src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp
changeset 0 1918ee327afb
child 3 41300fa6a67c
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-1:000000000000 0:1918ee327afb
       
     1 /****************************************************************************
       
     2 **
       
     3 ** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
       
     4 ** All rights reserved.
       
     5 ** Contact: Nokia Corporation (qt-info@nokia.com)
       
     6 **
       
     7 ** This file is part of the QtOpenGL module of the Qt Toolkit.
       
     8 **
       
     9 ** $QT_BEGIN_LICENSE:LGPL$
       
    10 ** No Commercial Usage
       
    11 ** This file contains pre-release code and may not be distributed.
       
    12 ** You may use this file in accordance with the terms and conditions
       
    13 ** contained in the Technology Preview License Agreement accompanying
       
    14 ** this package.
       
    15 **
       
    16 ** GNU Lesser General Public License Usage
       
    17 ** Alternatively, this file may be used under the terms of the GNU Lesser
       
    18 ** General Public License version 2.1 as published by the Free Software
       
    19 ** Foundation and appearing in the file LICENSE.LGPL included in the
       
    20 ** packaging of this file.  Please review the following information to
       
    21 ** ensure the GNU Lesser General Public License version 2.1 requirements
       
    22 ** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
       
    23 **
       
    24 ** In addition, as a special exception, Nokia gives you certain additional
       
    25 ** rights.  These rights are described in the Nokia Qt LGPL Exception
       
    26 ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
       
    27 **
       
    28 ** If you have questions regarding the use of this file, please contact
       
    29 ** Nokia at qt-info@nokia.com.
       
    30 **
       
    31 **
       
    32 **
       
    33 **
       
    34 **
       
    35 **
       
    36 **
       
    37 **
       
    38 ** $QT_END_LICENSE$
       
    39 **
       
    40 ****************************************************************************/
       
    41 
       
    42 /*
       
    43     When the active program changes, we need to update it's uniforms.
       
    44     We could track state for each program and only update stale uniforms
       
    45         - Could lead to lots of overhead if there's a lot of programs
       
    46     We could update all the uniforms when the program changes
       
    47         - Could end up updating lots of uniforms which don't need updating
       
    48 
       
    49     Updating uniforms should be cheap, so the overhead of updating up-to-date
       
    50     uniforms should be minimal. It's also less complex.
       
    51 
       
    52     Things which _may_ cause a different program to be used:
       
    53         - Change in brush/pen style
       
    54         - Change in painter opacity
       
    55         - Change in composition mode
       
    56 
       
    57     Whenever we set a mode on the shader manager - it needs to tell us if it had
       
    58     to switch to a different program.
       
    59 
       
    60     The shader manager should only switch when we tell it to. E.g. if we set a new
       
    61     brush style and then switch to transparent painter, we only want it to compile
       
    62     and use the correct program when we really need it.
       
    63 */
       
    64 
       
    65 #include "qpaintengineex_opengl2_p.h"
       
    66 
       
    67 #include <string.h> //for memcpy
       
    68 #include <qmath.h>
       
    69 
       
    70 #include <private/qgl_p.h>
       
    71 #include <private/qmath_p.h>
       
    72 #include <private/qpaintengineex_p.h>
       
    73 #include <QPaintEngine>
       
    74 #include <private/qpainter_p.h>
       
    75 #include <private/qfontengine_p.h>
       
    76 #include <private/qtextureglyphcache_p.h>
       
    77 #include <private/qpixmapdata_gl_p.h>
       
    78 #include <private/qdatabuffer_p.h>
       
    79 
       
    80 #include "qglgradientcache_p.h"
       
    81 #include "qglengineshadermanager_p.h"
       
    82 #include "qgl2pexvertexarray_p.h"
       
    83 
       
    84 #include "qtriangulatingstroker_p.h"
       
    85 
       
    86 #include <QDebug>
       
    87 
       
    88 QT_BEGIN_NAMESPACE
       
    89 
       
    90 //#define QT_GL_NO_SCISSOR_TEST
       
    91 
       
    92 static const GLuint GL_STENCIL_HIGH_BIT         = 0x80;
       
    93 static const GLuint QT_BRUSH_TEXTURE_UNIT       = 0;
       
    94 static const GLuint QT_IMAGE_TEXTURE_UNIT       = 0; //Can be the same as brush texture unit
       
    95 static const GLuint QT_MASK_TEXTURE_UNIT        = 1;
       
    96 static const GLuint QT_BACKGROUND_TEXTURE_UNIT  = 2;
       
    97 
       
    98 #ifdef Q_WS_WIN
       
    99 extern Q_GUI_EXPORT bool qt_cleartype_enabled;
       
   100 #endif
       
   101 
       
   102 class QGLTextureGlyphCache : public QObject, public QTextureGlyphCache
       
   103 {
       
   104     Q_OBJECT
       
   105 public:
       
   106     QGLTextureGlyphCache(QGLContext *context, QFontEngineGlyphCache::Type type, const QTransform &matrix);
       
   107     ~QGLTextureGlyphCache();
       
   108 
       
   109     virtual void createTextureData(int width, int height);
       
   110     virtual void resizeTextureData(int width, int height);
       
   111     virtual void fillTexture(const Coord &c, glyph_t glyph);
       
   112     virtual int glyphMargin() const;
       
   113 
       
   114     inline GLuint texture() const { return m_texture; }
       
   115 
       
   116     inline int width() const { return m_width; }
       
   117     inline int height() const { return m_height; }
       
   118 
       
   119     inline void setPaintEnginePrivate(QGL2PaintEngineExPrivate *p) { pex = p; }
       
   120 
       
   121 
       
   122 public Q_SLOTS:
       
   123     void contextDestroyed(const QGLContext *context) {
       
   124         if (context == ctx) {
       
   125             QList<const QGLContext *> shares = qgl_share_reg()->shares(ctx);
       
   126             if (shares.isEmpty()) {
       
   127                 glDeleteFramebuffers(1, &m_fbo);
       
   128                 if (m_width || m_height)
       
   129                     glDeleteTextures(1, &m_texture);
       
   130                 ctx = 0;
       
   131             } else {
       
   132                 // since the context holding the texture is shared, and
       
   133                 // about to be destroyed, we have to transfer ownership
       
   134                 // of the texture to one of the share contexts
       
   135                 ctx = const_cast<QGLContext *>((ctx == shares.at(0)) ? shares.at(1) : shares.at(0));
       
   136             }
       
   137         }
       
   138     }
       
   139 
       
   140 private:
       
   141     QGLContext *ctx;
       
   142 
       
   143     QGL2PaintEngineExPrivate *pex;
       
   144 
       
   145     GLuint m_texture;
       
   146     GLuint m_fbo;
       
   147 
       
   148     int m_width;
       
   149     int m_height;
       
   150 
       
   151     QGLShaderProgram *m_program;
       
   152 };
       
   153 
       
   154 QGLTextureGlyphCache::QGLTextureGlyphCache(QGLContext *context, QFontEngineGlyphCache::Type type, const QTransform &matrix)
       
   155     : QTextureGlyphCache(type, matrix)
       
   156     , ctx(context)
       
   157     , m_width(0)
       
   158     , m_height(0)
       
   159 {
       
   160     glGenFramebuffers(1, &m_fbo);
       
   161     connect(QGLSignalProxy::instance(), SIGNAL(aboutToDestroyContext(const QGLContext *)),
       
   162             SLOT(contextDestroyed(const QGLContext *)));
       
   163 }
       
   164 
       
   165 QGLTextureGlyphCache::~QGLTextureGlyphCache()
       
   166 {
       
   167     if (ctx) {
       
   168         QGLShareContextScope scope(ctx);
       
   169         glDeleteFramebuffers(1, &m_fbo);
       
   170 
       
   171         if (m_width || m_height)
       
   172             glDeleteTextures(1, &m_texture);
       
   173     }
       
   174 }
       
   175 
       
   176 void QGLTextureGlyphCache::createTextureData(int width, int height)
       
   177 {
       
   178     glGenTextures(1, &m_texture);
       
   179     glBindTexture(GL_TEXTURE_2D, m_texture);
       
   180 
       
   181     m_width = width;
       
   182     m_height = height;
       
   183 
       
   184     QVarLengthArray<uchar> data(width * height);
       
   185     for (int i = 0; i < data.size(); ++i)
       
   186         data[i] = 0;
       
   187 
       
   188     if (m_type == QFontEngineGlyphCache::Raster_RGBMask)
       
   189         glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_ALPHA, GL_UNSIGNED_BYTE, &data[0]);
       
   190     else
       
   191         glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, width, height, 0, GL_ALPHA, GL_UNSIGNED_BYTE, &data[0]);
       
   192 
       
   193     glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
       
   194     glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
       
   195 }
       
   196 
       
   197 void QGLTextureGlyphCache::resizeTextureData(int width, int height)
       
   198 {
       
   199     // ### the QTextureGlyphCache API needs to be reworked to allow
       
   200     // ### resizeTextureData to fail
       
   201 
       
   202     int oldWidth = m_width;
       
   203     int oldHeight = m_height;
       
   204 
       
   205     GLuint oldTexture = m_texture;
       
   206     createTextureData(width, height);
       
   207 
       
   208     glBindFramebuffer(GL_FRAMEBUFFER_EXT, m_fbo);
       
   209 
       
   210     GLuint tmp_texture;
       
   211     glGenTextures(1, &tmp_texture);
       
   212     glBindTexture(GL_TEXTURE_2D, tmp_texture);
       
   213     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, oldWidth, oldHeight, 0,
       
   214                  GL_RGBA, GL_UNSIGNED_BYTE, NULL);
       
   215     glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
       
   216     glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
       
   217     glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
       
   218     glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
       
   219     glBindTexture(GL_TEXTURE_2D, 0);
       
   220     glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
       
   221                            GL_TEXTURE_2D, tmp_texture, 0);
       
   222 
       
   223     glActiveTexture(GL_TEXTURE0 + QT_IMAGE_TEXTURE_UNIT);
       
   224     glBindTexture(GL_TEXTURE_2D, oldTexture);
       
   225 
       
   226     pex->transferMode(BrushDrawingMode);
       
   227 
       
   228 #ifndef QT_OPENGL_ES_2
       
   229     if (pex->inRenderText)
       
   230         glPushAttrib(GL_ENABLE_BIT | GL_VIEWPORT_BIT | GL_SCISSOR_BIT);
       
   231 #endif
       
   232 
       
   233     glDisable(GL_STENCIL_TEST);
       
   234     glDisable(GL_DEPTH_TEST);
       
   235     glDisable(GL_SCISSOR_TEST);
       
   236     glDisable(GL_BLEND);
       
   237 
       
   238     glViewport(0, 0, oldWidth, oldHeight);
       
   239 
       
   240     float vertexCoordinateArray[] = { -1, -1, 1, -1, 1, 1, -1, 1 };
       
   241     float textureCoordinateArray[] = { 0, 0, 1, 0, 1, 1, 0, 1 };
       
   242 
       
   243     glEnableVertexAttribArray(QT_VERTEX_COORDS_ATTR);
       
   244     glEnableVertexAttribArray(QT_TEXTURE_COORDS_ATTR);
       
   245 
       
   246     glVertexAttribPointer(QT_VERTEX_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, vertexCoordinateArray);
       
   247     glVertexAttribPointer(QT_TEXTURE_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, textureCoordinateArray);
       
   248 
       
   249     pex->shaderManager->blitProgram()->enable();
       
   250     pex->shaderManager->blitProgram()->setUniformValue("imageTexture", QT_IMAGE_TEXTURE_UNIT);
       
   251     pex->shaderManager->setDirty();
       
   252 
       
   253     glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
       
   254 
       
   255     glDisableVertexAttribArray(QT_VERTEX_COORDS_ATTR);
       
   256     glDisableVertexAttribArray(QT_TEXTURE_COORDS_ATTR);
       
   257 
       
   258     glBindTexture(GL_TEXTURE_2D, m_texture);
       
   259 
       
   260 #ifdef QT_OPENGL_ES_2
       
   261     QDataBuffer<uchar> buffer(4*oldWidth*oldHeight);
       
   262     buffer.resize(4*oldWidth*oldHeight);
       
   263     glReadPixels(0, 0, oldWidth, oldHeight, GL_RGBA, GL_UNSIGNED_BYTE, buffer.data());
       
   264 
       
   265     // do an in-place conversion from GL_RGBA to GL_ALPHA
       
   266     for (int i=0; i<oldWidth*oldHeight; ++i)
       
   267         buffer.data()[i] = buffer.at(4*i + 3);
       
   268 
       
   269     glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, oldWidth, oldHeight,
       
   270                     GL_ALPHA, GL_UNSIGNED_BYTE, buffer.data());
       
   271 #else
       
   272     glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, oldWidth, oldHeight);
       
   273 #endif
       
   274 
       
   275     glFramebufferRenderbuffer(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
       
   276                               GL_RENDERBUFFER_EXT, 0);
       
   277     glDeleteTextures(1, &tmp_texture);
       
   278     glDeleteTextures(1, &oldTexture);
       
   279 
       
   280     glBindFramebuffer(GL_FRAMEBUFFER_EXT, ctx->d_ptr->current_fbo);
       
   281 
       
   282     glViewport(0, 0, pex->width, pex->height);
       
   283     pex->updateClipScissorTest();
       
   284 
       
   285 #ifndef QT_OPENGL_ES_2
       
   286     if (pex->inRenderText)
       
   287         glPopAttrib();
       
   288 #endif
       
   289 }
       
   290 
       
   291 void QGLTextureGlyphCache::fillTexture(const Coord &c, glyph_t glyph)
       
   292 {
       
   293     QImage mask = textureMapForGlyph(glyph);
       
   294     const int maskWidth = mask.width();
       
   295     const int maskHeight = mask.height();
       
   296 
       
   297     if (mask.format() == QImage::Format_Mono) {
       
   298         mask = mask.convertToFormat(QImage::Format_Indexed8);
       
   299         for (int y = 0; y < maskHeight; ++y) {
       
   300             uchar *src = (uchar *) mask.scanLine(y);
       
   301             for (int x = 0; x < maskWidth; ++x)
       
   302                 src[x] = -src[x]; // convert 0 and 1 into 0 and 255
       
   303         }
       
   304      }
       
   305 
       
   306 
       
   307     glBindTexture(GL_TEXTURE_2D, m_texture);
       
   308     if (mask.format() == QImage::Format_RGB32) {
       
   309         glTexSubImage2D(GL_TEXTURE_2D, 0, c.x, c.y, maskWidth, maskHeight, GL_BGRA, GL_UNSIGNED_BYTE, mask.bits());
       
   310     } else {
       
   311 #ifdef QT_OPENGL_ES2
       
   312         glTexSubImage2D(GL_TEXTURE_2D, 0, c.x, c.y, maskWidth, maskHeight, GL_ALPHA, GL_UNSIGNED_BYTE, mask.bits());
       
   313 #else
       
   314         // glTexSubImage2D() might cause some garbage to appear in the texture if the mask width is
       
   315         // not a multiple of four bytes. The bug appeared on a computer with 32-bit Windows Vista
       
   316         // and nVidia GeForce 8500GT. GL_UNPACK_ALIGNMENT is set to four bytes, 'mask' has a
       
   317         // multiple of four bytes per line, and most of the glyph shows up correctly in the
       
   318         // texture, which makes me think that this is a driver bug.
       
   319         // One workaround is to make sure the mask width is a multiple of four bytes, for instance
       
   320         // by converting it to a format with four bytes per pixel. Another is to copy one line at a
       
   321         // time.
       
   322 
       
   323         for (int i = 0; i < maskHeight; ++i)
       
   324             glTexSubImage2D(GL_TEXTURE_2D, 0, c.x, c.y + i, maskWidth, 1, GL_ALPHA, GL_UNSIGNED_BYTE, mask.scanLine(i));
       
   325 #endif
       
   326     }
       
   327 }
       
   328 
       
   329 int QGLTextureGlyphCache::glyphMargin() const
       
   330 {
       
   331 #if defined(Q_WS_MAC)
       
   332     return 2;
       
   333 #elif defined (Q_WS_X11)
       
   334     return 0;
       
   335 #else
       
   336     return m_type == QFontEngineGlyphCache::Raster_RGBMask ? 2 : 0;
       
   337 #endif
       
   338 }
       
   339 
       
   340 extern QImage qt_imageForBrush(int brushStyle, bool invert);
       
   341 
       
   342 ////////////////////////////////// Private Methods //////////////////////////////////////////
       
   343 
       
   344 QGL2PaintEngineExPrivate::~QGL2PaintEngineExPrivate()
       
   345 {
       
   346     delete shaderManager;
       
   347 }
       
   348 
       
   349 void QGL2PaintEngineExPrivate::updateTextureFilter(GLenum target, GLenum wrapMode, bool smoothPixmapTransform, GLuint id)
       
   350 {
       
   351 //    glActiveTexture(GL_TEXTURE0 + QT_BRUSH_TEXTURE_UNIT); //### Is it always this texture unit?
       
   352     if (id != GLuint(-1) && id == lastTexture)
       
   353         return;
       
   354 
       
   355     lastTexture = id;
       
   356 
       
   357     if (smoothPixmapTransform) {
       
   358         glTexParameterf(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
       
   359         glTexParameterf(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
       
   360     } else {
       
   361         glTexParameterf(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
       
   362         glTexParameterf(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
       
   363     }
       
   364     glTexParameterf(target, GL_TEXTURE_WRAP_S, wrapMode);
       
   365     glTexParameterf(target, GL_TEXTURE_WRAP_T, wrapMode);
       
   366 }
       
   367 
       
   368 
       
   369 inline QColor qt_premultiplyColor(QColor c, GLfloat opacity)
       
   370 {
       
   371     qreal alpha = c.alphaF() * opacity;
       
   372     c.setAlphaF(alpha);
       
   373     c.setRedF(c.redF() * alpha);
       
   374     c.setGreenF(c.greenF() * alpha);
       
   375     c.setBlueF(c.blueF() * alpha);
       
   376     return c;
       
   377 }
       
   378 
       
   379 
       
   380 void QGL2PaintEngineExPrivate::setBrush(const QBrush* brush)
       
   381 {
       
   382     currentBrush = brush;
       
   383     brushTextureDirty = true;
       
   384     brushUniformsDirty = true;
       
   385     if (currentBrush->style() == Qt::TexturePattern
       
   386         && qHasPixmapTexture(*brush) && brush->texture().isQBitmap())
       
   387     {
       
   388         shaderManager->setSrcPixelType(QGLEngineShaderManager::TextureSrcWithPattern);
       
   389     } else {
       
   390         shaderManager->setSrcPixelType(currentBrush->style());
       
   391     }
       
   392     shaderManager->optimiseForBrushTransform(currentBrush->transform());
       
   393 }
       
   394 
       
   395 
       
   396 void QGL2PaintEngineExPrivate::useSimpleShader()
       
   397 {
       
   398     shaderManager->simpleProgram()->enable();
       
   399     shaderManager->setDirty();
       
   400 
       
   401     if (matrixDirty)
       
   402         updateMatrix();
       
   403 
       
   404     if (simpleShaderMatrixUniformDirty) {
       
   405         shaderManager->simpleProgram()->setUniformValue("pmvMatrix", pmvMatrix);
       
   406         simpleShaderMatrixUniformDirty = false;
       
   407     }
       
   408 }
       
   409 
       
   410 void QGL2PaintEngineExPrivate::updateBrushTexture()
       
   411 {
       
   412     Q_Q(QGL2PaintEngineEx);
       
   413 //     qDebug("QGL2PaintEngineExPrivate::updateBrushTexture()");
       
   414     Qt::BrushStyle style = currentBrush->style();
       
   415 
       
   416     if ( (style >= Qt::Dense1Pattern) && (style <= Qt::DiagCrossPattern) ) {
       
   417         // Get the image data for the pattern
       
   418         QImage texImage = qt_imageForBrush(style, false);
       
   419 
       
   420         glActiveTexture(GL_TEXTURE0 + QT_BRUSH_TEXTURE_UNIT);
       
   421         ctx->d_func()->bindTexture(texImage, GL_TEXTURE_2D, GL_RGBA, true, QGLContext::InternalBindOption);
       
   422         updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, q->state()->renderHints & QPainter::SmoothPixmapTransform);
       
   423     }
       
   424     else if (style >= Qt::LinearGradientPattern && style <= Qt::ConicalGradientPattern) {
       
   425         // Gradiant brush: All the gradiants use the same texture
       
   426 
       
   427         const QGradient* g = currentBrush->gradient();
       
   428 
       
   429         // We apply global opacity in the fragment shaders, so we always pass 1.0
       
   430         // for opacity to the cache.
       
   431         GLuint texId = QGL2GradientCache::cacheForContext(ctx)->getBuffer(*g, 1.0);
       
   432 
       
   433         glActiveTexture(GL_TEXTURE0 + QT_BRUSH_TEXTURE_UNIT);
       
   434         glBindTexture(GL_TEXTURE_2D, texId);
       
   435 
       
   436         if (g->spread() == QGradient::RepeatSpread || g->type() == QGradient::ConicalGradient)
       
   437             updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, q->state()->renderHints & QPainter::SmoothPixmapTransform);
       
   438         else if (g->spread() == QGradient::ReflectSpread)
       
   439             updateTextureFilter(GL_TEXTURE_2D, GL_MIRRORED_REPEAT_IBM, q->state()->renderHints & QPainter::SmoothPixmapTransform);
       
   440         else
       
   441             updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE, q->state()->renderHints & QPainter::SmoothPixmapTransform);
       
   442     }
       
   443     else if (style == Qt::TexturePattern) {
       
   444         const QPixmap& texPixmap = currentBrush->texture();
       
   445 
       
   446         glActiveTexture(GL_TEXTURE0 + QT_BRUSH_TEXTURE_UNIT);
       
   447         QGLTexture *tex = ctx->d_func()->bindTexture(texPixmap, GL_TEXTURE_2D, GL_RGBA, QGLContext::InternalBindOption);
       
   448         updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, q->state()->renderHints & QPainter::SmoothPixmapTransform);
       
   449         textureInvertedY = tex->options & QGLContext::InvertedYBindOption ? -1 : 1;
       
   450     }
       
   451     brushTextureDirty = false;
       
   452 }
       
   453 
       
   454 
       
   455 void QGL2PaintEngineExPrivate::updateBrushUniforms()
       
   456 {
       
   457 //     qDebug("QGL2PaintEngineExPrivate::updateBrushUniforms()");
       
   458     Qt::BrushStyle style = currentBrush->style();
       
   459 
       
   460     if (style == Qt::NoBrush)
       
   461         return;
       
   462 
       
   463     QTransform brushQTransform = currentBrush->transform();
       
   464 
       
   465     if (style == Qt::SolidPattern) {
       
   466         QColor col = qt_premultiplyColor(currentBrush->color(), (GLfloat)q->state()->opacity);
       
   467         shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::FragmentColor), col);
       
   468     }
       
   469     else {
       
   470         // All other brushes have a transform and thus need the translation point:
       
   471         QPointF translationPoint;
       
   472 
       
   473         if (style <= Qt::DiagCrossPattern) {
       
   474             QColor col = qt_premultiplyColor(currentBrush->color(), (GLfloat)q->state()->opacity);
       
   475 
       
   476             shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::PatternColor), col);
       
   477 
       
   478             QVector2D halfViewportSize(width*0.5, height*0.5);
       
   479             shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::HalfViewportSize), halfViewportSize);
       
   480         }
       
   481         else if (style == Qt::LinearGradientPattern) {
       
   482             const QLinearGradient *g = static_cast<const QLinearGradient *>(currentBrush->gradient());
       
   483 
       
   484             QPointF realStart = g->start();
       
   485             QPointF realFinal = g->finalStop();
       
   486             translationPoint = realStart;
       
   487 
       
   488             QPointF l = realFinal - realStart;
       
   489 
       
   490             QVector3D linearData(
       
   491                 l.x(),
       
   492                 l.y(),
       
   493                 1.0f / (l.x() * l.x() + l.y() * l.y())
       
   494             );
       
   495 
       
   496             shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::LinearData), linearData);
       
   497 
       
   498             QVector2D halfViewportSize(width*0.5, height*0.5);
       
   499             shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::HalfViewportSize), halfViewportSize);
       
   500         }
       
   501         else if (style == Qt::ConicalGradientPattern) {
       
   502             const QConicalGradient *g = static_cast<const QConicalGradient *>(currentBrush->gradient());
       
   503             translationPoint   = g->center();
       
   504 
       
   505             GLfloat angle = -(g->angle() * 2 * Q_PI) / 360.0;
       
   506 
       
   507             shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::Angle), angle);
       
   508 
       
   509             QVector2D halfViewportSize(width*0.5, height*0.5);
       
   510             shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::HalfViewportSize), halfViewportSize);
       
   511         }
       
   512         else if (style == Qt::RadialGradientPattern) {
       
   513             const QRadialGradient *g = static_cast<const QRadialGradient *>(currentBrush->gradient());
       
   514             QPointF realCenter = g->center();
       
   515             QPointF realFocal  = g->focalPoint();
       
   516             qreal   realRadius = g->radius();
       
   517             translationPoint   = realFocal;
       
   518 
       
   519             QPointF fmp = realCenter - realFocal;
       
   520             shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::Fmp), fmp);
       
   521 
       
   522             GLfloat fmp2_m_radius2 = -fmp.x() * fmp.x() - fmp.y() * fmp.y() + realRadius*realRadius;
       
   523             shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::Fmp2MRadius2), fmp2_m_radius2);
       
   524             shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::Inverse2Fmp2MRadius2),
       
   525                                                              GLfloat(1.0 / (2.0*fmp2_m_radius2)));
       
   526 
       
   527             QVector2D halfViewportSize(width*0.5, height*0.5);
       
   528             shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::HalfViewportSize), halfViewportSize);
       
   529         }
       
   530         else if (style == Qt::TexturePattern) {
       
   531             const QPixmap& texPixmap = currentBrush->texture();
       
   532 
       
   533             if (qHasPixmapTexture(*currentBrush) && currentBrush->texture().isQBitmap()) {
       
   534                 QColor col = qt_premultiplyColor(currentBrush->color(), (GLfloat)q->state()->opacity);
       
   535                 shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::PatternColor), col);
       
   536             }
       
   537 
       
   538             QSizeF invertedTextureSize(1.0 / texPixmap.width(), 1.0 * textureInvertedY / texPixmap.height());
       
   539             shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::InvertedTextureSize), invertedTextureSize);
       
   540 
       
   541             QVector2D halfViewportSize(width*0.5, height*0.5);
       
   542             shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::HalfViewportSize), halfViewportSize);
       
   543         }
       
   544         else
       
   545             qWarning("QGL2PaintEngineEx: Unimplemented fill style");
       
   546 
       
   547         const QPointF &brushOrigin = q->state()->brushOrigin;
       
   548         QTransform matrix = q->state()->matrix;
       
   549         matrix.translate(brushOrigin.x(), brushOrigin.y());
       
   550 
       
   551         QTransform translate(1, 0, 0, 1, -translationPoint.x(), -translationPoint.y());
       
   552         QTransform gl_to_qt(1, 0, 0, -1, 0, height);
       
   553         QTransform inv_matrix = gl_to_qt * (brushQTransform * matrix).inverted() * translate;
       
   554 
       
   555         shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::BrushTransform), inv_matrix);
       
   556         shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::BrushTexture), QT_BRUSH_TEXTURE_UNIT);
       
   557     }
       
   558     brushUniformsDirty = false;
       
   559 }
       
   560 
       
   561 
       
   562 // This assumes the shader manager has already setup the correct shader program
       
   563 void QGL2PaintEngineExPrivate::updateMatrix()
       
   564 {
       
   565 //     qDebug("QGL2PaintEngineExPrivate::updateMatrix()");
       
   566 
       
   567     // We set up the 4x4 transformation matrix on the vertex shaders to
       
   568     // be the equivalent of glOrtho(0, w, h, 0, -1, 1) * transform:
       
   569     //
       
   570     // | 2/width     0     0 -1 |   | m11  m21  0   dx |
       
   571     // |   0    -2/height  0  1 |   | m12  m22  0   dy |
       
   572     // |   0         0    -1  0 | * |  0    0   1   0  |
       
   573     // |   0         0     0  1 |   | m13  m23  0  m33 |
       
   574     //
       
   575     // We expand out the multiplication to save the cost of a full 4x4
       
   576     // matrix multiplication as most of the components are trivial.
       
   577     const QTransform& transform = q->state()->matrix;
       
   578 
       
   579     if (mode == TextDrawingMode) {
       
   580         // Text drawing mode is only used for non-scaling transforms
       
   581         pmvMatrix[0][0] = 2.0 / width;
       
   582         pmvMatrix[0][1] = 0.0;
       
   583         pmvMatrix[0][2] = 0.0;
       
   584         pmvMatrix[0][3] = 0.0;
       
   585         pmvMatrix[1][0] = 0.0;
       
   586         pmvMatrix[1][1] = -2.0 / height;
       
   587         pmvMatrix[1][2] = 0.0;
       
   588         pmvMatrix[1][3] = 0.0;
       
   589         pmvMatrix[2][0] = 0.0;
       
   590         pmvMatrix[2][1] = 0.0;
       
   591         pmvMatrix[2][2] = -1.0;
       
   592         pmvMatrix[2][3] = 0.0;
       
   593         pmvMatrix[3][0] = pmvMatrix[0][0] * qRound(transform.dx()) - 1.0;
       
   594         pmvMatrix[3][1] = pmvMatrix[1][1] * qRound(transform.dy()) + 1.0;
       
   595         pmvMatrix[3][2] = 0.0;
       
   596         pmvMatrix[3][3] = 1.0;
       
   597 
       
   598         inverseScale = 1;
       
   599     } else {
       
   600         qreal wfactor = 2.0 / width;
       
   601         qreal hfactor = -2.0 / height;
       
   602 
       
   603         pmvMatrix[0][0] = wfactor * transform.m11() - transform.m13();
       
   604         pmvMatrix[0][1] = hfactor * transform.m12() + transform.m13();
       
   605         pmvMatrix[0][2] = 0.0;
       
   606         pmvMatrix[0][3] = transform.m13();
       
   607         pmvMatrix[1][0] = wfactor * transform.m21() - transform.m23();
       
   608         pmvMatrix[1][1] = hfactor * transform.m22() + transform.m23();
       
   609         pmvMatrix[1][2] = 0.0;
       
   610         pmvMatrix[1][3] = transform.m23();
       
   611         pmvMatrix[2][0] = 0.0;
       
   612         pmvMatrix[2][1] = 0.0;
       
   613         pmvMatrix[2][2] = -1.0;
       
   614         pmvMatrix[2][3] = 0.0;
       
   615         pmvMatrix[3][0] = wfactor * transform.dx() - transform.m33();
       
   616         pmvMatrix[3][1] = hfactor * transform.dy() + transform.m33();
       
   617         pmvMatrix[3][2] = 0.0;
       
   618         pmvMatrix[3][3] = transform.m33();
       
   619 
       
   620         // 1/10000 == 0.0001, so we have good enough res to cover curves
       
   621         // that span the entire widget...
       
   622         inverseScale = qMax(1 / qMax( qMax(qAbs(transform.m11()), qAbs(transform.m22())),
       
   623                     qMax(qAbs(transform.m12()), qAbs(transform.m21())) ),
       
   624                 qreal(0.0001));
       
   625     }
       
   626 
       
   627     matrixDirty = false;
       
   628 
       
   629     // The actual data has been updated so both shader program's uniforms need updating
       
   630     simpleShaderMatrixUniformDirty = true;
       
   631     shaderMatrixUniformDirty = true;
       
   632 
       
   633     dasher.setInvScale(inverseScale);
       
   634     stroker.setInvScale(inverseScale);
       
   635 }
       
   636 
       
   637 
       
   638 void QGL2PaintEngineExPrivate::updateCompositionMode()
       
   639 {
       
   640     // NOTE: The entire paint engine works on pre-multiplied data - which is why some of these
       
   641     //       composition modes look odd.
       
   642 //     qDebug() << "QGL2PaintEngineExPrivate::updateCompositionMode() - Setting GL composition mode for " << q->state()->composition_mode;
       
   643     switch(q->state()->composition_mode) {
       
   644     case QPainter::CompositionMode_SourceOver:
       
   645         glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
       
   646         break;
       
   647     case QPainter::CompositionMode_DestinationOver:
       
   648         glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ONE);
       
   649         break;
       
   650     case QPainter::CompositionMode_Clear:
       
   651         glBlendFunc(GL_ZERO, GL_ZERO);
       
   652         break;
       
   653     case QPainter::CompositionMode_Source:
       
   654         glBlendFunc(GL_ONE, GL_ZERO);
       
   655         break;
       
   656     case QPainter::CompositionMode_Destination:
       
   657         glBlendFunc(GL_ZERO, GL_ONE);
       
   658         break;
       
   659     case QPainter::CompositionMode_SourceIn:
       
   660         glBlendFunc(GL_DST_ALPHA, GL_ZERO);
       
   661         break;
       
   662     case QPainter::CompositionMode_DestinationIn:
       
   663         glBlendFunc(GL_ZERO, GL_SRC_ALPHA);
       
   664         break;
       
   665     case QPainter::CompositionMode_SourceOut:
       
   666         glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
       
   667         break;
       
   668     case QPainter::CompositionMode_DestinationOut:
       
   669         glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_ALPHA);
       
   670         break;
       
   671     case QPainter::CompositionMode_SourceAtop:
       
   672         glBlendFunc(GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
       
   673         break;
       
   674     case QPainter::CompositionMode_DestinationAtop:
       
   675         glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA);
       
   676         break;
       
   677     case QPainter::CompositionMode_Xor:
       
   678         glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
       
   679         break;
       
   680     case QPainter::CompositionMode_Plus:
       
   681         glBlendFunc(GL_ONE, GL_ONE);
       
   682         break;
       
   683     default:
       
   684         qWarning("Unsupported composition mode");
       
   685         break;
       
   686     }
       
   687 
       
   688     compositionModeDirty = false;
       
   689 }
       
   690 
       
   691 static inline void setCoords(GLfloat *coords, const QGLRect &rect)
       
   692 {
       
   693     coords[0] = rect.left;
       
   694     coords[1] = rect.top;
       
   695     coords[2] = rect.right;
       
   696     coords[3] = rect.top;
       
   697     coords[4] = rect.right;
       
   698     coords[5] = rect.bottom;
       
   699     coords[6] = rect.left;
       
   700     coords[7] = rect.bottom;
       
   701 }
       
   702 
       
   703 void QGL2PaintEngineExPrivate::drawTexture(const QGLRect& dest, const QGLRect& src, const QSize &textureSize, bool opaque, bool pattern)
       
   704 {
       
   705     // Setup for texture drawing
       
   706     shaderManager->setSrcPixelType(pattern ? QGLEngineShaderManager::PatternSrc : QGLEngineShaderManager::ImageSrc);
       
   707     if (prepareForDraw(opaque))
       
   708         shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::ImageTexture), QT_IMAGE_TEXTURE_UNIT);
       
   709 
       
   710     if (pattern) {
       
   711         QColor col = qt_premultiplyColor(q->state()->pen.color(), (GLfloat)q->state()->opacity);
       
   712         shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::PatternColor), col);
       
   713     }
       
   714 
       
   715     GLfloat dx = 1.0 / textureSize.width();
       
   716     GLfloat dy = 1.0 / textureSize.height();
       
   717 
       
   718     QGLRect srcTextureRect(src.left*dx, src.top*dy, src.right*dx, src.bottom*dy);
       
   719 
       
   720     setCoords(staticVertexCoordinateArray, dest);
       
   721     setCoords(staticTextureCoordinateArray, srcTextureRect);
       
   722 
       
   723     glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
       
   724 }
       
   725 
       
   726 void QGL2PaintEngineEx::beginNativePainting()
       
   727 {
       
   728     Q_D(QGL2PaintEngineEx);
       
   729     ensureActive();
       
   730     d->transferMode(BrushDrawingMode);
       
   731 
       
   732     QGLContext *ctx = d->ctx;
       
   733     glUseProgram(0);
       
   734 
       
   735 #ifndef QT_OPENGL_ES_2
       
   736     // be nice to people who mix OpenGL 1.x code with QPainter commands
       
   737     // by setting modelview and projection matrices to mirror the GL 1
       
   738     // paint engine
       
   739     const QTransform& mtx = state()->matrix;
       
   740 
       
   741     float mv_matrix[4][4] =
       
   742     {
       
   743         { mtx.m11(), mtx.m12(),     0, mtx.m13() },
       
   744         { mtx.m21(), mtx.m22(),     0, mtx.m23() },
       
   745         {         0,         0,     1,         0 },
       
   746         {  mtx.dx(),  mtx.dy(),     0, mtx.m33() }
       
   747     };
       
   748 
       
   749     const QSize sz = d->device->size();
       
   750 
       
   751     glMatrixMode(GL_PROJECTION);
       
   752     glLoadIdentity();
       
   753     glOrtho(0, sz.width(), sz.height(), 0, -999999, 999999);
       
   754 
       
   755     glMatrixMode(GL_MODELVIEW);
       
   756     glLoadMatrixf(&mv_matrix[0][0]);
       
   757 #else
       
   758     Q_UNUSED(ctx);
       
   759 #endif
       
   760 
       
   761     d->lastTexture = GLuint(-1);
       
   762     d->dirtyStencilRegion = QRect(0, 0, d->width, d->height);
       
   763     d->resetGLState();
       
   764 
       
   765     d->shaderManager->setDirty();
       
   766 
       
   767     d->needsSync = true;
       
   768 }
       
   769 
       
   770 void QGL2PaintEngineExPrivate::resetGLState()
       
   771 {
       
   772     glDisable(GL_BLEND);
       
   773     glActiveTexture(GL_TEXTURE0);
       
   774     glDisable(GL_STENCIL_TEST);
       
   775     glDisable(GL_DEPTH_TEST);
       
   776     glDisable(GL_SCISSOR_TEST);
       
   777     glDepthMask(true);
       
   778     glDepthFunc(GL_LESS);
       
   779     glClearDepth(1);
       
   780 }
       
   781 
       
   782 void QGL2PaintEngineEx::endNativePainting()
       
   783 {
       
   784     Q_D(QGL2PaintEngineEx);
       
   785     d->needsSync = true;
       
   786 }
       
   787 
       
   788 const QGLContext *QGL2PaintEngineEx::context()
       
   789 {
       
   790     Q_D(QGL2PaintEngineEx);
       
   791     return d->ctx;
       
   792 }
       
   793 
       
   794 void QGL2PaintEngineExPrivate::transferMode(EngineMode newMode)
       
   795 {
       
   796     if (newMode == mode)
       
   797         return;
       
   798 
       
   799     if (mode == TextDrawingMode || mode == ImageDrawingMode || mode == ImageArrayDrawingMode) {
       
   800         glDisableVertexAttribArray(QT_TEXTURE_COORDS_ATTR);
       
   801         glDisableVertexAttribArray(QT_VERTEX_COORDS_ATTR);
       
   802         glDisableVertexAttribArray(QT_OPACITY_ATTR);
       
   803 
       
   804         lastTexture = GLuint(-1);
       
   805     }
       
   806 
       
   807     if (mode == TextDrawingMode)
       
   808         matrixDirty = true;
       
   809 
       
   810     if (newMode == TextDrawingMode) {
       
   811         glEnableVertexAttribArray(QT_VERTEX_COORDS_ATTR);
       
   812         glEnableVertexAttribArray(QT_TEXTURE_COORDS_ATTR);
       
   813 
       
   814         glVertexAttribPointer(QT_VERTEX_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, vertexCoordinateArray.data());
       
   815         glVertexAttribPointer(QT_TEXTURE_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, textureCoordinateArray.data());
       
   816 
       
   817         matrixDirty = true;
       
   818     }
       
   819 
       
   820     if (newMode == ImageDrawingMode) {
       
   821         glEnableVertexAttribArray(QT_VERTEX_COORDS_ATTR);
       
   822         glEnableVertexAttribArray(QT_TEXTURE_COORDS_ATTR);
       
   823 
       
   824         glVertexAttribPointer(QT_VERTEX_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, staticVertexCoordinateArray);
       
   825         glVertexAttribPointer(QT_TEXTURE_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, staticTextureCoordinateArray);
       
   826     }
       
   827 
       
   828     if (newMode == ImageArrayDrawingMode) {
       
   829         glEnableVertexAttribArray(QT_VERTEX_COORDS_ATTR);
       
   830         glEnableVertexAttribArray(QT_TEXTURE_COORDS_ATTR);
       
   831         glEnableVertexAttribArray(QT_OPACITY_ATTR);
       
   832 
       
   833         glVertexAttribPointer(QT_VERTEX_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, vertexCoordinateArray.data());
       
   834         glVertexAttribPointer(QT_TEXTURE_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, textureCoordinateArray.data());
       
   835         glVertexAttribPointer(QT_OPACITY_ATTR, 1, GL_FLOAT, GL_FALSE, 0, opacityArray.data());
       
   836     }
       
   837 
       
   838     // This needs to change when we implement high-quality anti-aliasing...
       
   839     if (newMode != TextDrawingMode)
       
   840         shaderManager->setMaskType(QGLEngineShaderManager::NoMask);
       
   841 
       
   842     mode = newMode;
       
   843 }
       
   844 
       
   845 // Assumes everything is configured for the brush you want to use
       
   846 void QGL2PaintEngineExPrivate::fill(const QVectorPath& path)
       
   847 {
       
   848     transferMode(BrushDrawingMode);
       
   849 
       
   850     // Might need to call updateMatrix to re-calculate inverseScale
       
   851     if (matrixDirty)
       
   852         updateMatrix();
       
   853 
       
   854     const QPointF* const points = reinterpret_cast<const QPointF*>(path.points());
       
   855 
       
   856     // Check to see if there's any hints
       
   857     if (path.shape() == QVectorPath::RectangleHint) {
       
   858         QGLRect rect(points[0].x(), points[0].y(), points[2].x(), points[2].y());
       
   859         prepareForDraw(currentBrush->isOpaque());
       
   860         composite(rect);
       
   861     } else if (path.shape() == QVectorPath::EllipseHint
       
   862              || path.shape() == QVectorPath::ConvexPolygonHint)
       
   863     {
       
   864         vertexCoordinateArray.clear();
       
   865         vertexCoordinateArray.addPath(path, inverseScale, false);
       
   866         prepareForDraw(currentBrush->isOpaque());
       
   867         drawVertexArrays(vertexCoordinateArray, GL_TRIANGLE_FAN);
       
   868     } else {
       
   869         // The path is too complicated & needs the stencil technique
       
   870         vertexCoordinateArray.clear();
       
   871         vertexCoordinateArray.addPath(path, inverseScale, false);
       
   872 
       
   873         fillStencilWithVertexArray(vertexCoordinateArray, path.hasWindingFill());
       
   874 
       
   875         glStencilMask(0xff);
       
   876         glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE);
       
   877 
       
   878         if (q->state()->clipTestEnabled) {
       
   879             // Pass when high bit is set, replace stencil value with current clip
       
   880             glStencilFunc(GL_NOTEQUAL, q->state()->currentClip, GL_STENCIL_HIGH_BIT);
       
   881         } else if (path.hasWindingFill()) {
       
   882             // Pass when any bit is set, replace stencil value with 0
       
   883             glStencilFunc(GL_NOTEQUAL, 0, 0xff);
       
   884         } else {
       
   885             // Pass when high bit is set, replace stencil value with 0
       
   886             glStencilFunc(GL_NOTEQUAL, 0, GL_STENCIL_HIGH_BIT);
       
   887         }
       
   888 
       
   889         prepareForDraw(currentBrush->isOpaque());
       
   890 
       
   891         if (inRenderText)
       
   892             prepareDepthRangeForRenderText();
       
   893 
       
   894         // Stencil the brush onto the dest buffer
       
   895         composite(vertexCoordinateArray.boundingRect());
       
   896 
       
   897         if (inRenderText)
       
   898             restoreDepthRangeForRenderText();
       
   899 
       
   900         glStencilMask(0);
       
   901 
       
   902         updateClipScissorTest();
       
   903     }
       
   904 }
       
   905 
       
   906 
       
   907 void QGL2PaintEngineExPrivate::fillStencilWithVertexArray(const float *data,
       
   908                                                           int count,
       
   909                                                           const QVector<int> *stops,
       
   910                                                           const QGLRect &bounds,
       
   911                                                           StencilFillMode mode)
       
   912 {
       
   913     Q_ASSERT(count || stops);
       
   914 
       
   915 //     qDebug("QGL2PaintEngineExPrivate::fillStencilWithVertexArray()");
       
   916     glStencilMask(0xff); // Enable stencil writes
       
   917 
       
   918     if (dirtyStencilRegion.intersects(currentScissorBounds)) {
       
   919         QVector<QRect> clearRegion = dirtyStencilRegion.intersected(currentScissorBounds).rects();
       
   920         glClearStencil(0); // Clear to zero
       
   921         for (int i = 0; i < clearRegion.size(); ++i) {
       
   922 #ifndef QT_GL_NO_SCISSOR_TEST
       
   923             setScissor(clearRegion.at(i));
       
   924 #endif
       
   925             glClear(GL_STENCIL_BUFFER_BIT);
       
   926         }
       
   927 
       
   928         dirtyStencilRegion -= currentScissorBounds;
       
   929 
       
   930 #ifndef QT_GL_NO_SCISSOR_TEST
       
   931         updateClipScissorTest();
       
   932 #endif
       
   933     }
       
   934 
       
   935     glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); // Disable color writes
       
   936     useSimpleShader();
       
   937     glEnable(GL_STENCIL_TEST); // For some reason, this has to happen _after_ the simple shader is use()'d
       
   938 
       
   939 #ifndef QT_OPENGL_ES_2
       
   940     if (inRenderText) {
       
   941         glPushAttrib(GL_ENABLE_BIT);
       
   942         glDisable(GL_DEPTH_TEST);
       
   943     }
       
   944 #endif
       
   945 
       
   946     if (mode == WindingFillMode) {
       
   947         Q_ASSERT(stops && !count);
       
   948         if (q->state()->clipTestEnabled) {
       
   949             // Flatten clip values higher than current clip, and set high bit to match current clip
       
   950             glStencilFunc(GL_LEQUAL, GL_STENCIL_HIGH_BIT | q->state()->currentClip, ~GL_STENCIL_HIGH_BIT);
       
   951             glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE);
       
   952             composite(bounds);
       
   953 
       
   954             glStencilFunc(GL_EQUAL, GL_STENCIL_HIGH_BIT, GL_STENCIL_HIGH_BIT);
       
   955         } else if (!stencilClean) {
       
   956             // Clear stencil buffer within bounding rect
       
   957             glStencilFunc(GL_ALWAYS, 0, 0xff);
       
   958             glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO);
       
   959             composite(bounds);
       
   960         }
       
   961 
       
   962         // Inc. for front-facing triangle
       
   963         glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_INCR_WRAP, GL_INCR_WRAP);
       
   964         // Dec. for back-facing "holes"
       
   965         glStencilOpSeparate(GL_BACK, GL_KEEP, GL_DECR_WRAP, GL_DECR_WRAP);
       
   966         glStencilMask(~GL_STENCIL_HIGH_BIT);
       
   967         drawVertexArrays(data, stops, GL_TRIANGLE_FAN);
       
   968 
       
   969         if (q->state()->clipTestEnabled) {
       
   970             // Clear high bit of stencil outside of path
       
   971             glStencilFunc(GL_EQUAL, q->state()->currentClip, ~GL_STENCIL_HIGH_BIT);
       
   972             glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE);
       
   973             glStencilMask(GL_STENCIL_HIGH_BIT);
       
   974             composite(bounds);
       
   975         }
       
   976     } else if (mode == OddEvenFillMode) {
       
   977         glStencilMask(GL_STENCIL_HIGH_BIT);
       
   978         glStencilOp(GL_KEEP, GL_KEEP, GL_INVERT); // Simply invert the stencil bit
       
   979         drawVertexArrays(data, stops, GL_TRIANGLE_FAN);
       
   980 
       
   981     } else { // TriStripStrokeFillMode
       
   982         Q_ASSERT(count && !stops); // tristrips generated directly, so no vertexArray or stops
       
   983         glStencilMask(GL_STENCIL_HIGH_BIT);
       
   984 #if 0
       
   985         glStencilOp(GL_KEEP, GL_KEEP, GL_INVERT); // Simply invert the stencil bit
       
   986         glEnableVertexAttribArray(QT_VERTEX_COORDS_ATTR);
       
   987         glVertexAttribPointer(QT_VERTEX_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, data);
       
   988         glDrawArrays(GL_TRIANGLE_STRIP, 0, count);
       
   989         glDisableVertexAttribArray(QT_VERTEX_COORDS_ATTR);
       
   990 #else
       
   991 
       
   992         glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
       
   993         if (q->state()->clipTestEnabled) {
       
   994             glStencilFunc(GL_LEQUAL, q->state()->currentClip | GL_STENCIL_HIGH_BIT,
       
   995                           ~GL_STENCIL_HIGH_BIT);
       
   996         } else {
       
   997             glStencilFunc(GL_ALWAYS, GL_STENCIL_HIGH_BIT, 0xff);
       
   998         }
       
   999         glEnableVertexAttribArray(QT_VERTEX_COORDS_ATTR);
       
  1000         glVertexAttribPointer(QT_VERTEX_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, data);
       
  1001         glDrawArrays(GL_TRIANGLE_STRIP, 0, count);
       
  1002         glDisableVertexAttribArray(QT_VERTEX_COORDS_ATTR);
       
  1003 #endif
       
  1004     }
       
  1005 
       
  1006     // Enable color writes & disable stencil writes
       
  1007     glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
       
  1008 
       
  1009 #ifndef QT_OPENGL_ES_2
       
  1010     if (inRenderText)
       
  1011         glPopAttrib();
       
  1012 #endif
       
  1013 
       
  1014 }
       
  1015 
       
  1016 /*
       
  1017     If the maximum value in the stencil buffer is GL_STENCIL_HIGH_BIT - 1,
       
  1018     restore the stencil buffer to a pristine state.  The current clip region
       
  1019     is set to 1, and the rest to 0.
       
  1020 */
       
  1021 void QGL2PaintEngineExPrivate::resetClipIfNeeded()
       
  1022 {
       
  1023     if (maxClip != (GL_STENCIL_HIGH_BIT - 1))
       
  1024         return;
       
  1025 
       
  1026     Q_Q(QGL2PaintEngineEx);
       
  1027 
       
  1028     useSimpleShader();
       
  1029     glEnable(GL_STENCIL_TEST);
       
  1030     glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
       
  1031 
       
  1032     QRectF bounds = q->state()->matrix.inverted().mapRect(QRectF(0, 0, width, height));
       
  1033     QGLRect rect(bounds.left(), bounds.top(), bounds.right(), bounds.bottom());
       
  1034 
       
  1035     // Set high bit on clip region
       
  1036     glStencilFunc(GL_LEQUAL, q->state()->currentClip, 0xff);
       
  1037     glStencilOp(GL_KEEP, GL_INVERT, GL_INVERT);
       
  1038     glStencilMask(GL_STENCIL_HIGH_BIT);
       
  1039     composite(rect);
       
  1040 
       
  1041     // Reset clipping to 1 and everything else to zero
       
  1042     glStencilFunc(GL_NOTEQUAL, 0x01, GL_STENCIL_HIGH_BIT);
       
  1043     glStencilOp(GL_ZERO, GL_REPLACE, GL_REPLACE);
       
  1044     glStencilMask(0xff);
       
  1045     composite(rect);
       
  1046 
       
  1047     q->state()->currentClip = 1;
       
  1048     q->state()->canRestoreClip = false;
       
  1049 
       
  1050     maxClip = 1;
       
  1051 
       
  1052     glStencilMask(0x0);
       
  1053     glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
       
  1054 }
       
  1055 
       
  1056 bool QGL2PaintEngineExPrivate::prepareForDraw(bool srcPixelsAreOpaque)
       
  1057 {
       
  1058     if (brushTextureDirty && mode != ImageDrawingMode && mode != ImageArrayDrawingMode)
       
  1059         updateBrushTexture();
       
  1060 
       
  1061     if (compositionModeDirty)
       
  1062         updateCompositionMode();
       
  1063 
       
  1064     if (matrixDirty)
       
  1065         updateMatrix();
       
  1066 
       
  1067     const bool stateHasOpacity = q->state()->opacity < 0.99f;
       
  1068     if (q->state()->composition_mode == QPainter::CompositionMode_Source
       
  1069         || (q->state()->composition_mode == QPainter::CompositionMode_SourceOver
       
  1070             && srcPixelsAreOpaque && !stateHasOpacity))
       
  1071     {
       
  1072         glDisable(GL_BLEND);
       
  1073     } else {
       
  1074         glEnable(GL_BLEND);
       
  1075     }
       
  1076 
       
  1077     QGLEngineShaderManager::OpacityMode opacityMode;
       
  1078     if (mode == ImageArrayDrawingMode) {
       
  1079         opacityMode = QGLEngineShaderManager::AttributeOpacity;
       
  1080     } else {
       
  1081         opacityMode = stateHasOpacity ? QGLEngineShaderManager::UniformOpacity
       
  1082                                       : QGLEngineShaderManager::NoOpacity;
       
  1083         if (stateHasOpacity && (mode != ImageDrawingMode)) {
       
  1084             // Using a brush
       
  1085             bool brushIsPattern = (currentBrush->style() >= Qt::Dense1Pattern) &&
       
  1086                                   (currentBrush->style() <= Qt::DiagCrossPattern);
       
  1087 
       
  1088             if ((currentBrush->style() == Qt::SolidPattern) || brushIsPattern)
       
  1089                 opacityMode = QGLEngineShaderManager::NoOpacity; // Global opacity handled by srcPixel shader
       
  1090         }
       
  1091     }
       
  1092     shaderManager->setOpacityMode(opacityMode);
       
  1093 
       
  1094     bool changed = shaderManager->useCorrectShaderProg();
       
  1095     // If the shader program needs changing, we change it and mark all uniforms as dirty
       
  1096     if (changed) {
       
  1097         // The shader program has changed so mark all uniforms as dirty:
       
  1098         brushUniformsDirty = true;
       
  1099         shaderMatrixUniformDirty = true;
       
  1100         opacityUniformDirty = true;
       
  1101     }
       
  1102 
       
  1103     if (brushUniformsDirty && mode != ImageDrawingMode && mode != ImageArrayDrawingMode)
       
  1104         updateBrushUniforms();
       
  1105 
       
  1106     if (shaderMatrixUniformDirty) {
       
  1107         shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::PmvMatrix), pmvMatrix);
       
  1108         shaderMatrixUniformDirty = false;
       
  1109     }
       
  1110 
       
  1111     if (opacityMode == QGLEngineShaderManager::UniformOpacity && opacityUniformDirty) {
       
  1112         shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::GlobalOpacity), (GLfloat)q->state()->opacity);
       
  1113         opacityUniformDirty = false;
       
  1114     }
       
  1115 
       
  1116     return changed;
       
  1117 }
       
  1118 
       
  1119 void QGL2PaintEngineExPrivate::composite(const QGLRect& boundingRect)
       
  1120 {
       
  1121     // Setup a vertex array for the bounding rect:
       
  1122     GLfloat rectVerts[] = {
       
  1123         boundingRect.left, boundingRect.top,
       
  1124         boundingRect.left, boundingRect.bottom,
       
  1125         boundingRect.right, boundingRect.bottom,
       
  1126         boundingRect.right, boundingRect.top
       
  1127     };
       
  1128 
       
  1129     glEnableVertexAttribArray(QT_VERTEX_COORDS_ATTR);
       
  1130     glVertexAttribPointer(QT_VERTEX_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, rectVerts);
       
  1131 
       
  1132     glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
       
  1133 
       
  1134     glDisableVertexAttribArray(QT_VERTEX_COORDS_ATTR);
       
  1135 }
       
  1136 
       
  1137 // Draws the vertex array as a set of <vertexArrayStops.size()> triangle fans.
       
  1138 void QGL2PaintEngineExPrivate::drawVertexArrays(const float *data, const QVector<int> *stops,
       
  1139                                                 GLenum primitive)
       
  1140 {
       
  1141     // Now setup the pointer to the vertex array:
       
  1142     glEnableVertexAttribArray(QT_VERTEX_COORDS_ATTR);
       
  1143     glVertexAttribPointer(QT_VERTEX_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, data);
       
  1144 
       
  1145     int previousStop = 0;
       
  1146     foreach(int stop, *stops) {
       
  1147 /*
       
  1148         qDebug("Drawing triangle fan for vertecies %d -> %d:", previousStop, stop-1);
       
  1149         for (int i=previousStop; i<stop; ++i)
       
  1150             qDebug("   %02d: [%.2f, %.2f]", i, vertexArray.data()[i].x, vertexArray.data()[i].y);
       
  1151 */
       
  1152         glDrawArrays(primitive, previousStop, stop - previousStop);
       
  1153         previousStop = stop;
       
  1154     }
       
  1155     glDisableVertexAttribArray(QT_VERTEX_COORDS_ATTR);
       
  1156 }
       
  1157 
       
  1158 void QGL2PaintEngineExPrivate::prepareDepthRangeForRenderText()
       
  1159 {
       
  1160 #ifndef QT_OPENGL_ES_2
       
  1161     // Get the z translation value from the model view matrix and
       
  1162     // transform it using the ortogonal projection with z-near = 0,
       
  1163     // and z-far = 1, which is used in QGLWidget::renderText()
       
  1164     GLdouble model[4][4];
       
  1165     glGetDoublev(GL_MODELVIEW_MATRIX, &model[0][0]);
       
  1166     float deviceZ = -2 * model[3][2] - 1;
       
  1167 
       
  1168     glGetFloatv(GL_DEPTH_RANGE, depthRange);
       
  1169     float windowZ = depthRange[0] + (deviceZ + 1) * 0.5 * (depthRange[1] - depthRange[0]);
       
  1170 
       
  1171     glDepthRange(windowZ, windowZ);
       
  1172 #endif
       
  1173 }
       
  1174 
       
  1175 void QGL2PaintEngineExPrivate::restoreDepthRangeForRenderText()
       
  1176 {
       
  1177 #ifndef QT_OPENGL_ES_2
       
  1178     glDepthRange(depthRange[0], depthRange[1]);
       
  1179 #endif
       
  1180 }
       
  1181 
       
  1182 /////////////////////////////////// Public Methods //////////////////////////////////////////
       
  1183 
       
  1184 QGL2PaintEngineEx::QGL2PaintEngineEx()
       
  1185     : QPaintEngineEx(*(new QGL2PaintEngineExPrivate(this)))
       
  1186 {
       
  1187 }
       
  1188 
       
  1189 QGL2PaintEngineEx::~QGL2PaintEngineEx()
       
  1190 {
       
  1191 }
       
  1192 
       
  1193 void QGL2PaintEngineEx::fill(const QVectorPath &path, const QBrush &brush)
       
  1194 {
       
  1195     Q_D(QGL2PaintEngineEx);
       
  1196 
       
  1197     Qt::BrushStyle style = qbrush_style(brush);
       
  1198     if (style == Qt::NoBrush)
       
  1199         return;
       
  1200     if (!d->inRenderText)
       
  1201         ensureActive();
       
  1202 
       
  1203     QOpenGL2PaintEngineState *s = state();
       
  1204     bool doOffset = !(s->renderHints & QPainter::Antialiasing) && style == Qt::SolidPattern;
       
  1205 
       
  1206     if (doOffset) {
       
  1207         d->temporaryTransform = s->matrix;
       
  1208         QTransform tx = QTransform::fromTranslate(.49, .49);
       
  1209         s->matrix = s->matrix * tx;
       
  1210         d->matrixDirty = true;
       
  1211     }
       
  1212 
       
  1213     d->setBrush(&brush);
       
  1214     d->fill(path);
       
  1215 
       
  1216     if (doOffset) {
       
  1217         s->matrix = d->temporaryTransform;
       
  1218         d->matrixDirty = true;
       
  1219     }
       
  1220 }
       
  1221 
       
  1222 void QGL2PaintEngineEx::stroke(const QVectorPath &path, const QPen &pen)
       
  1223 {
       
  1224     Q_D(QGL2PaintEngineEx);
       
  1225 
       
  1226     Qt::PenStyle penStyle = qpen_style(pen);
       
  1227     const QBrush &penBrush = qpen_brush(pen);
       
  1228     if (penStyle == Qt::NoPen || qbrush_style(penBrush) == Qt::NoBrush)
       
  1229         return;
       
  1230 
       
  1231     QOpenGL2PaintEngineState *s = state();
       
  1232 
       
  1233     ensureActive();
       
  1234 
       
  1235     bool doOffset = !(s->renderHints & QPainter::Antialiasing);
       
  1236     if (doOffset) {
       
  1237         d->temporaryTransform = s->matrix;
       
  1238         QTransform tx = QTransform::fromTranslate(0.49, .49);
       
  1239         s->matrix = s->matrix * tx;
       
  1240         d->matrixDirty = true;
       
  1241     }
       
  1242 
       
  1243     bool opaque = penBrush.isOpaque() && s->opacity > 0.99;
       
  1244     d->setBrush(&penBrush);
       
  1245     d->transferMode(BrushDrawingMode);
       
  1246 
       
  1247     // updateMatrix() is responsible for setting the inverse scale on
       
  1248     // the strokers, so we need to call it here and not wait for
       
  1249     // prepareForDraw() down below.
       
  1250     d->updateMatrix();
       
  1251 
       
  1252     if (penStyle == Qt::SolidLine) {
       
  1253         d->stroker.process(path, pen);
       
  1254 
       
  1255     } else { // Some sort of dash
       
  1256         d->dasher.process(path, pen);
       
  1257 
       
  1258         QVectorPath dashStroke(d->dasher.points(),
       
  1259                                d->dasher.elementCount(),
       
  1260                                d->dasher.elementTypes());
       
  1261         d->stroker.process(dashStroke, pen);
       
  1262     }
       
  1263 
       
  1264 
       
  1265     QGLContext *ctx = d->ctx;
       
  1266 
       
  1267     if (opaque) {
       
  1268         d->prepareForDraw(opaque);
       
  1269         glEnableVertexAttribArray(QT_VERTEX_COORDS_ATTR);
       
  1270         glVertexAttribPointer(QT_VERTEX_COORDS_ATTR, 2, GL_FLOAT, false, 0, d->stroker.vertices());
       
  1271         glDrawArrays(GL_TRIANGLE_STRIP, 0, d->stroker.vertexCount() / 2);
       
  1272 
       
  1273 //         QBrush b(Qt::green);
       
  1274 //         d->setBrush(&b);
       
  1275 //         d->prepareForDraw(true);
       
  1276 //         glDrawArrays(GL_LINE_STRIP, 0, d->stroker.vertexCount() / 2);
       
  1277 
       
  1278         glDisableVertexAttribArray(QT_VERTEX_COORDS_ATTR);
       
  1279 
       
  1280     } else {
       
  1281         qreal width = qpen_widthf(pen) / 2;
       
  1282         if (width == 0)
       
  1283             width = 0.5;
       
  1284         qreal extra = pen.joinStyle() == Qt::MiterJoin
       
  1285                       ? qMax(pen.miterLimit() * width, width)
       
  1286                       : width;
       
  1287 
       
  1288         if (pen.isCosmetic())
       
  1289             extra = extra * d->inverseScale;
       
  1290 
       
  1291         QRectF bounds = path.controlPointRect().adjusted(-extra, -extra, extra, extra);
       
  1292 
       
  1293         d->fillStencilWithVertexArray(d->stroker.vertices(), d->stroker.vertexCount() / 2,
       
  1294                                       0, bounds, QGL2PaintEngineExPrivate::TriStripStrokeFillMode);
       
  1295 
       
  1296         glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE);
       
  1297 
       
  1298         // Pass when any bit is set, replace stencil value with 0
       
  1299         glStencilFunc(GL_NOTEQUAL, 0, GL_STENCIL_HIGH_BIT);
       
  1300         d->prepareForDraw(false);
       
  1301 
       
  1302         // Stencil the brush onto the dest buffer
       
  1303         d->composite(bounds);
       
  1304 
       
  1305         glStencilMask(0);
       
  1306 
       
  1307         d->updateClipScissorTest();
       
  1308     }
       
  1309 
       
  1310     if (doOffset) {
       
  1311         s->matrix = d->temporaryTransform;
       
  1312         d->matrixDirty = true;
       
  1313     }
       
  1314 }
       
  1315 
       
  1316 void QGL2PaintEngineEx::penChanged() { }
       
  1317 void QGL2PaintEngineEx::brushChanged() { }
       
  1318 void QGL2PaintEngineEx::brushOriginChanged() { }
       
  1319 
       
  1320 void QGL2PaintEngineEx::opacityChanged()
       
  1321 {
       
  1322 //    qDebug("QGL2PaintEngineEx::opacityChanged()");
       
  1323     Q_D(QGL2PaintEngineEx);
       
  1324     state()->opacityChanged = true;
       
  1325 
       
  1326     Q_ASSERT(d->shaderManager);
       
  1327     d->brushUniformsDirty = true;
       
  1328     d->opacityUniformDirty = true;
       
  1329 }
       
  1330 
       
  1331 void QGL2PaintEngineEx::compositionModeChanged()
       
  1332 {
       
  1333 //     qDebug("QGL2PaintEngineEx::compositionModeChanged()");
       
  1334     Q_D(QGL2PaintEngineEx);
       
  1335     state()->compositionModeChanged = true;
       
  1336     d->compositionModeDirty = true;
       
  1337 }
       
  1338 
       
  1339 void QGL2PaintEngineEx::renderHintsChanged()
       
  1340 {
       
  1341     state()->renderHintsChanged = true;
       
  1342 
       
  1343 #if !defined(QT_OPENGL_ES_2)
       
  1344     if ((state()->renderHints & QPainter::Antialiasing)
       
  1345         || (state()->renderHints & QPainter::HighQualityAntialiasing))
       
  1346         glEnable(GL_MULTISAMPLE);
       
  1347     else
       
  1348         glDisable(GL_MULTISAMPLE);
       
  1349 #endif
       
  1350 
       
  1351     Q_D(QGL2PaintEngineEx);
       
  1352     d->lastTexture = GLuint(-1);
       
  1353     d->brushTextureDirty = true;
       
  1354 //    qDebug("QGL2PaintEngineEx::renderHintsChanged() not implemented!");
       
  1355 }
       
  1356 
       
  1357 void QGL2PaintEngineEx::transformChanged()
       
  1358 {
       
  1359     Q_D(QGL2PaintEngineEx);
       
  1360     d->matrixDirty = true;
       
  1361     state()->matrixChanged = true;
       
  1362 }
       
  1363 
       
  1364 
       
  1365 void QGL2PaintEngineEx::drawPixmap(const QRectF& dest, const QPixmap & pixmap, const QRectF & src)
       
  1366 {
       
  1367     Q_D(QGL2PaintEngineEx);
       
  1368     ensureActive();
       
  1369     d->transferMode(ImageDrawingMode);
       
  1370 
       
  1371     QGLContext *ctx = d->ctx;
       
  1372     glActiveTexture(GL_TEXTURE0 + QT_IMAGE_TEXTURE_UNIT);
       
  1373     QGLTexture *texture =
       
  1374         ctx->d_func()->bindTexture(pixmap, GL_TEXTURE_2D, GL_RGBA,
       
  1375                                    QGLContext::InternalBindOption
       
  1376                                    | QGLContext::CanFlipNativePixmapBindOption);
       
  1377 
       
  1378     GLfloat top = texture->options & QGLContext::InvertedYBindOption ? (pixmap.height() - src.top()) : src.top();
       
  1379     GLfloat bottom = texture->options & QGLContext::InvertedYBindOption ? (pixmap.height() - src.bottom()) : src.bottom();
       
  1380     QGLRect srcRect(src.left(), top, src.right(), bottom);
       
  1381 
       
  1382     bool isBitmap = pixmap.isQBitmap();
       
  1383     bool isOpaque = !isBitmap && !pixmap.hasAlphaChannel();
       
  1384 
       
  1385     d->updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE,
       
  1386                            state()->renderHints & QPainter::SmoothPixmapTransform, texture->id);
       
  1387     d->drawTexture(dest, srcRect, pixmap.size(), isOpaque, isBitmap);
       
  1388 }
       
  1389 
       
  1390 void QGL2PaintEngineEx::drawImage(const QRectF& dest, const QImage& image, const QRectF& src,
       
  1391                         Qt::ImageConversionFlags)
       
  1392 {
       
  1393     Q_D(QGL2PaintEngineEx);
       
  1394     ensureActive();
       
  1395     d->transferMode(ImageDrawingMode);
       
  1396 
       
  1397     QGLContext *ctx = d->ctx;
       
  1398     glActiveTexture(GL_TEXTURE0 + QT_IMAGE_TEXTURE_UNIT);
       
  1399     QGLTexture *texture = ctx->d_func()->bindTexture(image, GL_TEXTURE_2D, GL_RGBA, QGLContext::InternalBindOption);
       
  1400     GLuint id = texture->id;
       
  1401 
       
  1402     d->updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE,
       
  1403                            state()->renderHints & QPainter::SmoothPixmapTransform, id);
       
  1404     d->drawTexture(dest, src, image.size(), !image.hasAlphaChannel());
       
  1405 }
       
  1406 
       
  1407 void QGL2PaintEngineEx::drawTexture(const QRectF &dest, GLuint textureId, const QSize &size, const QRectF &src)
       
  1408 {
       
  1409     Q_D(QGL2PaintEngineEx);
       
  1410     ensureActive();
       
  1411     d->transferMode(ImageDrawingMode);
       
  1412 
       
  1413 #ifndef QT_OPENGL_ES_2
       
  1414     QGLContext *ctx = d->ctx;
       
  1415 #endif
       
  1416     glActiveTexture(GL_TEXTURE0 + QT_IMAGE_TEXTURE_UNIT);
       
  1417     glBindTexture(GL_TEXTURE_2D, textureId);
       
  1418 
       
  1419     QGLRect srcRect(src.left(), src.bottom(), src.right(), src.top());
       
  1420 
       
  1421     d->updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE,
       
  1422                            state()->renderHints & QPainter::SmoothPixmapTransform, textureId);
       
  1423     d->drawTexture(dest, srcRect, size, false);
       
  1424 }
       
  1425 
       
  1426 void QGL2PaintEngineEx::drawTextItem(const QPointF &p, const QTextItem &textItem)
       
  1427 {
       
  1428     Q_D(QGL2PaintEngineEx);
       
  1429 
       
  1430     if (!d->inRenderText)
       
  1431         ensureActive();
       
  1432     QOpenGL2PaintEngineState *s = state();
       
  1433 
       
  1434     const QTextItemInt &ti = static_cast<const QTextItemInt &>(textItem);
       
  1435 
       
  1436     bool drawCached = true;
       
  1437 
       
  1438     if (s->matrix.type() > QTransform::TxTranslate)
       
  1439         drawCached = false;
       
  1440 
       
  1441     // don't try to cache huge fonts
       
  1442     if (ti.fontEngine->fontDef.pixelSize * qSqrt(s->matrix.determinant()) >= 64)
       
  1443         drawCached = false;
       
  1444 
       
  1445     QFontEngineGlyphCache::Type glyphType = ti.fontEngine->glyphFormat >= 0
       
  1446                                             ? QFontEngineGlyphCache::Type(ti.fontEngine->glyphFormat)
       
  1447                                             : d->glyphCacheType;
       
  1448 
       
  1449     if (d->inRenderText)
       
  1450         glyphType = QFontEngineGlyphCache::Raster_A8;
       
  1451 
       
  1452     if (glyphType == QFontEngineGlyphCache::Raster_RGBMask
       
  1453         && state()->composition_mode != QPainter::CompositionMode_Source
       
  1454         && state()->composition_mode != QPainter::CompositionMode_SourceOver)
       
  1455     {
       
  1456         drawCached = false;
       
  1457     }
       
  1458 
       
  1459     if (drawCached) {
       
  1460         d->drawCachedGlyphs(p, glyphType, ti);
       
  1461         return;
       
  1462     }
       
  1463 
       
  1464     QPaintEngineEx::drawTextItem(p, ti);
       
  1465 }
       
  1466 
       
  1467 void QGL2PaintEngineExPrivate::drawCachedGlyphs(const QPointF &p, QFontEngineGlyphCache::Type glyphType,
       
  1468                                                 const QTextItemInt &ti)
       
  1469 {
       
  1470     Q_Q(QGL2PaintEngineEx);
       
  1471     QOpenGL2PaintEngineState *s = q->state();
       
  1472 
       
  1473     QVarLengthArray<QFixedPoint> positions;
       
  1474     QVarLengthArray<glyph_t> glyphs;
       
  1475     QTransform matrix = QTransform::fromTranslate(p.x(), p.y());
       
  1476     ti.fontEngine->getGlyphPositions(ti.glyphs, matrix, ti.flags, glyphs, positions);
       
  1477 
       
  1478     QGLTextureGlyphCache *cache =
       
  1479         (QGLTextureGlyphCache *) ti.fontEngine->glyphCache(ctx, s->matrix);
       
  1480 
       
  1481     if (!cache || cache->cacheType() != glyphType) {
       
  1482         cache = new QGLTextureGlyphCache(ctx, glyphType, s->matrix);
       
  1483         ti.fontEngine->setGlyphCache(ctx, cache);
       
  1484     }
       
  1485 
       
  1486     cache->setPaintEnginePrivate(this);
       
  1487     cache->populate(ti, glyphs, positions);
       
  1488 
       
  1489     if (cache->width() == 0 || cache->height() == 0)
       
  1490         return;
       
  1491 
       
  1492     if (inRenderText)
       
  1493         transferMode(BrushDrawingMode);
       
  1494     transferMode(TextDrawingMode);
       
  1495 
       
  1496     int margin = cache->glyphMargin();
       
  1497 
       
  1498     GLfloat dx = 1.0 / cache->width();
       
  1499     GLfloat dy = 1.0 / cache->height();
       
  1500 
       
  1501     QGLPoint *oldVertexCoordinateDataPtr = vertexCoordinateArray.data();
       
  1502     QGLPoint *oldTextureCoordinateDataPtr = textureCoordinateArray.data();
       
  1503 
       
  1504     vertexCoordinateArray.clear();
       
  1505     textureCoordinateArray.clear();
       
  1506 
       
  1507     for (int i=0; i<glyphs.size(); ++i) {
       
  1508         const QTextureGlyphCache::Coord &c = cache->coords.value(glyphs[i]);
       
  1509         int x = positions[i].x.toInt() + c.baseLineX - margin;
       
  1510         int y = positions[i].y.toInt() - c.baseLineY - margin;
       
  1511 
       
  1512         vertexCoordinateArray.addRect(QRectF(x, y, c.w, c.h));
       
  1513         textureCoordinateArray.addRect(QRectF(c.x*dx, c.y*dy, c.w * dx, c.h * dy));
       
  1514     }
       
  1515 
       
  1516     if (vertexCoordinateArray.data() != oldVertexCoordinateDataPtr)
       
  1517         glVertexAttribPointer(QT_VERTEX_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, vertexCoordinateArray.data());
       
  1518     if (textureCoordinateArray.data() != oldTextureCoordinateDataPtr)
       
  1519         glVertexAttribPointer(QT_TEXTURE_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, textureCoordinateArray.data());
       
  1520 
       
  1521     QBrush pensBrush = q->state()->pen.brush();
       
  1522     setBrush(&pensBrush);
       
  1523 
       
  1524     if (inRenderText)
       
  1525         prepareDepthRangeForRenderText();
       
  1526 
       
  1527     if (glyphType == QFontEngineGlyphCache::Raster_RGBMask) {
       
  1528 
       
  1529         // Subpixel antialiasing without gamma correction
       
  1530 
       
  1531         QPainter::CompositionMode compMode = q->state()->composition_mode;
       
  1532         Q_ASSERT(compMode == QPainter::CompositionMode_Source
       
  1533             || compMode == QPainter::CompositionMode_SourceOver);
       
  1534 
       
  1535         shaderManager->setMaskType(QGLEngineShaderManager::SubPixelMaskPass1);
       
  1536 
       
  1537         if (pensBrush.style() == Qt::SolidPattern) {
       
  1538             // Solid patterns can get away with only one pass.
       
  1539             QColor c = pensBrush.color();
       
  1540             qreal oldOpacity = q->state()->opacity;
       
  1541             if (compMode == QPainter::CompositionMode_Source) {
       
  1542                 c = qt_premultiplyColor(c, q->state()->opacity);
       
  1543                 q->state()->opacity = 1;
       
  1544                 opacityUniformDirty = true;
       
  1545             }
       
  1546 
       
  1547             compositionModeDirty = false; // I can handle this myself, thank you very much
       
  1548             prepareForDraw(false); // Text always causes src pixels to be transparent
       
  1549 
       
  1550             // prepareForDraw() have set the opacity on the current shader, so the opacity state can now be reset.
       
  1551             if (compMode == QPainter::CompositionMode_Source) {
       
  1552                 q->state()->opacity = oldOpacity;
       
  1553                 opacityUniformDirty = true;
       
  1554             }
       
  1555 
       
  1556             glEnable(GL_BLEND);
       
  1557             glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR);
       
  1558             glBlendColor(c.redF(), c.greenF(), c.blueF(), c.alphaF());
       
  1559         } else {
       
  1560             // Other brush styles need two passes.
       
  1561 
       
  1562             qreal oldOpacity = q->state()->opacity;
       
  1563             if (compMode == QPainter::CompositionMode_Source) {
       
  1564                 q->state()->opacity = 1;
       
  1565                 opacityUniformDirty = true;
       
  1566                 pensBrush = Qt::white;
       
  1567                 setBrush(&pensBrush);
       
  1568             }
       
  1569 
       
  1570             compositionModeDirty = false; // I can handle this myself, thank you very much
       
  1571             prepareForDraw(false); // Text always causes src pixels to be transparent
       
  1572             glEnable(GL_BLEND);
       
  1573             glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
       
  1574 
       
  1575             glActiveTexture(GL_TEXTURE0 + QT_MASK_TEXTURE_UNIT);
       
  1576             glBindTexture(GL_TEXTURE_2D, cache->texture());
       
  1577             updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, false);
       
  1578 
       
  1579             shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::MaskTexture), QT_MASK_TEXTURE_UNIT);
       
  1580             glDrawArrays(GL_TRIANGLES, 0, 6 * glyphs.size());
       
  1581 
       
  1582             shaderManager->setMaskType(QGLEngineShaderManager::SubPixelMaskPass2);
       
  1583 
       
  1584             if (compMode == QPainter::CompositionMode_Source) {
       
  1585                 q->state()->opacity = oldOpacity;
       
  1586                 opacityUniformDirty = true;
       
  1587                 pensBrush = q->state()->pen.brush();
       
  1588                 setBrush(&pensBrush);
       
  1589             }
       
  1590 
       
  1591             compositionModeDirty = false;
       
  1592             prepareForDraw(false); // Text always causes src pixels to be transparent
       
  1593             glEnable(GL_BLEND);
       
  1594             glBlendFunc(GL_ONE, GL_ONE);
       
  1595         }
       
  1596         compositionModeDirty = true;
       
  1597     } else {
       
  1598         // Greyscale/mono glyphs
       
  1599 
       
  1600         shaderManager->setMaskType(QGLEngineShaderManager::PixelMask);
       
  1601         prepareForDraw(false); // Text always causes src pixels to be transparent
       
  1602     }
       
  1603     //### TODO: Gamma correction
       
  1604 
       
  1605     glActiveTexture(GL_TEXTURE0 + QT_MASK_TEXTURE_UNIT);
       
  1606     glBindTexture(GL_TEXTURE_2D, cache->texture());
       
  1607     updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, false);
       
  1608 
       
  1609     shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::MaskTexture), QT_MASK_TEXTURE_UNIT);
       
  1610     glDrawArrays(GL_TRIANGLES, 0, 6 * glyphs.size());
       
  1611 
       
  1612     if (inRenderText)
       
  1613         restoreDepthRangeForRenderText();
       
  1614 }
       
  1615 
       
  1616 void QGL2PaintEngineEx::drawPixmaps(const QDrawPixmaps::Data *drawingData, int dataCount, const QPixmap &pixmap, QDrawPixmaps::DrawingHints hints)
       
  1617 {
       
  1618     // Use fallback for extended composition modes.
       
  1619     if (state()->composition_mode > QPainter::CompositionMode_Plus) {
       
  1620         QPaintEngineEx::drawPixmaps(drawingData, dataCount, pixmap, hints);
       
  1621         return;
       
  1622     }
       
  1623 
       
  1624     Q_D(QGL2PaintEngineEx);
       
  1625 
       
  1626     GLfloat dx = 1.0f / pixmap.size().width();
       
  1627     GLfloat dy = 1.0f / pixmap.size().height();
       
  1628 
       
  1629     d->vertexCoordinateArray.clear();
       
  1630     d->textureCoordinateArray.clear();
       
  1631     d->opacityArray.reset();
       
  1632 
       
  1633     bool allOpaque = true;
       
  1634 
       
  1635     for (int i = 0; i < dataCount; ++i) {
       
  1636         qreal s = 0;
       
  1637         qreal c = 1;
       
  1638         if (drawingData[i].rotation != 0) {
       
  1639             s = qFastSin(drawingData[i].rotation * Q_PI / 180);
       
  1640             c = qFastCos(drawingData[i].rotation * Q_PI / 180);
       
  1641         }
       
  1642 
       
  1643         qreal right = 0.5 * drawingData[i].scaleX * drawingData[i].source.width();
       
  1644         qreal bottom = 0.5 * drawingData[i].scaleY * drawingData[i].source.height();
       
  1645         QGLPoint bottomRight(right * c - bottom * s, right * s + bottom * c);
       
  1646         QGLPoint bottomLeft(-right * c - bottom * s, -right * s + bottom * c);
       
  1647 
       
  1648         d->vertexCoordinateArray.lineToArray(bottomRight.x + drawingData[i].point.x(), bottomRight.y + drawingData[i].point.y());
       
  1649         d->vertexCoordinateArray.lineToArray(-bottomLeft.x + drawingData[i].point.x(), -bottomLeft.y + drawingData[i].point.y());
       
  1650         d->vertexCoordinateArray.lineToArray(-bottomRight.x + drawingData[i].point.x(), -bottomRight.y + drawingData[i].point.y());
       
  1651         d->vertexCoordinateArray.lineToArray(-bottomRight.x + drawingData[i].point.x(), -bottomRight.y + drawingData[i].point.y());
       
  1652         d->vertexCoordinateArray.lineToArray(bottomLeft.x + drawingData[i].point.x(), bottomLeft.y + drawingData[i].point.y());
       
  1653         d->vertexCoordinateArray.lineToArray(bottomRight.x + drawingData[i].point.x(), bottomRight.y + drawingData[i].point.y());
       
  1654 
       
  1655         QGLRect src(drawingData[i].source.left() * dx, drawingData[i].source.top() * dy,
       
  1656                     drawingData[i].source.right() * dx, drawingData[i].source.bottom() * dy);
       
  1657 
       
  1658         d->textureCoordinateArray.lineToArray(src.right, src.bottom);
       
  1659         d->textureCoordinateArray.lineToArray(src.right, src.top);
       
  1660         d->textureCoordinateArray.lineToArray(src.left, src.top);
       
  1661         d->textureCoordinateArray.lineToArray(src.left, src.top);
       
  1662         d->textureCoordinateArray.lineToArray(src.left, src.bottom);
       
  1663         d->textureCoordinateArray.lineToArray(src.right, src.bottom);
       
  1664 
       
  1665         qreal opacity = drawingData[i].opacity * state()->opacity;
       
  1666         d->opacityArray << opacity << opacity << opacity << opacity << opacity << opacity;
       
  1667         allOpaque &= (opacity >= 0.99f);
       
  1668     }
       
  1669 
       
  1670     ensureActive();
       
  1671 
       
  1672     QGLContext *ctx = d->ctx;
       
  1673     glActiveTexture(GL_TEXTURE0 + QT_IMAGE_TEXTURE_UNIT);
       
  1674     QGLTexture *texture = ctx->d_func()->bindTexture(pixmap, GL_TEXTURE_2D, GL_RGBA,
       
  1675                                                      QGLContext::InternalBindOption
       
  1676                                                      | QGLContext::CanFlipNativePixmapBindOption);
       
  1677 
       
  1678     if (texture->options & QGLContext::InvertedYBindOption) {
       
  1679         // Flip texture y-coordinate.
       
  1680         QGLPoint *data = d->textureCoordinateArray.data();
       
  1681         for (int i = 0; i < 6 * dataCount; ++i)
       
  1682             data[i].y = 1 - data[i].y;
       
  1683     }
       
  1684 
       
  1685     d->transferMode(ImageArrayDrawingMode);
       
  1686 
       
  1687     bool isBitmap = pixmap.isQBitmap();
       
  1688     bool isOpaque = !isBitmap && (!pixmap.hasAlphaChannel() || (hints & QDrawPixmaps::OpaqueHint)) && allOpaque;
       
  1689 
       
  1690     d->updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE,
       
  1691                            state()->renderHints & QPainter::SmoothPixmapTransform, texture->id);
       
  1692 
       
  1693     // Setup for texture drawing
       
  1694     d->shaderManager->setSrcPixelType(isBitmap ? QGLEngineShaderManager::PatternSrc : QGLEngineShaderManager::ImageSrc);
       
  1695     if (d->prepareForDraw(isOpaque))
       
  1696         d->shaderManager->currentProgram()->setUniformValue(d->location(QGLEngineShaderManager::ImageTexture), QT_IMAGE_TEXTURE_UNIT);
       
  1697 
       
  1698     if (isBitmap) {
       
  1699         QColor col = qt_premultiplyColor(state()->pen.color(), (GLfloat)state()->opacity);
       
  1700         d->shaderManager->currentProgram()->setUniformValue(d->location(QGLEngineShaderManager::PatternColor), col);
       
  1701     }
       
  1702 
       
  1703     glDrawArrays(GL_TRIANGLES, 0, 6 * dataCount);
       
  1704 }
       
  1705 
       
  1706 bool QGL2PaintEngineEx::begin(QPaintDevice *pdev)
       
  1707 {
       
  1708     Q_D(QGL2PaintEngineEx);
       
  1709 
       
  1710 //     qDebug("QGL2PaintEngineEx::begin()");
       
  1711     if (pdev->devType() == QInternal::OpenGL)
       
  1712         d->device = static_cast<QGLPaintDevice*>(pdev);
       
  1713     else
       
  1714         d->device = QGLPaintDevice::getDevice(pdev);
       
  1715 
       
  1716     if (!d->device)
       
  1717         return false;
       
  1718 
       
  1719     d->ctx = d->device->context();
       
  1720     d->ctx->d_ptr->active_engine = this;
       
  1721 
       
  1722     const QSize sz = d->device->size();
       
  1723     d->width = sz.width();
       
  1724     d->height = sz.height();
       
  1725     d->mode = BrushDrawingMode;
       
  1726     d->brushTextureDirty = true;
       
  1727     d->brushUniformsDirty = true;
       
  1728     d->matrixDirty = true;
       
  1729     d->compositionModeDirty = true;
       
  1730     d->opacityUniformDirty = true;
       
  1731     d->needsSync = true;
       
  1732     d->use_system_clip = !systemClip().isEmpty();
       
  1733 
       
  1734     d->dirtyStencilRegion = QRect(0, 0, d->width, d->height);
       
  1735     d->stencilClean = true;
       
  1736 
       
  1737     // Calling begin paint should make the correct context current. So, any
       
  1738     // code which calls into GL or otherwise needs a current context *must*
       
  1739     // go after beginPaint:
       
  1740     d->device->beginPaint();
       
  1741 
       
  1742 #if !defined(QT_OPENGL_ES_2)
       
  1743     bool success = qt_resolve_version_2_0_functions(d->ctx);
       
  1744     Q_ASSERT(success);
       
  1745     Q_UNUSED(success);
       
  1746 #endif
       
  1747 
       
  1748     d->shaderManager = new QGLEngineShaderManager(d->ctx);
       
  1749 
       
  1750     if (!d->inRenderText) {
       
  1751         glDisable(GL_STENCIL_TEST);
       
  1752         glDisable(GL_DEPTH_TEST);
       
  1753         glDisable(GL_SCISSOR_TEST);
       
  1754     }
       
  1755 
       
  1756 #if !defined(QT_OPENGL_ES_2)
       
  1757     glDisable(GL_MULTISAMPLE);
       
  1758 #endif
       
  1759 
       
  1760     d->glyphCacheType = QFontEngineGlyphCache::Raster_A8;
       
  1761 
       
  1762 #if !defined(QT_OPENGL_ES_2)
       
  1763     if (!d->device->format().alpha()
       
  1764 #if defined(Q_WS_WIN)
       
  1765         && qt_cleartype_enabled
       
  1766 #endif
       
  1767        ) {
       
  1768         d->glyphCacheType = QFontEngineGlyphCache::Raster_RGBMask;
       
  1769     }
       
  1770 #endif
       
  1771 
       
  1772     return true;
       
  1773 }
       
  1774 
       
  1775 bool QGL2PaintEngineEx::end()
       
  1776 {
       
  1777     Q_D(QGL2PaintEngineEx);
       
  1778     QGLContext *ctx = d->ctx;
       
  1779 
       
  1780     glUseProgram(0);
       
  1781     d->transferMode(BrushDrawingMode);
       
  1782     d->device->endPaint();
       
  1783 
       
  1784 #if defined(Q_WS_X11)
       
  1785     // On some (probably all) drivers, deleting an X pixmap which has been bound to a texture
       
  1786     // before calling glFinish/swapBuffers renders garbage. Presumably this is because X deletes
       
  1787     // the pixmap behind the driver's back before it's had a chance to use it. To fix this, we
       
  1788     // reference all QPixmaps which have been bound to stop them being deleted and only deref
       
  1789     // them here, after swapBuffers, where they can be safely deleted.
       
  1790     ctx->d_func()->boundPixmaps.clear();
       
  1791 #endif
       
  1792     d->ctx->d_ptr->active_engine = 0;
       
  1793 
       
  1794     d->resetGLState();
       
  1795 
       
  1796     delete d->shaderManager;
       
  1797     d->shaderManager = 0;
       
  1798 
       
  1799     return false;
       
  1800 }
       
  1801 
       
  1802 void QGL2PaintEngineEx::ensureActive()
       
  1803 {
       
  1804     Q_D(QGL2PaintEngineEx);
       
  1805     QGLContext *ctx = d->ctx;
       
  1806 
       
  1807     if (isActive() && ctx->d_ptr->active_engine != this) {
       
  1808         ctx->d_ptr->active_engine = this;
       
  1809         d->needsSync = true;
       
  1810     }
       
  1811 
       
  1812     d->device->ensureActiveTarget();
       
  1813 
       
  1814     if (d->needsSync) {
       
  1815         d->transferMode(BrushDrawingMode);
       
  1816         glViewport(0, 0, d->width, d->height);
       
  1817         d->needsSync = false;
       
  1818         d->shaderManager->setDirty();
       
  1819         setState(state());
       
  1820     }
       
  1821 }
       
  1822 
       
  1823 void QGL2PaintEngineExPrivate::updateClipScissorTest()
       
  1824 {
       
  1825     Q_Q(QGL2PaintEngineEx);
       
  1826     if (q->state()->clipTestEnabled) {
       
  1827         glEnable(GL_STENCIL_TEST);
       
  1828         glStencilFunc(GL_LEQUAL, q->state()->currentClip, ~GL_STENCIL_HIGH_BIT);
       
  1829     } else {
       
  1830         glDisable(GL_STENCIL_TEST);
       
  1831         glStencilFunc(GL_ALWAYS, 0, 0xff);
       
  1832     }
       
  1833 
       
  1834 #ifdef QT_GL_NO_SCISSOR_TEST
       
  1835     currentScissorBounds = QRect(0, 0, width, height);
       
  1836 #else
       
  1837     QRect bounds = q->state()->rectangleClip;
       
  1838     if (!q->state()->clipEnabled) {
       
  1839         if (use_system_clip)
       
  1840             bounds = systemClip.boundingRect();
       
  1841         else
       
  1842             bounds = QRect(0, 0, width, height);
       
  1843     } else {
       
  1844         if (use_system_clip)
       
  1845             bounds = bounds.intersected(systemClip.boundingRect());
       
  1846         else
       
  1847             bounds = bounds.intersected(QRect(0, 0, width, height));
       
  1848     }
       
  1849 
       
  1850     currentScissorBounds = bounds;
       
  1851 
       
  1852     if (bounds == QRect(0, 0, width, height)) {
       
  1853         glDisable(GL_SCISSOR_TEST);
       
  1854     } else {
       
  1855         glEnable(GL_SCISSOR_TEST);
       
  1856         setScissor(bounds);
       
  1857     }
       
  1858 #endif
       
  1859 }
       
  1860 
       
  1861 void QGL2PaintEngineExPrivate::setScissor(const QRect &rect)
       
  1862 {
       
  1863     const int left = rect.left();
       
  1864     const int width = rect.width();
       
  1865     const int bottom = height - (rect.top() + rect.height());
       
  1866     const int height = rect.height();
       
  1867 
       
  1868     glScissor(left, bottom, width, height);
       
  1869 }
       
  1870 
       
  1871 void QGL2PaintEngineEx::clipEnabledChanged()
       
  1872 {
       
  1873     Q_D(QGL2PaintEngineEx);
       
  1874 
       
  1875     state()->clipChanged = true;
       
  1876 
       
  1877     if (painter()->hasClipping())
       
  1878         d->regenerateClip();
       
  1879     else
       
  1880         d->systemStateChanged();
       
  1881 }
       
  1882 
       
  1883 void QGL2PaintEngineExPrivate::clearClip(uint value)
       
  1884 {
       
  1885     dirtyStencilRegion -= currentScissorBounds;
       
  1886 
       
  1887     glStencilMask(0xff);
       
  1888     glClearStencil(value);
       
  1889     glClear(GL_STENCIL_BUFFER_BIT);
       
  1890     glStencilMask(0x0);
       
  1891 
       
  1892     q->state()->needsClipBufferClear = false;
       
  1893 }
       
  1894 
       
  1895 void QGL2PaintEngineExPrivate::writeClip(const QVectorPath &path, uint value)
       
  1896 {
       
  1897     transferMode(BrushDrawingMode);
       
  1898 
       
  1899     if (matrixDirty)
       
  1900         updateMatrix();
       
  1901 
       
  1902     stencilClean = false;
       
  1903 
       
  1904     const bool singlePass = !path.hasWindingFill()
       
  1905         && (((q->state()->currentClip == maxClip - 1) && q->state()->clipTestEnabled)
       
  1906             || q->state()->needsClipBufferClear);
       
  1907     const uint referenceClipValue = q->state()->needsClipBufferClear ? 1 : q->state()->currentClip;
       
  1908 
       
  1909     if (q->state()->needsClipBufferClear)
       
  1910         clearClip(1);
       
  1911 
       
  1912     if (path.isEmpty()) {
       
  1913         glEnable(GL_STENCIL_TEST);
       
  1914         glStencilFunc(GL_LEQUAL, value, ~GL_STENCIL_HIGH_BIT);
       
  1915         return;
       
  1916     }
       
  1917 
       
  1918     if (q->state()->clipTestEnabled)
       
  1919         glStencilFunc(GL_LEQUAL, q->state()->currentClip, ~GL_STENCIL_HIGH_BIT);
       
  1920     else
       
  1921         glStencilFunc(GL_ALWAYS, 0, 0xff);
       
  1922 
       
  1923     vertexCoordinateArray.clear();
       
  1924     vertexCoordinateArray.addPath(path, inverseScale, false);
       
  1925 
       
  1926     if (!singlePass)
       
  1927         fillStencilWithVertexArray(vertexCoordinateArray, path.hasWindingFill());
       
  1928 
       
  1929     glColorMask(false, false, false, false);
       
  1930     glEnable(GL_STENCIL_TEST);
       
  1931     useSimpleShader();
       
  1932 
       
  1933     if (singlePass) {
       
  1934         // Under these conditions we can set the new stencil value in a single
       
  1935         // pass, by using the current value and the "new value" as the toggles
       
  1936 
       
  1937         glStencilFunc(GL_LEQUAL, referenceClipValue, ~GL_STENCIL_HIGH_BIT);
       
  1938         glStencilOp(GL_KEEP, GL_INVERT, GL_INVERT);
       
  1939         glStencilMask(value ^ referenceClipValue);
       
  1940 
       
  1941         drawVertexArrays(vertexCoordinateArray, GL_TRIANGLE_FAN);
       
  1942     } else {
       
  1943         glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE);
       
  1944         glStencilMask(0xff);
       
  1945 
       
  1946         if (!q->state()->clipTestEnabled && path.hasWindingFill()) {
       
  1947             // Pass when any clip bit is set, set high bit
       
  1948             glStencilFunc(GL_NOTEQUAL, GL_STENCIL_HIGH_BIT, ~GL_STENCIL_HIGH_BIT);
       
  1949             composite(vertexCoordinateArray.boundingRect());
       
  1950         }
       
  1951 
       
  1952         // Pass when high bit is set, replace stencil value with new clip value
       
  1953         glStencilFunc(GL_NOTEQUAL, value, GL_STENCIL_HIGH_BIT);
       
  1954 
       
  1955         composite(vertexCoordinateArray.boundingRect());
       
  1956     }
       
  1957 
       
  1958     glStencilFunc(GL_LEQUAL, value, ~GL_STENCIL_HIGH_BIT);
       
  1959     glStencilMask(0);
       
  1960 
       
  1961     glColorMask(true, true, true, true);
       
  1962 }
       
  1963 
       
  1964 void QGL2PaintEngineEx::clip(const QVectorPath &path, Qt::ClipOperation op)
       
  1965 {
       
  1966 //     qDebug("QGL2PaintEngineEx::clip()");
       
  1967     Q_D(QGL2PaintEngineEx);
       
  1968 
       
  1969     state()->clipChanged = true;
       
  1970 
       
  1971     ensureActive();
       
  1972 
       
  1973     if (op == Qt::ReplaceClip) {
       
  1974         op = Qt::IntersectClip;
       
  1975         if (d->hasClipOperations()) {
       
  1976             d->systemStateChanged();
       
  1977             state()->canRestoreClip = false;
       
  1978         }
       
  1979     }
       
  1980 
       
  1981 #ifndef QT_GL_NO_SCISSOR_TEST
       
  1982     if (!path.isEmpty() && op == Qt::IntersectClip && (path.shape() == QVectorPath::RectangleHint)) {
       
  1983         const QPointF* const points = reinterpret_cast<const QPointF*>(path.points());
       
  1984         QRectF rect(points[0], points[2]);
       
  1985 
       
  1986         if (state()->matrix.type() <= QTransform::TxScale) {
       
  1987             state()->rectangleClip = state()->rectangleClip.intersected(state()->matrix.mapRect(rect).toRect());
       
  1988             d->updateClipScissorTest();
       
  1989             return;
       
  1990         }
       
  1991     }
       
  1992 #endif
       
  1993 
       
  1994     const QRect pathRect = state()->matrix.mapRect(path.controlPointRect()).toAlignedRect();
       
  1995 
       
  1996     switch (op) {
       
  1997     case Qt::NoClip:
       
  1998         if (d->use_system_clip) {
       
  1999             state()->clipTestEnabled = true;
       
  2000             state()->currentClip = 1;
       
  2001         } else {
       
  2002             state()->clipTestEnabled = false;
       
  2003         }
       
  2004         state()->rectangleClip = QRect(0, 0, d->width, d->height);
       
  2005         state()->canRestoreClip = false;
       
  2006         d->updateClipScissorTest();
       
  2007         break;
       
  2008     case Qt::IntersectClip:
       
  2009         state()->rectangleClip = state()->rectangleClip.intersected(pathRect);
       
  2010         d->updateClipScissorTest();
       
  2011         d->resetClipIfNeeded();
       
  2012         ++d->maxClip;
       
  2013         d->writeClip(path, d->maxClip);
       
  2014         state()->currentClip = d->maxClip;
       
  2015         state()->clipTestEnabled = true;
       
  2016         break;
       
  2017     case Qt::UniteClip: {
       
  2018         d->resetClipIfNeeded();
       
  2019         ++d->maxClip;
       
  2020         if (state()->rectangleClip.isValid()) {
       
  2021             QPainterPath path;
       
  2022             path.addRect(state()->rectangleClip);
       
  2023 
       
  2024             // flush the existing clip rectangle to the depth buffer
       
  2025             d->writeClip(qtVectorPathForPath(state()->matrix.inverted().map(path)), d->maxClip);
       
  2026         }
       
  2027 
       
  2028         state()->clipTestEnabled = false;
       
  2029 #ifndef QT_GL_NO_SCISSOR_TEST
       
  2030         QRect oldRectangleClip = state()->rectangleClip;
       
  2031 
       
  2032         state()->rectangleClip = state()->rectangleClip.united(pathRect);
       
  2033         d->updateClipScissorTest();
       
  2034 
       
  2035         QRegion extendRegion = QRegion(state()->rectangleClip) - oldRectangleClip;
       
  2036 
       
  2037         if (!extendRegion.isEmpty()) {
       
  2038             QPainterPath extendPath;
       
  2039             extendPath.addRegion(extendRegion);
       
  2040 
       
  2041             // first clear the depth buffer in the extended region
       
  2042             d->writeClip(qtVectorPathForPath(state()->matrix.inverted().map(extendPath)), 0);
       
  2043         }
       
  2044 #endif
       
  2045         // now write the clip path
       
  2046         d->writeClip(path, d->maxClip);
       
  2047         state()->canRestoreClip = false;
       
  2048         state()->currentClip = d->maxClip;
       
  2049         state()->clipTestEnabled = true;
       
  2050         break;
       
  2051         }
       
  2052     default:
       
  2053         break;
       
  2054     }
       
  2055 }
       
  2056 
       
  2057 void QGL2PaintEngineExPrivate::regenerateClip()
       
  2058 {
       
  2059     systemStateChanged();
       
  2060     replayClipOperations();
       
  2061 }
       
  2062 
       
  2063 void QGL2PaintEngineExPrivate::systemStateChanged()
       
  2064 {
       
  2065     Q_Q(QGL2PaintEngineEx);
       
  2066 
       
  2067     q->state()->clipChanged = true;
       
  2068 
       
  2069     if (systemClip.isEmpty()) {
       
  2070         use_system_clip = false;
       
  2071     } else {
       
  2072         if (q->paintDevice()->devType() == QInternal::Widget && currentClipWidget) {
       
  2073             QWidgetPrivate *widgetPrivate = qt_widget_private(currentClipWidget->window());
       
  2074             use_system_clip = widgetPrivate->extra && widgetPrivate->extra->inRenderWithPainter;
       
  2075         } else {
       
  2076             use_system_clip = true;
       
  2077         }
       
  2078     }
       
  2079 
       
  2080     q->state()->clipTestEnabled = false;
       
  2081     q->state()->needsClipBufferClear = true;
       
  2082 
       
  2083     q->state()->currentClip = 1;
       
  2084     maxClip = 1;
       
  2085 
       
  2086     q->state()->rectangleClip = use_system_clip ? systemClip.boundingRect() : QRect(0, 0, width, height);
       
  2087     updateClipScissorTest();
       
  2088 
       
  2089     if (systemClip.numRects() == 1) {
       
  2090         if (systemClip.boundingRect() == QRect(0, 0, width, height))
       
  2091             use_system_clip = false;
       
  2092 #ifndef QT_GL_NO_SCISSOR_TEST
       
  2093         // scissoring takes care of the system clip
       
  2094         return;
       
  2095 #endif
       
  2096     }
       
  2097 
       
  2098     if (use_system_clip) {
       
  2099         clearClip(0);
       
  2100 
       
  2101         QPainterPath path;
       
  2102         path.addRegion(systemClip);
       
  2103 
       
  2104         q->state()->currentClip = 0;
       
  2105         writeClip(qtVectorPathForPath(q->state()->matrix.inverted().map(path)), 1);
       
  2106         q->state()->currentClip = 1;
       
  2107         q->state()->clipTestEnabled = true;
       
  2108     }
       
  2109 }
       
  2110 
       
  2111 void QGL2PaintEngineEx::setState(QPainterState *new_state)
       
  2112 {
       
  2113     //     qDebug("QGL2PaintEngineEx::setState()");
       
  2114 
       
  2115     Q_D(QGL2PaintEngineEx);
       
  2116 
       
  2117     QOpenGL2PaintEngineState *s = static_cast<QOpenGL2PaintEngineState *>(new_state);
       
  2118     QOpenGL2PaintEngineState *old_state = state();
       
  2119 
       
  2120     QPaintEngineEx::setState(s);
       
  2121 
       
  2122     if (s->isNew) {
       
  2123         // Newly created state object.  The call to setState()
       
  2124         // will either be followed by a call to begin(), or we are
       
  2125         // setting the state as part of a save().
       
  2126         s->isNew = false;
       
  2127         return;
       
  2128     }
       
  2129 
       
  2130     // Setting the state as part of a restore().
       
  2131 
       
  2132     if (old_state == s || old_state->renderHintsChanged)
       
  2133         renderHintsChanged();
       
  2134 
       
  2135     if (old_state == s || old_state->matrixChanged) {
       
  2136         d->matrixDirty = true;
       
  2137         d->simpleShaderMatrixUniformDirty = true;
       
  2138         d->shaderMatrixUniformDirty = true;
       
  2139     }
       
  2140 
       
  2141     if (old_state == s || old_state->compositionModeChanged)
       
  2142         d->compositionModeDirty = true;
       
  2143 
       
  2144     if (old_state == s || old_state->opacityChanged)
       
  2145         d->opacityUniformDirty = true;
       
  2146 
       
  2147     if (old_state == s || old_state->clipChanged) {
       
  2148         if (old_state && old_state != s && old_state->canRestoreClip) {
       
  2149             d->updateClipScissorTest();
       
  2150             glDepthFunc(GL_LEQUAL);
       
  2151         } else {
       
  2152             d->regenerateClip();
       
  2153         }
       
  2154     }
       
  2155 }
       
  2156 
       
  2157 QPainterState *QGL2PaintEngineEx::createState(QPainterState *orig) const
       
  2158 {
       
  2159     if (orig)
       
  2160         const_cast<QGL2PaintEngineEx *>(this)->ensureActive();
       
  2161 
       
  2162     QOpenGL2PaintEngineState *s;
       
  2163     if (!orig)
       
  2164         s = new QOpenGL2PaintEngineState();
       
  2165     else
       
  2166         s = new QOpenGL2PaintEngineState(*static_cast<QOpenGL2PaintEngineState *>(orig));
       
  2167 
       
  2168     s->matrixChanged = false;
       
  2169     s->compositionModeChanged = false;
       
  2170     s->opacityChanged = false;
       
  2171     s->renderHintsChanged = false;
       
  2172     s->clipChanged = false;
       
  2173 
       
  2174     return s;
       
  2175 }
       
  2176 
       
  2177 void QGL2PaintEngineEx::setRenderTextActive(bool active)
       
  2178 {
       
  2179     Q_D(QGL2PaintEngineEx);
       
  2180     d->inRenderText = active;
       
  2181 }
       
  2182 
       
  2183 QOpenGL2PaintEngineState::QOpenGL2PaintEngineState(QOpenGL2PaintEngineState &other)
       
  2184     : QPainterState(other)
       
  2185 {
       
  2186     isNew = true;
       
  2187     needsClipBufferClear = other.needsClipBufferClear;
       
  2188     clipTestEnabled = other.clipTestEnabled;
       
  2189     currentClip = other.currentClip;
       
  2190     canRestoreClip = other.canRestoreClip;
       
  2191     rectangleClip = other.rectangleClip;
       
  2192 }
       
  2193 
       
  2194 QOpenGL2PaintEngineState::QOpenGL2PaintEngineState()
       
  2195 {
       
  2196     isNew = true;
       
  2197     needsClipBufferClear = true;
       
  2198     clipTestEnabled = false;
       
  2199     canRestoreClip = true;
       
  2200 }
       
  2201 
       
  2202 QOpenGL2PaintEngineState::~QOpenGL2PaintEngineState()
       
  2203 {
       
  2204 }
       
  2205 
       
  2206 QT_END_NAMESPACE
       
  2207 
       
  2208 #include "qpaintengineex_opengl2.moc"