From a129444bb0156c936900dbd2f12bd9f427ff366c Mon Sep 17 00:00:00 2001 From: Qt by Nokia Date: Wed, 27 Apr 2011 14:13:26 +0200 Subject: Initial import from qtquick2. Branched from the monolithic repo, Qt qtquick2 branch, at commit a4a585d2ee907746682846ae6e8a48e19deef469 --- .../scenegraph/util/qsgtexturematerial.cpp | 200 +++++++++++++++++++++ 1 file changed, 200 insertions(+) create mode 100644 src/declarative/scenegraph/util/qsgtexturematerial.cpp (limited to 'src/declarative/scenegraph/util/qsgtexturematerial.cpp') diff --git a/src/declarative/scenegraph/util/qsgtexturematerial.cpp b/src/declarative/scenegraph/util/qsgtexturematerial.cpp new file mode 100644 index 0000000000..717bf82090 --- /dev/null +++ b/src/declarative/scenegraph/util/qsgtexturematerial.cpp @@ -0,0 +1,200 @@ +/**************************************************************************** +** +** Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies). +** All rights reserved. +** Contact: Nokia Corporation (qt-info@nokia.com) +** +** This file is part of the QtDeclarative module of the Qt Toolkit. +** +** $QT_BEGIN_LICENSE:LGPL$ +** No Commercial Usage +** This file contains pre-release code and may not be distributed. +** You may use this file in accordance with the terms and conditions +** contained in the Technology Preview License Agreement accompanying +** this package. +** +** GNU Lesser General Public License Usage +** Alternatively, this file may be used under the terms of the GNU Lesser +** General Public License version 2.1 as published by the Free Software +** Foundation and appearing in the file LICENSE.LGPL included in the +** packaging of this file. Please review the following information to +** ensure the GNU Lesser General Public License version 2.1 requirements +** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. +** +** In addition, as a special exception, Nokia gives you certain additional +** rights. These rights are described in the Nokia Qt LGPL Exception +** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. +** +** If you have questions regarding the use of this file, please contact +** Nokia at qt-info@nokia.com. +** +** +** +** +** +** +** +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#include "qsgtexturematerial_p.h" + +#include + +QT_BEGIN_NAMESPACE + +const char qt_scenegraph_texture_material_vertex_code[] = + "uniform highp mat4 qt_Matrix; \n" + "attribute highp vec4 qt_VertexPosition; \n" + "attribute highp vec2 qt_VertexTexCoord; \n" + "varying highp vec2 qt_TexCoord; \n" + "void main() { \n" + " qt_TexCoord = qt_VertexTexCoord; \n" + " gl_Position = qt_Matrix * qt_VertexPosition; \n" + "}"; + +const char qt_scenegraph_texture_material_fragment[] = + "varying highp vec2 qt_TexCoord; \n" + "uniform sampler2D qt_Texture; \n" + "void main() { \n" + " gl_FragColor = texture2D(qt_Texture, qt_TexCoord);\n" + "}"; + + +const char *QSGTextureMaterialShader::vertexShader() const +{ + return qt_scenegraph_texture_material_vertex_code; +} + +const char *QSGTextureMaterialShader::fragmentShader() const +{ + return qt_scenegraph_texture_material_fragment; +} + +QSGMaterialType QSGTextureMaterialShader::type; + +char const *const *QSGTextureMaterialShader::attributeNames() const +{ + static char const *const attr[] = { "qt_VertexPosition", "qt_VertexTexCoord", 0 }; + return attr; +} + +void QSGTextureMaterialShader::initialize() +{ + m_matrix_id = m_program.uniformLocation("qt_Matrix"); +} + +void QSGTextureMaterialShader::updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect) +{ + Q_ASSERT(oldEffect == 0 || newEffect->type() == oldEffect->type()); + QSGTextureMaterial *tx = static_cast(newEffect); + QSGTextureMaterial *oldTx = static_cast(oldEffect); + + QSGTexture *t = tx->texture(); + + t->setFiltering(tx->filtering()); + t->setHorizontalWrapMode(tx->horizontalWrapMode()); + t->setVerticalWrapMode(tx->verticalWrapMode()); + t->setMipmapFiltering(tx->mipmapFiltering()); + + if (oldTx == 0 || oldTx->texture()->textureId() != t->textureId()) + t->bind(); + else + t->updateBindOptions(); + + if (state.isMatrixDirty()) + m_program.setUniformValue(m_matrix_id, state.combinedMatrix()); +} + + +QSGTextureMaterial::QSGTextureMaterial() + : m_texture(0) + , m_filtering(QSGTexture::Nearest) + , m_mipmap_filtering(QSGTexture::Nearest) + , m_horizontal_wrap(QSGTexture::ClampToEdge) + , m_vertical_wrap(QSGTexture::ClampToEdge) +{ +} + + + +QSGMaterialType *QSGTextureMaterial::type() const +{ + return &QSGTextureMaterialShader::type; +} + +QSGMaterialShader *QSGTextureMaterial::createShader() const +{ + return new QSGTextureMaterialShader; +} + + +void QSGTextureMaterial::setTexture(QSGTexture *texture) +{ + m_texture = texture; + setFlag(Blending, m_texture ? m_texture->hasAlphaChannel() : false); +} + + +int QSGTextureMaterial::compare(const QSGMaterial *o) const +{ + Q_ASSERT(o && type() == o->type()); + const QSGTextureMaterial *other = static_cast(o); + if (int diff = m_texture->textureId() - other->texture()->textureId()) + return diff; + return int(m_filtering) - int(other->m_filtering); +} + +// QSGTextureMaterialWithOpacity + +static const char qt_scenegraph_texture_material_opacity_fragment[] = + "varying highp vec2 qt_TexCoord; \n" + "uniform sampler2D qt_Texture; \n" + "uniform lowp float opacity; \n" + "void main() { \n" + " gl_FragColor = texture2D(qt_Texture, qt_TexCoord) * opacity; \n" + "}"; + +class TextureMaterialWithOpacityShader : public QSGTextureMaterialShader +{ +public: + virtual void updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect); + virtual void initialize(); + + static QSGMaterialType type; + +protected: + virtual const char *fragmentShader() const { return qt_scenegraph_texture_material_opacity_fragment; } + + int m_opacity_id; +}; +QSGMaterialType TextureMaterialWithOpacityShader::type; + +QSGMaterialType *QSGTextureMaterialWithOpacity::type() const +{ + return &TextureMaterialWithOpacityShader::type; +} + +QSGMaterialShader *QSGTextureMaterialWithOpacity::createShader() const +{ + return new TextureMaterialWithOpacityShader; +} + +void TextureMaterialWithOpacityShader::updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect) +{ + Q_ASSERT(oldEffect == 0 || newEffect->type() == oldEffect->type()); + if (state.isOpacityDirty()) + m_program.setUniformValue(m_opacity_id, state.opacity()); + + QSGTextureMaterialShader::updateState(state, newEffect, oldEffect); +} + +void TextureMaterialWithOpacityShader::initialize() +{ + QSGTextureMaterialShader::initialize(); + m_opacity_id = m_program.uniformLocation("opacity"); +} + +QT_END_NAMESPACE -- cgit v1.2.3 From 2aa66a66608216e8903206644efcf6a620bcd570 Mon Sep 17 00:00:00 2001 From: Gunnar Sletta Date: Mon, 9 May 2011 12:56:50 +0200 Subject: Renamed of texture material classes to be more intuitivly named The assumption is that most people will use QSGTextureMaterial so this should be the one that works for both transparent and opaque textures. QSGOpaqueTextureMaterial is an optimization --- .../scenegraph/util/qsgtexturematerial.cpp | 54 +++++++++++----------- 1 file changed, 27 insertions(+), 27 deletions(-) (limited to 'src/declarative/scenegraph/util/qsgtexturematerial.cpp') diff --git a/src/declarative/scenegraph/util/qsgtexturematerial.cpp b/src/declarative/scenegraph/util/qsgtexturematerial.cpp index 717bf82090..ae8edb54aa 100644 --- a/src/declarative/scenegraph/util/qsgtexturematerial.cpp +++ b/src/declarative/scenegraph/util/qsgtexturematerial.cpp @@ -63,34 +63,34 @@ const char qt_scenegraph_texture_material_fragment[] = "}"; -const char *QSGTextureMaterialShader::vertexShader() const +const char *QSGOpaqueTextureMaterialShader::vertexShader() const { return qt_scenegraph_texture_material_vertex_code; } -const char *QSGTextureMaterialShader::fragmentShader() const +const char *QSGOpaqueTextureMaterialShader::fragmentShader() const { return qt_scenegraph_texture_material_fragment; } -QSGMaterialType QSGTextureMaterialShader::type; +QSGMaterialType QSGOpaqueTextureMaterialShader::type; -char const *const *QSGTextureMaterialShader::attributeNames() const +char const *const *QSGOpaqueTextureMaterialShader::attributeNames() const { static char const *const attr[] = { "qt_VertexPosition", "qt_VertexTexCoord", 0 }; return attr; } -void QSGTextureMaterialShader::initialize() +void QSGOpaqueTextureMaterialShader::initialize() { m_matrix_id = m_program.uniformLocation("qt_Matrix"); } -void QSGTextureMaterialShader::updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect) +void QSGOpaqueTextureMaterialShader::updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect) { Q_ASSERT(oldEffect == 0 || newEffect->type() == oldEffect->type()); - QSGTextureMaterial *tx = static_cast(newEffect); - QSGTextureMaterial *oldTx = static_cast(oldEffect); + QSGOpaqueTextureMaterial *tx = static_cast(newEffect); + QSGOpaqueTextureMaterial *oldTx = static_cast(oldEffect); QSGTexture *t = tx->texture(); @@ -109,7 +109,7 @@ void QSGTextureMaterialShader::updateState(const RenderState &state, QSGMaterial } -QSGTextureMaterial::QSGTextureMaterial() +QSGOpaqueTextureMaterial::QSGOpaqueTextureMaterial() : m_texture(0) , m_filtering(QSGTexture::Nearest) , m_mipmap_filtering(QSGTexture::Nearest) @@ -120,34 +120,34 @@ QSGTextureMaterial::QSGTextureMaterial() -QSGMaterialType *QSGTextureMaterial::type() const +QSGMaterialType *QSGOpaqueTextureMaterial::type() const { - return &QSGTextureMaterialShader::type; + return &QSGOpaqueTextureMaterialShader::type; } -QSGMaterialShader *QSGTextureMaterial::createShader() const +QSGMaterialShader *QSGOpaqueTextureMaterial::createShader() const { - return new QSGTextureMaterialShader; + return new QSGOpaqueTextureMaterialShader; } -void QSGTextureMaterial::setTexture(QSGTexture *texture) +void QSGOpaqueTextureMaterial::setTexture(QSGTexture *texture) { m_texture = texture; setFlag(Blending, m_texture ? m_texture->hasAlphaChannel() : false); } -int QSGTextureMaterial::compare(const QSGMaterial *o) const +int QSGOpaqueTextureMaterial::compare(const QSGMaterial *o) const { Q_ASSERT(o && type() == o->type()); - const QSGTextureMaterial *other = static_cast(o); + const QSGOpaqueTextureMaterial *other = static_cast(o); if (int diff = m_texture->textureId() - other->texture()->textureId()) return diff; return int(m_filtering) - int(other->m_filtering); } -// QSGTextureMaterialWithOpacity +// QSGTextureMaterial static const char qt_scenegraph_texture_material_opacity_fragment[] = "varying highp vec2 qt_TexCoord; \n" @@ -157,7 +157,7 @@ static const char qt_scenegraph_texture_material_opacity_fragment[] = " gl_FragColor = texture2D(qt_Texture, qt_TexCoord) * opacity; \n" "}"; -class TextureMaterialWithOpacityShader : public QSGTextureMaterialShader +class QSGTextureMaterialShader : public QSGOpaqueTextureMaterialShader { public: virtual void updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect); @@ -170,30 +170,30 @@ protected: int m_opacity_id; }; -QSGMaterialType TextureMaterialWithOpacityShader::type; +QSGMaterialType QSGTextureMaterialShader::type; -QSGMaterialType *QSGTextureMaterialWithOpacity::type() const +QSGMaterialType *QSGTextureMaterial::type() const { - return &TextureMaterialWithOpacityShader::type; + return &QSGTextureMaterialShader::type; } -QSGMaterialShader *QSGTextureMaterialWithOpacity::createShader() const +QSGMaterialShader *QSGTextureMaterial::createShader() const { - return new TextureMaterialWithOpacityShader; + return new QSGTextureMaterialShader; } -void TextureMaterialWithOpacityShader::updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect) +void QSGTextureMaterialShader::updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect) { Q_ASSERT(oldEffect == 0 || newEffect->type() == oldEffect->type()); if (state.isOpacityDirty()) m_program.setUniformValue(m_opacity_id, state.opacity()); - QSGTextureMaterialShader::updateState(state, newEffect, oldEffect); + QSGOpaqueTextureMaterialShader::updateState(state, newEffect, oldEffect); } -void TextureMaterialWithOpacityShader::initialize() +void QSGTextureMaterialShader::initialize() { - QSGTextureMaterialShader::initialize(); + QSGOpaqueTextureMaterialShader::initialize(); m_opacity_id = m_program.uniformLocation("opacity"); } -- cgit v1.2.3 From 7b7f5671c8dbcdbedc9fe60ab8eb0f01df8ddf6a Mon Sep 17 00:00:00 2001 From: Gunnar Sletta Date: Mon, 9 May 2011 13:51:12 +0200 Subject: Docs for QSGTextureMaterials --- .../scenegraph/util/qsgtexturematerial.cpp | 196 ++++++++++++++++++++- 1 file changed, 194 insertions(+), 2 deletions(-) (limited to 'src/declarative/scenegraph/util/qsgtexturematerial.cpp') diff --git a/src/declarative/scenegraph/util/qsgtexturematerial.cpp b/src/declarative/scenegraph/util/qsgtexturematerial.cpp index ae8edb54aa..38b9107703 100644 --- a/src/declarative/scenegraph/util/qsgtexturematerial.cpp +++ b/src/declarative/scenegraph/util/qsgtexturematerial.cpp @@ -109,6 +109,46 @@ void QSGOpaqueTextureMaterialShader::updateState(const RenderState &state, QSGMa } +/*! + \class QSGOpaqueTextureMaterial + \brief The QSGOpaqueTextureMaterial class provides a convenient way of + rendering textured geometry in the scene graph. + + The opaque textured material will fill every pixel in a geometry with + the supplied texture. The material does not respect the opacity of the + QSGMaterialShader::RenderState, so opacity nodes in the parent chain + of nodes using this material, have no effect. + + The geometry to be rendered with an opaque texture material requires + vertices in attribute location 0 and texture coordinates in attribute + location 1. The texture coordinate is a 2-dimensional floating-point + tuple. The QSGGeometry::defaultAttributes_TexturedPoint2D returns an + attribute set compatible with this material. + + The texture to be rendered is can be set using setTexture(). How the + texure should be rendered can be specified using setMipmapFiltering(), + setFiltering(), setHorizontalWrapMode() and setVerticalWrapMode(). + The rendering state is set on the texture instance just before it + is bound. + + The opaque textured material respects the current matrix and the alpha + channel of the texture. It will disregard the accumulated opacity in + the scenegraph. + + A texture material must have a texture set before it is used as + a material in the scene graph. + */ + + + +/*! + Creates a new QSGOpaqueTextureMaterial. + + The default mipmap filtering and filtering mode is set to + QSGTexture::Nearest. The default wrap modes is set to + QSGTexture::ClampToEdge. + + */ QSGOpaqueTextureMaterial::QSGOpaqueTextureMaterial() : m_texture(0) , m_filtering(QSGTexture::Nearest) @@ -119,18 +159,38 @@ QSGOpaqueTextureMaterial::QSGOpaqueTextureMaterial() } - +/*! + \internal + */ QSGMaterialType *QSGOpaqueTextureMaterial::type() const { return &QSGOpaqueTextureMaterialShader::type; } +/*! + \internal + */ QSGMaterialShader *QSGOpaqueTextureMaterial::createShader() const { return new QSGOpaqueTextureMaterialShader; } + +/*! + \fn QSGTexture *QSGOpaqueTextureMaterial::texture() const + + Returns this texture material's texture. + */ + + + +/*! + Sets the texture of this material to \a texture. + + The material does not take ownership over the texture. + */ + void QSGOpaqueTextureMaterial::setTexture(QSGTexture *texture) { m_texture = texture; @@ -138,6 +198,98 @@ void QSGOpaqueTextureMaterial::setTexture(QSGTexture *texture) } + +/*! + \fn void QSGOpaqueTextureMaterial::setMipmapFiltering(QSGTexture::Filtering filtering) + + Sets the mipmap mode to \a filtering. + + The mipmap filtering mode is set on the texture instance just before the + texture is bound for rendering. + + If the texture does not have mipmapping support, enabling mipmapping has no + effect. + */ + + + +/*! + \fn QSGTexture::Filtering QSGOpaqueTextureMaterial::mipmapFiltering() const + + Returns this material's mipmap filtering mode. + + The default mipmap mode is QSGTexture::Nearest. + */ + + + +/*! + \fn void QSGOpaqueTextureMaterial::setFiltering(QSGTexture::Filtering filtering) + + Sets the filtering to \a filtering. + + The filtering mode is set on the texture instance just before the texture + is bound for rendering. + */ + + + +/*! + \fn QSGTexture::Filtering filtering() const + + Returns this material's filtering mode. + + The default filtering is QSGTexture::Nearest. + */ + + + +/*! + \fn void setHorizontalWrapMode(QSGTexture::WrapMode mode) + + Sets the horizontal wrap mode to \a mode. + + The horizontal wrap mode is set on the texture instance just before the texture + is bound for rendering. + */ + + + + /*! + \fn QSGTexture::WrapMode horizontalWrapMode() const + + Returns this material's horizontal wrap mode. + + The default horizontal wrap mode is QSGTexutre::ClampToEdge + */ + + + +/*! + \fn void setVerticalWrapMode(QSGTexture::WrapMode mode) + + Sets the vertical wrap mode to \a mode. + + The vertical wrap mode is set on the texture instance just before the texture + is bound for rendering. + */ + + + + /*! + \fn QSGTexture::WrapMode verticalWrapMode() const + + Returns this material's vertical wrap mode. + + The default vertical wrap mode is QSGTexutre::ClampToEdge + */ + + + +/*! + \internal + */ + int QSGOpaqueTextureMaterial::compare(const QSGMaterial *o) const { Q_ASSERT(o && type() == o->type()); @@ -147,7 +299,35 @@ int QSGOpaqueTextureMaterial::compare(const QSGMaterial *o) const return int(m_filtering) - int(other->m_filtering); } -// QSGTextureMaterial + + +/*! + \class QSGTextureMaterial + \brief The QSGTextureMaterial class provides a convenient way of + rendering textured geometry in the scene graph. + + The textured material will fill every pixel in a geometry with + the supplied texture. + + The geometry to be rendered with an opaque texture material requires + vertices in attribute location 0 and texture coordinates in attribute + location 1. The texture coordinate is a 2-dimensional floating-point + tuple. The QSGGeometry::defaultAttributes_TexturedPoint2D returns an + attribute set compatible with this material. + + The texture to be rendered is set using setTexture(). How the + texure should be rendered can be specified using setMipmapFiltering(), + setFiltering(), setHorizontalWrapMode() and setVerticalWrapMode(). + The rendering state is set on the texture instance just before it + is bound. + + The opaque textured material respects the current matrix and the alpha + channel of the texture. It will disregard the accumulated opacity in + the scenegraph. + + A texture material must have a texture set before it is used as + a material in the scene graph. + */ static const char qt_scenegraph_texture_material_opacity_fragment[] = "varying highp vec2 qt_TexCoord; \n" @@ -172,11 +352,23 @@ protected: }; QSGMaterialType QSGTextureMaterialShader::type; + + +/*! + \internal + */ + QSGMaterialType *QSGTextureMaterial::type() const { return &QSGTextureMaterialShader::type; } + + +/*! + \internal + */ + QSGMaterialShader *QSGTextureMaterial::createShader() const { return new QSGTextureMaterialShader; -- cgit v1.2.3 From 7ab1f9834ff38fffae8e87b87684b00b0509a21a Mon Sep 17 00:00:00 2001 From: Gunnar Sletta Date: Wed, 11 May 2011 12:56:51 +0200 Subject: Documentation and API cleanup of QSGMaterial --- src/declarative/scenegraph/util/qsgtexturematerial.cpp | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) (limited to 'src/declarative/scenegraph/util/qsgtexturematerial.cpp') diff --git a/src/declarative/scenegraph/util/qsgtexturematerial.cpp b/src/declarative/scenegraph/util/qsgtexturematerial.cpp index 38b9107703..1e14172de3 100644 --- a/src/declarative/scenegraph/util/qsgtexturematerial.cpp +++ b/src/declarative/scenegraph/util/qsgtexturematerial.cpp @@ -83,7 +83,7 @@ char const *const *QSGOpaqueTextureMaterialShader::attributeNames() const void QSGOpaqueTextureMaterialShader::initialize() { - m_matrix_id = m_program.uniformLocation("qt_Matrix"); + m_matrix_id = program()->uniformLocation("qt_Matrix"); } void QSGOpaqueTextureMaterialShader::updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect) @@ -105,7 +105,7 @@ void QSGOpaqueTextureMaterialShader::updateState(const RenderState &state, QSGMa t->updateBindOptions(); if (state.isMatrixDirty()) - m_program.setUniformValue(m_matrix_id, state.combinedMatrix()); + program()->setUniformValue(m_matrix_id, state.combinedMatrix()); } @@ -378,7 +378,7 @@ void QSGTextureMaterialShader::updateState(const RenderState &state, QSGMaterial { Q_ASSERT(oldEffect == 0 || newEffect->type() == oldEffect->type()); if (state.isOpacityDirty()) - m_program.setUniformValue(m_opacity_id, state.opacity()); + program()->setUniformValue(m_opacity_id, state.opacity()); QSGOpaqueTextureMaterialShader::updateState(state, newEffect, oldEffect); } @@ -386,7 +386,7 @@ void QSGTextureMaterialShader::updateState(const RenderState &state, QSGMaterial void QSGTextureMaterialShader::initialize() { QSGOpaqueTextureMaterialShader::initialize(); - m_opacity_id = m_program.uniformLocation("opacity"); + m_opacity_id = program()->uniformLocation("opacity"); } QT_END_NAMESPACE -- cgit v1.2.3 From e3aef83de3433b50f4263e9b4d54bb4ed389893c Mon Sep 17 00:00:00 2001 From: Kim Motoyoshi Kalland Date: Wed, 11 May 2011 15:12:08 +0200 Subject: Fixed image tiling on scene graph. Repeat wrapping of non-power-of-two textures is not supported on OpenGL ES 2 by default. This commit implements a fallback for tiled QML Images. --- .../scenegraph/util/qsgtexturematerial.cpp | 24 +++++++++++++++++++--- 1 file changed, 21 insertions(+), 3 deletions(-) (limited to 'src/declarative/scenegraph/util/qsgtexturematerial.cpp') diff --git a/src/declarative/scenegraph/util/qsgtexturematerial.cpp b/src/declarative/scenegraph/util/qsgtexturematerial.cpp index 1e14172de3..cdca59963c 100644 --- a/src/declarative/scenegraph/util/qsgtexturematerial.cpp +++ b/src/declarative/scenegraph/util/qsgtexturematerial.cpp @@ -41,10 +41,17 @@ #include "qsgtexturematerial_p.h" -#include +#include +#include QT_BEGIN_NAMESPACE +inline static bool isPowerOfTwo(int x) +{ + // Assumption: x >= 1 + return x == (x & -x); +} + const char qt_scenegraph_texture_material_vertex_code[] = "uniform highp mat4 qt_Matrix; \n" "attribute highp vec4 qt_VertexPosition; \n" @@ -95,8 +102,19 @@ void QSGOpaqueTextureMaterialShader::updateState(const RenderState &state, QSGMa QSGTexture *t = tx->texture(); t->setFiltering(tx->filtering()); - t->setHorizontalWrapMode(tx->horizontalWrapMode()); - t->setVerticalWrapMode(tx->verticalWrapMode()); +#ifdef QT_OPENGL_ES_2 + bool npotSupported = state.context()->functions()->hasOpenGLFeature(QGLFunctions::NPOTTextures); + QSize size = t->textureSize(); + bool isNpot = !isPowerOfTwo(size.width()) || !isPowerOfTwo(size.height()); + if (!npotSupported && isNpot) { + t->setHorizontalWrapMode(QSGTexture::ClampToEdge); + t->setVerticalWrapMode(QSGTexture::ClampToEdge); + } else +#endif + { + t->setHorizontalWrapMode(tx->horizontalWrapMode()); + t->setVerticalWrapMode(tx->verticalWrapMode()); + } t->setMipmapFiltering(tx->mipmapFiltering()); if (oldTx == 0 || oldTx->texture()->textureId() != t->textureId()) -- cgit v1.2.3