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authorPaolo Angelelli <paolo.angelelli@qt.io>2018-04-10 17:33:19 +0200
committerSimon Hausmann <simon.hausmann@qt.io>2018-06-21 12:29:09 +0000
commit55db3890f44c7bef9a6ecb2b2f3bf31e288a3cd8 (patch)
tree440c030ab4d4230e10b545c0547bf911374975eb /src/quickshapes/qquicknvprfunctions.cpp
parent3c14450a3e08fdaf6fb4933e354e17e4944a084f (diff)
Move QtQuick.Shapes implementation to qtquickshapes, privately exported
This change moves the implementation of QtQuick.Shapes into an own qt module, where classes are privately exported. In this way Shapes QML types can be internally (= from other Qt modules) instantiated also from cpp. Change-Id: I428f981f0a1f3083e6571cbeaffa706fd8ef7254 Reviewed-by: Shawn Rutledge <shawn.rutledge@qt.io> Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
Diffstat (limited to 'src/quickshapes/qquicknvprfunctions.cpp')
-rw-r--r--src/quickshapes/qquicknvprfunctions.cpp281
1 files changed, 281 insertions, 0 deletions
diff --git a/src/quickshapes/qquicknvprfunctions.cpp b/src/quickshapes/qquicknvprfunctions.cpp
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+/****************************************************************************
+**
+** Copyright (C) 2016 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the QtQuick 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.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "qquicknvprfunctions_p.h"
+
+#if QT_CONFIG(opengl)
+
+#include <QOpenGLContext>
+#include <QOffscreenSurface>
+#include <QOpenGLExtraFunctions>
+#include "qquicknvprfunctions_p_p.h"
+
+QT_BEGIN_NAMESPACE
+
+/*!
+ \class QQuickNvprFunctions
+
+ \brief Function resolvers and other helpers for GL_NV_path_rendering
+ for both desktop (GL 4.3+) and mobile/embedded (GLES 3.1+) in a manner
+ that does not distract builds that do not have NVPR support either at
+ compile or run time.
+
+ \internal
+ */
+
+QQuickNvprFunctions::QQuickNvprFunctions()
+ : d(new QQuickNvprFunctionsPrivate(this))
+{
+}
+
+QQuickNvprFunctions::~QQuickNvprFunctions()
+{
+ delete d;
+}
+
+/*!
+ \return a recommended QSurfaceFormat suitable for GL_NV_path_rendering on top
+ of OpenGL 4.3 or OpenGL ES 3.1.
+ */
+QSurfaceFormat QQuickNvprFunctions::format()
+{
+ QSurfaceFormat fmt;
+ fmt.setDepthBufferSize(24);
+ fmt.setStencilBufferSize(8);
+ if (QOpenGLContext::openGLModuleType() == QOpenGLContext::LibGL) {
+ fmt.setVersion(4, 3);
+ fmt.setProfile(QSurfaceFormat::CompatibilityProfile);
+ } else if (QOpenGLContext::openGLModuleType() == QOpenGLContext::LibGLES) {
+ fmt.setVersion(3, 1);
+ }
+ return fmt;
+}
+
+#define PROC(type, name) reinterpret_cast<type>(ctx->getProcAddress(#name))
+
+/*!
+ \return true if GL_NV_path_rendering is supported with the current OpenGL
+ context.
+
+ When there is no current context, a temporary dummy one will be created and
+ made current.
+ */
+bool QQuickNvprFunctions::isSupported()
+{
+ QOpenGLContext *ctx = QOpenGLContext::currentContext();
+ QScopedPointer<QOpenGLContext> tempContext;
+ QScopedPointer<QOffscreenSurface> tempSurface;
+ if (!ctx) {
+ tempContext.reset(new QOpenGLContext);
+ if (!tempContext->create())
+ return false;
+ ctx = tempContext.data();
+ tempSurface.reset(new QOffscreenSurface);
+ tempSurface->setFormat(ctx->format());
+ tempSurface->create();
+ if (!ctx->makeCurrent(tempSurface.data()))
+ return false;
+ }
+
+ if (!ctx->hasExtension(QByteArrayLiteral("GL_NV_path_rendering")))
+ return false;
+
+ // Check that GL_NV_Path_rendering extension is at least API revision 1.3
+ if (!PROC(PFNGLPROGRAMPATHFRAGMENTINPUTGENNVPROC, glProgramPathFragmentInputGenNV))
+ return false;
+
+ // Do not check for DSA as the string may not be exposed on ES
+ // drivers, yet the functions we need are resolvable.
+#if 0
+ if (!ctx->hasExtension(QByteArrayLiteral("GL_EXT_direct_state_access"))) {
+ qWarning("QtQuickPath/NVPR: GL_EXT_direct_state_access not supported");
+ return false;
+ }
+#endif
+
+ return true;
+}
+
+/*!
+ Initializes using the current OpenGL context.
+
+ \return true when GL_NV_path_rendering is supported and initialization was
+ successful.
+ */
+bool QQuickNvprFunctions::create()
+{
+ return isSupported() && d->resolve();
+}
+
+/*!
+ Creates a program pipeline consisting of a separable fragment shader program.
+
+ This is essential for using NVPR with OpenGL ES 3.1+ since normal,
+ GLES2-style programs would not work without a vertex shader.
+
+ \note \a fragmentShaderSource should be a \c{version 310 es} shader since
+ this works both on desktop and embedded NVIDIA drivers, thus avoiding the
+ need to fight GLSL and GLSL ES differences.
+
+ The pipeline object is stored into \a pipeline, the fragment shader program
+ into \a program.
+
+ Use QOpenGLExtraFunctions to set uniforms, bind the pipeline, etc.
+
+ \return \c false on failure in which case the error log is printed on the
+ debug output. \c true on success.
+ */
+bool QQuickNvprFunctions::createFragmentOnlyPipeline(const char *fragmentShaderSource, GLuint *pipeline, GLuint *program)
+{
+ QOpenGLContext *ctx = QOpenGLContext::currentContext();
+ if (!ctx)
+ return false;
+
+ QOpenGLExtraFunctions *f = ctx->extraFunctions();
+ *program = f->glCreateShaderProgramv(GL_FRAGMENT_SHADER, 1, &fragmentShaderSource);
+ GLint status = 0;
+ f->glGetProgramiv(*program, GL_LINK_STATUS, &status);
+ if (!status) {
+ GLint len = 0;
+ f->glGetProgramiv(*program, GL_INFO_LOG_LENGTH, &len);
+ if (len) {
+ QByteArray s;
+ s.resize(len);
+ f->glGetProgramInfoLog(*program, s.count(), nullptr, s.data());
+ qWarning("Failed to create separable shader program:\n%s", s.constData());
+ }
+ return false;
+ }
+
+ f->glGenProgramPipelines(1, pipeline);
+ f->glUseProgramStages(*pipeline, GL_FRAGMENT_SHADER_BIT, *program);
+ f->glActiveShaderProgram(*pipeline, *program);
+
+ f->glValidateProgramPipeline(*pipeline);
+ status = 0;
+ f->glGetProgramPipelineiv(*pipeline, GL_VALIDATE_STATUS, &status);
+ if (!status) {
+ GLint len = 0;
+ f->glGetProgramPipelineiv(*pipeline, GL_INFO_LOG_LENGTH, &len);
+ if (len) {
+ QByteArray s;
+ s.resize(len);
+ f->glGetProgramPipelineInfoLog(*pipeline, s.count(), nullptr, s.data());
+ qWarning("Program pipeline validation failed:\n%s", s.constData());
+ }
+ return false;
+ }
+
+ return true;
+}
+
+bool QQuickNvprFunctionsPrivate::resolve()
+{
+ QOpenGLContext *ctx = QOpenGLContext::currentContext();
+
+ q->genPaths = PROC(PFNGLGENPATHSNVPROC, glGenPathsNV);
+ q->deletePaths = PROC(PFNGLDELETEPATHSNVPROC, glDeletePathsNV);
+ q->isPath = PROC(PFNGLISPATHNVPROC, glIsPathNV);
+ q->pathCommands = PROC(PFNGLPATHCOMMANDSNVPROC, glPathCommandsNV);
+ q->pathCoords = PROC(PFNGLPATHCOORDSNVPROC, glPathCoordsNV);
+ q->pathSubCommands = PROC(PFNGLPATHSUBCOMMANDSNVPROC, glPathSubCommandsNV);
+ q->pathSubCoords = PROC(PFNGLPATHSUBCOORDSNVPROC, glPathSubCoordsNV);
+ q->pathString = PROC(PFNGLPATHSTRINGNVPROC, glPathStringNV);
+ q->pathGlyphs = PROC(PFNGLPATHGLYPHSNVPROC, glPathGlyphsNV);
+ q->pathGlyphRange = PROC(PFNGLPATHGLYPHRANGENVPROC, glPathGlyphRangeNV);
+ q->weightPaths = PROC(PFNGLWEIGHTPATHSNVPROC, glWeightPathsNV);
+ q->copyPath = PROC(PFNGLCOPYPATHNVPROC, glCopyPathNV);
+ q->interpolatePaths = PROC(PFNGLINTERPOLATEPATHSNVPROC, glInterpolatePathsNV);
+ q->transformPath = PROC(PFNGLTRANSFORMPATHNVPROC, glTransformPathNV);
+ q->pathParameteriv = PROC(PFNGLPATHPARAMETERIVNVPROC, glPathParameterivNV);
+ q->pathParameteri = PROC(PFNGLPATHPARAMETERINVPROC, glPathParameteriNV);
+ q->pathParameterfv = PROC(PFNGLPATHPARAMETERFVNVPROC, glPathParameterfvNV);
+ q->pathParameterf = PROC(PFNGLPATHPARAMETERFNVPROC, glPathParameterfNV);
+ q->pathDashArray = PROC(PFNGLPATHDASHARRAYNVPROC, glPathDashArrayNV);
+ q->pathStencilFunc = PROC(PFNGLPATHSTENCILFUNCNVPROC, glPathStencilFuncNV);
+ q->pathStencilDepthOffset = PROC(PFNGLPATHSTENCILDEPTHOFFSETNVPROC, glPathStencilDepthOffsetNV);
+ q->stencilFillPath = PROC(PFNGLSTENCILFILLPATHNVPROC, glStencilFillPathNV);
+ q->stencilStrokePath = PROC(PFNGLSTENCILSTROKEPATHNVPROC, glStencilStrokePathNV);
+ q->stencilFillPathInstanced = PROC(PFNGLSTENCILFILLPATHINSTANCEDNVPROC, glStencilFillPathInstancedNV);
+ q->stencilStrokePathInstanced = PROC(PFNGLSTENCILSTROKEPATHINSTANCEDNVPROC, glStencilStrokePathInstancedNV);
+ q->pathCoverDepthFunc = PROC(PFNGLPATHCOVERDEPTHFUNCNVPROC, glPathCoverDepthFuncNV);
+ q->coverFillPath = PROC(PFNGLCOVERFILLPATHNVPROC, glCoverFillPathNV);
+ q->coverStrokePath = PROC(PFNGLCOVERSTROKEPATHNVPROC, glCoverStrokePathNV);
+ q->coverFillPathInstanced = PROC(PFNGLCOVERFILLPATHINSTANCEDNVPROC, glCoverFillPathInstancedNV);
+ q->coverStrokePathInstanced = PROC(PFNGLCOVERSTROKEPATHINSTANCEDNVPROC, glCoverStrokePathInstancedNV);
+ q->getPathParameteriv = PROC(PFNGLGETPATHPARAMETERIVNVPROC, glGetPathParameterivNV);
+ q->getPathParameterfv = PROC(PFNGLGETPATHPARAMETERFVNVPROC, glGetPathParameterfvNV);
+ q->getPathCommands = PROC(PFNGLGETPATHCOMMANDSNVPROC, glGetPathCommandsNV);
+ q->getPathCoords = PROC(PFNGLGETPATHCOORDSNVPROC, glGetPathCoordsNV);
+ q->getPathDashArray = PROC(PFNGLGETPATHDASHARRAYNVPROC, glGetPathDashArrayNV);
+ q->getPathMetrics = PROC(PFNGLGETPATHMETRICSNVPROC, glGetPathMetricsNV);
+ q->getPathMetricRange = PROC(PFNGLGETPATHMETRICRANGENVPROC, glGetPathMetricRangeNV);
+ q->getPathSpacing = PROC(PFNGLGETPATHSPACINGNVPROC, glGetPathSpacingNV);
+ q->isPointInFillPath = PROC(PFNGLISPOINTINFILLPATHNVPROC, glIsPointInFillPathNV);
+ q->isPointInStrokePath = PROC(PFNGLISPOINTINSTROKEPATHNVPROC, glIsPointInStrokePathNV);
+ q->getPathLength = PROC(PFNGLGETPATHLENGTHNVPROC, glGetPathLengthNV);
+ q->getPointAlongPath = PROC(PFNGLPOINTALONGPATHNVPROC, glPointAlongPathNV);
+ q->matrixLoad3x2f = PROC(PFNGLMATRIXLOAD3X2FNVPROC, glMatrixLoad3x2fNV);
+ q->matrixLoad3x3f = PROC(PFNGLMATRIXLOAD3X3FNVPROC, glMatrixLoad3x3fNV);
+ q->matrixLoadTranspose3x3f = PROC(PFNGLMATRIXLOADTRANSPOSE3X3FNVPROC, glMatrixLoadTranspose3x3fNV);
+ q->matrixMult3x2f = PROC(PFNGLMATRIXMULT3X2FNVPROC, glMatrixMult3x2fNV);
+ q->matrixMult3x3f = PROC(PFNGLMATRIXMULT3X3FNVPROC, glMatrixMult3x3fNV);
+ q->matrixMultTranspose3x3f = PROC(PFNGLMATRIXMULTTRANSPOSE3X3FNVPROC, glMatrixMultTranspose3x3fNV);
+ q->stencilThenCoverFillPath = PROC(PFNGLSTENCILTHENCOVERFILLPATHNVPROC, glStencilThenCoverFillPathNV);
+ q->stencilThenCoverStrokePath = PROC(PFNGLSTENCILTHENCOVERSTROKEPATHNVPROC, glStencilThenCoverStrokePathNV);
+ q->stencilThenCoverFillPathInstanced = PROC(PFNGLSTENCILTHENCOVERFILLPATHINSTANCEDNVPROC, glStencilThenCoverFillPathInstancedNV);
+ q->stencilThenCoverStrokePathInstanced = PROC(PFNGLSTENCILTHENCOVERSTROKEPATHINSTANCEDNVPROC, glStencilThenCoverStrokePathInstancedNV);
+ q->pathGlyphIndexRange = PROC(PFNGLPATHGLYPHINDEXRANGENVPROC, glPathGlyphIndexRangeNV);
+ q->pathGlyphIndexArray = PROC(PFNGLPATHGLYPHINDEXARRAYNVPROC, glPathGlyphIndexArrayNV);
+ q->pathMemoryGlyphIndexArray = PROC(PFNGLPATHMEMORYGLYPHINDEXARRAYNVPROC, glPathMemoryGlyphIndexArrayNV);
+ q->programPathFragmentInputGen = PROC(PFNGLPROGRAMPATHFRAGMENTINPUTGENNVPROC, glProgramPathFragmentInputGenNV);
+ q->getProgramResourcefv = PROC(PFNGLGETPROGRAMRESOURCEFVNVPROC, glGetProgramResourcefvNV);
+
+ q->matrixLoadf = PROC(PFNGLMATRIXLOADFEXTPROC, glMatrixLoadfEXT);
+ q->matrixLoadIdentity = PROC(PFNGLMATRIXLOADIDENTITYEXTPROC, glMatrixLoadIdentityEXT);
+
+ return q->genPaths != nullptr // base path rendering ext
+ && q->programPathFragmentInputGen != nullptr // updated path rendering ext
+ && q->matrixLoadf != nullptr // direct state access ext
+ && q->matrixLoadIdentity != nullptr;
+}
+
+QT_END_NAMESPACE
+
+#endif // QT_CONFIG(opengl)