--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp Mon Jan 11 14:00:40 2010 +0000
@@ -0,0 +1,2208 @@
+/****************************************************************************
+**
+** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
+** All rights reserved.
+** Contact: Nokia Corporation (qt-info@nokia.com)
+**
+** This file is part of the QtOpenGL module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** No Commercial Usage
+** This file contains pre-release code and may not be distributed.
+** You may use this file in accordance with the terms and conditions
+** contained in the Technology Preview License Agreement accompanying
+** this package.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 2.1 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 2.1 requirements
+** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
+**
+** In addition, as a special exception, Nokia gives you certain additional
+** rights. These rights are described in the Nokia Qt LGPL Exception
+** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
+**
+** If you have questions regarding the use of this file, please contact
+** Nokia at qt-info@nokia.com.
+**
+**
+**
+**
+**
+**
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+/*
+ When the active program changes, we need to update it's uniforms.
+ We could track state for each program and only update stale uniforms
+ - Could lead to lots of overhead if there's a lot of programs
+ We could update all the uniforms when the program changes
+ - Could end up updating lots of uniforms which don't need updating
+
+ Updating uniforms should be cheap, so the overhead of updating up-to-date
+ uniforms should be minimal. It's also less complex.
+
+ Things which _may_ cause a different program to be used:
+ - Change in brush/pen style
+ - Change in painter opacity
+ - Change in composition mode
+
+ Whenever we set a mode on the shader manager - it needs to tell us if it had
+ to switch to a different program.
+
+ The shader manager should only switch when we tell it to. E.g. if we set a new
+ brush style and then switch to transparent painter, we only want it to compile
+ and use the correct program when we really need it.
+*/
+
+#include "qpaintengineex_opengl2_p.h"
+
+#include <string.h> //for memcpy
+#include <qmath.h>
+
+#include <private/qgl_p.h>
+#include <private/qmath_p.h>
+#include <private/qpaintengineex_p.h>
+#include <QPaintEngine>
+#include <private/qpainter_p.h>
+#include <private/qfontengine_p.h>
+#include <private/qtextureglyphcache_p.h>
+#include <private/qpixmapdata_gl_p.h>
+#include <private/qdatabuffer_p.h>
+
+#include "qglgradientcache_p.h"
+#include "qglengineshadermanager_p.h"
+#include "qgl2pexvertexarray_p.h"
+
+#include "qtriangulatingstroker_p.h"
+
+#include <QDebug>
+
+QT_BEGIN_NAMESPACE
+
+//#define QT_GL_NO_SCISSOR_TEST
+
+static const GLuint GL_STENCIL_HIGH_BIT = 0x80;
+static const GLuint QT_BRUSH_TEXTURE_UNIT = 0;
+static const GLuint QT_IMAGE_TEXTURE_UNIT = 0; //Can be the same as brush texture unit
+static const GLuint QT_MASK_TEXTURE_UNIT = 1;
+static const GLuint QT_BACKGROUND_TEXTURE_UNIT = 2;
+
+#ifdef Q_WS_WIN
+extern Q_GUI_EXPORT bool qt_cleartype_enabled;
+#endif
+
+class QGLTextureGlyphCache : public QObject, public QTextureGlyphCache
+{
+ Q_OBJECT
+public:
+ QGLTextureGlyphCache(QGLContext *context, QFontEngineGlyphCache::Type type, const QTransform &matrix);
+ ~QGLTextureGlyphCache();
+
+ virtual void createTextureData(int width, int height);
+ virtual void resizeTextureData(int width, int height);
+ virtual void fillTexture(const Coord &c, glyph_t glyph);
+ virtual int glyphMargin() const;
+
+ inline GLuint texture() const { return m_texture; }
+
+ inline int width() const { return m_width; }
+ inline int height() const { return m_height; }
+
+ inline void setPaintEnginePrivate(QGL2PaintEngineExPrivate *p) { pex = p; }
+
+
+public Q_SLOTS:
+ void contextDestroyed(const QGLContext *context) {
+ if (context == ctx) {
+ QList<const QGLContext *> shares = qgl_share_reg()->shares(ctx);
+ if (shares.isEmpty()) {
+ glDeleteFramebuffers(1, &m_fbo);
+ if (m_width || m_height)
+ glDeleteTextures(1, &m_texture);
+ ctx = 0;
+ } else {
+ // since the context holding the texture is shared, and
+ // about to be destroyed, we have to transfer ownership
+ // of the texture to one of the share contexts
+ ctx = const_cast<QGLContext *>((ctx == shares.at(0)) ? shares.at(1) : shares.at(0));
+ }
+ }
+ }
+
+private:
+ QGLContext *ctx;
+
+ QGL2PaintEngineExPrivate *pex;
+
+ GLuint m_texture;
+ GLuint m_fbo;
+
+ int m_width;
+ int m_height;
+
+ QGLShaderProgram *m_program;
+};
+
+QGLTextureGlyphCache::QGLTextureGlyphCache(QGLContext *context, QFontEngineGlyphCache::Type type, const QTransform &matrix)
+ : QTextureGlyphCache(type, matrix)
+ , ctx(context)
+ , m_width(0)
+ , m_height(0)
+{
+ glGenFramebuffers(1, &m_fbo);
+ connect(QGLSignalProxy::instance(), SIGNAL(aboutToDestroyContext(const QGLContext *)),
+ SLOT(contextDestroyed(const QGLContext *)));
+}
+
+QGLTextureGlyphCache::~QGLTextureGlyphCache()
+{
+ if (ctx) {
+ QGLShareContextScope scope(ctx);
+ glDeleteFramebuffers(1, &m_fbo);
+
+ if (m_width || m_height)
+ glDeleteTextures(1, &m_texture);
+ }
+}
+
+void QGLTextureGlyphCache::createTextureData(int width, int height)
+{
+ glGenTextures(1, &m_texture);
+ glBindTexture(GL_TEXTURE_2D, m_texture);
+
+ m_width = width;
+ m_height = height;
+
+ QVarLengthArray<uchar> data(width * height);
+ for (int i = 0; i < data.size(); ++i)
+ data[i] = 0;
+
+ if (m_type == QFontEngineGlyphCache::Raster_RGBMask)
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_ALPHA, GL_UNSIGNED_BYTE, &data[0]);
+ else
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, width, height, 0, GL_ALPHA, GL_UNSIGNED_BYTE, &data[0]);
+
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+}
+
+void QGLTextureGlyphCache::resizeTextureData(int width, int height)
+{
+ // ### the QTextureGlyphCache API needs to be reworked to allow
+ // ### resizeTextureData to fail
+
+ int oldWidth = m_width;
+ int oldHeight = m_height;
+
+ GLuint oldTexture = m_texture;
+ createTextureData(width, height);
+
+ glBindFramebuffer(GL_FRAMEBUFFER_EXT, m_fbo);
+
+ GLuint tmp_texture;
+ glGenTextures(1, &tmp_texture);
+ glBindTexture(GL_TEXTURE_2D, tmp_texture);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, oldWidth, oldHeight, 0,
+ GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
+ GL_TEXTURE_2D, tmp_texture, 0);
+
+ glActiveTexture(GL_TEXTURE0 + QT_IMAGE_TEXTURE_UNIT);
+ glBindTexture(GL_TEXTURE_2D, oldTexture);
+
+ pex->transferMode(BrushDrawingMode);
+
+#ifndef QT_OPENGL_ES_2
+ if (pex->inRenderText)
+ glPushAttrib(GL_ENABLE_BIT | GL_VIEWPORT_BIT | GL_SCISSOR_BIT);
+#endif
+
+ glDisable(GL_STENCIL_TEST);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_SCISSOR_TEST);
+ glDisable(GL_BLEND);
+
+ glViewport(0, 0, oldWidth, oldHeight);
+
+ float vertexCoordinateArray[] = { -1, -1, 1, -1, 1, 1, -1, 1 };
+ float textureCoordinateArray[] = { 0, 0, 1, 0, 1, 1, 0, 1 };
+
+ glEnableVertexAttribArray(QT_VERTEX_COORDS_ATTR);
+ glEnableVertexAttribArray(QT_TEXTURE_COORDS_ATTR);
+
+ glVertexAttribPointer(QT_VERTEX_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, vertexCoordinateArray);
+ glVertexAttribPointer(QT_TEXTURE_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, textureCoordinateArray);
+
+ pex->shaderManager->blitProgram()->enable();
+ pex->shaderManager->blitProgram()->setUniformValue("imageTexture", QT_IMAGE_TEXTURE_UNIT);
+ pex->shaderManager->setDirty();
+
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+
+ glDisableVertexAttribArray(QT_VERTEX_COORDS_ATTR);
+ glDisableVertexAttribArray(QT_TEXTURE_COORDS_ATTR);
+
+ glBindTexture(GL_TEXTURE_2D, m_texture);
+
+#ifdef QT_OPENGL_ES_2
+ QDataBuffer<uchar> buffer(4*oldWidth*oldHeight);
+ buffer.resize(4*oldWidth*oldHeight);
+ glReadPixels(0, 0, oldWidth, oldHeight, GL_RGBA, GL_UNSIGNED_BYTE, buffer.data());
+
+ // do an in-place conversion from GL_RGBA to GL_ALPHA
+ for (int i=0; i<oldWidth*oldHeight; ++i)
+ buffer.data()[i] = buffer.at(4*i + 3);
+
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, oldWidth, oldHeight,
+ GL_ALPHA, GL_UNSIGNED_BYTE, buffer.data());
+#else
+ glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, oldWidth, oldHeight);
+#endif
+
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
+ GL_RENDERBUFFER_EXT, 0);
+ glDeleteTextures(1, &tmp_texture);
+ glDeleteTextures(1, &oldTexture);
+
+ glBindFramebuffer(GL_FRAMEBUFFER_EXT, ctx->d_ptr->current_fbo);
+
+ glViewport(0, 0, pex->width, pex->height);
+ pex->updateClipScissorTest();
+
+#ifndef QT_OPENGL_ES_2
+ if (pex->inRenderText)
+ glPopAttrib();
+#endif
+}
+
+void QGLTextureGlyphCache::fillTexture(const Coord &c, glyph_t glyph)
+{
+ QImage mask = textureMapForGlyph(glyph);
+ const int maskWidth = mask.width();
+ const int maskHeight = mask.height();
+
+ if (mask.format() == QImage::Format_Mono) {
+ mask = mask.convertToFormat(QImage::Format_Indexed8);
+ for (int y = 0; y < maskHeight; ++y) {
+ uchar *src = (uchar *) mask.scanLine(y);
+ for (int x = 0; x < maskWidth; ++x)
+ src[x] = -src[x]; // convert 0 and 1 into 0 and 255
+ }
+ }
+
+
+ glBindTexture(GL_TEXTURE_2D, m_texture);
+ if (mask.format() == QImage::Format_RGB32) {
+ glTexSubImage2D(GL_TEXTURE_2D, 0, c.x, c.y, maskWidth, maskHeight, GL_BGRA, GL_UNSIGNED_BYTE, mask.bits());
+ } else {
+#ifdef QT_OPENGL_ES2
+ glTexSubImage2D(GL_TEXTURE_2D, 0, c.x, c.y, maskWidth, maskHeight, GL_ALPHA, GL_UNSIGNED_BYTE, mask.bits());
+#else
+ // glTexSubImage2D() might cause some garbage to appear in the texture if the mask width is
+ // not a multiple of four bytes. The bug appeared on a computer with 32-bit Windows Vista
+ // and nVidia GeForce 8500GT. GL_UNPACK_ALIGNMENT is set to four bytes, 'mask' has a
+ // multiple of four bytes per line, and most of the glyph shows up correctly in the
+ // texture, which makes me think that this is a driver bug.
+ // One workaround is to make sure the mask width is a multiple of four bytes, for instance
+ // by converting it to a format with four bytes per pixel. Another is to copy one line at a
+ // time.
+
+ for (int i = 0; i < maskHeight; ++i)
+ glTexSubImage2D(GL_TEXTURE_2D, 0, c.x, c.y + i, maskWidth, 1, GL_ALPHA, GL_UNSIGNED_BYTE, mask.scanLine(i));
+#endif
+ }
+}
+
+int QGLTextureGlyphCache::glyphMargin() const
+{
+#if defined(Q_WS_MAC)
+ return 2;
+#elif defined (Q_WS_X11)
+ return 0;
+#else
+ return m_type == QFontEngineGlyphCache::Raster_RGBMask ? 2 : 0;
+#endif
+}
+
+extern QImage qt_imageForBrush(int brushStyle, bool invert);
+
+////////////////////////////////// Private Methods //////////////////////////////////////////
+
+QGL2PaintEngineExPrivate::~QGL2PaintEngineExPrivate()
+{
+ delete shaderManager;
+}
+
+void QGL2PaintEngineExPrivate::updateTextureFilter(GLenum target, GLenum wrapMode, bool smoothPixmapTransform, GLuint id)
+{
+// glActiveTexture(GL_TEXTURE0 + QT_BRUSH_TEXTURE_UNIT); //### Is it always this texture unit?
+ if (id != GLuint(-1) && id == lastTexture)
+ return;
+
+ lastTexture = id;
+
+ if (smoothPixmapTransform) {
+ glTexParameterf(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameterf(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ } else {
+ glTexParameterf(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameterf(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ }
+ glTexParameterf(target, GL_TEXTURE_WRAP_S, wrapMode);
+ glTexParameterf(target, GL_TEXTURE_WRAP_T, wrapMode);
+}
+
+
+inline QColor qt_premultiplyColor(QColor c, GLfloat opacity)
+{
+ qreal alpha = c.alphaF() * opacity;
+ c.setAlphaF(alpha);
+ c.setRedF(c.redF() * alpha);
+ c.setGreenF(c.greenF() * alpha);
+ c.setBlueF(c.blueF() * alpha);
+ return c;
+}
+
+
+void QGL2PaintEngineExPrivate::setBrush(const QBrush* brush)
+{
+ currentBrush = brush;
+ brushTextureDirty = true;
+ brushUniformsDirty = true;
+ if (currentBrush->style() == Qt::TexturePattern
+ && qHasPixmapTexture(*brush) && brush->texture().isQBitmap())
+ {
+ shaderManager->setSrcPixelType(QGLEngineShaderManager::TextureSrcWithPattern);
+ } else {
+ shaderManager->setSrcPixelType(currentBrush->style());
+ }
+ shaderManager->optimiseForBrushTransform(currentBrush->transform());
+}
+
+
+void QGL2PaintEngineExPrivate::useSimpleShader()
+{
+ shaderManager->simpleProgram()->enable();
+ shaderManager->setDirty();
+
+ if (matrixDirty)
+ updateMatrix();
+
+ if (simpleShaderMatrixUniformDirty) {
+ shaderManager->simpleProgram()->setUniformValue("pmvMatrix", pmvMatrix);
+ simpleShaderMatrixUniformDirty = false;
+ }
+}
+
+void QGL2PaintEngineExPrivate::updateBrushTexture()
+{
+ Q_Q(QGL2PaintEngineEx);
+// qDebug("QGL2PaintEngineExPrivate::updateBrushTexture()");
+ Qt::BrushStyle style = currentBrush->style();
+
+ if ( (style >= Qt::Dense1Pattern) && (style <= Qt::DiagCrossPattern) ) {
+ // Get the image data for the pattern
+ QImage texImage = qt_imageForBrush(style, false);
+
+ glActiveTexture(GL_TEXTURE0 + QT_BRUSH_TEXTURE_UNIT);
+ ctx->d_func()->bindTexture(texImage, GL_TEXTURE_2D, GL_RGBA, true, QGLContext::InternalBindOption);
+ updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, q->state()->renderHints & QPainter::SmoothPixmapTransform);
+ }
+ else if (style >= Qt::LinearGradientPattern && style <= Qt::ConicalGradientPattern) {
+ // Gradiant brush: All the gradiants use the same texture
+
+ const QGradient* g = currentBrush->gradient();
+
+ // We apply global opacity in the fragment shaders, so we always pass 1.0
+ // for opacity to the cache.
+ GLuint texId = QGL2GradientCache::cacheForContext(ctx)->getBuffer(*g, 1.0);
+
+ glActiveTexture(GL_TEXTURE0 + QT_BRUSH_TEXTURE_UNIT);
+ glBindTexture(GL_TEXTURE_2D, texId);
+
+ if (g->spread() == QGradient::RepeatSpread || g->type() == QGradient::ConicalGradient)
+ updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, q->state()->renderHints & QPainter::SmoothPixmapTransform);
+ else if (g->spread() == QGradient::ReflectSpread)
+ updateTextureFilter(GL_TEXTURE_2D, GL_MIRRORED_REPEAT_IBM, q->state()->renderHints & QPainter::SmoothPixmapTransform);
+ else
+ updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE, q->state()->renderHints & QPainter::SmoothPixmapTransform);
+ }
+ else if (style == Qt::TexturePattern) {
+ const QPixmap& texPixmap = currentBrush->texture();
+
+ glActiveTexture(GL_TEXTURE0 + QT_BRUSH_TEXTURE_UNIT);
+ QGLTexture *tex = ctx->d_func()->bindTexture(texPixmap, GL_TEXTURE_2D, GL_RGBA, QGLContext::InternalBindOption);
+ updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, q->state()->renderHints & QPainter::SmoothPixmapTransform);
+ textureInvertedY = tex->options & QGLContext::InvertedYBindOption ? -1 : 1;
+ }
+ brushTextureDirty = false;
+}
+
+
+void QGL2PaintEngineExPrivate::updateBrushUniforms()
+{
+// qDebug("QGL2PaintEngineExPrivate::updateBrushUniforms()");
+ Qt::BrushStyle style = currentBrush->style();
+
+ if (style == Qt::NoBrush)
+ return;
+
+ QTransform brushQTransform = currentBrush->transform();
+
+ if (style == Qt::SolidPattern) {
+ QColor col = qt_premultiplyColor(currentBrush->color(), (GLfloat)q->state()->opacity);
+ shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::FragmentColor), col);
+ }
+ else {
+ // All other brushes have a transform and thus need the translation point:
+ QPointF translationPoint;
+
+ if (style <= Qt::DiagCrossPattern) {
+ QColor col = qt_premultiplyColor(currentBrush->color(), (GLfloat)q->state()->opacity);
+
+ shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::PatternColor), col);
+
+ QVector2D halfViewportSize(width*0.5, height*0.5);
+ shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::HalfViewportSize), halfViewportSize);
+ }
+ else if (style == Qt::LinearGradientPattern) {
+ const QLinearGradient *g = static_cast<const QLinearGradient *>(currentBrush->gradient());
+
+ QPointF realStart = g->start();
+ QPointF realFinal = g->finalStop();
+ translationPoint = realStart;
+
+ QPointF l = realFinal - realStart;
+
+ QVector3D linearData(
+ l.x(),
+ l.y(),
+ 1.0f / (l.x() * l.x() + l.y() * l.y())
+ );
+
+ shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::LinearData), linearData);
+
+ QVector2D halfViewportSize(width*0.5, height*0.5);
+ shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::HalfViewportSize), halfViewportSize);
+ }
+ else if (style == Qt::ConicalGradientPattern) {
+ const QConicalGradient *g = static_cast<const QConicalGradient *>(currentBrush->gradient());
+ translationPoint = g->center();
+
+ GLfloat angle = -(g->angle() * 2 * Q_PI) / 360.0;
+
+ shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::Angle), angle);
+
+ QVector2D halfViewportSize(width*0.5, height*0.5);
+ shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::HalfViewportSize), halfViewportSize);
+ }
+ else if (style == Qt::RadialGradientPattern) {
+ const QRadialGradient *g = static_cast<const QRadialGradient *>(currentBrush->gradient());
+ QPointF realCenter = g->center();
+ QPointF realFocal = g->focalPoint();
+ qreal realRadius = g->radius();
+ translationPoint = realFocal;
+
+ QPointF fmp = realCenter - realFocal;
+ shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::Fmp), fmp);
+
+ GLfloat fmp2_m_radius2 = -fmp.x() * fmp.x() - fmp.y() * fmp.y() + realRadius*realRadius;
+ shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::Fmp2MRadius2), fmp2_m_radius2);
+ shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::Inverse2Fmp2MRadius2),
+ GLfloat(1.0 / (2.0*fmp2_m_radius2)));
+
+ QVector2D halfViewportSize(width*0.5, height*0.5);
+ shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::HalfViewportSize), halfViewportSize);
+ }
+ else if (style == Qt::TexturePattern) {
+ const QPixmap& texPixmap = currentBrush->texture();
+
+ if (qHasPixmapTexture(*currentBrush) && currentBrush->texture().isQBitmap()) {
+ QColor col = qt_premultiplyColor(currentBrush->color(), (GLfloat)q->state()->opacity);
+ shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::PatternColor), col);
+ }
+
+ QSizeF invertedTextureSize(1.0 / texPixmap.width(), 1.0 * textureInvertedY / texPixmap.height());
+ shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::InvertedTextureSize), invertedTextureSize);
+
+ QVector2D halfViewportSize(width*0.5, height*0.5);
+ shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::HalfViewportSize), halfViewportSize);
+ }
+ else
+ qWarning("QGL2PaintEngineEx: Unimplemented fill style");
+
+ const QPointF &brushOrigin = q->state()->brushOrigin;
+ QTransform matrix = q->state()->matrix;
+ matrix.translate(brushOrigin.x(), brushOrigin.y());
+
+ QTransform translate(1, 0, 0, 1, -translationPoint.x(), -translationPoint.y());
+ QTransform gl_to_qt(1, 0, 0, -1, 0, height);
+ QTransform inv_matrix = gl_to_qt * (brushQTransform * matrix).inverted() * translate;
+
+ shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::BrushTransform), inv_matrix);
+ shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::BrushTexture), QT_BRUSH_TEXTURE_UNIT);
+ }
+ brushUniformsDirty = false;
+}
+
+
+// This assumes the shader manager has already setup the correct shader program
+void QGL2PaintEngineExPrivate::updateMatrix()
+{
+// qDebug("QGL2PaintEngineExPrivate::updateMatrix()");
+
+ // We set up the 4x4 transformation matrix on the vertex shaders to
+ // be the equivalent of glOrtho(0, w, h, 0, -1, 1) * transform:
+ //
+ // | 2/width 0 0 -1 | | m11 m21 0 dx |
+ // | 0 -2/height 0 1 | | m12 m22 0 dy |
+ // | 0 0 -1 0 | * | 0 0 1 0 |
+ // | 0 0 0 1 | | m13 m23 0 m33 |
+ //
+ // We expand out the multiplication to save the cost of a full 4x4
+ // matrix multiplication as most of the components are trivial.
+ const QTransform& transform = q->state()->matrix;
+
+ if (mode == TextDrawingMode) {
+ // Text drawing mode is only used for non-scaling transforms
+ pmvMatrix[0][0] = 2.0 / width;
+ pmvMatrix[0][1] = 0.0;
+ pmvMatrix[0][2] = 0.0;
+ pmvMatrix[0][3] = 0.0;
+ pmvMatrix[1][0] = 0.0;
+ pmvMatrix[1][1] = -2.0 / height;
+ pmvMatrix[1][2] = 0.0;
+ pmvMatrix[1][3] = 0.0;
+ pmvMatrix[2][0] = 0.0;
+ pmvMatrix[2][1] = 0.0;
+ pmvMatrix[2][2] = -1.0;
+ pmvMatrix[2][3] = 0.0;
+ pmvMatrix[3][0] = pmvMatrix[0][0] * qRound(transform.dx()) - 1.0;
+ pmvMatrix[3][1] = pmvMatrix[1][1] * qRound(transform.dy()) + 1.0;
+ pmvMatrix[3][2] = 0.0;
+ pmvMatrix[3][3] = 1.0;
+
+ inverseScale = 1;
+ } else {
+ qreal wfactor = 2.0 / width;
+ qreal hfactor = -2.0 / height;
+
+ pmvMatrix[0][0] = wfactor * transform.m11() - transform.m13();
+ pmvMatrix[0][1] = hfactor * transform.m12() + transform.m13();
+ pmvMatrix[0][2] = 0.0;
+ pmvMatrix[0][3] = transform.m13();
+ pmvMatrix[1][0] = wfactor * transform.m21() - transform.m23();
+ pmvMatrix[1][1] = hfactor * transform.m22() + transform.m23();
+ pmvMatrix[1][2] = 0.0;
+ pmvMatrix[1][3] = transform.m23();
+ pmvMatrix[2][0] = 0.0;
+ pmvMatrix[2][1] = 0.0;
+ pmvMatrix[2][2] = -1.0;
+ pmvMatrix[2][3] = 0.0;
+ pmvMatrix[3][0] = wfactor * transform.dx() - transform.m33();
+ pmvMatrix[3][1] = hfactor * transform.dy() + transform.m33();
+ pmvMatrix[3][2] = 0.0;
+ pmvMatrix[3][3] = transform.m33();
+
+ // 1/10000 == 0.0001, so we have good enough res to cover curves
+ // that span the entire widget...
+ inverseScale = qMax(1 / qMax( qMax(qAbs(transform.m11()), qAbs(transform.m22())),
+ qMax(qAbs(transform.m12()), qAbs(transform.m21())) ),
+ qreal(0.0001));
+ }
+
+ matrixDirty = false;
+
+ // The actual data has been updated so both shader program's uniforms need updating
+ simpleShaderMatrixUniformDirty = true;
+ shaderMatrixUniformDirty = true;
+
+ dasher.setInvScale(inverseScale);
+ stroker.setInvScale(inverseScale);
+}
+
+
+void QGL2PaintEngineExPrivate::updateCompositionMode()
+{
+ // NOTE: The entire paint engine works on pre-multiplied data - which is why some of these
+ // composition modes look odd.
+// qDebug() << "QGL2PaintEngineExPrivate::updateCompositionMode() - Setting GL composition mode for " << q->state()->composition_mode;
+ switch(q->state()->composition_mode) {
+ case QPainter::CompositionMode_SourceOver:
+ glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
+ break;
+ case QPainter::CompositionMode_DestinationOver:
+ glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ONE);
+ break;
+ case QPainter::CompositionMode_Clear:
+ glBlendFunc(GL_ZERO, GL_ZERO);
+ break;
+ case QPainter::CompositionMode_Source:
+ glBlendFunc(GL_ONE, GL_ZERO);
+ break;
+ case QPainter::CompositionMode_Destination:
+ glBlendFunc(GL_ZERO, GL_ONE);
+ break;
+ case QPainter::CompositionMode_SourceIn:
+ glBlendFunc(GL_DST_ALPHA, GL_ZERO);
+ break;
+ case QPainter::CompositionMode_DestinationIn:
+ glBlendFunc(GL_ZERO, GL_SRC_ALPHA);
+ break;
+ case QPainter::CompositionMode_SourceOut:
+ glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
+ break;
+ case QPainter::CompositionMode_DestinationOut:
+ glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_ALPHA);
+ break;
+ case QPainter::CompositionMode_SourceAtop:
+ glBlendFunc(GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ break;
+ case QPainter::CompositionMode_DestinationAtop:
+ glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA);
+ break;
+ case QPainter::CompositionMode_Xor:
+ glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ break;
+ case QPainter::CompositionMode_Plus:
+ glBlendFunc(GL_ONE, GL_ONE);
+ break;
+ default:
+ qWarning("Unsupported composition mode");
+ break;
+ }
+
+ compositionModeDirty = false;
+}
+
+static inline void setCoords(GLfloat *coords, const QGLRect &rect)
+{
+ coords[0] = rect.left;
+ coords[1] = rect.top;
+ coords[2] = rect.right;
+ coords[3] = rect.top;
+ coords[4] = rect.right;
+ coords[5] = rect.bottom;
+ coords[6] = rect.left;
+ coords[7] = rect.bottom;
+}
+
+void QGL2PaintEngineExPrivate::drawTexture(const QGLRect& dest, const QGLRect& src, const QSize &textureSize, bool opaque, bool pattern)
+{
+ // Setup for texture drawing
+ shaderManager->setSrcPixelType(pattern ? QGLEngineShaderManager::PatternSrc : QGLEngineShaderManager::ImageSrc);
+ if (prepareForDraw(opaque))
+ shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::ImageTexture), QT_IMAGE_TEXTURE_UNIT);
+
+ if (pattern) {
+ QColor col = qt_premultiplyColor(q->state()->pen.color(), (GLfloat)q->state()->opacity);
+ shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::PatternColor), col);
+ }
+
+ GLfloat dx = 1.0 / textureSize.width();
+ GLfloat dy = 1.0 / textureSize.height();
+
+ QGLRect srcTextureRect(src.left*dx, src.top*dy, src.right*dx, src.bottom*dy);
+
+ setCoords(staticVertexCoordinateArray, dest);
+ setCoords(staticTextureCoordinateArray, srcTextureRect);
+
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+}
+
+void QGL2PaintEngineEx::beginNativePainting()
+{
+ Q_D(QGL2PaintEngineEx);
+ ensureActive();
+ d->transferMode(BrushDrawingMode);
+
+ QGLContext *ctx = d->ctx;
+ glUseProgram(0);
+
+#ifndef QT_OPENGL_ES_2
+ // be nice to people who mix OpenGL 1.x code with QPainter commands
+ // by setting modelview and projection matrices to mirror the GL 1
+ // paint engine
+ const QTransform& mtx = state()->matrix;
+
+ float mv_matrix[4][4] =
+ {
+ { mtx.m11(), mtx.m12(), 0, mtx.m13() },
+ { mtx.m21(), mtx.m22(), 0, mtx.m23() },
+ { 0, 0, 1, 0 },
+ { mtx.dx(), mtx.dy(), 0, mtx.m33() }
+ };
+
+ const QSize sz = d->device->size();
+
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glOrtho(0, sz.width(), sz.height(), 0, -999999, 999999);
+
+ glMatrixMode(GL_MODELVIEW);
+ glLoadMatrixf(&mv_matrix[0][0]);
+#else
+ Q_UNUSED(ctx);
+#endif
+
+ d->lastTexture = GLuint(-1);
+ d->dirtyStencilRegion = QRect(0, 0, d->width, d->height);
+ d->resetGLState();
+
+ d->shaderManager->setDirty();
+
+ d->needsSync = true;
+}
+
+void QGL2PaintEngineExPrivate::resetGLState()
+{
+ glDisable(GL_BLEND);
+ glActiveTexture(GL_TEXTURE0);
+ glDisable(GL_STENCIL_TEST);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_SCISSOR_TEST);
+ glDepthMask(true);
+ glDepthFunc(GL_LESS);
+ glClearDepth(1);
+}
+
+void QGL2PaintEngineEx::endNativePainting()
+{
+ Q_D(QGL2PaintEngineEx);
+ d->needsSync = true;
+}
+
+const QGLContext *QGL2PaintEngineEx::context()
+{
+ Q_D(QGL2PaintEngineEx);
+ return d->ctx;
+}
+
+void QGL2PaintEngineExPrivate::transferMode(EngineMode newMode)
+{
+ if (newMode == mode)
+ return;
+
+ if (mode == TextDrawingMode || mode == ImageDrawingMode || mode == ImageArrayDrawingMode) {
+ glDisableVertexAttribArray(QT_TEXTURE_COORDS_ATTR);
+ glDisableVertexAttribArray(QT_VERTEX_COORDS_ATTR);
+ glDisableVertexAttribArray(QT_OPACITY_ATTR);
+
+ lastTexture = GLuint(-1);
+ }
+
+ if (mode == TextDrawingMode)
+ matrixDirty = true;
+
+ if (newMode == TextDrawingMode) {
+ glEnableVertexAttribArray(QT_VERTEX_COORDS_ATTR);
+ glEnableVertexAttribArray(QT_TEXTURE_COORDS_ATTR);
+
+ glVertexAttribPointer(QT_VERTEX_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, vertexCoordinateArray.data());
+ glVertexAttribPointer(QT_TEXTURE_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, textureCoordinateArray.data());
+
+ matrixDirty = true;
+ }
+
+ if (newMode == ImageDrawingMode) {
+ glEnableVertexAttribArray(QT_VERTEX_COORDS_ATTR);
+ glEnableVertexAttribArray(QT_TEXTURE_COORDS_ATTR);
+
+ glVertexAttribPointer(QT_VERTEX_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, staticVertexCoordinateArray);
+ glVertexAttribPointer(QT_TEXTURE_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, staticTextureCoordinateArray);
+ }
+
+ if (newMode == ImageArrayDrawingMode) {
+ glEnableVertexAttribArray(QT_VERTEX_COORDS_ATTR);
+ glEnableVertexAttribArray(QT_TEXTURE_COORDS_ATTR);
+ glEnableVertexAttribArray(QT_OPACITY_ATTR);
+
+ glVertexAttribPointer(QT_VERTEX_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, vertexCoordinateArray.data());
+ glVertexAttribPointer(QT_TEXTURE_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, textureCoordinateArray.data());
+ glVertexAttribPointer(QT_OPACITY_ATTR, 1, GL_FLOAT, GL_FALSE, 0, opacityArray.data());
+ }
+
+ // This needs to change when we implement high-quality anti-aliasing...
+ if (newMode != TextDrawingMode)
+ shaderManager->setMaskType(QGLEngineShaderManager::NoMask);
+
+ mode = newMode;
+}
+
+// Assumes everything is configured for the brush you want to use
+void QGL2PaintEngineExPrivate::fill(const QVectorPath& path)
+{
+ transferMode(BrushDrawingMode);
+
+ // Might need to call updateMatrix to re-calculate inverseScale
+ if (matrixDirty)
+ updateMatrix();
+
+ const QPointF* const points = reinterpret_cast<const QPointF*>(path.points());
+
+ // Check to see if there's any hints
+ if (path.shape() == QVectorPath::RectangleHint) {
+ QGLRect rect(points[0].x(), points[0].y(), points[2].x(), points[2].y());
+ prepareForDraw(currentBrush->isOpaque());
+ composite(rect);
+ } else if (path.shape() == QVectorPath::EllipseHint
+ || path.shape() == QVectorPath::ConvexPolygonHint)
+ {
+ vertexCoordinateArray.clear();
+ vertexCoordinateArray.addPath(path, inverseScale, false);
+ prepareForDraw(currentBrush->isOpaque());
+ drawVertexArrays(vertexCoordinateArray, GL_TRIANGLE_FAN);
+ } else {
+ // The path is too complicated & needs the stencil technique
+ vertexCoordinateArray.clear();
+ vertexCoordinateArray.addPath(path, inverseScale, false);
+
+ fillStencilWithVertexArray(vertexCoordinateArray, path.hasWindingFill());
+
+ glStencilMask(0xff);
+ glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE);
+
+ if (q->state()->clipTestEnabled) {
+ // Pass when high bit is set, replace stencil value with current clip
+ glStencilFunc(GL_NOTEQUAL, q->state()->currentClip, GL_STENCIL_HIGH_BIT);
+ } else if (path.hasWindingFill()) {
+ // Pass when any bit is set, replace stencil value with 0
+ glStencilFunc(GL_NOTEQUAL, 0, 0xff);
+ } else {
+ // Pass when high bit is set, replace stencil value with 0
+ glStencilFunc(GL_NOTEQUAL, 0, GL_STENCIL_HIGH_BIT);
+ }
+
+ prepareForDraw(currentBrush->isOpaque());
+
+ if (inRenderText)
+ prepareDepthRangeForRenderText();
+
+ // Stencil the brush onto the dest buffer
+ composite(vertexCoordinateArray.boundingRect());
+
+ if (inRenderText)
+ restoreDepthRangeForRenderText();
+
+ glStencilMask(0);
+
+ updateClipScissorTest();
+ }
+}
+
+
+void QGL2PaintEngineExPrivate::fillStencilWithVertexArray(const float *data,
+ int count,
+ const QVector<int> *stops,
+ const QGLRect &bounds,
+ StencilFillMode mode)
+{
+ Q_ASSERT(count || stops);
+
+// qDebug("QGL2PaintEngineExPrivate::fillStencilWithVertexArray()");
+ glStencilMask(0xff); // Enable stencil writes
+
+ if (dirtyStencilRegion.intersects(currentScissorBounds)) {
+ QVector<QRect> clearRegion = dirtyStencilRegion.intersected(currentScissorBounds).rects();
+ glClearStencil(0); // Clear to zero
+ for (int i = 0; i < clearRegion.size(); ++i) {
+#ifndef QT_GL_NO_SCISSOR_TEST
+ setScissor(clearRegion.at(i));
+#endif
+ glClear(GL_STENCIL_BUFFER_BIT);
+ }
+
+ dirtyStencilRegion -= currentScissorBounds;
+
+#ifndef QT_GL_NO_SCISSOR_TEST
+ updateClipScissorTest();
+#endif
+ }
+
+ glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); // Disable color writes
+ useSimpleShader();
+ glEnable(GL_STENCIL_TEST); // For some reason, this has to happen _after_ the simple shader is use()'d
+
+#ifndef QT_OPENGL_ES_2
+ if (inRenderText) {
+ glPushAttrib(GL_ENABLE_BIT);
+ glDisable(GL_DEPTH_TEST);
+ }
+#endif
+
+ if (mode == WindingFillMode) {
+ Q_ASSERT(stops && !count);
+ if (q->state()->clipTestEnabled) {
+ // Flatten clip values higher than current clip, and set high bit to match current clip
+ glStencilFunc(GL_LEQUAL, GL_STENCIL_HIGH_BIT | q->state()->currentClip, ~GL_STENCIL_HIGH_BIT);
+ glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE);
+ composite(bounds);
+
+ glStencilFunc(GL_EQUAL, GL_STENCIL_HIGH_BIT, GL_STENCIL_HIGH_BIT);
+ } else if (!stencilClean) {
+ // Clear stencil buffer within bounding rect
+ glStencilFunc(GL_ALWAYS, 0, 0xff);
+ glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO);
+ composite(bounds);
+ }
+
+ // Inc. for front-facing triangle
+ glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_INCR_WRAP, GL_INCR_WRAP);
+ // Dec. for back-facing "holes"
+ glStencilOpSeparate(GL_BACK, GL_KEEP, GL_DECR_WRAP, GL_DECR_WRAP);
+ glStencilMask(~GL_STENCIL_HIGH_BIT);
+ drawVertexArrays(data, stops, GL_TRIANGLE_FAN);
+
+ if (q->state()->clipTestEnabled) {
+ // Clear high bit of stencil outside of path
+ glStencilFunc(GL_EQUAL, q->state()->currentClip, ~GL_STENCIL_HIGH_BIT);
+ glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE);
+ glStencilMask(GL_STENCIL_HIGH_BIT);
+ composite(bounds);
+ }
+ } else if (mode == OddEvenFillMode) {
+ glStencilMask(GL_STENCIL_HIGH_BIT);
+ glStencilOp(GL_KEEP, GL_KEEP, GL_INVERT); // Simply invert the stencil bit
+ drawVertexArrays(data, stops, GL_TRIANGLE_FAN);
+
+ } else { // TriStripStrokeFillMode
+ Q_ASSERT(count && !stops); // tristrips generated directly, so no vertexArray or stops
+ glStencilMask(GL_STENCIL_HIGH_BIT);
+#if 0
+ glStencilOp(GL_KEEP, GL_KEEP, GL_INVERT); // Simply invert the stencil bit
+ glEnableVertexAttribArray(QT_VERTEX_COORDS_ATTR);
+ glVertexAttribPointer(QT_VERTEX_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, data);
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, count);
+ glDisableVertexAttribArray(QT_VERTEX_COORDS_ATTR);
+#else
+
+ glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
+ if (q->state()->clipTestEnabled) {
+ glStencilFunc(GL_LEQUAL, q->state()->currentClip | GL_STENCIL_HIGH_BIT,
+ ~GL_STENCIL_HIGH_BIT);
+ } else {
+ glStencilFunc(GL_ALWAYS, GL_STENCIL_HIGH_BIT, 0xff);
+ }
+ glEnableVertexAttribArray(QT_VERTEX_COORDS_ATTR);
+ glVertexAttribPointer(QT_VERTEX_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, data);
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, count);
+ glDisableVertexAttribArray(QT_VERTEX_COORDS_ATTR);
+#endif
+ }
+
+ // Enable color writes & disable stencil writes
+ glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+
+#ifndef QT_OPENGL_ES_2
+ if (inRenderText)
+ glPopAttrib();
+#endif
+
+}
+
+/*
+ If the maximum value in the stencil buffer is GL_STENCIL_HIGH_BIT - 1,
+ restore the stencil buffer to a pristine state. The current clip region
+ is set to 1, and the rest to 0.
+*/
+void QGL2PaintEngineExPrivate::resetClipIfNeeded()
+{
+ if (maxClip != (GL_STENCIL_HIGH_BIT - 1))
+ return;
+
+ Q_Q(QGL2PaintEngineEx);
+
+ useSimpleShader();
+ glEnable(GL_STENCIL_TEST);
+ glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
+
+ QRectF bounds = q->state()->matrix.inverted().mapRect(QRectF(0, 0, width, height));
+ QGLRect rect(bounds.left(), bounds.top(), bounds.right(), bounds.bottom());
+
+ // Set high bit on clip region
+ glStencilFunc(GL_LEQUAL, q->state()->currentClip, 0xff);
+ glStencilOp(GL_KEEP, GL_INVERT, GL_INVERT);
+ glStencilMask(GL_STENCIL_HIGH_BIT);
+ composite(rect);
+
+ // Reset clipping to 1 and everything else to zero
+ glStencilFunc(GL_NOTEQUAL, 0x01, GL_STENCIL_HIGH_BIT);
+ glStencilOp(GL_ZERO, GL_REPLACE, GL_REPLACE);
+ glStencilMask(0xff);
+ composite(rect);
+
+ q->state()->currentClip = 1;
+ q->state()->canRestoreClip = false;
+
+ maxClip = 1;
+
+ glStencilMask(0x0);
+ glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+}
+
+bool QGL2PaintEngineExPrivate::prepareForDraw(bool srcPixelsAreOpaque)
+{
+ if (brushTextureDirty && mode != ImageDrawingMode && mode != ImageArrayDrawingMode)
+ updateBrushTexture();
+
+ if (compositionModeDirty)
+ updateCompositionMode();
+
+ if (matrixDirty)
+ updateMatrix();
+
+ const bool stateHasOpacity = q->state()->opacity < 0.99f;
+ if (q->state()->composition_mode == QPainter::CompositionMode_Source
+ || (q->state()->composition_mode == QPainter::CompositionMode_SourceOver
+ && srcPixelsAreOpaque && !stateHasOpacity))
+ {
+ glDisable(GL_BLEND);
+ } else {
+ glEnable(GL_BLEND);
+ }
+
+ QGLEngineShaderManager::OpacityMode opacityMode;
+ if (mode == ImageArrayDrawingMode) {
+ opacityMode = QGLEngineShaderManager::AttributeOpacity;
+ } else {
+ opacityMode = stateHasOpacity ? QGLEngineShaderManager::UniformOpacity
+ : QGLEngineShaderManager::NoOpacity;
+ if (stateHasOpacity && (mode != ImageDrawingMode)) {
+ // Using a brush
+ bool brushIsPattern = (currentBrush->style() >= Qt::Dense1Pattern) &&
+ (currentBrush->style() <= Qt::DiagCrossPattern);
+
+ if ((currentBrush->style() == Qt::SolidPattern) || brushIsPattern)
+ opacityMode = QGLEngineShaderManager::NoOpacity; // Global opacity handled by srcPixel shader
+ }
+ }
+ shaderManager->setOpacityMode(opacityMode);
+
+ bool changed = shaderManager->useCorrectShaderProg();
+ // If the shader program needs changing, we change it and mark all uniforms as dirty
+ if (changed) {
+ // The shader program has changed so mark all uniforms as dirty:
+ brushUniformsDirty = true;
+ shaderMatrixUniformDirty = true;
+ opacityUniformDirty = true;
+ }
+
+ if (brushUniformsDirty && mode != ImageDrawingMode && mode != ImageArrayDrawingMode)
+ updateBrushUniforms();
+
+ if (shaderMatrixUniformDirty) {
+ shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::PmvMatrix), pmvMatrix);
+ shaderMatrixUniformDirty = false;
+ }
+
+ if (opacityMode == QGLEngineShaderManager::UniformOpacity && opacityUniformDirty) {
+ shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::GlobalOpacity), (GLfloat)q->state()->opacity);
+ opacityUniformDirty = false;
+ }
+
+ return changed;
+}
+
+void QGL2PaintEngineExPrivate::composite(const QGLRect& boundingRect)
+{
+ // Setup a vertex array for the bounding rect:
+ GLfloat rectVerts[] = {
+ boundingRect.left, boundingRect.top,
+ boundingRect.left, boundingRect.bottom,
+ boundingRect.right, boundingRect.bottom,
+ boundingRect.right, boundingRect.top
+ };
+
+ glEnableVertexAttribArray(QT_VERTEX_COORDS_ATTR);
+ glVertexAttribPointer(QT_VERTEX_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, rectVerts);
+
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+
+ glDisableVertexAttribArray(QT_VERTEX_COORDS_ATTR);
+}
+
+// Draws the vertex array as a set of <vertexArrayStops.size()> triangle fans.
+void QGL2PaintEngineExPrivate::drawVertexArrays(const float *data, const QVector<int> *stops,
+ GLenum primitive)
+{
+ // Now setup the pointer to the vertex array:
+ glEnableVertexAttribArray(QT_VERTEX_COORDS_ATTR);
+ glVertexAttribPointer(QT_VERTEX_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, data);
+
+ int previousStop = 0;
+ foreach(int stop, *stops) {
+/*
+ qDebug("Drawing triangle fan for vertecies %d -> %d:", previousStop, stop-1);
+ for (int i=previousStop; i<stop; ++i)
+ qDebug(" %02d: [%.2f, %.2f]", i, vertexArray.data()[i].x, vertexArray.data()[i].y);
+*/
+ glDrawArrays(primitive, previousStop, stop - previousStop);
+ previousStop = stop;
+ }
+ glDisableVertexAttribArray(QT_VERTEX_COORDS_ATTR);
+}
+
+void QGL2PaintEngineExPrivate::prepareDepthRangeForRenderText()
+{
+#ifndef QT_OPENGL_ES_2
+ // Get the z translation value from the model view matrix and
+ // transform it using the ortogonal projection with z-near = 0,
+ // and z-far = 1, which is used in QGLWidget::renderText()
+ GLdouble model[4][4];
+ glGetDoublev(GL_MODELVIEW_MATRIX, &model[0][0]);
+ float deviceZ = -2 * model[3][2] - 1;
+
+ glGetFloatv(GL_DEPTH_RANGE, depthRange);
+ float windowZ = depthRange[0] + (deviceZ + 1) * 0.5 * (depthRange[1] - depthRange[0]);
+
+ glDepthRange(windowZ, windowZ);
+#endif
+}
+
+void QGL2PaintEngineExPrivate::restoreDepthRangeForRenderText()
+{
+#ifndef QT_OPENGL_ES_2
+ glDepthRange(depthRange[0], depthRange[1]);
+#endif
+}
+
+/////////////////////////////////// Public Methods //////////////////////////////////////////
+
+QGL2PaintEngineEx::QGL2PaintEngineEx()
+ : QPaintEngineEx(*(new QGL2PaintEngineExPrivate(this)))
+{
+}
+
+QGL2PaintEngineEx::~QGL2PaintEngineEx()
+{
+}
+
+void QGL2PaintEngineEx::fill(const QVectorPath &path, const QBrush &brush)
+{
+ Q_D(QGL2PaintEngineEx);
+
+ Qt::BrushStyle style = qbrush_style(brush);
+ if (style == Qt::NoBrush)
+ return;
+ if (!d->inRenderText)
+ ensureActive();
+
+ QOpenGL2PaintEngineState *s = state();
+ bool doOffset = !(s->renderHints & QPainter::Antialiasing) && style == Qt::SolidPattern;
+
+ if (doOffset) {
+ d->temporaryTransform = s->matrix;
+ QTransform tx = QTransform::fromTranslate(.49, .49);
+ s->matrix = s->matrix * tx;
+ d->matrixDirty = true;
+ }
+
+ d->setBrush(&brush);
+ d->fill(path);
+
+ if (doOffset) {
+ s->matrix = d->temporaryTransform;
+ d->matrixDirty = true;
+ }
+}
+
+void QGL2PaintEngineEx::stroke(const QVectorPath &path, const QPen &pen)
+{
+ Q_D(QGL2PaintEngineEx);
+
+ Qt::PenStyle penStyle = qpen_style(pen);
+ const QBrush &penBrush = qpen_brush(pen);
+ if (penStyle == Qt::NoPen || qbrush_style(penBrush) == Qt::NoBrush)
+ return;
+
+ QOpenGL2PaintEngineState *s = state();
+
+ ensureActive();
+
+ bool doOffset = !(s->renderHints & QPainter::Antialiasing);
+ if (doOffset) {
+ d->temporaryTransform = s->matrix;
+ QTransform tx = QTransform::fromTranslate(0.49, .49);
+ s->matrix = s->matrix * tx;
+ d->matrixDirty = true;
+ }
+
+ bool opaque = penBrush.isOpaque() && s->opacity > 0.99;
+ d->setBrush(&penBrush);
+ d->transferMode(BrushDrawingMode);
+
+ // updateMatrix() is responsible for setting the inverse scale on
+ // the strokers, so we need to call it here and not wait for
+ // prepareForDraw() down below.
+ d->updateMatrix();
+
+ if (penStyle == Qt::SolidLine) {
+ d->stroker.process(path, pen);
+
+ } else { // Some sort of dash
+ d->dasher.process(path, pen);
+
+ QVectorPath dashStroke(d->dasher.points(),
+ d->dasher.elementCount(),
+ d->dasher.elementTypes());
+ d->stroker.process(dashStroke, pen);
+ }
+
+
+ QGLContext *ctx = d->ctx;
+
+ if (opaque) {
+ d->prepareForDraw(opaque);
+ glEnableVertexAttribArray(QT_VERTEX_COORDS_ATTR);
+ glVertexAttribPointer(QT_VERTEX_COORDS_ATTR, 2, GL_FLOAT, false, 0, d->stroker.vertices());
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, d->stroker.vertexCount() / 2);
+
+// QBrush b(Qt::green);
+// d->setBrush(&b);
+// d->prepareForDraw(true);
+// glDrawArrays(GL_LINE_STRIP, 0, d->stroker.vertexCount() / 2);
+
+ glDisableVertexAttribArray(QT_VERTEX_COORDS_ATTR);
+
+ } else {
+ qreal width = qpen_widthf(pen) / 2;
+ if (width == 0)
+ width = 0.5;
+ qreal extra = pen.joinStyle() == Qt::MiterJoin
+ ? qMax(pen.miterLimit() * width, width)
+ : width;
+
+ if (pen.isCosmetic())
+ extra = extra * d->inverseScale;
+
+ QRectF bounds = path.controlPointRect().adjusted(-extra, -extra, extra, extra);
+
+ d->fillStencilWithVertexArray(d->stroker.vertices(), d->stroker.vertexCount() / 2,
+ 0, bounds, QGL2PaintEngineExPrivate::TriStripStrokeFillMode);
+
+ glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE);
+
+ // Pass when any bit is set, replace stencil value with 0
+ glStencilFunc(GL_NOTEQUAL, 0, GL_STENCIL_HIGH_BIT);
+ d->prepareForDraw(false);
+
+ // Stencil the brush onto the dest buffer
+ d->composite(bounds);
+
+ glStencilMask(0);
+
+ d->updateClipScissorTest();
+ }
+
+ if (doOffset) {
+ s->matrix = d->temporaryTransform;
+ d->matrixDirty = true;
+ }
+}
+
+void QGL2PaintEngineEx::penChanged() { }
+void QGL2PaintEngineEx::brushChanged() { }
+void QGL2PaintEngineEx::brushOriginChanged() { }
+
+void QGL2PaintEngineEx::opacityChanged()
+{
+// qDebug("QGL2PaintEngineEx::opacityChanged()");
+ Q_D(QGL2PaintEngineEx);
+ state()->opacityChanged = true;
+
+ Q_ASSERT(d->shaderManager);
+ d->brushUniformsDirty = true;
+ d->opacityUniformDirty = true;
+}
+
+void QGL2PaintEngineEx::compositionModeChanged()
+{
+// qDebug("QGL2PaintEngineEx::compositionModeChanged()");
+ Q_D(QGL2PaintEngineEx);
+ state()->compositionModeChanged = true;
+ d->compositionModeDirty = true;
+}
+
+void QGL2PaintEngineEx::renderHintsChanged()
+{
+ state()->renderHintsChanged = true;
+
+#if !defined(QT_OPENGL_ES_2)
+ if ((state()->renderHints & QPainter::Antialiasing)
+ || (state()->renderHints & QPainter::HighQualityAntialiasing))
+ glEnable(GL_MULTISAMPLE);
+ else
+ glDisable(GL_MULTISAMPLE);
+#endif
+
+ Q_D(QGL2PaintEngineEx);
+ d->lastTexture = GLuint(-1);
+ d->brushTextureDirty = true;
+// qDebug("QGL2PaintEngineEx::renderHintsChanged() not implemented!");
+}
+
+void QGL2PaintEngineEx::transformChanged()
+{
+ Q_D(QGL2PaintEngineEx);
+ d->matrixDirty = true;
+ state()->matrixChanged = true;
+}
+
+
+void QGL2PaintEngineEx::drawPixmap(const QRectF& dest, const QPixmap & pixmap, const QRectF & src)
+{
+ Q_D(QGL2PaintEngineEx);
+ ensureActive();
+ d->transferMode(ImageDrawingMode);
+
+ QGLContext *ctx = d->ctx;
+ glActiveTexture(GL_TEXTURE0 + QT_IMAGE_TEXTURE_UNIT);
+ QGLTexture *texture =
+ ctx->d_func()->bindTexture(pixmap, GL_TEXTURE_2D, GL_RGBA,
+ QGLContext::InternalBindOption
+ | QGLContext::CanFlipNativePixmapBindOption);
+
+ GLfloat top = texture->options & QGLContext::InvertedYBindOption ? (pixmap.height() - src.top()) : src.top();
+ GLfloat bottom = texture->options & QGLContext::InvertedYBindOption ? (pixmap.height() - src.bottom()) : src.bottom();
+ QGLRect srcRect(src.left(), top, src.right(), bottom);
+
+ bool isBitmap = pixmap.isQBitmap();
+ bool isOpaque = !isBitmap && !pixmap.hasAlphaChannel();
+
+ d->updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE,
+ state()->renderHints & QPainter::SmoothPixmapTransform, texture->id);
+ d->drawTexture(dest, srcRect, pixmap.size(), isOpaque, isBitmap);
+}
+
+void QGL2PaintEngineEx::drawImage(const QRectF& dest, const QImage& image, const QRectF& src,
+ Qt::ImageConversionFlags)
+{
+ Q_D(QGL2PaintEngineEx);
+ ensureActive();
+ d->transferMode(ImageDrawingMode);
+
+ QGLContext *ctx = d->ctx;
+ glActiveTexture(GL_TEXTURE0 + QT_IMAGE_TEXTURE_UNIT);
+ QGLTexture *texture = ctx->d_func()->bindTexture(image, GL_TEXTURE_2D, GL_RGBA, QGLContext::InternalBindOption);
+ GLuint id = texture->id;
+
+ d->updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE,
+ state()->renderHints & QPainter::SmoothPixmapTransform, id);
+ d->drawTexture(dest, src, image.size(), !image.hasAlphaChannel());
+}
+
+void QGL2PaintEngineEx::drawTexture(const QRectF &dest, GLuint textureId, const QSize &size, const QRectF &src)
+{
+ Q_D(QGL2PaintEngineEx);
+ ensureActive();
+ d->transferMode(ImageDrawingMode);
+
+#ifndef QT_OPENGL_ES_2
+ QGLContext *ctx = d->ctx;
+#endif
+ glActiveTexture(GL_TEXTURE0 + QT_IMAGE_TEXTURE_UNIT);
+ glBindTexture(GL_TEXTURE_2D, textureId);
+
+ QGLRect srcRect(src.left(), src.bottom(), src.right(), src.top());
+
+ d->updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE,
+ state()->renderHints & QPainter::SmoothPixmapTransform, textureId);
+ d->drawTexture(dest, srcRect, size, false);
+}
+
+void QGL2PaintEngineEx::drawTextItem(const QPointF &p, const QTextItem &textItem)
+{
+ Q_D(QGL2PaintEngineEx);
+
+ if (!d->inRenderText)
+ ensureActive();
+ QOpenGL2PaintEngineState *s = state();
+
+ const QTextItemInt &ti = static_cast<const QTextItemInt &>(textItem);
+
+ bool drawCached = true;
+
+ if (s->matrix.type() > QTransform::TxTranslate)
+ drawCached = false;
+
+ // don't try to cache huge fonts
+ if (ti.fontEngine->fontDef.pixelSize * qSqrt(s->matrix.determinant()) >= 64)
+ drawCached = false;
+
+ QFontEngineGlyphCache::Type glyphType = ti.fontEngine->glyphFormat >= 0
+ ? QFontEngineGlyphCache::Type(ti.fontEngine->glyphFormat)
+ : d->glyphCacheType;
+
+ if (d->inRenderText)
+ glyphType = QFontEngineGlyphCache::Raster_A8;
+
+ if (glyphType == QFontEngineGlyphCache::Raster_RGBMask
+ && state()->composition_mode != QPainter::CompositionMode_Source
+ && state()->composition_mode != QPainter::CompositionMode_SourceOver)
+ {
+ drawCached = false;
+ }
+
+ if (drawCached) {
+ d->drawCachedGlyphs(p, glyphType, ti);
+ return;
+ }
+
+ QPaintEngineEx::drawTextItem(p, ti);
+}
+
+void QGL2PaintEngineExPrivate::drawCachedGlyphs(const QPointF &p, QFontEngineGlyphCache::Type glyphType,
+ const QTextItemInt &ti)
+{
+ Q_Q(QGL2PaintEngineEx);
+ QOpenGL2PaintEngineState *s = q->state();
+
+ QVarLengthArray<QFixedPoint> positions;
+ QVarLengthArray<glyph_t> glyphs;
+ QTransform matrix = QTransform::fromTranslate(p.x(), p.y());
+ ti.fontEngine->getGlyphPositions(ti.glyphs, matrix, ti.flags, glyphs, positions);
+
+ QGLTextureGlyphCache *cache =
+ (QGLTextureGlyphCache *) ti.fontEngine->glyphCache(ctx, s->matrix);
+
+ if (!cache || cache->cacheType() != glyphType) {
+ cache = new QGLTextureGlyphCache(ctx, glyphType, s->matrix);
+ ti.fontEngine->setGlyphCache(ctx, cache);
+ }
+
+ cache->setPaintEnginePrivate(this);
+ cache->populate(ti, glyphs, positions);
+
+ if (cache->width() == 0 || cache->height() == 0)
+ return;
+
+ if (inRenderText)
+ transferMode(BrushDrawingMode);
+ transferMode(TextDrawingMode);
+
+ int margin = cache->glyphMargin();
+
+ GLfloat dx = 1.0 / cache->width();
+ GLfloat dy = 1.0 / cache->height();
+
+ QGLPoint *oldVertexCoordinateDataPtr = vertexCoordinateArray.data();
+ QGLPoint *oldTextureCoordinateDataPtr = textureCoordinateArray.data();
+
+ vertexCoordinateArray.clear();
+ textureCoordinateArray.clear();
+
+ for (int i=0; i<glyphs.size(); ++i) {
+ const QTextureGlyphCache::Coord &c = cache->coords.value(glyphs[i]);
+ int x = positions[i].x.toInt() + c.baseLineX - margin;
+ int y = positions[i].y.toInt() - c.baseLineY - margin;
+
+ vertexCoordinateArray.addRect(QRectF(x, y, c.w, c.h));
+ textureCoordinateArray.addRect(QRectF(c.x*dx, c.y*dy, c.w * dx, c.h * dy));
+ }
+
+ if (vertexCoordinateArray.data() != oldVertexCoordinateDataPtr)
+ glVertexAttribPointer(QT_VERTEX_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, vertexCoordinateArray.data());
+ if (textureCoordinateArray.data() != oldTextureCoordinateDataPtr)
+ glVertexAttribPointer(QT_TEXTURE_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, textureCoordinateArray.data());
+
+ QBrush pensBrush = q->state()->pen.brush();
+ setBrush(&pensBrush);
+
+ if (inRenderText)
+ prepareDepthRangeForRenderText();
+
+ if (glyphType == QFontEngineGlyphCache::Raster_RGBMask) {
+
+ // Subpixel antialiasing without gamma correction
+
+ QPainter::CompositionMode compMode = q->state()->composition_mode;
+ Q_ASSERT(compMode == QPainter::CompositionMode_Source
+ || compMode == QPainter::CompositionMode_SourceOver);
+
+ shaderManager->setMaskType(QGLEngineShaderManager::SubPixelMaskPass1);
+
+ if (pensBrush.style() == Qt::SolidPattern) {
+ // Solid patterns can get away with only one pass.
+ QColor c = pensBrush.color();
+ qreal oldOpacity = q->state()->opacity;
+ if (compMode == QPainter::CompositionMode_Source) {
+ c = qt_premultiplyColor(c, q->state()->opacity);
+ q->state()->opacity = 1;
+ opacityUniformDirty = true;
+ }
+
+ compositionModeDirty = false; // I can handle this myself, thank you very much
+ prepareForDraw(false); // Text always causes src pixels to be transparent
+
+ // prepareForDraw() have set the opacity on the current shader, so the opacity state can now be reset.
+ if (compMode == QPainter::CompositionMode_Source) {
+ q->state()->opacity = oldOpacity;
+ opacityUniformDirty = true;
+ }
+
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR);
+ glBlendColor(c.redF(), c.greenF(), c.blueF(), c.alphaF());
+ } else {
+ // Other brush styles need two passes.
+
+ qreal oldOpacity = q->state()->opacity;
+ if (compMode == QPainter::CompositionMode_Source) {
+ q->state()->opacity = 1;
+ opacityUniformDirty = true;
+ pensBrush = Qt::white;
+ setBrush(&pensBrush);
+ }
+
+ compositionModeDirty = false; // I can handle this myself, thank you very much
+ prepareForDraw(false); // Text always causes src pixels to be transparent
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
+
+ glActiveTexture(GL_TEXTURE0 + QT_MASK_TEXTURE_UNIT);
+ glBindTexture(GL_TEXTURE_2D, cache->texture());
+ updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, false);
+
+ shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::MaskTexture), QT_MASK_TEXTURE_UNIT);
+ glDrawArrays(GL_TRIANGLES, 0, 6 * glyphs.size());
+
+ shaderManager->setMaskType(QGLEngineShaderManager::SubPixelMaskPass2);
+
+ if (compMode == QPainter::CompositionMode_Source) {
+ q->state()->opacity = oldOpacity;
+ opacityUniformDirty = true;
+ pensBrush = q->state()->pen.brush();
+ setBrush(&pensBrush);
+ }
+
+ compositionModeDirty = false;
+ prepareForDraw(false); // Text always causes src pixels to be transparent
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_ONE, GL_ONE);
+ }
+ compositionModeDirty = true;
+ } else {
+ // Greyscale/mono glyphs
+
+ shaderManager->setMaskType(QGLEngineShaderManager::PixelMask);
+ prepareForDraw(false); // Text always causes src pixels to be transparent
+ }
+ //### TODO: Gamma correction
+
+ glActiveTexture(GL_TEXTURE0 + QT_MASK_TEXTURE_UNIT);
+ glBindTexture(GL_TEXTURE_2D, cache->texture());
+ updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, false);
+
+ shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::MaskTexture), QT_MASK_TEXTURE_UNIT);
+ glDrawArrays(GL_TRIANGLES, 0, 6 * glyphs.size());
+
+ if (inRenderText)
+ restoreDepthRangeForRenderText();
+}
+
+void QGL2PaintEngineEx::drawPixmaps(const QDrawPixmaps::Data *drawingData, int dataCount, const QPixmap &pixmap, QDrawPixmaps::DrawingHints hints)
+{
+ // Use fallback for extended composition modes.
+ if (state()->composition_mode > QPainter::CompositionMode_Plus) {
+ QPaintEngineEx::drawPixmaps(drawingData, dataCount, pixmap, hints);
+ return;
+ }
+
+ Q_D(QGL2PaintEngineEx);
+
+ GLfloat dx = 1.0f / pixmap.size().width();
+ GLfloat dy = 1.0f / pixmap.size().height();
+
+ d->vertexCoordinateArray.clear();
+ d->textureCoordinateArray.clear();
+ d->opacityArray.reset();
+
+ bool allOpaque = true;
+
+ for (int i = 0; i < dataCount; ++i) {
+ qreal s = 0;
+ qreal c = 1;
+ if (drawingData[i].rotation != 0) {
+ s = qFastSin(drawingData[i].rotation * Q_PI / 180);
+ c = qFastCos(drawingData[i].rotation * Q_PI / 180);
+ }
+
+ qreal right = 0.5 * drawingData[i].scaleX * drawingData[i].source.width();
+ qreal bottom = 0.5 * drawingData[i].scaleY * drawingData[i].source.height();
+ QGLPoint bottomRight(right * c - bottom * s, right * s + bottom * c);
+ QGLPoint bottomLeft(-right * c - bottom * s, -right * s + bottom * c);
+
+ d->vertexCoordinateArray.lineToArray(bottomRight.x + drawingData[i].point.x(), bottomRight.y + drawingData[i].point.y());
+ d->vertexCoordinateArray.lineToArray(-bottomLeft.x + drawingData[i].point.x(), -bottomLeft.y + drawingData[i].point.y());
+ d->vertexCoordinateArray.lineToArray(-bottomRight.x + drawingData[i].point.x(), -bottomRight.y + drawingData[i].point.y());
+ d->vertexCoordinateArray.lineToArray(-bottomRight.x + drawingData[i].point.x(), -bottomRight.y + drawingData[i].point.y());
+ d->vertexCoordinateArray.lineToArray(bottomLeft.x + drawingData[i].point.x(), bottomLeft.y + drawingData[i].point.y());
+ d->vertexCoordinateArray.lineToArray(bottomRight.x + drawingData[i].point.x(), bottomRight.y + drawingData[i].point.y());
+
+ QGLRect src(drawingData[i].source.left() * dx, drawingData[i].source.top() * dy,
+ drawingData[i].source.right() * dx, drawingData[i].source.bottom() * dy);
+
+ d->textureCoordinateArray.lineToArray(src.right, src.bottom);
+ d->textureCoordinateArray.lineToArray(src.right, src.top);
+ d->textureCoordinateArray.lineToArray(src.left, src.top);
+ d->textureCoordinateArray.lineToArray(src.left, src.top);
+ d->textureCoordinateArray.lineToArray(src.left, src.bottom);
+ d->textureCoordinateArray.lineToArray(src.right, src.bottom);
+
+ qreal opacity = drawingData[i].opacity * state()->opacity;
+ d->opacityArray << opacity << opacity << opacity << opacity << opacity << opacity;
+ allOpaque &= (opacity >= 0.99f);
+ }
+
+ ensureActive();
+
+ QGLContext *ctx = d->ctx;
+ glActiveTexture(GL_TEXTURE0 + QT_IMAGE_TEXTURE_UNIT);
+ QGLTexture *texture = ctx->d_func()->bindTexture(pixmap, GL_TEXTURE_2D, GL_RGBA,
+ QGLContext::InternalBindOption
+ | QGLContext::CanFlipNativePixmapBindOption);
+
+ if (texture->options & QGLContext::InvertedYBindOption) {
+ // Flip texture y-coordinate.
+ QGLPoint *data = d->textureCoordinateArray.data();
+ for (int i = 0; i < 6 * dataCount; ++i)
+ data[i].y = 1 - data[i].y;
+ }
+
+ d->transferMode(ImageArrayDrawingMode);
+
+ bool isBitmap = pixmap.isQBitmap();
+ bool isOpaque = !isBitmap && (!pixmap.hasAlphaChannel() || (hints & QDrawPixmaps::OpaqueHint)) && allOpaque;
+
+ d->updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE,
+ state()->renderHints & QPainter::SmoothPixmapTransform, texture->id);
+
+ // Setup for texture drawing
+ d->shaderManager->setSrcPixelType(isBitmap ? QGLEngineShaderManager::PatternSrc : QGLEngineShaderManager::ImageSrc);
+ if (d->prepareForDraw(isOpaque))
+ d->shaderManager->currentProgram()->setUniformValue(d->location(QGLEngineShaderManager::ImageTexture), QT_IMAGE_TEXTURE_UNIT);
+
+ if (isBitmap) {
+ QColor col = qt_premultiplyColor(state()->pen.color(), (GLfloat)state()->opacity);
+ d->shaderManager->currentProgram()->setUniformValue(d->location(QGLEngineShaderManager::PatternColor), col);
+ }
+
+ glDrawArrays(GL_TRIANGLES, 0, 6 * dataCount);
+}
+
+bool QGL2PaintEngineEx::begin(QPaintDevice *pdev)
+{
+ Q_D(QGL2PaintEngineEx);
+
+// qDebug("QGL2PaintEngineEx::begin()");
+ if (pdev->devType() == QInternal::OpenGL)
+ d->device = static_cast<QGLPaintDevice*>(pdev);
+ else
+ d->device = QGLPaintDevice::getDevice(pdev);
+
+ if (!d->device)
+ return false;
+
+ d->ctx = d->device->context();
+ d->ctx->d_ptr->active_engine = this;
+
+ const QSize sz = d->device->size();
+ d->width = sz.width();
+ d->height = sz.height();
+ d->mode = BrushDrawingMode;
+ d->brushTextureDirty = true;
+ d->brushUniformsDirty = true;
+ d->matrixDirty = true;
+ d->compositionModeDirty = true;
+ d->opacityUniformDirty = true;
+ d->needsSync = true;
+ d->use_system_clip = !systemClip().isEmpty();
+
+ d->dirtyStencilRegion = QRect(0, 0, d->width, d->height);
+ d->stencilClean = true;
+
+ // Calling begin paint should make the correct context current. So, any
+ // code which calls into GL or otherwise needs a current context *must*
+ // go after beginPaint:
+ d->device->beginPaint();
+
+#if !defined(QT_OPENGL_ES_2)
+ bool success = qt_resolve_version_2_0_functions(d->ctx);
+ Q_ASSERT(success);
+ Q_UNUSED(success);
+#endif
+
+ d->shaderManager = new QGLEngineShaderManager(d->ctx);
+
+ if (!d->inRenderText) {
+ glDisable(GL_STENCIL_TEST);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_SCISSOR_TEST);
+ }
+
+#if !defined(QT_OPENGL_ES_2)
+ glDisable(GL_MULTISAMPLE);
+#endif
+
+ d->glyphCacheType = QFontEngineGlyphCache::Raster_A8;
+
+#if !defined(QT_OPENGL_ES_2)
+ if (!d->device->format().alpha()
+#if defined(Q_WS_WIN)
+ && qt_cleartype_enabled
+#endif
+ ) {
+ d->glyphCacheType = QFontEngineGlyphCache::Raster_RGBMask;
+ }
+#endif
+
+ return true;
+}
+
+bool QGL2PaintEngineEx::end()
+{
+ Q_D(QGL2PaintEngineEx);
+ QGLContext *ctx = d->ctx;
+
+ glUseProgram(0);
+ d->transferMode(BrushDrawingMode);
+ d->device->endPaint();
+
+#if defined(Q_WS_X11)
+ // On some (probably all) drivers, deleting an X pixmap which has been bound to a texture
+ // before calling glFinish/swapBuffers renders garbage. Presumably this is because X deletes
+ // the pixmap behind the driver's back before it's had a chance to use it. To fix this, we
+ // reference all QPixmaps which have been bound to stop them being deleted and only deref
+ // them here, after swapBuffers, where they can be safely deleted.
+ ctx->d_func()->boundPixmaps.clear();
+#endif
+ d->ctx->d_ptr->active_engine = 0;
+
+ d->resetGLState();
+
+ delete d->shaderManager;
+ d->shaderManager = 0;
+
+ return false;
+}
+
+void QGL2PaintEngineEx::ensureActive()
+{
+ Q_D(QGL2PaintEngineEx);
+ QGLContext *ctx = d->ctx;
+
+ if (isActive() && ctx->d_ptr->active_engine != this) {
+ ctx->d_ptr->active_engine = this;
+ d->needsSync = true;
+ }
+
+ d->device->ensureActiveTarget();
+
+ if (d->needsSync) {
+ d->transferMode(BrushDrawingMode);
+ glViewport(0, 0, d->width, d->height);
+ d->needsSync = false;
+ d->shaderManager->setDirty();
+ setState(state());
+ }
+}
+
+void QGL2PaintEngineExPrivate::updateClipScissorTest()
+{
+ Q_Q(QGL2PaintEngineEx);
+ if (q->state()->clipTestEnabled) {
+ glEnable(GL_STENCIL_TEST);
+ glStencilFunc(GL_LEQUAL, q->state()->currentClip, ~GL_STENCIL_HIGH_BIT);
+ } else {
+ glDisable(GL_STENCIL_TEST);
+ glStencilFunc(GL_ALWAYS, 0, 0xff);
+ }
+
+#ifdef QT_GL_NO_SCISSOR_TEST
+ currentScissorBounds = QRect(0, 0, width, height);
+#else
+ QRect bounds = q->state()->rectangleClip;
+ if (!q->state()->clipEnabled) {
+ if (use_system_clip)
+ bounds = systemClip.boundingRect();
+ else
+ bounds = QRect(0, 0, width, height);
+ } else {
+ if (use_system_clip)
+ bounds = bounds.intersected(systemClip.boundingRect());
+ else
+ bounds = bounds.intersected(QRect(0, 0, width, height));
+ }
+
+ currentScissorBounds = bounds;
+
+ if (bounds == QRect(0, 0, width, height)) {
+ glDisable(GL_SCISSOR_TEST);
+ } else {
+ glEnable(GL_SCISSOR_TEST);
+ setScissor(bounds);
+ }
+#endif
+}
+
+void QGL2PaintEngineExPrivate::setScissor(const QRect &rect)
+{
+ const int left = rect.left();
+ const int width = rect.width();
+ const int bottom = height - (rect.top() + rect.height());
+ const int height = rect.height();
+
+ glScissor(left, bottom, width, height);
+}
+
+void QGL2PaintEngineEx::clipEnabledChanged()
+{
+ Q_D(QGL2PaintEngineEx);
+
+ state()->clipChanged = true;
+
+ if (painter()->hasClipping())
+ d->regenerateClip();
+ else
+ d->systemStateChanged();
+}
+
+void QGL2PaintEngineExPrivate::clearClip(uint value)
+{
+ dirtyStencilRegion -= currentScissorBounds;
+
+ glStencilMask(0xff);
+ glClearStencil(value);
+ glClear(GL_STENCIL_BUFFER_BIT);
+ glStencilMask(0x0);
+
+ q->state()->needsClipBufferClear = false;
+}
+
+void QGL2PaintEngineExPrivate::writeClip(const QVectorPath &path, uint value)
+{
+ transferMode(BrushDrawingMode);
+
+ if (matrixDirty)
+ updateMatrix();
+
+ stencilClean = false;
+
+ const bool singlePass = !path.hasWindingFill()
+ && (((q->state()->currentClip == maxClip - 1) && q->state()->clipTestEnabled)
+ || q->state()->needsClipBufferClear);
+ const uint referenceClipValue = q->state()->needsClipBufferClear ? 1 : q->state()->currentClip;
+
+ if (q->state()->needsClipBufferClear)
+ clearClip(1);
+
+ if (path.isEmpty()) {
+ glEnable(GL_STENCIL_TEST);
+ glStencilFunc(GL_LEQUAL, value, ~GL_STENCIL_HIGH_BIT);
+ return;
+ }
+
+ if (q->state()->clipTestEnabled)
+ glStencilFunc(GL_LEQUAL, q->state()->currentClip, ~GL_STENCIL_HIGH_BIT);
+ else
+ glStencilFunc(GL_ALWAYS, 0, 0xff);
+
+ vertexCoordinateArray.clear();
+ vertexCoordinateArray.addPath(path, inverseScale, false);
+
+ if (!singlePass)
+ fillStencilWithVertexArray(vertexCoordinateArray, path.hasWindingFill());
+
+ glColorMask(false, false, false, false);
+ glEnable(GL_STENCIL_TEST);
+ useSimpleShader();
+
+ if (singlePass) {
+ // Under these conditions we can set the new stencil value in a single
+ // pass, by using the current value and the "new value" as the toggles
+
+ glStencilFunc(GL_LEQUAL, referenceClipValue, ~GL_STENCIL_HIGH_BIT);
+ glStencilOp(GL_KEEP, GL_INVERT, GL_INVERT);
+ glStencilMask(value ^ referenceClipValue);
+
+ drawVertexArrays(vertexCoordinateArray, GL_TRIANGLE_FAN);
+ } else {
+ glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE);
+ glStencilMask(0xff);
+
+ if (!q->state()->clipTestEnabled && path.hasWindingFill()) {
+ // Pass when any clip bit is set, set high bit
+ glStencilFunc(GL_NOTEQUAL, GL_STENCIL_HIGH_BIT, ~GL_STENCIL_HIGH_BIT);
+ composite(vertexCoordinateArray.boundingRect());
+ }
+
+ // Pass when high bit is set, replace stencil value with new clip value
+ glStencilFunc(GL_NOTEQUAL, value, GL_STENCIL_HIGH_BIT);
+
+ composite(vertexCoordinateArray.boundingRect());
+ }
+
+ glStencilFunc(GL_LEQUAL, value, ~GL_STENCIL_HIGH_BIT);
+ glStencilMask(0);
+
+ glColorMask(true, true, true, true);
+}
+
+void QGL2PaintEngineEx::clip(const QVectorPath &path, Qt::ClipOperation op)
+{
+// qDebug("QGL2PaintEngineEx::clip()");
+ Q_D(QGL2PaintEngineEx);
+
+ state()->clipChanged = true;
+
+ ensureActive();
+
+ if (op == Qt::ReplaceClip) {
+ op = Qt::IntersectClip;
+ if (d->hasClipOperations()) {
+ d->systemStateChanged();
+ state()->canRestoreClip = false;
+ }
+ }
+
+#ifndef QT_GL_NO_SCISSOR_TEST
+ if (!path.isEmpty() && op == Qt::IntersectClip && (path.shape() == QVectorPath::RectangleHint)) {
+ const QPointF* const points = reinterpret_cast<const QPointF*>(path.points());
+ QRectF rect(points[0], points[2]);
+
+ if (state()->matrix.type() <= QTransform::TxScale) {
+ state()->rectangleClip = state()->rectangleClip.intersected(state()->matrix.mapRect(rect).toRect());
+ d->updateClipScissorTest();
+ return;
+ }
+ }
+#endif
+
+ const QRect pathRect = state()->matrix.mapRect(path.controlPointRect()).toAlignedRect();
+
+ switch (op) {
+ case Qt::NoClip:
+ if (d->use_system_clip) {
+ state()->clipTestEnabled = true;
+ state()->currentClip = 1;
+ } else {
+ state()->clipTestEnabled = false;
+ }
+ state()->rectangleClip = QRect(0, 0, d->width, d->height);
+ state()->canRestoreClip = false;
+ d->updateClipScissorTest();
+ break;
+ case Qt::IntersectClip:
+ state()->rectangleClip = state()->rectangleClip.intersected(pathRect);
+ d->updateClipScissorTest();
+ d->resetClipIfNeeded();
+ ++d->maxClip;
+ d->writeClip(path, d->maxClip);
+ state()->currentClip = d->maxClip;
+ state()->clipTestEnabled = true;
+ break;
+ case Qt::UniteClip: {
+ d->resetClipIfNeeded();
+ ++d->maxClip;
+ if (state()->rectangleClip.isValid()) {
+ QPainterPath path;
+ path.addRect(state()->rectangleClip);
+
+ // flush the existing clip rectangle to the depth buffer
+ d->writeClip(qtVectorPathForPath(state()->matrix.inverted().map(path)), d->maxClip);
+ }
+
+ state()->clipTestEnabled = false;
+#ifndef QT_GL_NO_SCISSOR_TEST
+ QRect oldRectangleClip = state()->rectangleClip;
+
+ state()->rectangleClip = state()->rectangleClip.united(pathRect);
+ d->updateClipScissorTest();
+
+ QRegion extendRegion = QRegion(state()->rectangleClip) - oldRectangleClip;
+
+ if (!extendRegion.isEmpty()) {
+ QPainterPath extendPath;
+ extendPath.addRegion(extendRegion);
+
+ // first clear the depth buffer in the extended region
+ d->writeClip(qtVectorPathForPath(state()->matrix.inverted().map(extendPath)), 0);
+ }
+#endif
+ // now write the clip path
+ d->writeClip(path, d->maxClip);
+ state()->canRestoreClip = false;
+ state()->currentClip = d->maxClip;
+ state()->clipTestEnabled = true;
+ break;
+ }
+ default:
+ break;
+ }
+}
+
+void QGL2PaintEngineExPrivate::regenerateClip()
+{
+ systemStateChanged();
+ replayClipOperations();
+}
+
+void QGL2PaintEngineExPrivate::systemStateChanged()
+{
+ Q_Q(QGL2PaintEngineEx);
+
+ q->state()->clipChanged = true;
+
+ if (systemClip.isEmpty()) {
+ use_system_clip = false;
+ } else {
+ if (q->paintDevice()->devType() == QInternal::Widget && currentClipWidget) {
+ QWidgetPrivate *widgetPrivate = qt_widget_private(currentClipWidget->window());
+ use_system_clip = widgetPrivate->extra && widgetPrivate->extra->inRenderWithPainter;
+ } else {
+ use_system_clip = true;
+ }
+ }
+
+ q->state()->clipTestEnabled = false;
+ q->state()->needsClipBufferClear = true;
+
+ q->state()->currentClip = 1;
+ maxClip = 1;
+
+ q->state()->rectangleClip = use_system_clip ? systemClip.boundingRect() : QRect(0, 0, width, height);
+ updateClipScissorTest();
+
+ if (systemClip.numRects() == 1) {
+ if (systemClip.boundingRect() == QRect(0, 0, width, height))
+ use_system_clip = false;
+#ifndef QT_GL_NO_SCISSOR_TEST
+ // scissoring takes care of the system clip
+ return;
+#endif
+ }
+
+ if (use_system_clip) {
+ clearClip(0);
+
+ QPainterPath path;
+ path.addRegion(systemClip);
+
+ q->state()->currentClip = 0;
+ writeClip(qtVectorPathForPath(q->state()->matrix.inverted().map(path)), 1);
+ q->state()->currentClip = 1;
+ q->state()->clipTestEnabled = true;
+ }
+}
+
+void QGL2PaintEngineEx::setState(QPainterState *new_state)
+{
+ // qDebug("QGL2PaintEngineEx::setState()");
+
+ Q_D(QGL2PaintEngineEx);
+
+ QOpenGL2PaintEngineState *s = static_cast<QOpenGL2PaintEngineState *>(new_state);
+ QOpenGL2PaintEngineState *old_state = state();
+
+ QPaintEngineEx::setState(s);
+
+ if (s->isNew) {
+ // Newly created state object. The call to setState()
+ // will either be followed by a call to begin(), or we are
+ // setting the state as part of a save().
+ s->isNew = false;
+ return;
+ }
+
+ // Setting the state as part of a restore().
+
+ if (old_state == s || old_state->renderHintsChanged)
+ renderHintsChanged();
+
+ if (old_state == s || old_state->matrixChanged) {
+ d->matrixDirty = true;
+ d->simpleShaderMatrixUniformDirty = true;
+ d->shaderMatrixUniformDirty = true;
+ }
+
+ if (old_state == s || old_state->compositionModeChanged)
+ d->compositionModeDirty = true;
+
+ if (old_state == s || old_state->opacityChanged)
+ d->opacityUniformDirty = true;
+
+ if (old_state == s || old_state->clipChanged) {
+ if (old_state && old_state != s && old_state->canRestoreClip) {
+ d->updateClipScissorTest();
+ glDepthFunc(GL_LEQUAL);
+ } else {
+ d->regenerateClip();
+ }
+ }
+}
+
+QPainterState *QGL2PaintEngineEx::createState(QPainterState *orig) const
+{
+ if (orig)
+ const_cast<QGL2PaintEngineEx *>(this)->ensureActive();
+
+ QOpenGL2PaintEngineState *s;
+ if (!orig)
+ s = new QOpenGL2PaintEngineState();
+ else
+ s = new QOpenGL2PaintEngineState(*static_cast<QOpenGL2PaintEngineState *>(orig));
+
+ s->matrixChanged = false;
+ s->compositionModeChanged = false;
+ s->opacityChanged = false;
+ s->renderHintsChanged = false;
+ s->clipChanged = false;
+
+ return s;
+}
+
+void QGL2PaintEngineEx::setRenderTextActive(bool active)
+{
+ Q_D(QGL2PaintEngineEx);
+ d->inRenderText = active;
+}
+
+QOpenGL2PaintEngineState::QOpenGL2PaintEngineState(QOpenGL2PaintEngineState &other)
+ : QPainterState(other)
+{
+ isNew = true;
+ needsClipBufferClear = other.needsClipBufferClear;
+ clipTestEnabled = other.clipTestEnabled;
+ currentClip = other.currentClip;
+ canRestoreClip = other.canRestoreClip;
+ rectangleClip = other.rectangleClip;
+}
+
+QOpenGL2PaintEngineState::QOpenGL2PaintEngineState()
+{
+ isNew = true;
+ needsClipBufferClear = true;
+ clipTestEnabled = false;
+ canRestoreClip = true;
+}
+
+QOpenGL2PaintEngineState::~QOpenGL2PaintEngineState()
+{
+}
+
+QT_END_NAMESPACE
+
+#include "qpaintengineex_opengl2.moc"