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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.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "qopengltextureblitter.h"
+
+#include <QtOpenGL/QOpenGLShaderProgram>
+#include <QtOpenGL/QOpenGLVertexArrayObject>
+#include <QtOpenGL/QOpenGLBuffer>
+#include <QtGui/QOpenGLContext>
+#include <QtGui/QOpenGLFunctions>
+
+#ifndef GL_TEXTURE_EXTERNAL_OES
+#define GL_TEXTURE_EXTERNAL_OES 0x8D65
+#endif
+
+QT_BEGIN_NAMESPACE
+
+/*!
+ \class QOpenGLTextureBlitter
+ \brief The QOpenGLTextureBlitter class provides a convenient way to draw textured quads via OpenGL.
+ \since 5.8
+ \ingroup painting-3D
+ \inmodule QtOpenGL
+
+ Drawing textured quads, in order to get the contents of a texture
+ onto the screen, is a common operation when developing 2D user
+ interfaces. QOpenGLTextureBlitter provides a convenience class to
+ avoid repeating vertex data, shader sources, buffer and program
+ management and matrix calculations.
+
+ For example, a QOpenGLWidget subclass can do the following to draw
+ the contents rendered into a framebuffer at the pixel position \c{(x, y)}:
+
+ \code
+ void OpenGLWidget::initializeGL()
+ {
+ m_blitter.create();
+ m_fbo = new QOpenGLFramebufferObject(size);
+ }
+
+ void OpenGLWidget::paintGL()
+ {
+ m_fbo->bind();
+ // update offscreen content
+ m_fbo->release();
+
+ m_blitter.bind();
+ const QRect targetRect(QPoint(x, y), m_fbo->size());
+ const QMatrix4x4 target = QOpenGLTextureBlitter::targetTransform(targetRect, QRect(QPoint(0, 0), m_fbo->size()));
+ m_blitter.blit(m_fbo->texture(), target, QOpenGLTextureBlitter::OriginBottomLeft);
+ m_blitter.release();
+ }
+ \endcode
+
+ The blitter implements GLSL shaders both for GLSL 1.00 (suitable
+ for OpenGL (ES) 2.x and compatibility profiles of newer OpenGL
+ versions) and version 150 (suitable for core profile contexts with
+ OpenGL 3.2 and newer).
+ */
+
+static const char vertex_shader150[] =
+ "#version 150 core\n"
+ "in vec3 vertexCoord;"
+ "in vec2 textureCoord;"
+ "out vec2 uv;"
+ "uniform mat4 vertexTransform;"
+ "uniform mat3 textureTransform;"
+ "void main() {"
+ " uv = (textureTransform * vec3(textureCoord,1.0)).xy;"
+ " gl_Position = vertexTransform * vec4(vertexCoord,1.0);"
+ "}";
+
+static const char fragment_shader150[] =
+ "#version 150 core\n"
+ "in vec2 uv;"
+ "out vec4 fragcolor;"
+ "uniform sampler2D textureSampler;"
+ "uniform bool swizzle;"
+ "uniform float opacity;"
+ "void main() {"
+ " vec4 tmpFragColor = texture(textureSampler, uv);"
+ " tmpFragColor.a *= opacity;"
+ " fragcolor = swizzle ? tmpFragColor.bgra : tmpFragColor;"
+ "}";
+
+static const char vertex_shader[] =
+ "attribute highp vec3 vertexCoord;"
+ "attribute highp vec2 textureCoord;"
+ "varying highp vec2 uv;"
+ "uniform highp mat4 vertexTransform;"
+ "uniform highp mat3 textureTransform;"
+ "void main() {"
+ " uv = (textureTransform * vec3(textureCoord,1.0)).xy;"
+ " gl_Position = vertexTransform * vec4(vertexCoord,1.0);"
+ "}";
+
+static const char fragment_shader[] =
+ "varying highp vec2 uv;"
+ "uniform sampler2D textureSampler;"
+ "uniform bool swizzle;"
+ "uniform highp float opacity;"
+ "void main() {"
+ " highp vec4 tmpFragColor = texture2D(textureSampler,uv);"
+ " tmpFragColor.a *= opacity;"
+ " gl_FragColor = swizzle ? tmpFragColor.bgra : tmpFragColor;"
+ "}";
+
+static const char fragment_shader_external_oes[] =
+ "#extension GL_OES_EGL_image_external : require\n"
+ "varying highp vec2 uv;"
+ "uniform samplerExternalOES textureSampler;\n"
+ "uniform bool swizzle;"
+ "uniform highp float opacity;"
+ "void main() {"
+ " highp vec4 tmpFragColor = texture2D(textureSampler, uv);"
+ " tmpFragColor.a *= opacity;"
+ " gl_FragColor = swizzle ? tmpFragColor.bgra : tmpFragColor;"
+ "}";
+
+static const GLfloat vertex_buffer_data[] = {
+ -1,-1, 0,
+ -1, 1, 0,
+ 1,-1, 0,
+ -1, 1, 0,
+ 1,-1, 0,
+ 1, 1, 0
+};
+
+static const GLfloat texture_buffer_data[] = {
+ 0, 0,
+ 0, 1,
+ 1, 0,
+ 0, 1,
+ 1, 0,
+ 1, 1
+};
+
+class TextureBinder
+{
+public:
+ TextureBinder(GLenum target, GLuint textureId) : m_target(target)
+ {
+ QOpenGLContext::currentContext()->functions()->glBindTexture(m_target, textureId);
+ }
+ ~TextureBinder()
+ {
+ QOpenGLContext::currentContext()->functions()->glBindTexture(m_target, 0);
+ }
+
+private:
+ GLenum m_target;
+};
+
+class QOpenGLTextureBlitterPrivate
+{
+public:
+ enum TextureMatrixUniform {
+ User,
+ Identity,
+ IdentityFlipped
+ };
+
+ enum ProgramIndex {
+ TEXTURE_2D,
+ TEXTURE_EXTERNAL_OES
+ };
+
+ QOpenGLTextureBlitterPrivate() :
+ swizzle(false),
+ opacity(1.0f),
+ vao(new QOpenGLVertexArrayObject),
+ currentTarget(TEXTURE_2D)
+ { }
+
+ bool buildProgram(ProgramIndex idx, const char *vs, const char *fs);
+
+ void blit(GLuint texture, const QMatrix4x4 &vertexTransform, const QMatrix3x3 &textureTransform);
+ void blit(GLuint texture, const QMatrix4x4 &vertexTransform, QOpenGLTextureBlitter::Origin origin);
+
+ void prepareProgram(const QMatrix4x4 &vertexTransform);
+
+ QOpenGLBuffer vertexBuffer;
+ QOpenGLBuffer textureBuffer;
+ struct Program {
+ Program() :
+ vertexCoordAttribPos(0),
+ vertexTransformUniformPos(0),
+ textureCoordAttribPos(0),
+ textureTransformUniformPos(0),
+ swizzleUniformPos(0),
+ opacityUniformPos(0),
+ swizzle(false),
+ opacity(0.0f),
+ textureMatrixUniformState(User)
+ { }
+ QScopedPointer<QOpenGLShaderProgram> glProgram;
+ GLuint vertexCoordAttribPos;
+ GLuint vertexTransformUniformPos;
+ GLuint textureCoordAttribPos;
+ GLuint textureTransformUniformPos;
+ GLuint swizzleUniformPos;
+ GLuint opacityUniformPos;
+ bool swizzle;
+ float opacity;
+ TextureMatrixUniform textureMatrixUniformState;
+ } programs[2];
+ bool swizzle;
+ float opacity;
+ QScopedPointer<QOpenGLVertexArrayObject> vao;
+ GLenum currentTarget;
+};
+
+static inline QOpenGLTextureBlitterPrivate::ProgramIndex targetToProgramIndex(GLenum target)
+{
+ switch (target) {
+ case GL_TEXTURE_2D:
+ return QOpenGLTextureBlitterPrivate::TEXTURE_2D;
+ case GL_TEXTURE_EXTERNAL_OES:
+ return QOpenGLTextureBlitterPrivate::TEXTURE_EXTERNAL_OES;
+ default:
+ qWarning("Unsupported texture target 0x%x", target);
+ return QOpenGLTextureBlitterPrivate::TEXTURE_2D;
+ }
+}
+
+void QOpenGLTextureBlitterPrivate::prepareProgram(const QMatrix4x4 &vertexTransform)
+{
+ Program *program = &programs[targetToProgramIndex(currentTarget)];
+
+ vertexBuffer.bind();
+ program->glProgram->setAttributeBuffer(program->vertexCoordAttribPos, GL_FLOAT, 0, 3, 0);
+ program->glProgram->enableAttributeArray(program->vertexCoordAttribPos);
+ vertexBuffer.release();
+
+ program->glProgram->setUniformValue(program->vertexTransformUniformPos, vertexTransform);
+
+ textureBuffer.bind();
+ program->glProgram->setAttributeBuffer(program->textureCoordAttribPos, GL_FLOAT, 0, 2, 0);
+ program->glProgram->enableAttributeArray(program->textureCoordAttribPos);
+ textureBuffer.release();
+
+ if (swizzle != program->swizzle) {
+ program->glProgram->setUniformValue(program->swizzleUniformPos, swizzle);
+ program->swizzle = swizzle;
+ }
+
+ if (opacity != program->opacity) {
+ program->glProgram->setUniformValue(program->opacityUniformPos, opacity);
+ program->opacity = opacity;
+ }
+}
+
+void QOpenGLTextureBlitterPrivate::blit(GLuint texture,
+ const QMatrix4x4 &vertexTransform,
+ const QMatrix3x3 &textureTransform)
+{
+ TextureBinder binder(currentTarget, texture);
+ prepareProgram(vertexTransform);
+
+ Program *program = &programs[targetToProgramIndex(currentTarget)];
+ program->glProgram->setUniformValue(program->textureTransformUniformPos, textureTransform);
+ program->textureMatrixUniformState = User;
+
+ QOpenGLContext::currentContext()->functions()->glDrawArrays(GL_TRIANGLES, 0, 6);
+}
+
+void QOpenGLTextureBlitterPrivate::blit(GLuint texture,
+ const QMatrix4x4 &vertexTransform,
+ QOpenGLTextureBlitter::Origin origin)
+{
+ TextureBinder binder(currentTarget, texture);
+ prepareProgram(vertexTransform);
+
+ Program *program = &programs[targetToProgramIndex(currentTarget)];
+ if (origin == QOpenGLTextureBlitter::OriginTopLeft) {
+ if (program->textureMatrixUniformState != IdentityFlipped) {
+ QMatrix3x3 flipped;
+ flipped(1,1) = -1;
+ flipped(1,2) = 1;
+ program->glProgram->setUniformValue(program->textureTransformUniformPos, flipped);
+ program->textureMatrixUniformState = IdentityFlipped;
+ }
+ } else if (program->textureMatrixUniformState != Identity) {
+ program->glProgram->setUniformValue(program->textureTransformUniformPos, QMatrix3x3());
+ program->textureMatrixUniformState = Identity;
+ }
+
+ QOpenGLContext::currentContext()->functions()->glDrawArrays(GL_TRIANGLES, 0, 6);
+}
+
+bool QOpenGLTextureBlitterPrivate::buildProgram(ProgramIndex idx, const char *vs, const char *fs)
+{
+ Program *p = &programs[idx];
+
+ p->glProgram.reset(new QOpenGLShaderProgram);
+
+ p->glProgram->addCacheableShaderFromSourceCode(QOpenGLShader::Vertex, vs);
+ p->glProgram->addCacheableShaderFromSourceCode(QOpenGLShader::Fragment, fs);
+ p->glProgram->link();
+ if (!p->glProgram->isLinked()) {
+ qWarning() << "Could not link shader program:\n" << p->glProgram->log();
+ return false;
+ }
+
+ p->glProgram->bind();
+
+ p->vertexCoordAttribPos = p->glProgram->attributeLocation("vertexCoord");
+ p->vertexTransformUniformPos = p->glProgram->uniformLocation("vertexTransform");
+ p->textureCoordAttribPos = p->glProgram->attributeLocation("textureCoord");
+ p->textureTransformUniformPos = p->glProgram->uniformLocation("textureTransform");
+ p->swizzleUniformPos = p->glProgram->uniformLocation("swizzle");
+ p->opacityUniformPos = p->glProgram->uniformLocation("opacity");
+
+ p->glProgram->setUniformValue(p->swizzleUniformPos, false);
+
+ // minmize state left set after a create()
+ p->glProgram->release();
+
+ return true;
+}
+
+/*!
+ Constructs a new QOpenGLTextureBlitter instance.
+
+ \note no graphics resources are initialized in the
+ constructor. This makes it safe to place plain
+ QOpenGLTextureBlitter members into classes because the actual
+ initialization that depends on the OpenGL context happens only in
+ create().
+ */
+QOpenGLTextureBlitter::QOpenGLTextureBlitter()
+ : d_ptr(new QOpenGLTextureBlitterPrivate)
+{
+}
+
+/*!
+ Destructs the instance.
+
+ \note When the OpenGL context - or a context sharing resources
+ with it - that was current when calling create() is not current,
+ graphics resources will not be released. Therefore, it is
+ recommended to call destroy() manually instead of relying on the
+ destructor to perform OpenGL resource cleanup.
+ */
+QOpenGLTextureBlitter::~QOpenGLTextureBlitter()
+{
+ destroy();
+}
+
+/*!
+ Initializes the graphics resources used by the blitter.
+
+ \return \c true if successful, \c false if there was a
+ failure. Failures can occur when there is no OpenGL context
+ current on the current thread, or when shader compilation fails
+ for some reason.
+
+ \sa isCreated(), destroy()
+ */
+bool QOpenGLTextureBlitter::create()
+{
+ QOpenGLContext *currentContext = QOpenGLContext::currentContext();
+ if (!currentContext)
+ return false;
+
+ Q_D(QOpenGLTextureBlitter);
+
+ if (d->programs[QOpenGLTextureBlitterPrivate::TEXTURE_2D].glProgram)
+ return true;
+
+ QSurfaceFormat format = currentContext->format();
+ if (format.profile() == QSurfaceFormat::CoreProfile && format.version() >= qMakePair(3,2)) {
+ if (!d->buildProgram(QOpenGLTextureBlitterPrivate::TEXTURE_2D, vertex_shader150, fragment_shader150))
+ return false;
+ } else {
+ if (!d->buildProgram(QOpenGLTextureBlitterPrivate::TEXTURE_2D, vertex_shader, fragment_shader))
+ return false;
+ if (supportsExternalOESTarget())
+ if (!d->buildProgram(QOpenGLTextureBlitterPrivate::TEXTURE_EXTERNAL_OES, vertex_shader, fragment_shader_external_oes))
+ return false;
+ }
+
+ // Create and bind the VAO, if supported.
+ QOpenGLVertexArrayObject::Binder vaoBinder(d->vao.data());
+
+ d->vertexBuffer.create();
+ d->vertexBuffer.bind();
+ d->vertexBuffer.allocate(vertex_buffer_data, sizeof(vertex_buffer_data));
+ d->vertexBuffer.release();
+
+ d->textureBuffer.create();
+ d->textureBuffer.bind();
+ d->textureBuffer.allocate(texture_buffer_data, sizeof(texture_buffer_data));
+ d->textureBuffer.release();
+
+ return true;
+}
+
+/*!
+ \return \c true if create() was called and succeeded. \c false otherwise.
+
+ \sa create(), destroy()
+ */
+bool QOpenGLTextureBlitter::isCreated() const
+{
+ Q_D(const QOpenGLTextureBlitter);
+ return d->programs[QOpenGLTextureBlitterPrivate::TEXTURE_2D].glProgram;
+}
+
+/*!
+ Frees all graphics resources held by the blitter. Assumes that
+ the OpenGL context, or another context sharing resources with it,
+ that was current on the thread when invoking create() is current.
+
+ The function has no effect when the blitter is not in created state.
+
+ \sa create()
+ */
+void QOpenGLTextureBlitter::destroy()
+{
+ if (!isCreated())
+ return;
+ Q_D(QOpenGLTextureBlitter);
+ d->programs[QOpenGLTextureBlitterPrivate::TEXTURE_2D].glProgram.reset();
+ d->programs[QOpenGLTextureBlitterPrivate::TEXTURE_EXTERNAL_OES].glProgram.reset();
+ d->vertexBuffer.destroy();
+ d->textureBuffer.destroy();
+ d->vao.reset();
+}
+
+/*!
+ \return \c true when bind() accepts \c GL_TEXTURE_EXTERNAL_OES as
+ its target argument.
+
+ \sa bind(), blit()
+ */
+bool QOpenGLTextureBlitter::supportsExternalOESTarget() const
+{
+ QOpenGLContext *ctx = QOpenGLContext::currentContext();
+ return ctx && ctx->isOpenGLES() && ctx->hasExtension("GL_OES_EGL_image_external");
+}
+
+/*!
+ Binds the graphics resources used by the blitter. This must be
+ called before calling blit(). Code modifying the OpenGL state
+ should be avoided between the call to bind() and blit() because
+ otherwise conflicts may arise.
+
+ \a target is the texture target for the source texture and must be
+ either \c GL_TEXTURE_2D or \c GL_OES_EGL_image_external.
+
+ \sa release(), blit()
+ */
+void QOpenGLTextureBlitter::bind(GLenum target)
+{
+ Q_D(QOpenGLTextureBlitter);
+
+ if (d->vao->isCreated())
+ d->vao->bind();
+
+ d->currentTarget = target;
+ QOpenGLTextureBlitterPrivate::Program *p = &d->programs[targetToProgramIndex(target)];
+ p->glProgram->bind();
+
+ d->vertexBuffer.bind();
+ p->glProgram->setAttributeBuffer(p->vertexCoordAttribPos, GL_FLOAT, 0, 3, 0);
+ p->glProgram->enableAttributeArray(p->vertexCoordAttribPos);
+ d->vertexBuffer.release();
+
+ d->textureBuffer.bind();
+ p->glProgram->setAttributeBuffer(p->textureCoordAttribPos, GL_FLOAT, 0, 2, 0);
+ p->glProgram->enableAttributeArray(p->textureCoordAttribPos);
+ d->textureBuffer.release();
+}
+
+/*!
+ Unbinds the graphics resources used by the blitter.
+
+ \sa bind()
+ */
+void QOpenGLTextureBlitter::release()
+{
+ Q_D(QOpenGLTextureBlitter);
+ d->programs[targetToProgramIndex(d->currentTarget)].glProgram->release();
+ if (d->vao->isCreated())
+ d->vao->release();
+}
+
+/*!
+ Sets whether swizzling is enabled for the red and blue color channels to
+ \a swizzle. An BGRA to RGBA conversion (occurring in the shader on
+ the GPU, instead of a slow CPU-side transformation) can be useful
+ when the source texture contains data from a QImage with a format
+ like QImage::Format_ARGB32 which maps to BGRA on little endian
+ systems.
+
+ By default the red-blue swizzle is disabled since this is what a
+ texture attached to an framebuffer object or a texture based on a
+ byte ordered QImage format (like QImage::Format_RGBA8888) needs.
+ */
+void QOpenGLTextureBlitter::setRedBlueSwizzle(bool swizzle)
+{
+ Q_D(QOpenGLTextureBlitter);
+ d->swizzle = swizzle;
+}
+
+/*!
+ Changes the opacity to \a opacity. The default opacity is 1.0.
+
+ \note the blitter does not alter the blend state. It is up to the
+ caller of blit() to ensure the correct blend settings are active.
+
+ */
+void QOpenGLTextureBlitter::setOpacity(float opacity)
+{
+ Q_D(QOpenGLTextureBlitter);
+ d->opacity = opacity;
+}
+
+/*!
+ \enum QOpenGLTextureBlitter::Origin
+
+ \value OriginBottomLeft Indicates that the data in the texture
+ follows the OpenGL convention of coordinate systems, meaning Y is
+ running from bottom to top.
+
+ \value OriginTopLeft Indicates that the data in the texture has Y
+ running from top to bottom, which is typical with regular,
+ unflipped image data.
+
+ \sa blit()
+ */
+
+/*!
+ Performs the blit with the source texture \a texture.
+
+ \a targetTransform specifies the transformation applied. This is
+ usually generated by the targetTransform() helper function.
+
+ \a sourceOrigin specifies if the image data needs flipping. When
+ \a texture corresponds to a texture attached to an FBO pass
+ OriginBottomLeft. On the other hand, when \a texture is based on
+ unflipped image data, pass OriginTopLeft. This is more efficient
+ than using QImage::mirrored().
+
+ \sa targetTransform(), Origin, bind()
+ */
+void QOpenGLTextureBlitter::blit(GLuint texture,
+ const QMatrix4x4 &targetTransform,
+ Origin sourceOrigin)
+{
+ Q_D(QOpenGLTextureBlitter);
+ d->blit(texture,targetTransform, sourceOrigin);
+}
+
+/*!
+ Performs the blit with the source texture \a texture.
+
+ \a targetTransform specifies the transformation applied. This is
+ usually generated by the targetTransform() helper function.
+
+ \a sourceTransform specifies the transformation applied to the
+ source. This allows using only a sub-rect of the source
+ texture. This is usually generated by the sourceTransform() helper
+ function.
+
+ \sa sourceTransform(), targetTransform(), Origin, bind()
+ */
+void QOpenGLTextureBlitter::blit(GLuint texture,
+ const QMatrix4x4 &targetTransform,
+ const QMatrix3x3 &sourceTransform)
+{
+ Q_D(QOpenGLTextureBlitter);
+ d->blit(texture, targetTransform, sourceTransform);
+}
+
+/*!
+ Calculates a target transform suitable for blit().
+
+ \a target is the target rectangle in pixels. \a viewport describes
+ the source dimensions and will in most cases be set to (0, 0,
+ image width, image height).
+
+ For unscaled output the size of \a target and \a viewport should
+ match.
+
+ \sa blit()
+ */
+QMatrix4x4 QOpenGLTextureBlitter::targetTransform(const QRectF &target,
+ const QRect &viewport)
+{
+ qreal x_scale = target.width() / viewport.width();
+ qreal y_scale = target.height() / viewport.height();
+
+ const QPointF relative_to_viewport = target.topLeft() - viewport.topLeft();
+ qreal x_translate = x_scale - 1 + ((relative_to_viewport.x() / viewport.width()) * 2);
+ qreal y_translate = -y_scale + 1 - ((relative_to_viewport.y() / viewport.height()) * 2);
+
+ QMatrix4x4 matrix;
+ matrix(0,3) = x_translate;
+ matrix(1,3) = y_translate;
+
+ matrix(0,0) = x_scale;
+ matrix(1,1) = y_scale;
+
+ return matrix;
+}
+
+/*!
+ Calculates a 3x3 matrix suitable as the input to blit(). This is
+ used when only a part of the texture is to be used in the blit.
+
+ \a subTexture is the desired source rectangle in pixels, \a
+ textureSize is the full width and height of the texture data. \a
+ origin specifies the orientation of the image data when it comes
+ to the Y axis.
+
+ \sa blit(), Origin
+ */
+QMatrix3x3 QOpenGLTextureBlitter::sourceTransform(const QRectF &subTexture,
+ const QSize &textureSize,
+ Origin origin)
+{
+ qreal x_scale = subTexture.width() / textureSize.width();
+ qreal y_scale = subTexture.height() / textureSize.height();
+
+ const QPointF topLeft = subTexture.topLeft();
+ qreal x_translate = topLeft.x() / textureSize.width();
+ qreal y_translate = topLeft.y() / textureSize.height();
+
+ if (origin == OriginTopLeft) {
+ y_scale = -y_scale;
+ y_translate = 1 - y_translate;
+ }
+
+ QMatrix3x3 matrix;
+ matrix(0,2) = x_translate;
+ matrix(1,2) = y_translate;
+
+ matrix(0,0) = x_scale;
+ matrix(1,1) = y_scale;
+
+ return matrix;
+}
+
+QT_END_NAMESPACE