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+/****************************************************************************
+**
+** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies).
+** Contact: http://www.qt-project.org/legal
+**
+** This file is part of the plugins of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and Digia. For licensing terms and
+** conditions see http://qt.digia.com/licensing. For further information
+** use the contact form at http://qt.digia.com/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 2.1 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 2.1 requirements
+** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
+**
+** In addition, as a special exception, Digia gives you certain additional
+** rights. These rights are described in the Digia Qt LGPL Exception
+** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 3.0 as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 3.0 requirements will be
+** met: http://www.gnu.org/copyleft/gpl.html.
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include <QtGui/QOpenGLShaderProgram>
+#include <QtGui/QOpenGLContext>
+
+#include "qeglplatformbackingstore_p.h"
+#include "qeglcompositor_p.h"
+#include "qeglplatformwindow_p.h"
+#include "qeglplatformscreen_p.h"
+
+QT_BEGIN_NAMESPACE
+
+/*!
+ \class QEGLPlatformBackingStore
+ \brief A backing store implementation for EGL and GLES.
+ \since 5.2
+ \internal
+ \ingroup qpa
+
+ This implementation uploads raster-rendered widget windows into
+ textures and composites them onto a single native window using
+ QEGLCompositor. This means that multiple top-level widgets are
+ supported without creating actual native windows for each of them.
+
+ The class is ready to be used as-is, the default
+ QEGLPlatformIntegration::createPlatformBackingStore()
+ implementation creates an instance which is ready to be used
+ without further customization.
+
+ If QEGLCompositor is not suitable, this backing store
+ implementation can also be used without it. In this case a
+ subclass must reimplement composite() and schedule an update in
+ its custom compositor when this function is called. The textures
+ are accessible via QEGLPlatformWindow::texture().
+*/
+
+QEGLPlatformBackingStore::QEGLPlatformBackingStore(QWindow *window)
+ : QPlatformBackingStore(window),
+ m_window(static_cast<QEGLPlatformWindow *>(window->handle())),
+ m_texture(0)
+{
+ m_window->setBackingStore(this);
+}
+
+QPaintDevice *QEGLPlatformBackingStore::paintDevice()
+{
+ return &m_image;
+}
+
+void QEGLPlatformBackingStore::updateTexture()
+{
+ glBindTexture(GL_TEXTURE_2D, m_texture);
+
+ if (!m_dirty.isNull()) {
+ QRegion fixed;
+ QRect imageRect = m_image.rect();
+
+ foreach (const QRect &rect, m_dirty.rects()) {
+ // intersect with image rect to be sure
+ QRect r = imageRect & rect;
+
+ // if the rect is wide enough it's cheaper to just
+ // extend it instead of doing an image copy
+ if (r.width() >= imageRect.width() / 2) {
+ r.setX(0);
+ r.setWidth(imageRect.width());
+ }
+
+ fixed |= r;
+ }
+
+ foreach (const QRect &rect, fixed.rects()) {
+ // if the sub-rect is full-width we can pass the image data directly to
+ // OpenGL instead of copying, since there's no gap between scanlines
+ if (rect.width() == imageRect.width()) {
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, rect.y(), rect.width(), rect.height(), GL_RGBA, GL_UNSIGNED_BYTE,
+ m_image.constScanLine(rect.y()));
+ } else {
+ glTexSubImage2D(GL_TEXTURE_2D, 0, rect.x(), rect.y(), rect.width(), rect.height(), GL_RGBA, GL_UNSIGNED_BYTE,
+ m_image.copy(rect).constBits());
+ }
+ }
+
+ m_dirty = QRegion();
+ }
+}
+
+void QEGLPlatformBackingStore::flush(QWindow *window, const QRegion &region, const QPoint &offset)
+{
+ Q_UNUSED(window);
+ Q_UNUSED(region);
+ Q_UNUSED(offset);
+
+#ifdef QEGL_EXTRA_DEBUG
+ qWarning("QEglBackingStore::flush %p", window);
+#endif
+
+ QEGLPlatformScreen *screen = static_cast<QEGLPlatformScreen *>(m_window->screen());
+ QEGLPlatformWindow *dstWin = screen->compositingWindow();
+ if (!dstWin || !dstWin->isRaster())
+ return;
+
+ m_window->create();
+ QOpenGLContext *context = screen->compositingContext();
+ context->makeCurrent(dstWin->window());
+ updateTexture();
+ composite(context, dstWin);
+}
+
+void QEGLPlatformBackingStore::composite(QOpenGLContext *context, QEGLPlatformWindow *window)
+{
+ QEGLCompositor::instance()->schedule(context, window);
+}
+
+void QEGLPlatformBackingStore::beginPaint(const QRegion &rgn)
+{
+ m_dirty |= rgn;
+}
+
+void QEGLPlatformBackingStore::resize(const QSize &size, const QRegion &staticContents)
+{
+ Q_UNUSED(staticContents);
+
+ QEGLPlatformScreen *screen = static_cast<QEGLPlatformScreen *>(m_window->screen());
+ QEGLPlatformWindow *dstWin = screen->compositingWindow();
+ if (!dstWin || !dstWin->isRaster())
+ return;
+
+ m_image = QImage(size, QImage::Format_RGB32);
+ m_window->create();
+
+ screen->compositingContext()->makeCurrent(dstWin->window());
+
+ if (m_texture)
+ glDeleteTextures(1, &m_texture);
+
+ glGenTextures(1, &m_texture);
+ glBindTexture(GL_TEXTURE_2D, m_texture);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size.width(), size.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
+}
+
+QT_END_NAMESPACE