diff options
Diffstat (limited to 'src/imports/shapes/qquickshapenvprrenderer.cpp')
-rw-r--r-- | src/imports/shapes/qquickshapenvprrenderer.cpp | 976 |
1 files changed, 976 insertions, 0 deletions
diff --git a/src/imports/shapes/qquickshapenvprrenderer.cpp b/src/imports/shapes/qquickshapenvprrenderer.cpp new file mode 100644 index 0000000000..c0a918bda5 --- /dev/null +++ b/src/imports/shapes/qquickshapenvprrenderer.cpp @@ -0,0 +1,976 @@ +/**************************************************************************** +** +** 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 |