From 38be0d13830efd2d98281c645c3a60afe05ffece Mon Sep 17 00:00:00 2001 From: Qt by Nokia Date: Wed, 27 Apr 2011 12:05:43 +0200 Subject: Initial import from the monolithic Qt. This is the beginning of revision history for this module. If you want to look at revision history older than this, please refer to the Qt Git wiki for how to use Git history grafting. At the time of writing, this wiki is located here: http://qt.gitorious.org/qt/pages/GitIntroductionWithQt If you have already performed the grafting and you don't see any history beyond this commit, try running "git log" with the "--follow" argument. Branched from the monolithic repo, Qt master branch, at commit 896db169ea224deb96c59ce8af800d019de63f12 --- .../gl2paintengineex/qpaintengineex_opengl2.cpp | 2458 ++++++++++++++++++++ 1 file changed, 2458 insertions(+) create mode 100644 src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp (limited to 'src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp') diff --git a/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp b/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp new file mode 100644 index 0000000000..18c684ff1b --- /dev/null +++ b/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp @@ -0,0 +1,2458 @@ +/**************************************************************************** +** +** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies). +** All rights reserved. +** Contact: Nokia Corporation (qt-info@nokia.com) +** +** This file is part of the QtOpenGL module of the Qt Toolkit. +** +** $QT_BEGIN_LICENSE:LGPL$ +** No Commercial Usage +** This file contains pre-release code and may not be distributed. +** You may use this file in accordance with the terms and conditions +** contained in the Technology Preview License Agreement accompanying +** this package. +** +** 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, Nokia gives you certain additional +** rights. These rights are described in the Nokia Qt LGPL Exception +** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. +** +** If you have questions regarding the use of this file, please contact +** Nokia at qt-info@nokia.com. +** +** +** +** +** +** +** +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +/* + When the active program changes, we need to update it's uniforms. + We could track state for each program and only update stale uniforms + - Could lead to lots of overhead if there's a lot of programs + We could update all the uniforms when the program changes + - Could end up updating lots of uniforms which don't need updating + + Updating uniforms should be cheap, so the overhead of updating up-to-date + uniforms should be minimal. It's also less complex. + + Things which _may_ cause a different program to be used: + - Change in brush/pen style + - Change in painter opacity + - Change in composition mode + + Whenever we set a mode on the shader manager - it needs to tell us if it had + to switch to a different program. + + The shader manager should only switch when we tell it to. E.g. if we set a new + brush style and then switch to transparent painter, we only want it to compile + and use the correct program when we really need it. +*/ + +// #define QT_OPENGL_CACHE_AS_VBOS + +#include "qglgradientcache_p.h" +#include "qpaintengineex_opengl2_p.h" + +#include //for memcpy +#include + +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include + +#include "qglengineshadermanager_p.h" +#include "qgl2pexvertexarray_p.h" +#include "qtriangulatingstroker_p.h" +#include "qtextureglyphcache_gl_p.h" + +#include + +QT_BEGIN_NAMESPACE + +#if defined(Q_WS_WIN) +extern Q_GUI_EXPORT bool qt_cleartype_enabled; +#endif + +#ifdef Q_WS_MAC +extern bool qt_applefontsmoothing_enabled; +#endif + +#if !defined(QT_MAX_CACHED_GLYPH_SIZE) +# define QT_MAX_CACHED_GLYPH_SIZE 64 +#endif + +Q_GUI_EXPORT QImage qt_imageForBrush(int brushStyle, bool invert); + +////////////////////////////////// Private Methods ////////////////////////////////////////// + +QGL2PaintEngineExPrivate::~QGL2PaintEngineExPrivate() +{ + delete shaderManager; + + while (pathCaches.size()) { + QVectorPath::CacheEntry *e = *(pathCaches.constBegin()); + e->cleanup(e->engine, e->data); + e->data = 0; + e->engine = 0; + } + + if (elementIndicesVBOId != 0) { + glDeleteBuffers(1, &elementIndicesVBOId); + elementIndicesVBOId = 0; + } +} + +void QGL2PaintEngineExPrivate::updateTextureFilter(GLenum target, GLenum wrapMode, bool smoothPixmapTransform, GLuint id) +{ +// glActiveTexture(GL_TEXTURE0 + QT_BRUSH_TEXTURE_UNIT); //### Is it always this texture unit? + if (id != GLuint(-1) && id == lastTextureUsed) + return; + + lastTextureUsed = id; + + if (smoothPixmapTransform) { + glTexParameterf(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameterf(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + } else { + glTexParameterf(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameterf(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + } + glTexParameterf(target, GL_TEXTURE_WRAP_S, wrapMode); + glTexParameterf(target, GL_TEXTURE_WRAP_T, wrapMode); +} + + +inline QColor qt_premultiplyColor(QColor c, GLfloat opacity) +{ + qreal alpha = c.alphaF() * opacity; + c.setAlphaF(alpha); + c.setRedF(c.redF() * alpha); + c.setGreenF(c.greenF() * alpha); + c.setBlueF(c.blueF() * alpha); + return c; +} + + +void QGL2PaintEngineExPrivate::setBrush(const QBrush& brush) +{ + if (qbrush_fast_equals(currentBrush, brush)) + return; + + const Qt::BrushStyle newStyle = qbrush_style(brush); + Q_ASSERT(newStyle != Qt::NoBrush); + + currentBrush = brush; + if (!currentBrushPixmap.isNull()) + currentBrushPixmap = QPixmap(); + brushUniformsDirty = true; // All brushes have at least one uniform + + if (newStyle > Qt::SolidPattern) + brushTextureDirty = true; + + if (currentBrush.style() == Qt::TexturePattern + && qHasPixmapTexture(brush) && brush.texture().isQBitmap()) + { + shaderManager->setSrcPixelType(QGLEngineShaderManager::TextureSrcWithPattern); + } else { + shaderManager->setSrcPixelType(newStyle); + } + shaderManager->optimiseForBrushTransform(currentBrush.transform().type()); +} + + +void QGL2PaintEngineExPrivate::useSimpleShader() +{ + shaderManager->useSimpleProgram(); + + if (matrixDirty) + updateMatrix(); +} + +void QGL2PaintEngineExPrivate::updateBrushTexture() +{ + Q_Q(QGL2PaintEngineEx); +// qDebug("QGL2PaintEngineExPrivate::updateBrushTexture()"); + Qt::BrushStyle style = currentBrush.style(); + + if ( (style >= Qt::Dense1Pattern) && (style <= Qt::DiagCrossPattern) ) { + // Get the image data for the pattern + QImage texImage = qt_imageForBrush(style, false); + + glActiveTexture(GL_TEXTURE0 + QT_BRUSH_TEXTURE_UNIT); + ctx->d_func()->bindTexture(texImage, GL_TEXTURE_2D, GL_RGBA, QGLContext::InternalBindOption); + updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, q->state()->renderHints & QPainter::SmoothPixmapTransform); + } + else if (style >= Qt::LinearGradientPattern && style <= Qt::ConicalGradientPattern) { + // Gradiant brush: All the gradiants use the same texture + + const QGradient* g = currentBrush.gradient(); + + // We apply global opacity in the fragment shaders, so we always pass 1.0 + // for opacity to the cache. + GLuint texId = QGL2GradientCache::cacheForContext(ctx)->getBuffer(*g, 1.0); + + glActiveTexture(GL_TEXTURE0 + QT_BRUSH_TEXTURE_UNIT); + glBindTexture(GL_TEXTURE_2D, texId); + + if (g->spread() == QGradient::RepeatSpread || g->type() == QGradient::ConicalGradient) + updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, q->state()->renderHints & QPainter::SmoothPixmapTransform); + else if (g->spread() == QGradient::ReflectSpread) + updateTextureFilter(GL_TEXTURE_2D, GL_MIRRORED_REPEAT_IBM, q->state()->renderHints & QPainter::SmoothPixmapTransform); + else + updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE, q->state()->renderHints & QPainter::SmoothPixmapTransform); + } + else if (style == Qt::TexturePattern) { + currentBrushPixmap = currentBrush.texture(); + + int max_texture_size = ctx->d_func()->maxTextureSize(); + if (currentBrushPixmap.width() > max_texture_size || currentBrushPixmap.height() > max_texture_size) + currentBrushPixmap = currentBrushPixmap.scaled(max_texture_size, max_texture_size, Qt::KeepAspectRatio); + + glActiveTexture(GL_TEXTURE0 + QT_BRUSH_TEXTURE_UNIT); + QGLTexture *tex = ctx->d_func()->bindTexture(currentBrushPixmap, GL_TEXTURE_2D, GL_RGBA, + QGLContext::InternalBindOption | + QGLContext::CanFlipNativePixmapBindOption); + updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, q->state()->renderHints & QPainter::SmoothPixmapTransform); + textureInvertedY = tex->options & QGLContext::InvertedYBindOption ? -1 : 1; + } + brushTextureDirty = false; +} + + +void QGL2PaintEngineExPrivate::updateBrushUniforms() +{ +// qDebug("QGL2PaintEngineExPrivate::updateBrushUniforms()"); + Qt::BrushStyle style = currentBrush.style(); + + if (style == Qt::NoBrush) + return; + + QTransform brushQTransform = currentBrush.transform(); + + if (style == Qt::SolidPattern) { + QColor col = qt_premultiplyColor(currentBrush.color(), (GLfloat)q->state()->opacity); + shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::FragmentColor), col); + } + else { + // All other brushes have a transform and thus need the translation point: + QPointF translationPoint; + + if (style <= Qt::DiagCrossPattern) { + QColor col = qt_premultiplyColor(currentBrush.color(), (GLfloat)q->state()->opacity); + + shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::PatternColor), col); + + QVector2D halfViewportSize(width*0.5, height*0.5); + shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::HalfViewportSize), halfViewportSize); + } + else if (style == Qt::LinearGradientPattern) { + const QLinearGradient *g = static_cast(currentBrush.gradient()); + + QPointF realStart = g->start(); + QPointF realFinal = g->finalStop(); + translationPoint = realStart; + + QPointF l = realFinal - realStart; + + QVector3D linearData( + l.x(), + l.y(), + 1.0f / (l.x() * l.x() + l.y() * l.y()) + ); + + shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::LinearData), linearData); + + QVector2D halfViewportSize(width*0.5, height*0.5); + shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::HalfViewportSize), halfViewportSize); + } + else if (style == Qt::ConicalGradientPattern) { + const QConicalGradient *g = static_cast(currentBrush.gradient()); + translationPoint = g->center(); + + GLfloat angle = -(g->angle() * 2 * Q_PI) / 360.0; + + shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::Angle), angle); + + QVector2D halfViewportSize(width*0.5, height*0.5); + shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::HalfViewportSize), halfViewportSize); + } + else if (style == Qt::RadialGradientPattern) { + const QRadialGradient *g = static_cast(currentBrush.gradient()); + QPointF realCenter = g->center(); + QPointF realFocal = g->focalPoint(); + qreal realRadius = g->radius(); + translationPoint = realFocal; + + QPointF fmp = realCenter - realFocal; + shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::Fmp), fmp); + + GLfloat fmp2_m_radius2 = -fmp.x() * fmp.x() - fmp.y() * fmp.y() + realRadius*realRadius; + shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::Fmp2MRadius2), fmp2_m_radius2); + shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::Inverse2Fmp2MRadius2), + GLfloat(1.0 / (2.0*fmp2_m_radius2))); + + QVector2D halfViewportSize(width*0.5, height*0.5); + shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::HalfViewportSize), halfViewportSize); + } + else if (style == Qt::TexturePattern) { + const QPixmap& texPixmap = currentBrush.texture(); + + if (qHasPixmapTexture(currentBrush) && currentBrush.texture().isQBitmap()) { + QColor col = qt_premultiplyColor(currentBrush.color(), (GLfloat)q->state()->opacity); + shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::PatternColor), col); + } + + QSizeF invertedTextureSize(1.0 / texPixmap.width(), 1.0 / texPixmap.height()); + shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::InvertedTextureSize), invertedTextureSize); + + QVector2D halfViewportSize(width*0.5, height*0.5); + shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::HalfViewportSize), halfViewportSize); + } + else + qWarning("QGL2PaintEngineEx: Unimplemented fill style"); + + const QPointF &brushOrigin = q->state()->brushOrigin; + QTransform matrix = q->state()->matrix; + matrix.translate(brushOrigin.x(), brushOrigin.y()); + + QTransform translate(1, 0, 0, 1, -translationPoint.x(), -translationPoint.y()); + qreal m22 = -1; + qreal dy = height; + if (device->isFlipped()) { + m22 = 1; + dy = 0; + } + QTransform gl_to_qt(1, 0, 0, m22, 0, dy); + QTransform inv_matrix; + if (style == Qt::TexturePattern && textureInvertedY == -1) + inv_matrix = gl_to_qt * (QTransform(1, 0, 0, -1, 0, currentBrush.texture().height()) * brushQTransform * matrix).inverted() * translate; + else + inv_matrix = gl_to_qt * (brushQTransform * matrix).inverted() * translate; + + shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::BrushTransform), inv_matrix); + shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::BrushTexture), QT_BRUSH_TEXTURE_UNIT); + } + brushUniformsDirty = false; +} + + +// This assumes the shader manager has already setup the correct shader program +void QGL2PaintEngineExPrivate::updateMatrix() +{ +// qDebug("QGL2PaintEngineExPrivate::updateMatrix()"); + + const QTransform& transform = q->state()->matrix; + + // The projection matrix converts from Qt's coordinate system to GL's coordinate system + // * GL's viewport is 2x2, Qt's is width x height + // * GL has +y -> -y going from bottom -> top, Qt is the other way round + // * GL has [0,0] in the center, Qt has it in the top-left + // + // This results in the Projection matrix below, which is multiplied by the painter's + // transformation matrix, as shown below: + // + // Projection Matrix Painter Transform + // ------------------------------------------------ ------------------------ + // | 2.0 / width | 0.0 | -1.0 | | m11 | m21 | dx | + // | 0.0 | -2.0 / height | 1.0 | * | m12 | m22 | dy | + // | 0.0 | 0.0 | 1.0 | | m13 | m23 | m33 | + // ------------------------------------------------ ------------------------ + // + // NOTE: The resultant matrix is also transposed, as GL expects column-major matracies + + const GLfloat wfactor = 2.0f / width; + GLfloat hfactor = -2.0f / height; + + GLfloat dx = transform.dx(); + GLfloat dy = transform.dy(); + + if (device->isFlipped()) { + hfactor *= -1; + dy -= height; + } + + // Non-integer translates can have strange effects for some rendering operations such as + // anti-aliased text rendering. In such cases, we snap the translate to the pixel grid. + if (snapToPixelGrid && transform.type() == QTransform::TxTranslate) { + // 0.50 needs to rounded down to 0.0 for consistency with raster engine: + dx = ceilf(dx - 0.5f); + dy = ceilf(dy - 0.5f); + } + pmvMatrix[0][0] = (wfactor * transform.m11()) - transform.m13(); + pmvMatrix[1][0] = (wfactor * transform.m21()) - transform.m23(); + pmvMatrix[2][0] = (wfactor * dx) - transform.m33(); + pmvMatrix[0][1] = (hfactor * transform.m12()) + transform.m13(); + pmvMatrix[1][1] = (hfactor * transform.m22()) + transform.m23(); + pmvMatrix[2][1] = (hfactor * dy) + transform.m33(); + pmvMatrix[0][2] = transform.m13(); + pmvMatrix[1][2] = transform.m23(); + pmvMatrix[2][2] = transform.m33(); + + // 1/10000 == 0.0001, so we have good enough res to cover curves + // that span the entire widget... + inverseScale = qMax(1 / qMax( qMax(qAbs(transform.m11()), qAbs(transform.m22())), + qMax(qAbs(transform.m12()), qAbs(transform.m21())) ), + qreal(0.0001)); + + matrixDirty = false; + matrixUniformDirty = true; + + // Set the PMV matrix attribute. As we use an attributes rather than uniforms, we only + // need to do this once for every matrix change and persists across all shader programs. + glVertexAttrib3fv(QT_PMV_MATRIX_1_ATTR, pmvMatrix[0]); + glVertexAttrib3fv(QT_PMV_MATRIX_2_ATTR, pmvMatrix[1]); + glVertexAttrib3fv(QT_PMV_MATRIX_3_ATTR, pmvMatrix[2]); + + dasher.setInvScale(inverseScale); + stroker.setInvScale(inverseScale); +} + + +void QGL2PaintEngineExPrivate::updateCompositionMode() +{ + // NOTE: The entire paint engine works on pre-multiplied data - which is why some of these + // composition modes look odd. +// qDebug() << "QGL2PaintEngineExPrivate::updateCompositionMode() - Setting GL composition mode for " << q->state()->composition_mode; + switch(q->state()->composition_mode) { + case QPainter::CompositionMode_SourceOver: + glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); + break; + case QPainter::CompositionMode_DestinationOver: + glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ONE); + break; + case QPainter::CompositionMode_Clear: + glBlendFunc(GL_ZERO, GL_ZERO); + break; + case QPainter::CompositionMode_Source: + glBlendFunc(GL_ONE, GL_ZERO); + break; + case QPainter::CompositionMode_Destination: + glBlendFunc(GL_ZERO, GL_ONE); + break; + case QPainter::CompositionMode_SourceIn: + glBlendFunc(GL_DST_ALPHA, GL_ZERO); + break; + case QPainter::CompositionMode_DestinationIn: + glBlendFunc(GL_ZERO, GL_SRC_ALPHA); + break; + case QPainter::CompositionMode_SourceOut: + glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO); + break; + case QPainter::CompositionMode_DestinationOut: + glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_ALPHA); + break; + case QPainter::CompositionMode_SourceAtop: + glBlendFunc(GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + break; + case QPainter::CompositionMode_DestinationAtop: + glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA); + break; + case QPainter::CompositionMode_Xor: + glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + break; + case QPainter::CompositionMode_Plus: + glBlendFunc(GL_ONE, GL_ONE); + break; + default: + qWarning("Unsupported composition mode"); + break; + } + + compositionModeDirty = false; +} + +static inline void setCoords(GLfloat *coords, const QGLRect &rect) +{ + coords[0] = rect.left; + coords[1] = rect.top; + coords[2] = rect.right; + coords[3] = rect.top; + coords[4] = rect.right; + coords[5] = rect.bottom; + coords[6] = rect.left; + coords[7] = rect.bottom; +} + +void QGL2PaintEngineExPrivate::drawTexture(const QGLRect& dest, const QGLRect& src, const QSize &textureSize, bool opaque, bool pattern) +{ + // Setup for texture drawing + currentBrush = noBrush; + shaderManager->setSrcPixelType(pattern ? QGLEngineShaderManager::PatternSrc : QGLEngineShaderManager::ImageSrc); + + if (snapToPixelGrid) { + snapToPixelGrid = false; + matrixDirty = true; + } + + if (prepareForDraw(opaque)) + shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::ImageTexture), QT_IMAGE_TEXTURE_UNIT); + + if (pattern) { + QColor col = qt_premultiplyColor(q->state()->pen.color(), (GLfloat)q->state()->opacity); + shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::PatternColor), col); + } + + GLfloat dx = 1.0 / textureSize.width(); + GLfloat dy = 1.0 / textureSize.height(); + + QGLRect srcTextureRect(src.left*dx, src.top*dy, src.right*dx, src.bottom*dy); + + setCoords(staticVertexCoordinateArray, dest); + setCoords(staticTextureCoordinateArray, srcTextureRect); + + glDrawArrays(GL_TRIANGLE_FAN, 0, 4); +} + +void QGL2PaintEngineEx::beginNativePainting() +{ + Q_D(QGL2PaintEngineEx); + ensureActive(); + d->transferMode(BrushDrawingMode); + + d->nativePaintingActive = true; + + QGLContext *ctx = d->ctx; + glUseProgram(0); + + // Disable all the vertex attribute arrays: + for (int i = 0; i < QT_GL_VERTEX_ARRAY_TRACKED_COUNT; ++i) + glDisableVertexAttribArray(i); + +#ifndef QT_OPENGL_ES_2 + const QGLFormat &fmt = d->device->format(); + if (fmt.majorVersion() < 3 || (fmt.majorVersion() == 3 && fmt.minorVersion() < 1) + || fmt.profile() == QGLFormat::CompatibilityProfile) + { + // be nice to people who mix OpenGL 1.x code with QPainter commands + // by setting modelview and projection matrices to mirror the GL 1 + // paint engine + const QTransform& mtx = state()->matrix; + + float mv_matrix[4][4] = + { + { float(mtx.m11()), float(mtx.m12()), 0, float(mtx.m13()) }, + { float(mtx.m21()), float(mtx.m22()), 0, float(mtx.m23()) }, + { 0, 0, 1, 0 }, + { float(mtx.dx()), float(mtx.dy()), 0, float(mtx.m33()) } + }; + + const QSize sz = d->device->size(); + + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + glOrtho(0, sz.width(), sz.height(), 0, -999999, 999999); + + glMatrixMode(GL_MODELVIEW); + glLoadMatrixf(&mv_matrix[0][0]); + } +#else + Q_UNUSED(ctx); +#endif + + d->lastTextureUsed = GLuint(-1); + d->dirtyStencilRegion = QRect(0, 0, d->width, d->height); + d->resetGLState(); + + d->shaderManager->setDirty(); + + d->needsSync = true; +} + +void QGL2PaintEngineExPrivate::resetGLState() +{ + glDisable(GL_BLEND); + glActiveTexture(GL_TEXTURE0); + glDisable(GL_STENCIL_TEST); + glDisable(GL_DEPTH_TEST); + glDisable(GL_SCISSOR_TEST); + glDepthMask(true); + glDepthFunc(GL_LESS); + glClearDepth(1); + glStencilMask(0xff); + glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); + glStencilFunc(GL_ALWAYS, 0, 0xff); + ctx->d_func()->setVertexAttribArrayEnabled(QT_TEXTURE_COORDS_ATTR, false); + ctx->d_func()->setVertexAttribArrayEnabled(QT_VERTEX_COORDS_ATTR, false); + ctx->d_func()->setVertexAttribArrayEnabled(QT_OPACITY_ATTR, false); +#ifndef QT_OPENGL_ES_2 + // gl_Color, corresponding to vertex attribute 3, may have been changed + float color[] = { 1.0f, 1.0f, 1.0f, 1.0f }; + glVertexAttrib4fv(3, color); +#endif +} + +void QGL2PaintEngineEx::endNativePainting() +{ + Q_D(QGL2PaintEngineEx); + d->needsSync = true; + d->nativePaintingActive = false; +} + +void QGL2PaintEngineEx::invalidateState() +{ + Q_D(QGL2PaintEngineEx); + d->needsSync = true; +} + +bool QGL2PaintEngineEx::isNativePaintingActive() const { + Q_D(const QGL2PaintEngineEx); + return d->nativePaintingActive; +} + +void QGL2PaintEngineExPrivate::transferMode(EngineMode newMode) +{ + if (newMode == mode) + return; + + if (mode == TextDrawingMode || mode == ImageDrawingMode || mode == ImageArrayDrawingMode) { + lastTextureUsed = GLuint(-1); + } + + if (newMode == TextDrawingMode) { + shaderManager->setHasComplexGeometry(true); + } else { + shaderManager->setHasComplexGeometry(false); + } + + if (newMode == ImageDrawingMode) { + setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, staticVertexCoordinateArray); + setVertexAttributePointer(QT_TEXTURE_COORDS_ATTR, staticTextureCoordinateArray); + } + + if (newMode == ImageArrayDrawingMode) { + setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, (GLfloat*)vertexCoordinateArray.data()); + setVertexAttributePointer(QT_TEXTURE_COORDS_ATTR, (GLfloat*)textureCoordinateArray.data()); + setVertexAttributePointer(QT_OPACITY_ATTR, (GLfloat*)opacityArray.data()); + } + + // This needs to change when we implement high-quality anti-aliasing... + if (newMode != TextDrawingMode) + shaderManager->setMaskType(QGLEngineShaderManager::NoMask); + + mode = newMode; +} + +struct QGL2PEVectorPathCache +{ +#ifdef QT_OPENGL_CACHE_AS_VBOS + GLuint vbo; + GLuint ibo; +#else + float *vertices; + void *indices; +#endif + int vertexCount; + int indexCount; + GLenum primitiveType; + qreal iscale; +}; + +void QGL2PaintEngineExPrivate::cleanupVectorPath(QPaintEngineEx *engine, void *data) +{ + QGL2PEVectorPathCache *c = (QGL2PEVectorPathCache *) data; +#ifdef QT_OPENGL_CACHE_AS_VBOS + Q_ASSERT(engine->type() == QPaintEngine::OpenGL2); + static_cast(engine)->d_func()->unusedVBOSToClean << c->vbo; + if (c->ibo) + d->unusedIBOSToClean << c->ibo; +#else + Q_UNUSED(engine); + qFree(c->vertices); + qFree(c->indices); +#endif + delete c; +} + +// Assumes everything is configured for the brush you want to use +void QGL2PaintEngineExPrivate::fill(const QVectorPath& path) +{ + transferMode(BrushDrawingMode); + + if (snapToPixelGrid) { + snapToPixelGrid = false; + matrixDirty = true; + } + + // Might need to call updateMatrix to re-calculate inverseScale + if (matrixDirty) + updateMatrix(); + + const QPointF* const points = reinterpret_cast(path.points()); + + // Check to see if there's any hints + if (path.shape() == QVectorPath::RectangleHint) { + QGLRect rect(points[0].x(), points[0].y(), points[2].x(), points[2].y()); + prepareForDraw(currentBrush.isOpaque()); + composite(rect); + } else if (path.isConvex()) { + + if (path.isCacheable()) { + QVectorPath::CacheEntry *data = path.lookupCacheData(q); + QGL2PEVectorPathCache *cache; + + bool updateCache = false; + + if (data) { + cache = (QGL2PEVectorPathCache *) data->data; + // Check if scale factor is exceeded for curved paths and generate curves if so... + if (path.isCurved()) { + qreal scaleFactor = cache->iscale / inverseScale; + if (scaleFactor < 0.5 || scaleFactor > 2.0) { +#ifdef QT_OPENGL_CACHE_AS_VBOS + glDeleteBuffers(1, &cache->vbo); + cache->vbo = 0; + Q_ASSERT(cache->ibo == 0); +#else + qFree(cache->vertices); + Q_ASSERT(cache->indices == 0); +#endif + updateCache = true; + } + } + } else { + cache = new QGL2PEVectorPathCache; + data = const_cast(path).addCacheData(q, cache, cleanupVectorPath); + updateCache = true; + } + + // Flatten the path at the current scale factor and fill it into the cache struct. + if (updateCache) { + vertexCoordinateArray.clear(); + vertexCoordinateArray.addPath(path, inverseScale, false); + int vertexCount = vertexCoordinateArray.vertexCount(); + int floatSizeInBytes = vertexCount * 2 * sizeof(float); + cache->vertexCount = vertexCount; + cache->indexCount = 0; + cache->primitiveType = GL_TRIANGLE_FAN; + cache->iscale = inverseScale; +#ifdef QT_OPENGL_CACHE_AS_VBOS + glGenBuffers(1, &cache->vbo); + glBindBuffer(GL_ARRAY_BUFFER, cache->vbo); + glBufferData(GL_ARRAY_BUFFER, floatSizeInBytes, vertexCoordinateArray.data(), GL_STATIC_DRAW); + cache->ibo = 0; +#else + cache->vertices = (float *) qMalloc(floatSizeInBytes); + memcpy(cache->vertices, vertexCoordinateArray.data(), floatSizeInBytes); + cache->indices = 0; +#endif + } + + prepareForDraw(currentBrush.isOpaque()); +#ifdef QT_OPENGL_CACHE_AS_VBOS + glBindBuffer(GL_ARRAY_BUFFER, cache->vbo); + setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, 0); +#else + setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, cache->vertices); +#endif + glDrawArrays(cache->primitiveType, 0, cache->vertexCount); + + } else { + // printf(" - Marking path as cachable...\n"); + // Tag it for later so that if the same path is drawn twice, it is assumed to be static and thus cachable + path.makeCacheable(); + vertexCoordinateArray.clear(); + vertexCoordinateArray.addPath(path, inverseScale, false); + prepareForDraw(currentBrush.isOpaque()); + drawVertexArrays(vertexCoordinateArray, GL_TRIANGLE_FAN); + } + + } else { + bool useCache = path.isCacheable(); + if (useCache) { + QRectF bbox = path.controlPointRect(); + // If the path doesn't fit within these limits, it is possible that the triangulation will fail. + useCache &= (bbox.left() > -0x8000 * inverseScale) + && (bbox.right() < 0x8000 * inverseScale) + && (bbox.top() > -0x8000 * inverseScale) + && (bbox.bottom() < 0x8000 * inverseScale); + } + + if (useCache) { + QVectorPath::CacheEntry *data = path.lookupCacheData(q); + QGL2PEVectorPathCache *cache; + + bool updateCache = false; + + if (data) { + cache = (QGL2PEVectorPathCache *) data->data; + // Check if scale factor is exceeded for curved paths and generate curves if so... + if (path.isCurved()) { + qreal scaleFactor = cache->iscale / inverseScale; + if (scaleFactor < 0.5 || scaleFactor > 2.0) { +#ifdef QT_OPENGL_CACHE_AS_VBOS + glDeleteBuffers(1, &cache->vbo); + glDeleteBuffers(1, &cache->ibo); +#else + qFree(cache->vertices); + qFree(cache->indices); +#endif + updateCache = true; + } + } + } else { + cache = new QGL2PEVectorPathCache; + data = const_cast(path).addCacheData(q, cache, cleanupVectorPath); + updateCache = true; + } + + // Flatten the path at the current scale factor and fill it into the cache struct. + if (updateCache) { + QTriangleSet polys = qTriangulate(path, QTransform().scale(1 / inverseScale, 1 / inverseScale)); + cache->vertexCount = polys.vertices.size() / 2; + cache->indexCount = polys.indices.size(); + cache->primitiveType = GL_TRIANGLES; + cache->iscale = inverseScale; +#ifdef QT_OPENGL_CACHE_AS_VBOS + glGenBuffers(1, &cache->vbo); + glGenBuffers(1, &cache->ibo); + glBindBuffer(GL_ARRAY_BUFFER, cache->vbo); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, cache->ibo); + + if (QGLExtensions::glExtensions() & QGLExtensions::ElementIndexUint) + glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(quint32) * polys.indices.size(), polys.indices.data(), GL_STATIC_DRAW); + else + glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(quint16) * polys.indices.size(), polys.indices.data(), GL_STATIC_DRAW); + + QVarLengthArray vertices(polys.vertices.size()); + for (int i = 0; i < polys.vertices.size(); ++i) + vertices[i] = float(inverseScale * polys.vertices.at(i)); + glBufferData(GL_ARRAY_BUFFER, sizeof(float) * vertices.size(), vertices.data(), GL_STATIC_DRAW); +#else + cache->vertices = (float *) qMalloc(sizeof(float) * polys.vertices.size()); + if (QGLExtensions::glExtensions() & QGLExtensions::ElementIndexUint) { + cache->indices = (quint32 *) qMalloc(sizeof(quint32) * polys.indices.size()); + memcpy(cache->indices, polys.indices.data(), sizeof(quint32) * polys.indices.size()); + } else { + cache->indices = (quint16 *) qMalloc(sizeof(quint16) * polys.indices.size()); + memcpy(cache->indices, polys.indices.data(), sizeof(quint16) * polys.indices.size()); + } + for (int i = 0; i < polys.vertices.size(); ++i) + cache->vertices[i] = float(inverseScale * polys.vertices.at(i)); +#endif + } + + prepareForDraw(currentBrush.isOpaque()); +#ifdef QT_OPENGL_CACHE_AS_VBOS + glBindBuffer(GL_ARRAY_BUFFER, cache->vbo); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, cache->ibo); + setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, 0); + if (QGLExtensions::glExtensions() & QGLExtensions::ElementIndexUint) + glDrawElements(cache->primitiveType, cache->indexCount, GL_UNSIGNED_INT, 0); + else + glDrawElements(cache->primitiveType, cache->indexCount, GL_UNSIGNED_SHORT, 0); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); + glBindBuffer(GL_ARRAY_BUFFER, 0); +#else + setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, cache->vertices); + if (QGLExtensions::glExtensions() & QGLExtensions::ElementIndexUint) + glDrawElements(cache->primitiveType, cache->indexCount, GL_UNSIGNED_INT, (qint32 *)cache->indices); + else + glDrawElements(cache->primitiveType, cache->indexCount, GL_UNSIGNED_SHORT, (qint16 *)cache->indices); +#endif + + } else { + // printf(" - Marking path as cachable...\n"); + // Tag it for later so that if the same path is drawn twice, it is assumed to be static and thus cachable + path.makeCacheable(); + + if (!device->format().stencil()) { + // If there is no stencil buffer, triangulate the path instead. + + QRectF bbox = path.controlPointRect(); + // If the path doesn't fit within these limits, it is possible that the triangulation will fail. + bool withinLimits = (bbox.left() > -0x8000 * inverseScale) + && (bbox.right() < 0x8000 * inverseScale) + && (bbox.top() > -0x8000 * inverseScale) + && (bbox.bottom() < 0x8000 * inverseScale); + if (withinLimits) { + QTriangleSet polys = qTriangulate(path, QTransform().scale(1 / inverseScale, 1 / inverseScale)); + + QVarLengthArray vertices(polys.vertices.size()); + for (int i = 0; i < polys.vertices.size(); ++i) + vertices[i] = float(inverseScale * polys.vertices.at(i)); + + prepareForDraw(currentBrush.isOpaque()); + setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, vertices.constData()); + if (QGLExtensions::glExtensions() & QGLExtensions::ElementIndexUint) + glDrawElements(GL_TRIANGLES, polys.indices.size(), GL_UNSIGNED_INT, polys.indices.data()); + else + glDrawElements(GL_TRIANGLES, polys.indices.size(), GL_UNSIGNED_SHORT, polys.indices.data()); + } else { + // We can't handle big, concave painter paths with OpenGL without stencil buffer. + qWarning("Painter path exceeds +/-32767 pixels."); + } + return; + } + + // The path is too complicated & needs the stencil technique + vertexCoordinateArray.clear(); + vertexCoordinateArray.addPath(path, inverseScale, false); + + fillStencilWithVertexArray(vertexCoordinateArray, path.hasWindingFill()); + + glStencilMask(0xff); + glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE); + + if (q->state()->clipTestEnabled) { + // Pass when high bit is set, replace stencil value with current clip + glStencilFunc(GL_NOTEQUAL, q->state()->currentClip, GL_STENCIL_HIGH_BIT); + } else if (path.hasWindingFill()) { + // Pass when any bit is set, replace stencil value with 0 + glStencilFunc(GL_NOTEQUAL, 0, 0xff); + } else { + // Pass when high bit is set, replace stencil value with 0 + glStencilFunc(GL_NOTEQUAL, 0, GL_STENCIL_HIGH_BIT); + } + prepareForDraw(currentBrush.isOpaque()); + + // Stencil the brush onto the dest buffer + composite(vertexCoordinateArray.boundingRect()); + glStencilMask(0); + updateClipScissorTest(); + } + } +} + + +void QGL2PaintEngineExPrivate::fillStencilWithVertexArray(const float *data, + int count, + int *stops, + int stopCount, + const QGLRect &bounds, + StencilFillMode mode) +{ + Q_ASSERT(count || stops); + +// qDebug("QGL2PaintEngineExPrivate::fillStencilWithVertexArray()"); + glStencilMask(0xff); // Enable stencil writes + + if (dirtyStencilRegion.intersects(currentScissorBounds)) { + QVector clearRegion = dirtyStencilRegion.intersected(currentScissorBounds).rects(); + glClearStencil(0); // Clear to zero + for (int i = 0; i < clearRegion.size(); ++i) { +#ifndef QT_GL_NO_SCISSOR_TEST + setScissor(clearRegion.at(i)); +#endif + glClear(GL_STENCIL_BUFFER_BIT); + } + + dirtyStencilRegion -= currentScissorBounds; + +#ifndef QT_GL_NO_SCISSOR_TEST + updateClipScissorTest(); +#endif + } + + glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); // Disable color writes + useSimpleShader(); + glEnable(GL_STENCIL_TEST); // For some reason, this has to happen _after_ the simple shader is use()'d + + if (mode == WindingFillMode) { + Q_ASSERT(stops && !count); + if (q->state()->clipTestEnabled) { + // Flatten clip values higher than current clip, and set high bit to match current clip + glStencilFunc(GL_LEQUAL, GL_STENCIL_HIGH_BIT | q->state()->currentClip, ~GL_STENCIL_HIGH_BIT); + glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE); + composite(bounds); + + glStencilFunc(GL_EQUAL, GL_STENCIL_HIGH_BIT, GL_STENCIL_HIGH_BIT); + } else if (!stencilClean) { + // Clear stencil buffer within bounding rect + glStencilFunc(GL_ALWAYS, 0, 0xff); + glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO); + composite(bounds); + } + + // Inc. for front-facing triangle + glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_INCR_WRAP, GL_INCR_WRAP); + // Dec. for back-facing "holes" + glStencilOpSeparate(GL_BACK, GL_KEEP, GL_DECR_WRAP, GL_DECR_WRAP); + glStencilMask(~GL_STENCIL_HIGH_BIT); + drawVertexArrays(data, stops, stopCount, GL_TRIANGLE_FAN); + + if (q->state()->clipTestEnabled) { + // Clear high bit of stencil outside of path + glStencilFunc(GL_EQUAL, q->state()->currentClip, ~GL_STENCIL_HIGH_BIT); + glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE); + glStencilMask(GL_STENCIL_HIGH_BIT); + composite(bounds); + } + } else if (mode == OddEvenFillMode) { + glStencilMask(GL_STENCIL_HIGH_BIT); + glStencilOp(GL_KEEP, GL_KEEP, GL_INVERT); // Simply invert the stencil bit + drawVertexArrays(data, stops, stopCount, GL_TRIANGLE_FAN); + + } else { // TriStripStrokeFillMode + Q_ASSERT(count && !stops); // tristrips generated directly, so no vertexArray or stops + glStencilMask(GL_STENCIL_HIGH_BIT); +#if 0 + glStencilOp(GL_KEEP, GL_KEEP, GL_INVERT); // Simply invert the stencil bit + setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, data); + glDrawArrays(GL_TRIANGLE_STRIP, 0, count); +#else + + glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); + if (q->state()->clipTestEnabled) { + glStencilFunc(GL_LEQUAL, q->state()->currentClip | GL_STENCIL_HIGH_BIT, + ~GL_STENCIL_HIGH_BIT); + } else { + glStencilFunc(GL_ALWAYS, GL_STENCIL_HIGH_BIT, 0xff); + } + setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, data); + glDrawArrays(GL_TRIANGLE_STRIP, 0, count); +#endif + } + + // Enable color writes & disable stencil writes + glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); +} + +/* + If the maximum value in the stencil buffer is GL_STENCIL_HIGH_BIT - 1, + restore the stencil buffer to a pristine state. The current clip region + is set to 1, and the rest to 0. +*/ +void QGL2PaintEngineExPrivate::resetClipIfNeeded() +{ + if (maxClip != (GL_STENCIL_HIGH_BIT - 1)) + return; + + Q_Q(QGL2PaintEngineEx); + + useSimpleShader(); + glEnable(GL_STENCIL_TEST); + glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); + + QRectF bounds = q->state()->matrix.inverted().mapRect(QRectF(0, 0, width, height)); + QGLRect rect(bounds.left(), bounds.top(), bounds.right(), bounds.bottom()); + + // Set high bit on clip region + glStencilFunc(GL_LEQUAL, q->state()->currentClip, 0xff); + glStencilOp(GL_KEEP, GL_INVERT, GL_INVERT); + glStencilMask(GL_STENCIL_HIGH_BIT); + composite(rect); + + // Reset clipping to 1 and everything else to zero + glStencilFunc(GL_NOTEQUAL, 0x01, GL_STENCIL_HIGH_BIT); + glStencilOp(GL_ZERO, GL_REPLACE, GL_REPLACE); + glStencilMask(0xff); + composite(rect); + + q->state()->currentClip = 1; + q->state()->canRestoreClip = false; + + maxClip = 1; + + glStencilMask(0x0); + glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); +} + +bool QGL2PaintEngineExPrivate::prepareForDraw(bool srcPixelsAreOpaque) +{ + if (brushTextureDirty && mode != ImageDrawingMode && mode != ImageArrayDrawingMode) + updateBrushTexture(); + + if (compositionModeDirty) + updateCompositionMode(); + + if (matrixDirty) + updateMatrix(); + + const bool stateHasOpacity = q->state()->opacity < 0.99f; + if (q->state()->composition_mode == QPainter::CompositionMode_Source + || (q->state()->composition_mode == QPainter::CompositionMode_SourceOver + && srcPixelsAreOpaque && !stateHasOpacity)) + { + glDisable(GL_BLEND); + } else { + glEnable(GL_BLEND); + } + + QGLEngineShaderManager::OpacityMode opacityMode; + if (mode == ImageArrayDrawingMode) { + opacityMode = QGLEngineShaderManager::AttributeOpacity; + } else { + opacityMode = stateHasOpacity ? QGLEngineShaderManager::UniformOpacity + : QGLEngineShaderManager::NoOpacity; + if (stateHasOpacity && (mode != ImageDrawingMode)) { + // Using a brush + bool brushIsPattern = (currentBrush.style() >= Qt::Dense1Pattern) && + (currentBrush.style() <= Qt::DiagCrossPattern); + + if ((currentBrush.style() == Qt::SolidPattern) || brushIsPattern) + opacityMode = QGLEngineShaderManager::NoOpacity; // Global opacity handled by srcPixel shader + } + } + shaderManager->setOpacityMode(opacityMode); + + bool changed = shaderManager->useCorrectShaderProg(); + // If the shader program needs changing, we change it and mark all uniforms as dirty + if (changed) { + // The shader program has changed so mark all uniforms as dirty: + brushUniformsDirty = true; + opacityUniformDirty = true; + matrixUniformDirty = true; + } + + if (brushUniformsDirty && mode != ImageDrawingMode && mode != ImageArrayDrawingMode) + updateBrushUniforms(); + + if (opacityMode == QGLEngineShaderManager::UniformOpacity && opacityUniformDirty) { + shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::GlobalOpacity), (GLfloat)q->state()->opacity); + opacityUniformDirty = false; + } + + if (matrixUniformDirty && shaderManager->hasComplexGeometry()) { + shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::Matrix), + pmvMatrix); + matrixUniformDirty = false; + } + + return changed; +} + +void QGL2PaintEngineExPrivate::composite(const QGLRect& boundingRect) +{ + setCoords(staticVertexCoordinateArray, boundingRect); + setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, staticVertexCoordinateArray); + glDrawArrays(GL_TRIANGLE_FAN, 0, 4); +} + +// Draws the vertex array as a set of triangle fans. +void QGL2PaintEngineExPrivate::drawVertexArrays(const float *data, int *stops, int stopCount, + GLenum primitive) +{ + // Now setup the pointer to the vertex array: + setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, (GLfloat*)data); + + int previousStop = 0; + for (int i=0; i %d:", previousStop, stop-1); + for (int i=previousStop; isetBrush(brush); + d->fill(path); +} + +Q_GUI_EXPORT bool qt_scaleForTransform(const QTransform &transform, qreal *scale); // qtransform.cpp + + +void QGL2PaintEngineEx::stroke(const QVectorPath &path, const QPen &pen) +{ + Q_D(QGL2PaintEngineEx); + + const QBrush &penBrush = qpen_brush(pen); + if (qpen_style(pen) == Qt::NoPen || qbrush_style(penBrush) == Qt::NoBrush) + return; + + QOpenGL2PaintEngineState *s = state(); + if (pen.isCosmetic() && !qt_scaleForTransform(s->transform(), 0)) { + // QTriangulatingStroker class is not meant to support cosmetically sheared strokes. + QPaintEngineEx::stroke(path, pen); + return; + } + + ensureActive(); + d->setBrush(penBrush); + d->stroke(path, pen); +} + +void QGL2PaintEngineExPrivate::stroke(const QVectorPath &path, const QPen &pen) +{ + const QOpenGL2PaintEngineState *s = q->state(); + if (snapToPixelGrid) { + snapToPixelGrid = false; + matrixDirty = true; + } + + const Qt::PenStyle penStyle = qpen_style(pen); + const QBrush &penBrush = qpen_brush(pen); + const bool opaque = penBrush.isOpaque() && s->opacity > 0.99; + + transferMode(BrushDrawingMode); + + // updateMatrix() is responsible for setting the inverse scale on + // the strokers, so we need to call it here and not wait for + // prepareForDraw() down below. + updateMatrix(); + + QRectF clip = q->state()->matrix.inverted().mapRect(q->state()->clipEnabled + ? q->state()->rectangleClip + : QRectF(0, 0, width, height)); + + if (penStyle == Qt::SolidLine) { + stroker.process(path, pen, clip); + + } else { // Some sort of dash + dasher.process(path, pen, clip); + + QVectorPath dashStroke(dasher.points(), + dasher.elementCount(), + dasher.elementTypes()); + stroker.process(dashStroke, pen, clip); + } + + if (!stroker.vertexCount()) + return; + + if (opaque) { + prepareForDraw(opaque); + setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, stroker.vertices()); + glDrawArrays(GL_TRIANGLE_STRIP, 0, stroker.vertexCount() / 2); + +// QBrush b(Qt::green); +// d->setBrush(&b); +// d->prepareForDraw(true); +// glDrawArrays(GL_LINE_STRIP, 0, d->stroker.vertexCount() / 2); + + } else { + qreal width = qpen_widthf(pen) / 2; + if (width == 0) + width = 0.5; + qreal extra = pen.joinStyle() == Qt::MiterJoin + ? qMax(pen.miterLimit() * width, width) + : width; + + if (pen.isCosmetic()) + extra = extra * inverseScale; + + QRectF bounds = path.controlPointRect().adjusted(-extra, -extra, extra, extra); + + fillStencilWithVertexArray(stroker.vertices(), stroker.vertexCount() / 2, + 0, 0, bounds, QGL2PaintEngineExPrivate::TriStripStrokeFillMode); + + glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE); + + // Pass when any bit is set, replace stencil value with 0 + glStencilFunc(GL_NOTEQUAL, 0, GL_STENCIL_HIGH_BIT); + prepareForDraw(false); + + // Stencil the brush onto the dest buffer + composite(bounds); + + glStencilMask(0); + + updateClipScissorTest(); + } +} + +void QGL2PaintEngineEx::penChanged() { } +void QGL2PaintEngineEx::brushChanged() { } +void QGL2PaintEngineEx::brushOriginChanged() { } + +void QGL2PaintEngineEx::opacityChanged() +{ +// qDebug("QGL2PaintEngineEx::opacityChanged()"); + Q_D(QGL2PaintEngineEx); + state()->opacityChanged = true; + + Q_ASSERT(d->shaderManager); + d->brushUniformsDirty = true; + d->opacityUniformDirty = true; +} + +void QGL2PaintEngineEx::compositionModeChanged() +{ +// qDebug("QGL2PaintEngineEx::compositionModeChanged()"); + Q_D(QGL2PaintEngineEx); + state()->compositionModeChanged = true; + d->compositionModeDirty = true; +} + +void QGL2PaintEngineEx::renderHintsChanged() +{ + state()->renderHintsChanged = true; + +#if !defined(QT_OPENGL_ES_2) + if ((state()->renderHints & QPainter::Antialiasing) + || (state()->renderHints & QPainter::HighQualityAntialiasing)) + glEnable(GL_MULTISAMPLE); + else + glDisable(GL_MULTISAMPLE); +#endif + + Q_D(QGL2PaintEngineEx); + d->lastTextureUsed = GLuint(-1); + d->brushTextureDirty = true; +// qDebug("QGL2PaintEngineEx::renderHintsChanged() not implemented!"); +} + +void QGL2PaintEngineEx::transformChanged() +{ + Q_D(QGL2PaintEngineEx); + d->matrixDirty = true; + state()->matrixChanged = true; +} + + +static const QRectF scaleRect(const QRectF &r, qreal sx, qreal sy) +{ + return QRectF(r.x() * sx, r.y() * sy, r.width() * sx, r.height() * sy); +} + +void QGL2PaintEngineEx::drawPixmap(const QRectF& dest, const QPixmap & pixmap, const QRectF & src) +{ + Q_D(QGL2PaintEngineEx); + QGLContext *ctx = d->ctx; + + int max_texture_size = ctx->d_func()->maxTextureSize(); + if (pixmap.width() > max_texture_size || pixmap.height() > max_texture_size) { + QPixmap scaled = pixmap.scaled(max_texture_size, max_texture_size, Qt::KeepAspectRatio); + + const qreal sx = scaled.width() / qreal(pixmap.width()); + const qreal sy = scaled.height() / qreal(pixmap.height()); + + drawPixmap(dest, scaled, scaleRect(src, sx, sy)); + return; + } + + ensureActive(); + d->transferMode(ImageDrawingMode); + + QGLContext::BindOptions bindOptions = QGLContext::InternalBindOption|QGLContext::CanFlipNativePixmapBindOption; +#ifdef QGL_USE_TEXTURE_POOL + bindOptions |= QGLContext::TemporarilyCachedBindOption; +#endif + + glActiveTexture(GL_TEXTURE0 + QT_IMAGE_TEXTURE_UNIT); + QGLTexture *texture = + ctx->d_func()->bindTexture(pixmap, GL_TEXTURE_2D, GL_RGBA, bindOptions); + + GLfloat top = texture->options & QGLContext::InvertedYBindOption ? (pixmap.height() - src.top()) : src.top(); + GLfloat bottom = texture->options & QGLContext::InvertedYBindOption ? (pixmap.height() - src.bottom()) : src.bottom(); + QGLRect srcRect(src.left(), top, src.right(), bottom); + + bool isBitmap = pixmap.isQBitmap(); + bool isOpaque = !isBitmap && !pixmap.hasAlpha(); + + d->updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE, + state()->renderHints & QPainter::SmoothPixmapTransform, texture->id); + d->drawTexture(dest, srcRect, pixmap.size(), isOpaque, isBitmap); + + if (texture->options&QGLContext::TemporarilyCachedBindOption) { + // pixmap was temporarily cached as a QImage texture by pooling system + // and should be destroyed immediately + QGLTextureCache::instance()->remove(ctx, texture->id); + } +} + +void QGL2PaintEngineEx::drawImage(const QRectF& dest, const QImage& image, const QRectF& src, + Qt::ImageConversionFlags) +{ + Q_D(QGL2PaintEngineEx); + QGLContext *ctx = d->ctx; + + int max_texture_size = ctx->d_func()->maxTextureSize(); + if (image.width() > max_texture_size || image.height() > max_texture_size) { + QImage scaled = image.scaled(max_texture_size, max_texture_size, Qt::KeepAspectRatio); + + const qreal sx = scaled.width() / qreal(image.width()); + const qreal sy = scaled.height() / qreal(image.height()); + + drawImage(dest, scaled, scaleRect(src, sx, sy)); + return; + } + + ensureActive(); + d->transferMode(ImageDrawingMode); + + glActiveTexture(GL_TEXTURE0 + QT_IMAGE_TEXTURE_UNIT); + + QGLContext::BindOptions bindOptions = QGLContext::InternalBindOption; +#ifdef QGL_USE_TEXTURE_POOL + bindOptions |= QGLContext::TemporarilyCachedBindOption; +#endif + + QGLTexture *texture = ctx->d_func()->bindTexture(image, GL_TEXTURE_2D, GL_RGBA, bindOptions); + GLuint id = texture->id; + + d->updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE, + state()->renderHints & QPainter::SmoothPixmapTransform, id); + d->drawTexture(dest, src, image.size(), !image.hasAlphaChannel()); + + if (texture->options&QGLContext::TemporarilyCachedBindOption) { + // image was temporarily cached by texture pooling system + // and should be destroyed immediately + QGLTextureCache::instance()->remove(ctx, texture->id); + } +} + +void QGL2PaintEngineEx::drawStaticTextItem(QStaticTextItem *textItem) +{ + Q_D(QGL2PaintEngineEx); + + ensureActive(); + + QFontEngineGlyphCache::Type glyphType = textItem->fontEngine()->glyphFormat >= 0 + ? QFontEngineGlyphCache::Type(textItem->fontEngine()->glyphFormat) + : d->glyphCacheType; + if (glyphType == QFontEngineGlyphCache::Raster_RGBMask) { + if (d->device->alphaRequested() || state()->matrix.type() > QTransform::TxTranslate + || (state()->composition_mode != QPainter::CompositionMode_Source + && state()->composition_mode != QPainter::CompositionMode_SourceOver)) + { + glyphType = QFontEngineGlyphCache::Raster_A8; + } + } + + d->drawCachedGlyphs(glyphType, textItem); +} + +bool QGL2PaintEngineEx::drawTexture(const QRectF &dest, GLuint textureId, const QSize &size, const QRectF &src) +{ + Q_D(QGL2PaintEngineEx); + if (!d->shaderManager) + return false; + + ensureActive(); + d->transferMode(ImageDrawingMode); + +#ifndef QT_OPENGL_ES_2 + QGLContext *ctx = d->ctx; +#endif + glActiveTexture(GL_TEXTURE0 + QT_IMAGE_TEXTURE_UNIT); + glBindTexture(GL_TEXTURE_2D, textureId); + + QGLRect srcRect(src.left(), src.bottom(), src.right(), src.top()); + + d->updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE, + state()->renderHints & QPainter::SmoothPixmapTransform, textureId); + d->drawTexture(dest, srcRect, size, false); + return true; +} + +void QGL2PaintEngineEx::drawTextItem(const QPointF &p, const QTextItem &textItem) +{ + Q_D(QGL2PaintEngineEx); + + ensureActive(); + QOpenGL2PaintEngineState *s = state(); + + const QTextItemInt &ti = static_cast(textItem); + + QTransform::TransformationType txtype = s->matrix.type(); + + float det = s->matrix.determinant(); + bool drawCached = txtype < QTransform::TxProject; + + // don't try to cache huge fonts or vastly transformed fonts + const qreal pixelSize = ti.fontEngine->fontDef.pixelSize; + if (pixelSize * pixelSize * qAbs(det) >= QT_MAX_CACHED_GLYPH_SIZE * QT_MAX_CACHED_GLYPH_SIZE || + det < 0.25f || det > 4.f) + drawCached = false; + + QFontEngineGlyphCache::Type glyphType = ti.fontEngine->glyphFormat >= 0 + ? QFontEngineGlyphCache::Type(ti.fontEngine->glyphFormat) + : d->glyphCacheType; + + + if (glyphType == QFontEngineGlyphCache::Raster_RGBMask) { + if (d->device->alphaRequested() || txtype > QTransform::TxTranslate + || (state()->composition_mode != QPainter::CompositionMode_Source + && state()->composition_mode != QPainter::CompositionMode_SourceOver)) + { + glyphType = QFontEngineGlyphCache::Raster_A8; + } + } + + if (drawCached) { + QVarLengthArray positions; + QVarLengthArray glyphs; + QTransform matrix = QTransform::fromTranslate(p.x(), p.y()); + ti.fontEngine->getGlyphPositions(ti.glyphs, matrix, ti.flags, glyphs, positions); + + { + QStaticTextItem staticTextItem; + staticTextItem.chars = const_cast(ti.chars); + staticTextItem.setFontEngine(ti.fontEngine); + staticTextItem.glyphs = glyphs.data(); + staticTextItem.numChars = ti.num_chars; + staticTextItem.numGlyphs = glyphs.size(); + staticTextItem.glyphPositions = positions.data(); + + d->drawCachedGlyphs(glyphType, &staticTextItem); + } + return; + } + + QPaintEngineEx::drawTextItem(p, ti); +} + +namespace { + + class QOpenGLStaticTextUserData: public QStaticTextUserData + { + public: + QOpenGLStaticTextUserData() + : QStaticTextUserData(OpenGLUserData), cacheSize(0, 0), cacheSerialNumber(0) + { + } + + ~QOpenGLStaticTextUserData() + { + } + + QSize cacheSize; + QGL2PEXVertexArray vertexCoordinateArray; + QGL2PEXVertexArray textureCoordinateArray; + QFontEngineGlyphCache::Type glyphType; + int cacheSerialNumber; + }; + +} + +// #define QT_OPENGL_DRAWCACHEDGLYPHS_INDEX_ARRAY_VBO + +void QGL2PaintEngineExPrivate::drawCachedGlyphs(QFontEngineGlyphCache::Type glyphType, + QStaticTextItem *staticTextItem) +{ + Q_Q(QGL2PaintEngineEx); + + QOpenGL2PaintEngineState *s = q->state(); + + void *cacheKey = const_cast(QGLContextPrivate::contextGroup(ctx)->context()); + bool recreateVertexArrays = false; + + QGLTextureGlyphCache *cache = + (QGLTextureGlyphCache *) staticTextItem->fontEngine()->glyphCache(cacheKey, glyphType, QTransform()); + if (!cache || cache->cacheType() != glyphType || cache->context() == 0) { + cache = new QGLTextureGlyphCache(ctx, glyphType, QTransform()); + staticTextItem->fontEngine()->setGlyphCache(cacheKey, cache); + cache->insert(ctx, cache); + recreateVertexArrays = true; + } + + if (staticTextItem->userDataNeedsUpdate) { + recreateVertexArrays = true; + } else if (staticTextItem->userData() == 0) { + recreateVertexArrays = true; + } else if (staticTextItem->userData()->type != QStaticTextUserData::OpenGLUserData) { + recreateVertexArrays = true; + } else { + QOpenGLStaticTextUserData *userData = static_cast(staticTextItem->userData()); + if (userData->glyphType != glyphType) { + recreateVertexArrays = true; + } else if (userData->cacheSerialNumber != cache->serialNumber()) { + recreateVertexArrays = true; + } + } + + // We only need to update the cache with new glyphs if we are actually going to recreate the vertex arrays. + // If the cache size has changed, we do need to regenerate the vertices, but we don't need to repopulate the + // cache so this text is performed before we test if the cache size has changed. + if (recreateVertexArrays) { + cache->setPaintEnginePrivate(this); + if (!cache->populate(staticTextItem->fontEngine(), staticTextItem->numGlyphs, + staticTextItem->glyphs, staticTextItem->glyphPositions)) { + // No space for glyphs in cache. We need to reset it and try again. + cache->clear(); + cache->populate(staticTextItem->fontEngine(), staticTextItem->numGlyphs, + staticTextItem->glyphs, staticTextItem->glyphPositions); + } + cache->fillInPendingGlyphs(); + } + + if (cache->width() == 0 || cache->height() == 0) + return; + + transferMode(TextDrawingMode); + + int margin = cache->glyphMargin(); + + GLfloat dx = 1.0 / cache->width(); + GLfloat dy = 1.0 / cache->height(); + + // Use global arrays by default + QGL2PEXVertexArray *vertexCoordinates = &vertexCoordinateArray; + QGL2PEXVertexArray *textureCoordinates = &textureCoordinateArray; + + if (staticTextItem->useBackendOptimizations) { + QOpenGLStaticTextUserData *userData = 0; + + if (staticTextItem->userData() == 0 + || staticTextItem->userData()->type != QStaticTextUserData::OpenGLUserData) { + + userData = new QOpenGLStaticTextUserData(); + staticTextItem->setUserData(userData); + + } else { + userData = static_cast(staticTextItem->userData()); + } + + userData->glyphType = glyphType; + userData->cacheSerialNumber = cache->serialNumber(); + + // Use cache if backend optimizations is turned on + vertexCoordinates = &userData->vertexCoordinateArray; + textureCoordinates = &userData->textureCoordinateArray; + + QSize size(cache->width(), cache->height()); + if (userData->cacheSize != size) { + recreateVertexArrays = true; + userData->cacheSize = size; + } + } + + if (recreateVertexArrays) { + vertexCoordinates->clear(); + textureCoordinates->clear(); + + bool supportsSubPixelPositions = staticTextItem->fontEngine()->supportsSubPixelPositions(); + for (int i=0; inumGlyphs; ++i) { + QFixed subPixelPosition; + if (supportsSubPixelPositions) + subPixelPosition = cache->subPixelPositionForX(staticTextItem->glyphPositions[i].x); + + QTextureGlyphCache::GlyphAndSubPixelPosition glyph(staticTextItem->glyphs[i], subPixelPosition); + + const QTextureGlyphCache::Coord &c = cache->coords[glyph]; + if (c.isNull()) + continue; + + int x = qFloor(staticTextItem->glyphPositions[i].x) + c.baseLineX - margin; + int y = qFloor(staticTextItem->glyphPositions[i].y) - c.baseLineY - margin; + + vertexCoordinates->addQuad(QRectF(x, y, c.w, c.h)); + textureCoordinates->addQuad(QRectF(c.x*dx, c.y*dy, c.w * dx, c.h * dy)); + } + + staticTextItem->userDataNeedsUpdate = false; + } + + int numGlyphs = vertexCoordinates->vertexCount() / 4; + + if (elementIndices.size() < numGlyphs*6) { + Q_ASSERT(elementIndices.size() % 6 == 0); + int j = elementIndices.size() / 6 * 4; + while (j < numGlyphs*4) { + elementIndices.append(j + 0); + elementIndices.append(j + 0); + elementIndices.append(j + 1); + elementIndices.append(j + 2); + elementIndices.append(j + 3); + elementIndices.append(j + 3); + + j += 4; + } + +#if defined(QT_OPENGL_DRAWCACHEDGLYPHS_INDEX_ARRAY_VBO) + if (elementIndicesVBOId == 0) + glGenBuffers(1, &elementIndicesVBOId); + + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementIndicesVBOId); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, elementIndices.size() * sizeof(GLushort), + elementIndices.constData(), GL_STATIC_DRAW); +#endif + } else { +#if defined(QT_OPENGL_DRAWCACHEDGLYPHS_INDEX_ARRAY_VBO) + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementIndicesVBOId); +#endif + } + + setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, (GLfloat*)vertexCoordinates->data()); + setVertexAttributePointer(QT_TEXTURE_COORDS_ATTR, (GLfloat*)textureCoordinates->data()); + + if (!snapToPixelGrid) { + snapToPixelGrid = true; + matrixDirty = true; + } + + QBrush pensBrush = q->state()->pen.brush(); + setBrush(pensBrush); + + if (glyphType == QFontEngineGlyphCache::Raster_RGBMask) { + + // Subpixel antialiasing without gamma correction + + QPainter::CompositionMode compMode = q->state()->composition_mode; + Q_ASSERT(compMode == QPainter::CompositionMode_Source + || compMode == QPainter::CompositionMode_SourceOver); + + shaderManager->setMaskType(QGLEngineShaderManager::SubPixelMaskPass1); + + if (pensBrush.style() == Qt::SolidPattern) { + // Solid patterns can get away with only one pass. + QColor c = pensBrush.color(); + qreal oldOpacity = q->state()->opacity; + if (compMode == QPainter::CompositionMode_Source) { + c = qt_premultiplyColor(c, q->state()->opacity); + q->state()->opacity = 1; + opacityUniformDirty = true; + } + + compositionModeDirty = false; // I can handle this myself, thank you very much + prepareForDraw(false); // Text always causes src pixels to be transparent + + // prepareForDraw() have set the opacity on the current shader, so the opacity state can now be reset. + if (compMode == QPainter::CompositionMode_Source) { + q->state()->opacity = oldOpacity; + opacityUniformDirty = true; + } + + glEnable(GL_BLEND); + glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR); + glBlendColor(c.redF(), c.greenF(), c.blueF(), c.alphaF()); + } else { + // Other brush styles need two passes. + + qreal oldOpacity = q->state()->opacity; + if (compMode == QPainter::CompositionMode_Source) { + q->state()->opacity = 1; + opacityUniformDirty = true; + pensBrush = Qt::white; + setBrush(pensBrush); + } + + compositionModeDirty = false; // I can handle this myself, thank you very much + prepareForDraw(false); // Text always causes src pixels to be transparent + glEnable(GL_BLEND); + glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR); + + glActiveTexture(GL_TEXTURE0 + QT_MASK_TEXTURE_UNIT); + glBindTexture(GL_TEXTURE_2D, cache->texture()); + updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, false); + +#if defined(QT_OPENGL_DRAWCACHEDGLYPHS_INDEX_ARRAY_VBO) + glDrawElements(GL_TRIANGLE_STRIP, 6 * numGlyphs, GL_UNSIGNED_SHORT, 0); +#else + glDrawElements(GL_TRIANGLE_STRIP, 6 * numGlyphs, GL_UNSIGNED_SHORT, elementIndices.data()); +#endif + + shaderManager->setMaskType(QGLEngineShaderManager::SubPixelMaskPass2); + + if (compMode == QPainter::CompositionMode_Source) { + q->state()->opacity = oldOpacity; + opacityUniformDirty = true; + pensBrush = q->state()->pen.brush(); + setBrush(pensBrush); + } + + compositionModeDirty = false; + prepareForDraw(false); // Text always causes src pixels to be transparent + glEnable(GL_BLEND); + glBlendFunc(GL_ONE, GL_ONE); + } + compositionModeDirty = true; + } else { + // Greyscale/mono glyphs + + shaderManager->setMaskType(QGLEngineShaderManager::PixelMask); + prepareForDraw(false); // Text always causes src pixels to be transparent + } + //### TODO: Gamma correction + + QGLTextureGlyphCache::FilterMode filterMode = (s->matrix.type() > QTransform::TxTranslate)?QGLTextureGlyphCache::Linear:QGLTextureGlyphCache::Nearest; + if (lastMaskTextureUsed != cache->texture() || cache->filterMode() != filterMode) { + + glActiveTexture(GL_TEXTURE0 + QT_MASK_TEXTURE_UNIT); + if (lastMaskTextureUsed != cache->texture()) { + glBindTexture(GL_TEXTURE_2D, cache->texture()); + lastMaskTextureUsed = cache->texture(); + } + + if (cache->filterMode() != filterMode) { + if (filterMode == QGLTextureGlyphCache::Linear) { + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + } else { + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + } + cache->setFilterMode(filterMode); + } + } + +#if defined(QT_OPENGL_DRAWCACHEDGLYPHS_INDEX_ARRAY_VBO) + glDrawElements(GL_TRIANGLE_STRIP, 6 * numGlyphs, GL_UNSIGNED_SHORT, 0); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); +#else + glDrawElements(GL_TRIANGLE_STRIP, 6 * numGlyphs, GL_UNSIGNED_SHORT, elementIndices.data()); +#endif +} + +void QGL2PaintEngineEx::drawPixmapFragments(const QPainter::PixmapFragment *fragments, int fragmentCount, const QPixmap &pixmap, + QPainter::PixmapFragmentHints hints) +{ + Q_D(QGL2PaintEngineEx); + // Use fallback for extended composition modes. + if (state()->composition_mode > QPainter::CompositionMode_Plus) { + QPaintEngineEx::drawPixmapFragments(fragments, fragmentCount, pixmap, hints); + return; + } + + ensureActive(); + int max_texture_size = d->ctx->d_func()->maxTextureSize(); + if (pixmap.width() > max_texture_size || pixmap.height() > max_texture_size) { + QPixmap scaled = pixmap.scaled(max_texture_size, max_texture_size, Qt::KeepAspectRatio); + d->drawPixmapFragments(fragments, fragmentCount, scaled, hints); + } else { + d->drawPixmapFragments(fragments, fragmentCount, pixmap, hints); + } +} + + +void QGL2PaintEngineExPrivate::drawPixmapFragments(const QPainter::PixmapFragment *fragments, + int fragmentCount, const QPixmap &pixmap, + QPainter::PixmapFragmentHints hints) +{ + GLfloat dx = 1.0f / pixmap.size().width(); + GLfloat dy = 1.0f / pixmap.size().height(); + + vertexCoordinateArray.clear(); + textureCoordinateArray.clear(); + opacityArray.reset(); + + if (snapToPixelGrid) { + snapToPixelGrid = false; + matrixDirty = true; + } + + bool allOpaque = true; + + for (int i = 0; i < fragmentCount; ++i) { + qreal s = 0; + qreal c = 1; + if (fragments[i].rotation != 0) { + s = qFastSin(fragments[i].rotation * Q_PI / 180); + c = qFastCos(fragments[i].rotation * Q_PI / 180); + } + + qreal right = 0.5 * fragments[i].scaleX * fragments[i].width; + qreal bottom = 0.5 * fragments[i].scaleY * fragments[i].height; + QGLPoint bottomRight(right * c - bottom * s, right * s + bottom * c); + QGLPoint bottomLeft(-right * c - bottom * s, -right * s + bottom * c); + + vertexCoordinateArray.addVertex(bottomRight.x + fragments[i].x, bottomRight.y + fragments[i].y); + vertexCoordinateArray.addVertex(-bottomLeft.x + fragments[i].x, -bottomLeft.y + fragments[i].y); + vertexCoordinateArray.addVertex(-bottomRight.x + fragments[i].x, -bottomRight.y + fragments[i].y); + vertexCoordinateArray.addVertex(-bottomRight.x + fragments[i].x, -bottomRight.y + fragments[i].y); + vertexCoordinateArray.addVertex(bottomLeft.x + fragments[i].x, bottomLeft.y + fragments[i].y); + vertexCoordinateArray.addVertex(bottomRight.x + fragments[i].x, bottomRight.y + fragments[i].y); + + QGLRect src(fragments[i].sourceLeft * dx, fragments[i].sourceTop * dy, + (fragments[i].sourceLeft + fragments[i].width) * dx, + (fragments[i].sourceTop + fragments[i].height) * dy); + + textureCoordinateArray.addVertex(src.right, src.bottom); + textureCoordinateArray.addVertex(src.right, src.top); + textureCoordinateArray.addVertex(src.left, src.top); + textureCoordinateArray.addVertex(src.left, src.top); + textureCoordinateArray.addVertex(src.left, src.bottom); + textureCoordinateArray.addVertex(src.right, src.bottom); + + qreal opacity = fragments[i].opacity * q->state()->opacity; + opacityArray << opacity << opacity << opacity << opacity << opacity << opacity; + allOpaque &= (opacity >= 0.99f); + } + + glActiveTexture(GL_TEXTURE0 + QT_IMAGE_TEXTURE_UNIT); + QGLTexture *texture = ctx->d_func()->bindTexture(pixmap, GL_TEXTURE_2D, GL_RGBA, + QGLContext::InternalBindOption + | QGLContext::CanFlipNativePixmapBindOption); + + if (texture->options & QGLContext::InvertedYBindOption) { + // Flip texture y-coordinate. + QGLPoint *data = textureCoordinateArray.data(); + for (int i = 0; i < 6 * fragmentCount; ++i) + data[i].y = 1 - data[i].y; + } + + transferMode(ImageArrayDrawingMode); + + bool isBitmap = pixmap.isQBitmap(); + bool isOpaque = !isBitmap && (!pixmap.hasAlpha() || (hints & QPainter::OpaqueHint)) && allOpaque; + + updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE, + q->state()->renderHints & QPainter::SmoothPixmapTransform, texture->id); + + // Setup for texture drawing + currentBrush = noBrush; + shaderManager->setSrcPixelType(isBitmap ? QGLEngineShaderManager::PatternSrc + : QGLEngineShaderManager::ImageSrc); + if (prepareForDraw(isOpaque)) + shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::ImageTexture), QT_IMAGE_TEXTURE_UNIT); + + if (isBitmap) { + QColor col = qt_premultiplyColor(q->state()->pen.color(), (GLfloat)q->state()->opacity); + shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::PatternColor), col); + } + + glDrawArrays(GL_TRIANGLES, 0, 6 * fragmentCount); +} + +bool QGL2PaintEngineEx::begin(QPaintDevice *pdev) +{ + Q_D(QGL2PaintEngineEx); + +// qDebug("QGL2PaintEngineEx::begin()"); + if (pdev->devType() == QInternal::OpenGL) + d->device = static_cast(pdev); + else + d->device = QGLPaintDevice::getDevice(pdev); + + if (!d->device) + return false; + + d->ctx = d->device->context(); + d->ctx->d_ptr->active_engine = this; + + const QSize sz = d->device->size(); + d->width = sz.width(); + d->height = sz.height(); + d->mode = BrushDrawingMode; + d->brushTextureDirty = true; + d->brushUniformsDirty = true; + d->matrixUniformDirty = true; + d->matrixDirty = true; + d->compositionModeDirty = true; + d->opacityUniformDirty = true; + d->needsSync = true; + d->useSystemClip = !systemClip().isEmpty(); + d->currentBrush = QBrush(); + + d->dirtyStencilRegion = QRect(0, 0, d->width, d->height); + d->stencilClean = true; + + // Calling begin paint should make the correct context current. So, any + // code which calls into GL or otherwise needs a current context *must* + // go after beginPaint: + d->device->beginPaint(); + +#if !defined(QT_OPENGL_ES_2) + bool success = qt_resolve_version_2_0_functions(d->ctx) + && qt_resolve_buffer_extensions(d->ctx); + Q_ASSERT(success); + Q_UNUSED(success); +#endif + + d->shaderManager = new QGLEngineShaderManager(d->ctx); + + glDisable(GL_STENCIL_TEST); + glDisable(GL_DEPTH_TEST); + glDisable(GL_SCISSOR_TEST); + +#if !defined(QT_OPENGL_ES_2) + glDisable(GL_MULTISAMPLE); +#endif + + d->glyphCacheType = QFontEngineGlyphCache::Raster_A8; + +#if !defined(QT_OPENGL_ES_2) +#if defined(Q_WS_WIN) + if (qt_cleartype_enabled) +#endif +#if defined(Q_WS_MAC) + if (qt_applefontsmoothing_enabled) +#endif + d->glyphCacheType = QFontEngineGlyphCache::Raster_RGBMask; +#endif + +#if defined(QT_OPENGL_ES_2) + // OpenGL ES can't switch MSAA off, so if the gl paint device is + // multisampled, it's always multisampled. + d->multisamplingAlwaysEnabled = d->device->format().sampleBuffers(); +#else + d->multisamplingAlwaysEnabled = false; +#endif + + return true; +} + +bool QGL2PaintEngineEx::end() +{ + Q_D(QGL2PaintEngineEx); + QGLContext *ctx = d->ctx; + + glUseProgram(0); + d->transferMode(BrushDrawingMode); + d->device->endPaint(); + +#if defined(Q_WS_X11) + // On some (probably all) drivers, deleting an X pixmap which has been bound to a texture + // before calling glFinish/swapBuffers renders garbage. Presumably this is because X deletes + // the pixmap behind the driver's back before it's had a chance to use it. To fix this, we + // reference all QPixmaps which have been bound to stop them being deleted and only deref + // them here, after swapBuffers, where they can be safely deleted. + ctx->d_func()->boundPixmaps.clear(); +#endif + d->ctx->d_ptr->active_engine = 0; + + d->resetGLState(); + + delete d->shaderManager; + d->shaderManager = 0; + d->currentBrush = QBrush(); + +#ifdef QT_OPENGL_CACHE_AS_VBOS + if (!d->unusedVBOSToClean.isEmpty()) { + glDeleteBuffers(d->unusedVBOSToClean.size(), d->unusedVBOSToClean.constData()); + d->unusedVBOSToClean.clear(); + } + if (!d->unusedIBOSToClean.isEmpty()) { + glDeleteBuffers(d->unusedIBOSToClean.size(), d->unusedIBOSToClean.constData()); + d->unusedIBOSToClean.clear(); + } +#endif + + return false; +} + +void QGL2PaintEngineEx::ensureActive() +{ + Q_D(QGL2PaintEngineEx); + QGLContext *ctx = d->ctx; + + if (isActive() && ctx->d_ptr->active_engine != this) { + ctx->d_ptr->active_engine = this; + d->needsSync = true; + } + + d->device->ensureActiveTarget(); + + if (d->needsSync) { + d->transferMode(BrushDrawingMode); + glViewport(0, 0, d->width, d->height); + d->needsSync = false; + d->lastMaskTextureUsed = 0; + d->shaderManager->setDirty(); + d->ctx->d_func()->syncGlState(); + for (int i = 0; i < 3; ++i) + d->vertexAttribPointers[i] = (GLfloat*)-1; // Assume the pointers are clobbered + setState(state()); + } +} + +void QGL2PaintEngineExPrivate::updateClipScissorTest() +{ + Q_Q(QGL2PaintEngineEx); + if (q->state()->clipTestEnabled) { + glEnable(GL_STENCIL_TEST); + glStencilFunc(GL_LEQUAL, q->state()->currentClip, ~GL_STENCIL_HIGH_BIT); + } else { + glDisable(GL_STENCIL_TEST); + glStencilFunc(GL_ALWAYS, 0, 0xff); + } + +#ifdef QT_GL_NO_SCISSOR_TEST + currentScissorBounds = QRect(0, 0, width, height); +#else + QRect bounds = q->state()->rectangleClip; + if (!q->state()->clipEnabled) { + if (useSystemClip) + bounds = systemClip.boundingRect(); + else + bounds = QRect(0, 0, width, height); + } else { + if (useSystemClip) + bounds = bounds.intersected(systemClip.boundingRect()); + else + bounds = bounds.intersected(QRect(0, 0, width, height)); + } + + currentScissorBounds = bounds; + + if (bounds == QRect(0, 0, width, height)) { + glDisable(GL_SCISSOR_TEST); + } else { + glEnable(GL_SCISSOR_TEST); + setScissor(bounds); + } +#endif +} + +void QGL2PaintEngineExPrivate::setScissor(const QRect &rect) +{ + const int left = rect.left(); + const int width = rect.width(); + int bottom = height - (rect.top() + rect.height()); + if (device->isFlipped()) { + bottom = rect.top(); + } + const int height = rect.height(); + + glScissor(left, bottom, width, height); +} + +void QGL2PaintEngineEx::clipEnabledChanged() +{ + Q_D(QGL2PaintEngineEx); + + state()->clipChanged = true; + + if (painter()->hasClipping()) + d->regenerateClip(); + else + d->systemStateChanged(); +} + +void QGL2PaintEngineExPrivate::clearClip(uint value) +{ + dirtyStencilRegion -= currentScissorBounds; + + glStencilMask(0xff); + glClearStencil(value); + glClear(GL_STENCIL_BUFFER_BIT); + glStencilMask(0x0); + + q->state()->needsClipBufferClear = false; +} + +void QGL2PaintEngineExPrivate::writeClip(const QVectorPath &path, uint value) +{ + transferMode(BrushDrawingMode); + + if (snapToPixelGrid) { + snapToPixelGrid = false; + matrixDirty = true; + } + + if (matrixDirty) + updateMatrix(); + + stencilClean = false; + + const bool singlePass = !path.hasWindingFill() + && (((q->state()->currentClip == maxClip - 1) && q->state()->clipTestEnabled) + || q->state()->needsClipBufferClear); + const uint referenceClipValue = q->state()->needsClipBufferClear ? 1 : q->state()->currentClip; + + if (q->state()->needsClipBufferClear) + clearClip(1); + + if (path.isEmpty()) { + glEnable(GL_STENCIL_TEST); + glStencilFunc(GL_LEQUAL, value, ~GL_STENCIL_HIGH_BIT); + return; + } + + if (q->state()->clipTestEnabled) + glStencilFunc(GL_LEQUAL, q->state()->currentClip, ~GL_STENCIL_HIGH_BIT); + else + glStencilFunc(GL_ALWAYS, 0, 0xff); + + vertexCoordinateArray.clear(); + vertexCoordinateArray.addPath(path, inverseScale, false); + + if (!singlePass) + fillStencilWithVertexArray(vertexCoordinateArray, path.hasWindingFill()); + + glColorMask(false, false, false, false); + glEnable(GL_STENCIL_TEST); + useSimpleShader(); + + if (singlePass) { + // Under these conditions we can set the new stencil value in a single + // pass, by using the current value and the "new value" as the toggles + + glStencilFunc(GL_LEQUAL, referenceClipValue, ~GL_STENCIL_HIGH_BIT); + glStencilOp(GL_KEEP, GL_INVERT, GL_INVERT); + glStencilMask(value ^ referenceClipValue); + + drawVertexArrays(vertexCoordinateArray, GL_TRIANGLE_FAN); + } else { + glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE); + glStencilMask(0xff); + + if (!q->state()->clipTestEnabled && path.hasWindingFill()) { + // Pass when any clip bit is set, set high bit + glStencilFunc(GL_NOTEQUAL, GL_STENCIL_HIGH_BIT, ~GL_STENCIL_HIGH_BIT); + composite(vertexCoordinateArray.boundingRect()); + } + + // Pass when high bit is set, replace stencil value with new clip value + glStencilFunc(GL_NOTEQUAL, value, GL_STENCIL_HIGH_BIT); + + composite(vertexCoordinateArray.boundingRect()); + } + + glStencilFunc(GL_LEQUAL, value, ~GL_STENCIL_HIGH_BIT); + glStencilMask(0); + + glColorMask(true, true, true, true); +} + +void QGL2PaintEngineEx::clip(const QVectorPath &path, Qt::ClipOperation op) +{ +// qDebug("QGL2PaintEngineEx::clip()"); + Q_D(QGL2PaintEngineEx); + + state()->clipChanged = true; + + ensureActive(); + + if (op == Qt::ReplaceClip) { + op = Qt::IntersectClip; + if (d->hasClipOperations()) { + d->systemStateChanged(); + state()->canRestoreClip = false; + } + } + +#ifndef QT_GL_NO_SCISSOR_TEST + if (!path.isEmpty() && op == Qt::IntersectClip && (path.shape() == QVectorPath::RectangleHint)) { + const QPointF* const points = reinterpret_cast(path.points()); + QRectF rect(points[0], points[2]); + + if (state()->matrix.type() <= QTransform::TxScale + || (state()->matrix.type() == QTransform::TxRotate + && qFuzzyIsNull(state()->matrix.m11()) + && qFuzzyIsNull(state()->matrix.m22()))) + { + state()->rectangleClip = state()->rectangleClip.intersected(state()->matrix.mapRect(rect).toRect()); + d->updateClipScissorTest(); + return; + } + } +#endif + + const QRect pathRect = state()->matrix.mapRect(path.controlPointRect()).toAlignedRect(); + + switch (op) { + case Qt::NoClip: + if (d->useSystemClip) { + state()->clipTestEnabled = true; + state()->currentClip = 1; + } else { + state()->clipTestEnabled = false; + } + state()->rectangleClip = QRect(0, 0, d->width, d->height); + state()->canRestoreClip = false; + d->updateClipScissorTest(); + break; + case Qt::IntersectClip: + state()->rectangleClip = state()->rectangleClip.intersected(pathRect); + d->updateClipScissorTest(); + d->resetClipIfNeeded(); + ++d->maxClip; + d->writeClip(path, d->maxClip); + state()->currentClip = d->maxClip; + state()->clipTestEnabled = true; + break; + case Qt::UniteClip: { + d->resetClipIfNeeded(); + ++d->maxClip; + if (state()->rectangleClip.isValid()) { + QPainterPath path; + path.addRect(state()->rectangleClip); + + // flush the existing clip rectangle to the depth buffer + d->writeClip(qtVectorPathForPath(state()->matrix.inverted().map(path)), d->maxClip); + } + + state()->clipTestEnabled = false; +#ifndef QT_GL_NO_SCISSOR_TEST + QRect oldRectangleClip = state()->rectangleClip; + + state()->rectangleClip = state()->rectangleClip.united(pathRect); + d->updateClipScissorTest(); + + QRegion extendRegion = QRegion(state()->rectangleClip) - oldRectangleClip; + + if (!extendRegion.isEmpty()) { + QPainterPath extendPath; + extendPath.addRegion(extendRegion); + + // first clear the depth buffer in the extended region + d->writeClip(qtVectorPathForPath(state()->matrix.inverted().map(extendPath)), 0); + } +#endif + // now write the clip path + d->writeClip(path, d->maxClip); + state()->canRestoreClip = false; + state()->currentClip = d->maxClip; + state()->clipTestEnabled = true; + break; + } + default: + break; + } +} + +void QGL2PaintEngineExPrivate::regenerateClip() +{ + systemStateChanged(); + replayClipOperations(); +} + +void QGL2PaintEngineExPrivate::systemStateChanged() +{ + Q_Q(QGL2PaintEngineEx); + + q->state()->clipChanged = true; + + if (systemClip.isEmpty()) { + useSystemClip = false; + } else { + if (q->paintDevice()->devType() == QInternal::Widget && currentClipWidget) { + QWidgetPrivate *widgetPrivate = qt_widget_private(currentClipWidget->window()); + useSystemClip = widgetPrivate->extra && widgetPrivate->extra->inRenderWithPainter; + } else { + useSystemClip = true; + } + } + + q->state()->clipTestEnabled = false; + q->state()->needsClipBufferClear = true; + + q->state()->currentClip = 1; + maxClip = 1; + + q->state()->rectangleClip = useSystemClip ? systemClip.boundingRect() : QRect(0, 0, width, height); + updateClipScissorTest(); + + if (systemClip.rectCount() == 1) { + if (systemClip.boundingRect() == QRect(0, 0, width, height)) + useSystemClip = false; +#ifndef QT_GL_NO_SCISSOR_TEST + // scissoring takes care of the system clip + return; +#endif + } + + if (useSystemClip) { + clearClip(0); + + QPainterPath path; + path.addRegion(systemClip); + + q->state()->currentClip = 0; + writeClip(qtVectorPathForPath(q->state()->matrix.inverted().map(path)), 1); + q->state()->currentClip = 1; + q->state()->clipTestEnabled = true; + } +} + +void QGL2PaintEngineEx::setState(QPainterState *new_state) +{ + // qDebug("QGL2PaintEngineEx::setState()"); + + Q_D(QGL2PaintEngineEx); + + QOpenGL2PaintEngineState *s = static_cast(new_state); + QOpenGL2PaintEngineState *old_state = state(); + + QPaintEngineEx::setState(s); + + if (s->isNew) { + // Newly created state object. The call to setState() + // will either be followed by a call to begin(), or we are + // setting the state as part of a save(). + s->isNew = false; + return; + } + + // Setting the state as part of a restore(). + + if (old_state == s || old_state->renderHintsChanged) + renderHintsChanged(); + + if (old_state == s || old_state->matrixChanged) + d->matrixDirty = true; + + if (old_state == s || old_state->compositionModeChanged) + d->compositionModeDirty = true; + + if (old_state == s || old_state->opacityChanged) + d->opacityUniformDirty = true; + + if (old_state == s || old_state->clipChanged) { + if (old_state && old_state != s && old_state->canRestoreClip) { + d->updateClipScissorTest(); + glDepthFunc(GL_LEQUAL); + } else { + d->regenerateClip(); + } + } +} + +QPainterState *QGL2PaintEngineEx::createState(QPainterState *orig) const +{ + if (orig) + const_cast(this)->ensureActive(); + + QOpenGL2PaintEngineState *s; + if (!orig) + s = new QOpenGL2PaintEngineState(); + else + s = new QOpenGL2PaintEngineState(*static_cast(orig)); + + s->matrixChanged = false; + s->compositionModeChanged = false; + s->opacityChanged = false; + s->renderHintsChanged = false; + s->clipChanged = false; + + return s; +} + +QOpenGL2PaintEngineState::QOpenGL2PaintEngineState(QOpenGL2PaintEngineState &other) + : QPainterState(other) +{ + isNew = true; + needsClipBufferClear = other.needsClipBufferClear; + clipTestEnabled = other.clipTestEnabled; + currentClip = other.currentClip; + canRestoreClip = other.canRestoreClip; + rectangleClip = other.rectangleClip; +} + +QOpenGL2PaintEngineState::QOpenGL2PaintEngineState() +{ + isNew = true; + needsClipBufferClear = true; + clipTestEnabled = false; + canRestoreClip = true; +} + +QOpenGL2PaintEngineState::~QOpenGL2PaintEngineState() +{ +} + +QT_END_NAMESPACE -- cgit v1.2.3