/**************************************************************************** ** ** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies). ** Contact: http://www.qt-project.org/legal ** ** This file is part of the plugins of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and Digia. For licensing terms and ** conditions see http://qt.digia.com/licensing. For further information ** use the contact form at http://qt.digia.com/contact-us. ** ** GNU Lesser General Public License Usage ** Alternatively, this file may be used under the terms of the GNU Lesser ** General Public License version 2.1 as published by the Free Software ** Foundation and appearing in the file LICENSE.LGPL included in the ** packaging of this file. Please review the following information to ** ensure the GNU Lesser General Public License version 2.1 requirements ** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. ** ** In addition, as a special exception, Digia gives you certain additional ** rights. These rights are described in the Digia Qt LGPL Exception ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 3.0 as published by the Free Software ** Foundation and appearing in the file LICENSE.GPL included in the ** packaging of this file. Please review the following information to ** ensure the GNU General Public License version 3.0 requirements will be ** met: http://www.gnu.org/copyleft/gpl.html. ** ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "qeglfsbackingstore.h" #include "qeglfscursor.h" #include "qeglfswindow.h" #include #include #include #include QT_BEGIN_NAMESPACE QEglFSCompositor::QEglFSCompositor() : m_rootWindow(0) { m_updateTimer.setSingleShot(true); m_updateTimer.setInterval(0); connect(&m_updateTimer, SIGNAL(timeout()), SLOT(renderAll())); } void QEglFSCompositor::schedule(QEglFSWindow *rootWindow) { m_rootWindow = rootWindow; if (!m_updateTimer.isActive()) m_updateTimer.start(); } void QEglFSCompositor::renderAll() { Q_ASSERT(m_rootWindow); QOpenGLContext *context = QEglFSBackingStore::makeRootCurrent(m_rootWindow); QEglFSScreen *screen = m_rootWindow->screen(); QList windows = screen->windows(); for (int i = 0; i < windows.size(); ++i) { if (windows.at(i)->backingStore()) render(windows.at(i), m_rootWindow); } context->swapBuffers(m_rootWindow->window()); context->doneCurrent(); } void QEglFSCompositor::render(QEglFSWindow *window, QEglFSWindow *rootWindow) { QEglFSBackingStore *rootBackingStore = rootWindow->backingStore(); rootBackingStore->m_program->bind(); const GLfloat textureCoordinates[] = { 0, 0, 1, 0, 1, 1, 0, 1 }; QRectF sr = window->screen()->geometry(); QRect r = window->window()->geometry(); QPoint tl = r.topLeft(); QPoint br = r.bottomRight(); GLfloat x1 = (tl.x() / sr.width()) * 2 - 1; GLfloat x2 = (br.x() / sr.width()) * 2 - 1; GLfloat y1 = ((sr.height() - tl.y()) / sr.height()) * 2 - 1; GLfloat y2 = ((sr.height() - br.y()) / sr.height()) * 2 - 1; const GLfloat vertexCoordinates[] = { x1, y1, x2, y1, x2, y2, x1, y2 }; glViewport(0, 0, sr.width(), sr.height()); glEnableVertexAttribArray(rootBackingStore->m_vertexCoordEntry); glEnableVertexAttribArray(rootBackingStore->m_textureCoordEntry); glVertexAttribPointer(rootBackingStore->m_vertexCoordEntry, 2, GL_FLOAT, GL_FALSE, 0, vertexCoordinates); glVertexAttribPointer(rootBackingStore->m_textureCoordEntry, 2, GL_FLOAT, GL_FALSE, 0, textureCoordinates); glBindTexture(GL_TEXTURE_2D, window->backingStore()->m_texture); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); rootBackingStore->m_program->release(); glBindTexture(GL_TEXTURE_2D, 0); glDisableVertexAttribArray(rootBackingStore->m_vertexCoordEntry); glDisableVertexAttribArray(rootBackingStore->m_textureCoordEntry); } static QEglFSCompositor *compositor = 0; QEglFSCompositor *QEglFSCompositor::instance() { if (!compositor) compositor = new QEglFSCompositor; return compositor; } QEglFSBackingStore::QEglFSBackingStore(QWindow *window) : QPlatformBackingStore(window) , m_window(static_cast(window->handle())) , m_context(0) , m_texture(0) , m_program(0) { m_window->setBackingStore(this); } QEglFSBackingStore::~QEglFSBackingStore() { delete m_program; delete m_context; } QPaintDevice *QEglFSBackingStore::paintDevice() { return &m_image; } void QEglFSBackingStore::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 QEglFSBackingStore::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 m_window->create(); QEglFSWindow *rootWin = m_window->screen()->rootWindow(); if (rootWin) { makeRootCurrent(rootWin); updateTexture(); QEglFSCompositor::instance()->schedule(rootWin); } } void QEglFSBackingStore::makeCurrent() { Q_ASSERT(m_window->hasNativeWindow()); QWindow *wnd = window(); if (!m_context) { m_context = new QOpenGLContext; m_context->setFormat(wnd->requestedFormat()); m_context->setScreen(wnd->screen()); m_context->create(); } m_context->makeCurrent(wnd); } QOpenGLContext *QEglFSBackingStore::makeRootCurrent(QEglFSWindow *rootWin) { Q_ASSERT(rootWin->hasNativeWindow() && rootWin->isRasterRoot()); QEglFSBackingStore *rootBackingStore = rootWin->backingStore(); rootBackingStore->makeCurrent(); if (!rootBackingStore->m_program) { static const char *textureVertexProgram = "attribute highp vec2 vertexCoordEntry;\n" "attribute highp vec2 textureCoordEntry;\n" "varying highp vec2 textureCoord;\n" "void main() {\n" " textureCoord = textureCoordEntry;\n" " gl_Position = vec4(vertexCoordEntry, 0.0, 1.0);\n" "}\n"; static const char *textureFragmentProgram = "uniform sampler2D texture;\n" "varying highp vec2 textureCoord;\n" "void main() {\n" " gl_FragColor = texture2D(texture, textureCoord).bgra;\n" "}\n"; rootBackingStore->m_program = new QOpenGLShaderProgram; rootBackingStore->m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, textureVertexProgram); rootBackingStore->m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, textureFragmentProgram); rootBackingStore->m_program->link(); rootBackingStore->m_vertexCoordEntry = rootBackingStore->m_program->attributeLocation("vertexCoordEntry"); rootBackingStore->m_textureCoordEntry = rootBackingStore->m_program->attributeLocation("textureCoordEntry"); } return rootBackingStore->m_context; } void QEglFSBackingStore::beginPaint(const QRegion &rgn) { m_dirty |= rgn; } void QEglFSBackingStore::resize(const QSize &size, const QRegion &staticContents) { Q_UNUSED(staticContents); m_image = QImage(size, QImage::Format_RGB32); m_window->create(); makeRootCurrent(m_window->screen()->rootWindow()); 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