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Please review the following information to ** ensure the GNU General Public License version 3.0 requirements will be ** met: http://www.gnu.org/copyleft/gpl.html. ** ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include #include #include "qeglplatformbackingstore_p.h" #include "qeglcompositor_p.h" #include "qeglplatformwindow_p.h" #include "qeglplatformscreen_p.h" QT_BEGIN_NAMESPACE /*! \class QEGLPlatformBackingStore \brief A backing store implementation for EGL and GLES. \since 5.2 \internal \ingroup qpa This implementation uploads raster-rendered widget windows into textures and composites them onto a single native window using QEGLCompositor. This means that multiple top-level widgets are supported without creating actual native windows for each of them. The class is ready to be used as-is, the default QEGLPlatformIntegration::createPlatformBackingStore() implementation creates an instance which is ready to be used without further customization. If QEGLCompositor is not suitable, this backing store implementation can also be used without it. In this case a subclass must reimplement composite() and schedule an update in its custom compositor when this function is called. The textures are accessible via QEGLPlatformWindow::texture(). */ QEGLPlatformBackingStore::QEGLPlatformBackingStore(QWindow *window) : QPlatformBackingStore(window), m_window(static_cast(window->handle())), m_texture(0) { m_window->setBackingStore(this); } QPaintDevice *QEGLPlatformBackingStore::paintDevice() { return &m_image; } void QEGLPlatformBackingStore::updateTexture() { glBindTexture(GL_TEXTURE_2D, m_texture); if (!m_dirty.isNull()) { QRegion fixed; QRect imageRect = m_image.rect(); m_dirty |= imageRect; foreach (const QRect &rect, m_dirty.rects()) { // intersect with image rect to be sure QRect r = imageRect & rect; // if the rect is wide enough it's cheaper to just // extend it instead of doing an image copy if (r.width() >= imageRect.width() / 2) { r.setX(0); r.setWidth(imageRect.width()); } fixed |= r; } foreach (const QRect &rect, fixed.rects()) { // if the sub-rect is full-width we can pass the image data directly to // OpenGL instead of copying, since there's no gap between scanlines if (rect.width() == imageRect.width()) { glTexSubImage2D(GL_TEXTURE_2D, 0, 0, rect.y(), rect.width(), rect.height(), GL_RGBA, GL_UNSIGNED_BYTE, m_image.constScanLine(rect.y())); } else { glTexSubImage2D(GL_TEXTURE_2D, 0, rect.x(), rect.y(), rect.width(), rect.height(), GL_RGBA, GL_UNSIGNED_BYTE, m_image.copy(rect).constBits()); } } m_dirty = QRegion(); } } void QEGLPlatformBackingStore::flush(QWindow *window, const QRegion ®ion, const QPoint &offset) { Q_UNUSED(window); Q_UNUSED(region); Q_UNUSED(offset); #ifdef QEGL_EXTRA_DEBUG qWarning("QEglBackingStore::flush %p", window); #endif QEGLPlatformScreen *screen = static_cast(m_window->screen()); QEGLPlatformWindow *dstWin = screen->compositingWindow(); if (!dstWin || !dstWin->isRaster()) return; m_window->create(); QOpenGLContext *context = screen->compositingContext(); context->makeCurrent(dstWin->window()); updateTexture(); composite(context, dstWin); } void QEGLPlatformBackingStore::composite(QOpenGLContext *context, QEGLPlatformWindow *window) { QEGLCompositor::instance()->schedule(context, window); } void QEGLPlatformBackingStore::beginPaint(const QRegion &rgn) { m_dirty |= rgn; } void QEGLPlatformBackingStore::resize(const QSize &size, const QRegion &staticContents) { Q_UNUSED(staticContents); QEGLPlatformScreen *screen = static_cast(m_window->screen()); QEGLPlatformWindow *dstWin = screen->compositingWindow(); if (!dstWin || !dstWin->isRaster()) return; m_image = QImage(size, QImage::Format_RGB32); m_window->create(); screen->compositingContext()->makeCurrent(dstWin->window()); if (m_texture) glDeleteTextures(1, &m_texture); glGenTextures(1, &m_texture); glBindTexture(GL_TEXTURE_2D, m_texture); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size.width(), size.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, 0); } QT_END_NAMESPACE