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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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#ifndef QGRAPHICSCONTEXT_OPENGL2_P_H
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#define QGRAPHICSCONTEXT_OPENGL2_P_H
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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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#include <QDebug>
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#include <private/qpaintengineex_p.h>
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#include <private/qglengineshadermanager_p.h>
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#include <private/qgl2pexvertexarray_p.h>
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#include <private/qglpaintdevice_p.h>
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#include <private/qglpixmapfilter_p.h>
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#include <private/qfontengine_p.h>
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#include <private/qdatabuffer_p.h>
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#include <private/qtriangulatingstroker_p.h>
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enum EngineMode {
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ImageDrawingMode,
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TextDrawingMode,
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BrushDrawingMode,
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ImageArrayDrawingMode
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};
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QT_BEGIN_NAMESPACE
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class QGL2PaintEngineExPrivate;
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class QOpenGL2PaintEngineState : public QPainterState
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{
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public:
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QOpenGL2PaintEngineState(QOpenGL2PaintEngineState &other);
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QOpenGL2PaintEngineState();
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~QOpenGL2PaintEngineState();
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uint isNew : 1;
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uint needsClipBufferClear : 1;
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uint clipTestEnabled : 1;
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uint canRestoreClip : 1;
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uint matrixChanged : 1;
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uint compositionModeChanged : 1;
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uint opacityChanged : 1;
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uint renderHintsChanged : 1;
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uint clipChanged : 1;
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uint currentClip : 8;
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QRect rectangleClip;
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};
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class Q_OPENGL_EXPORT QGL2PaintEngineEx : public QPaintEngineEx
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{
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Q_DECLARE_PRIVATE(QGL2PaintEngineEx)
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public:
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QGL2PaintEngineEx();
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~QGL2PaintEngineEx();
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bool begin(QPaintDevice *device);
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bool end();
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void ensureActive();
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virtual void fill(const QVectorPath &path, const QBrush &brush);
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virtual void stroke(const QVectorPath &path, const QPen &pen);
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virtual void clip(const QVectorPath &path, Qt::ClipOperation op);
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virtual void clipEnabledChanged();
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virtual void penChanged();
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virtual void brushChanged();
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virtual void brushOriginChanged();
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virtual void opacityChanged();
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virtual void compositionModeChanged();
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virtual void renderHintsChanged();
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virtual void transformChanged();
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virtual void drawPixmap(const QRectF &r, const QPixmap &pm, const QRectF &sr);
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virtual void drawImage(const QRectF &r, const QImage &pm, const QRectF &sr,
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Qt::ImageConversionFlags flags = Qt::AutoColor);
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virtual void drawTexture(const QRectF &r, GLuint textureId, const QSize &size, const QRectF &sr);
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virtual void drawTextItem(const QPointF &p, const QTextItem &textItem);
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virtual void drawPixmaps(const QDrawPixmaps::Data *drawingData, int dataCount, const QPixmap &pixmap, QDrawPixmaps::DrawingHints hints);
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Type type() const { return OpenGL2; }
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void setState(QPainterState *s);
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QPainterState *createState(QPainterState *orig) const;
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inline QOpenGL2PaintEngineState *state() {
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return static_cast<QOpenGL2PaintEngineState *>(QPaintEngineEx::state());
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}
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inline const QOpenGL2PaintEngineState *state() const {
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return static_cast<const QOpenGL2PaintEngineState *>(QPaintEngineEx::state());
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}
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void beginNativePainting();
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void endNativePainting();
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const QGLContext* context();
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QPixmapFilter *pixmapFilter(int type, const QPixmapFilter *prototype);
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void setRenderTextActive(bool);
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private:
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Q_DISABLE_COPY(QGL2PaintEngineEx)
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};
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class QGL2PaintEngineExPrivate : public QPaintEngineExPrivate
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{
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Q_DECLARE_PUBLIC(QGL2PaintEngineEx)
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public:
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enum StencilFillMode {
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OddEvenFillMode,
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WindingFillMode,
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TriStripStrokeFillMode
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};
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QGL2PaintEngineExPrivate(QGL2PaintEngineEx *q_ptr) :
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q(q_ptr),
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width(0), height(0),
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ctx(0),
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currentBrush(0),
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inverseScale(1),
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shaderManager(0),
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inRenderText(false)
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{ }
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~QGL2PaintEngineExPrivate();
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void updateBrushTexture();
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void updateBrushUniforms();
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void updateMatrix();
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void updateCompositionMode();
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void updateTextureFilter(GLenum target, GLenum wrapMode, bool smoothPixmapTransform, GLuint id = -1);
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void setBrush(const QBrush* brush);
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void transferMode(EngineMode newMode);
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void resetGLState();
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// fill, drawOutline, drawTexture & drawCachedGlyphs are the rendering entry points:
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void fill(const QVectorPath &path);
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void drawTexture(const QGLRect& dest, const QGLRect& src, const QSize &textureSize, bool opaque, bool pattern = false);
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void drawCachedGlyphs(const QPointF &p, QFontEngineGlyphCache::Type glyphType, const QTextItemInt &ti);
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void drawVertexArrays(const float *data, const QVector<int> *stops, GLenum primitive);
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void drawVertexArrays(QGL2PEXVertexArray &vertexArray, GLenum primitive) {
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drawVertexArrays((const float *) vertexArray.data(), &vertexArray.stops(), primitive);
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}
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// ^ draws whatever is in the vertex array
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void composite(const QGLRect& boundingRect);
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// ^ Composites the bounding rect onto dest buffer
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void fillStencilWithVertexArray(const float *data, int count, const QVector<int> *stops, const QGLRect &bounds, StencilFillMode mode);
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void fillStencilWithVertexArray(QGL2PEXVertexArray& vertexArray, bool useWindingFill) {
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fillStencilWithVertexArray((const float *) vertexArray.data(), 0, &vertexArray.stops(),
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vertexArray.boundingRect(),
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useWindingFill ? WindingFillMode : OddEvenFillMode);
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}
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// ^ Calls drawVertexArrays to render into stencil buffer
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bool prepareForDraw(bool srcPixelsAreOpaque);
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// ^ returns whether the current program changed or not
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inline void useSimpleShader();
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void prepareDepthRangeForRenderText();
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void restoreDepthRangeForRenderText();
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static QGLEngineShaderManager* shaderManagerForEngine(QGL2PaintEngineEx *engine) { return engine->d_func()->shaderManager; }
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QGL2PaintEngineEx* q;
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QGLPaintDevice* device;
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int width, height;
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QGLContext *ctx;
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EngineMode mode;
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QFontEngineGlyphCache::Type glyphCacheType;
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// Dirty flags
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bool matrixDirty; // Implies matrix uniforms are also dirty
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bool compositionModeDirty;
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bool brushTextureDirty;
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bool brushUniformsDirty;
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bool simpleShaderMatrixUniformDirty;
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bool shaderMatrixUniformDirty;
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bool opacityUniformDirty;
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bool stencilClean; // Has the stencil not been used for clipping so far?
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QRegion dirtyStencilRegion;
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QRect currentScissorBounds;
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uint maxClip;
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const QBrush* currentBrush; // May not be the state's brush!
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GLfloat inverseScale;
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QGL2PEXVertexArray vertexCoordinateArray;
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QGL2PEXVertexArray textureCoordinateArray;
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QDataBuffer<GLfloat> opacityArray;
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GLfloat staticVertexCoordinateArray[8];
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GLfloat staticTextureCoordinateArray[8];
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GLfloat pmvMatrix[4][4];
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QGLEngineShaderManager* shaderManager;
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void clearClip(uint value);
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void writeClip(const QVectorPath &path, uint value);
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void resetClipIfNeeded();
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void updateClipScissorTest();
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void setScissor(const QRect &rect);
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void regenerateClip();
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void systemStateChanged();
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uint use_system_clip : 1;
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uint location(QGLEngineShaderManager::Uniform uniform)
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{
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return shaderManager->getUniformLocation(uniform);
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}
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GLuint lastTexture;
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bool needsSync;
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bool inRenderText;
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GLfloat depthRange[2];
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float textureInvertedY;
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QTriangulatingStroker stroker;
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QDashedStrokeProcessor dasher;
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QTransform temporaryTransform;
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QScopedPointer<QPixmapFilter> convolutionFilter;
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QScopedPointer<QPixmapFilter> colorizeFilter;
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QScopedPointer<QPixmapFilter> blurFilter;
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QScopedPointer<QPixmapFilter> fastBlurFilter;
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QScopedPointer<QPixmapFilter> dropShadowFilter;
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QScopedPointer<QPixmapFilter> fastDropShadowFilter;
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};
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QT_END_NAMESPACE
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#endif
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