--- a/src/opengl/gl2paintengineex/qglengineshadermanager_p.h Tue Feb 02 00:43:10 2010 +0200
+++ b/src/opengl/gl2paintengineex/qglengineshadermanager_p.h Wed Mar 31 11:06:36 2010 +0300
@@ -1,6 +1,6 @@
/****************************************************************************
**
-** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
+** Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies).
** All rights reserved.
** Contact: Nokia Corporation (qt-info@nokia.com)
**
@@ -253,6 +253,9 @@
static const GLuint QT_VERTEX_COORDS_ATTR = 0;
static const GLuint QT_TEXTURE_COORDS_ATTR = 1;
static const GLuint QT_OPACITY_ATTR = 2;
+static const GLuint QT_PMV_MATRIX_1_ATTR = 3;
+static const GLuint QT_PMV_MATRIX_2_ATTR = 4;
+static const GLuint QT_PMV_MATRIX_3_ATTR = 5;
class QGLEngineShaderProg;
@@ -344,6 +347,7 @@
*/
QGLEngineSharedShaders(const QGLContext *context);
+ ~QGLEngineSharedShaders();
QGLShaderProgram *simpleProgram() { return simpleShaderProg; }
QGLShaderProgram *blitProgram() { return blitShaderProg; }
@@ -396,6 +400,7 @@
bool useTextureCoords;
bool useOpacityAttribute;
+ bool usePmvMatrix;
bool operator==(const QGLEngineShaderProg& other) {
// We don't care about the program
@@ -430,7 +435,6 @@
PatternColor,
GlobalOpacity,
Depth,
- PmvMatrix,
MaskTexture,
FragmentColor,
LinearData,
@@ -454,7 +458,7 @@
// There are optimisations we can do, depending on the brush transform:
// 1) May not have to apply perspective-correction
// 2) Can use lower precision for matrix
- void optimiseForBrushTransform(const QTransform &transform);
+ void optimiseForBrushTransform(QTransform::TransformationType transformType);
void setSrcPixelType(Qt::BrushStyle);
void setSrcPixelType(PixelSrcType); // For non-brush sources, like pixmaps & images
void setOpacityMode(OpacityMode);
@@ -463,11 +467,14 @@
void setCustomStage(QGLCustomShaderStage* stage);
void removeCustomStage();
- uint getUniformLocation(Uniform id);
+ GLuint getUniformLocation(Uniform id);
void setDirty(); // someone has manually changed the current shader program
bool useCorrectShaderProg(); // returns true if the shader program needed to be changed
+ void useSimpleProgram();
+ void useBlitProgram();
+
QGLShaderProgram* currentProgram(); // Returns pointer to the shader the manager has chosen
QGLShaderProgram* simpleProgram(); // Used to draw into e.g. stencil buffers
QGLShaderProgram* blitProgram(); // Used to blit a texture into the framebuffer