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diff --git a/src/imports/shapes/qquickshapenvprrenderer.cpp b/src/imports/shapes/qquickshapenvprrenderer.cpp
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+++ b/src/imports/shapes/qquickshapenvprrenderer.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 "qquickshapenvprrenderer_p.h"
+#include <QOpenGLExtraFunctions>
+#include <QOpenGLFramebufferObject>
+#include <QOpenGLShaderProgram>
+#include <QOpenGLBuffer>
+#include <qmath.h>
+#include <private/qquickpath_p_p.h>
+
+QT_BEGIN_NAMESPACE
+
+void QQuickShapeNvprRenderer::beginSync(int totalCount)
+{
+ if (m_sp.count() != totalCount) {
+ m_sp.resize(totalCount);
+ m_accDirty |= DirtyList;
+ }
+}
+
+void QQuickShapeNvprRenderer::setPath(int index, const QQuickPath *path)
+{
+ ShapePathGuiData &d(m_sp[index]);
+ convertPath(path, &d);
+ d.dirty |= DirtyPath;
+ m_accDirty |= DirtyPath;
+}
+
+void QQuickShapeNvprRenderer::setStrokeColor(int index, const QColor &color)
+{
+ ShapePathGuiData &d(m_sp[index]);
+ d.strokeColor = color;
+ d.dirty |= DirtyStyle;
+ m_accDirty |= DirtyStyle;
+}
+
+void QQuickShapeNvprRenderer::setStrokeWidth(int index, qreal w)
+{
+ ShapePathGuiData &d(m_sp[index]);
+ d.strokeWidth = w;
+ d.dirty |= DirtyStyle;
+ m_accDirty |= DirtyStyle;
+}
+
+void QQuickShapeNvprRenderer::setFillColor(int index, const QColor &color)
+{
+ ShapePathGuiData &d(m_sp[index]);
+ d.fillColor = color;
+ d.dirty |= DirtyStyle;
+ m_accDirty |= DirtyStyle;
+}
+
+void QQuickShapeNvprRenderer::setFillRule(int index, QQuickShapePath::FillRule fillRule)
+{
+ ShapePathGuiData &d(m_sp[index]);
+ d.fillRule = fillRule;
+ d.dirty |= DirtyFillRule;
+ m_accDirty |= DirtyFillRule;
+}
+
+void QQuickShapeNvprRenderer::setJoinStyle(int index, QQuickShapePath::JoinStyle joinStyle, int miterLimit)
+{
+ ShapePathGuiData &d(m_sp[index]);
+ d.joinStyle = joinStyle;
+ d.miterLimit = miterLimit;
+ d.dirty |= DirtyStyle;
+ m_accDirty |= DirtyStyle;
+}
+
+void QQuickShapeNvprRenderer::setCapStyle(int index, QQuickShapePath::CapStyle capStyle)
+{
+ ShapePathGuiData &d(m_sp[index]);
+ d.capStyle = capStyle;
+ d.dirty |= DirtyStyle;
+ m_accDirty |= DirtyStyle;
+}
+
+void QQuickShapeNvprRenderer::setStrokeStyle(int index, QQuickShapePath::StrokeStyle strokeStyle,
+ qreal dashOffset, const QVector<qreal> &dashPattern)
+{
+ ShapePathGuiData &d(m_sp[index]);
+ d.dashActive = strokeStyle == QQuickShapePath::DashLine;
+ d.dashOffset = dashOffset;
+ d.dashPattern = dashPattern;
+ d.dirty |= DirtyDash;
+ m_accDirty |= DirtyDash;
+}
+
+void QQuickShapeNvprRenderer::setFillGradient(int index, QQuickShapeGradient *gradient)
+{
+ ShapePathGuiData &d(m_sp[index]);
+ if (gradient) {
+ d.fillGradient.stops = gradient->gradientStops(); // sorted
+ d.fillGradient.spread = gradient->spread();
+ if (QQuickShapeLinearGradient *g = qobject_cast<QQuickShapeLinearGradient *>(gradient)) {
+ d.fillGradientActive = LinearGradient;
+ d.fillGradient.a = QPointF(g->x1(), g->y1());
+ d.fillGradient.b = QPointF(g->x2(), g->y2());
+ } else if (QQuickShapeRadialGradient *g = qobject_cast<QQuickShapeRadialGradient *>(gradient)) {
+ d.fillGradientActive = RadialGradient;
+ d.fillGradient.a = QPointF(g->centerX(), g->centerY());
+ d.fillGradient.b = QPointF(g->focalX(), g->focalY());
+ d.fillGradient.v0 = g->centerRadius();
+ d.fillGradient.v1 = g->focalRadius();
+ } else if (QQuickShapeConicalGradient *g = qobject_cast<QQuickShapeConicalGradient *>(gradient)) {
+ d.fillGradientActive = ConicalGradient;
+ d.fillGradient.a = QPointF(g->centerX(), g->centerY());
+ d.fillGradient.v0 = g->angle();
+ } else {
+ Q_UNREACHABLE();
+ }
+ } else {
+ d.fillGradientActive = NoGradient;
+ }
+ d.dirty |= DirtyFillGradient;
+ m_accDirty |= DirtyFillGradient;
+}
+
+void QQuickShapeNvprRenderer::endSync(bool)
+{
+}
+
+void QQuickShapeNvprRenderer::setNode(QQuickShapeNvprRenderNode *node)
+{
+ if (m_node != node) {
+ m_node = node;
+ m_accDirty |= DirtyList;
+ }
+}
+
+QDebug operator<<(QDebug debug, const QQuickShapeNvprRenderer::NvprPath &path)
+{
+ QDebugStateSaver saver(debug);
+ debug.space().noquote();
+ if (!path.str.isEmpty()) {
+ debug << "Path with SVG string" << path.str;
+ return debug;
+ }
+ debug << "Path with" << path.cmd.count() << "commands";
+ int ci = 0;
+ for (GLubyte cmd : path.cmd) {
+ static struct { GLubyte cmd; const char *s; int coordCount; } nameTab[] = {
+ { GL_MOVE_TO_NV, "moveTo", 2 },
+ { GL_LINE_TO_NV, "lineTo", 2 },
+ { GL_QUADRATIC_CURVE_TO_NV, "quadTo", 4 },
+ { GL_CUBIC_CURVE_TO_NV, "cubicTo", 6 },
+ { GL_LARGE_CW_ARC_TO_NV, "arcTo-large-CW", 5 },
+ { GL_LARGE_CCW_ARC_TO_NV, "arcTo-large-CCW", 5 },
+ { GL_SMALL_CW_ARC_TO_NV, "arcTo-small-CW", 5 },
+ { GL_SMALL_CCW_ARC_TO_NV, "arcTo-small-CCW", 5 },
+ { GL_CLOSE_PATH_NV, "closePath", 0 } };
+ for (size_t i = 0; i < sizeof(nameTab) / sizeof(nameTab[0]); ++i) {
+ if (nameTab[i].cmd == cmd) {
+ QByteArray cs;
+ for (int j = 0; j < nameTab[i].coordCount; ++j) {
+ cs.append(QByteArray::number(path.coord[ci++]));
+ cs.append(' ');
+ }
+ debug << "\n " << nameTab[i].s << " " << cs;
+ break;
+ }
+ }
+ }
+ return debug;
+}
+
+static inline void appendCoords(QVector<GLfloat> *v, QQuickCurve *c, QPointF *pos)
+{
+ QPointF p(c->hasRelativeX() ? pos->x() + c->relativeX() : c->x(),
+ c->hasRelativeY() ? pos->y() + c->relativeY() : c->y());
+ v->append(p.x());
+ v->append(p.y());
+ *pos = p;
+}
+
+static inline void appendControlCoords(QVector<GLfloat> *v, QQuickPathQuad *c, const QPointF &pos)
+{
+ QPointF p(c->hasRelativeControlX() ? pos.x() + c->relativeControlX() : c->controlX(),
+ c->hasRelativeControlY() ? pos.y() + c->relativeControlY() : c->controlY());
+ v->append(p.x());
+ v->append(p.y());
+}
+
+static inline void appendControl1Coords(QVector<GLfloat> *v, QQuickPathCubic *c, const QPointF &pos)
+{
+ QPointF p(c->hasRelativeControl1X() ? pos.x() + c->relativeControl1X() : c->control1X(),
+ c->hasRelativeControl1Y() ? pos.y() + c->relativeControl1Y() : c->control1Y());
+ v->append(p.x());
+ v->append(p.y());
+}
+
+static inline void appendControl2Coords(QVector<GLfloat> *v, QQuickPathCubic *c, const QPointF &pos)
+{
+ QPointF p(c->hasRelativeControl2X() ? pos.x() + c->relativeControl2X() : c->control2X(),
+ c->hasRelativeControl2Y() ? pos.y() + c->relativeControl2Y() : c->control2Y());
+ v->append(p.x());
+ v->append(p.y());
+}
+
+void QQuickShapeNvprRenderer::convertPath(const QQuickPath *path, ShapePathGuiData *d)
+{
+ d->path = NvprPath();
+ if (!path)
+ return;
+
+ const QList<QQuickPathElement *> &pp(QQuickPathPrivate::get(path)->_pathElements);
+ if (pp.isEmpty())
+ return;
+
+ QPointF startPos(path->startX(), path->startY());
+ QPointF pos(startPos);
+ if (!qFuzzyIsNull(pos.x()) || !qFuzzyIsNull(pos.y())) {
+ d->path.cmd.append(GL_MOVE_TO_NV);
+ d->path.coord.append(pos.x());
+ d->path.coord.append(pos.y());
+ }
+
+ for (QQuickPathElement *e : pp) {
+ if (QQuickPathMove *o = qobject_cast<QQuickPathMove *>(e)) {
+ d->path.cmd.append(GL_MOVE_TO_NV);
+ appendCoords(&d->path.coord, o, &pos);
+ startPos = pos;
+ } else if (QQuickPathLine *o = qobject_cast<QQuickPathLine *>(e)) {
+ d->path.cmd.append(GL_LINE_TO_NV);
+ appendCoords(&d->path.coord, o, &pos);
+ } else if (QQuickPathQuad *o = qobject_cast<QQuickPathQuad *>(e)) {
+ d->path.cmd.append(GL_QUADRATIC_CURVE_TO_NV);
+ appendControlCoords(&d->path.coord, o, pos);
+ appendCoords(&d->path.coord, o, &pos);
+ } else if (QQuickPathCubic *o = qobject_cast<QQuickPathCubic *>(e)) {
+ d->path.cmd.append(GL_CUBIC_CURVE_TO_NV);
+ appendControl1Coords(&d->path.coord, o, pos);
+ appendControl2Coords(&d->path.coord, o, pos);
+ appendCoords(&d->path.coord, o, &pos);
+ } else if (QQuickPathArc *o = qobject_cast<QQuickPathArc *>(e)) {
+ const bool sweepFlag = o->direction() == QQuickPathArc::Clockwise; // maps to CCW, not a typo
+ GLenum cmd;
+ if (o->useLargeArc())
+ cmd = sweepFlag ? GL_LARGE_CCW_ARC_TO_NV : GL_LARGE_CW_ARC_TO_NV;
+ else
+ cmd = sweepFlag ? GL_SMALL_CCW_ARC_TO_NV : GL_SMALL_CW_ARC_TO_NV;
+ d->path.cmd.append(cmd);
+ d->path.coord.append(o->radiusX());
+ d->path.coord.append(o->radiusY());
+ d->path.coord.append(o->xAxisRotation());
+ appendCoords(&d->path.coord, o, &pos);
+ } else if (QQuickPathSvg *o = qobject_cast<QQuickPathSvg *>(e)) {
+ // PathSvg cannot be combined with other elements. But take at
+ // least startX and startY into account.
+ if (d->path.str.isEmpty())
+ d->path.str = QString(QStringLiteral("M %1 %2 ")).arg(pos.x()).arg(pos.y()).toUtf8();
+ d->path.str.append(o->path().toUtf8());
+ } else {
+ qWarning() << "Shape/NVPR: unsupported Path element" << e;
+ }
+ }
+
+ // For compatibility with QTriangulatingStroker. SVG and others would not
+ // implicitly close the path when end_pos == start_pos (start_pos being the
+ // last moveTo pos); that would still need an explicit 'z' or similar. We
+ // don't have an explicit close command, so just fake a close when the
+ // positions match.
+ if (pos == startPos)
+ d->path.cmd.append(GL_CLOSE_PATH_NV);
+}
+
+static inline QVector4D qsg_premultiply(const QColor &c, float globalOpacity)
+{
+ const float o = c.alphaF() * globalOpacity;
+ return QVector4D(c.redF() * o, c.greenF() * o, c.blueF() * o, o);
+}
+
+void QQuickShapeNvprRenderer::updateNode()
+{
+ // Called on the render thread with gui blocked -> update the node with its
+ // own copy of all relevant data.
+
+ if (!m_accDirty)
+ return;
+
+ const int count = m_sp.count();
+ const bool listChanged = m_accDirty & DirtyList;
+ if (listChanged)
+ m_node->m_sp.resize(count);
+
+ for (int i = 0; i < count; ++i) {
+ ShapePathGuiData &src(m_sp[i]);
+ QQuickShapeNvprRenderNode::ShapePathRenderData &dst(m_node->m_sp[i]);
+
+ int dirty = src.dirty;
+ src.dirty = 0;
+ if (listChanged)
+ dirty |= DirtyPath | DirtyStyle | DirtyFillRule | DirtyDash | DirtyFillGradient;
+
+ // updateNode() can be called several times with different dirty
+ // states before render() gets invoked. So accumulate.
+ dst.dirty |= dirty;
+
+ if (dirty & DirtyPath)
+ dst.source = src.path;
+
+ if (dirty & DirtyStyle) {
+ dst.strokeWidth = src.strokeWidth;
+ dst.strokeColor = qsg_premultiply(src.strokeColor, 1.0f);
+ dst.fillColor = qsg_premultiply(src.fillColor, 1.0f);
+ switch (src.joinStyle) {
+ case QQuickShapePath::MiterJoin:
+ dst.joinStyle = GL_MITER_TRUNCATE_NV;
+ break;
+ case QQuickShapePath::BevelJoin:
+ dst.joinStyle = GL_BEVEL_NV;
+ break;
+ case QQuickShapePath::RoundJoin:
+ dst.joinStyle = GL_ROUND_NV;
+ break;
+ default:
+ Q_UNREACHABLE();
+ }
+ dst.miterLimit = src.miterLimit;
+ switch (src.capStyle) {
+ case QQuickShapePath::FlatCap:
+ dst.capStyle = GL_FLAT;
+ break;
+ case QQuickShapePath::SquareCap:
+ dst.capStyle = GL_SQUARE_NV;
+ break;
+ case QQuickShapePath::RoundCap:
+ dst.capStyle = GL_ROUND_NV;
+ break;
+ default:
+ Q_UNREACHABLE();
+ }
+ }
+
+ if (dirty & DirtyFillRule) {
+ switch (src.fillRule) {
+ case QQuickShapePath::OddEvenFill:
+ dst.fillRule = GL_INVERT;
+ break;
+ case QQuickShapePath::WindingFill:
+ dst.fillRule = GL_COUNT_UP_NV;
+ break;
+ default:
+ Q_UNREACHABLE();
+ }
+ }
+
+ if (dirty & DirtyDash) {
+ // Multiply by strokeWidth because the Shape API follows QPen
+ // meaning the input dash pattern and dash offset here are in width units.
+ dst.dashOffset = src.dashOffset * src.strokeWidth;
+ if (src.dashActive) {
+ if (src.dashPattern.isEmpty()) {
+ // default values for DashLine as defined in qpen.cpp
+ dst.dashPattern.resize(2);
+ dst.dashPattern[0] = 4 * src.strokeWidth; // dash
+ dst.dashPattern[1] = 2 * src.strokeWidth; // space
+ } else {
+ dst.dashPattern.resize(src.dashPattern.count());
+ for (int i = 0; i < src.dashPattern.count(); ++i)
+ dst.dashPattern[i] = GLfloat(src.dashPattern[i]) * src.strokeWidth;
+
+ // QPen expects a dash pattern of even length and so should we
+ if (src.dashPattern.count() % 2 != 0) {
+ qWarning("QQuickShapeNvprRenderNode: dash pattern not of even length");
+ dst.dashPattern << src.strokeWidth;
+ }
+ }
+ } else {
+ dst.dashPattern.clear();
+ }
+ }
+
+ if (dirty & DirtyFillGradient) {
+ dst.fillGradientActive = src.fillGradientActive;
+ if (src.fillGradientActive)
+ dst.fillGradient = src.fillGradient;
+ }
+ }
+
+ m_node->markDirty(QSGNode::DirtyMaterial);
+ m_accDirty = 0;
+}
+
+bool QQuickShapeNvprRenderNode::nvprInited = false;
+QQuickNvprFunctions QQuickShapeNvprRenderNode::nvpr;
+QQuickNvprMaterialManager QQuickShapeNvprRenderNode::mtlmgr;
+
+QQuickShapeNvprRenderNode::~QQuickShapeNvprRenderNode()
+{
+ releaseResources();
+}
+
+void QQuickShapeNvprRenderNode::releaseResources()
+{
+ for (ShapePathRenderData &d : m_sp) {
+ if (d.path) {
+ nvpr.deletePaths(d.path, 1);
+ d.path = 0;
+ }
+ if (d.fallbackFbo) {
+ delete d.fallbackFbo;
+ d.fallbackFbo = nullptr;
+ }
+ }
+
+ m_fallbackBlitter.destroy();
+}
+
+void QQuickNvprMaterialManager::create(QQuickNvprFunctions *nvpr)
+{
+ m_nvpr = nvpr;
+}
+
+void QQuickNvprMaterialManager::releaseResources()
+{
+ QOpenGLExtraFunctions *f = QOpenGLContext::currentContext()->extraFunctions();
+ for (MaterialDesc &mtl : m_materials) {
+ if (mtl.ppl) {
+ f->glDeleteProgramPipelines(1, &mtl.ppl);
+ mtl = MaterialDesc();
+ }
+ }
+}
+
+QQuickNvprMaterialManager::MaterialDesc *QQuickNvprMaterialManager::activateMaterial(Material m)
+{
+ QOpenGLExtraFunctions *f = QOpenGLContext::currentContext()->extraFunctions();
+ MaterialDesc &mtl(m_materials[m]);
+
+ if (!mtl.ppl) {
+ if (m == MatSolid) {
+ static const char *fragSrc =
+ "#version 310 es\n"
+ "precision highp float;\n"
+ "out vec4 fragColor;\n"
+ "uniform vec4 color;\n"
+ "uniform float opacity;\n"
+ "void main() {\n"
+ " fragColor = color * opacity;\n"
+ "}\n";
+ if (!m_nvpr->createFragmentOnlyPipeline(fragSrc, &mtl.ppl, &mtl.prg)) {
+ qWarning("NVPR: Failed to create shader pipeline for solid fill");
+ return nullptr;
+ }
+ Q_ASSERT(mtl.ppl && mtl.prg);
+ mtl.uniLoc[0] = f->glGetProgramResourceLocation(mtl.prg, GL_UNIFORM, "color");
+ Q_ASSERT(mtl.uniLoc[0] >= 0);
+ mtl.uniLoc[1] = f->glGetProgramResourceLocation(mtl.prg, GL_UNIFORM, "opacity");
+ Q_ASSERT(mtl.uniLoc[1] >= 0);
+ } else if (m == MatLinearGradient) {
+ static const char *fragSrc =
+ "#version 310 es\n"
+ "precision highp float;\n"
+ "layout(location = 0) in vec2 uv;"
+ "uniform float opacity;\n"
+ "uniform sampler2D gradTab;\n"
+ "uniform vec2 gradStart;\n"
+ "uniform vec2 gradEnd;\n"
+ "out vec4 fragColor;\n"
+ "void main() {\n"
+ " vec2 gradVec = gradEnd - gradStart;\n"
+ " float gradTabIndex = dot(gradVec, uv - gradStart) / (gradVec.x * gradVec.x + gradVec.y * gradVec.y);\n"
+ " fragColor = texture(gradTab, vec2(gradTabIndex, 0.5)) * opacity;\n"
+ "}\n";
+ if (!m_nvpr->createFragmentOnlyPipeline(fragSrc, &mtl.ppl, &mtl.prg)) {
+ qWarning("NVPR: Failed to create shader pipeline for linear gradient");
+ return nullptr;
+ }
+ Q_ASSERT(mtl.ppl && mtl.prg);
+ mtl.uniLoc[1] = f->glGetProgramResourceLocation(mtl.prg, GL_UNIFORM, "opacity");
+ Q_ASSERT(mtl.uniLoc[1] >= 0);
+ mtl.uniLoc[2] = f->glGetProgramResourceLocation(mtl.prg, GL_UNIFORM, "gradStart");
+ Q_ASSERT(mtl.uniLoc[2] >= 0);
+ mtl.uniLoc[3] = f->glGetProgramResourceLocation(mtl.prg, GL_UNIFORM, "gradEnd");
+ Q_ASSERT(mtl.uniLoc[3] >= 0);
+ } else if (m == MatRadialGradient) {
+ static const char *fragSrc =
+ "#version 310 es\n"
+ "precision highp float;\n"
+ "uniform sampler2D gradTab;\n"
+ "uniform float opacity;\n"
+ "uniform vec2 focalToCenter;\n"
+ "uniform float centerRadius;\n"
+ "uniform float focalRadius;\n"
+ "uniform vec2 translationPoint;\n"
+ "layout(location = 0) in vec2 uv;\n"
+ "out vec4 fragColor;\n"
+ "void main() {\n"
+ " vec2 coord = uv - translationPoint;\n"
+ " float rd = centerRadius - focalRadius;\n"
+ " float b = 2.0 * (rd * focalRadius + dot(coord, focalToCenter));\n"
+ " float fmp2_m_radius2 = -focalToCenter.x * focalToCenter.x - focalToCenter.y * focalToCenter.y + rd * rd;\n"
+ " float inverse_2_fmp2_m_radius2 = 1.0 / (2.0 * fmp2_m_radius2);\n"
+ " float det = b * b - 4.0 * fmp2_m_radius2 * ((focalRadius * focalRadius) - dot(coord, coord));\n"
+ " vec4 result = vec4(0.0);\n"
+ " if (det >= 0.0) {\n"
+ " float detSqrt = sqrt(det);\n"
+ " float w = max((-b - detSqrt) * inverse_2_fmp2_m_radius2, (-b + detSqrt) * inverse_2_fmp2_m_radius2);\n"
+ " if (focalRadius + w * (centerRadius - focalRadius) >= 0.0)\n"
+ " result = texture(gradTab, vec2(w, 0.5)) * opacity;\n"
+ " }\n"
+ " fragColor = result;\n"
+ "}\n";
+ if (!m_nvpr->createFragmentOnlyPipeline(fragSrc, &mtl.ppl, &mtl.prg)) {
+ qWarning("NVPR: Failed to create shader pipeline for radial gradient");
+ return nullptr;
+ }
+ Q_ASSERT(mtl.ppl && mtl.prg);
+ mtl.uniLoc[1] = f->glGetProgramResourceLocation(mtl.prg, GL_UNIFORM, "opacity");
+ Q_ASSERT(mtl.uniLoc[1] >= 0);
+ mtl.uniLoc[2] = f->glGetProgramResourceLocation(mtl.prg, GL_UNIFORM, "focalToCenter");
+ Q_ASSERT(mtl.uniLoc[2] >= 0);
+ mtl.uniLoc[3] = f->glGetProgramResourceLocation(mtl.prg, GL_UNIFORM, "centerRadius");
+ Q_ASSERT(mtl.uniLoc[3] >= 0);
+ mtl.uniLoc[4] = f->glGetProgramResourceLocation(mtl.prg, GL_UNIFORM, "focalRadius");
+ Q_ASSERT(mtl.uniLoc[4] >= 0);
+ mtl.uniLoc[5] = f->glGetProgramResourceLocation(mtl.prg, GL_UNIFORM, "translationPoint");
+ Q_ASSERT(mtl.uniLoc[5] >= 0);
+ } else if (m == MatConicalGradient) {
+ static const char *fragSrc =
+ "#version 310 es\n"
+ "precision highp float;\n"
+ "#define INVERSE_2PI 0.1591549430918953358\n"
+ "uniform sampler2D gradTab;\n"
+ "uniform float opacity;\n"
+ "uniform float angle;\n"
+ "uniform vec2 translationPoint;\n"
+ "layout(location = 0) in vec2 uv;\n"
+ "out vec4 fragColor;\n"
+ "void main() {\n"
+ " vec2 coord = uv - translationPoint;\n"
+ " float t;\n"
+ " if (abs(coord.y) == abs(coord.x))\n"
+ " t = (atan(-coord.y + 0.002, coord.x) + angle) * INVERSE_2PI;\n"
+ " else\n"
+ " t = (atan(-coord.y, coord.x) + angle) * INVERSE_2PI;\n"
+ " fragColor = texture(gradTab, vec2(t - floor(t), 0.5)) * opacity;\n"
+ "}\n";
+ if (!m_nvpr->createFragmentOnlyPipeline(fragSrc, &mtl.ppl, &mtl.prg)) {
+ qWarning("NVPR: Failed to create shader pipeline for conical gradient");
+ return nullptr;
+ }
+ Q_ASSERT(mtl.ppl && mtl.prg);
+ mtl.uniLoc[1] = f->glGetProgramResourceLocation(mtl.prg, GL_UNIFORM, "opacity");
+ Q_ASSERT(mtl.uniLoc[1] >= 0);
+ mtl.uniLoc[2] = f->glGetProgramResourceLocation(mtl.prg, GL_UNIFORM, "angle");
+ Q_ASSERT(mtl.uniLoc[2] >= 0);
+ mtl.uniLoc[3] = f->glGetProgramResourceLocation(mtl.prg, GL_UNIFORM, "translationPoint");
+ Q_ASSERT(mtl.uniLoc[3] >= 0);
+ } else {
+ Q_UNREACHABLE();
+ }
+ }
+
+ f->glBindProgramPipeline(mtl.ppl);
+
+ return &mtl;
+}
+
+void QQuickShapeNvprRenderNode::updatePath(ShapePathRenderData *d)
+{
+ if (d->dirty & QQuickShapeNvprRenderer::DirtyPath) {
+ if (!d->path) {
+ d->path = nvpr.genPaths(1);
+ Q_ASSERT(d->path != 0);
+ }
+ if (d->source.str.isEmpty()) {
+ nvpr.pathCommands(d->path, d->source.cmd.count(), d->source.cmd.constData(),
+ d->source.coord.count(), GL_FLOAT, d->source.coord.constData());
+ } else {
+ nvpr.pathString(d->path, GL_PATH_FORMAT_SVG_NV, d->source.str.count(), d->source.str.constData());
+ }
+ }
+
+ if (d->dirty & QQuickShapeNvprRenderer::DirtyStyle) {
+ nvpr.pathParameterf(d->path, GL_PATH_STROKE_WIDTH_NV, d->strokeWidth);
+ nvpr.pathParameteri(d->path, GL_PATH_JOIN_STYLE_NV, d->joinStyle);
+ nvpr.pathParameteri(d->path, GL_PATH_MITER_LIMIT_NV, d->miterLimit);
+ nvpr.pathParameteri(d->path, GL_PATH_END_CAPS_NV, d->capStyle);
+ nvpr.pathParameteri(d->path, GL_PATH_DASH_CAPS_NV, d->capStyle);
+ }
+
+ if (d->dirty & QQuickShapeNvprRenderer::DirtyDash) {
+ nvpr.pathParameterf(d->path, GL_PATH_DASH_OFFSET_NV, d->dashOffset);
+ // count == 0 -> no dash
+ nvpr.pathDashArray(d->path, d->dashPattern.count(), d->dashPattern.constData());
+ }
+
+ if (d->dirty)
+ d->fallbackValid = false;
+}
+
+void QQuickShapeNvprRenderNode::renderStroke(ShapePathRenderData *d, int strokeStencilValue, int writeMask)
+{
+ QQuickNvprMaterialManager::MaterialDesc *mtl = mtlmgr.activateMaterial(QQuickNvprMaterialManager::MatSolid);
+ f->glProgramUniform4f(mtl->prg, mtl->uniLoc[0],
+ d->strokeColor.x(), d->strokeColor.y(), d->strokeColor.z(), d->strokeColor.w());
+ f->glProgramUniform1f(mtl->prg, mtl->uniLoc[1], inheritedOpacity());
+
+ nvpr.stencilThenCoverStrokePath(d->path, strokeStencilValue, writeMask, GL_CONVEX_HULL_NV);
+}
+
+void QQuickShapeNvprRenderNode::renderFill(ShapePathRenderData *d)
+{
+ QQuickNvprMaterialManager::MaterialDesc *mtl = nullptr;
+ if (d->fillGradientActive) {
+ QQuickShapeGradient::SpreadMode spread = d->fillGradient.spread;
+ if (d->fillGradientActive == QQuickAbstractPathRenderer::LinearGradient) {
+ mtl = mtlmgr.activateMaterial(QQuickNvprMaterialManager::MatLinearGradient);
+ // uv = vec2(coeff[0] * x + coeff[1] * y + coeff[2], coeff[3] * x + coeff[4] * y + coeff[5])
+ // where x and y are in path coordinate space, which is just what
+ // we need since the gradient's start and stop are in that space too.
+ GLfloat coeff[6] = { 1, 0, 0,
+ 0, 1, 0 };
+ nvpr.programPathFragmentInputGen(mtl->prg, 0, GL_OBJECT_LINEAR_NV, 2, coeff);
+ f->glProgramUniform2f(mtl->prg, mtl->uniLoc[2], d->fillGradient.a.x(), d->fillGradient.a.y());
+ f->glProgramUniform2f(mtl->prg, mtl->uniLoc[3], d->fillGradient.b.x(), d->fillGradient.b.y());
+ } else if (d->fillGradientActive == QQuickAbstractPathRenderer::RadialGradient) {
+ mtl = mtlmgr.activateMaterial(QQuickNvprMaterialManager::MatRadialGradient);
+ // simply drive uv (location 0) with x and y, just like for the linear gradient
+ GLfloat coeff[6] = { 1, 0, 0,
+ 0, 1, 0 };
+ nvpr.programPathFragmentInputGen(mtl->prg, 0, GL_OBJECT_LINEAR_NV, 2, coeff);
+
+ const QPointF centerPoint = d->fillGradient.a;
+ const QPointF focalPoint = d->fillGradient.b;
+ const QPointF focalToCenter = centerPoint - focalPoint;
+ const GLfloat centerRadius = d->fillGradient.v0;
+ const GLfloat focalRadius = d->fillGradient.v1;
+
+ f->glProgramUniform2f(mtl->prg, mtl->uniLoc[2], focalToCenter.x(), focalToCenter.y());
+ f->glProgramUniform1f(mtl->prg, mtl->uniLoc[3], centerRadius);
+ f->glProgramUniform1f(mtl->prg, mtl->uniLoc[4], focalRadius);
+ f->glProgramUniform2f(mtl->prg, mtl->uniLoc[5], focalPoint.x(), focalPoint.y());
+ } else if (d->fillGradientActive == QQuickAbstractPathRenderer::ConicalGradient) {
+ mtl = mtlmgr.activateMaterial(QQuickNvprMaterialManager::MatConicalGradient);
+ // same old
+ GLfloat coeff[6] = { 1, 0, 0,
+ 0, 1, 0 };
+ nvpr.programPathFragmentInputGen(mtl->prg, 0, GL_OBJECT_LINEAR_NV, 2, coeff);
+
+ const QPointF centerPoint = d->fillGradient.a;
+ const GLfloat angle = -qDegreesToRadians(d->fillGradient.v0);
+
+ f->glProgramUniform1f(mtl->prg, mtl->uniLoc[2], angle);
+ f->glProgramUniform2f(mtl->prg, mtl->uniLoc[3], centerPoint.x(), centerPoint.y());
+
+ spread = QQuickShapeGradient::RepeatSpread;
+ } else {
+ Q_UNREACHABLE();
+ }
+ const QQuickShapeGradientCache::Key cacheKey(d->fillGradient.stops, spread);
+ QSGTexture *tx = QQuickShapeGradientCache::currentCache()->get(cacheKey);
+ tx->bind();
+ } else {
+ mtl = mtlmgr.activateMaterial(QQuickNvprMaterialManager::MatSolid);
+ f->glProgramUniform4f(mtl->prg, mtl->uniLoc[0],
+ d->fillColor.x(), d->fillColor.y(), d->fillColor.z(), d->fillColor.w());
+ }
+ f->glProgramUniform1f(mtl->prg, mtl->uniLoc[1], inheritedOpacity());
+
+ const int writeMask = 0xFF;
+ nvpr.stencilThenCoverFillPath(d->path, d->fillRule, writeMask, GL_BOUNDING_BOX_NV);
+}
+
+void QQuickShapeNvprRenderNode::renderOffscreenFill(ShapePathRenderData *d)
+{
+ if (d->fallbackValid && d->fallbackFbo)
+ return;
+
+ GLfloat bb[4];
+ nvpr.getPathParameterfv(d->path, GL_PATH_STROKE_BOUNDING_BOX_NV, bb);
+ QSize sz = QSizeF(bb[2] - bb[0] + 1, bb[3] - bb[1] + 1).toSize();
+ d->fallbackSize = QSize(qMax(32, sz.width()), qMax(32, sz.height()));
+ d->fallbackTopLeft = QPointF(bb[0], bb[1]);
+
+ if (d->fallbackFbo && d->fallbackFbo->size() != d->fallbackSize) {
+ delete d->fallbackFbo;
+ d->fallbackFbo = nullptr;
+ }
+ if (!d->fallbackFbo)
+ d->fallbackFbo = new QOpenGLFramebufferObject(d->fallbackSize, QOpenGLFramebufferObject::CombinedDepthStencil);
+ if (!d->fallbackFbo->bind())
+ return;
+
+ GLint prevViewport[4];
+ f->glGetIntegerv(GL_VIEWPORT, prevViewport);
+
+ f->glViewport(0, 0, d->fallbackSize.width(), d->fallbackSize.height());
+ f->glDisable(GL_DEPTH_TEST);
+ f->glClearColor(0, 0, 0, 0);
+ f->glClearStencil(0);
+ f->glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
+ f->glStencilFunc(GL_NOTEQUAL, 0, 0xFF);
+ f->glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
+
+ QMatrix4x4 mv;
+ mv.translate(-d->fallbackTopLeft.x(), -d->fallbackTopLeft.y());
+ nvpr.matrixLoadf(GL_PATH_MODELVIEW_NV, mv.constData());
+ QMatrix4x4 proj;
+ proj.ortho(0, d->fallbackSize.width(), d->fallbackSize.height(), 0, 1, -1);
+ nvpr.matrixLoadf(GL_PATH_PROJECTION_NV, proj.constData());
+
+ renderFill(d);
+
+ d->fallbackFbo->release();
+ f->glEnable(GL_DEPTH_TEST);
+ f->glViewport(prevViewport[0], prevViewport[1], prevViewport[2], prevViewport[3]);
+
+ d->fallbackValid = true;
+}
+
+void QQuickShapeNvprRenderNode::setupStencilForCover(bool stencilClip, int sv)
+{
+ if (!stencilClip) {
+ // Assume stencil buffer is cleared to 0 for each frame.
+ // Within the frame dppass=GL_ZERO for glStencilOp ensures stencil is reset and so no need to clear.
+ f->glStencilFunc(GL_NOTEQUAL, 0, 0xFF);
+ f->glStencilOp(GL_KEEP, GL_KEEP, GL_ZERO);
+ } else {
+ f->glStencilFunc(GL_LESS, sv, 0xFF); // pass if (sv & 0xFF) < (stencil_value & 0xFF)
+ f->glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); // dppass: replace with the original value (clip's stencil ref value)
+ }
+}
+
+void QQuickShapeNvprRenderNode::render(const RenderState *state)
+{
+ f = QOpenGLContext::currentContext()->extraFunctions();
+
+ if (!nvprInited) {
+ if (!nvpr.create()) {
+ qWarning("NVPR init failed");
+ return;
+ }
+ mtlmgr.create(&nvpr);
+ nvprInited = true;
+ }
+
+ f->glUseProgram(0);
+ f->glStencilMask(~0);
+ f->glEnable(GL_STENCIL_TEST);
+
+ const bool stencilClip = state->stencilEnabled();
+ // when true, the stencil buffer already has a clip path with a ref value of sv
+ const int sv = state->stencilValue();
+ const bool hasScissor = state->scissorEnabled();
+
+ if (hasScissor) {
+ // scissor rect is already set, just enable scissoring
+ f->glEnable(GL_SCISSOR_TEST);
+ }
+
+ // Depth test against the opaque batches rendered before.
+ f->glEnable(GL_DEPTH_TEST);
+ f->glDepthFunc(GL_LESS);
+ nvpr.pathCoverDepthFunc(GL_LESS);
+ nvpr.pathStencilDepthOffset(-0.05f, -1);
+
+ bool reloadMatrices = true;
+
+ for (ShapePathRenderData &d : m_sp) {
+ updatePath(&d);
+
+ const bool hasFill = d.hasFill();
+ const bool hasStroke = d.hasStroke();
+
+ if (hasFill && stencilClip) {
+ // Fall back to a texture when complex clipping is in use and we have
+ // to fill. Reconciling glStencilFillPath's and the scenegraph's clip
+ // stencil semantics has not succeeded so far...
+ if (hasScissor)
+ f->glDisable(GL_SCISSOR_TEST);
+ renderOffscreenFill(&d);
+ reloadMatrices = true;
+ if (hasScissor)
+ f->glEnable(GL_SCISSOR_TEST);
+ }
+
+ if (reloadMatrices) {
+ reloadMatrices = false;
+ nvpr.matrixLoadf(GL_PATH_MODELVIEW_NV, matrix()->constData());
+ nvpr.matrixLoadf(GL_PATH_PROJECTION_NV, state->projectionMatrix()->constData());
+ }
+
+ // Fill!
+ if (hasFill) {
+ if (!stencilClip) {
+ setupStencilForCover(false, 0);
+ renderFill(&d);
+ } else {
+ if (!m_fallbackBlitter.isCreated())
+ m_fallbackBlitter.create();
+ f->glStencilFunc(GL_EQUAL, sv, 0xFF);
+ f->glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
+ QMatrix4x4 mv = *matrix();
+ mv.translate(d.fallbackTopLeft.x(), d.fallbackTopLeft.y());
+ m_fallbackBlitter.texturedQuad(d.fallbackFbo->texture(), d.fallbackFbo->size(),
+ *state->projectionMatrix(), mv,
+ inheritedOpacity());
+ }
+ }
+
+ // Stroke!
+ if (hasStroke) {
+ const int strokeStencilValue = 0x80;
+ const int writeMask = 0x80;
+
+ setupStencilForCover(stencilClip, sv);
+ if (stencilClip) {
+ // for the stencil step (eff. read mask == 0xFF & ~writeMask)
+ nvpr.pathStencilFunc(GL_EQUAL, sv, 0xFF);
+ // With stencilCLip == true the read mask for the stencil test before the stencil step is 0x7F.
+ // This assumes the clip stencil value is <= 127.
+ if (sv >= strokeStencilValue)
+ qWarning("Shape/NVPR: stencil clip ref value %d too large; expect rendering errors", sv);
+ }
+
+ renderStroke(&d, strokeStencilValue, writeMask);
+ }
+
+ if (stencilClip)
+ nvpr.pathStencilFunc(GL_ALWAYS, 0, ~0);
+
+ d.dirty = 0;
+ }
+
+ f->glBindProgramPipeline(0);
+}
+
+QSGRenderNode::StateFlags QQuickShapeNvprRenderNode::changedStates() const
+{
+ return BlendState | StencilState | DepthState | ScissorState;
+}
+
+QSGRenderNode::RenderingFlags QQuickShapeNvprRenderNode::flags() const
+{
+ return DepthAwareRendering; // avoid hitting the less optimal no-opaque-batch path in the renderer
+}
+
+bool QQuickShapeNvprRenderNode::isSupported()
+{
+ static const bool nvprDisabled = qEnvironmentVariableIntValue("QT_NO_NVPR") != 0;
+ return !nvprDisabled && QQuickNvprFunctions::isSupported();
+}
+
+bool QQuickNvprBlitter::create()
+{
+ if (isCreated())
+ destroy();
+
+ m_program = new QOpenGLShaderProgram;
+ if (QOpenGLContext::currentContext()->format().profile() == QSurfaceFormat::CoreProfile) {
+ m_program->addCacheableShaderFromSourceFile(QOpenGLShader::Vertex, QStringLiteral(":/qt-project.org/shapes/shaders/blit_core.vert"));
+ m_program->addCacheableShaderFromSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/qt-project.org/shapes/shaders/blit_core.frag"));
+ } else {
+ m_program->addCacheableShaderFromSourceFile(QOpenGLShader::Vertex, QStringLiteral(":/qt-project.org/shapes/shaders/blit.vert"));
+ m_program->addCacheableShaderFromSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/qt-project.org/shapes/shaders/blit.frag"));
+ }
+ m_program->bindAttributeLocation("qt_Vertex", 0);
+ m_program->bindAttributeLocation("qt_MultiTexCoord0", 1);
+ if (!m_program->link())
+ return false;
+
+ m_matrixLoc = m_program->uniformLocation("qt_Matrix");
+ m_opacityLoc = m_program->uniformLocation("qt_Opacity");
+
+ m_buffer = new QOpenGLBuffer;
+ if (!m_buffer->create())
+ return false;
+ m_buffer->bind();
+ m_buffer->allocate(4 * sizeof(GLfloat) * 6);
+ m_buffer->release();
+
+ return true;
+}
+
+void QQuickNvprBlitter::destroy()
+{
+ if (m_program) {
+ delete m_program;
+ m_program = nullptr;
+ }
+ if (m_buffer) {
+ delete m_buffer;
+ m_buffer = nullptr;
+ }
+}
+
+void QQuickNvprBlitter::texturedQuad(GLuint textureId, const QSize &size,
+ const QMatrix4x4 &proj, const QMatrix4x4 &modelview,
+ float opacity)
+{
+ QOpenGLExtraFunctions *f = QOpenGLContext::currentContext()->extraFunctions();
+
+ m_program->bind();
+
+ QMatrix4x4 m = proj * modelview;
+ m_program->setUniformValue(m_matrixLoc, m);
+ m_program->setUniformValue(m_opacityLoc, opacity);
+
+ m_buffer->bind();
+
+ if (size != m_prevSize) {
+ m_prevSize = size;
+
+ QPointF p0(size.width() - 1, size.height() - 1);
+ QPointF p1(0, 0);
+ QPointF p2(0, size.height() - 1);
+ QPointF p3(size.width() - 1, 0);
+
+ GLfloat vertices[6 * 4] = {
+ GLfloat(p0.x()), GLfloat(p0.y()), 1, 0,
+ GLfloat(p1.x()), GLfloat(p1.y()), 0, 1,
+ GLfloat(p2.x()), GLfloat(p2.y()), 0, 0,
+
+ GLfloat(p0.x()), GLfloat(p0.y()), 1, 0,
+ GLfloat(p3.x()), GLfloat(p3.y()), 1, 1,
+ GLfloat(p1.x()), GLfloat(p1.y()), 0, 1,
+ };
+
+ m_buffer->write(0, vertices, sizeof(vertices));
+ }
+
+ m_program->enableAttributeArray(0);
+ m_program->enableAttributeArray(1);
+ f->glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), 0);
+ f->glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (const void *) (2 * sizeof(GLfloat)));
+
+ f->glBindTexture(GL_TEXTURE_2D, textureId);
+
+ f->glDrawArrays(GL_TRIANGLES, 0, 6);
+
+ f->glBindTexture(GL_TEXTURE_2D, 0);
+ m_buffer->release();
+ m_program->release();
+}
+
+QT_END_NAMESPACE