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authorKent Hansen <kent.hansen@nokia.com>2011-11-23 15:14:07 +0100
committerQt by Nokia <qt-info@nokia.com>2011-12-02 14:18:20 +0100
commit6c8378eaf1edbbefe6aaa3672b0127816a004fd7 (patch)
tree8ee08fb447e052f7a7a685fbeaaa04f04ea60126 /src/quick/scenegraph/coreapi/qsgrenderer.cpp
parente01219b77b1e889e70437635905d7ff820568e23 (diff)
Say hello to QtQuick module
This change moves the QtQuick 2 types and C++ API (including SceneGraph) to a new module (AKA library), QtQuick. 99% of this change is moving files from src/declarative to src/quick, and from tests/auto/declarative to tests/auto/qtquick2. The loading of QtQuick 2 ("import QtQuick 2.0") is now delegated to a plugin, src/imports/qtquick2, just like it's done for QtQuick 1. All tools, examples, and tests that use QtQuick C++ API have gotten "QT += quick" or "QT += quick-private" added to their .pro file. A few additional internal QtDeclarative classes had to be exported (via Q_DECLARATIVE_PRIVATE_EXPORT) since they're needed by the QtQuick 2 implementation. The old header locations (e.g. QtDeclarative/qquickitem.h) will still be supported for some time, but will produce compile-time warnings. (To avoid the QtQuick implementation using the compatibility headers (since QtDeclarative's includepath comes first), a few include statements were modified, e.g. from "#include <qsgnode.h>" to "#include <QtQuick/qsgnode.h>".) There's a change in qtbase that automatically adds QtQuick to the module list if QtDeclarative is used. Together with the compatibility headers, this should help reduce the migration pain for existing projects. In theory, simply getting an existing QtDeclarative-based project to compile and link shouldn't require any changes for now -- but porting to the new scheme is of course recommended, and will eventually become mandatory. Task-number: QTBUG-22889 Reviewed-by: Lars Knoll <lars.knoll@nokia.com> Change-Id: Ia52be9373172ba2f37e7623231ecb060316c96a7 Reviewed-by: Kent Hansen <kent.hansen@nokia.com> Reviewed-by: Sergio Ahumada <sergio.ahumada@nokia.com>
Diffstat (limited to 'src/quick/scenegraph/coreapi/qsgrenderer.cpp')
-rw-r--r--src/quick/scenegraph/coreapi/qsgrenderer.cpp743
1 files changed, 743 insertions, 0 deletions
diff --git a/src/quick/scenegraph/coreapi/qsgrenderer.cpp b/src/quick/scenegraph/coreapi/qsgrenderer.cpp
new file mode 100644
index 0000000000..b22631afae
--- /dev/null
+++ b/src/quick/scenegraph/coreapi/qsgrenderer.cpp
@@ -0,0 +1,743 @@
+/****************************************************************************
+**
+** Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies).
+** All rights reserved.
+** Contact: Nokia Corporation (qt-info@nokia.com)
+**
+** This file is part of the QtDeclarative module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** GNU Lesser General Public License Usage
+** 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, Nokia gives you certain additional
+** rights. These rights are described in the Nokia 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.
+**
+** Other Usage
+** Alternatively, this file may be used in accordance with the terms and
+** conditions contained in a signed written agreement between you and Nokia.
+**
+**
+**
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "qsgrenderer_p.h"
+#include "qsgnode.h"
+#include "qsgmaterial.h"
+#include "qsgnodeupdater_p.h"
+#include "qsggeometry_p.h"
+
+#include <private/qsgadaptationlayer_p.h>
+
+#include <QOpenGLShaderProgram>
+#include <qopenglframebufferobject.h>
+#include <QtGui/qguiapplication.h>
+
+#include <qdatetime.h>
+
+QT_BEGIN_NAMESPACE
+
+//#define RENDERER_DEBUG
+//#define QT_GL_NO_SCISSOR_TEST
+
+
+
+#define QSG_RENDERER_TIMING
+#ifdef QSG_RENDERER_TIMING
+static bool qsg_render_timing = !qgetenv("QML_RENDERER_TIMING").isEmpty();
+static QTime frameTimer;
+static int preprocessTime;
+static int updatePassTime;
+#endif
+
+void QSGBindable::clear(QSGRenderer::ClearMode mode) const
+{
+ GLuint bits = 0;
+ if (mode & QSGRenderer::ClearColorBuffer) bits |= GL_COLOR_BUFFER_BIT;
+ if (mode & QSGRenderer::ClearDepthBuffer) bits |= GL_DEPTH_BUFFER_BIT;
+ if (mode & QSGRenderer::ClearStencilBuffer) bits |= GL_STENCIL_BUFFER_BIT;
+ glClear(bits);
+}
+
+// Reactivate the color buffer after switching to the stencil.
+void QSGBindable::reactivate() const
+{
+ glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+}
+
+QSGBindableFbo::QSGBindableFbo(QOpenGLFramebufferObject *fbo) : m_fbo(fbo)
+{
+}
+
+
+void QSGBindableFbo::bind() const
+{
+ m_fbo->bind();
+}
+
+/*!
+ \class QSGRenderer
+ \brief The renderer class is the abstract baseclass use for rendering the
+ QML scene graph.
+
+ The renderer is not tied to any particular surface. It expects a context to
+ be current and will render into that surface according to how the device rect,
+ viewport rect and projection transformation are set up.
+
+ Rendering is a sequence of steps initiated by calling renderScene(). This will
+ effectively draw the scene graph starting at the root node. The QSGNode::preprocess()
+ function will be called for all the nodes in the graph, followed by an update
+ pass which updates all matrices, opacity, clip states and similar in the graph.
+ Because the update pass is called after preprocess, it is safe to modify the graph
+ during preprocess. To run a custom update pass over the graph, install a custom
+ QSGNodeUpdater using setNodeUpdater(). Once all the graphs dirty states are updated,
+ the virtual render() function is called.
+
+ The render() function is implemented by QSGRenderer subclasses to render the graph
+ in the most optimal way for a given hardware.
+
+ The renderer can make use of stencil, depth and color buffers in addition to the
+ scissor rect.
+
+ \internal
+ */
+
+
+QSGRenderer::QSGRenderer(QSGContext *context)
+ : QObject()
+ , m_clear_color(Qt::transparent)
+ , m_clear_mode(ClearColorBuffer | ClearDepthBuffer)
+ , m_current_opacity(1)
+ , m_context(context)
+ , m_root_node(0)
+ , m_node_updater(0)
+ , m_bindable(0)
+ , m_changed_emitted(false)
+ , m_mirrored(false)
+ , m_is_rendering(false)
+ , m_vertex_buffer_bound(false)
+ , m_index_buffer_bound(false)
+{
+ initializeGLFunctions();
+}
+
+
+QSGRenderer::~QSGRenderer()
+{
+ setRootNode(0);
+ delete m_node_updater;
+}
+
+/*!
+ Returns the scene graph context for this renderer.
+
+ \internal
+ */
+
+QSGContext *QSGRenderer::context()
+{
+ return m_context;
+}
+
+
+
+
+/*!
+ Returns the node updater that this renderer uses to update states in the
+ scene graph.
+
+ If no updater is specified a default one is constructed.
+ */
+
+QSGNodeUpdater *QSGRenderer::nodeUpdater() const
+{
+ if (!m_node_updater)
+ const_cast<QSGRenderer *>(this)->m_node_updater = new QSGNodeUpdater();
+ return m_node_updater;
+}
+
+
+/*!
+ Sets the node updater that this renderer uses to update states in the
+ scene graph.
+
+ This will delete and override any existing node updater
+ */
+void QSGRenderer::setNodeUpdater(QSGNodeUpdater *updater)
+{
+ if (m_node_updater)
+ delete m_node_updater;
+ m_node_updater = updater;
+}
+
+
+void QSGRenderer::setRootNode(QSGRootNode *node)
+{
+ if (m_root_node == node)
+ return;
+ if (m_root_node) {
+ m_root_node->m_renderers.removeOne(this);
+ nodeChanged(m_root_node, QSGNode::DirtyNodeRemoved);
+ }
+ m_root_node = node;
+ if (m_root_node) {
+ Q_ASSERT(!m_root_node->m_renderers.contains(this));
+ m_root_node->m_renderers << this;
+ nodeChanged(m_root_node, QSGNode::DirtyNodeAdded);
+ }
+}
+
+
+void QSGRenderer::renderScene()
+{
+ class B : public QSGBindable
+ {
+ public:
+ void bind() const { QOpenGLFramebufferObject::bindDefault(); }
+ } b;
+ renderScene(b);
+}
+
+void QSGRenderer::renderScene(const QSGBindable &bindable)
+{
+ if (!m_root_node)
+ return;
+
+ m_is_rendering = true;
+
+
+#ifdef QSG_RENDERER_TIMING
+ if (qsg_render_timing)
+ frameTimer.start();
+ int bindTime;
+ int renderTime;
+#endif
+
+ m_bindable = &bindable;
+ preprocess();
+
+ bindable.bind();
+#ifdef QSG_RENDERER_TIMING
+ if (qsg_render_timing)
+ bindTime = frameTimer.elapsed();
+#endif
+
+#ifndef QT_NO_DEBUG
+ // Sanity check that attribute registers are disabled
+ {
+ GLint count;
+ glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &count);
+ GLint enabled;
+ for (int i=0; i<count; ++i) {
+ glGetVertexAttribiv(i, GL_VERTEX_ATTRIB_ARRAY_ENABLED, &enabled);
+ if (enabled) {
+ qWarning("QSGRenderer: attribute %d is enabled, this can lead to memory corruption and crashes.", i);
+ }
+ }
+ }
+#endif
+
+ render();
+#ifdef QSG_RENDERER_TIMING
+ if (qsg_render_timing)
+ renderTime = frameTimer.elapsed();
+#endif
+
+ glDisable(GL_SCISSOR_TEST);
+ m_is_rendering = false;
+ m_changed_emitted = false;
+ m_bindable = 0;
+
+ if (m_vertex_buffer_bound) {
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ m_vertex_buffer_bound = false;
+ }
+
+ if (m_index_buffer_bound) {
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+ m_index_buffer_bound = false;
+ }
+
+#ifdef QSG_RENDERER_TIMING
+ if (qsg_render_timing) {
+ printf(" - Breakdown of frametime: preprocess=%d, updates=%d, binding=%d, render=%d, total=%d\n",
+ preprocessTime,
+ updatePassTime - preprocessTime,
+ bindTime - updatePassTime,
+ renderTime - bindTime,
+ renderTime);
+ }
+#endif
+}
+
+void QSGRenderer::setProjectionMatrixToDeviceRect()
+{
+ setProjectionMatrixToRect(m_device_rect);
+}
+
+void QSGRenderer::setProjectionMatrixToRect(const QRectF &rect)
+{
+ QMatrix4x4 matrix;
+ matrix.ortho(rect.x(),
+ rect.x() + rect.width(),
+ rect.y() + rect.height(),
+ rect.y(),
+ qreal(0.01),
+ -1);
+ setProjectionMatrix(matrix);
+}
+
+void QSGRenderer::setProjectionMatrix(const QMatrix4x4 &matrix)
+{
+ m_projection_matrix = matrix;
+ // Mirrored relative to the usual Qt coordinate system with origin in the top left corner.
+ m_mirrored = matrix(0, 0) * matrix(1, 1) - matrix(0, 1) * matrix(1, 0) > 0;
+}
+
+void QSGRenderer::setClearColor(const QColor &color)
+{
+ m_clear_color = color;
+}
+
+/*!
+ Updates internal data structures and emits the sceneGraphChanged() signal.
+
+ If \a flags contains the QSGNode::DirtyNodeRemoved flag, the node might be
+ in the process of being destroyed. It is then not safe to downcast the node
+ pointer.
+*/
+
+void QSGRenderer::nodeChanged(QSGNode *node, QSGNode::DirtyFlags flags)
+{
+ Q_UNUSED(node);
+ Q_UNUSED(flags);
+
+ if (flags & QSGNode::DirtyNodeAdded)
+ addNodesToPreprocess(node);
+ if (flags & QSGNode::DirtyNodeRemoved)
+ removeNodesToPreprocess(node);
+
+ if (!m_changed_emitted && !m_is_rendering) {
+ // Premature overoptimization to avoid excessive signal emissions
+ m_changed_emitted = true;
+ emit sceneGraphChanged();
+ }
+}
+
+void QSGRenderer::materialChanged(QSGGeometryNode *, QSGMaterial *, QSGMaterial *)
+{
+}
+
+void QSGRenderer::preprocess()
+{
+ Q_ASSERT(m_root_node);
+
+ // We need to take a copy here, in case any of the preprocess calls deletes a node that
+ // is in the preprocess list and thus, changes the m_nodes_to_preprocess behind our backs
+ // For the default case, when this does not happen, the cost is neglishible.
+ QSet<QSGNode *> items = m_nodes_to_preprocess;
+
+ for (QSet<QSGNode *>::const_iterator it = items.constBegin();
+ it != items.constEnd(); ++it) {
+ QSGNode *n = *it;
+ if (!nodeUpdater()->isNodeBlocked(n, m_root_node)) {
+ n->preprocess();
+ }
+ }
+
+#ifdef QSG_RENDERER_TIMING
+ if (qsg_render_timing)
+ preprocessTime = frameTimer.elapsed();
+#endif
+
+ nodeUpdater()->setToplevelOpacity(context()->renderAlpha());
+ nodeUpdater()->updateStates(m_root_node);
+
+#ifdef QSG_RENDERER_TIMING
+ if (qsg_render_timing)
+ updatePassTime = frameTimer.elapsed();
+#endif
+
+}
+
+void QSGRenderer::addNodesToPreprocess(QSGNode *node)
+{
+ for (QSGNode *c = node->firstChild(); c; c = c->nextSibling())
+ addNodesToPreprocess(c);
+ if (node->flags() & QSGNode::UsePreprocess)
+ m_nodes_to_preprocess.insert(node);
+}
+
+void QSGRenderer::removeNodesToPreprocess(QSGNode *node)
+{
+ for (QSGNode *c = node->firstChild(); c; c = c->nextSibling())
+ removeNodesToPreprocess(c);
+ if (node->flags() & QSGNode::UsePreprocess)
+ m_nodes_to_preprocess.remove(node);
+}
+
+
+/*!
+ Convenience function to set up the stencil buffer for clipping based on \a clip.
+
+ If the clip is a pixel aligned rectangle, this function will use glScissor instead
+ of stencil.
+ */
+
+QSGRenderer::ClipType QSGRenderer::updateStencilClip(const QSGClipNode *clip)
+{
+ if (!clip) {
+ glDisable(GL_STENCIL_TEST);
+ glDisable(GL_SCISSOR_TEST);
+ return NoClip;
+ }
+
+ bool stencilEnabled = false;
+ bool scissorEnabled = false;
+
+ glDisable(GL_SCISSOR_TEST);
+
+ int clipDepth = 0;
+ QRect clipRect;
+ while (clip) {
+ QMatrix4x4 m = m_current_projection_matrix;
+ if (clip->matrix())
+ m *= *clip->matrix();
+
+ // TODO: Check for multisampling and pixel grid alignment.
+ bool isRectangleWithNoPerspective = clip->isRectangular()
+ && qFuzzyIsNull(m(3, 0)) && qFuzzyIsNull(m(3, 1));
+ bool noRotate = qFuzzyIsNull(m(0, 1)) && qFuzzyIsNull(m(1, 0));
+ bool isRotate90 = qFuzzyIsNull(m(0, 0)) && qFuzzyIsNull(m(1, 1));
+
+ if (isRectangleWithNoPerspective && (noRotate || isRotate90)) {
+ QRectF bbox = clip->clipRect();
+ qreal invW = 1 / m(3, 3);
+ qreal fx1, fy1, fx2, fy2;
+ if (noRotate) {
+ fx1 = (bbox.left() * m(0, 0) + m(0, 3)) * invW;
+ fy1 = (bbox.bottom() * m(1, 1) + m(1, 3)) * invW;
+ fx2 = (bbox.right() * m(0, 0) + m(0, 3)) * invW;
+ fy2 = (bbox.top() * m(1, 1) + m(1, 3)) * invW;
+ } else {
+ Q_ASSERT(isRotate90);
+ fx1 = (bbox.bottom() * m(0, 1) + m(0, 3)) * invW;
+ fy1 = (bbox.left() * m(1, 0) + m(1, 3)) * invW;
+ fx2 = (bbox.top() * m(0, 1) + m(0, 3)) * invW;
+ fy2 = (bbox.right() * m(1, 0) + m(1, 3)) * invW;
+ }
+
+ if (fx1 > fx2)
+ qSwap(fx1, fx2);
+ if (fy1 > fy2)
+ qSwap(fy1, fy2);
+
+ GLint ix1 = qRound((fx1 + 1) * m_device_rect.width() * qreal(0.5));
+ GLint iy1 = qRound((fy1 + 1) * m_device_rect.height() * qreal(0.5));
+ GLint ix2 = qRound((fx2 + 1) * m_device_rect.width() * qreal(0.5));
+ GLint iy2 = qRound((fy2 + 1) * m_device_rect.height() * qreal(0.5));
+
+ if (!scissorEnabled) {
+ clipRect = QRect(ix1, iy1, ix2 - ix1, iy2 - iy1);
+ glEnable(GL_SCISSOR_TEST);
+ scissorEnabled = true;
+ } else {
+ clipRect &= QRect(ix1, iy1, ix2 - ix1, iy2 - iy1);
+ }
+
+ glScissor(clipRect.x(), clipRect.y(), clipRect.width(), clipRect.height());
+ } else {
+ if (!stencilEnabled) {
+ if (!m_clip_program.isLinked()) {
+ m_clip_program.addShaderFromSourceCode(QOpenGLShader::Vertex,
+ "attribute highp vec4 vCoord; \n"
+ "uniform highp mat4 matrix; \n"
+ "void main() { \n"
+ " gl_Position = matrix * vCoord; \n"
+ "}");
+ m_clip_program.addShaderFromSourceCode(QOpenGLShader::Fragment,
+ "void main() { \n"
+ " gl_FragColor = vec4(0.81, 0.83, 0.12, 1.0); \n" // Trolltech green ftw!
+ "}");
+ m_clip_program.bindAttributeLocation("vCoord", 0);
+ m_clip_program.link();
+ m_clip_matrix_id = m_clip_program.uniformLocation("matrix");
+ }
+
+ glStencilMask(0xff); // write mask
+ glClearStencil(0);
+ glClear(GL_STENCIL_BUFFER_BIT);
+ glEnable(GL_STENCIL_TEST);
+ glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
+ glDepthMask(GL_FALSE);
+
+ m_clip_program.bind();
+ m_clip_program.enableAttributeArray(0);
+
+ stencilEnabled = true;
+ }
+
+ glStencilFunc(GL_EQUAL, clipDepth, 0xff); // stencil test, ref, test mask
+ glStencilOp(GL_KEEP, GL_KEEP, GL_INCR); // stencil fail, z fail, z pass
+
+ const QSGGeometry *g = clip->geometry();
+ Q_ASSERT(g->attributeCount() > 0);
+ const QSGGeometry::Attribute *a = g->attributes();
+ glVertexAttribPointer(0, a->tupleSize, a->type, GL_FALSE, g->sizeOfVertex(), g->vertexData());
+
+ m_clip_program.setUniformValue(m_clip_matrix_id, m);
+ if (g->indexCount()) {
+ glDrawElements(g->drawingMode(), g->indexCount(), g->indexType(), g->indexData());
+ } else {
+ glDrawArrays(g->drawingMode(), 0, g->vertexCount());
+ }
+
+ ++clipDepth;
+ }
+
+ clip = clip->clipList();
+ }
+
+ if (stencilEnabled) {
+ m_clip_program.disableAttributeArray(0);
+ glStencilFunc(GL_EQUAL, clipDepth, 0xff); // stencil test, ref, test mask
+ glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); // stencil fail, z fail, z pass
+ glStencilMask(0); // write mask
+ bindable()->reactivate();
+ } else {
+ glDisable(GL_STENCIL_TEST);
+ }
+
+ if (!scissorEnabled)
+ glDisable(GL_SCISSOR_TEST);
+
+ return stencilEnabled ? StencilClip : ScissorClip;
+}
+
+
+
+static inline int size_of_type(GLenum type)
+{
+ static int sizes[] = {
+ sizeof(char),
+ sizeof(unsigned char),
+ sizeof(short),
+ sizeof(unsigned short),
+ sizeof(int),
+ sizeof(unsigned int),
+ sizeof(float),
+ 2,
+ 3,
+ 4,
+ sizeof(double)
+ };
+ Q_ASSERT(type >= GL_BYTE && type <= 0x140A); // the value of GL_DOUBLE
+ return sizes[type - GL_BYTE];
+}
+
+
+class QSGRendererVBOGeometryData : public QSGGeometryData
+{
+public:
+ QSGRendererVBOGeometryData()
+ : vertexBuffer(0)
+ , indexBuffer(0)
+ {
+ }
+
+ ~QSGRendererVBOGeometryData()
+ {
+ QOpenGLContext *ctx = QOpenGLContext::currentContext();
+ if (!ctx)
+ return;
+ QOpenGLFunctions *func = ctx->functions();
+ if (vertexBuffer)
+ func->glDeleteBuffers(1, &vertexBuffer);
+ if (indexBuffer)
+ func->glDeleteBuffers(1, &indexBuffer);
+ }
+
+ GLuint vertexBuffer;
+ GLuint indexBuffer;
+
+ static QSGRendererVBOGeometryData *get(const QSGGeometry *g) {
+ QSGRendererVBOGeometryData *gd = static_cast<QSGRendererVBOGeometryData *>(QSGGeometryData::data(g));
+ if (!gd) {
+ gd = new QSGRendererVBOGeometryData;
+ QSGGeometryData::install(g, gd);
+ }
+ return gd;
+ }
+
+};
+
+static inline GLenum qt_drawTypeForPattern(QSGGeometry::DataPattern p)
+{
+ Q_ASSERT(p > 0 && p <= 3);
+ static GLenum drawTypes[] = { 0,
+ GL_STREAM_DRAW,
+ GL_DYNAMIC_DRAW,
+ GL_STATIC_DRAW
+ };
+ return drawTypes[p];
+}
+
+
+/*!
+ Issues the GL draw call for the geometry \a g using the material \a shader.
+
+ The function assumes that attributes have been bound and set up prior
+ to making this call.
+
+ \internal
+ */
+
+void QSGRenderer::draw(const QSGMaterialShader *shader, const QSGGeometry *g)
+{
+ // ### remove before final release...
+ static bool use_vbo = !QGuiApplication::arguments().contains(QLatin1String("--no-vbo"));
+
+ const void *vertexData;
+ int vertexByteSize = g->vertexCount() * g->sizeOfVertex();
+ if (use_vbo && g->vertexDataPattern() != QSGGeometry::AlwaysUploadPattern && vertexByteSize > 1024) {
+
+ // The base pointer for a VBO is 0
+ vertexData = 0;
+
+ bool updateData = QSGGeometryData::hasDirtyVertexData(g);
+ QSGRendererVBOGeometryData *gd = QSGRendererVBOGeometryData::get(g);
+ if (!gd->vertexBuffer) {
+ glGenBuffers(1, &gd->vertexBuffer);
+ updateData = true;
+ }
+
+ glBindBuffer(GL_ARRAY_BUFFER, gd->vertexBuffer);
+ m_vertex_buffer_bound = true;
+
+ if (updateData) {
+ glBufferData(GL_ARRAY_BUFFER, vertexByteSize, g->vertexData(),
+ qt_drawTypeForPattern(g->vertexDataPattern()));
+ QSGGeometryData::clearDirtyVertexData(g);
+ }
+
+ } else {
+ if (m_vertex_buffer_bound) {
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ m_vertex_buffer_bound = false;
+ }
+ vertexData = g->vertexData();
+ }
+
+ // Bind the vertices to attributes...
+ char const *const *attrNames = shader->attributeNames();
+ int offset = 0;
+ for (int j = 0; attrNames[j]; ++j) {
+ if (!*attrNames[j])
+ continue;
+ Q_ASSERT_X(j < g->attributeCount(), "QSGRenderer::bindGeometry()", "Geometry lacks attribute required by material");
+ const QSGGeometry::Attribute &a = g->attributes()[j];
+ Q_ASSERT_X(j == a.position, "QSGRenderer::bindGeometry()", "Geometry does not have continuous attribute positions");
+
+#if defined(QT_OPENGL_ES_2)
+ GLboolean normalize = a.type != GL_FLOAT;
+#else
+ GLboolean normalize = a.type != GL_FLOAT && a.type != GL_DOUBLE;
+#endif
+ glVertexAttribPointer(a.position, a.tupleSize, a.type, normalize, g->sizeOfVertex(), (char *) vertexData + offset);
+ offset += a.tupleSize * size_of_type(a.type);
+ }
+
+ // Set up the indices...
+ const void *indexData;
+ if (use_vbo && g->indexDataPattern() != QSGGeometry::AlwaysUploadPattern && g->indexCount() > 512) {
+
+ // Base pointer for a VBO is 0
+ indexData = 0;
+
+ bool updateData = QSGGeometryData::hasDirtyIndexData(g);
+ QSGRendererVBOGeometryData *gd = QSGRendererVBOGeometryData::get(g);
+ if (!gd->indexBuffer) {
+ glGenBuffers(1, &gd->indexBuffer);
+ updateData = true;
+ }
+
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, gd->indexBuffer);
+ m_index_buffer_bound = true;
+
+ if (updateData) {
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER,
+ g->indexCount() * g->sizeOfIndex(),
+ g->indexData(),
+ qt_drawTypeForPattern(g->indexDataPattern()));
+ QSGGeometryData::clearDirtyIndexData(g);
+ }
+
+ } else {
+ if (m_index_buffer_bound) {
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+ m_index_buffer_bound = false;
+ }
+ indexData = g->indexData();
+ }
+
+
+ // draw the stuff...
+ if (g->indexCount()) {
+ glDrawElements(g->drawingMode(), g->indexCount(), g->indexType(), indexData);
+ } else {
+ glDrawArrays(g->drawingMode(), 0, g->vertexCount());
+ }
+
+ // We leave buffers bound for now... They will be reset by bind on next draw() or
+ // set back to 0 if next draw is not using VBOs
+
+}
+
+/*!
+ \class QSGNodeDumper
+ \brief The QSGNodeDumper class provides a way of dumping a scene grahp to the console.
+
+ This class is solely for debugging purposes.
+
+ \internal
+ */
+
+void QSGNodeDumper::dump(QSGNode *n)
+{
+ QSGNodeDumper dump;
+ dump.visitNode(n);
+}
+
+void QSGNodeDumper::visitNode(QSGNode *n)
+{
+ qDebug() << QString(m_indent * 2, QLatin1Char(' ')) << n;
+ QSGNodeVisitor::visitNode(n);
+}
+
+void QSGNodeDumper::visitChildren(QSGNode *n)
+{
+ ++m_indent;
+ QSGNodeVisitor::visitChildren(n);
+ --m_indent;
+}
+
+
+QT_END_NAMESPACE