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diff --git a/src/plugins/platforms/winrt/qwinrtbackingstore.cpp b/src/plugins/platforms/winrt/qwinrtbackingstore.cpp
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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 "qwinrtbackingstore.h"
+
+#include "qwinrtscreen.h"
+#include "qwinrtwindow.h"
+#include "qwinrteglcontext.h"
+#include <QtGui/QOpenGLContext>
+
+#include <GLES2/gl2.h>
+#include <GLES2/gl2ext.h>
+
+#include <dxgi.h>
+
+// Generated shader headers
+#include "blitps.h"
+#include "blitvs.h"
+
+namespace { // Utility namespace for writing out an ANGLE-compatible binary blob
+
+// Must match packaged ANGLE
+enum : quint32 {
+ AngleMajorVersion = 1,
+ AngleMinorVersion = 2,
+ AngleBuildRevision = 2446,
+ AngleVersion = ((AngleMajorVersion << 24) | (AngleMinorVersion << 16) | AngleBuildRevision),
+ AngleOptimizationLevel = (1 << 14)
+};
+
+struct ShaderString
+{
+ ShaderString(const char *data = 0) : data(data) { }
+ const char *data;
+};
+
+// ANGLE stream compatibility - when size_t is 32-bit, QDataStream::writeBytes() also works
+QDataStream &operator<<(QDataStream &stream, const ShaderString &shaderString)
+{
+ if (!shaderString.data)
+ return stream << size_t(0);
+
+ size_t len = strlen(shaderString.data);
+ stream << len;
+ stream.writeRawData(shaderString.data, int(len));
+ return stream;
+}
+
+struct Attribute
+{
+ Attribute(GLenum type = 0, const char *name = 0, quint32 index = 0)
+ : type(type), name(name), index(index) { }
+ GLenum type;
+ ShaderString name;
+ quint32 index;
+};
+
+struct Sampler
+{
+ enum TextureType { Texture2D, TextureCube };
+ Sampler(bool active = false, GLint unit = 0, TextureType type = Texture2D)
+ : active(active), unit(unit), type(type) { }
+ bool active;
+ GLint unit;
+ TextureType type;
+};
+
+struct Uniform
+{
+ Uniform() { }
+ Uniform(GLenum type, quint32 precision, const char *name, quint32 arraySize,
+ quint32 psRegisterIndex, quint32 vsRegisterIndex, quint32 registerCount)
+ : type(type), precision(precision), name(name), arraySize(arraySize)
+ , psRegisterIndex(psRegisterIndex), vsRegisterIndex(vsRegisterIndex), registerCount(registerCount) { }
+ GLenum type;
+ quint32 precision;
+ ShaderString name;
+ quint32 arraySize;
+ quint32 psRegisterIndex;
+ quint32 vsRegisterIndex;
+ quint32 registerCount;
+};
+
+struct UniformIndex
+{
+ UniformIndex(const char *name = 0, quint32 element = 0, quint32 index = 0)
+ : name(name), element(element), index(index) { }
+ ShaderString name;
+ quint32 element;
+ quint32 index;
+};
+
+static const QByteArray createAngleBinary(
+ const QVector<Attribute> &attributes,
+ const QVector<Sampler> &textureSamplers,
+ const QVector<Sampler> &vertexSamplers,
+ const QVector<Uniform> &uniforms,
+ const QVector<UniformIndex> &uniformIndex,
+ const QByteArray &pixelShader,
+ const QByteArray &vertexShader,
+ const QByteArray &geometryShader = QByteArray(),
+ bool usesPointSize = false)
+{
+ QByteArray binary;
+
+ QDataStream stream(&binary, QIODevice::WriteOnly);
+ stream.setByteOrder(QDataStream::LittleEndian);
+
+ stream << quint32(GL_PROGRAM_BINARY_ANGLE)
+ << quint32(AngleVersion)
+ << quint32(AngleOptimizationLevel);
+
+ // Vertex attributes
+ for (int i = 0; i < 16; ++i) {
+ if (i < attributes.size())
+ stream << quint32(attributes[i].type) << attributes[i].name << attributes[i].index;
+ else
+ stream << quint32(GL_NONE) << ShaderString() << qint32(-1);
+ }
+
+ // Texture units
+ for (int i = 0; i < 16; ++i) {
+ if (i < textureSamplers.size())
+ stream << textureSamplers[i].active << textureSamplers[i].unit << qint32(textureSamplers[i].type);
+ else
+ stream << false << qint32(0) << qint32(Sampler::Texture2D);
+ }
+
+ // Vertex texture units
+ for (int i = 0; i < 16; ++i) {
+ if (i < vertexSamplers.size())
+ stream << vertexSamplers[i].active << vertexSamplers[i].unit << qint32(vertexSamplers[i].type);
+ else
+ stream << false << qint32(0) << qint32(Sampler::Texture2D);
+ }
+
+ stream << vertexSamplers.size()
+ << textureSamplers.size()
+ << usesPointSize;
+
+ stream << size_t(uniforms.size());
+ foreach (const Uniform &uniform, uniforms) {
+ stream << uniform.type << uniform.precision << uniform.name << uniform.arraySize
+ << uniform.psRegisterIndex << uniform.vsRegisterIndex << uniform.registerCount;
+ }
+
+ stream << size_t(uniformIndex.size());
+ foreach (const UniformIndex &index, uniformIndex)
+ stream << index.name << index.element << index.index;
+
+ stream << quint32(pixelShader.size())
+ << quint32(vertexShader.size())
+ << quint32(geometryShader.size());
+
+ // ANGLE requires that we query the adapter for its LUID. Later on, it may be useful
+ // for checking feature level support, picking the best adapter on the system, etc.
+ IDXGIFactory1 *dxgiFactory;
+ if (FAILED(CreateDXGIFactory1(IID_PPV_ARGS(&dxgiFactory)))) {
+ qCritical("QWinRTBackingStore: failed to create DXGI factory.");
+ return QByteArray();
+ }
+ IDXGIAdapter *dxgiAdapter;
+ if (FAILED(dxgiFactory->EnumAdapters(0, &dxgiAdapter))) {
+ qCritical("QWinRTBackingStore:: failed to enumerate adapter.");
+ dxgiFactory->Release();
+ return QByteArray();
+ }
+ DXGI_ADAPTER_DESC desc;
+ dxgiAdapter->GetDesc(&desc);
+ dxgiAdapter->Release();
+ QByteArray guid(sizeof(GUID), '\0');
+ memcpy(guid.data(), &desc.AdapterLuid, sizeof(LUID));
+ stream.writeRawData(guid.constData(), guid.size());
+ stream.writeRawData(pixelShader.constData(), pixelShader.size());
+ stream.writeRawData(vertexShader.constData(), vertexShader.size());
+ if (!geometryShader.isEmpty())
+ stream.writeRawData(geometryShader.constData(), geometryShader.size());
+
+ return binary;
+}
+
+} // namespace
+
+QT_BEGIN_NAMESPACE
+
+static const GLfloat normCoords[] = { -1, 1, 1, 1, 1, -1, -1, -1 };
+static const GLfloat quadCoords[] = { 0, 0, 1, 0, 1, 1, 0, 1 };
+
+QWinRTBackingStore::QWinRTBackingStore(QWindow *window)
+ : QPlatformBackingStore(window)
+ , m_context(new QOpenGLContext)
+ , m_shaderProgram(0)
+ , m_fbo(0)
+ , m_texture(0)
+ , m_screen(static_cast<QWinRTScreen*>(window->screen()->handle()))
+{
+ window->setSurfaceType(QSurface::OpenGLSurface); // Required for flipping, but could be done in the swap
+
+ m_context->setFormat(window->requestedFormat());
+ m_context->setScreen(window->screen());
+ m_context->create();
+
+ m_context->makeCurrent(window);
+ glGenFramebuffers(1, &m_fbo);
+ glGenRenderbuffers(1, &m_rbo);
+ glGenTextures(1, &m_texture);
+ m_shaderProgram = glCreateProgram();
+
+#if 0 // Standard GLES passthrough shader program
+ static const char *vertexShaderSource =
+ "attribute vec4 pos0;\n"
+ "attribute vec2 tex0;\n"
+ "varying vec2 coord;\n"
+ "void main() {\n"
+ " coord = tex0;\n"
+ " gl_Position = pos0;\n"
+ "}\n";
+ static const char *fragmentShaderSource =
+ "uniform sampler2D texture;\n"
+ "varying highp vec2 coord;\n"
+ "void main() {\n"
+ " gl_FragColor = texture2D(texture, coord);\n"
+ "}\n";
+ GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
+ glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
+ glCompileShader(vertexShader);
+ GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
+ glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
+ glCompileShader(fragmentShader);
+ glAttachShader(m_shaderProgram, vertexShader);
+ glAttachShader(m_shaderProgram, fragmentShader);
+ glLinkProgram(m_shaderProgram);
+#else // Precompiled passthrough shader
+ QVector<Attribute> attributes = QVector<Attribute>() << Attribute(GL_FLOAT_VEC4, "pos0", 0)
+ << Attribute(GL_FLOAT_VEC2, "tex0", 1);
+ QVector<Sampler> textureSamplers = QVector<Sampler>() << Sampler(true, 0, Sampler::Texture2D);
+ QVector<Sampler> vertexSamplers;
+ QVector<Uniform> uniforms = QVector<Uniform>() << Uniform(GL_SAMPLER_2D, 0, "texture", 0, 0, -1, 1);
+ QVector<UniformIndex> uniformsIndex = QVector<UniformIndex>() << UniformIndex("texture", 0, 0);
+ QByteArray pixelShader(reinterpret_cast<const char *>(q_blitps), sizeof(q_blitps));
+ QByteArray vertexShader(reinterpret_cast<const char *>(q_blitvs), sizeof(q_blitvs));
+ QByteArray binary = createAngleBinary(attributes, textureSamplers, vertexSamplers,
+ uniforms, uniformsIndex, pixelShader, vertexShader);
+ glProgramBinaryOES(m_shaderProgram, GL_PROGRAM_BINARY_ANGLE, binary.constData(), binary.size());
+#endif
+ m_context->doneCurrent();
+ resize(window->size(), QRegion());
+}
+
+QWinRTBackingStore::~QWinRTBackingStore()
+{
+ glDeleteBuffers(1, &m_fbo);
+ glDeleteRenderbuffers(1, &m_rbo);
+ glDeleteTextures(1, &m_texture);
+ glDeleteProgram(m_shaderProgram);
+}
+
+QPaintDevice *QWinRTBackingStore::paintDevice()
+{
+ return m_paintDevice.data();
+}
+
+void QWinRTBackingStore::flush(QWindow *window, const QRegion &region, const QPoint &offset)
+{
+ Q_UNUSED(offset)
+
+ const QImage *image = static_cast<QImage *>(m_paintDevice.data());
+
+ m_context->makeCurrent(window);
+
+ // Blitting the entire image width trades zero image copy/relayout for a larger texture upload.
+ // Since we're blitting the whole width anyway, the boundingRect() is used in the assumption that
+ // we don't repeat upload. This is of course dependent on the distance between update regions.
+ // Ideally, we would use the GL_EXT_unpack_subimage extension, which should be possible to implement
+ // since D3D11_MAPPED_SUBRESOURCE supports RowPitch (see below).
+ // Note that single-line blits in a loop are *very* slow, so reducing calls to glTexSubImage2D
+ // is probably a good idea anyway.
+ glBindTexture(GL_TEXTURE_2D, m_texture);
+ QRect bounds = region.boundingRect();
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, bounds.y(), m_size.width(), bounds.height(),
+ GL_BGRA_EXT, GL_UNSIGNED_BYTE, image->scanLine(bounds.y()));
+ // TODO: Implement GL_EXT_unpack_subimage in ANGLE for more minimal uploads
+ //glPixelStorei(GL_UNPACK_ROW_LENGTH, image->bytesPerLine());
+ //glTexSubImage2D(GL_TEXTURE_2D, 0, bounds.x(), bounds.y(), bounds.width(), bounds.height(),
+ // GL_BGRA_EXT, GL_UNSIGNED_BYTE, image->scanLine(bounds.y()) + bounds.x() * 4);
+
+ // Bind render buffer
+ glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, m_rbo);
+
+ // Bind position
+ glUseProgram(m_shaderProgram);
+ glEnableVertexAttribArray(0);
+ glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, normCoords);
+ glEnableVertexAttribArray(1);
+ glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, quadCoords);
+
+ // Render
+ glViewport(0, 0, m_size.width(), m_size.height());
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+
+ // Unbind
+ glDisableVertexAttribArray(0);
+ glDisableVertexAttribArray(1);
+ glUseProgram(0);
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ glBindTexture(GL_TEXTURE_2D, 0);
+
+ // fast blit - TODO: perform the blit inside swap buffers instead
+ glBindFramebuffer(GL_READ_FRAMEBUFFER_ANGLE, m_fbo);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER_ANGLE, 0);
+ glBlitFramebufferANGLE(0, 0, m_size.width(), m_size.height(), // TODO: blit only the changed rectangle
+ 0, 0, m_size.width(), m_size.height(),
+ GL_COLOR_BUFFER_BIT, GL_NEAREST);
+
+ m_context->swapBuffers(window);
+ m_context->doneCurrent();
+}
+
+void QWinRTBackingStore::resize(const QSize &size, const QRegion &staticContents)
+{
+ Q_UNUSED(staticContents)
+ if (m_size == size)
+ return;
+
+ m_size = size;
+ m_paintDevice.reset(new QImage(m_size, QImage::Format_ARGB32_Premultiplied));
+
+ m_context->makeCurrent(window());
+ // Input texture
+ glBindTexture(GL_TEXTURE_2D, m_texture);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_BGRA_EXT, m_size.width(), m_size.height(),
+ 0, GL_BGRA_EXT, GL_UNSIGNED_BYTE, NULL);
+ 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);
+ glBindTexture(GL_TEXTURE_2D, 0);
+ // Render buffer
+ glBindRenderbuffer(GL_RENDERBUFFER, m_rbo);
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_BGRA8_EXT, m_size.width(), m_size.height());
+ glBindRenderbuffer(GL_RENDERBUFFER, 0);
+ m_context->doneCurrent();
+}
+
+void QWinRTBackingStore::beginPaint(const QRegion &region)
+{
+ Q_UNUSED(region)
+}
+
+void QWinRTBackingStore::endPaint()
+{
+}
+
+QT_END_NAMESPACE