diff options
Diffstat (limited to 'src/plugins/platforms/winrt/qwinrtbackingstore.cpp')
-rw-r--r-- | src/plugins/platforms/winrt/qwinrtbackingstore.cpp | 393 |
1 files changed, 393 insertions, 0 deletions
diff --git a/src/plugins/platforms/winrt/qwinrtbackingstore.cpp b/src/plugins/platforms/winrt/qwinrtbackingstore.cpp new file mode 100644 index 0000000000..b219548788 --- /dev/null +++ b/src/plugins/platforms/winrt/qwinrtbackingstore.cpp @@ -0,0 +1,393 @@ +/**************************************************************************** +** +** 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 ®ion, 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 ®ion) +{ + Q_UNUSED(region) +} + +void QWinRTBackingStore::endPaint() +{ +} + +QT_END_NAMESPACE |