diff -r 41300fa6a67c -r f7bc934e204c src/opengl/gl2paintengineex/qglengineshadermanager_p.h --- 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