From f3ecda32e0f7bd21b44e7737d2939dcce2c26517 Mon Sep 17 00:00:00 2001 From: Johan Klokkhammer Helsing Date: Wed, 11 Dec 2019 14:50:40 +0100 Subject: Move QOpenGLPaintEngine and related classes from QtGui to QtOpenGL Also moves the openglwindow test to the opengl folder, as it makes use of these classes. Task-number: QTBUG-74409 Change-Id: Id9f0013cedcc8bd1e87122c005641d7298525045 Reviewed-by: Laszlo Agocs --- src/opengl/qopenglengineshadermanager.cpp | 898 ++++++++++++++++++++++++++++++ 1 file changed, 898 insertions(+) create mode 100644 src/opengl/qopenglengineshadermanager.cpp (limited to 'src/opengl/qopenglengineshadermanager.cpp') diff --git a/src/opengl/qopenglengineshadermanager.cpp b/src/opengl/qopenglengineshadermanager.cpp new file mode 100644 index 0000000000..09bd9ff096 --- /dev/null +++ b/src/opengl/qopenglengineshadermanager.cpp @@ -0,0 +1,898 @@ +/**************************************************************************** +** +** Copyright (C) 2016 The Qt Company Ltd. +** Contact: https://www.qt.io/licensing/ +** +** This file is part of the QtOpenGL module 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 The Qt Company. For licensing terms +** and conditions see https://www.qt.io/terms-conditions. For further +** information use the contact form at https://www.qt.io/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 3 as published by the Free Software +** Foundation and appearing in the file LICENSE.LGPL3 included in the +** packaging of this file. Please review the following information to +** ensure the GNU Lesser General Public License version 3 requirements +** will be met: https://www.gnu.org/licenses/lgpl-3.0.html. +** +** GNU General Public License Usage +** Alternatively, this file may be used under the terms of the GNU +** General Public License version 2.0 or (at your option) the GNU General +** Public license version 3 or any later version approved by the KDE Free +** Qt Foundation. The licenses are as published by the Free Software +** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3 +** included in the packaging of this file. Please review the following +** information to ensure the GNU General Public License requirements will +** be met: https://www.gnu.org/licenses/gpl-2.0.html and +** https://www.gnu.org/licenses/gpl-3.0.html. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include "qopenglengineshadermanager_p.h" +#include "qopenglengineshadersource_p.h" +#include "qopenglpaintengine_p.h" +#include + +#include +#include + +#include + +#if defined(QT_DEBUG) +#include +#endif + +// #define QT_GL_SHARED_SHADER_DEBUG + +QT_BEGIN_NAMESPACE + +class QOpenGLEngineSharedShadersResource : public QOpenGLSharedResource +{ +public: + QOpenGLEngineSharedShadersResource(QOpenGLContext *ctx) + : QOpenGLSharedResource(ctx->shareGroup()) + , m_shaders(new QOpenGLEngineSharedShaders(ctx)) + { + } + + ~QOpenGLEngineSharedShadersResource() + { + delete m_shaders; + } + + void invalidateResource() override + { + delete m_shaders; + m_shaders = nullptr; + } + + void freeResource(QOpenGLContext *) override + { + } + + QOpenGLEngineSharedShaders *shaders() const { return m_shaders; } + +private: + QOpenGLEngineSharedShaders *m_shaders; +}; + +class QOpenGLShaderStorage +{ +public: + QOpenGLEngineSharedShaders *shadersForThread(QOpenGLContext *context) { + QOpenGLMultiGroupSharedResource *&shaders = m_storage.localData(); + if (!shaders) + shaders = new QOpenGLMultiGroupSharedResource; + QOpenGLEngineSharedShadersResource *resource = + shaders->value(context); + return resource ? resource->shaders() : nullptr; + } + +private: + QThreadStorage m_storage; +}; + +Q_GLOBAL_STATIC(QOpenGLShaderStorage, qt_shader_storage); + +QOpenGLEngineSharedShaders *QOpenGLEngineSharedShaders::shadersForContext(QOpenGLContext *context) +{ + return qt_shader_storage()->shadersForThread(context); +} + +const char* QOpenGLEngineSharedShaders::qShaderSnippets[] = { + 0,0,0,0,0,0,0,0,0,0, + 0,0,0,0,0,0,0,0,0,0, + 0,0,0,0,0,0,0,0,0,0, + 0,0,0,0,0 +}; + +QOpenGLEngineSharedShaders::QOpenGLEngineSharedShaders(QOpenGLContext* context) + : blitShaderProg(nullptr) + , simpleShaderProg(nullptr) +{ + +/* + Rather than having the shader source array statically initialised, it is initialised + here instead. This is to allow new shader names to be inserted or existing names moved + around without having to change the order of the glsl strings. It is hoped this will + make future hard-to-find runtime bugs more obvious and generally give more solid code. +*/ + + // Check if the user has requested an OpenGL 3.2 Core Profile or higher + // and if so use GLSL 1.50 core shaders instead of legacy ones. + const QSurfaceFormat &fmt = context->format(); + const bool isCoreProfile = fmt.profile() == QSurfaceFormat::CoreProfile && fmt.version() >= qMakePair(3,2); + + const char** code = qShaderSnippets; // shortcut + + if (isCoreProfile) { + code[MainVertexShader] = qopenglslMainVertexShader_core; + code[MainWithTexCoordsVertexShader] = qopenglslMainWithTexCoordsVertexShader_core; + code[MainWithTexCoordsAndOpacityVertexShader] = qopenglslMainWithTexCoordsAndOpacityVertexShader_core; + + code[UntransformedPositionVertexShader] = qopenglslUntransformedPositionVertexShader_core; + code[PositionOnlyVertexShader] = qopenglslPositionOnlyVertexShader_core; + code[ComplexGeometryPositionOnlyVertexShader] = qopenglslComplexGeometryPositionOnlyVertexShader_core; + code[PositionWithPatternBrushVertexShader] = qopenglslPositionWithPatternBrushVertexShader_core; + code[PositionWithLinearGradientBrushVertexShader] = qopenglslPositionWithLinearGradientBrushVertexShader_core; + code[PositionWithConicalGradientBrushVertexShader] = qopenglslPositionWithConicalGradientBrushVertexShader_core; + code[PositionWithRadialGradientBrushVertexShader] = qopenglslPositionWithRadialGradientBrushVertexShader_core; + code[PositionWithTextureBrushVertexShader] = qopenglslPositionWithTextureBrushVertexShader_core; + code[AffinePositionWithPatternBrushVertexShader] = qopenglslAffinePositionWithPatternBrushVertexShader_core; + code[AffinePositionWithLinearGradientBrushVertexShader] = qopenglslAffinePositionWithLinearGradientBrushVertexShader_core; + code[AffinePositionWithConicalGradientBrushVertexShader] = qopenglslAffinePositionWithConicalGradientBrushVertexShader_core; + code[AffinePositionWithRadialGradientBrushVertexShader] = qopenglslAffinePositionWithRadialGradientBrushVertexShader_core; + code[AffinePositionWithTextureBrushVertexShader] = qopenglslAffinePositionWithTextureBrushVertexShader_core; + + code[MainFragmentShader_MO] = qopenglslMainFragmentShader_MO_core; + code[MainFragmentShader_M] = qopenglslMainFragmentShader_M_core; + code[MainFragmentShader_O] = qopenglslMainFragmentShader_O_core; + code[MainFragmentShader] = qopenglslMainFragmentShader_core; + code[MainFragmentShader_ImageArrays] = qopenglslMainFragmentShader_ImageArrays_core; + + code[ImageSrcFragmentShader] = qopenglslImageSrcFragmentShader_core; + code[ImageSrcWithPatternFragmentShader] = qopenglslImageSrcWithPatternFragmentShader_core; + code[NonPremultipliedImageSrcFragmentShader] = qopenglslNonPremultipliedImageSrcFragmentShader_core; + code[GrayscaleImageSrcFragmentShader] = qopenglslGrayscaleImageSrcFragmentShader_core; + code[AlphaImageSrcFragmentShader] = qopenglslAlphaImageSrcFragmentShader_core; + code[CustomImageSrcFragmentShader] = qopenglslCustomSrcFragmentShader_core; // Calls "customShader", which must be appended + code[SolidBrushSrcFragmentShader] = qopenglslSolidBrushSrcFragmentShader_core; + + code[TextureBrushSrcFragmentShader] = qopenglslTextureBrushSrcFragmentShader_core; + code[TextureBrushSrcWithPatternFragmentShader] = qopenglslTextureBrushSrcWithPatternFragmentShader_core; + code[PatternBrushSrcFragmentShader] = qopenglslPatternBrushSrcFragmentShader_core; + code[LinearGradientBrushSrcFragmentShader] = qopenglslLinearGradientBrushSrcFragmentShader_core; + code[RadialGradientBrushSrcFragmentShader] = qopenglslRadialGradientBrushSrcFragmentShader_core; + code[ConicalGradientBrushSrcFragmentShader] = qopenglslConicalGradientBrushSrcFragmentShader_core; + code[ShockingPinkSrcFragmentShader] = qopenglslShockingPinkSrcFragmentShader_core; + + code[NoMaskFragmentShader] = ""; + code[MaskFragmentShader] = qopenglslMaskFragmentShader_core; + code[RgbMaskFragmentShaderPass1] = qopenglslRgbMaskFragmentShaderPass1_core; + code[RgbMaskFragmentShaderPass2] = qopenglslRgbMaskFragmentShaderPass2_core; + code[RgbMaskWithGammaFragmentShader] = ""; //### + } else { + code[MainVertexShader] = qopenglslMainVertexShader; + code[MainWithTexCoordsVertexShader] = qopenglslMainWithTexCoordsVertexShader; + code[MainWithTexCoordsAndOpacityVertexShader] = qopenglslMainWithTexCoordsAndOpacityVertexShader; + + code[UntransformedPositionVertexShader] = qopenglslUntransformedPositionVertexShader; + code[PositionOnlyVertexShader] = qopenglslPositionOnlyVertexShader; + code[ComplexGeometryPositionOnlyVertexShader] = qopenglslComplexGeometryPositionOnlyVertexShader; + code[PositionWithPatternBrushVertexShader] = qopenglslPositionWithPatternBrushVertexShader; + code[PositionWithLinearGradientBrushVertexShader] = qopenglslPositionWithLinearGradientBrushVertexShader; + code[PositionWithConicalGradientBrushVertexShader] = qopenglslPositionWithConicalGradientBrushVertexShader; + code[PositionWithRadialGradientBrushVertexShader] = qopenglslPositionWithRadialGradientBrushVertexShader; + code[PositionWithTextureBrushVertexShader] = qopenglslPositionWithTextureBrushVertexShader; + code[AffinePositionWithPatternBrushVertexShader] = qopenglslAffinePositionWithPatternBrushVertexShader; + code[AffinePositionWithLinearGradientBrushVertexShader] = qopenglslAffinePositionWithLinearGradientBrushVertexShader; + code[AffinePositionWithConicalGradientBrushVertexShader] = qopenglslAffinePositionWithConicalGradientBrushVertexShader; + code[AffinePositionWithRadialGradientBrushVertexShader] = qopenglslAffinePositionWithRadialGradientBrushVertexShader; + code[AffinePositionWithTextureBrushVertexShader] = qopenglslAffinePositionWithTextureBrushVertexShader; + + code[MainFragmentShader_MO] = qopenglslMainFragmentShader_MO; + code[MainFragmentShader_M] = qopenglslMainFragmentShader_M; + code[MainFragmentShader_O] = qopenglslMainFragmentShader_O; + code[MainFragmentShader] = qopenglslMainFragmentShader; + code[MainFragmentShader_ImageArrays] = qopenglslMainFragmentShader_ImageArrays; + + code[ImageSrcFragmentShader] = qopenglslImageSrcFragmentShader; + code[ImageSrcWithPatternFragmentShader] = qopenglslImageSrcWithPatternFragmentShader; + code[NonPremultipliedImageSrcFragmentShader] = qopenglslNonPremultipliedImageSrcFragmentShader; + code[GrayscaleImageSrcFragmentShader] = qopenglslGrayscaleImageSrcFragmentShader; + code[AlphaImageSrcFragmentShader] = qopenglslAlphaImageSrcFragmentShader; + code[CustomImageSrcFragmentShader] = qopenglslCustomSrcFragmentShader; // Calls "customShader", which must be appended + code[SolidBrushSrcFragmentShader] = qopenglslSolidBrushSrcFragmentShader; + code[TextureBrushSrcFragmentShader] = qopenglslTextureBrushSrcFragmentShader; + code[TextureBrushSrcWithPatternFragmentShader] = qopenglslTextureBrushSrcWithPatternFragmentShader; + code[PatternBrushSrcFragmentShader] = qopenglslPatternBrushSrcFragmentShader; + code[LinearGradientBrushSrcFragmentShader] = qopenglslLinearGradientBrushSrcFragmentShader; + code[RadialGradientBrushSrcFragmentShader] = qopenglslRadialGradientBrushSrcFragmentShader; + code[ConicalGradientBrushSrcFragmentShader] = qopenglslConicalGradientBrushSrcFragmentShader; + code[ShockingPinkSrcFragmentShader] = qopenglslShockingPinkSrcFragmentShader; + + code[NoMaskFragmentShader] = ""; + code[MaskFragmentShader] = qopenglslMaskFragmentShader; + code[RgbMaskFragmentShaderPass1] = qopenglslRgbMaskFragmentShaderPass1; + code[RgbMaskFragmentShaderPass2] = qopenglslRgbMaskFragmentShaderPass2; + code[RgbMaskWithGammaFragmentShader] = ""; //### + } + + // The composition shaders are just layout qualifiers and the same + // for all profiles that support them. + code[NoCompositionModeFragmentShader] = ""; + code[MultiplyCompositionModeFragmentShader] = qopenglslMultiplyCompositionModeFragmentShader; + code[ScreenCompositionModeFragmentShader] = qopenglslScreenCompositionModeFragmentShader; + code[OverlayCompositionModeFragmentShader] = qopenglslOverlayCompositionModeFragmentShader; + code[DarkenCompositionModeFragmentShader] = qopenglslDarkenCompositionModeFragmentShader; + code[LightenCompositionModeFragmentShader] = qopenglslLightenCompositionModeFragmentShader; + code[ColorDodgeCompositionModeFragmentShader] = qopenglslColorDodgeCompositionModeFragmentShader; + code[ColorBurnCompositionModeFragmentShader] = qopenglslColorBurnCompositionModeFragmentShader; + code[HardLightCompositionModeFragmentShader] = qopenglslHardLightCompositionModeFragmentShader; + code[SoftLightCompositionModeFragmentShader] = qopenglslSoftLightCompositionModeFragmentShader; + code[DifferenceCompositionModeFragmentShader] = qopenglslDifferenceCompositionModeFragmentShader; + code[ExclusionCompositionModeFragmentShader] = qopenglslExclusionCompositionModeFragmentShader; + +#if defined(QT_DEBUG) + // Check that all the elements have been filled: + for (int i = 0; i < TotalSnippetCount; ++i) { + if (Q_UNLIKELY(!qShaderSnippets[i])) { + qFatal("Shader snippet for %s (#%d) is missing!", + snippetNameStr(SnippetName(i)).constData(), i); + } + } +#endif + + QByteArray vertexSource; + QByteArray fragSource; + + // Compile up the simple shader: +#ifdef Q_OS_WASM + vertexSource.append(qShaderSnippets[PositionOnlyVertexShader]); + vertexSource.append(qShaderSnippets[MainVertexShader]); +#else + vertexSource.append(qShaderSnippets[MainVertexShader]); + vertexSource.append(qShaderSnippets[PositionOnlyVertexShader]); +#endif + fragSource.append(qShaderSnippets[MainFragmentShader]); + fragSource.append(qShaderSnippets[ShockingPinkSrcFragmentShader]); + + simpleShaderProg = new QOpenGLShaderProgram; + + CachedShader simpleShaderCache(fragSource, vertexSource); + + bool inCache = simpleShaderCache.load(simpleShaderProg, context); + + if (!inCache) { + if (!simpleShaderProg->addCacheableShaderFromSourceCode(QOpenGLShader::Vertex, vertexSource)) + qWarning("Vertex shader for simpleShaderProg (MainVertexShader & PositionOnlyVertexShader) failed to compile"); + if (!simpleShaderProg->addCacheableShaderFromSourceCode(QOpenGLShader::Fragment, fragSource)) + qWarning("Fragment shader for simpleShaderProg (MainFragmentShader & ShockingPinkSrcFragmentShader) failed to compile"); + + simpleShaderProg->bindAttributeLocation("vertexCoordsArray", QT_VERTEX_COORDS_ATTR); + simpleShaderProg->bindAttributeLocation("pmvMatrix1", QT_PMV_MATRIX_1_ATTR); + simpleShaderProg->bindAttributeLocation("pmvMatrix2", QT_PMV_MATRIX_2_ATTR); + simpleShaderProg->bindAttributeLocation("pmvMatrix3", QT_PMV_MATRIX_3_ATTR); + } + + simpleShaderProg->link(); + + if (Q_UNLIKELY(!simpleShaderProg->isLinked())) { + qCritical("Errors linking simple shader: %s", qPrintable(simpleShaderProg->log())); + } else { + if (!inCache) + simpleShaderCache.store(simpleShaderProg, context); + } + + // Compile the blit shader: + vertexSource.clear(); + vertexSource.append(qShaderSnippets[MainWithTexCoordsVertexShader]); + vertexSource.append(qShaderSnippets[UntransformedPositionVertexShader]); + + fragSource.clear(); + fragSource.append(qShaderSnippets[MainFragmentShader]); + fragSource.append(qShaderSnippets[ImageSrcFragmentShader]); + + blitShaderProg = new QOpenGLShaderProgram; + + CachedShader blitShaderCache(fragSource, vertexSource); + + inCache = blitShaderCache.load(blitShaderProg, context); + + if (!inCache) { + if (!blitShaderProg->addCacheableShaderFromSourceCode(QOpenGLShader::Vertex, vertexSource)) + qWarning("Vertex shader for blitShaderProg (MainWithTexCoordsVertexShader & UntransformedPositionVertexShader) failed to compile"); + if (!blitShaderProg->addCacheableShaderFromSourceCode(QOpenGLShader::Fragment, fragSource)) + qWarning("Fragment shader for blitShaderProg (MainFragmentShader & ImageSrcFragmentShader) failed to compile"); + + blitShaderProg->bindAttributeLocation("textureCoordArray", QT_TEXTURE_COORDS_ATTR); + blitShaderProg->bindAttributeLocation("vertexCoordsArray", QT_VERTEX_COORDS_ATTR); + } + + blitShaderProg->link(); + if (Q_UNLIKELY(!blitShaderProg->isLinked())) { + qCritical("Errors linking blit shader: %s", qPrintable(blitShaderProg->log())); + } else { + if (!inCache) + blitShaderCache.store(blitShaderProg, context); + } + +#ifdef QT_GL_SHARED_SHADER_DEBUG + qDebug(" -> QOpenGLEngineSharedShaders() %p for thread %p.", this, QThread::currentThread()); +#endif +} + +QOpenGLEngineSharedShaders::~QOpenGLEngineSharedShaders() +{ +#ifdef QT_GL_SHARED_SHADER_DEBUG + qDebug(" -> ~QOpenGLEngineSharedShaders() %p for thread %p.", this, QThread::currentThread()); +#endif + qDeleteAll(cachedPrograms); + cachedPrograms.clear(); + + if (blitShaderProg) { + delete blitShaderProg; + blitShaderProg = nullptr; + } + + if (simpleShaderProg) { + delete simpleShaderProg; + simpleShaderProg = nullptr; + } +} + +#if defined (QT_DEBUG) +QByteArray QOpenGLEngineSharedShaders::snippetNameStr(SnippetName name) +{ + QMetaEnum m = staticMetaObject.enumerator(staticMetaObject.indexOfEnumerator("SnippetName")); + return QByteArray(m.valueToKey(name)); +} +#endif + +// The address returned here will only be valid until next time this function is called. +// The program is return bound. +QOpenGLEngineShaderProg *QOpenGLEngineSharedShaders::findProgramInCache(const QOpenGLEngineShaderProg &prog) +{ + for (int i = 0; i < cachedPrograms.size(); ++i) { + QOpenGLEngineShaderProg *cachedProg = cachedPrograms[i]; + if (*cachedProg == prog) { + // Move the program to the top of the list as a poor-man's cache algo + cachedPrograms.move(i, 0); + cachedProg->program->bind(); + return cachedProg; + } + } + + QScopedPointer newProg; + + do { + QByteArray fragSource; + // Insert the custom stage before the srcPixel shader to work around an ATI driver bug + // where you cannot forward declare a function that takes a sampler as argument. + if (prog.srcPixelFragShader == CustomImageSrcFragmentShader) + fragSource.append(prog.customStageSource); + fragSource.append(qShaderSnippets[prog.mainFragShader]); + fragSource.append(qShaderSnippets[prog.srcPixelFragShader]); + if (prog.compositionFragShader) + fragSource.append(qShaderSnippets[prog.compositionFragShader]); + if (prog.maskFragShader) + fragSource.append(qShaderSnippets[prog.maskFragShader]); + + QByteArray vertexSource; +#ifdef Q_OS_WASM + vertexSource.append(qShaderSnippets[prog.positionVertexShader]); + vertexSource.append(qShaderSnippets[prog.mainVertexShader]); +#else + vertexSource.append(qShaderSnippets[prog.mainVertexShader]); + vertexSource.append(qShaderSnippets[prog.positionVertexShader]); +#endif + QScopedPointer shaderProgram(new QOpenGLShaderProgram); + + CachedShader shaderCache(fragSource, vertexSource); + bool inCache = shaderCache.load(shaderProgram.data(), QOpenGLContext::currentContext()); + + if (!inCache) { + if (!shaderProgram->addCacheableShaderFromSourceCode(QOpenGLShader::Vertex, vertexSource)) { + QByteArray description; +#if defined(QT_DEBUG) + description.append("Vertex shader: main="); + description.append(snippetNameStr(prog.mainVertexShader)); + description.append(", position="); + description.append(snippetNameStr(prog.positionVertexShader)); +#endif + qWarning("Warning: \"%s\" failed to compile!", description.constData()); + break; + } + if (!shaderProgram->addCacheableShaderFromSourceCode(QOpenGLShader::Fragment, fragSource)) { + QByteArray description; +#if defined(QT_DEBUG) + description.append("Fragment shader: main="); + description.append(snippetNameStr(prog.mainFragShader)); + description.append(", srcPixel="); + description.append(snippetNameStr(prog.srcPixelFragShader)); + if (prog.compositionFragShader) { + description.append(", composition="); + description.append(snippetNameStr(prog.compositionFragShader)); + } + if (prog.maskFragShader) { + description.append(", mask="); + description.append(snippetNameStr(prog.maskFragShader)); + } +#endif + qWarning("Warning: \"%s\" failed to compile!", description.constData()); + break; + } + + // We have to bind the vertex attribute names before the program is linked: + shaderProgram->bindAttributeLocation("vertexCoordsArray", QT_VERTEX_COORDS_ATTR); + if (prog.useTextureCoords) + shaderProgram->bindAttributeLocation("textureCoordArray", QT_TEXTURE_COORDS_ATTR); + if (prog.useOpacityAttribute) + shaderProgram->bindAttributeLocation("opacityArray", QT_OPACITY_ATTR); + if (prog.usePmvMatrixAttribute) { + shaderProgram->bindAttributeLocation("pmvMatrix1", QT_PMV_MATRIX_1_ATTR); + shaderProgram->bindAttributeLocation("pmvMatrix2", QT_PMV_MATRIX_2_ATTR); + shaderProgram->bindAttributeLocation("pmvMatrix3", QT_PMV_MATRIX_3_ATTR); + } + } + + newProg.reset(new QOpenGLEngineShaderProg(prog)); + newProg->program = shaderProgram.take(); + + newProg->program->link(); + if (newProg->program->isLinked()) { + if (!inCache) + shaderCache.store(newProg->program, QOpenGLContext::currentContext()); + } else { + QString error; + error = QLatin1String("Shader program failed to link") + + QLatin1String(" Error Log:\n") + + QLatin1String(" ") + newProg->program->log(); + qWarning() << error; + break; + } + + newProg->program->bind(); + + if (newProg->maskFragShader != QOpenGLEngineSharedShaders::NoMaskFragmentShader) { + GLuint location = newProg->program->uniformLocation("maskTexture"); + newProg->program->setUniformValue(location, QT_MASK_TEXTURE_UNIT); + } + + if (cachedPrograms.count() > 30) { + // The cache is full, so delete the last 5 programs in the list. + // These programs will be least used, as a program us bumped to + // the top of the list when it's used. + for (int i = 0; i < 5; ++i) { + delete cachedPrograms.last(); + cachedPrograms.removeLast(); + } + } + + cachedPrograms.insert(0, newProg.data()); + } while (false); + + return newProg.take(); +} + +void QOpenGLEngineSharedShaders::cleanupCustomStage(QOpenGLCustomShaderStage* stage) +{ + auto hasStageAsCustomShaderSouce = [stage](QOpenGLEngineShaderProg *cachedProg) -> bool { + if (cachedProg->customStageSource == stage->source()) { + delete cachedProg; + return true; + } + return false; + }; + cachedPrograms.erase(std::remove_if(cachedPrograms.begin(), cachedPrograms.end(), + hasStageAsCustomShaderSouce), + cachedPrograms.end()); +} + + +QOpenGLEngineShaderManager::QOpenGLEngineShaderManager(QOpenGLContext* context) + : ctx(context), + shaderProgNeedsChanging(true), + complexGeometry(false), + srcPixelType(Qt::NoBrush), + opacityMode(NoOpacity), + maskType(NoMask), + compositionMode(QPainter::CompositionMode_SourceOver), + customSrcStage(nullptr), + currentShaderProg(nullptr) +{ + sharedShaders = QOpenGLEngineSharedShaders::shadersForContext(context); +} + +QOpenGLEngineShaderManager::~QOpenGLEngineShaderManager() +{ + //### + removeCustomStage(); +} + +GLuint QOpenGLEngineShaderManager::getUniformLocation(Uniform id) +{ + if (!currentShaderProg) + return 0; + + QVector &uniformLocations = currentShaderProg->uniformLocations; + if (uniformLocations.isEmpty()) + uniformLocations.fill(GLuint(-1), NumUniforms); + + const char uniformNames[][26] = { + "imageTexture", + "patternColor", + "globalOpacity", + "depth", + "maskTexture", + "fragmentColor", + "linearData", + "angle", + "halfViewportSize", + "fmp", + "fmp2_m_radius2", + "inverse_2_fmp2_m_radius2", + "sqrfr", + "bradius", + "invertedTextureSize", + "brushTransform", + "brushTexture", + "matrix" + }; + + if (uniformLocations.at(id) == GLuint(-1)) + uniformLocations[id] = currentShaderProg->program->uniformLocation(uniformNames[id]); + + return uniformLocations.at(id); +} + + +void QOpenGLEngineShaderManager::optimiseForBrushTransform(QTransform::TransformationType transformType) +{ + Q_UNUSED(transformType); // Currently ignored +} + +void QOpenGLEngineShaderManager::setDirty() +{ + shaderProgNeedsChanging = true; +} + +void QOpenGLEngineShaderManager::setSrcPixelType(Qt::BrushStyle style) +{ + Q_ASSERT(style != Qt::NoBrush); + if (srcPixelType == PixelSrcType(style)) + return; + + srcPixelType = style; + shaderProgNeedsChanging = true; //### +} + +void QOpenGLEngineShaderManager::setSrcPixelType(PixelSrcType type) +{ + if (srcPixelType == type) + return; + + srcPixelType = type; + shaderProgNeedsChanging = true; //### +} + +void QOpenGLEngineShaderManager::setOpacityMode(OpacityMode mode) +{ + if (opacityMode == mode) + return; + + opacityMode = mode; + shaderProgNeedsChanging = true; //### +} + +void QOpenGLEngineShaderManager::setMaskType(MaskType type) +{ + if (maskType == type) + return; + + maskType = type; + shaderProgNeedsChanging = true; //### +} + +void QOpenGLEngineShaderManager::setCompositionMode(QPainter::CompositionMode mode) +{ + if (compositionMode == mode) + return; + + bool wasAdvanced = compositionMode > QPainter::CompositionMode_Plus; + bool isAdvanced = mode > QPainter::CompositionMode_Plus; + + compositionMode = mode; + shaderProgNeedsChanging = shaderProgNeedsChanging || wasAdvanced || isAdvanced; +} + +void QOpenGLEngineShaderManager::setCustomStage(QOpenGLCustomShaderStage* stage) +{ + if (customSrcStage) + removeCustomStage(); + customSrcStage = stage; + shaderProgNeedsChanging = true; +} + +void QOpenGLEngineShaderManager::removeCustomStage() +{ + if (customSrcStage) + customSrcStage->setInactive(); + customSrcStage = nullptr; + shaderProgNeedsChanging = true; +} + +QOpenGLShaderProgram* QOpenGLEngineShaderManager::currentProgram() +{ + if (currentShaderProg) + return currentShaderProg->program; + else + return sharedShaders->simpleProgram(); +} + +void QOpenGLEngineShaderManager::useSimpleProgram() +{ + sharedShaders->simpleProgram()->bind(); + QOpenGLContextPrivate* ctx_d = ctx->d_func(); + Q_UNUSED(ctx_d); + + QOpenGL2PaintEngineEx *active_engine = static_cast(ctx_d->active_engine); + + active_engine->d_func()->setVertexAttribArrayEnabled(QT_VERTEX_COORDS_ATTR, true); + active_engine->d_func()->setVertexAttribArrayEnabled(QT_TEXTURE_COORDS_ATTR, false); + active_engine->d_func()->setVertexAttribArrayEnabled(QT_OPACITY_ATTR, false); + + shaderProgNeedsChanging = true; +} + +void QOpenGLEngineShaderManager::useBlitProgram() +{ + sharedShaders->blitProgram()->bind(); + QOpenGLContextPrivate* ctx_d = ctx->d_func(); + QOpenGL2PaintEngineEx *active_engine = static_cast(ctx_d->active_engine); + active_engine->d_func()->setVertexAttribArrayEnabled(QT_VERTEX_COORDS_ATTR, true); + active_engine->d_func()->setVertexAttribArrayEnabled(QT_TEXTURE_COORDS_ATTR, true); + active_engine->d_func()->setVertexAttribArrayEnabled(QT_OPACITY_ATTR, false); + shaderProgNeedsChanging = true; +} + +QOpenGLShaderProgram* QOpenGLEngineShaderManager::simpleProgram() +{ + return sharedShaders->simpleProgram(); +} + +QOpenGLShaderProgram* QOpenGLEngineShaderManager::blitProgram() +{ + return sharedShaders->blitProgram(); +} + + + +// Select & use the correct shader program using the current state. +// Returns \c true if program needed changing. +bool QOpenGLEngineShaderManager::useCorrectShaderProg() +{ + if (!shaderProgNeedsChanging) + return false; + + bool useCustomSrc = customSrcStage != nullptr; + if (useCustomSrc && srcPixelType != QOpenGLEngineShaderManager::ImageSrc && srcPixelType != Qt::TexturePattern) { + useCustomSrc = false; + qWarning("QOpenGLEngineShaderManager - Ignoring custom shader stage for non image src"); + } + + QOpenGLEngineShaderProg requiredProgram; + + bool texCoords = false; + + // Choose vertex shader shader position function (which typically also sets + // varyings) and the source pixel (srcPixel) fragment shader function: + requiredProgram.positionVertexShader = QOpenGLEngineSharedShaders::InvalidSnippetName; + requiredProgram.srcPixelFragShader = QOpenGLEngineSharedShaders::InvalidSnippetName; + bool isAffine = brushTransform.isAffine(); + if ( (srcPixelType >= Qt::Dense1Pattern) && (srcPixelType <= Qt::DiagCrossPattern) ) { + if (isAffine) + requiredProgram.positionVertexShader = QOpenGLEngineSharedShaders::AffinePositionWithPatternBrushVertexShader; + else + requiredProgram.positionVertexShader = QOpenGLEngineSharedShaders::PositionWithPatternBrushVertexShader; + + requiredProgram.srcPixelFragShader = QOpenGLEngineSharedShaders::PatternBrushSrcFragmentShader; + } + else switch (srcPixelType) { + default: + case Qt::NoBrush: + qFatal("QOpenGLEngineShaderManager::useCorrectShaderProg() - Qt::NoBrush style is set"); + break; + case QOpenGLEngineShaderManager::ImageSrc: + requiredProgram.srcPixelFragShader = QOpenGLEngineSharedShaders::ImageSrcFragmentShader; + requiredProgram.positionVertexShader = QOpenGLEngineSharedShaders::PositionOnlyVertexShader; + texCoords = true; + break; + case QOpenGLEngineShaderManager::NonPremultipliedImageSrc: + requiredProgram.srcPixelFragShader = QOpenGLEngineSharedShaders::NonPremultipliedImageSrcFragmentShader; + requiredProgram.positionVertexShader = QOpenGLEngineSharedShaders::PositionOnlyVertexShader; + texCoords = true; + break; + case QOpenGLEngineShaderManager::GrayscaleImageSrc: + requiredProgram.srcPixelFragShader = QOpenGLEngineSharedShaders::GrayscaleImageSrcFragmentShader; + requiredProgram.positionVertexShader = QOpenGLEngineSharedShaders::PositionOnlyVertexShader; + texCoords = true; + break; + case QOpenGLEngineShaderManager::AlphaImageSrc: + requiredProgram.srcPixelFragShader = QOpenGLEngineSharedShaders::AlphaImageSrcFragmentShader; + requiredProgram.positionVertexShader = QOpenGLEngineSharedShaders::PositionOnlyVertexShader; + texCoords = true; + break; + case QOpenGLEngineShaderManager::PatternSrc: + requiredProgram.srcPixelFragShader = QOpenGLEngineSharedShaders::ImageSrcWithPatternFragmentShader; + requiredProgram.positionVertexShader = QOpenGLEngineSharedShaders::PositionOnlyVertexShader; + texCoords = true; + break; + case QOpenGLEngineShaderManager::TextureSrcWithPattern: + requiredProgram.srcPixelFragShader = QOpenGLEngineSharedShaders::TextureBrushSrcWithPatternFragmentShader; + requiredProgram.positionVertexShader = isAffine ? QOpenGLEngineSharedShaders::AffinePositionWithTextureBrushVertexShader + : QOpenGLEngineSharedShaders::PositionWithTextureBrushVertexShader; + break; + case Qt::SolidPattern: + requiredProgram.srcPixelFragShader = QOpenGLEngineSharedShaders::SolidBrushSrcFragmentShader; + requiredProgram.positionVertexShader = QOpenGLEngineSharedShaders::PositionOnlyVertexShader; + break; + case Qt::LinearGradientPattern: + requiredProgram.srcPixelFragShader = QOpenGLEngineSharedShaders::LinearGradientBrushSrcFragmentShader; + requiredProgram.positionVertexShader = isAffine ? QOpenGLEngineSharedShaders::AffinePositionWithLinearGradientBrushVertexShader + : QOpenGLEngineSharedShaders::PositionWithLinearGradientBrushVertexShader; + break; + case Qt::ConicalGradientPattern: + requiredProgram.srcPixelFragShader = QOpenGLEngineSharedShaders::ConicalGradientBrushSrcFragmentShader; + requiredProgram.positionVertexShader = isAffine ? QOpenGLEngineSharedShaders::AffinePositionWithConicalGradientBrushVertexShader + : QOpenGLEngineSharedShaders::PositionWithConicalGradientBrushVertexShader; + break; + case Qt::RadialGradientPattern: + requiredProgram.srcPixelFragShader = QOpenGLEngineSharedShaders::RadialGradientBrushSrcFragmentShader; + requiredProgram.positionVertexShader = isAffine ? QOpenGLEngineSharedShaders::AffinePositionWithRadialGradientBrushVertexShader + : QOpenGLEngineSharedShaders::PositionWithRadialGradientBrushVertexShader; + break; + case Qt::TexturePattern: + requiredProgram.srcPixelFragShader = QOpenGLEngineSharedShaders::TextureBrushSrcFragmentShader; + requiredProgram.positionVertexShader = isAffine ? QOpenGLEngineSharedShaders::AffinePositionWithTextureBrushVertexShader + : QOpenGLEngineSharedShaders::PositionWithTextureBrushVertexShader; + break; + }; + + if (useCustomSrc) { + requiredProgram.srcPixelFragShader = QOpenGLEngineSharedShaders::CustomImageSrcFragmentShader; + requiredProgram.customStageSource = customSrcStage->source(); + } + + const bool hasCompose = compositionMode > QPainter::CompositionMode_Plus; + const bool hasMask = maskType != QOpenGLEngineShaderManager::NoMask; + + // Choose fragment shader main function: + if (opacityMode == AttributeOpacity) { + Q_ASSERT(!hasCompose && !hasMask); + requiredProgram.mainFragShader = QOpenGLEngineSharedShaders::MainFragmentShader_ImageArrays; + } else { + bool useGlobalOpacity = (opacityMode == UniformOpacity); + if (hasMask && useGlobalOpacity) + requiredProgram.mainFragShader = QOpenGLEngineSharedShaders::MainFragmentShader_MO; + if (hasMask && !useGlobalOpacity) + requiredProgram.mainFragShader = QOpenGLEngineSharedShaders::MainFragmentShader_M; + if (!hasMask && useGlobalOpacity) + requiredProgram.mainFragShader = QOpenGLEngineSharedShaders::MainFragmentShader_O; + if (!hasMask && !useGlobalOpacity) + requiredProgram.mainFragShader = QOpenGLEngineSharedShaders::MainFragmentShader; + } + + if (hasMask) { + if (maskType == PixelMask) { + requiredProgram.maskFragShader = QOpenGLEngineSharedShaders::MaskFragmentShader; + texCoords = true; + } else if (maskType == SubPixelMaskPass1) { + requiredProgram.maskFragShader = QOpenGLEngineSharedShaders::RgbMaskFragmentShaderPass1; + texCoords = true; + } else if (maskType == SubPixelMaskPass2) { + requiredProgram.maskFragShader = QOpenGLEngineSharedShaders::RgbMaskFragmentShaderPass2; + texCoords = true; + } else if (maskType == SubPixelWithGammaMask) { + requiredProgram.maskFragShader = QOpenGLEngineSharedShaders::RgbMaskWithGammaFragmentShader; + texCoords = true; + } else { + qCritical("QOpenGLEngineShaderManager::useCorrectShaderProg() - Unknown mask type"); + } + } else { + requiredProgram.maskFragShader = QOpenGLEngineSharedShaders::NoMaskFragmentShader; + } + + if (hasCompose) { + switch (compositionMode) { + case QPainter::CompositionMode_Multiply: + requiredProgram.compositionFragShader = QOpenGLEngineSharedShaders::MultiplyCompositionModeFragmentShader; + break; + case QPainter::CompositionMode_Screen: + requiredProgram.compositionFragShader = QOpenGLEngineSharedShaders::ScreenCompositionModeFragmentShader; + break; + case QPainter::CompositionMode_Overlay: + requiredProgram.compositionFragShader = QOpenGLEngineSharedShaders::OverlayCompositionModeFragmentShader; + break; + case QPainter::CompositionMode_Darken: + requiredProgram.compositionFragShader = QOpenGLEngineSharedShaders::DarkenCompositionModeFragmentShader; + break; + case QPainter::CompositionMode_Lighten: + requiredProgram.compositionFragShader = QOpenGLEngineSharedShaders::LightenCompositionModeFragmentShader; + break; + case QPainter::CompositionMode_ColorDodge: + requiredProgram.compositionFragShader = QOpenGLEngineSharedShaders::ColorDodgeCompositionModeFragmentShader; + break; + case QPainter::CompositionMode_ColorBurn: + requiredProgram.compositionFragShader = QOpenGLEngineSharedShaders::ColorBurnCompositionModeFragmentShader; + break; + case QPainter::CompositionMode_HardLight: + requiredProgram.compositionFragShader = QOpenGLEngineSharedShaders::HardLightCompositionModeFragmentShader; + break; + case QPainter::CompositionMode_SoftLight: + requiredProgram.compositionFragShader = QOpenGLEngineSharedShaders::SoftLightCompositionModeFragmentShader; + break; + case QPainter::CompositionMode_Difference: + requiredProgram.compositionFragShader = QOpenGLEngineSharedShaders::DifferenceCompositionModeFragmentShader; + break; + case QPainter::CompositionMode_Exclusion: + requiredProgram.compositionFragShader = QOpenGLEngineSharedShaders::ExclusionCompositionModeFragmentShader; + break; + default: + qWarning("QOpenGLEngineShaderManager::useCorrectShaderProg() - Unsupported composition mode"); + } + } else { + requiredProgram.compositionFragShader = QOpenGLEngineSharedShaders::NoCompositionModeFragmentShader; + } + + // Choose vertex shader main function + if (opacityMode == AttributeOpacity) { + Q_ASSERT(texCoords); + requiredProgram.mainVertexShader = QOpenGLEngineSharedShaders::MainWithTexCoordsAndOpacityVertexShader; + } else if (texCoords) { + requiredProgram.mainVertexShader = QOpenGLEngineSharedShaders::MainWithTexCoordsVertexShader; + } else { + requiredProgram.mainVertexShader = QOpenGLEngineSharedShaders::MainVertexShader; + } + requiredProgram.useTextureCoords = texCoords; + requiredProgram.useOpacityAttribute = (opacityMode == AttributeOpacity); + if (complexGeometry && srcPixelType == Qt::SolidPattern) { + requiredProgram.positionVertexShader = QOpenGLEngineSharedShaders::ComplexGeometryPositionOnlyVertexShader; + requiredProgram.usePmvMatrixAttribute = false; + } else { + requiredProgram.usePmvMatrixAttribute = true; + + // Force complexGeometry off, since we currently don't support that mode for + // non-solid brushes + complexGeometry = false; + } + + // At this point, requiredProgram is fully populated so try to find the program in the cache + currentShaderProg = sharedShaders->findProgramInCache(requiredProgram); + + if (currentShaderProg && useCustomSrc) { + customSrcStage->setUniforms(currentShaderProg->program); + } + + // Make sure all the vertex attribute arrays the program uses are enabled (and the ones it + // doesn't use are disabled) + QOpenGLContextPrivate* ctx_d = ctx->d_func(); + QOpenGL2PaintEngineEx *active_engine = static_cast(ctx_d->active_engine); + active_engine->d_func()->setVertexAttribArrayEnabled(QT_VERTEX_COORDS_ATTR, true); + active_engine->d_func()->setVertexAttribArrayEnabled(QT_TEXTURE_COORDS_ATTR, currentShaderProg && currentShaderProg->useTextureCoords); + active_engine->d_func()->setVertexAttribArrayEnabled(QT_OPACITY_ATTR, currentShaderProg && currentShaderProg->useOpacityAttribute); + + shaderProgNeedsChanging = false; + return true; +} + +QT_END_NAMESPACE -- cgit v1.2.3