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+/****************************************************************************
+**
+** Copyright (C) 2014 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.
+**
+** $QT_BEGIN_LICENSE:LGPL21$
+** 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 or version 3 as published by the Free
+** Software Foundation and appearing in the file LICENSE.LGPLv21 and
+** LICENSE.LGPLv3 included in the packaging of this file. Please review the
+** following information to ensure the GNU Lesser General Public License
+** requirements will be met: https://www.gnu.org/licenses/lgpl.html and
+** 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.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include <QtGui/QOpenGLContext>
+#include <QtGui/QWindow>
+#include <QtGui/QMatrix4x4>
+#include <qpa/qplatformbackingstore.h>
+
+#include "qopenglcompositor_p.h"
+
+QT_BEGIN_NAMESPACE
+
+/*!
+ \class QOpenGLCompositor
+ \brief A generic OpenGL-based compositor
+ \since 5.4
+ \internal
+ \ingroup qpa
+
+ This class provides a lightweight compositor that maintains the
+ basic stacking order of windows and composites them by drawing
+ textured quads via OpenGL.
+
+ It it meant to be used by platform plugins that run without a
+ windowing system.
+
+ It is up to the platform plugin to manage the lifetime of the
+ compositor (instance(), destroy()), set the correct destination
+ context and window as early as possible (setTargetWindow()),
+ register the composited windows as they are shown, activated,
+ raised and lowered (addWindow(), moveToTop(), etc.), and to
+ schedule repaints (update()).
+
+ \note To get support for QWidget-based windows, just use
+ QOpenGLCompositorBackingStore. It will automatically create
+ textures from the raster-rendered content and trigger the
+ necessary repaints.
+ */
+
+static QOpenGLCompositor *compositor = 0;
+
+QOpenGLCompositor::QOpenGLCompositor()
+ : m_context(0),
+ m_targetWindow(0)
+{
+ Q_ASSERT(!compositor);
+ m_updateTimer.setSingleShot(true);
+ m_updateTimer.setInterval(0);
+ connect(&m_updateTimer, SIGNAL(timeout()), SLOT(renderAll()));
+}
+
+QOpenGLCompositor::~QOpenGLCompositor()
+{
+ Q_ASSERT(compositor == this);
+ m_blitter.destroy();
+ compositor = 0;
+}
+
+void QOpenGLCompositor::setTarget(QOpenGLContext *context, QWindow *targetWindow)
+{
+ m_context = context;
+ m_targetWindow = targetWindow;
+}
+
+void QOpenGLCompositor::update()
+{
+ if (!m_updateTimer.isActive())
+ m_updateTimer.start();
+}
+
+void QOpenGLCompositor::renderAll()
+{
+ Q_ASSERT(m_context && m_targetWindow);
+ m_context->makeCurrent(m_targetWindow);
+
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
+
+ const QRect targetWindowRect(QPoint(0, 0), m_targetWindow->geometry().size());
+ glViewport(0, 0, targetWindowRect.width(), targetWindowRect.height());
+
+ if (!m_blitter.isCreated())
+ m_blitter.create();
+
+ m_blitter.bind();
+
+ for (int i = 0; i < m_windows.size(); ++i)
+ m_windows.at(i)->beginCompositing();
+
+ for (int i = 0; i < m_windows.size(); ++i)
+ render(m_windows.at(i));
+
+ m_blitter.release();
+ m_context->swapBuffers(m_targetWindow);
+
+ for (int i = 0; i < m_windows.size(); ++i)
+ m_windows.at(i)->endCompositing();
+}
+
+struct BlendStateBinder
+{
+ BlendStateBinder() : m_blend(false) {
+ glDisable(GL_BLEND);
+ }
+ void set(bool blend) {
+ if (blend != m_blend) {
+ if (blend) {
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ } else {
+ glDisable(GL_BLEND);
+ }
+ m_blend = blend;
+ }
+ }
+ ~BlendStateBinder() {
+ if (m_blend)
+ glDisable(GL_BLEND);
+ }
+ bool m_blend;
+};
+
+void QOpenGLCompositor::render(QOpenGLCompositorWindow *window)
+{
+ const QPlatformTextureList *textures = window->textures();
+ if (!textures)
+ return;
+
+ const QRect targetWindowRect(QPoint(0, 0), m_targetWindow->geometry().size());
+ float currentOpacity = 1.0f;
+ BlendStateBinder blend;
+
+ for (int i = 0; i < textures->count(); ++i) {
+ uint textureId = textures->textureId(i);
+ QMatrix4x4 target = QOpenGLTextureBlitter::targetTransform(textures->geometry(i), targetWindowRect);
+ const float opacity = window->sourceWindow()->opacity();
+ if (opacity != currentOpacity) {
+ currentOpacity = opacity;
+ m_blitter.setOpacity(currentOpacity);
+ }
+
+ if (textures->count() > 1 && i == textures->count() - 1) {
+ // Backingstore for a widget with QOpenGLWidget subwidgets
+ blend.set(true);
+ m_blitter.blit(textureId, target, QOpenGLTextureBlitter::OriginTopLeft);
+ } else if (textures->count() == 1) {
+ // A regular QWidget window
+ const bool translucent = window->sourceWindow()->requestedFormat().alphaBufferSize() > 0;
+ blend.set(translucent);
+ m_blitter.blit(textureId, target, QOpenGLTextureBlitter::OriginTopLeft);
+ } else if (!textures->flags(i).testFlag(QPlatformTextureList::StacksOnTop)) {
+ // Texture from an FBO belonging to a QOpenGLWidget
+ blend.set(false);
+ m_blitter.blit(textureId, target, QOpenGLTextureBlitter::OriginBottomLeft);
+ }
+ }
+
+ for (int i = 0; i < textures->count(); ++i) {
+ if (textures->flags(i).testFlag(QPlatformTextureList::StacksOnTop)) {
+ QMatrix4x4 target = QOpenGLTextureBlitter::targetTransform(textures->geometry(i), targetWindowRect);
+ blend.set(true);
+ m_blitter.blit(textures->textureId(i), target, QOpenGLTextureBlitter::OriginBottomLeft);
+ }
+ }
+
+ m_blitter.setOpacity(1.0f);
+}
+
+QOpenGLCompositor *QOpenGLCompositor::instance()
+{
+ if (!compositor)
+ compositor = new QOpenGLCompositor;
+ return compositor;
+}
+
+void QOpenGLCompositor::destroy()
+{
+ delete compositor;
+ compositor = 0;
+}
+
+void QOpenGLCompositor::addWindow(QOpenGLCompositorWindow *window)
+{
+ if (!m_windows.contains(window)) {
+ m_windows.append(window);
+ emit topWindowChanged(window);
+ }
+}
+
+void QOpenGLCompositor::removeWindow(QOpenGLCompositorWindow *window)
+{
+ m_windows.removeOne(window);
+ if (!m_windows.isEmpty())
+ emit topWindowChanged(m_windows.last());
+}
+
+void QOpenGLCompositor::moveToTop(QOpenGLCompositorWindow *window)
+{
+ m_windows.removeOne(window);
+ m_windows.append(window);
+ emit topWindowChanged(window);
+}
+
+void QOpenGLCompositor::changeWindowIndex(QOpenGLCompositorWindow *window, int newIdx)
+{
+ int idx = m_windows.indexOf(window);
+ if (idx != -1 && idx != newIdx) {
+ m_windows.move(idx, newIdx);
+ if (newIdx == m_windows.size() - 1)
+ emit topWindowChanged(m_windows.last());
+ }
+}
+
+QT_END_NAMESPACE