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authorJocelyn Turcotte <jocelyn.turcotte@digia.com>2014-06-16 14:27:24 +0200
committerJocelyn Turcotte <jocelyn.turcotte@digia.com>2014-06-17 11:59:44 +0200
commit5dd7b370c8880971e798d656b5c2d4e0e5a1538f (patch)
tree73deab37f056d1ecd83e17a1cd6c649cb615afca /src/core
parent8159f0b7baee0d52d7c743c6b96f36d1fb61cdac (diff)
Project quads to z=0 instead of compressing them between 0 and 1
Since all quads are already separated in non-intersecting geometries and ordered according to their depth by Chromium, there is no need to keep any z value once the perspective projection has been applied. Avoid the useless computation and project the quads to z=0 the same way that QMatrix4x4::toTransform() does when used to flatten QQuickItem::transform(). Change-Id: I3ec5dc2da23cf431e2d8d0bb8b1ed48f2f2d2d8e Reviewed-by: Andras Becsi <andras.becsi@digia.com>
Diffstat (limited to 'src/core')
-rw-r--r--src/core/delegated_frame_node.cpp36
1 files changed, 6 insertions, 30 deletions
diff --git a/src/core/delegated_frame_node.cpp b/src/core/delegated_frame_node.cpp
index 09cc540b7..c390b07b8 100644
--- a/src/core/delegated_frame_node.cpp
+++ b/src/core/delegated_frame_node.cpp
@@ -162,42 +162,18 @@ static inline QSharedPointer<MailboxTexture> &findMailboxTexture(unsigned resour
return texture;
}
-static QSGNode *buildRenderPassChain(QSGNode *chainParent, const cc::RenderPass *renderPass)
+static QSGNode *buildRenderPassChain(QSGNode *chainParent)
{
// Chromium already ordered the quads from back to front for us, however the
// Qt scene graph layers individual geometries in their own z-range and uses
// the depth buffer to visually stack nodes according to their item tree order.
- // This finds the z-span of all layers so that we can z-compress them to fit
- // them between 0.0 and 1.0 on the z axis.
- double minZ = 0;
- double maxZ = 1;
- double src2[8];
- double dst4[16];
- // topleft.x, topleft.y, topRight.y and bottomLeft.x
- src2[0] = src2[1] = src2[3] = src2[4] = 0;
-
- // Go through each layer in this pass and find out their transformed rect.
- cc::SharedQuadStateList::const_iterator it = renderPass->shared_quad_state_list.begin();
- cc::SharedQuadStateList::const_iterator sharedStateEnd = renderPass->shared_quad_state_list.end();
- for (; it != sharedStateEnd; ++it) {
- gfx::Size &layerSize = (*it)->content_bounds;
- // topRight.x
- src2[2] = layerSize.width();
- // bottomLeft.y
- src2[5] = layerSize.height();
- // bottomRight
- src2[6] = layerSize.width();
- src2[7] = layerSize.height();
- (*it)->content_to_target_transform.matrix().map2(src2, 4, dst4);
- // Check the mapped corner's z value and track the boundaries.
- minZ = std::min(std::min(std::min(std::min(minZ, dst4[2]), dst4[6]), dst4[10]), dst4[14]);
- maxZ = std::max(std::max(std::max(std::max(maxZ, dst4[2]), dst4[6]), dst4[10]), dst4[14]);
- }
+ // This gets rid of the z component of all quads, once any x and y perspective
+ // transformation has been applied to vertices not on the z=0 plane. Qt will
+ // use an orthographic projection to render them.
QSGTransformNode *zCompressNode = new QSGTransformNode;
QMatrix4x4 zCompressMatrix;
- zCompressMatrix.scale(1, 1, 1 / (maxZ - minZ));
- zCompressMatrix.translate(0, 0, -minZ);
+ zCompressMatrix.scale(1, 1, 0);
zCompressNode->setMatrix(zCompressMatrix);
chainParent->appendChildNode(zCompressNode);
return zCompressNode;
@@ -504,7 +480,7 @@ void DelegatedFrameNode::commit(DelegatedFrameNodeData* data, cc::ReturnedResour
while (QSGNode *oldChain = renderPassParent->firstChild())
delete oldChain;
- QSGNode *renderPassChain = buildRenderPassChain(renderPassParent, pass);
+ QSGNode *renderPassChain = buildRenderPassChain(renderPassParent);
const cc::SharedQuadState *currentLayerState = 0;
QSGNode *currentLayerChain = 0;