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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)