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diff --git a/src/quick/items/qquickopenglshadereffectnode.cpp b/src/quick/items/qquickopenglshadereffectnode.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 <private/qquickopenglshadereffectnode_p.h>
+
+#include "qquickopenglshadereffect_p.h"
+#include <QtQuick/qsgtextureprovider.h>
+#include <QtQuick/private/qsgrenderer_p.h>
+#include <QtQuick/private/qsgshadersourcebuilder_p.h>
+#include <QtQuick/private/qsgtexture_p.h>
+#include <QtCore/qmutex.h>
+
+QT_BEGIN_NAMESPACE
+
+static bool hasAtlasTexture(const QVector<QSGTextureProvider *> &textureProviders)
+{
+ for (int i = 0; i < textureProviders.size(); ++i) {
+ QSGTextureProvider *t = textureProviders.at(i);
+ if (t && t->texture() && t->texture()->isAtlasTexture())
+ return true;
+ }
+ return false;
+}
+
+class QQuickCustomMaterialShader : public QSGMaterialShader
+{
+public:
+ QQuickCustomMaterialShader(const QQuickOpenGLShaderEffectMaterialKey &key, const QVector<QByteArray> &attributes);
+ void deactivate() Q_DECL_OVERRIDE;
+ void updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect) Q_DECL_OVERRIDE;
+ char const *const *attributeNames() const Q_DECL_OVERRIDE;
+
+protected:
+ friend class QQuickOpenGLShaderEffectNode;
+
+ void compile() Q_DECL_OVERRIDE;
+ const char *vertexShader() const Q_DECL_OVERRIDE;
+ const char *fragmentShader() const Q_DECL_OVERRIDE;
+
+ const QQuickOpenGLShaderEffectMaterialKey m_key;
+ QVector<QByteArray> m_attributes;
+ QVector<const char *> m_attributeNames;
+ QString m_log;
+ bool m_compiled;
+
+ QVector<int> m_uniformLocs[QQuickOpenGLShaderEffectMaterialKey::ShaderTypeCount];
+ uint m_initialized : 1;
+};
+
+QQuickCustomMaterialShader::QQuickCustomMaterialShader(const QQuickOpenGLShaderEffectMaterialKey &key, const QVector<QByteArray> &attributes)
+ : m_key(key)
+ , m_attributes(attributes)
+ , m_compiled(false)
+ , m_initialized(false)
+{
+ const int attributesCount = m_attributes.count();
+ m_attributeNames.reserve(attributesCount + 1);
+ for (int i = 0; i < attributesCount; ++i)
+ m_attributeNames.append(m_attributes.at(i).constData());
+ m_attributeNames.append(0);
+}
+
+void QQuickCustomMaterialShader::deactivate()
+{
+ QSGMaterialShader::deactivate();
+ QOpenGLContext::currentContext()->functions()->glDisable(GL_CULL_FACE);
+}
+
+void QQuickCustomMaterialShader::updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect)
+{
+ typedef QQuickOpenGLShaderEffectMaterial::UniformData UniformData;
+
+ Q_ASSERT(newEffect != 0);
+
+ QQuickOpenGLShaderEffectMaterial *material = static_cast<QQuickOpenGLShaderEffectMaterial *>(newEffect);
+ if (!material->m_emittedLogChanged && material->m_node) {
+ material->m_emittedLogChanged = true;
+ emit material->m_node->logAndStatusChanged(m_log, m_compiled ? QQuickOpenGLShaderEffect::Compiled
+ : QQuickOpenGLShaderEffect::Error);
+ }
+
+ int textureProviderIndex = 0;
+ if (!m_initialized) {
+ for (int shaderType = 0; shaderType < QQuickOpenGLShaderEffectMaterialKey::ShaderTypeCount; ++shaderType) {
+ Q_ASSERT(m_uniformLocs[shaderType].isEmpty());
+ m_uniformLocs[shaderType].reserve(material->uniforms[shaderType].size());
+ for (int i = 0; i < material->uniforms[shaderType].size(); ++i) {
+ const UniformData &d = material->uniforms[shaderType].at(i);
+ QByteArray name = d.name;
+ if (d.specialType == UniformData::Sampler) {
+ program()->setUniformValue(d.name.constData(), textureProviderIndex++);
+ // We don't need to store the sampler uniform locations, since their values
+ // only need to be set once. Look for the "qt_SubRect_" uniforms instead.
+ // These locations are used when binding the textures later.
+ name = "qt_SubRect_" + name;
+ }
+ m_uniformLocs[shaderType].append(program()->uniformLocation(name.constData()));
+ }
+ }
+ m_initialized = true;
+ textureProviderIndex = 0;
+ }
+
+ QOpenGLFunctions *functions = state.context()->functions();
+ for (int shaderType = 0; shaderType < QQuickOpenGLShaderEffectMaterialKey::ShaderTypeCount; ++shaderType) {
+ for (int i = 0; i < material->uniforms[shaderType].size(); ++i) {
+ const UniformData &d = material->uniforms[shaderType].at(i);
+ int loc = m_uniformLocs[shaderType].at(i);
+ if (d.specialType == UniformData::Sampler) {
+ int idx = textureProviderIndex++;
+ functions->glActiveTexture(GL_TEXTURE0 + idx);
+ if (QSGTextureProvider *provider = material->textureProviders.at(idx)) {
+ if (QSGTexture *texture = provider->texture()) {
+
+#ifndef QT_NO_DEBUG
+ if (!qsg_safeguard_texture(texture))
+ continue;
+#endif
+
+ if (loc >= 0) {
+ QRectF r = texture->normalizedTextureSubRect();
+ program()->setUniformValue(loc, r.x(), r.y(), r.width(), r.height());
+ } else if (texture->isAtlasTexture() && !material->geometryUsesTextureSubRect) {
+ texture = texture->removedFromAtlas();
+ }
+ texture->bind();
+ continue;
+ }
+ }
+ functions->glBindTexture(GL_TEXTURE_2D, 0);
+ } else if (d.specialType == UniformData::Opacity) {
+ program()->setUniformValue(loc, state.opacity());
+ } else if (d.specialType == UniformData::Matrix) {
+ if (state.isMatrixDirty())
+ program()->setUniformValue(loc, state.combinedMatrix());
+ } else if (d.specialType == UniformData::None) {
+ switch (int(d.value.type())) {
+ case QMetaType::QColor:
+ program()->setUniformValue(loc, qt_premultiply_color(qvariant_cast<QColor>(d.value)));
+ break;
+ case QMetaType::Float:
+ program()->setUniformValue(loc, qvariant_cast<float>(d.value));
+ break;
+ case QMetaType::Double:
+ program()->setUniformValue(loc, (float) qvariant_cast<double>(d.value));
+ break;
+ case QMetaType::QTransform:
+ program()->setUniformValue(loc, qvariant_cast<QTransform>(d.value));
+ break;
+ case QMetaType::Int:
+ program()->setUniformValue(loc, d.value.toInt());
+ break;
+ case QMetaType::Bool:
+ program()->setUniformValue(loc, GLint(d.value.toBool()));
+ break;
+ case QMetaType::QSize:
+ case QMetaType::QSizeF:
+ program()->setUniformValue(loc, d.value.toSizeF());
+ break;
+ case QMetaType::QPoint:
+ case QMetaType::QPointF:
+ program()->setUniformValue(loc, d.value.toPointF());
+ break;
+ case QMetaType::QRect:
+ case QMetaType::QRectF:
+ {
+ QRectF r = d.value.toRectF();
+ program()->setUniformValue(loc, r.x(), r.y(), r.width(), r.height());
+ }
+ break;
+ case QMetaType::QVector2D:
+ program()->setUniformValue(loc, qvariant_cast<QVector2D>(d.value));
+ break;
+ case QMetaType::QVector3D:
+ program()->setUniformValue(loc, qvariant_cast<QVector3D>(d.value));
+ break;
+ case QMetaType::QVector4D:
+ program()->setUniformValue(loc, qvariant_cast<QVector4D>(d.value));
+ break;
+ case QMetaType::QQuaternion:
+ {
+ QQuaternion q = qvariant_cast<QQuaternion>(d.value);
+ program()->setUniformValue(loc, q.x(), q.y(), q.z(), q.scalar());
+ }
+ break;
+ case QMetaType::QMatrix4x4:
+ program()->setUniformValue(loc, qvariant_cast<QMatrix4x4>(d.value));
+ break;
+ default:
+ break;
+ }
+ }
+ }
+ }
+ functions->glActiveTexture(GL_TEXTURE0);
+
+ const QQuickOpenGLShaderEffectMaterial *oldMaterial = static_cast<const QQuickOpenGLShaderEffectMaterial *>(oldEffect);
+ if (oldEffect == 0 || material->cullMode != oldMaterial->cullMode) {
+ switch (material->cullMode) {
+ case QQuickShaderEffect::FrontFaceCulling:
+ functions->glEnable(GL_CULL_FACE);
+ functions->glCullFace(GL_FRONT);
+ break;
+ case QQuickShaderEffect::BackFaceCulling:
+ functions->glEnable(GL_CULL_FACE);
+ functions->glCullFace(GL_BACK);
+ break;
+ default:
+ functions->glDisable(GL_CULL_FACE);
+ break;
+ }
+ }
+}
+
+char const *const *QQuickCustomMaterialShader::attributeNames() const
+{
+ return m_attributeNames.constData();
+}
+
+void QQuickCustomMaterialShader::compile()
+{
+ Q_ASSERT_X(!program()->isLinked(), "QQuickCustomMaterialShader::compile()", "Compile called multiple times!");
+
+ m_log.clear();
+ m_compiled = true;
+ if (!program()->addShaderFromSourceCode(QOpenGLShader::Vertex, vertexShader())) {
+ m_log += QLatin1String("*** Vertex shader ***\n");
+ m_log += program()->log();
+ m_compiled = false;
+ }
+ if (!program()->addShaderFromSourceCode(QOpenGLShader::Fragment, fragmentShader())) {
+ m_log += QLatin1String("*** Fragment shader ***\n");
+ m_log += program()->log();
+ m_compiled = false;
+ }
+
+ char const *const *attr = attributeNames();
+#ifndef QT_NO_DEBUG
+ int maxVertexAttribs = 0;
+ QOpenGLContext::currentContext()->functions()->glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &maxVertexAttribs);
+ int attrCount = 0;
+ while (attrCount < maxVertexAttribs && attr[attrCount])
+ ++attrCount;
+ if (attr[attrCount]) {
+ qWarning("List of attribute names is too long.\n"
+ "Maximum number of attributes on this hardware is %i.\n"
+ "Vertex shader:\n%s\n"
+ "Fragment shader:\n%s\n",
+ maxVertexAttribs, vertexShader(), fragmentShader());
+ }
+#endif
+
+ if (m_compiled) {
+#ifndef QT_NO_DEBUG
+ for (int i = 0; i < attrCount; ++i) {
+#else
+ for (int i = 0; attr[i]; ++i) {
+#endif
+ if (*attr[i])
+ program()->bindAttributeLocation(attr[i], i);
+ }
+ m_compiled = program()->link();
+ m_log += program()->log();
+ }
+
+ if (!m_compiled) {
+ qWarning("QQuickCustomMaterialShader: Shader compilation failed:");
+ qWarning() << program()->log();
+
+ QSGShaderSourceBuilder::initializeProgramFromFiles(
+ program(),
+ QStringLiteral(":/qt-project.org/items/shaders/shadereffectfallback.vert"),
+ QStringLiteral(":/qt-project.org/items/shaders/shadereffectfallback.frag"));
+
+#ifndef QT_NO_DEBUG
+ for (int i = 0; i < attrCount; ++i) {
+#else
+ for (int i = 0; attr[i]; ++i) {
+#endif
+ if (qstrcmp(attr[i], qtPositionAttributeName()) == 0)
+ program()->bindAttributeLocation("v", i);
+ }
+ program()->link();
+ }
+}
+
+const char *QQuickCustomMaterialShader::vertexShader() const
+{
+ return m_key.sourceCode[QQuickOpenGLShaderEffectMaterialKey::VertexShader].constData();
+}
+
+const char *QQuickCustomMaterialShader::fragmentShader() const
+{
+ return m_key.sourceCode[QQuickOpenGLShaderEffectMaterialKey::FragmentShader].constData();
+}
+
+
+bool QQuickOpenGLShaderEffectMaterialKey::operator == (const QQuickOpenGLShaderEffectMaterialKey &other) const
+{
+ if (className != other.className)
+ return false;
+ for (int shaderType = 0; shaderType < ShaderTypeCount; ++shaderType) {
+ if (sourceCode[shaderType] != other.sourceCode[shaderType])
+ return false;
+ }
+ return true;
+}
+
+bool QQuickOpenGLShaderEffectMaterialKey::operator != (const QQuickOpenGLShaderEffectMaterialKey &other) const
+{
+ return !(*this == other);
+}
+
+uint qHash(const QQuickOpenGLShaderEffectMaterialKey &key)
+{
+ uint hash = qHash((const void *)key.className);
+ typedef QQuickOpenGLShaderEffectMaterialKey Key;
+ for (int shaderType = 0; shaderType < Key::ShaderTypeCount; ++shaderType)
+ hash = hash * 31337 + qHash(key.sourceCode[shaderType]);
+ return hash;
+}
+
+class QQuickOpenGLShaderEffectMaterialCache : public QObject
+{
+ Q_OBJECT
+public:
+ static QQuickOpenGLShaderEffectMaterialCache *get(bool create = true) {
+ QOpenGLContext *ctx = QOpenGLContext::currentContext();
+ QQuickOpenGLShaderEffectMaterialCache *me = ctx->findChild<QQuickOpenGLShaderEffectMaterialCache *>(QStringLiteral("__qt_ShaderEffectCache"), Qt::FindDirectChildrenOnly);
+ if (!me && create) {
+ me = new QQuickOpenGLShaderEffectMaterialCache();
+ me->setObjectName(QStringLiteral("__qt_ShaderEffectCache"));
+ me->setParent(ctx);
+ }
+ return me;
+ }
+ QHash<QQuickOpenGLShaderEffectMaterialKey, QSGMaterialType *> cache;
+};
+
+QQuickOpenGLShaderEffectMaterial::QQuickOpenGLShaderEffectMaterial(QQuickOpenGLShaderEffectNode *node)
+ : cullMode(QQuickShaderEffect::NoCulling)
+ , geometryUsesTextureSubRect(false)
+ , m_node(node)
+ , m_emittedLogChanged(false)
+{
+ setFlag(Blending | RequiresFullMatrix, true);
+}
+
+QSGMaterialType *QQuickOpenGLShaderEffectMaterial::type() const
+{
+ return m_type;
+}
+
+QSGMaterialShader *QQuickOpenGLShaderEffectMaterial::createShader() const
+{
+ return new QQuickCustomMaterialShader(m_source, attributes);
+}
+
+bool QQuickOpenGLShaderEffectMaterial::UniformData::operator == (const UniformData &other) const
+{
+ if (specialType != other.specialType)
+ return false;
+ if (name != other.name)
+ return false;
+
+ if (specialType == UniformData::Sampler) {
+ // We can't check the source objects as these live in the GUI thread,
+ // so return true here and rely on the textureProvider check for
+ // equality of these..
+ return true;
+ } else {
+ return value == other.value;
+ }
+}
+
+int QQuickOpenGLShaderEffectMaterial::compare(const QSGMaterial *o) const
+{
+ const QQuickOpenGLShaderEffectMaterial *other = static_cast<const QQuickOpenGLShaderEffectMaterial *>(o);
+ if ((hasAtlasTexture(textureProviders) && !geometryUsesTextureSubRect) || (hasAtlasTexture(other->textureProviders) && !other->geometryUsesTextureSubRect))
+ return 1;
+ if (cullMode != other->cullMode)
+ return 1;
+ for (int shaderType = 0; shaderType < QQuickOpenGLShaderEffectMaterialKey::ShaderTypeCount; ++shaderType) {
+ if (uniforms[shaderType] != other->uniforms[shaderType])
+ return 1;
+ }
+
+ // Check the texture providers..
+ if (textureProviders.size() != other->textureProviders.size())
+ return 1;
+ for (int i=0; i<textureProviders.size(); ++i) {
+ QSGTextureProvider *tp1 = textureProviders.at(i);
+ QSGTextureProvider *tp2 = other->textureProviders.at(i);
+ if (!tp1 || !tp2)
+ return tp1 == tp2 ? 0 : 1;
+ QSGTexture *t1 = tp1->texture();
+ QSGTexture *t2 = tp2->texture();
+ if (!t1 || !t2)
+ return t1 == t2 ? 0 : 1;
+ // Check texture id's as textures may be in the same atlas.
+ if (t1->textureId() != t2->textureId())
+ return 1;
+ }
+ return 0;
+}
+
+void QQuickOpenGLShaderEffectMaterial::setProgramSource(const QQuickOpenGLShaderEffectMaterialKey &source)
+{
+ m_source = source;
+ m_emittedLogChanged = false;
+
+ QQuickOpenGLShaderEffectMaterialCache *cache = QQuickOpenGLShaderEffectMaterialCache::get();
+ m_type = cache->cache.value(m_source);
+ if (!m_type) {
+ m_type = new QSGMaterialType();
+ cache->cache.insert(source, m_type);
+ }
+}
+
+void QQuickOpenGLShaderEffectMaterial::cleanupMaterialCache()
+{
+ QQuickOpenGLShaderEffectMaterialCache *cache = QQuickOpenGLShaderEffectMaterialCache::get(false);
+ if (cache) {
+ qDeleteAll(cache->cache.values());
+ delete cache;
+ }
+}
+
+void QQuickOpenGLShaderEffectMaterial::updateTextures() const
+{
+ for (int i = 0; i < textureProviders.size(); ++i) {
+ if (QSGTextureProvider *provider = textureProviders.at(i)) {
+ if (QSGDynamicTexture *texture = qobject_cast<QSGDynamicTexture *>(provider->texture()))
+ texture->updateTexture();
+ }
+ }
+}
+
+void QQuickOpenGLShaderEffectMaterial::invalidateTextureProvider(QSGTextureProvider *provider)
+{
+ for (int i = 0; i < textureProviders.size(); ++i) {
+ if (provider == textureProviders.at(i))
+ textureProviders[i] = 0;
+ }
+}
+
+
+QQuickOpenGLShaderEffectNode::QQuickOpenGLShaderEffectNode()
+{
+ QSGNode::setFlag(UsePreprocess, true);
+
+#ifdef QSG_RUNTIME_DESCRIPTION
+ qsgnode_set_description(this, QLatin1String("shadereffect"));
+#endif
+}
+
+QQuickOpenGLShaderEffectNode::~QQuickOpenGLShaderEffectNode()
+{
+}
+
+void QQuickOpenGLShaderEffectNode::markDirtyTexture()
+{
+ markDirty(DirtyMaterial);
+ Q_EMIT dirtyTexture();
+}
+
+void QQuickOpenGLShaderEffectNode::textureProviderDestroyed(QObject *object)
+{
+ Q_ASSERT(material());
+ static_cast<QQuickOpenGLShaderEffectMaterial *>(material())->invalidateTextureProvider(static_cast<QSGTextureProvider *>(object));
+}
+
+void QQuickOpenGLShaderEffectNode::preprocess()
+{
+ Q_ASSERT(material());
+ static_cast<QQuickOpenGLShaderEffectMaterial *>(material())->updateTextures();
+}
+
+#include "qquickopenglshadereffectnode.moc"
+
+QT_END_NAMESPACE