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/****************************************************************************
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**
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** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
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** All rights reserved.
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** Contact: Nokia Corporation (qt-info@nokia.com)
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**
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** This file is part of the QtOpenGL module of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:LGPL$
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** No Commercial Usage
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** This file contains pre-release code and may not be distributed.
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** You may use this file in accordance with the terms and conditions
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** contained in the Technology Preview License Agreement accompanying
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** this package.
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**
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** GNU Lesser General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU Lesser
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** General Public License version 2.1 as published by the Free Software
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** Foundation and appearing in the file LICENSE.LGPL included in the
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** packaging of this file. Please review the following information to
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** ensure the GNU Lesser General Public License version 2.1 requirements
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** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
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**
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** In addition, as a special exception, Nokia gives you certain additional
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** rights. These rights are described in the Nokia Qt LGPL Exception
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** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
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**
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** If you have questions regarding the use of this file, please contact
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** Nokia at qt-info@nokia.com.
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**
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**
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**
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**
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**
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**
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**
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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#include "qglengineshadermanager_p.h"
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#include "qglengineshadersource_p.h"
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#if defined(QT_DEBUG)
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#include <QMetaEnum>
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#endif
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QT_BEGIN_NAMESPACE
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static void qt_shared_shaders_free(void *data)
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{
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delete reinterpret_cast<QGLEngineSharedShaders *>(data);
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}
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Q_GLOBAL_STATIC_WITH_ARGS(QGLContextResource, qt_shared_shaders, (qt_shared_shaders_free))
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QGLEngineSharedShaders *QGLEngineSharedShaders::shadersForContext(const QGLContext *context)
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{
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QGLEngineSharedShaders *p = reinterpret_cast<QGLEngineSharedShaders *>(qt_shared_shaders()->value(context));
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if (!p) {
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QGLShareContextScope scope(context);
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qt_shared_shaders()->insert(context, p = new QGLEngineSharedShaders(context));
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}
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return p;
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}
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const char* QGLEngineSharedShaders::qglEngineShaderSourceCode[] = {
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0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0
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};
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QGLEngineSharedShaders::QGLEngineSharedShaders(const QGLContext* context)
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: ctxGuard(context)
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, blitShaderProg(0)
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, simpleShaderProg(0)
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{
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memset(compiledShaders, 0, sizeof(compiledShaders));
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/*
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Rather than having the shader source array statically initialised, it is initialised
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here instead. This is to allow new shader names to be inserted or existing names moved
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around without having to change the order of the glsl strings. It is hoped this will
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make future hard-to-find runtime bugs more obvious and generally give more solid code.
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*/
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static bool qglEngineShaderSourceCodePopulated = false;
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if (!qglEngineShaderSourceCodePopulated) {
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const char** code = qglEngineShaderSourceCode; // shortcut
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code[MainVertexShader] = qglslMainVertexShader;
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code[MainWithTexCoordsVertexShader] = qglslMainWithTexCoordsVertexShader;
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code[MainWithTexCoordsAndOpacityVertexShader] = qglslMainWithTexCoordsAndOpacityVertexShader;
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code[UntransformedPositionVertexShader] = qglslUntransformedPositionVertexShader;
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code[PositionOnlyVertexShader] = qglslPositionOnlyVertexShader;
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code[PositionWithPatternBrushVertexShader] = qglslPositionWithPatternBrushVertexShader;
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code[PositionWithLinearGradientBrushVertexShader] = qglslPositionWithLinearGradientBrushVertexShader;
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code[PositionWithConicalGradientBrushVertexShader] = qglslPositionWithConicalGradientBrushVertexShader;
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code[PositionWithRadialGradientBrushVertexShader] = qglslPositionWithRadialGradientBrushVertexShader;
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code[PositionWithTextureBrushVertexShader] = qglslPositionWithTextureBrushVertexShader;
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code[AffinePositionWithPatternBrushVertexShader] = qglslAffinePositionWithPatternBrushVertexShader;
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code[AffinePositionWithLinearGradientBrushVertexShader] = qglslAffinePositionWithLinearGradientBrushVertexShader;
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code[AffinePositionWithConicalGradientBrushVertexShader] = qglslAffinePositionWithConicalGradientBrushVertexShader;
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code[AffinePositionWithRadialGradientBrushVertexShader] = qglslAffinePositionWithRadialGradientBrushVertexShader;
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code[AffinePositionWithTextureBrushVertexShader] = qglslAffinePositionWithTextureBrushVertexShader;
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code[MainFragmentShader_CMO] = qglslMainFragmentShader_CMO;
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code[MainFragmentShader_CM] = qglslMainFragmentShader_CM;
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code[MainFragmentShader_MO] = qglslMainFragmentShader_MO;
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code[MainFragmentShader_M] = qglslMainFragmentShader_M;
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code[MainFragmentShader_CO] = qglslMainFragmentShader_CO;
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code[MainFragmentShader_C] = qglslMainFragmentShader_C;
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code[MainFragmentShader_O] = qglslMainFragmentShader_O;
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code[MainFragmentShader] = qglslMainFragmentShader;
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code[MainFragmentShader_ImageArrays] = qglslMainFragmentShader_ImageArrays;
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code[ImageSrcFragmentShader] = qglslImageSrcFragmentShader;
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code[ImageSrcWithPatternFragmentShader] = qglslImageSrcWithPatternFragmentShader;
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code[NonPremultipliedImageSrcFragmentShader] = qglslNonPremultipliedImageSrcFragmentShader;
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code[CustomImageSrcFragmentShader] = ""; // Supplied by app.
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code[SolidBrushSrcFragmentShader] = qglslSolidBrushSrcFragmentShader;
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code[TextureBrushSrcFragmentShader] = qglslTextureBrushSrcFragmentShader;
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code[TextureBrushSrcWithPatternFragmentShader] = qglslTextureBrushSrcWithPatternFragmentShader;
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code[PatternBrushSrcFragmentShader] = qglslPatternBrushSrcFragmentShader;
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code[LinearGradientBrushSrcFragmentShader] = qglslLinearGradientBrushSrcFragmentShader;
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code[RadialGradientBrushSrcFragmentShader] = qglslRadialGradientBrushSrcFragmentShader;
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code[ConicalGradientBrushSrcFragmentShader] = qglslConicalGradientBrushSrcFragmentShader;
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code[ShockingPinkSrcFragmentShader] = qglslShockingPinkSrcFragmentShader;
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code[MaskFragmentShader] = qglslMaskFragmentShader;
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code[RgbMaskFragmentShaderPass1] = qglslRgbMaskFragmentShaderPass1;
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code[RgbMaskFragmentShaderPass2] = qglslRgbMaskFragmentShaderPass2;
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code[RgbMaskWithGammaFragmentShader] = ""; //###
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code[MultiplyCompositionModeFragmentShader] = ""; //###
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code[ScreenCompositionModeFragmentShader] = ""; //###
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code[OverlayCompositionModeFragmentShader] = ""; //###
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code[DarkenCompositionModeFragmentShader] = ""; //###
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code[LightenCompositionModeFragmentShader] = ""; //###
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code[ColorDodgeCompositionModeFragmentShader] = ""; //###
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code[ColorBurnCompositionModeFragmentShader] = ""; //###
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code[HardLightCompositionModeFragmentShader] = ""; //###
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code[SoftLightCompositionModeFragmentShader] = ""; //###
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code[DifferenceCompositionModeFragmentShader] = ""; //###
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code[ExclusionCompositionModeFragmentShader] = ""; //###
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#if defined(QT_DEBUG)
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// Check that all the elements have been filled:
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for (int i = 0; i < TotalShaderCount; ++i) {
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if (qglEngineShaderSourceCode[i] == 0) {
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int enumIndex = staticMetaObject.indexOfEnumerator("ShaderName");
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QMetaEnum m = staticMetaObject.enumerator(enumIndex);
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qCritical() << "qglEngineShaderSourceCode: Source for" << m.valueToKey(i)
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<< "(shader" << i << ") missing!";
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}
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}
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#endif
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qglEngineShaderSourceCodePopulated = true;
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}
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// Compile up the simple shader:
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simpleShaderProg = new QGLShaderProgram(context, this);
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compileNamedShader(MainVertexShader, QGLShader::PartialVertexShader);
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compileNamedShader(PositionOnlyVertexShader, QGLShader::PartialVertexShader);
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compileNamedShader(MainFragmentShader, QGLShader::PartialFragmentShader);
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compileNamedShader(ShockingPinkSrcFragmentShader, QGLShader::PartialFragmentShader);
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simpleShaderProg->addShader(compiledShaders[MainVertexShader]);
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simpleShaderProg->addShader(compiledShaders[PositionOnlyVertexShader]);
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simpleShaderProg->addShader(compiledShaders[MainFragmentShader]);
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simpleShaderProg->addShader(compiledShaders[ShockingPinkSrcFragmentShader]);
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simpleShaderProg->bindAttributeLocation("vertexCoordsArray", QT_VERTEX_COORDS_ATTR);
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simpleShaderProg->link();
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if (!simpleShaderProg->isLinked()) {
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qCritical() << "Errors linking simple shader:"
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<< simpleShaderProg->log();
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}
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// Compile the blit shader:
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blitShaderProg = new QGLShaderProgram(context, this);
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compileNamedShader(MainWithTexCoordsVertexShader, QGLShader::PartialVertexShader);
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compileNamedShader(UntransformedPositionVertexShader, QGLShader::PartialVertexShader);
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compileNamedShader(MainFragmentShader, QGLShader::PartialFragmentShader);
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compileNamedShader(ImageSrcFragmentShader, QGLShader::PartialFragmentShader);
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blitShaderProg->addShader(compiledShaders[MainWithTexCoordsVertexShader]);
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blitShaderProg->addShader(compiledShaders[UntransformedPositionVertexShader]);
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blitShaderProg->addShader(compiledShaders[MainFragmentShader]);
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blitShaderProg->addShader(compiledShaders[ImageSrcFragmentShader]);
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blitShaderProg->bindAttributeLocation("textureCoordArray", QT_TEXTURE_COORDS_ATTR);
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blitShaderProg->bindAttributeLocation("vertexCoordsArray", QT_VERTEX_COORDS_ATTR);
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blitShaderProg->link();
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if (!blitShaderProg->isLinked()) {
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qCritical() << "Errors linking blit shader:"
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<< blitShaderProg->log();
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}
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}
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void QGLEngineSharedShaders::shaderDestroyed(QObject *shader)
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{
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// Remove any shader programs which has this as the srcPixel shader:
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for (int i = 0; i < cachedPrograms.size(); ++i) {
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if (cachedPrograms.at(i).srcPixelFragShader == shader) {
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delete cachedPrograms.at(i).program;
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cachedPrograms.removeAt(i--);
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}
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}
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emit shaderProgNeedsChanging();
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}
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QGLShader *QGLEngineSharedShaders::compileNamedShader(ShaderName name, QGLShader::ShaderType type)
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{
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Q_ASSERT(name != CustomImageSrcFragmentShader);
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Q_ASSERT(name < InvalidShaderName);
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if (compiledShaders[name])
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return compiledShaders[name];
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QByteArray source = qglEngineShaderSourceCode[name];
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QGLShader *newShader = new QGLShader(type, ctxGuard.context(), this);
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newShader->compile(source);
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#if defined(QT_DEBUG)
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// Name the shader for easier debugging
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QMetaEnum m = staticMetaObject.enumerator(staticMetaObject.indexOfEnumerator("ShaderName"));
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newShader->setObjectName(QLatin1String(m.valueToKey(name)));
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#endif
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compiledShaders[name] = newShader;
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return newShader;
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}
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QGLShader *QGLEngineSharedShaders::compileCustomShader(QGLCustomShaderStage *stage, QGLShader::ShaderType type)
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{
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QByteArray source = stage->source();
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source += qglslCustomSrcFragmentShader;
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QGLShader *newShader = customShaderCache.object(source);
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if (newShader)
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return newShader;
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newShader = new QGLShader(type, ctxGuard.context(), this);
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newShader->compile(source);
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customShaderCache.insert(source, newShader);
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connect(newShader, SIGNAL(destroyed(QObject *)),
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this, SLOT(shaderDestroyed(QObject *)));
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#if defined(QT_DEBUG)
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// Name the shader for easier debugging
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QMetaEnum m = staticMetaObject.enumerator(staticMetaObject.indexOfEnumerator("ShaderName"));
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newShader->setObjectName(QLatin1String(m.valueToKey(CustomImageSrcFragmentShader)));
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#endif
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return newShader;
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}
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// The address returned here will only be valid until next time this function is called.
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QGLEngineShaderProg *QGLEngineSharedShaders::findProgramInCache(const QGLEngineShaderProg &prog)
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{
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for (int i = 0; i < cachedPrograms.size(); ++i) {
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if (cachedPrograms[i] == prog)
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return &cachedPrograms[i];
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}
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cachedPrograms.append(prog);
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QGLEngineShaderProg &cached = cachedPrograms.last();
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// If the shader program's not found in the cache, create it now.
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cached.program = new QGLShaderProgram(ctxGuard.context(), this);
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cached.program->addShader(cached.mainVertexShader);
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cached.program->addShader(cached.positionVertexShader);
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cached.program->addShader(cached.mainFragShader);
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cached.program->addShader(cached.srcPixelFragShader);
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cached.program->addShader(cached.maskFragShader);
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cached.program->addShader(cached.compositionFragShader);
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// We have to bind the vertex attribute names before the program is linked:
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cached.program->bindAttributeLocation("vertexCoordsArray", QT_VERTEX_COORDS_ATTR);
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if (cached.useTextureCoords)
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cached.program->bindAttributeLocation("textureCoordArray", QT_TEXTURE_COORDS_ATTR);
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if (cached.useOpacityAttribute)
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cached.program->bindAttributeLocation("opacityArray", QT_OPACITY_ATTR);
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cached.program->link();
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if (!cached.program->isLinked()) {
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QLatin1String none("none");
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QLatin1String br("\n");
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QString error;
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error = QLatin1String("Shader program failed to link,")
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#if defined(QT_DEBUG)
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+ br
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+ QLatin1String(" Shaders Used:\n")
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+ QLatin1String(" mainVertexShader = ")
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+ (cached.mainVertexShader ?
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cached.mainVertexShader->objectName() : none) + br
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+ QLatin1String(" positionVertexShader = ")
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+ (cached.positionVertexShader ?
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cached.positionVertexShader->objectName() : none) + br
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+ QLatin1String(" mainFragShader = ")
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+ (cached.mainFragShader ?
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cached.mainFragShader->objectName() : none) + br
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+ QLatin1String(" srcPixelFragShader = ")
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+ (cached.srcPixelFragShader ?
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cached.srcPixelFragShader->objectName() : none) + br
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+ QLatin1String(" maskFragShader = ")
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+ (cached.maskFragShader ?
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cached.maskFragShader->objectName() : none) + br
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+ QLatin1String(" compositionFragShader = ")
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+ (cached.compositionFragShader ?
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cached.compositionFragShader->objectName() : none) + br
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#endif
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+ QLatin1String(" Error Log:\n")
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+ QLatin1String(" ") + cached.program->log();
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qWarning() << error;
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delete cached.program;
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cachedPrograms.removeLast();
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return 0;
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} else {
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// taking the address here is safe since
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// cachePrograms isn't resized anywhere else
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return &cached;
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}
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}
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QGLEngineShaderManager::QGLEngineShaderManager(QGLContext* context)
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: ctx(context),
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shaderProgNeedsChanging(true),
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srcPixelType(Qt::NoBrush),
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opacityMode(NoOpacity),
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maskType(NoMask),
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compositionMode(QPainter::CompositionMode_SourceOver),
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customSrcStage(0),
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currentShaderProg(0),
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customShader(0)
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{
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sharedShaders = QGLEngineSharedShaders::shadersForContext(context);
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connect(sharedShaders, SIGNAL(shaderProgNeedsChanging()), this, SLOT(shaderProgNeedsChangingSlot()));
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}
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QGLEngineShaderManager::~QGLEngineShaderManager()
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{
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//###
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}
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uint QGLEngineShaderManager::getUniformLocation(Uniform id)
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{
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QVector<uint> &uniformLocations = currentShaderProg->uniformLocations;
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if (uniformLocations.isEmpty())
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uniformLocations.fill(GLuint(-1), NumUniforms);
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static const char *uniformNames[] = {
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"imageTexture",
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"patternColor",
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"globalOpacity",
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"depth",
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"pmvMatrix",
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"maskTexture",
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"fragmentColor",
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"linearData",
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"angle",
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"halfViewportSize",
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"fmp",
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|
368 |
"fmp2_m_radius2",
|
|
369 |
"inverse_2_fmp2_m_radius2",
|
|
370 |
"invertedTextureSize",
|
|
371 |
"brushTransform",
|
|
372 |
"brushTexture"
|
|
373 |
};
|
|
374 |
|
|
375 |
if (uniformLocations.at(id) == GLuint(-1))
|
|
376 |
uniformLocations[id] = currentShaderProg->program->uniformLocation(uniformNames[id]);
|
|
377 |
|
|
378 |
return uniformLocations.at(id);
|
|
379 |
}
|
|
380 |
|
|
381 |
|
|
382 |
void QGLEngineShaderManager::optimiseForBrushTransform(const QTransform &transform)
|
|
383 |
{
|
|
384 |
Q_UNUSED(transform); // Currently ignored
|
|
385 |
}
|
|
386 |
|
|
387 |
void QGLEngineShaderManager::setDirty()
|
|
388 |
{
|
|
389 |
shaderProgNeedsChanging = true;
|
|
390 |
}
|
|
391 |
|
|
392 |
void QGLEngineShaderManager::setSrcPixelType(Qt::BrushStyle style)
|
|
393 |
{
|
|
394 |
if (srcPixelType == PixelSrcType(style))
|
|
395 |
return;
|
|
396 |
|
|
397 |
srcPixelType = style;
|
|
398 |
shaderProgNeedsChanging = true; //###
|
|
399 |
}
|
|
400 |
|
|
401 |
void QGLEngineShaderManager::setSrcPixelType(PixelSrcType type)
|
|
402 |
{
|
|
403 |
if (srcPixelType == type)
|
|
404 |
return;
|
|
405 |
|
|
406 |
srcPixelType = type;
|
|
407 |
shaderProgNeedsChanging = true; //###
|
|
408 |
}
|
|
409 |
|
|
410 |
void QGLEngineShaderManager::setOpacityMode(OpacityMode mode)
|
|
411 |
{
|
|
412 |
if (opacityMode == mode)
|
|
413 |
return;
|
|
414 |
|
|
415 |
opacityMode = mode;
|
|
416 |
shaderProgNeedsChanging = true; //###
|
|
417 |
}
|
|
418 |
|
|
419 |
void QGLEngineShaderManager::setMaskType(MaskType type)
|
|
420 |
{
|
|
421 |
if (maskType == type)
|
|
422 |
return;
|
|
423 |
|
|
424 |
maskType = type;
|
|
425 |
shaderProgNeedsChanging = true; //###
|
|
426 |
}
|
|
427 |
|
|
428 |
void QGLEngineShaderManager::setCompositionMode(QPainter::CompositionMode mode)
|
|
429 |
{
|
|
430 |
if (compositionMode == mode)
|
|
431 |
return;
|
|
432 |
|
|
433 |
compositionMode = mode;
|
|
434 |
shaderProgNeedsChanging = true; //###
|
|
435 |
}
|
|
436 |
|
|
437 |
void QGLEngineShaderManager::setCustomStage(QGLCustomShaderStage* stage)
|
|
438 |
{
|
|
439 |
customSrcStage = stage;
|
|
440 |
customShader = 0; // Will be compiled from 'customSrcStage' later.
|
|
441 |
shaderProgNeedsChanging = true;
|
|
442 |
}
|
|
443 |
|
|
444 |
void QGLEngineShaderManager::removeCustomStage(QGLCustomShaderStage* stage)
|
|
445 |
{
|
|
446 |
Q_UNUSED(stage); // Currently we only support one at a time...
|
|
447 |
|
|
448 |
customSrcStage = 0;
|
|
449 |
customShader = 0;
|
|
450 |
shaderProgNeedsChanging = true;
|
|
451 |
}
|
|
452 |
|
|
453 |
|
|
454 |
QGLShaderProgram* QGLEngineShaderManager::currentProgram()
|
|
455 |
{
|
|
456 |
return currentShaderProg->program;
|
|
457 |
}
|
|
458 |
|
|
459 |
QGLShaderProgram* QGLEngineShaderManager::simpleProgram()
|
|
460 |
{
|
|
461 |
return sharedShaders->simpleProgram();
|
|
462 |
}
|
|
463 |
|
|
464 |
QGLShaderProgram* QGLEngineShaderManager::blitProgram()
|
|
465 |
{
|
|
466 |
return sharedShaders->blitProgram();
|
|
467 |
}
|
|
468 |
|
|
469 |
|
|
470 |
|
|
471 |
// Select & use the correct shader program using the current state.
|
|
472 |
// Returns true if program needed changing.
|
|
473 |
bool QGLEngineShaderManager::useCorrectShaderProg()
|
|
474 |
{
|
|
475 |
if (!shaderProgNeedsChanging)
|
|
476 |
return false;
|
|
477 |
|
|
478 |
bool useCustomSrc = customSrcStage != 0;
|
|
479 |
if (useCustomSrc && srcPixelType != QGLEngineShaderManager::ImageSrc) {
|
|
480 |
useCustomSrc = false;
|
|
481 |
qWarning("QGLEngineShaderManager - Ignoring custom shader stage for non image src");
|
|
482 |
}
|
|
483 |
|
|
484 |
QGLEngineShaderProg requiredProgram;
|
|
485 |
requiredProgram.program = 0;
|
|
486 |
|
|
487 |
bool texCoords = false;
|
|
488 |
|
|
489 |
// Choose vertex shader shader position function (which typically also sets
|
|
490 |
// varyings) and the source pixel (srcPixel) fragment shader function:
|
|
491 |
QGLEngineSharedShaders::ShaderName positionVertexShaderName = QGLEngineSharedShaders::InvalidShaderName;
|
|
492 |
QGLEngineSharedShaders::ShaderName srcPixelFragShaderName = QGLEngineSharedShaders::InvalidShaderName;
|
|
493 |
bool isAffine = brushTransform.isAffine();
|
|
494 |
if ( (srcPixelType >= Qt::Dense1Pattern) && (srcPixelType <= Qt::DiagCrossPattern) ) {
|
|
495 |
if (isAffine)
|
|
496 |
positionVertexShaderName = QGLEngineSharedShaders::AffinePositionWithPatternBrushVertexShader;
|
|
497 |
else
|
|
498 |
positionVertexShaderName = QGLEngineSharedShaders::PositionWithPatternBrushVertexShader;
|
|
499 |
|
|
500 |
srcPixelFragShaderName = QGLEngineSharedShaders::PatternBrushSrcFragmentShader;
|
|
501 |
}
|
|
502 |
else switch (srcPixelType) {
|
|
503 |
default:
|
|
504 |
case Qt::NoBrush:
|
|
505 |
qFatal("QGLEngineShaderManager::useCorrectShaderProg() - Qt::NoBrush style is set");
|
|
506 |
break;
|
|
507 |
case QGLEngineShaderManager::ImageSrc:
|
|
508 |
srcPixelFragShaderName = QGLEngineSharedShaders::ImageSrcFragmentShader;
|
|
509 |
positionVertexShaderName = QGLEngineSharedShaders::PositionOnlyVertexShader;
|
|
510 |
texCoords = true;
|
|
511 |
break;
|
|
512 |
case QGLEngineShaderManager::NonPremultipliedImageSrc:
|
|
513 |
srcPixelFragShaderName = QGLEngineSharedShaders::NonPremultipliedImageSrcFragmentShader;
|
|
514 |
positionVertexShaderName = QGLEngineSharedShaders::PositionOnlyVertexShader;
|
|
515 |
texCoords = true;
|
|
516 |
break;
|
|
517 |
case QGLEngineShaderManager::PatternSrc:
|
|
518 |
srcPixelFragShaderName = QGLEngineSharedShaders::ImageSrcWithPatternFragmentShader;
|
|
519 |
positionVertexShaderName = QGLEngineSharedShaders::PositionOnlyVertexShader;
|
|
520 |
texCoords = true;
|
|
521 |
break;
|
|
522 |
case QGLEngineShaderManager::TextureSrcWithPattern:
|
|
523 |
srcPixelFragShaderName = QGLEngineSharedShaders::TextureBrushSrcWithPatternFragmentShader;
|
|
524 |
positionVertexShaderName = isAffine ? QGLEngineSharedShaders::AffinePositionWithTextureBrushVertexShader
|
|
525 |
: QGLEngineSharedShaders::PositionWithTextureBrushVertexShader;
|
|
526 |
break;
|
|
527 |
case Qt::SolidPattern:
|
|
528 |
srcPixelFragShaderName = QGLEngineSharedShaders::SolidBrushSrcFragmentShader;
|
|
529 |
positionVertexShaderName = QGLEngineSharedShaders::PositionOnlyVertexShader;
|
|
530 |
break;
|
|
531 |
case Qt::LinearGradientPattern:
|
|
532 |
srcPixelFragShaderName = QGLEngineSharedShaders::LinearGradientBrushSrcFragmentShader;
|
|
533 |
positionVertexShaderName = isAffine ? QGLEngineSharedShaders::AffinePositionWithLinearGradientBrushVertexShader
|
|
534 |
: QGLEngineSharedShaders::PositionWithLinearGradientBrushVertexShader;
|
|
535 |
break;
|
|
536 |
case Qt::ConicalGradientPattern:
|
|
537 |
srcPixelFragShaderName = QGLEngineSharedShaders::ConicalGradientBrushSrcFragmentShader;
|
|
538 |
positionVertexShaderName = isAffine ? QGLEngineSharedShaders::AffinePositionWithConicalGradientBrushVertexShader
|
|
539 |
: QGLEngineSharedShaders::PositionWithConicalGradientBrushVertexShader;
|
|
540 |
break;
|
|
541 |
case Qt::RadialGradientPattern:
|
|
542 |
srcPixelFragShaderName = QGLEngineSharedShaders::RadialGradientBrushSrcFragmentShader;
|
|
543 |
positionVertexShaderName = isAffine ? QGLEngineSharedShaders::AffinePositionWithRadialGradientBrushVertexShader
|
|
544 |
: QGLEngineSharedShaders::PositionWithRadialGradientBrushVertexShader;
|
|
545 |
break;
|
|
546 |
case Qt::TexturePattern:
|
|
547 |
srcPixelFragShaderName = QGLEngineSharedShaders::TextureBrushSrcFragmentShader;
|
|
548 |
positionVertexShaderName = isAffine ? QGLEngineSharedShaders::AffinePositionWithTextureBrushVertexShader
|
|
549 |
: QGLEngineSharedShaders::PositionWithTextureBrushVertexShader;
|
|
550 |
break;
|
|
551 |
};
|
|
552 |
requiredProgram.positionVertexShader = sharedShaders->compileNamedShader(positionVertexShaderName, QGLShader::PartialVertexShader);
|
|
553 |
if (useCustomSrc) {
|
|
554 |
if (!customShader)
|
|
555 |
customShader = sharedShaders->compileCustomShader(customSrcStage, QGLShader::PartialFragmentShader);
|
|
556 |
requiredProgram.srcPixelFragShader = customShader;
|
|
557 |
} else {
|
|
558 |
requiredProgram.srcPixelFragShader = sharedShaders->compileNamedShader(srcPixelFragShaderName, QGLShader::PartialFragmentShader);
|
|
559 |
}
|
|
560 |
|
|
561 |
const bool hasCompose = compositionMode > QPainter::CompositionMode_Plus;
|
|
562 |
const bool hasMask = maskType != QGLEngineShaderManager::NoMask;
|
|
563 |
|
|
564 |
// Choose fragment shader main function:
|
|
565 |
QGLEngineSharedShaders::ShaderName mainFragShaderName;
|
|
566 |
|
|
567 |
if (opacityMode == AttributeOpacity) {
|
|
568 |
Q_ASSERT(!hasCompose && !hasMask);
|
|
569 |
mainFragShaderName = QGLEngineSharedShaders::MainFragmentShader_ImageArrays;
|
|
570 |
} else {
|
|
571 |
bool useGlobalOpacity = (opacityMode == UniformOpacity);
|
|
572 |
if (hasCompose && hasMask && useGlobalOpacity)
|
|
573 |
mainFragShaderName = QGLEngineSharedShaders::MainFragmentShader_CMO;
|
|
574 |
if (hasCompose && hasMask && !useGlobalOpacity)
|
|
575 |
mainFragShaderName = QGLEngineSharedShaders::MainFragmentShader_CM;
|
|
576 |
if (!hasCompose && hasMask && useGlobalOpacity)
|
|
577 |
mainFragShaderName = QGLEngineSharedShaders::MainFragmentShader_MO;
|
|
578 |
if (!hasCompose && hasMask && !useGlobalOpacity)
|
|
579 |
mainFragShaderName = QGLEngineSharedShaders::MainFragmentShader_M;
|
|
580 |
if (hasCompose && !hasMask && useGlobalOpacity)
|
|
581 |
mainFragShaderName = QGLEngineSharedShaders::MainFragmentShader_CO;
|
|
582 |
if (hasCompose && !hasMask && !useGlobalOpacity)
|
|
583 |
mainFragShaderName = QGLEngineSharedShaders::MainFragmentShader_C;
|
|
584 |
if (!hasCompose && !hasMask && useGlobalOpacity)
|
|
585 |
mainFragShaderName = QGLEngineSharedShaders::MainFragmentShader_O;
|
|
586 |
if (!hasCompose && !hasMask && !useGlobalOpacity)
|
|
587 |
mainFragShaderName = QGLEngineSharedShaders::MainFragmentShader;
|
|
588 |
}
|
|
589 |
|
|
590 |
requiredProgram.mainFragShader = sharedShaders->compileNamedShader(mainFragShaderName, QGLShader::PartialFragmentShader);
|
|
591 |
|
|
592 |
if (hasMask) {
|
|
593 |
QGLEngineSharedShaders::ShaderName maskShaderName = QGLEngineSharedShaders::InvalidShaderName;
|
|
594 |
if (maskType == PixelMask) {
|
|
595 |
maskShaderName = QGLEngineSharedShaders::MaskFragmentShader;
|
|
596 |
texCoords = true;
|
|
597 |
} else if (maskType == SubPixelMaskPass1) {
|
|
598 |
maskShaderName = QGLEngineSharedShaders::RgbMaskFragmentShaderPass1;
|
|
599 |
texCoords = true;
|
|
600 |
} else if (maskType == SubPixelMaskPass2) {
|
|
601 |
maskShaderName = QGLEngineSharedShaders::RgbMaskFragmentShaderPass2;
|
|
602 |
texCoords = true;
|
|
603 |
} else if (maskType == SubPixelWithGammaMask) {
|
|
604 |
maskShaderName = QGLEngineSharedShaders::RgbMaskWithGammaFragmentShader;
|
|
605 |
texCoords = true;
|
|
606 |
} else {
|
|
607 |
qCritical("QGLEngineShaderManager::useCorrectShaderProg() - Unknown mask type");
|
|
608 |
}
|
|
609 |
|
|
610 |
requiredProgram.maskFragShader = sharedShaders->compileNamedShader(maskShaderName, QGLShader::PartialFragmentShader);
|
|
611 |
} else {
|
|
612 |
requiredProgram.maskFragShader = 0;
|
|
613 |
}
|
|
614 |
|
|
615 |
if (hasCompose) {
|
|
616 |
QGLEngineSharedShaders::ShaderName compositionShaderName = QGLEngineSharedShaders::InvalidShaderName;
|
|
617 |
switch (compositionMode) {
|
|
618 |
case QPainter::CompositionMode_Multiply:
|
|
619 |
compositionShaderName = QGLEngineSharedShaders::MultiplyCompositionModeFragmentShader;
|
|
620 |
break;
|
|
621 |
case QPainter::CompositionMode_Screen:
|
|
622 |
compositionShaderName = QGLEngineSharedShaders::ScreenCompositionModeFragmentShader;
|
|
623 |
break;
|
|
624 |
case QPainter::CompositionMode_Overlay:
|
|
625 |
compositionShaderName = QGLEngineSharedShaders::OverlayCompositionModeFragmentShader;
|
|
626 |
break;
|
|
627 |
case QPainter::CompositionMode_Darken:
|
|
628 |
compositionShaderName = QGLEngineSharedShaders::DarkenCompositionModeFragmentShader;
|
|
629 |
break;
|
|
630 |
case QPainter::CompositionMode_Lighten:
|
|
631 |
compositionShaderName = QGLEngineSharedShaders::LightenCompositionModeFragmentShader;
|
|
632 |
break;
|
|
633 |
case QPainter::CompositionMode_ColorDodge:
|
|
634 |
compositionShaderName = QGLEngineSharedShaders::ColorDodgeCompositionModeFragmentShader;
|
|
635 |
break;
|
|
636 |
case QPainter::CompositionMode_ColorBurn:
|
|
637 |
compositionShaderName = QGLEngineSharedShaders::ColorBurnCompositionModeFragmentShader;
|
|
638 |
break;
|
|
639 |
case QPainter::CompositionMode_HardLight:
|
|
640 |
compositionShaderName = QGLEngineSharedShaders::HardLightCompositionModeFragmentShader;
|
|
641 |
break;
|
|
642 |
case QPainter::CompositionMode_SoftLight:
|
|
643 |
compositionShaderName = QGLEngineSharedShaders::SoftLightCompositionModeFragmentShader;
|
|
644 |
break;
|
|
645 |
case QPainter::CompositionMode_Difference:
|
|
646 |
compositionShaderName = QGLEngineSharedShaders::DifferenceCompositionModeFragmentShader;
|
|
647 |
break;
|
|
648 |
case QPainter::CompositionMode_Exclusion:
|
|
649 |
compositionShaderName = QGLEngineSharedShaders::ExclusionCompositionModeFragmentShader;
|
|
650 |
break;
|
|
651 |
default:
|
|
652 |
qWarning("QGLEngineShaderManager::useCorrectShaderProg() - Unsupported composition mode");
|
|
653 |
}
|
|
654 |
requiredProgram.compositionFragShader = sharedShaders->compileNamedShader(compositionShaderName, QGLShader::PartialFragmentShader);
|
|
655 |
} else {
|
|
656 |
requiredProgram.compositionFragShader = 0;
|
|
657 |
}
|
|
658 |
|
|
659 |
// Choose vertex shader main function
|
|
660 |
QGLEngineSharedShaders::ShaderName mainVertexShaderName = QGLEngineSharedShaders::InvalidShaderName;
|
|
661 |
if (opacityMode == AttributeOpacity) {
|
|
662 |
Q_ASSERT(texCoords);
|
|
663 |
mainVertexShaderName = QGLEngineSharedShaders::MainWithTexCoordsAndOpacityVertexShader;
|
|
664 |
} else if (texCoords) {
|
|
665 |
mainVertexShaderName = QGLEngineSharedShaders::MainWithTexCoordsVertexShader;
|
|
666 |
} else {
|
|
667 |
mainVertexShaderName = QGLEngineSharedShaders::MainVertexShader;
|
|
668 |
}
|
|
669 |
requiredProgram.mainVertexShader = sharedShaders->compileNamedShader(mainVertexShaderName, QGLShader::PartialVertexShader);
|
|
670 |
requiredProgram.useTextureCoords = texCoords;
|
|
671 |
requiredProgram.useOpacityAttribute = (opacityMode == AttributeOpacity);
|
|
672 |
|
|
673 |
|
|
674 |
// At this point, requiredProgram is fully populated so try to find the program in the cache
|
|
675 |
currentShaderProg = sharedShaders->findProgramInCache(requiredProgram);
|
|
676 |
|
|
677 |
if (currentShaderProg) {
|
|
678 |
currentShaderProg->program->enable();
|
|
679 |
if (useCustomSrc)
|
|
680 |
customSrcStage->setUniforms(currentShaderProg->program);
|
|
681 |
}
|
|
682 |
|
|
683 |
shaderProgNeedsChanging = false;
|
|
684 |
return true;
|
|
685 |
}
|
|
686 |
|
|
687 |
QT_END_NAMESPACE
|