/**************************************************************************** ** ** Copyright (C) 2016 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the QtGui 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. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #ifndef QOPENGLPAINTENGINE_P_H #define QOPENGLPAINTENGINE_P_H // // W A R N I N G // ------------- // // This file is not part of the Qt API. It exists purely as an // implementation detail. This header file may change from version to // version without notice, or even be removed. // // We mean it. // #include #include #include #include #include #include #include #include #include #include #include #include enum EngineMode { ImageDrawingMode, TextDrawingMode, BrushDrawingMode, ImageArrayDrawingMode, ImageOpacityArrayDrawingMode }; QT_BEGIN_NAMESPACE #define GL_STENCIL_HIGH_BIT GLuint(0x80) #define QT_UNKNOWN_TEXTURE_UNIT GLuint(-1) #define QT_DEFAULT_TEXTURE_UNIT GLuint(0) #define QT_BRUSH_TEXTURE_UNIT GLuint(0) #define QT_IMAGE_TEXTURE_UNIT GLuint(0) //Can be the same as brush texture unit #define QT_MASK_TEXTURE_UNIT GLuint(1) #define QT_BACKGROUND_TEXTURE_UNIT GLuint(2) class QOpenGL2PaintEngineExPrivate; class QOpenGL2PaintEngineState : public QPainterState { public: QOpenGL2PaintEngineState(QOpenGL2PaintEngineState &other); QOpenGL2PaintEngineState(); ~QOpenGL2PaintEngineState(); uint isNew : 1; uint needsClipBufferClear : 1; uint clipTestEnabled : 1; uint canRestoreClip : 1; uint matrixChanged : 1; uint compositionModeChanged : 1; uint opacityChanged : 1; uint renderHintsChanged : 1; uint clipChanged : 1; uint currentClip : 8; QRect rectangleClip; }; class Q_GUI_EXPORT QOpenGL2PaintEngineEx : public QPaintEngineEx { Q_DECLARE_PRIVATE(QOpenGL2PaintEngineEx) public: QOpenGL2PaintEngineEx(); ~QOpenGL2PaintEngineEx(); bool begin(QPaintDevice *device) override; void ensureActive(); bool end() override; virtual void clipEnabledChanged() override; virtual void penChanged() override; virtual void brushChanged() override; virtual void brushOriginChanged() override; virtual void opacityChanged() override; virtual void compositionModeChanged() override; virtual void renderHintsChanged() override; virtual void transformChanged() override; virtual void drawPixmap(const QRectF &r, const QPixmap &pm, const QRectF &sr) override; virtual void drawPixmapFragments(const QPainter::PixmapFragment *fragments, int fragmentCount, const QPixmap &pixmap, QPainter::PixmapFragmentHints hints) override; virtual void drawImage(const QRectF &r, const QImage &pm, const QRectF &sr, Qt::ImageConversionFlags flags = Qt::AutoColor) override; virtual void drawTextItem(const QPointF &p, const QTextItem &textItem) override; virtual void fill(const QVectorPath &path, const QBrush &brush) override; virtual void stroke(const QVectorPath &path, const QPen &pen) override; virtual void clip(const QVectorPath &path, Qt::ClipOperation op) override; virtual void drawStaticTextItem(QStaticTextItem *textItem) override; bool drawTexture(const QRectF &r, GLuint textureId, const QSize &size, const QRectF &sr); Type type() const override { return OpenGL2; } virtual void setState(QPainterState *s) override; virtual QPainterState *createState(QPainterState *orig) const override; inline QOpenGL2PaintEngineState *state() { return static_cast(QPaintEngineEx::state()); } inline const QOpenGL2PaintEngineState *state() const { return static_cast(QPaintEngineEx::state()); } void beginNativePainting() override; void endNativePainting() override; void invalidateState(); void setRenderTextActive(bool); bool isNativePaintingActive() const; bool requiresPretransformedGlyphPositions(QFontEngine *, const QTransform &) const override { return false; } bool shouldDrawCachedGlyphs(QFontEngine *, const QTransform &) const override; private: Q_DISABLE_COPY_MOVE(QOpenGL2PaintEngineEx) friend class QOpenGLEngineShaderManager; }; // This probably needs to grow to GL_MAX_VERTEX_ATTRIBS, but 3 is ok for now as that's // all the GL2 engine uses: #define QT_GL_VERTEX_ARRAY_TRACKED_COUNT 3 class QOpenGL2PaintEngineExPrivate : public QPaintEngineExPrivate { Q_DECLARE_PUBLIC(QOpenGL2PaintEngineEx) public: enum StencilFillMode { OddEvenFillMode, WindingFillMode, TriStripStrokeFillMode }; QOpenGL2PaintEngineExPrivate(QOpenGL2PaintEngineEx *q_ptr) : q(q_ptr), shaderManager(nullptr), width(0), height(0), ctx(nullptr), useSystemClip(true), elementIndicesVBOId(0), opacityArray(0), snapToPixelGrid(false), nativePaintingActive(false), inverseScale(1), lastTextureUnitUsed(QT_UNKNOWN_TEXTURE_UNIT), vertexBuffer(QOpenGLBuffer::VertexBuffer), texCoordBuffer(QOpenGLBuffer::VertexBuffer), opacityBuffer(QOpenGLBuffer::VertexBuffer), indexBuffer(QOpenGLBuffer::IndexBuffer) { } ~QOpenGL2PaintEngineExPrivate(); void updateBrushTexture(); void updateBrushUniforms(); void updateMatrix(); void updateCompositionMode(); enum TextureUpdateMode { UpdateIfNeeded, ForceUpdate }; template void updateTexture(GLenum textureUnit, const T &texture, GLenum wrapMode, GLenum filterMode, TextureUpdateMode updateMode = UpdateIfNeeded); template GLuint bindTexture(const T &texture); void activateTextureUnit(GLenum textureUnit); void resetGLState(); // fill, stroke, drawTexture, drawPixmaps & drawCachedGlyphs are the main rendering entry-points, // however writeClip can also be thought of as en entry point as it does similar things. void fill(const QVectorPath &path); void stroke(const QVectorPath &path, const QPen &pen); void drawTexture(const QOpenGLRect& dest, const QOpenGLRect& src, const QSize &textureSize, bool opaque, bool pattern = false); void drawPixmapFragments(const QPainter::PixmapFragment *fragments, int fragmentCount, const QPixmap &pixmap, QPainter::PixmapFragmentHints hints); void drawCachedGlyphs(QFontEngine::GlyphFormat glyphFormat, QStaticTextItem *staticTextItem); // Calls glVertexAttributePointer if the pointer has changed inline void uploadData(unsigned int arrayIndex, const GLfloat *data, GLuint count); inline bool uploadIndexData(const void *data, GLenum indexValueType, GLuint count); // draws whatever is in the vertex array: void drawVertexArrays(const float *data, int *stops, int stopCount, GLenum primitive); void drawVertexArrays(QOpenGL2PEXVertexArray &vertexArray, GLenum primitive) { drawVertexArrays((const float *) vertexArray.data(), vertexArray.stops(), vertexArray.stopCount(), primitive); } // Composites the bounding rect onto dest buffer: void composite(const QOpenGLRect& boundingRect); // Calls drawVertexArrays to render into stencil buffer: void fillStencilWithVertexArray(const float *data, int count, int *stops, int stopCount, const QOpenGLRect &bounds, StencilFillMode mode); void fillStencilWithVertexArray(QOpenGL2PEXVertexArray& vertexArray, bool useWindingFill) { fillStencilWithVertexArray((const float *) vertexArray.data(), 0, vertexArray.stops(), vertexArray.stopCount(), vertexArray.boundingRect(), useWindingFill ? WindingFillMode : OddEvenFillMode); } void setBrush(const QBrush& brush); void transferMode(EngineMode newMode); bool prepareForDraw(bool srcPixelsAreOpaque); // returns true if the program has changed bool prepareForCachedGlyphDraw(const QFontEngineGlyphCache &cache); inline void useSimpleShader(); inline GLuint location(const QOpenGLEngineShaderManager::Uniform uniform) { return shaderManager->getUniformLocation(uniform); } void clearClip(uint value); void writeClip(const QVectorPath &path, uint value); void resetClipIfNeeded(); void updateClipScissorTest(); void setScissor(const QRect &rect); void regenerateClip(); void systemStateChanged() override; void setVertexAttribArrayEnabled(int arrayIndex, bool enabled = true); void syncGlState(); static QOpenGLEngineShaderManager* shaderManagerForEngine(QOpenGL2PaintEngineEx *engine) { return engine->d_func()->shaderManager; } static QOpenGL2PaintEngineExPrivate *getData(QOpenGL2PaintEngineEx *engine) { return engine->d_func(); } static void cleanupVectorPath(QPaintEngineEx *engine, void *data); QOpenGLExtensions funcs; QOpenGL2PaintEngineEx* q; QOpenGLEngineShaderManager* shaderManager; QOpenGLPaintDevice* device; int width, height; QOpenGLContext *ctx; EngineMode mode; QFontEngine::GlyphFormat glyphCacheFormat; bool vertexAttributeArraysEnabledState[QT_GL_VERTEX_ARRAY_TRACKED_COUNT]; // Dirty flags bool matrixDirty; // Implies matrix uniforms are also dirty bool compositionModeDirty; bool brushTextureDirty; bool brushUniformsDirty; bool opacityUniformDirty; bool matrixUniformDirty; bool stencilClean; // Has the stencil not been used for clipping so far? bool useSystemClip; QRegion dirtyStencilRegion; QRect currentScissorBounds; uint maxClip; QBrush currentBrush; // May not be the state's brush! const QBrush noBrush; QImage currentBrushImage; QOpenGL2PEXVertexArray vertexCoordinateArray; QOpenGL2PEXVertexArray textureCoordinateArray; QVector elementIndices; GLuint elementIndicesVBOId; QDataBuffer opacityArray; GLfloat staticVertexCoordinateArray[8]; GLfloat staticTextureCoordinateArray[8]; bool snapToPixelGrid; bool nativePaintingActive; GLfloat pmvMatrix[3][3]; GLfloat inverseScale; GLenum lastTextureUnitUsed; GLuint lastTextureUsed; QOpenGLVertexArrayObject vao; QOpenGLBuffer vertexBuffer; QOpenGLBuffer texCoordBuffer; QOpenGLBuffer opacityBuffer; QOpenGLBuffer indexBuffer; bool needsSync; bool multisamplingAlwaysEnabled; QTriangulatingStroker stroker; QDashedStrokeProcessor dasher; QVector unusedVBOSToClean; QVector unusedIBOSToClean; const GLfloat *vertexAttribPointers[3]; }; void QOpenGL2PaintEngineExPrivate::uploadData(unsigned int arrayIndex, const GLfloat *data, GLuint count) { Q_ASSERT(arrayIndex < 3); // If a vertex array object is created we have a profile that supports them // and we will upload the data via a QOpenGLBuffer. Otherwise we will use // the legacy way of uploading the data via glVertexAttribPointer. if (vao.isCreated()) { if (arrayIndex == QT_VERTEX_COORDS_ATTR) { vertexBuffer.bind(); vertexBuffer.allocate(data, count * sizeof(float)); } if (arrayIndex == QT_TEXTURE_COORDS_ATTR) { texCoordBuffer.bind(); texCoordBuffer.allocate(data, count * sizeof(float)); } if (arrayIndex == QT_OPACITY_ATTR) { opacityBuffer.bind(); opacityBuffer.allocate(data, count * sizeof(float)); } if (arrayIndex == QT_OPACITY_ATTR) funcs.glVertexAttribPointer(arrayIndex, 1, GL_FLOAT, GL_FALSE, 0, nullptr); else funcs.glVertexAttribPointer(arrayIndex, 2, GL_FLOAT, GL_FALSE, 0, nullptr); } else { // If we already uploaded the data we don't have to do it again if (data == vertexAttribPointers[arrayIndex]) return; // Store the data in cache and upload it to the graphics card. vertexAttribPointers[arrayIndex] = data; if (arrayIndex == QT_OPACITY_ATTR) funcs.glVertexAttribPointer(arrayIndex, 1, GL_FLOAT, GL_FALSE, 0, data); else funcs.glVertexAttribPointer(arrayIndex, 2, GL_FLOAT, GL_FALSE, 0, data); } } bool QOpenGL2PaintEngineExPrivate::uploadIndexData(const void *data, GLenum indexValueType, GLuint count) { // Follow the uploadData() logic: VBOs are used only when VAO support is available. // Otherwise the legacy client-side pointer path is used. if (vao.isCreated()) { Q_ASSERT(indexValueType == GL_UNSIGNED_SHORT || indexValueType == GL_UNSIGNED_INT); indexBuffer.bind(); indexBuffer.allocate(data, count * (indexValueType == GL_UNSIGNED_SHORT ? sizeof(quint16) : sizeof(quint32))); return true; } return false; } QT_END_NAMESPACE #endif