diff -r 000000000000 -r 1918ee327afb src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp --- /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 //for memcpy +#include + +#include +#include +#include +#include +#include +#include +#include +#include +#include + +#include "qglgradientcache_p.h" +#include "qglengineshadermanager_p.h" +#include "qgl2pexvertexarray_p.h" + +#include "qtriangulatingstroker_p.h" + +#include + +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 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((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 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 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; id_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(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(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(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(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 *stops, + const QGLRect &bounds, + StencilFillMode mode) +{ + Q_ASSERT(count || stops); + +// qDebug("QGL2PaintEngineExPrivate::fillStencilWithVertexArray()"); + glStencilMask(0xff); // Enable stencil writes + + if (dirtyStencilRegion.intersects(currentScissorBounds)) { + QVector 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 triangle fans. +void QGL2PaintEngineExPrivate::drawVertexArrays(const float *data, const QVector *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; iinRenderText) + 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(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 positions; + QVarLengthArray 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; icoords.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(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(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(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(this)->ensureActive(); + + QOpenGL2PaintEngineState *s; + if (!orig) + s = new QOpenGL2PaintEngineState(); + else + s = new QOpenGL2PaintEngineState(*static_cast(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"