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/****************************************************************************
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**
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** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
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** All rights reserved.
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** Contact: Nokia Corporation (qt-info@nokia.com)
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**
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** This file is part of the QtOpenGL module of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:LGPL$
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** No Commercial Usage
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** This file contains pre-release code and may not be distributed.
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** You may use this file in accordance with the terms and conditions
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** contained in the Technology Preview License Agreement accompanying
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** this package.
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**
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** GNU Lesser General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU Lesser
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** General Public License version 2.1 as published by the Free Software
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** Foundation and appearing in the file LICENSE.LGPL included in the
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** packaging of this file. Please review the following information to
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** ensure the GNU Lesser General Public License version 2.1 requirements
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** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
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**
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** In addition, as a special exception, Nokia gives you certain additional
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** rights. These rights are described in the Nokia Qt LGPL Exception
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** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
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**
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** If you have questions regarding the use of this file, please contact
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** Nokia at qt-info@nokia.com.
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**
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**
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**
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**
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**
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**
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**
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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//
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// W A R N I N G
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// -------------
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//
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// This file is not part of the Qt API. It exists purely as an
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// implementation detail. This header file may change from version to
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// version without notice, or even be removed.
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//
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// We mean it.
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//
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/*
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VERTEX SHADERS
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==============
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Vertex shaders are specified as multiple (partial) shaders. On desktop,
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this works fine. On ES, QGLShader & QGLShaderProgram will make partial
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shaders work by concatenating the source in each QGLShader and compiling
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it as a single shader. This is abstracted nicely by QGLShaderProgram and
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the GL2 engine doesn't need to worry about it.
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Generally, there's two vertex shader objects. The position shaders are
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the ones which set gl_Position. There's also two "main" vertex shaders,
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one which just calls the position shader and another which also passes
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through some texture coordinates from a vertex attribute array to a
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varying. These texture coordinates are used for mask position in text
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rendering and for the source coordinates in drawImage/drawPixmap. There's
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also a "Simple" vertex shader for rendering a solid colour (used to render
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into the stencil buffer where the actual colour value is discarded).
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The position shaders for brushes look scary. This is because many of the
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calculations which logically belong in the fragment shader have been moved
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into the vertex shader to improve performance. This is why the position
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calculation is in a seperate shader. Not only does it calculate the
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position, but it also calculates some data to be passed to the fragment
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shader as a varying. It is optimal to move as much of the calculation as
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possible into the vertex shader as this is executed less often.
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The varyings passed to the fragment shaders are interpolated (which is
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cheap). Unfortunately, GL will apply perspective correction to the
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interpolation calusing errors. To get around this, the vertex shader must
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apply perspective correction itself and set the w-value of gl_Position to
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zero. That way, GL will be tricked into thinking it doesn't need to apply a
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perspective correction and use linear interpolation instead (which is what
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we want). Of course, if the brush transform is affeine, no perspective
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correction is needed and a simpler vertex shader can be used instead.
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So there are the following "main" vertex shaders:
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qglslMainVertexShader
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qglslMainWithTexCoordsVertexShader
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And the the following position vertex shaders:
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qglslPositionOnlyVertexShader
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qglslPositionWithTextureBrushVertexShader
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qglslPositionWithPatternBrushVertexShader
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qglslPositionWithLinearGradientBrushVertexShader
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qglslPositionWithRadialGradientBrushVertexShader
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qglslPositionWithConicalGradientBrushVertexShader
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qglslAffinePositionWithTextureBrushVertexShader
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qglslAffinePositionWithPatternBrushVertexShader
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qglslAffinePositionWithLinearGradientBrushVertexShader
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qglslAffinePositionWithRadialGradientBrushVertexShader
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qglslAffinePositionWithConicalGradientBrushVertexShader
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Leading to 23 possible vertex shaders
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FRAGMENT SHADERS
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================
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Fragment shaders are also specified as multiple (partial) shaders. The
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different fragment shaders represent the different stages in Qt's fragment
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pipeline. There are 1-3 stages in this pipeline: First stage is to get the
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fragment's colour value. The next stage is to get the fragment's mask value
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(coverage value for anti-aliasing) and the final stage is to blend the
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incoming fragment with the background (for composition modes not supported
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by GL).
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Of these, the first stage will always be present. If Qt doesn't need to
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apply anti-aliasing (because it's off or handled by multisampling) then
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the coverage value doesn't need to be applied. (Note: There are two types
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of mask, one for regular anti-aliasing and one for sub-pixel anti-
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aliasing.) If the composition mode is one which GL supports natively then
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the blending stage doesn't need to be applied.
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As eash stage can have multiple implementations, they are abstracted as
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GLSL function calls with the following signatures:
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Brushes & image drawing are implementations of "qcolorp vec4 srcPixel()":
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qglslImageSrcFragShader
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qglslImageSrcWithPatternFragShader
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qglslNonPremultipliedImageSrcFragShader
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qglslSolidBrushSrcFragShader
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qglslTextureBrushSrcFragShader
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qglslTextureBrushWithPatternFragShader
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qglslPatternBrushSrcFragShader
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qglslLinearGradientBrushSrcFragShader
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qglslRadialGradientBrushSrcFragShader
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qglslConicalGradientBrushSrcFragShader
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NOTE: It is assumed the colour returned by srcPixel() is pre-multiplied
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Masks are implementations of "qcolorp vec4 applyMask(qcolorp vec4 src)":
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qglslMaskFragmentShader
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qglslRgbMaskFragmentShaderPass1
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qglslRgbMaskFragmentShaderPass2
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qglslRgbMaskWithGammaFragmentShader
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Composition modes are "qcolorp vec4 compose(qcolorp vec4 src)":
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qglslColorBurnCompositionModeFragmentShader
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qglslColorDodgeCompositionModeFragmentShader
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qglslDarkenCompositionModeFragmentShader
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qglslDifferenceCompositionModeFragmentShader
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qglslExclusionCompositionModeFragmentShader
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qglslHardLightCompositionModeFragmentShader
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qglslLightenCompositionModeFragmentShader
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qglslMultiplyCompositionModeFragmentShader
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qglslOverlayCompositionModeFragmentShader
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qglslScreenCompositionModeFragmentShader
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qglslSoftLightCompositionModeFragmentShader
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Note: In the future, some GLSL compilers will support an extension allowing
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a new 'color' precision specifier. To support this, qcolorp is used for
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all color components so it can be defined to colorp or lowp depending upon
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the implementation.
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So there are differnt frament shader main functions, depending on the
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number & type of pipelines the fragment needs to go through.
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The choice of which main() fragment shader string to use depends on:
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- Use of global opacity
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- Brush style (some brushes apply opacity themselves)
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- Use & type of mask (TODO: Need to support high quality anti-aliasing & text)
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- Use of non-GL Composition mode
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Leading to the following fragment shader main functions:
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gl_FragColor = compose(applyMask(srcPixel()*globalOpacity));
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gl_FragColor = compose(applyMask(srcPixel()));
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gl_FragColor = applyMask(srcPixel()*globalOpacity);
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gl_FragColor = applyMask(srcPixel());
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gl_FragColor = compose(srcPixel()*globalOpacity);
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gl_FragColor = compose(srcPixel());
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gl_FragColor = srcPixel()*globalOpacity;
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gl_FragColor = srcPixel();
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Called:
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qglslMainFragmentShader_CMO
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qglslMainFragmentShader_CM
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qglslMainFragmentShader_MO
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qglslMainFragmentShader_M
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qglslMainFragmentShader_CO
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qglslMainFragmentShader_C
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qglslMainFragmentShader_O
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qglslMainFragmentShader
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Where:
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M = Mask
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C = Composition
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O = Global Opacity
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CUSTOM SHADER CODE
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==================
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The use of custom shader code is supported by the engine for drawImage and
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drawPixmap calls. This is implemented via hooks in the fragment pipeline.
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The custom shader is passed to the engine as a partial fragment shader
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(QGLCustomShaderStage). The shader will implement a pre-defined method name
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which Qt's fragment pipeline will call:
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lowp vec4 customShader(lowp sampler2d imageTexture, highp vec2 textureCoords)
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The provided src and srcCoords parameters can be used to sample from the
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source image.
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Transformations, clipping, opacity, and composition modes set using QPainter
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will be respected when using the custom shader hook.
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*/
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#ifndef QGLENGINE_SHADER_MANAGER_H
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#define QGLENGINE_SHADER_MANAGER_H
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#include <QGLShader>
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#include <QGLShaderProgram>
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#include <QPainter>
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#include <private/qgl_p.h>
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#include <private/qglcustomshaderstage_p.h>
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QT_BEGIN_HEADER
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QT_BEGIN_NAMESPACE
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QT_MODULE(OpenGL)
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struct QGLEngineShaderProg
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{
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QGLShader* mainVertexShader;
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QGLShader* positionVertexShader;
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QGLShader* mainFragShader;
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QGLShader* srcPixelFragShader;
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QGLShader* maskFragShader; // Can be null for no mask
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QGLShader* compositionFragShader; // Can be null for GL-handled mode
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QGLShaderProgram* program;
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QVector<uint> uniformLocations;
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bool useTextureCoords;
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bool useOpacityAttribute;
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bool operator==(const QGLEngineShaderProg& other) {
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// We don't care about the program
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return ( mainVertexShader == other.mainVertexShader &&
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positionVertexShader == other.positionVertexShader &&
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mainFragShader == other.mainFragShader &&
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srcPixelFragShader == other.srcPixelFragShader &&
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maskFragShader == other.maskFragShader &&
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compositionFragShader == other.compositionFragShader
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);
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}
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};
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/*
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struct QGLEngineCachedShaderProg
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{
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QGLEngineCachedShaderProg(QGLEngineShaderManager::ShaderName vertexMain,
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QGLEngineShaderManager::ShaderName vertexPosition,
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QGLEngineShaderManager::ShaderName fragMain,
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QGLEngineShaderManager::ShaderName pixelSrc,
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QGLEngineShaderManager::ShaderName mask,
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QGLEngineShaderManager::ShaderName composition);
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int cacheKey;
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QGLShaderProgram* program;
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}
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*/
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static const GLuint QT_VERTEX_COORDS_ATTR = 0;
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static const GLuint QT_TEXTURE_COORDS_ATTR = 1;
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static const GLuint QT_OPACITY_ATTR = 2;
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class QGLEngineSharedShaders : public QObject
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{
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Q_OBJECT
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public:
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enum ShaderName {
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MainVertexShader,
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MainWithTexCoordsVertexShader,
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MainWithTexCoordsAndOpacityVertexShader,
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UntransformedPositionVertexShader,
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PositionOnlyVertexShader,
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PositionWithPatternBrushVertexShader,
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PositionWithLinearGradientBrushVertexShader,
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PositionWithConicalGradientBrushVertexShader,
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PositionWithRadialGradientBrushVertexShader,
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PositionWithTextureBrushVertexShader,
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AffinePositionWithPatternBrushVertexShader,
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AffinePositionWithLinearGradientBrushVertexShader,
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AffinePositionWithConicalGradientBrushVertexShader,
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AffinePositionWithRadialGradientBrushVertexShader,
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AffinePositionWithTextureBrushVertexShader,
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MainFragmentShader_CMO,
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MainFragmentShader_CM,
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MainFragmentShader_MO,
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MainFragmentShader_M,
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MainFragmentShader_CO,
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MainFragmentShader_C,
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MainFragmentShader_O,
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MainFragmentShader,
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MainFragmentShader_ImageArrays,
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ImageSrcFragmentShader,
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ImageSrcWithPatternFragmentShader,
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NonPremultipliedImageSrcFragmentShader,
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CustomImageSrcFragmentShader,
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SolidBrushSrcFragmentShader,
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TextureBrushSrcFragmentShader,
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TextureBrushSrcWithPatternFragmentShader,
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PatternBrushSrcFragmentShader,
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LinearGradientBrushSrcFragmentShader,
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RadialGradientBrushSrcFragmentShader,
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ConicalGradientBrushSrcFragmentShader,
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ShockingPinkSrcFragmentShader,
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MaskFragmentShader,
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RgbMaskFragmentShaderPass1,
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RgbMaskFragmentShaderPass2,
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RgbMaskWithGammaFragmentShader,
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MultiplyCompositionModeFragmentShader,
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ScreenCompositionModeFragmentShader,
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OverlayCompositionModeFragmentShader,
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DarkenCompositionModeFragmentShader,
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LightenCompositionModeFragmentShader,
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ColorDodgeCompositionModeFragmentShader,
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ColorBurnCompositionModeFragmentShader,
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HardLightCompositionModeFragmentShader,
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SoftLightCompositionModeFragmentShader,
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DifferenceCompositionModeFragmentShader,
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ExclusionCompositionModeFragmentShader,
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TotalShaderCount, InvalidShaderName
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};
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QGLEngineSharedShaders(const QGLContext *context);
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QGLShader *compileNamedShader(ShaderName name, QGLShader::ShaderType type);
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QGLShaderProgram *simpleProgram() { return simpleShaderProg; }
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QGLShaderProgram *blitProgram() { return blitShaderProg; }
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// Compile the program if it's not already in the cache, return the item in the cache.
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QGLEngineShaderProg *findProgramInCache(const QGLEngineShaderProg &prog);
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// Compile the custom shader if it's not already in the cache, return the item in the cache.
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QGLShader *compileCustomShader(QGLCustomShaderStage *stage, QGLShader::ShaderType type);
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static QGLEngineSharedShaders *shadersForContext(const QGLContext *context);
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signals:
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void shaderProgNeedsChanging();
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private slots:
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void shaderDestroyed(QObject *shader);
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private:
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QGLSharedResourceGuard ctxGuard;
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QGLShaderProgram *blitShaderProg;
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QGLShaderProgram *simpleShaderProg;
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QList<QGLEngineShaderProg> cachedPrograms;
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QCache<QByteArray, QGLShader> customShaderCache;
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QGLShader* compiledShaders[TotalShaderCount];
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static const char* qglEngineShaderSourceCode[TotalShaderCount];
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};
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class Q_OPENGL_EXPORT QGLEngineShaderManager : public QObject
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{
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Q_OBJECT
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public:
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QGLEngineShaderManager(QGLContext* context);
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~QGLEngineShaderManager();
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enum MaskType {NoMask, PixelMask, SubPixelMaskPass1, SubPixelMaskPass2, SubPixelWithGammaMask};
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enum PixelSrcType {
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ImageSrc = Qt::TexturePattern+1,
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NonPremultipliedImageSrc = Qt::TexturePattern+2,
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PatternSrc = Qt::TexturePattern+3,
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TextureSrcWithPattern = Qt::TexturePattern+4
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};
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enum Uniform {
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ImageTexture,
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PatternColor,
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GlobalOpacity,
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Depth,
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PmvMatrix,
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MaskTexture,
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FragmentColor,
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LinearData,
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Angle,
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HalfViewportSize,
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Fmp,
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Fmp2MRadius2,
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Inverse2Fmp2MRadius2,
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InvertedTextureSize,
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BrushTransform,
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BrushTexture,
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NumUniforms
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};
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enum OpacityMode {
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414 |
NoOpacity,
|
|
415 |
UniformOpacity,
|
|
416 |
AttributeOpacity
|
|
417 |
};
|
|
418 |
|
|
419 |
// There are optimisations we can do, depending on the brush transform:
|
|
420 |
// 1) May not have to apply perspective-correction
|
|
421 |
// 2) Can use lower precision for matrix
|
|
422 |
void optimiseForBrushTransform(const QTransform &transform);
|
|
423 |
void setSrcPixelType(Qt::BrushStyle);
|
|
424 |
void setSrcPixelType(PixelSrcType); // For non-brush sources, like pixmaps & images
|
|
425 |
void setOpacityMode(OpacityMode);
|
|
426 |
void setMaskType(MaskType);
|
|
427 |
void setCompositionMode(QPainter::CompositionMode);
|
|
428 |
void setCustomStage(QGLCustomShaderStage* stage);
|
|
429 |
void removeCustomStage(QGLCustomShaderStage* stage);
|
|
430 |
|
|
431 |
uint getUniformLocation(Uniform id);
|
|
432 |
|
|
433 |
void setDirty(); // someone has manually changed the current shader program
|
|
434 |
bool useCorrectShaderProg(); // returns true if the shader program needed to be changed
|
|
435 |
|
|
436 |
QGLShaderProgram* currentProgram(); // Returns pointer to the shader the manager has chosen
|
|
437 |
QGLShaderProgram* simpleProgram(); // Used to draw into e.g. stencil buffers
|
|
438 |
QGLShaderProgram* blitProgram(); // Used to blit a texture into the framebuffer
|
|
439 |
|
|
440 |
/*
|
|
441 |
// These allow the ShaderName enum to be used as a cache key
|
|
442 |
const int mainVertexOffset = 0;
|
|
443 |
const int positionVertexOffset = (1<<2) - PositionOnlyVertexShader;
|
|
444 |
const int mainFragOffset = (1<<6) - MainFragmentShader_CMO;
|
|
445 |
const int srcPixelOffset = (1<<10) - ImageSrcFragmentShader;
|
|
446 |
const int maskOffset = (1<<14) - NoMaskShader;
|
|
447 |
const int compositionOffset = (1 << 16) - MultiplyCompositionModeFragmentShader;
|
|
448 |
*/
|
|
449 |
|
|
450 |
#if defined (QT_DEBUG)
|
|
451 |
Q_ENUMS(ShaderName)
|
|
452 |
#endif
|
|
453 |
|
|
454 |
private slots:
|
|
455 |
void shaderProgNeedsChangingSlot() { shaderProgNeedsChanging = true; }
|
|
456 |
|
|
457 |
private:
|
|
458 |
QGLContext* ctx;
|
|
459 |
bool shaderProgNeedsChanging;
|
|
460 |
|
|
461 |
// Current state variables which influence the choice of shader:
|
|
462 |
QTransform brushTransform;
|
|
463 |
int srcPixelType;
|
|
464 |
OpacityMode opacityMode;
|
|
465 |
MaskType maskType;
|
|
466 |
QPainter::CompositionMode compositionMode;
|
|
467 |
QGLCustomShaderStage* customSrcStage;
|
|
468 |
|
|
469 |
QGLEngineShaderProg* currentShaderProg;
|
|
470 |
QGLEngineSharedShaders *sharedShaders;
|
|
471 |
QGLShader *customShader;
|
|
472 |
};
|
|
473 |
|
|
474 |
QT_END_NAMESPACE
|
|
475 |
|
|
476 |
QT_END_HEADER
|
|
477 |
|
|
478 |
#endif //QGLENGINE_SHADER_MANAGER_H
|