifdef QT_OPENGL_CACHE_AS_VBOS
+ Q_ASSERT(engine->type() == QPaintEngine::OpenGL2);
+ static_cast<QOpenGL2PaintEngineEx *>(engine)->d_func()->unusedVBOSToClean << c->vbo;
+ if (c->ibo)
+ d->unusedIBOSToClean << c->ibo;
+#else
+ Q_UNUSED(engine);
+ free(c->vertices);
+ free(c->indices);
+#endif
+ delete c;
+}
+
+// Assumes everything is configured for the brush you want to use
+void QOpenGL2PaintEngineExPrivate::fill(const QVectorPath& path)
+{
+ transferMode(BrushDrawingMode);
+
+ if (snapToPixelGrid) {
+ snapToPixelGrid = false;
+ matrixDirty = true;
+ }
+
+ // Might need to call updateMatrix to re-calculate inverseScale
+ if (matrixDirty)
+ updateMatrix();
+
+ const bool supportsElementIndexUint = funcs.hasOpenGLExtension(QOpenGLExtensions::ElementIndexUint);
+
+ const QPointF* const points = reinterpret_cast<const QPointF*>(path.points());
+
+ // Check to see if there's any hints
+ if (path.shape() == QVectorPath::RectangleHint) {
+ QOpenGLRect rect(points[0].x(), points[0].y(), points[2].x(), points[2].y());
+ prepareForDraw(currentBrush.isOpaque());
+ composite(rect);
+ } else if (path.isConvex()) {
+
+ if (path.isCacheable()) {
+ QVectorPath::CacheEntry *data = path.lookupCacheData(q);
+ QOpenGL2PEVectorPathCache *cache;
+
+ bool updateCache = false;
+
+ if (data) {
+ cache = (QOpenGL2PEVectorPathCache *) data->data;
+ // Check if scale factor is exceeded and regenerate if so...
+ qreal scaleFactor = cache->iscale / inverseScale;
+ if (scaleFactor < 0.5 || scaleFactor > 2.0) {
+#ifdef QT_OPENGL_CACHE_AS_VBOS
+ glDeleteBuffers(1, &cache->vbo);
+ cache->vbo = 0;
+ Q_ASSERT(cache->ibo == 0);
+#else
+ free(cache->vertices);
+ Q_ASSERT(cache->indices == nullptr);
+#endif
+ updateCache = true;
+ }
+ } else {
+ cache = new QOpenGL2PEVectorPathCache;
+ data = const_cast<QVectorPath &>(path).addCacheData(q, cache, cleanupVectorPath);
+ updateCache = true;
+ }
+
+ // Flatten the path at the current scale factor and fill it into the cache struct.
+ if (updateCache) {
+ vertexCoordinateArray.clear();
+ vertexCoordinateArray.addPath(path, inverseScale, false);
+ int vertexCount = vertexCoordinateArray.vertexCount();
+ int floatSizeInBytes = vertexCount * 2 * sizeof(float);
+ cache->vertexCount = vertexCount;
+ cache->indexCount = 0;
+ cache->primitiveType = GL_TRIANGLE_FAN;
+ cache->iscale = inverseScale;
+#ifdef QT_OPENGL_CACHE_AS_VBOS
+ funcs.glGenBuffers(1, &cache->vbo);
+ funcs.glBindBuffer(GL_ARRAY_BUFFER, cache->vbo);
+ funcs.glBufferData(GL_ARRAY_BUFFER, floatSizeInBytes, vertexCoordinateArray.data(), GL_STATIC_DRAW);
+ cache->ibo = 0;
+#else
+ cache->vertices = (float *) malloc(floatSizeInBytes);
+ memcpy(cache->vertices, vertexCoordinateArray.data(), floatSizeInBytes);
+ cache->indices = nullptr;
+#endif
+ }
+
+ prepareForDraw(currentBrush.isOpaque());
+#ifdef QT_OPENGL_CACHE_AS_VBOS
+ funcs.glBindBuffer(GL_ARRAY_BUFFER, cache->vbo);
+ uploadData(QT_VERTEX_COORD_ATTR, 0, cache->vertexCount);
+ setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, 0);
+#else
+ uploadData(QT_VERTEX_COORDS_ATTR, cache->vertices, cache->vertexCount * 2);
+#endif
+ funcs.glDrawArrays(cache->primitiveType, 0, cache->vertexCount);
+
+ } else {
+ // printf(" - Marking path as cachable...\n");
+ // Tag it for later so that if the same path is drawn twice, it is assumed to be static and thus cachable
+ path.makeCacheable();
+ vertexCoordinateArray.clear();
+ vertexCoordinateArray.addPath(path, inverseScale, false);
+ prepareForDraw(currentBrush.isOpaque());
+ drawVertexArrays(vertexCoordinateArray, GL_TRIANGLE_FAN);
+ }
+
+ } else {
+ bool useCache = path.isCacheable();
+ if (useCache) {
+ QRectF bbox = path.controlPointRect();
+ // If the path doesn't fit within these limits, it is possible that the triangulation will fail.
+ useCache &= (bbox.left() > -0x8000 * inverseScale)
+ && (bbox.right() < 0x8000 * inverseScale)
+ && (bbox.top() > -0x8000 * inverseScale)
+ && (bbox.bottom() < 0x8000 * inverseScale);
+ }
+
+ if (useCache) {
+ QVectorPath::CacheEntry *data = path.lookupCacheData(q);
+ QOpenGL2PEVectorPathCache *cache;
+
+ bool updateCache = false;
+
+ if (data) {
+ cache = (QOpenGL2PEVectorPathCache *) data->data;
+ // Check if scale factor is exceeded and regenerate if so...
+ qreal scaleFactor = cache->iscale / inverseScale;
+ if (scaleFactor < 0.5 || scaleFactor > 2.0) {
+#ifdef QT_OPENGL_CACHE_AS_VBOS
+ glDeleteBuffers(1, &cache->vbo);
+ glDeleteBuffers(1, &cache->ibo);
+#else
+ free(cache->vertices);
+ free(cache->indices);
+#endif
+ updateCache = true;
+ }
+ } else {
+ cache = new QOpenGL2PEVectorPathCache;
+ data = const_cast<QVectorPath &>(path).addCacheData(q, cache, cleanupVectorPath);
+ updateCache = true;
+ }
+
+ // Flatten the path at the current scale factor and fill it into the cache struct.
+ if (updateCache) {
+ QTriangleSet polys = qTriangulate(path, QTransform().scale(1 / inverseScale, 1 / inverseScale), 1, supportsElementIndexUint);
+ cache->vertexCount = polys.vertices.size() / 2;
+ cache->indexCount = polys.indices.size();
+ cache->primitiveType = GL_TRIANGLES;
+ cache->iscale = inverseScale;
+ cache->indexType = polys.indices.type();
+#ifdef QT_OPENGL_CACHE_AS_VBOS
+ funcs.glGenBuffers(1, &cache->vbo);
+ funcs.glGenBuffers(1, &cache->ibo);
+ funcs.glBindBuffer(GL_ARRAY_BUFFER, cache->vbo);
+ funcs.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, cache->ibo);
+
+ if (polys.indices.type() == QVertexIndexVector::UnsignedInt)
+ funcs.glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(quint32) * polys.indices.size(), polys.indices.data(), GL_STATIC_DRAW);
+ else
+ funcs.glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(quint16) * polys.indices.size(), polys.indices.data(), GL_STATIC_DRAW);
+
+ QVarLengthArray<float> vertices(polys.vertices.size());
+ for (int i = 0; i < polys.vertices.size(); ++i)
+ vertices[i] = float(inverseScale * polys.vertices.at(i));
+ funcs.glBufferData(GL_ARRAY_BUFFER, sizeof(float) * vertices.size(), vertices.data(), GL_STATIC_DRAW);
+#else
+ cache->vertices = (float *) malloc(sizeof(float) * polys.vertices.size());
+ if (polys.indices.type() == QVertexIndexVector::UnsignedInt) {
+ cache->indices = (quint32 *) malloc(sizeof(quint32) * polys.indices.size());
+ memcpy(cache->indices, polys.indices.data(), sizeof(quint32) * polys.indices.size());
+ } else {
+ cache->indices = (quint16 *) malloc(sizeof(quint16) * polys.indices.size());
+ memcpy(cache->indices, polys.indices.data(), sizeof(quint16) * polys.indices.size());
+ }
+ for (int i = 0; i < polys.vertices.size(); ++i)
+ cache->vertices[i] = float(inverseScale * polys.vertices.at(i));
+#endif
+ }
+
+ prepareForDraw(currentBrush.isOpaque());
+#ifdef QT_OPENGL_CACHE_AS_VBOS
+ funcs.glBindBuffer(GL_ARRAY_BUFFER, cache->vbo);
+ funcs.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, cache->ibo);
+ uploadData(QT_VERTEX_COORDS_ATTR, 0, cache->vertexCount);
+ setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, 0);
+ if (cache->indexType == QVertexIndexVector::UnsignedInt)
+ funcs.glDrawElements(cache->primitiveType, cache->indexCount, GL_UNSIGNED_INT, 0);
+ else
+ funcs.glDrawElements(cache->primitiveType, cache->indexCount, GL_UNSIGNED_SHORT, 0);
+ funcs.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+ funcs.glBindBuffer(GL_ARRAY_BUFFER, 0);
+#else
+ uploadData(QT_VERTEX_COORDS_ATTR, cache->vertices, cache->vertexCount * 2);
+ const GLenum indexValueType = cache->indexType == QVertexIndexVector::UnsignedInt ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT;
+ const bool useIndexVbo = uploadIndexData(cache->indices, indexValueType, cache->indexCount);
+ funcs.glDrawElements(cache->primitiveType, cache->indexCount, indexValueType, useIndexVbo ? nullptr : cache->indices);
+#endif
+
+ } else {
+ // printf(" - Marking path as cachable...\n");
+ // Tag it for later so that if the same path is drawn twice, it is assumed to be static and thus cachable
+ path.makeCacheable();
+
+ if (device->context()->format().stencilBufferSize() <= 0) {
+ // If there is no stencil buffer, triangulate the path instead.
+
+ QRectF bbox = path.controlPointRect();
+ // If the path doesn't fit within these limits, it is possible that the triangulation will fail.
+ bool withinLimits = (bbox.left() > -0x8000 * inverseScale)
+ && (bbox.right() < 0x8000 * inverseScale)
+ && (bbox.top() > -0x8000 * inverseScale)
+ && (bbox.bottom() < 0x8000 * inverseScale);
+ if (withinLimits) {
+ QTriangleSet polys = qTriangulate(path, QTransform().scale(1 / inverseScale, 1 / inverseScale), 1, supportsElementIndexUint);
+
+ QVarLengthArray<float> vertices(polys.vertices.size());
+ for (int i = 0; i < polys.vertices.size(); ++i)
+ vertices[i] = float(inverseScale * polys.vertices.at(i));
+
+ prepareForDraw(currentBrush.isOpaque());
+ uploadData(QT_VERTEX_COORDS_ATTR, vertices.constData(), vertices.size());
+ const GLenum indexValueType = funcs.hasOpenGLExtension(QOpenGLExtensions::ElementIndexUint) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT;
+ const bool useIndexVbo = uploadIndexData(polys.indices.data(), indexValueType, polys.indices.size());
+ funcs.glDrawElements(GL_TRIANGLES, polys.indices.size(), indexValueType, useIndexVbo ? nullptr : polys.indices.data());
+ } else {
+ // We can't handle big, concave painter paths with OpenGL without stencil buffer.
+ qWarning("Painter path exceeds +/-32767 pixels.");
+ }
+ return;
+ }
+
+ // The path is too complicated & needs the stencil technique
+ vertexCoordinateArray.clear();
+ vertexCoordinateArray.addPath(path, inverseScale, false);
+
+ fillStencilWithVertexArray(vertexCoordinateArray, path.hasWindingFill());
+
+ funcs.glStencilMask(0xff);
+ funcs.glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE);
+
+ if (q->state()->clipTestEnabled) {
+ // Pass when high bit is set, replace stencil value with current clip
+ funcs.glStencilFunc(GL_NOTEQUAL, q->state()->currentClip, GL_STENCIL_HIGH_BIT);
+ } else if (path.hasWindingFill()) {
+ // Pass when any bit is set, replace stencil value with 0
+ funcs.glStencilFunc(GL_NOTEQUAL, 0, 0xff);
+ } else {
+ // Pass when high bit is set, replace stencil value with 0
+ funcs.glStencilFunc(GL_NOTEQUAL, 0, GL_STENCIL_HIGH_BIT);
+ }
+ prepareForDraw(currentBrush.isOpaque());
+
+ // Stencil the brush onto the dest buffer
+ composite(vertexCoordinateArray.boundingRect());
+ funcs.glStencilMask(0);
+ updateClipScissorTest();
+ }
+ }
+}
+
+
+void QOpenGL2PaintEngineExPrivate::fillStencilWithVertexArray(const float *data,
+ int count,
+ int *stops,
+ int stopCount,
+ const QOpenGLRect &bounds,
+ StencilFillMode mode)
+{
+ Q_ASSERT(count || stops);
+
+// qDebug("QOpenGL2PaintEngineExPrivate::fillStencilWithVertexArray()");
+ funcs.glStencilMask(0xff); // Enable stencil writes
+
+ if (dirtyStencilRegion.intersects(currentScissorBounds)) {
+ const QRegion clearRegion = dirtyStencilRegion.intersected(currentScissorBounds);
+ funcs.glClearStencil(0); // Clear to zero
+ for (const QRect &rect : clearRegion) {
+#ifndef QT_GL_NO_SCISSOR_TEST
+ setScissor(rect);
+#endif
+ funcs.glClear(GL_STENCIL_BUFFER_BIT);
+ }
+
+ dirtyStencilRegion -= currentScissorBounds;
+
+#ifndef QT_GL_NO_SCISSOR_TEST
+ updateClipScissorTest();
+#endif
+ }
+
+ funcs.glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); // Disable color writes
+ useSimpleShader();
+ funcs.glEnable(GL_STENCIL_TEST); // For some reason, this has to happen _after_ the simple shader is use()'d
+
+ if (mode == WindingFillMode) {
+ Q_ASSERT(stops && !count);
+ if (q->state()->clipTestEnabled) {
+ // Flatten clip values higher than current clip, and set high bit to match current clip
+ funcs.glStencilFunc(GL_LEQUAL, GL_STENCIL_HIGH_BIT | q->state()->currentClip, ~GL_STENCIL_HIGH_BIT);
+ funcs.glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE);
+ composite(bounds);
+
+ funcs.glStencilFunc(GL_EQUAL, GL_STENCIL_HIGH_BIT, GL_STENCIL_HIGH_BIT);
+ } else if (!stencilClean) {
+ // Clear stencil buffer within bounding rect
+ funcs.glStencilFunc(GL_ALWAYS, 0, 0xff);
+ funcs.glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO);
+ composite(bounds);
+ }
+
+ // Inc. for front-facing triangle
+ funcs.glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_INCR_WRAP, GL_INCR_WRAP);
+ // Dec. for back-facing "holes"
+ funcs.glStencilOpSeparate(GL_BACK, GL_KEEP, GL_DECR_WRAP, GL_DECR_WRAP);
+ funcs.glStencilMask(~GL_STENCIL_HIGH_BIT);
+ drawVertexArrays(data, stops, stopCount, GL_TRIANGLE_FAN);
+
+ if (q->state()->clipTestEnabled) {
+ // Clear high bit of stencil outside of path
+ funcs.glStencilFunc(GL_EQUAL, q->state()->currentClip, ~GL_STENCIL_HIGH_BIT);
+ funcs.glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE);
+ funcs.glStencilMask(GL_STENCIL_HIGH_BIT);
+ composite(bounds);
+ }
+ } else if (mode == OddEvenFillMode) {
+ funcs.glStencilMask(GL_STENCIL_HIGH_BIT);
+ funcs.glStencilOp(GL_KEEP, GL_KEEP, GL_INVERT); // Simply invert the stencil bit
+ drawVertexArrays(data, stops, stopCount, GL_TRIANGLE_FAN);
+
+ } else { // TriStripStrokeFillMode
+ Q_ASSERT(count && !stops); // tristrips generated directly, so no vertexArray or stops
+ funcs.glStencilMask(GL_STENCIL_HIGH_BIT);
+#if 0
+ funcs.glStencilOp(GL_KEEP, GL_KEEP, GL_INVERT); // Simply invert the stencil bit
+ setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, data);
+ funcs.glDrawArrays(GL_TRIANGLE_STRIP, 0, count);
+#else
+
+ funcs.glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
+ if (q->state()->clipTestEnabled) {
+ funcs.glStencilFunc(GL_LEQUAL, q->state()->currentClip | GL_STENCIL_HIGH_BIT,
+ ~GL_STENCIL_HIGH_BIT);
+ } else {
+ funcs.glStencilFunc(GL_ALWAYS, GL_STENCIL_HIGH_BIT, 0xff);
+ }
+
+ uploadData(QT_VERTEX_COORDS_ATTR, data, count * 2);
+ funcs.glDrawArrays(GL_TRIANGLE_STRIP, 0, count);
+#endif
+ }
+
+ // Enable color writes & disable stencil writes
+ funcs.glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+}
+
+/*
+ If the maximum value in the stencil buffer is GL_STENCIL_HIGH_BIT - 1,
+ restore the stencil buffer to a pristine state. The current clip region
+ is set to 1, and the rest to 0.
+*/
+void QOpenGL2PaintEngineExPrivate::resetClipIfNeeded()
+{
+ if (maxClip != (GL_STENCIL_HIGH_BIT - 1))
+ return;
+
+ Q_Q(QOpenGL2PaintEngineEx);
+
+ useSimpleShader();
+ funcs.glEnable(GL_STENCIL_TEST);
+ funcs.glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
+
+ QRectF bounds = q->state()->matrix.inverted().mapRect(QRectF(0, 0, width, height));
+ QOpenGLRect rect(bounds.left(), bounds.top(), bounds.right(), bounds.bottom());
+
+ // Set high bit on clip region
+ funcs.glStencilFunc(GL_LEQUAL, q->state()->currentClip, 0xff);
+ funcs.glStencilOp(GL_KEEP, GL_INVERT, GL_INVERT);
+ funcs.glStencilMask(GL_STENCIL_HIGH_BIT);
+ composite(rect);
+
+ // Reset clipping to 1 and everything else to zero
+ funcs.glStencilFunc(GL_NOTEQUAL, 0x01, GL_STENCIL_HIGH_BIT);
+ funcs.glStencilOp(GL_ZERO, GL_REPLACE, GL_REPLACE);
+ funcs.glStencilMask(0xff);
+ composite(rect);
+
+ q->state()->currentClip = 1;
+ q->state()->canRestoreClip = false;
+
+ maxClip = 1;
+
+ funcs.glStencilMask(0x0);
+ funcs.glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+}
+
+bool QOpenGL2PaintEngineExPrivate::prepareForCachedGlyphDraw(const QFontEngineGlyphCache &cache)
+{
+ Q_Q(QOpenGL2PaintEngineEx);
+
+ Q_ASSERT(cache.transform().type() <= QTransform::TxScale);
+
+ QTransform &transform = q->state()->matrix;
+ transform.scale(1.0 / cache.transform().m11(), 1.0 / cache.transform().m22());
+ bool ret = prepareForDraw(false);
+ transform.scale(cache.transform().m11(), cache.transform().m22());
+
+ return ret;
+}
+
+bool QOpenGL2PaintEngineExPrivate::prepareForDraw(bool srcPixelsAreOpaque)
+{
+ if (brushTextureDirty && (mode == TextDrawingMode || mode == BrushDrawingMode))
+ updateBrushTexture();
+
+ if (compositionModeDirty)
+ updateCompositionMode();
+
+ if (matrixDirty)
+ updateMatrix();
+
+ const bool stateHasOpacity = q->state()->opacity < 0.99f;
+ if (q->state()->composition_mode == QPainter::CompositionMode_Source
+ || (q->state()->composition_mode == QPainter::CompositionMode_SourceOver
+ && srcPixelsAreOpaque && !stateHasOpacity))
+ {
+ funcs.glDisable(GL_BLEND);
+ } else {
+ funcs.glEnable(GL_BLEND);
+ }
+
+ QOpenGLEngineShaderManager::OpacityMode opacityMode;
+ if (mode == ImageOpacityArrayDrawingMode) {
+ opacityMode = QOpenGLEngineShaderManager::AttributeOpacity;
+ } else {
+ opacityMode = stateHasOpacity ? QOpenGLEngineShaderManager::UniformOpacity
+ : QOpenGLEngineShaderManager::NoOpacity;
+ if (stateHasOpacity && (mode != ImageDrawingMode && mode != ImageArrayDrawingMode)) {
+ // Using a brush
+ bool brushIsPattern = (currentBrush.style() >= Qt::Dense1Pattern) &&
+ (currentBrush.style() <= Qt::DiagCrossPattern);
+
+ if ((currentBrush.style() == Qt::SolidPattern) || brushIsPattern)
+ opacityMode = QOpenGLEngineShaderManager::NoOpacity; // Global opacity handled by srcPixel shader
+ }
+ }
+ shaderManager->setOpacityMode(opacityMode);
+
+ bool changed = shaderManager->useCorrectShaderProg();
+ // If the shader program needs changing, we change it and mark all uniforms as dirty
+ if (changed) {
+ // The shader program has changed so mark all uniforms as dirty:
+ brushUniformsDirty = true;
+ opacityUniformDirty = true;
+ matrixUniformDirty = true;
+ }
+
+ if (brushUniformsDirty && (mode == TextDrawingMode || mode == BrushDrawingMode))
+ updateBrushUniforms();
+
+ if (opacityMode == QOpenGLEngineShaderManager::UniformOpacity && opacityUniformDirty) {
+ shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::GlobalOpacity), (GLfloat)q->state()->opacity);
+ opacityUniformDirty = false;
+ }
+
+ if (matrixUniformDirty && shaderManager->hasComplexGeometry()) {
+ shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::Matrix),
+ pmvMatrix);
+ matrixUniformDirty = false;
+ }
+
+ return changed;
+}
+
+void QOpenGL2PaintEngineExPrivate::composite(const QOpenGLRect& boundingRect)
+{
+ setCoords(staticVertexCoordinateArray, boundingRect);
+
+ uploadData(QT_VERTEX_COORDS_ATTR, staticVertexCoordinateArray, 8);
+ funcs.glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+}
+
+// Draws the vertex array as a set of <vertexArrayStops.size()> triangle fans.
+void QOpenGL2PaintEngineExPrivate::drawVertexArrays(const float *data, int *stops, int stopCount,
+ GLenum primitive)
+{
+ // Now setup the pointer to the vertex array:
+ uploadData(QT_VERTEX_COORDS_ATTR, data, stops[stopCount-1] * 2);
+
+ int previousStop = 0;
+ for (int i=0; i<stopCount; ++i) {
+ int stop = stops[i];
+
+ funcs.glDrawArrays(primitive, previousStop, stop - previousStop);
+ previousStop = stop;
+ }
+}
+
+/////////////////////////////////// Public Methods //////////////////////////////////////////
+
+QOpenGL2PaintEngineEx::QOpenGL2PaintEngineEx()
+ : QPaintEngineEx(*(new QOpenGL2PaintEngineExPrivate(this)))
+{
+ gccaps &= ~QPaintEngine::RasterOpModes;
+}
+
+QOpenGL2PaintEngineEx::~QOpenGL2PaintEngineEx()
+{
+}
+
+void QOpenGL2PaintEngineEx::fill(const QVectorPath &path, const QBrush &brush)
+{
+ Q_D(QOpenGL2PaintEngineEx);
+
+ if (qbrush_style(brush) == Qt::NoBrush)
+ return;
+ ensureActive();
+ d->setBrush(brush);
+ d->fill(path);
+}
+
+Q_GUI_EXPORT extern bool qt_scaleForTransform(const QTransform &transform, qreal *scale); // qtransform.cpp
+
+
+void QOpenGL2PaintEngineEx::stroke(const QVectorPath &path, const QPen &pen)
+{
+ Q_D(QOpenGL2PaintEngineEx);
+
+ const QBrush &penBrush = qpen_brush(pen);
+ if (qpen_style(pen) == Qt::NoPen || qbrush_style(penBrush) == Qt::NoBrush)
+ return;
+
+ QOpenGL2PaintEngineState *s = state();
+ if (qt_pen_is_cosmetic(pen, state()->renderHints) && !qt_scaleForTransform(s->transform(), nullptr)) {
+ // QTriangulatingStroker class is not meant to support cosmetically sheared strokes.
+ QPaintEngineEx::stroke(path, pen);
+ return;
+ }
+
+ ensureActive();
+ d->setBrush(penBrush);
+ d->stroke(path, pen);
+}
+
+void QOpenGL2PaintEngineExPrivate::stroke(const QVectorPath &path, const QPen &pen)
+{
+ const QOpenGL2PaintEngineState *s = q->state();
+ if (snapToPixelGrid) {
+ snapToPixelGrid = false;
+ matrixDirty = true;
+ }
+
+ const Qt::PenStyle penStyle = qpen_style(pen);
+ const QBrush &penBrush = qpen_brush(pen);
+ const bool opaque = penBrush.isOpaque() && s->opacity > 0.99;
+
+ transferMode(BrushDrawingMode);
+
+ // updateMatrix() is responsible for setting the inverse scale on
+ // the strokers, so we need to call it here and not wait for
+ // prepareForDraw() down below.
+ updateMatrix();
+
+ QRectF clip = q->state()->matrix.inverted().mapRect(q->state()->clipEnabled
+ ? q->state()->rectangleClip
+ : QRectF(0, 0, width, height));
+
+ if (penStyle == Qt::SolidLine) {
+ stroker.process(path, pen, clip, s->renderHints);
+
+ } else { // Some sort of dash
+ dasher.process(path, pen, clip, s->renderHints);
+
+ QVectorPath dashStroke(dasher.points(),
+ dasher.elementCount(),
+ dasher.elementTypes());
+ stroker.process(dashStroke, pen, clip, s->renderHints);
+ }
+
+ if (!stroker.vertexCount())
+ return;
+
+ if (opaque) {
+ prepareForDraw(opaque);
+
+ uploadData(QT_VERTEX_COORDS_ATTR, stroker.vertices(), stroker.vertexCount());
+ funcs.glDrawArrays(GL_TRIANGLE_STRIP, 0, stroker.vertexCount() / 2);
+ } else {
+ qreal width = qpen_widthf(pen) / 2;
+ if (width == 0)
+ width = 0.5;
+ qreal extra = pen.joinStyle() == Qt::MiterJoin
+ ? qMax(pen.miterLimit() * width, width)
+ : width;
+
+ if (qt_pen_is_cosmetic(pen, q->state()->renderHints))
+ extra = extra * inverseScale;
+
+ QRectF bounds = path.controlPointRect().adjusted(-extra, -extra, extra, extra);
+
+ fillStencilWithVertexArray(stroker.vertices(), stroker.vertexCount() / 2,
+ nullptr, 0, bounds, QOpenGL2PaintEngineExPrivate::TriStripStrokeFillMode);
+
+ funcs.glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE);
+
+ // Pass when any bit is set, replace stencil value with 0
+ funcs.glStencilFunc(GL_NOTEQUAL, 0, GL_STENCIL_HIGH_BIT);
+ prepareForDraw(false);
+
+ // Stencil the brush onto the dest buffer
+ composite(bounds);
+
+ funcs.glStencilMask(0);
+
+ updateClipScissorTest();
+ }
+}
+
+void QOpenGL2PaintEngineEx::penChanged() { }
+void QOpenGL2PaintEngineEx::brushChanged() { }
+void QOpenGL2PaintEngineEx::brushOriginChanged() { }
+
+void QOpenGL2PaintEngineEx::opacityChanged()
+{
+// qDebug("QOpenGL2PaintEngineEx::opacityChanged()");
+ Q_D(QOpenGL2PaintEngineEx);
+ state()->opacityChanged = true;
+
+ Q_ASSERT(d->shaderManager);
+ d->brushUniformsDirty = true;
+ d->opacityUniformDirty = true;
+}
+
+void QOpenGL2PaintEngineEx::compositionModeChanged()
+{
+// qDebug("QOpenGL2PaintEngineEx::compositionModeChanged()");
+ Q_D(QOpenGL2PaintEngineEx);
+ state()->compositionModeChanged = true;
+ d->compositionModeDirty = true;
+}
+
+void QOpenGL2PaintEngineEx::renderHintsChanged()
+{
+ state()->renderHintsChanged = true;
+
+#ifndef QT_OPENGL_ES_2
+ if (!QOpenGLContext::currentContext()->isOpenGLES()) {
+ Q_D(QOpenGL2PaintEngineEx);
+QT_WARNING_PUSH
+QT_WARNING_DISABLE_DEPRECATED
+ if ((state()->renderHints & QPainter::Antialiasing)
+#if QT_DEPRECATED_SINCE(5, 14)
+ || (state()->renderHints & QPainter::HighQualityAntialiasing)
+#endif
+ )
+ d->funcs.glEnable(GL_MULTISAMPLE);
+ else
+ d->funcs.glDisable(GL_MULTISAMPLE);
+QT_WARNING_POP
+ }
+#endif // QT_OPENGL_ES_2
+
+ Q_D(QOpenGL2PaintEngineEx);
+
+ // This is a somewhat sneaky way of conceptually making the next call to
+ // updateTexture() use FoceUpdate for the TextureUpdateMode. We need this
+ // as new render hints may require updating the filter mode.
+ d->lastTextureUsed = GLuint(-1);
+
+ d->brushTextureDirty = true;
+// qDebug("QOpenGL2PaintEngineEx::renderHintsChanged() not implemented!");
+}
+
+void QOpenGL2PaintEngineEx::transformChanged()
+{
+ Q_D(QOpenGL2PaintEngineEx);
+ d->matrixDirty = true;
+ state()->matrixChanged = true;
+}
+
+
+static const QRectF scaleRect(const QRectF &r, qreal sx, qreal sy)
+{
+ return QRectF(r.x() * sx, r.y() * sy, r.width() * sx, r.height() * sy);
+}
+
+void QOpenGL2PaintEngineEx::drawPixmap(const QRectF& dest, const QPixmap & pixmap, const QRectF & src)
+{
+ Q_D(QOpenGL2PaintEngineEx);
+ QOpenGLContext *ctx = d->ctx;
+
+ // Draw pixmaps that are really images as images since drawImage has
+ // better handling of non-default image formats.
+ if (pixmap.paintEngine()->type() == QPaintEngine::Raster && !pixmap.isQBitmap())
+ return drawImage(dest, pixmap.toImage(), src);
+
+ int max_texture_size = ctx->d_func()->maxTextureSize();
+ if (pixmap.width() > max_texture_size || pixmap.height() > max_texture_size) {
+ QPixmap scaled = pixmap.scaled(max_texture_size, max_texture_size, Qt::KeepAspectRatio);
+
+ const qreal sx = scaled.width() / qreal(pixmap.width());
+ const qreal sy = scaled.height() / qreal(pixmap.height());
+
+ drawPixmap(dest, scaled, scaleRect(src, sx, sy));
+ return;
+ }
+
+ ensureActive();
+ d->transferMode(ImageDrawingMode);
+
+ GLenum filterMode = state()->renderHints & QPainter::SmoothPixmapTransform ? GL_LINEAR : GL_NEAREST;
+ d->updateTexture(QT_IMAGE_TEXTURE_UNIT, pixmap, GL_CLAMP_TO_EDGE, filterMode);
+
+ bool isBitmap = pixmap.isQBitmap();
+ bool isOpaque = !isBitmap && !pixmap.hasAlpha();
+
+ d->shaderManager->setSrcPixelType(isBitmap ? QOpenGLEngineShaderManager::PatternSrc : QOpenGLEngineShaderManager::ImageSrc);
+
+ QOpenGLRect srcRect(src.left(), src.top(), src.right(), src.bottom());
+ d->drawTexture(dest, srcRect, pixmap.size(), isOpaque, isBitmap);
+}
+
+void QOpenGL2PaintEngineEx::drawImage(const QRectF& dest, const QImage& image, const QRectF& src,
+ Qt::ImageConversionFlags)
+{
+ Q_D(QOpenGL2PaintEngineEx);
+ QOpenGLContext *ctx = d->ctx;
+
+ int max_texture_size = ctx->d_func()->maxTextureSize();
+ if (image.width() > max_texture_size || image.height() > max_texture_size) {
+ QImage scaled = image.scaled(max_texture_size, max_texture_size, Qt::KeepAspectRatio);
+
+ const qreal sx = scaled.width() / qreal(image.width());
+ const qreal sy = scaled.height() / qreal(image.height());
+
+ drawImage(dest, scaled, scaleRect(src, sx, sy));
+ return;
+ }
+
+ ensureActive();
+ d->transferMode(ImageDrawingMode);
+
+ QOpenGLTextureUploader::BindOptions bindOption = QOpenGLTextureUploader::PremultipliedAlphaBindOption;
+ // Use specialized bind for formats we have specialized shaders for.
+ switch (image.format()) {
+ case QImage::Format_RGBA8888:
+ case QImage::Format_ARGB32:
+ case QImage::Format_RGBA64:
+ d->shaderManager->setSrcPixelType(QOpenGLEngineShaderManager::NonPremultipliedImageSrc);
+ bindOption = { };
+ break;
+ case QImage::Format_Alpha8:
+ if (ctx->functions()->hasOpenGLFeature(QOpenGLFunctions::TextureRGFormats)) {
+ d->shaderManager->setSrcPixelType(QOpenGLEngineShaderManager::AlphaImageSrc);
+ bindOption = QOpenGLTextureUploader::UseRedForAlphaAndLuminanceBindOption;
+ } else
+ d->shaderManager->setSrcPixelType(QOpenGLEngineShaderManager::ImageSrc);
+ break;
+ case QImage::Format_Grayscale8:
+ case QImage::Format_Grayscale16:
+ if (ctx->functions()->hasOpenGLFeature(QOpenGLFunctions::TextureRGFormats)) {
+ d->shaderManager->setSrcPixelType(QOpenGLEngineShaderManager::GrayscaleImageSrc);
+ bindOption = QOpenGLTextureUploader::UseRedForAlphaAndLuminanceBindOption;
+ } else
+ d->shaderManager->setSrcPixelType(QOpenGLEngineShaderManager::ImageSrc);
+ break;
+ default:
+ d->shaderManager->setSrcPixelType(QOpenGLEngineShaderManager::ImageSrc);
+ break;
+ }
+
+ ImageWithBindOptions imageWithOptions = { image, bindOption };
+ GLenum filterMode = state()->renderHints & QPainter::SmoothPixmapTransform ? GL_LINEAR : GL_NEAREST;
+ d->updateTexture(QT_IMAGE_TEXTURE_UNIT, imageWithOptions, GL_CLAMP_TO_EDGE, filterMode);
+
+ d->drawTexture(dest, src, image.size(), !image.hasAlphaChannel());
+}
+
+void QOpenGL2PaintEngineEx::drawStaticTextItem(QStaticTextItem *textItem)
+{
+ Q_D(QOpenGL2PaintEngineEx);
+
+ ensureActive();
+
+ QPainterState *s = state();
+
+ QFontEngine *fontEngine = textItem->fontEngine();
+ if (shouldDrawCachedGlyphs(fontEngine, s->matrix)) {
+ QFontEngine::GlyphFormat glyphFormat = fontEngine->glyphFormat != QFontEngine::Format_None
+ ? fontEngine->glyphFormat : d->glyphCacheFormat;
+ if (glyphFormat == QFontEngine::Format_A32) {
+ if (d->device->context()->format().alphaBufferSize() > 0 || s->matrix.type() > QTransform::TxTranslate
+ || (s->composition_mode != QPainter::CompositionMode_Source
+ && s->composition_mode != QPainter::CompositionMode_SourceOver))
+ {
+ glyphFormat = QFontEngine::Format_A8;
+ }
+ }
+
+ d->drawCachedGlyphs(glyphFormat, textItem);
+ } else {
+ QPaintEngineEx::drawStaticTextItem(textItem);
+ }
+}
+
+bool QOpenGL2PaintEngineEx::drawTexture(const QRectF &dest, GLuint textureId, const QSize &size, const QRectF &src)
+{
+ Q_D(QOpenGL2PaintEngineEx);
+ if (!d->shaderManager)
+ return false;
+
+ ensureActive();
+ d->transferMode(ImageDrawingMode);
+
+ GLenum filterMode = state()->renderHints & QPainter::SmoothPixmapTransform ? GL_LINEAR : GL_NEAREST;
+ d->updateTexture(QT_IMAGE_TEXTURE_UNIT, textureId, GL_CLAMP_TO_EDGE, filterMode);
+
+ d->shaderManager->setSrcPixelType(QOpenGLEngineShaderManager::ImageSrc);
+
+ QOpenGLRect srcRect(src.left(), src.bottom(), src.right(), src.top());
+ d->drawTexture(dest, srcRect, size, false);
+
+ return true;
+}
+
+void QOpenGL2PaintEngineEx::drawTextItem(const QPointF &p, const QTextItem &textItem)
+{
+ Q_D(QOpenGL2PaintEngineEx);
+
+ ensureActive();
+ QOpenGL2PaintEngineState *s = state();
+
+ const QTextItemInt &ti = static_cast<const QTextItemInt &>(textItem);
+
+ QTransform::TransformationType txtype = s->matrix.type();
+
+ QFontEngine::GlyphFormat glyphFormat = ti.fontEngine->glyphFormat != QFontEngine::Format_None
+ ? ti.fontEngine->glyphFormat : d->glyphCacheFormat;
+
+ if (glyphFormat == QFontEngine::Format_A32) {
+ if (d->device->context()->format().alphaBufferSize() > 0 || txtype > QTransform::TxTranslate
+ || (state()->composition_mode != QPainter::CompositionMode_Source
+ && state()->composition_mode != QPainter::CompositionMode_SourceOver))
+ {
+ glyphFormat = QFontEngine::Format_A8;
+ }
+ }
+
+ if (shouldDrawCachedGlyphs(ti.fontEngine, s->matrix)) {
+ QVarLengthArray<QFixedPoint> positions;
+ QVarLengthArray<glyph_t> glyphs;
+ QTransform matrix = QTransform::fromTranslate(p.x(), p.y());
+ ti.fontEngine->getGlyphPositions(ti.glyphs, matrix, ti.flags, glyphs, positions);
+
+ {
+ QStaticTextItem staticTextItem;
+ staticTextItem.setFontEngine(ti.fontEngine);
+ staticTextItem.glyphs = glyphs.data();
+ staticTextItem.numGlyphs = glyphs.size();
+ staticTextItem.glyphPositions = positions.data();
+
+ d->drawCachedGlyphs(glyphFormat, &staticTextItem);
+ }
+ return;
+ }
+
+ QPaintEngineEx::drawTextItem(p, ti);
+}
+
+namespace {
+
+ class QOpenGLStaticTextUserData: public QStaticTextUserData
+ {
+ public:
+ QOpenGLStaticTextUserData()
+ : QStaticTextUserData(OpenGLUserData), cacheSize(0, 0), cacheSerialNumber(0)
+ {
+ }
+
+ ~QOpenGLStaticTextUserData()
+ {
+ }
+
+ QSize cacheSize;
+ QOpenGL2PEXVertexArray vertexCoordinateArray;
+ QOpenGL2PEXVertexArray textureCoordinateArray;
+ QFontEngine::GlyphFormat glyphFormat;
+ int cacheSerialNumber;
+ };
+
+}
+
+
+// #define QT_OPENGL_DRAWCACHEDGLYPHS_INDEX_ARRAY_VBO
+
+bool QOpenGL2PaintEngineEx::shouldDrawCachedGlyphs(QFontEngine *fontEngine, const QTransform &t) const
+{
+ // The paint engine does not support projected cached glyph drawing
+ if (t.type() == QTransform::TxProject)
+ return false;
+
+ // The font engine might not support filling the glyph cache
+ // with the given transform applied, in which case we need to
+ // fall back to the QPainterPath code-path.
+ if (!fontEngine->supportsTransformation(t)) {
+ // Except that drawing paths is slow, so for scales between
+ // 0.5 and 2.0 we leave the glyph cache untransformed and deal
+ // with the transform ourselves when painting, resulting in
+ // drawing 1x cached glyphs with a smooth-scale.
+ float det = t.determinant();
+ if (det >= 0.25f && det <= 4.f) {
+ // Assuming the baseclass still agrees
+ return QPaintEngineEx::shouldDrawCachedGlyphs(fontEngine, t);
+ }
+
+ return false; // Fall back to path-drawing
+ }
+
+ return QPaintEngineEx::shouldDrawCachedGlyphs(fontEngine, t);
+}
+
+void QOpenGL2PaintEngineExPrivate::drawCachedGlyphs(QFontEngine::GlyphFormat glyphFormat,
+ QStaticTextItem *staticTextItem)
+{
+ Q_Q(QOpenGL2PaintEngineEx);
+
+ QOpenGL2PaintEngineState *s = q->state();
+
+ void *cacheKey = ctx; // use context, not the shareGroup() -> the GL glyph cache uses FBOs which may not be shareable
+ bool recreateVertexArrays = false;
+
+ QTransform glyphCacheTransform;
+ QFontEngine *fe = staticTextItem->fontEngine();
+ if (fe->supportsTransformation(s->matrix)) {
+ // The font-engine supports rendering glyphs with the current transform, so we
+ // build a glyph-cache with the scale pre-applied, so that the cache contains
+ // glyphs with the appropriate resolution in the case of retina displays.
+ glyphCacheTransform = s->matrix.type() < QTransform::TxRotate ?
+ QTransform::fromScale(qAbs(s->matrix.m11()), qAbs(s->matrix.m22())) :
+ QTransform::fromScale(
+ QVector2D(s->matrix.m11(), s->matrix.m12()).length(),
+ QVector2D(s->matrix.m21(), s->matrix.m22()).length());
+ }
+
+ QOpenGLTextureGlyphCache *cache =
+ (QOpenGLTextureGlyphCache *) fe->glyphCache(cacheKey, glyphFormat, glyphCacheTransform);
+ if (!cache || cache->glyphFormat() != glyphFormat || cache->contextGroup() == nullptr) {
+ cache = new QOpenGLTextureGlyphCache(glyphFormat, glyphCacheTransform);
+ fe->setGlyphCache(cacheKey, cache);
+ recreateVertexArrays = true;
+ }
+
+ if (staticTextItem->userDataNeedsUpdate) {
+ recreateVertexArrays = true;
+ } else if (staticTextItem->userData() == nullptr) {
+ recreateVertexArrays = true;
+ } else if (staticTextItem->userData()->type != QStaticTextUserData::OpenGLUserData) {
+ recreateVertexArrays = true;
+ } else {
+ QOpenGLStaticTextUserData *userData = static_cast<QOpenGLStaticTextUserData *>(staticTextItem->userData());
+ if (userData->glyphFormat != glyphFormat) {
+ recreateVertexArrays = true;
+ } else if (userData->cacheSerialNumber != cache->serialNumber()) {
+ recreateVertexArrays = true;
+ }
+ }
+
+ // We only need to update the cache with new glyphs if we are actually going to recreate the vertex arrays.
+ // If the cache size has changed, we do need to regenerate the vertices, but we don't need to repopulate the
+ // cache so this text is performed before we test if the cache size has changed.
+ if (recreateVertexArrays) {
+ cache->setPaintEnginePrivate(this);
+ if (!cache->populate(fe, staticTextItem->numGlyphs,
+ staticTextItem->glyphs, staticTextItem->glyphPositions)) {
+ // No space for glyphs in cache. We need to reset it and try again.
+ cache->clear();
+ cache->populate(fe, staticTextItem->numGlyphs,
+ staticTextItem->glyphs, staticTextItem->glyphPositions);
+ }
+
+ if (cache->hasPendingGlyphs()) {
+ // Filling in the glyphs binds and sets parameters, so we need to
+ // ensure that the glyph cache doesn't mess with whatever unit
+ // is currently active. Note that the glyph cache internally
+ // uses the image texture unit for blitting to the cache, while
+ // we switch between image and mask units when drawing.
+ static const GLenum glypchCacheTextureUnit = QT_IMAGE_TEXTURE_UNIT;
+ activateTextureUnit(glypchCacheTextureUnit);
+
+ cache->fillInPendingGlyphs();
+
+ // We assume the cache can be trusted on which texture was bound
+ lastTextureUsed = cache->texture();
+
+ // But since the brush and image texture units are possibly shared
+ // we may have to re-bind brush textures after filling in the cache.
+ brushTextureDirty = (QT_BRUSH_TEXTURE_UNIT == glypchCacheTextureUnit);
+ }
+ cache->setPaintEnginePrivate(nullptr);
+ }
+
+ if (cache->width() == 0 || cache->height() == 0)
+ return;
+
+ if (glyphFormat == QFontEngine::Format_ARGB)
+ transferMode(ImageArrayDrawingMode);
+ else
+ transferMode(TextDrawingMode);
+
+ int margin = fe->glyphMargin(glyphFormat);
+
+ GLfloat dx = 1.0 / cache->width();
+ GLfloat dy = 1.0 / cache->height();
+
+ // Use global arrays by default
+ QOpenGL2PEXVertexArray *vertexCoordinates = &vertexCoordinateArray;
+ QOpenGL2PEXVertexArray *textureCoordinates = &textureCoordinateArray;
+
+ if (staticTextItem->useBackendOptimizations) {
+ QOpenGLStaticTextUserData *userData = nullptr;
+
+ if (staticTextItem->userData() == nullptr
+ || staticTextItem->userData()->type != QStaticTextUserData::OpenGLUserData) {
+
+ userData = new QOpenGLStaticTextUserData();
+ staticTextItem->setUserData(userData);
+
+ } else {
+ userData = static_cast<QOpenGLStaticTextUserData*>(staticTextItem->userData());
+ }
+
+ userData->glyphFormat = glyphFormat;
+ userData->cacheSerialNumber = cache->serialNumber();
+
+ // Use cache if backend optimizations is turned on
+ vertexCoordinates = &userData->vertexCoordinateArray;
+ textureCoordinates = &userData->textureCoordinateArray;
+
+ QSize size(cache->width(), cache->height());
+ if (userData->cacheSize != size) {
+ recreateVertexArrays = true;
+ userData->cacheSize = size;
+ }
+ }
+
+ if (recreateVertexArrays) {
+ vertexCoordinates->clear();
+ textureCoordinates->clear();
+
+ bool supportsSubPixelPositions = fe->supportsSubPixelPositions();
+ for (int i=0; i<staticTextItem->numGlyphs; ++i) {
+ QFixed subPixelPosition;
+ if (supportsSubPixelPositions)
+ subPixelPosition = fe->subPixelPositionForX(staticTextItem->glyphPositions[i].x);
+
+ QTextureGlyphCache::GlyphAndSubPixelPosition glyph(staticTextItem->glyphs[i], subPixelPosition);
+
+ const QTextureGlyphCache::Coord &c = cache->coords[glyph];
+ if (c.isNull())
+ continue;
+
+ int x = qFloor(staticTextItem->glyphPositions[i].x.toReal() * cache->transform().m11()) + c.baseLineX - margin;
+ int y = qRound(staticTextItem->glyphPositions[i].y.toReal() * cache->transform().m22()) - c.baseLineY - margin;
+
+ vertexCoordinates->addQuad(QRectF(x, y, c.w, c.h));
+ textureCoordinates->addQuad(QRectF(c.x*dx, c.y*dy, c.w * dx, c.h * dy));
+ }
+
+ staticTextItem->userDataNeedsUpdate = false;
+ }
+
+ int numGlyphs = vertexCoordinates->vertexCount() / 4;
+ if (numGlyphs == 0)
+ return;
+
+ if (elementIndices.size() < numGlyphs*6) {
+ Q_ASSERT(elementIndices.size() % 6 == 0);
+ int j = elementIndices.size() / 6 * 4;
+ while (j < numGlyphs*4) {
+ elementIndices.append(j + 0);
+ elementIndices.append(j + 0);
+ elementIndices.append(j + 1);
+ elementIndices.append(j + 2);
+ elementIndices.append(j + 3);
+ elementIndices.append(j + 3);
+
+ j += 4;
+ }
+
+#if defined(QT_OPENGL_DRAWCACHEDGLYPHS_INDEX_ARRAY_VBO)
+ if (elementIndicesVBOId == 0)
+ funcs.glGenBuffers(1, &elementIndicesVBOId);
+
+ funcs.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementIndicesVBOId);
+ funcs.glBufferData(GL_ELEMENT_ARRAY_BUFFER, elementIndices.size() * sizeof(GLushort),
+ elementIndices.constData(), GL_STATIC_DRAW);
+#endif
+ } else {
+#if defined(QT_OPENGL_DRAWCACHEDGLYPHS_INDEX_ARRAY_VBO)
+ funcs.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementIndicesVBOId);
+#endif
+ }
+
+ if (glyphFormat != QFontEngine::Format_ARGB || recreateVertexArrays) {
+ uploadData(QT_VERTEX_COORDS_ATTR, (GLfloat*)vertexCoordinates->data(), vertexCoordinates->vertexCount() * 2);
+ uploadData(QT_TEXTURE_COORDS_ATTR, (GLfloat*)textureCoordinates->data(), textureCoordinates->vertexCount() * 2);
+ }
+
+ if (!snapToPixelGrid) {
+ snapToPixelGrid = true;
+ matrixDirty = true;
+ }
+
+ QBrush pensBrush = q->state()->pen.brush();
+ setBrush(pensBrush);
+
+ if (glyphFormat == QFontEngine::Format_A32) {
+
+ // Subpixel antialiasing without gamma correction
+
+ QPainter::CompositionMode compMode = q->state()->composition_mode;
+ Q_ASSERT(compMode == QPainter::CompositionMode_Source
+ || compMode == QPainter::CompositionMode_SourceOver);
+
+ shaderManager->setMaskType(QOpenGLEngineShaderManager::SubPixelMaskPass1);
+
+ if (pensBrush.style() == Qt::SolidPattern) {
+ // Solid patterns can get away with only one pass.
+ QColor c = pensBrush.color();
+ qreal oldOpacity = q->state()->opacity;
+ if (compMode == QPainter::CompositionMode_Source) {
+ c = qt_premultiplyColor(c, q->state()->opacity);
+ q->state()->opacity = 1;
+ opacityUniformDirty = true;
+ }
+
+ compositionModeDirty = false; // I can handle this myself, thank you very much
+ prepareForCachedGlyphDraw(*cache);
+
+ // prepareForCachedGlyphDraw() have set the opacity on the current shader, so the opacity state can now be reset.
+ if (compMode == QPainter::CompositionMode_Source) {
+ q->state()->opacity = oldOpacity;
+ opacityUniformDirty = true;
+ }
+
+ funcs.glEnable(GL_BLEND);
+ funcs.glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR);
+ funcs.glBlendColor(c.redF(), c.greenF(), c.blueF(), c.alphaF());
+ } else {
+ // Other brush styles need two passes.
+
+ qreal oldOpacity = q->state()->opacity;
+ if (compMode == QPainter::CompositionMode_Source) {
+ q->state()->opacity = 1;
+ opacityUniformDirty = true;
+ pensBrush = Qt::white;
+ setBrush(pensBrush);
+ }
+
+ compositionModeDirty = false; // I can handle this myself, thank you very much
+ prepareForCachedGlyphDraw(*cache);
+ funcs.glEnable(GL_BLEND);
+ funcs.glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
+
+ updateTexture(QT_MASK_TEXTURE_UNIT, cache->texture(), GL_REPEAT, GL_NEAREST, ForceUpdate);
+
+#if defined(QT_OPENGL_DRAWCACHEDGLYPHS_INDEX_ARRAY_VBO)
+ funcs.glDrawElements(GL_TRIANGLE_STRIP, 6 * numGlyphs, GL_UNSIGNED_SHORT, 0);
+#else
+ const bool useIndexVbo = uploadIndexData(elementIndices.data(), GL_UNSIGNED_SHORT, 6 * numGlyphs);
+ funcs.glDrawElements(GL_TRIANGLE_STRIP, 6 * numGlyphs, GL_UNSIGNED_SHORT, useIndexVbo ? nullptr : elementIndices.data());
+#endif
+
+ shaderManager->setMaskType(QOpenGLEngineShaderManager::SubPixelMaskPass2);
+
+ if (compMode == QPainter::CompositionMode_Source) {
+ q->state()->opacity = oldOpacity;
+ opacityUniformDirty = true;
+ pensBrush = q->state()->pen.brush();
+ setBrush(pensBrush);
+ }
+
+ compositionModeDirty = false;
+ prepareForCachedGlyphDraw(*cache);
+ funcs.glEnable(GL_BLEND);
+ funcs.glBlendFunc(GL_ONE, GL_ONE);
+ }
+ compositionModeDirty = true;
+ } else if (glyphFormat == QFontEngine::Format_ARGB) {
+ currentBrush = noBrush;
+ shaderManager->setSrcPixelType(QOpenGLEngineShaderManager::ImageSrc);
+ if (prepareForCachedGlyphDraw(*cache))
+ shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::ImageTexture), QT_IMAGE_TEXTURE_UNIT);
+ } else {
+ // Grayscale/mono glyphs
+
+ shaderManager->setMaskType(QOpenGLEngineShaderManager::PixelMask);
+ prepareForCachedGlyphDraw(*cache);
+ }
+
+ GLenum textureUnit = QT_MASK_TEXTURE_UNIT;
+ if (glyphFormat == QFontEngine::Format_ARGB)
+ textureUnit = QT_IMAGE_TEXTURE_UNIT;
+
+ QOpenGLTextureGlyphCache::FilterMode filterMode = (s->matrix.type() > QTransform::TxTranslate) ?
+ QOpenGLTextureGlyphCache::Linear : QOpenGLTextureGlyphCache::Nearest;
+
+ GLenum glFilterMode = filterMode == QOpenGLTextureGlyphCache::Linear ? GL_LINEAR : GL_NEAREST;
+
+ TextureUpdateMode updateMode = UpdateIfNeeded;
+ if (cache->filterMode() != filterMode) {
+ updateMode = ForceUpdate;
+ cache->setFilterMode(filterMode);
+ }
+
+ updateTexture(textureUnit, cache->texture(), GL_REPEAT, glFilterMode, updateMode);
+
+#if defined(QT_OPENGL_DRAWCACHEDGLYPHS_INDEX_ARRAY_VBO)
+ funcs.glDrawElements(GL_TRIANGLE_STRIP, 6 * numGlyphs, GL_UNSIGNED_SHORT, 0);
+ funcs.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+#else
+ const bool useIndexVbo = uploadIndexData(elementIndices.data(), GL_UNSIGNED_SHORT, 6 * numGlyphs);
+ funcs.glDrawElements(GL_TRIANGLE_STRIP, 6 * numGlyphs, GL_UNSIGNED_SHORT, useIndexVbo ? nullptr : elementIndices.data());
+#endif
+}
+
+void QOpenGL2PaintEngineEx::drawPixmapFragments(const QPainter::PixmapFragment *fragments, int fragmentCount, const QPixmap &pixmap,
+ QPainter::PixmapFragmentHints hints)
+{
+ Q_D(QOpenGL2PaintEngineEx);
+ // Use fallback for extended composition modes.
+ if (state()->composition_mode > QPainter::CompositionMode_Plus) {
+ QPaintEngineEx::drawPixmapFragments(fragments, fragmentCount, pixmap, hints);
+ return;
+ }
+
+ ensureActive();
+ int max_texture_size = d->ctx->d_func()->maxTextureSize();
+ if (pixmap.width() > max_texture_size || pixmap.height() > max_texture_size) {
+ QPixmap scaled = pixmap.scaled(max_texture_size, max_texture_size, Qt::KeepAspectRatio);
+ d->drawPixmapFragments(fragments, fragmentCount, scaled, hints);
+ } else {
+ d->drawPixmapFragments(fragments, fragmentCount, pixmap, hints);
+ }
+}
+
+
+void QOpenGL2PaintEngineExPrivate::drawPixmapFragments(const QPainter::PixmapFragment *fragments,
+ int fragmentCount, const QPixmap &pixmap,
+ QPainter::PixmapFragmentHints hints)
+{
+ GLfloat dx = 1.0f / pixmap.size().width();
+ GLfloat dy = 1.0f / pixmap.size().height();
+
+ vertexCoordinateArray.clear();
+ textureCoordinateArray.clear();
+ opacityArray.reset();
+
+ if (snapToPixelGrid) {
+ snapToPixelGrid = false;
+ matrixDirty = true;
+ }
+
+ bool allOpaque = true;
+
+ for (int i = 0; i < fragmentCount; ++i) {
+ qreal s = 0;
+ qreal c = 1;
+ if (fragments[i].rotation != 0) {
+ s = qFastSin(qDegreesToRadians(fragments[i].rotation));
+ c = qFastCos(qDegreesToRadians(fragments[i].rotation));
+ }
+
+ qreal right = 0.5 * fragments[i].scaleX * fragments[i].width;
+ qreal bottom = 0.5 * fragments[i].scaleY * fragments[i].height;
+ QOpenGLPoint bottomRight(right * c - bottom * s, right * s + bottom * c);
+ QOpenGLPoint bottomLeft(-right * c - bottom * s, -right * s + bottom * c);
+
+ vertexCoordinateArray.addVertex(bottomRight.x + fragments[i].x, bottomRight.y + fragments[i].y);
+ vertexCoordinateArray.addVertex(-bottomLeft.x + fragments[i].x, -bottomLeft.y + fragments[i].y);
+ vertexCoordinateArray.addVertex(-bottomRight.x + fragments[i].x, -bottomRight.y + fragments[i].y);
+ vertexCoordinateArray.addVertex(-bottomRight.x + fragments[i].x, -bottomRight.y + fragments[i].y);
+ vertexCoordinateArray.addVertex(bottomLeft.x + fragments[i].x, bottomLeft.y + fragments[i].y);
+ vertexCoordinateArray.addVertex(bottomRight.x + fragments[i].x, bottomRight.y + fragments[i].y);
+
+ QOpenGLRect src(fragments[i].sourceLeft * dx, fragments[i].sourceTop * dy,
+ (fragments[i].sourceLeft + fragments[i].width) * dx,
+ (fragments[i].sourceTop + fragments[i].height) * dy);
+
+ textureCoordinateArray.addVertex(src.right, src.bottom);
+ textureCoordinateArray.addVertex(src.right, src.top);
+ textureCoordinateArray.addVertex(src.left, src.top);
+ textureCoordinateArray.addVertex(src.left, src.top);
+ textureCoordinateArray.addVertex(src.left, src.bottom);
+ textureCoordinateArray.addVertex(src.right, src.bottom);
+
+ qreal opacity = fragments[i].opacity * q->state()->opacity;
+ opacityArray << opacity << opacity << opacity << opacity << opacity << opacity;
+ allOpaque &= (opacity >= 0.99f);
+ }
+
+ transferMode(ImageOpacityArrayDrawingMode);
+
+ GLenum filterMode = q->state()->renderHints & QPainter::SmoothPixmapTransform ? GL_LINEAR : GL_NEAREST;
+ updateTexture(QT_IMAGE_TEXTURE_UNIT, pixmap, GL_CLAMP_TO_EDGE, filterMode);
+
+ bool isBitmap = pixmap.isQBitmap();
+ bool isOpaque = !isBitmap && (!pixmap.hasAlpha() || (hints & QPainter::OpaqueHint)) && allOpaque;
+
+ // Setup for texture drawing
+ currentBrush = noBrush;
+ shaderManager->setSrcPixelType(isBitmap ? QOpenGLEngineShaderManager::PatternSrc
+ : QOpenGLEngineShaderManager::ImageSrc);
+ if (prepareForDraw(isOpaque))
+ shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::ImageTexture), QT_IMAGE_TEXTURE_UNIT);
+
+ if (isBitmap) {
+ QColor col = qt_premultiplyColor(q->state()->pen.color(), (GLfloat)q->state()->opacity);
+ shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::PatternColor), col);
+ }
+
+ funcs.glDrawArrays(GL_TRIANGLES, 0, 6 * fragmentCount);
+}
+
+bool QOpenGL2PaintEngineEx::begin(QPaintDevice *pdev)
+{
+ Q_D(QOpenGL2PaintEngineEx);
+
+ Q_ASSERT(pdev->devType() == QInternal::OpenGL);
+ d->device = static_cast<QOpenGLPaintDevice*>(pdev);
+
+ if (!d->device)
+ return false;
+
+ d->device->ensureActiveTarget();
+
+ if (d->device->context() != QOpenGLContext::currentContext() || !d->device->context()) {
+ qWarning("QPainter::begin(): QOpenGLPaintDevice's context needs to be current");
+ return false;
+ }
+
+ if (d->ctx != QOpenGLContext::currentContext()
+ || (d->ctx && QOpenGLContext::currentContext() && d->ctx->format() != QOpenGLContext::currentContext()->format())) {
+ d->vertexBuffer.destroy();
+ d->texCoordBuffer.destroy();
+ d->opacityBuffer.destroy();
+ d->indexBuffer.destroy();
+ d->vao.destroy();
+ }
+
+ d->ctx = QOpenGLContext::currentContext();
+ d->ctx->d_func()->active_engine = this;
+
+ QOpenGLPaintDevicePrivate::get(d->device)->beginPaint();
+
+ d->funcs.initializeOpenGLFunctions();
+
+ // Generate a new Vertex Array Object if we don't have one already. We can
+ // only hit the VAO-based path when using a core profile context. This is
+ // because while non-core contexts can support VAOs via extensions, legacy
+ // components like the QtOpenGL module do not know about VAOs. There are
+ // still tests for QGL-QOpenGL paint engine interoperability, so keep the
+ // status quo for now, and avoid introducing a VAO in non-core contexts.
+ const bool needsVAO = d->ctx->format().profile() == QSurfaceFormat::CoreProfile
+ && d->ctx->format().version() >= qMakePair(3, 2);
+ if (needsVAO && !d->vao.isCreated()) {
+ bool created = d->vao.create();
+
+ // If we managed to create it then we have a profile that supports VAOs
+ if (created) {
+ d->vao.bind();
+
+ // Generate a new Vertex Buffer Object if we don't have one already
+ if (!d->vertexBuffer.isCreated()) {
+ d->vertexBuffer.create();
+ // Set its usage to StreamDraw, we will use this buffer only a few times before refilling it
+ d->vertexBuffer.setUsagePattern(QOpenGLBuffer::StreamDraw);
+ }
+ if (!d->texCoordBuffer.isCreated()) {
+ d->texCoordBuffer.create();
+ d->texCoordBuffer.setUsagePattern(QOpenGLBuffer::StreamDraw);
+ }
+ if (!d->opacityBuffer.isCreated()) {
+ d->opacityBuffer.create();
+ d->opacityBuffer.setUsagePattern(QOpenGLBuffer::StreamDraw);
+ }
+ if (!d->indexBuffer.isCreated()) {
+ d->indexBuffer.create();
+ d->indexBuffer.setUsagePattern(QOpenGLBuffer::StreamDraw);
+ }
+ }
+ }
+
+ for (int i = 0; i < QT_GL_VERTEX_ARRAY_TRACKED_COUNT; ++i)
+ d->vertexAttributeArraysEnabledState[i] = false;
+
+ const QSize sz = d->device->size();
+ d->width = sz.width();
+ d->height = sz.height();
+ d->mode = BrushDrawingMode;
+ d->brushTextureDirty = true;
+ d->brushUniformsDirty = true;
+ d->matrixUniformDirty = true;
+ d->matrixDirty = true;
+ d->compositionModeDirty = true;
+ d->opacityUniformDirty = true;
+ d->needsSync = true;
+ d->useSystemClip = !systemClip().isEmpty();
+ d->currentBrush = QBrush();
+
+ d->dirtyStencilRegion = QRect(0, 0, d->width, d->height);
+ d->stencilClean = true;
+
+ d->shaderManager = new QOpenGLEngineShaderManager(d->ctx);
+
+ d->funcs.glDisable(GL_STENCIL_TEST);
+ d->funcs.glDisable(GL_DEPTH_TEST);
+ d->funcs.glDisable(GL_SCISSOR_TEST);
+
+ d->glyphCacheFormat = QFontEngine::Format_A8;
+
+#ifndef QT_OPENGL_ES_2
+ if (!QOpenGLContext::currentContext()->isOpenGLES()) {
+ d->funcs.glDisable(GL_MULTISAMPLE);
+ d->glyphCacheFormat = QFontEngine::Format_A32;
+ d->multisamplingAlwaysEnabled = false;
+ } else
+#endif // QT_OPENGL_ES_2
+ {
+ // OpenGL ES can't switch MSAA off, so if the gl paint device is
+ // multisampled, it's always multisampled.
+ d->multisamplingAlwaysEnabled = d->device->context()->format().samples() > 1;
+ }
+
+ return true;
+}
+
+bool QOpenGL2PaintEngineEx::end()
+{
+ Q_D(QOpenGL2PaintEngineEx);
+
+ QOpenGLPaintDevicePrivate::get(d->device)->endPaint();
+
+ QOpenGLContext *ctx = d->ctx;
+ d->funcs.glUseProgram(0);
+ d->transferMode(BrushDrawingMode);
+
+ ctx->d_func()->active_engine = nullptr;
+
+ d->resetGLState();
+
+ delete d->shaderManager;
+ d->shaderManager = nullptr;
+ d->currentBrush = QBrush();
+
+#ifdef QT_OPENGL_CACHE_AS_VBOS
+ if (!d->unusedVBOSToClean.isEmpty()) {
+ glDeleteBuffers(d->unusedVBOSToClean.size(), d->unusedVBOSToClean.constData());
+ d->unusedVBOSToClean.clear();
+ }
+ if (!d->unusedIBOSToClean.isEmpty()) {
+ glDeleteBuffers(d->unusedIBOSToClean.size(), d->unusedIBOSToClean.constData());
+ d->unusedIBOSToClean.clear();
+ }
+#endif
+
+ return false;
+}
+
+void QOpenGL2PaintEngineEx::ensureActive()
+{
+ Q_D(QOpenGL2PaintEngineEx);
+ QOpenGLContext *ctx = d->ctx;
+
+ if (d->vao.isCreated())
+ d->vao.bind();
+
+ if (isActive() && ctx->d_func()->active_engine != this) {
+ ctx->d_func()->active_engine = this;
+ d->needsSync = true;
+ }
+
+ if (d->needsSync) {
+ d->device->ensureActiveTarget();
+
+ d->transferMode(BrushDrawingMode);
+ d->funcs.glViewport(0, 0, d->width, d->height);
+ d->needsSync = false;
+ d->shaderManager->setDirty();
+ d->syncGlState();
+ for (int i = 0; i < 3; ++i)
+ d->vertexAttribPointers[i] = (GLfloat*)-1; // Assume the pointers are clobbered
+ setState(state());
+ }
+}
+
+void QOpenGL2PaintEngineExPrivate::updateClipScissorTest()
+{
+ Q_Q(QOpenGL2PaintEngineEx);
+ if (q->state()->clipTestEnabled) {
+ funcs.glEnable(GL_STENCIL_TEST);
+ funcs.glStencilFunc(GL_LEQUAL, q->state()->currentClip, ~GL_STENCIL_HIGH_BIT);
+ } else {
+ funcs.glDisable(GL_STENCIL_TEST);
+ funcs.glStencilFunc(GL_ALWAYS, 0, 0xff);
+ }
+
+#ifdef QT_GL_NO_SCISSOR_TEST
+ currentScissorBounds = QRect(0, 0, width, height);
+#else
+ QRect bounds = q->state()->rectangleClip;
+ if (!q->state()->clipEnabled) {
+ if (useSystemClip)
+ bounds = systemClip.boundingRect();
+ else
+ bounds = QRect(0, 0, width, height);
+ } else {
+ if (useSystemClip)
+ bounds = bounds.intersected(systemClip.boundingRect());
+ else
+ bounds = bounds.intersected(QRect(0, 0, width, height));
+ }
+
+ currentScissorBounds = bounds;
+
+ if (bounds == QRect(0, 0, width, height)) {
+ funcs.glDisable(GL_SCISSOR_TEST);
+ } else {
+ funcs.glEnable(GL_SCISSOR_TEST);
+ setScissor(bounds);
+ }
+#endif
+}
+
+void QOpenGL2PaintEngineExPrivate::setScissor(const QRect &rect)
+{
+ const int left = rect.left();
+ const int width = rect.width();
+ int bottom = height - (rect.top() + rect.height());
+ if (device->paintFlipped()) {
+ bottom = rect.top();
+ }
+ const int height = rect.height();
+
+ funcs.glScissor(left, bottom, width, height);
+}
+
+void QOpenGL2PaintEngineEx::clipEnabledChanged()
+{
+ Q_D(QOpenGL2PaintEngineEx);
+
+ state()->clipChanged = true;
+
+ if (painter()->hasClipping())
+ d->regenerateClip();
+ else
+ d->systemStateChanged();
+}
+
+void QOpenGL2PaintEngineExPrivate::clearClip(uint value)
+{
+ dirtyStencilRegion -= currentScissorBounds;
+
+ funcs.glStencilMask(0xff);
+ funcs.glClearStencil(value);
+ funcs.glClear(GL_STENCIL_BUFFER_BIT);
+ funcs.glStencilMask(0x0);
+
+ q->state()->needsClipBufferClear = false;
+}
+
+void QOpenGL2PaintEngineExPrivate::writeClip(const QVectorPath &path, uint value)
+{
+ transferMode(BrushDrawingMode);
+
+ if (snapToPixelGrid) {
+ snapToPixelGrid = false;
+ matrixDirty = true;
+ }
+
+ if (matrixDirty)
+ updateMatrix();
+
+ stencilClean = false;
+
+ const bool singlePass = !path.hasWindingFill()
+ && (((q->state()->currentClip == maxClip - 1) && q->state()->clipTestEnabled)
+ || q->state()->needsClipBufferClear);
+ const uint referenceClipValue = q->state()->needsClipBufferClear ? 1 : q->state()->currentClip;
+
+ if (q->state()->needsClipBufferClear)
+ clearClip(1);
+
+ if (path.isEmpty()) {
+ funcs.glEnable(GL_STENCIL_TEST);
+ funcs.glStencilFunc(GL_LEQUAL, value, ~GL_STENCIL_HIGH_BIT);
+ return;
+ }
+
+ if (q->state()->clipTestEnabled)
+ funcs.glStencilFunc(GL_LEQUAL, q->state()->currentClip, ~GL_STENCIL_HIGH_BIT);
+ else
+ funcs.glStencilFunc(GL_ALWAYS, 0, 0xff);
+
+ vertexCoordinateArray.clear();
+ vertexCoordinateArray.addPath(path, inverseScale, false);
+
+ if (!singlePass)
+ fillStencilWithVertexArray(vertexCoordinateArray, path.hasWindingFill());
+
+ funcs.glColorMask(false, false, false, false);
+ funcs.glEnable(GL_STENCIL_TEST);
+ useSimpleShader();
+
+ if (singlePass) {
+ // Under these conditions we can set the new stencil value in a single
+ // pass, by using the current value and the "new value" as the toggles
+
+ funcs.glStencilFunc(GL_LEQUAL, referenceClipValue, ~GL_STENCIL_HIGH_BIT);
+ funcs.glStencilOp(GL_KEEP, GL_INVERT, GL_INVERT);
+ funcs.glStencilMask(value ^ referenceClipValue);
+
+ drawVertexArrays(vertexCoordinateArray, GL_TRIANGLE_FAN);
+ } else {
+ funcs.glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE);
+ funcs.glStencilMask(0xff);
+
+ if (!q->state()->clipTestEnabled && path.hasWindingFill()) {
+ // Pass when any clip bit is set, set high bit
+ funcs.glStencilFunc(GL_NOTEQUAL, GL_STENCIL_HIGH_BIT, ~GL_STENCIL_HIGH_BIT);
+ composite(vertexCoordinateArray.boundingRect());
+ }
+
+ // Pass when high bit is set, replace stencil value with new clip value
+ funcs.glStencilFunc(GL_NOTEQUAL, value, GL_STENCIL_HIGH_BIT);
+
+ composite(vertexCoordinateArray.boundingRect());
+ }
+
+ funcs.glStencilFunc(GL_LEQUAL, value, ~GL_STENCIL_HIGH_BIT);
+ funcs.glStencilMask(0);
+
+ funcs.glColorMask(true, true, true, true);
+}
+
+void QOpenGL2PaintEngineEx::clip(const QVectorPath &path, Qt::ClipOperation op)
+{
+// qDebug("QOpenGL2PaintEngineEx::clip()");
+ Q_D(QOpenGL2PaintEngineEx);
+
+ state()->clipChanged = true;
+
+ ensureActive();
+
+ if (op == Qt::ReplaceClip) {
+ op = Qt::IntersectClip;
+ if (d->hasClipOperations()) {
+ d->systemStateChanged();
+ state()->canRestoreClip = false;
+ }
+ }
+
+#ifndef QT_GL_NO_SCISSOR_TEST
+ if (!path.isEmpty() && op == Qt::IntersectClip && (path.shape() == QVectorPath::RectangleHint)) {
+ const QPointF* const points = reinterpret_cast<const QPointF*>(path.points());
+ QRectF rect(points[0], points[2]);
+
+ if (state()->matrix.type() <= QTransform::TxScale
+ || (state()->matrix.type() == QTransform::TxRotate
+ && qFuzzyIsNull(state()->matrix.m11())
+ && qFuzzyIsNull(state()->matrix.m22())))
+ {
+ state()->rectangleClip = state()->rectangleClip.intersected(state()->matrix.mapRect(rect).toRect());
+ d->updateClipScissorTest();
+ return;
+ }
+ }
+#endif
+
+ const QRect pathRect = state()->matrix.mapRect(path.controlPointRect()).toAlignedRect();
+
+ switch (op) {
+ case Qt::NoClip:
+ if (d->useSystemClip) {
+ state()->clipTestEnabled = true;
+ state()->currentClip = 1;
+ } else {
+ state()->clipTestEnabled = false;
+ }
+ state()->rectangleClip = QRect(0, 0, d->width, d->height);
+ state()->canRestoreClip = false;
+ d->updateClipScissorTest();
+ break;
+ case Qt::IntersectClip:
+ state()->rectangleClip = state()->rectangleClip.intersected(pathRect);
+ d->updateClipScissorTest();
+ d->resetClipIfNeeded();
+ ++d->maxClip;
+ d->writeClip(path, d->maxClip);
+ state()->currentClip = d->maxClip;
+ state()->clipTestEnabled = true;
+ break;
+ default:
+ break;
+ }
+}
+
+void QOpenGL2PaintEngineExPrivate::regenerateClip()
+{
+ systemStateChanged();
+ replayClipOperations();
+}
+
+void QOpenGL2PaintEngineExPrivate::systemStateChanged()
+{
+ Q_Q(QOpenGL2PaintEngineEx);
+
+ q->state()->clipChanged = true;
+
+ if (systemClip.isEmpty()) {
+ useSystemClip = false;
+ } else {
+ if (q->paintDevice()->devType() == QInternal::Widget && currentClipDevice) {
+ //QWidgetPrivate *widgetPrivate = qt_widget_private(static_cast<QWidget *>(currentClipDevice)->window());
+ //useSystemClip = widgetPrivate->extra && widgetPrivate->extra->inRenderWithPainter;
+ useSystemClip = true;
+ } else {
+ useSystemClip = true;
+ }
+ }
+
+ q->state()->clipTestEnabled = false;
+ q->state()->needsClipBufferClear = true;
+
+ q->state()->currentClip = 1;
+ maxClip = 1;
+
+ q->state()->rectangleClip = useSystemClip ? systemClip.boundingRect() : QRect(0, 0, width, height);
+ updateClipScissorTest();
+
+ if (systemClip.rectCount() == 1) {
+ if (systemClip.boundingRect() == QRect(0, 0, width, height))
+ useSystemClip = false;
+#ifndef QT_GL_NO_SCISSOR_TEST
+ // scissoring takes care of the system clip
+ return;
+#endif
+ }
+
+ if (useSystemClip) {
+ clearClip(0);
+
+ QPainterPath path;
+ path.addRegion(systemClip);
+
+ q->state()->currentClip = 0;
+ writeClip(qtVectorPathForPath(q->state()->matrix.inverted().map(path)), 1);
+ q->state()->currentClip = 1;
+ q->state()->clipTestEnabled = true;
+ }
+}
+
+void QOpenGL2PaintEngineEx::setState(QPainterState *new_state)
+{
+ // qDebug("QOpenGL2PaintEngineEx::setState()");
+
+ Q_D(QOpenGL2PaintEngineEx);
+
+ QOpenGL2PaintEngineState *s = static_cast<QOpenGL2PaintEngineState *>(new_state);
+ QOpenGL2PaintEngineState *old_state = state();
+
+ QPaintEngineEx::setState(s);
+
+ if (s->isNew) {
+ // Newly created state object. The call to setState()
+ // will either be followed by a call to begin(), or we are
+ // setting the state as part of a save().
+ s->isNew = false;
+ return;
+ }
+
+ // Setting the state as part of a restore().
+
+ if (old_state == s || old_state->renderHintsChanged)
+ renderHintsChanged();
+
+ if (old_state == s || old_state->matrixChanged)
+ d->matrixDirty = true;
+
+ if (old_state == s || old_state->compositionModeChanged)
+ d->compositionModeDirty = true;
+
+ if (old_state == s || old_state->opacityChanged)
+ d->opacityUniformDirty = true;
+
+ if (old_state == s || old_state->clipChanged) {
+ if (old_state && old_state != s && old_state->canRestoreClip) {
+ d->updateClipScissorTest();
+ d->funcs.glDepthFunc(GL_LEQUAL);
+ } else {
+ d->regenerateClip();
+ }
+ }
+}
+
+QPainterState *QOpenGL2PaintEngineEx::createState(QPainterState *orig) const
+{
+ if (orig)
+ const_cast<QOpenGL2PaintEngineEx *>(this)->ensureActive();
+
+ QOpenGL2PaintEngineState *s;
+ if (!orig)
+ s = new QOpenGL2PaintEngineState();
+ else
+ s = new QOpenGL2PaintEngineState(*static_cast<QOpenGL2PaintEngineState *>(orig));
+
+ s->matrixChanged = false;
+ s->compositionModeChanged = false;
+ s->opacityChanged = false;
+ s->renderHintsChanged = false;
+ s->clipChanged = false;
+
+ return s;
+}
+
+QOpenGL2PaintEngineState::QOpenGL2PaintEngineState(QOpenGL2PaintEngineState &other)
+ : QPainterState(other)
+{
+ isNew = true;
+ needsClipBufferClear = other.needsClipBufferClear;
+ clipTestEnabled = other.clipTestEnabled;
+ currentClip = other.currentClip;
+ canRestoreClip = other.canRestoreClip;
+ rectangleClip = other.rectangleClip;
+}
+
+QOpenGL2PaintEngineState::QOpenGL2PaintEngineState()
+{
+ isNew = true;
+ needsClipBufferClear = true;
+ clipTestEnabled = false;
+ canRestoreClip = true;
+}
+
+QOpenGL2PaintEngineState::~QOpenGL2PaintEngineState()
+{
+}
+
+void QOpenGL2PaintEngineExPrivate::setVertexAttribArrayEnabled(int arrayIndex, bool enabled)
+{
+ Q_ASSERT(arrayIndex < QT_GL_VERTEX_ARRAY_TRACKED_COUNT);
+
+ if (vertexAttributeArraysEnabledState[arrayIndex] && !enabled)
+ funcs.glDisableVertexAttribArray(arrayIndex);
+
+ if (!vertexAttributeArraysEnabledState[arrayIndex] && enabled)
+ funcs.glEnableVertexAttribArray(arrayIndex);
+
+ vertexAttributeArraysEnabledState[arrayIndex] = enabled;
+}
+
+void QOpenGL2PaintEngineExPrivate::syncGlState()
+{
+ for (int i = 0; i < QT_GL_VERTEX_ARRAY_TRACKED_COUNT; ++i) {
+ if (vertexAttributeArraysEnabledState[i])
+ funcs.glEnableVertexAttribArray(i);
+ else
+ funcs.glDisableVertexAttribArray(i);
+ }
+}
+
+
+QT_END_NAMESPACE