/**************************************************************************** ** ** Copyright (C) 2012 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 QEglFSBackingStore::QEglFSBackingStore(QWindow *window) : QPlatformBackingStore(window) , m_context(new QOpenGLContext) , m_texture(0) , m_program(0) { m_context->setFormat(window->requestedFormat()); m_context->setScreen(window->screen()); m_context->create(); } QEglFSBackingStore::~QEglFSBackingStore() { delete m_context; } QPaintDevice *QEglFSBackingStore::paintDevice() { return &m_image; } void QEglFSBackingStore::flush(QWindow *window, const QRegion ®ion, const QPoint &offset) { Q_UNUSED(region); Q_UNUSED(offset); makeCurrent(); #ifdef QEGL_EXTRA_DEBUG qWarning("QEglBackingStore::flush %p", window); #endif if (!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"; m_program = new QOpenGLShaderProgram; m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, textureVertexProgram); m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, textureFragmentProgram); m_program->link(); m_vertexCoordEntry = m_program->attributeLocation("vertexCoordEntry"); m_textureCoordEntry = m_program->attributeLocation("textureCoordEntry"); } m_program->bind(); const GLfloat textureCoordinates[] = { 0, 1, 1, 1, 1, 0, 0, 0 }; QRectF r = window->geometry(); QRectF sr = window->screen()->geometry(); GLfloat x1 = (r.left() / sr.width()) * 2 - 1; GLfloat x2 = (r.right() / sr.width()) * 2 - 1; GLfloat y1 = (r.top() / sr.height()) * 2 - 1; GLfloat y2 = (r.bottom() / sr.height()) * 2 - 1; const GLfloat vertexCoordinates[] = { x1, y1, x2, y1, x2, y2, x1, y2 }; glEnableVertexAttribArray(m_vertexCoordEntry); glEnableVertexAttribArray(m_textureCoordEntry); glVertexAttribPointer(m_vertexCoordEntry, 2, GL_FLOAT, GL_FALSE, 0, vertexCoordinates); glVertexAttribPointer(m_textureCoordEntry, 2, GL_FLOAT, GL_FALSE, 0, textureCoordinates); glBindTexture(GL_TEXTURE_2D, m_texture); if (!m_dirty.isNull()) { QRect imageRect = m_image.rect(); QRegion fixed; 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(); } glDrawArrays(GL_TRIANGLE_FAN, 0, 4); m_program->release(); glBindTexture(GL_TEXTURE_2D, 0); glDisableVertexAttribArray(m_vertexCoordEntry); glDisableVertexAttribArray(m_textureCoordEntry); // draw the cursor if (QEglFSCursor *cursor = static_cast(window->screen()->handle()->cursor())) cursor->paintOnScreen(); m_context->swapBuffers(window); m_context->doneCurrent(); } void QEglFSBackingStore::makeCurrent() { // needed to prevent QOpenGLContext::makeCurrent() from failing window()->setSurfaceType(QSurface::OpenGLSurface); (static_cast(window()->handle()))->create(); m_context->makeCurrent(window()); } void QEglFSBackingStore::beginPaint(const QRegion &rgn) { m_dirty = m_dirty | rgn; } void QEglFSBackingStore::endPaint() { } void QEglFSBackingStore::resize(const QSize &size, const QRegion &staticContents) { Q_UNUSED(staticContents); m_image = QImage(size, QImage::Format_RGB32); makeCurrent(); 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