| 1 | /****************************************************************************
|
|---|
| 2 | **
|
|---|
| 3 | ** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies).
|
|---|
| 4 | ** All rights reserved.
|
|---|
| 5 | ** Contact: Nokia Corporation ([email protected])
|
|---|
| 6 | **
|
|---|
| 7 | ** This file is part of the QtOpenGL module of the Qt Toolkit.
|
|---|
| 8 | **
|
|---|
| 9 | ** $QT_BEGIN_LICENSE:LGPL$
|
|---|
| 10 | ** Commercial Usage
|
|---|
| 11 | ** Licensees holding valid Qt Commercial licenses may use this file in
|
|---|
| 12 | ** accordance with the Qt Commercial License Agreement provided with the
|
|---|
| 13 | ** Software or, alternatively, in accordance with the terms contained in
|
|---|
| 14 | ** a written agreement between you and Nokia.
|
|---|
| 15 | **
|
|---|
| 16 | ** GNU Lesser General Public License Usage
|
|---|
| 17 | ** Alternatively, this file may be used under the terms of the GNU Lesser
|
|---|
| 18 | ** General Public License version 2.1 as published by the Free Software
|
|---|
| 19 | ** Foundation and appearing in the file LICENSE.LGPL included in the
|
|---|
| 20 | ** packaging of this file. Please review the following information to
|
|---|
| 21 | ** ensure the GNU Lesser General Public License version 2.1 requirements
|
|---|
| 22 | ** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
|
|---|
| 23 | **
|
|---|
| 24 | ** In addition, as a special exception, Nokia gives you certain additional
|
|---|
| 25 | ** rights. These rights are described in the Nokia Qt LGPL Exception
|
|---|
| 26 | ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
|
|---|
| 27 | **
|
|---|
| 28 | ** GNU General Public License Usage
|
|---|
| 29 | ** Alternatively, this file may be used under the terms of the GNU
|
|---|
| 30 | ** General Public License version 3.0 as published by the Free Software
|
|---|
| 31 | ** Foundation and appearing in the file LICENSE.GPL included in the
|
|---|
| 32 | ** packaging of this file. Please review the following information to
|
|---|
| 33 | ** ensure the GNU General Public License version 3.0 requirements will be
|
|---|
| 34 | ** met: http://www.gnu.org/copyleft/gpl.html.
|
|---|
| 35 | **
|
|---|
| 36 | ** If you have questions regarding the use of this file, please contact
|
|---|
| 37 | ** Nokia at [email protected].
|
|---|
| 38 | ** $QT_END_LICENSE$
|
|---|
| 39 | **
|
|---|
| 40 | ****************************************************************************/
|
|---|
| 41 |
|
|---|
| 42 | //
|
|---|
| 43 | // W A R N I N G
|
|---|
| 44 | // -------------
|
|---|
| 45 | //
|
|---|
| 46 | // This file is not part of the Qt API. It exists purely as an
|
|---|
| 47 | // implementation detail. This header file may change from version to
|
|---|
| 48 | // version without notice, or even be removed.
|
|---|
| 49 | //
|
|---|
| 50 | // We mean it.
|
|---|
| 51 | //
|
|---|
| 52 |
|
|---|
| 53 | /*
|
|---|
| 54 | VERTEX SHADERS
|
|---|
| 55 | ==============
|
|---|
| 56 |
|
|---|
| 57 | Vertex shaders are specified as multiple (partial) shaders. On desktop,
|
|---|
| 58 | this works fine. On ES, QGLShader & QGLShaderProgram will make partial
|
|---|
| 59 | shaders work by concatenating the source in each QGLShader and compiling
|
|---|
| 60 | it as a single shader. This is abstracted nicely by QGLShaderProgram and
|
|---|
| 61 | the GL2 engine doesn't need to worry about it.
|
|---|
| 62 |
|
|---|
| 63 | Generally, there's two vertex shader objects. The position shaders are
|
|---|
| 64 | the ones which set gl_Position. There's also two "main" vertex shaders,
|
|---|
| 65 | one which just calls the position shader and another which also passes
|
|---|
| 66 | through some texture coordinates from a vertex attribute array to a
|
|---|
| 67 | varying. These texture coordinates are used for mask position in text
|
|---|
| 68 | rendering and for the source coordinates in drawImage/drawPixmap. There's
|
|---|
| 69 | also a "Simple" vertex shader for rendering a solid colour (used to render
|
|---|
| 70 | into the stencil buffer where the actual colour value is discarded).
|
|---|
| 71 |
|
|---|
| 72 | The position shaders for brushes look scary. This is because many of the
|
|---|
| 73 | calculations which logically belong in the fragment shader have been moved
|
|---|
| 74 | into the vertex shader to improve performance. This is why the position
|
|---|
| 75 | calculation is in a separate shader. Not only does it calculate the
|
|---|
| 76 | position, but it also calculates some data to be passed to the fragment
|
|---|
| 77 | shader as a varying. It is optimal to move as much of the calculation as
|
|---|
| 78 | possible into the vertex shader as this is executed less often.
|
|---|
| 79 |
|
|---|
| 80 | The varyings passed to the fragment shaders are interpolated (which is
|
|---|
| 81 | cheap). Unfortunately, GL will apply perspective correction to the
|
|---|
| 82 | interpolation calusing errors. To get around this, the vertex shader must
|
|---|
| 83 | apply perspective correction itself and set the w-value of gl_Position to
|
|---|
| 84 | zero. That way, GL will be tricked into thinking it doesn't need to apply a
|
|---|
| 85 | perspective correction and use linear interpolation instead (which is what
|
|---|
| 86 | we want). Of course, if the brush transform is affeine, no perspective
|
|---|
| 87 | correction is needed and a simpler vertex shader can be used instead.
|
|---|
| 88 |
|
|---|
| 89 | So there are the following "main" vertex shaders:
|
|---|
| 90 | qglslMainVertexShader
|
|---|
| 91 | qglslMainWithTexCoordsVertexShader
|
|---|
| 92 |
|
|---|
| 93 | And the the following position vertex shaders:
|
|---|
| 94 | qglslPositionOnlyVertexShader
|
|---|
| 95 | qglslPositionWithTextureBrushVertexShader
|
|---|
| 96 | qglslPositionWithPatternBrushVertexShader
|
|---|
| 97 | qglslPositionWithLinearGradientBrushVertexShader
|
|---|
| 98 | qglslPositionWithRadialGradientBrushVertexShader
|
|---|
| 99 | qglslPositionWithConicalGradientBrushVertexShader
|
|---|
| 100 | qglslAffinePositionWithTextureBrushVertexShader
|
|---|
| 101 | qglslAffinePositionWithPatternBrushVertexShader
|
|---|
| 102 | qglslAffinePositionWithLinearGradientBrushVertexShader
|
|---|
| 103 | qglslAffinePositionWithRadialGradientBrushVertexShader
|
|---|
| 104 | qglslAffinePositionWithConicalGradientBrushVertexShader
|
|---|
| 105 |
|
|---|
| 106 | Leading to 23 possible vertex shaders
|
|---|
| 107 |
|
|---|
| 108 |
|
|---|
| 109 | FRAGMENT SHADERS
|
|---|
| 110 | ================
|
|---|
| 111 |
|
|---|
| 112 | Fragment shaders are also specified as multiple (partial) shaders. The
|
|---|
| 113 | different fragment shaders represent the different stages in Qt's fragment
|
|---|
| 114 | pipeline. There are 1-3 stages in this pipeline: First stage is to get the
|
|---|
| 115 | fragment's colour value. The next stage is to get the fragment's mask value
|
|---|
| 116 | (coverage value for anti-aliasing) and the final stage is to blend the
|
|---|
| 117 | incoming fragment with the background (for composition modes not supported
|
|---|
| 118 | by GL).
|
|---|
| 119 |
|
|---|
| 120 | Of these, the first stage will always be present. If Qt doesn't need to
|
|---|
| 121 | apply anti-aliasing (because it's off or handled by multisampling) then
|
|---|
| 122 | the coverage value doesn't need to be applied. (Note: There are two types
|
|---|
| 123 | of mask, one for regular anti-aliasing and one for sub-pixel anti-
|
|---|
| 124 | aliasing.) If the composition mode is one which GL supports natively then
|
|---|
| 125 | the blending stage doesn't need to be applied.
|
|---|
| 126 |
|
|---|
| 127 | As eash stage can have multiple implementations, they are abstracted as
|
|---|
| 128 | GLSL function calls with the following signatures:
|
|---|
| 129 |
|
|---|
| 130 | Brushes & image drawing are implementations of "qcolorp vec4 srcPixel()":
|
|---|
| 131 | qglslImageSrcFragShader
|
|---|
| 132 | qglslImageSrcWithPatternFragShader
|
|---|
| 133 | qglslNonPremultipliedImageSrcFragShader
|
|---|
| 134 | qglslSolidBrushSrcFragShader
|
|---|
| 135 | qglslTextureBrushSrcFragShader
|
|---|
| 136 | qglslTextureBrushWithPatternFragShader
|
|---|
| 137 | qglslPatternBrushSrcFragShader
|
|---|
| 138 | qglslLinearGradientBrushSrcFragShader
|
|---|
| 139 | qglslRadialGradientBrushSrcFragShader
|
|---|
| 140 | qglslConicalGradientBrushSrcFragShader
|
|---|
| 141 | NOTE: It is assumed the colour returned by srcPixel() is pre-multiplied
|
|---|
| 142 |
|
|---|
| 143 | Masks are implementations of "qcolorp vec4 applyMask(qcolorp vec4 src)":
|
|---|
| 144 | qglslMaskFragmentShader
|
|---|
| 145 | qglslRgbMaskFragmentShaderPass1
|
|---|
| 146 | qglslRgbMaskFragmentShaderPass2
|
|---|
| 147 | qglslRgbMaskWithGammaFragmentShader
|
|---|
| 148 |
|
|---|
| 149 | Composition modes are "qcolorp vec4 compose(qcolorp vec4 src)":
|
|---|
| 150 | qglslColorBurnCompositionModeFragmentShader
|
|---|
| 151 | qglslColorDodgeCompositionModeFragmentShader
|
|---|
| 152 | qglslDarkenCompositionModeFragmentShader
|
|---|
| 153 | qglslDifferenceCompositionModeFragmentShader
|
|---|
| 154 | qglslExclusionCompositionModeFragmentShader
|
|---|
| 155 | qglslHardLightCompositionModeFragmentShader
|
|---|
| 156 | qglslLightenCompositionModeFragmentShader
|
|---|
| 157 | qglslMultiplyCompositionModeFragmentShader
|
|---|
| 158 | qglslOverlayCompositionModeFragmentShader
|
|---|
| 159 | qglslScreenCompositionModeFragmentShader
|
|---|
| 160 | qglslSoftLightCompositionModeFragmentShader
|
|---|
| 161 |
|
|---|
| 162 |
|
|---|
| 163 | Note: In the future, some GLSL compilers will support an extension allowing
|
|---|
| 164 | a new 'color' precision specifier. To support this, qcolorp is used for
|
|---|
| 165 | all color components so it can be defined to colorp or lowp depending upon
|
|---|
| 166 | the implementation.
|
|---|
| 167 |
|
|---|
| 168 | So there are differnt frament shader main functions, depending on the
|
|---|
| 169 | number & type of pipelines the fragment needs to go through.
|
|---|
| 170 |
|
|---|
| 171 | The choice of which main() fragment shader string to use depends on:
|
|---|
| 172 | - Use of global opacity
|
|---|
| 173 | - Brush style (some brushes apply opacity themselves)
|
|---|
| 174 | - Use & type of mask (TODO: Need to support high quality anti-aliasing & text)
|
|---|
| 175 | - Use of non-GL Composition mode
|
|---|
| 176 |
|
|---|
| 177 | Leading to the following fragment shader main functions:
|
|---|
| 178 | gl_FragColor = compose(applyMask(srcPixel()*globalOpacity));
|
|---|
| 179 | gl_FragColor = compose(applyMask(srcPixel()));
|
|---|
| 180 | gl_FragColor = applyMask(srcPixel()*globalOpacity);
|
|---|
| 181 | gl_FragColor = applyMask(srcPixel());
|
|---|
| 182 | gl_FragColor = compose(srcPixel()*globalOpacity);
|
|---|
| 183 | gl_FragColor = compose(srcPixel());
|
|---|
| 184 | gl_FragColor = srcPixel()*globalOpacity;
|
|---|
| 185 | gl_FragColor = srcPixel();
|
|---|
| 186 |
|
|---|
| 187 | Called:
|
|---|
| 188 | qglslMainFragmentShader_CMO
|
|---|
| 189 | qglslMainFragmentShader_CM
|
|---|
| 190 | qglslMainFragmentShader_MO
|
|---|
| 191 | qglslMainFragmentShader_M
|
|---|
| 192 | qglslMainFragmentShader_CO
|
|---|
| 193 | qglslMainFragmentShader_C
|
|---|
| 194 | qglslMainFragmentShader_O
|
|---|
| 195 | qglslMainFragmentShader
|
|---|
| 196 |
|
|---|
| 197 | Where:
|
|---|
| 198 | M = Mask
|
|---|
| 199 | C = Composition
|
|---|
| 200 | O = Global Opacity
|
|---|
| 201 |
|
|---|
| 202 |
|
|---|
| 203 | CUSTOM SHADER CODE
|
|---|
| 204 | ==================
|
|---|
| 205 |
|
|---|
| 206 | The use of custom shader code is supported by the engine for drawImage and
|
|---|
| 207 | drawPixmap calls. This is implemented via hooks in the fragment pipeline.
|
|---|
| 208 |
|
|---|
| 209 | The custom shader is passed to the engine as a partial fragment shader
|
|---|
| 210 | (QGLCustomShaderStage). The shader will implement a pre-defined method name
|
|---|
| 211 | which Qt's fragment pipeline will call:
|
|---|
| 212 |
|
|---|
| 213 | lowp vec4 customShader(lowp sampler2d imageTexture, highp vec2 textureCoords)
|
|---|
| 214 |
|
|---|
| 215 | The provided src and srcCoords parameters can be used to sample from the
|
|---|
| 216 | source image.
|
|---|
| 217 |
|
|---|
| 218 | Transformations, clipping, opacity, and composition modes set using QPainter
|
|---|
| 219 | will be respected when using the custom shader hook.
|
|---|
| 220 | */
|
|---|
| 221 |
|
|---|
| 222 | #ifndef QGLENGINE_SHADER_MANAGER_H
|
|---|
| 223 | #define QGLENGINE_SHADER_MANAGER_H
|
|---|
| 224 |
|
|---|
| 225 | #include <QGLShader>
|
|---|
| 226 | #include <QGLShaderProgram>
|
|---|
| 227 | #include <QPainter>
|
|---|
| 228 | #include <private/qgl_p.h>
|
|---|
| 229 | #include <private/qglcustomshaderstage_p.h>
|
|---|
| 230 |
|
|---|
| 231 | QT_BEGIN_HEADER
|
|---|
| 232 |
|
|---|
| 233 | QT_BEGIN_NAMESPACE
|
|---|
| 234 |
|
|---|
| 235 | QT_MODULE(OpenGL)
|
|---|
| 236 |
|
|---|
| 237 |
|
|---|
| 238 | /*
|
|---|
| 239 | struct QGLEngineCachedShaderProg
|
|---|
| 240 | {
|
|---|
| 241 | QGLEngineCachedShaderProg(QGLEngineShaderManager::ShaderName vertexMain,
|
|---|
| 242 | QGLEngineShaderManager::ShaderName vertexPosition,
|
|---|
| 243 | QGLEngineShaderManager::ShaderName fragMain,
|
|---|
| 244 | QGLEngineShaderManager::ShaderName pixelSrc,
|
|---|
| 245 | QGLEngineShaderManager::ShaderName mask,
|
|---|
| 246 | QGLEngineShaderManager::ShaderName composition);
|
|---|
| 247 |
|
|---|
| 248 | int cacheKey;
|
|---|
| 249 | QGLShaderProgram* program;
|
|---|
| 250 | }
|
|---|
| 251 | */
|
|---|
| 252 |
|
|---|
| 253 | static const GLuint QT_VERTEX_COORDS_ATTR = 0;
|
|---|
| 254 | static const GLuint QT_TEXTURE_COORDS_ATTR = 1;
|
|---|
| 255 | static const GLuint QT_OPACITY_ATTR = 2;
|
|---|
| 256 | static const GLuint QT_PMV_MATRIX_1_ATTR = 3;
|
|---|
| 257 | static const GLuint QT_PMV_MATRIX_2_ATTR = 4;
|
|---|
| 258 | static const GLuint QT_PMV_MATRIX_3_ATTR = 5;
|
|---|
| 259 |
|
|---|
| 260 | class QGLEngineShaderProg;
|
|---|
| 261 |
|
|---|
| 262 | class QGLEngineSharedShaders : public QObject
|
|---|
| 263 | {
|
|---|
| 264 | Q_OBJECT
|
|---|
| 265 | public:
|
|---|
| 266 |
|
|---|
| 267 | enum SnippetName {
|
|---|
| 268 | MainVertexShader,
|
|---|
| 269 | MainWithTexCoordsVertexShader,
|
|---|
| 270 | MainWithTexCoordsAndOpacityVertexShader,
|
|---|
| 271 |
|
|---|
| 272 | // UntransformedPositionVertexShader must be first in the list:
|
|---|
| 273 | UntransformedPositionVertexShader,
|
|---|
| 274 | PositionOnlyVertexShader,
|
|---|
| 275 | ComplexGeometryPositionOnlyVertexShader,
|
|---|
| 276 | PositionWithPatternBrushVertexShader,
|
|---|
| 277 | PositionWithLinearGradientBrushVertexShader,
|
|---|
| 278 | PositionWithConicalGradientBrushVertexShader,
|
|---|
| 279 | PositionWithRadialGradientBrushVertexShader,
|
|---|
| 280 | PositionWithTextureBrushVertexShader,
|
|---|
| 281 | AffinePositionWithPatternBrushVertexShader,
|
|---|
| 282 | AffinePositionWithLinearGradientBrushVertexShader,
|
|---|
| 283 | AffinePositionWithConicalGradientBrushVertexShader,
|
|---|
| 284 | AffinePositionWithRadialGradientBrushVertexShader,
|
|---|
| 285 | AffinePositionWithTextureBrushVertexShader,
|
|---|
| 286 |
|
|---|
| 287 | // MainFragmentShader_CMO must be first in the list:
|
|---|
| 288 | MainFragmentShader_CMO,
|
|---|
| 289 | MainFragmentShader_CM,
|
|---|
| 290 | MainFragmentShader_MO,
|
|---|
| 291 | MainFragmentShader_M,
|
|---|
| 292 | MainFragmentShader_CO,
|
|---|
| 293 | MainFragmentShader_C,
|
|---|
| 294 | MainFragmentShader_O,
|
|---|
| 295 | MainFragmentShader,
|
|---|
| 296 | MainFragmentShader_ImageArrays,
|
|---|
| 297 |
|
|---|
| 298 | // ImageSrcFragmentShader must be first in the list::
|
|---|
| 299 | ImageSrcFragmentShader,
|
|---|
| 300 | ImageSrcWithPatternFragmentShader,
|
|---|
| 301 | NonPremultipliedImageSrcFragmentShader,
|
|---|
| 302 | CustomImageSrcFragmentShader,
|
|---|
| 303 | SolidBrushSrcFragmentShader,
|
|---|
| 304 | TextureBrushSrcFragmentShader,
|
|---|
| 305 | TextureBrushSrcWithPatternFragmentShader,
|
|---|
| 306 | PatternBrushSrcFragmentShader,
|
|---|
| 307 | LinearGradientBrushSrcFragmentShader,
|
|---|
| 308 | RadialGradientBrushSrcFragmentShader,
|
|---|
| 309 | ConicalGradientBrushSrcFragmentShader,
|
|---|
| 310 | ShockingPinkSrcFragmentShader,
|
|---|
| 311 |
|
|---|
| 312 | // NoMaskFragmentShader must be first in the list:
|
|---|
| 313 | NoMaskFragmentShader,
|
|---|
| 314 | MaskFragmentShader,
|
|---|
| 315 | RgbMaskFragmentShaderPass1,
|
|---|
| 316 | RgbMaskFragmentShaderPass2,
|
|---|
| 317 | RgbMaskWithGammaFragmentShader,
|
|---|
| 318 |
|
|---|
| 319 | // NoCompositionModeFragmentShader must be first in the list:
|
|---|
| 320 | NoCompositionModeFragmentShader,
|
|---|
| 321 | MultiplyCompositionModeFragmentShader,
|
|---|
| 322 | ScreenCompositionModeFragmentShader,
|
|---|
| 323 | OverlayCompositionModeFragmentShader,
|
|---|
| 324 | DarkenCompositionModeFragmentShader,
|
|---|
| 325 | LightenCompositionModeFragmentShader,
|
|---|
| 326 | ColorDodgeCompositionModeFragmentShader,
|
|---|
| 327 | ColorBurnCompositionModeFragmentShader,
|
|---|
| 328 | HardLightCompositionModeFragmentShader,
|
|---|
| 329 | SoftLightCompositionModeFragmentShader,
|
|---|
| 330 | DifferenceCompositionModeFragmentShader,
|
|---|
| 331 | ExclusionCompositionModeFragmentShader,
|
|---|
| 332 |
|
|---|
| 333 | TotalSnippetCount, InvalidSnippetName
|
|---|
| 334 | };
|
|---|
| 335 | #if defined (QT_DEBUG)
|
|---|
| 336 | Q_ENUMS(SnippetName)
|
|---|
| 337 | static QByteArray snippetNameStr(SnippetName snippetName);
|
|---|
| 338 | #endif
|
|---|
| 339 |
|
|---|
| 340 | /*
|
|---|
| 341 | // These allow the ShaderName enum to be used as a cache key
|
|---|
| 342 | const int mainVertexOffset = 0;
|
|---|
| 343 | const int positionVertexOffset = (1<<2) - PositionOnlyVertexShader;
|
|---|
| 344 | const int mainFragOffset = (1<<6) - MainFragmentShader_CMO;
|
|---|
| 345 | const int srcPixelOffset = (1<<10) - ImageSrcFragmentShader;
|
|---|
| 346 | const int maskOffset = (1<<14) - NoMaskShader;
|
|---|
| 347 | const int compositionOffset = (1 << 16) - MultiplyCompositionModeFragmentShader;
|
|---|
| 348 | */
|
|---|
| 349 |
|
|---|
| 350 | QGLEngineSharedShaders(const QGLContext *context);
|
|---|
| 351 | ~QGLEngineSharedShaders();
|
|---|
| 352 |
|
|---|
| 353 | QGLShaderProgram *simpleProgram() { return simpleShaderProg; }
|
|---|
| 354 | QGLShaderProgram *blitProgram() { return blitShaderProg; }
|
|---|
| 355 | // Compile the program if it's not already in the cache, return the item in the cache.
|
|---|
| 356 | QGLEngineShaderProg *findProgramInCache(const QGLEngineShaderProg &prog);
|
|---|
| 357 | // Compile the custom shader if it's not already in the cache, return the item in the cache.
|
|---|
| 358 |
|
|---|
| 359 | static QGLEngineSharedShaders *shadersForContext(const QGLContext *context);
|
|---|
| 360 |
|
|---|
| 361 | // Ideally, this would be static and cleanup all programs in all contexts which
|
|---|
| 362 | // contain the custom code. Currently it is just a hint and we rely on deleted
|
|---|
| 363 | // custom shaders being cleaned up by being kicked out of the cache when it's
|
|---|
| 364 | // full.
|
|---|
| 365 | void cleanupCustomStage(QGLCustomShaderStage* stage);
|
|---|
| 366 |
|
|---|
| 367 | signals:
|
|---|
| 368 | void shaderProgNeedsChanging();
|
|---|
| 369 |
|
|---|
| 370 | private:
|
|---|
| 371 | QGLSharedResourceGuard ctxGuard;
|
|---|
| 372 | QGLShaderProgram *blitShaderProg;
|
|---|
| 373 | QGLShaderProgram *simpleShaderProg;
|
|---|
| 374 | QList<QGLEngineShaderProg*> cachedPrograms;
|
|---|
| 375 |
|
|---|
| 376 | static const char* qShaderSnippets[TotalSnippetCount];
|
|---|
| 377 | };
|
|---|
| 378 |
|
|---|
| 379 |
|
|---|
| 380 | class QGLEngineShaderProg
|
|---|
| 381 | {
|
|---|
| 382 | public:
|
|---|
| 383 | QGLEngineShaderProg() : program(0) {}
|
|---|
| 384 |
|
|---|
| 385 | ~QGLEngineShaderProg() {
|
|---|
| 386 | if (program)
|
|---|
| 387 | delete program;
|
|---|
| 388 | }
|
|---|
| 389 |
|
|---|
| 390 | QGLEngineSharedShaders::SnippetName mainVertexShader;
|
|---|
| 391 | QGLEngineSharedShaders::SnippetName positionVertexShader;
|
|---|
| 392 | QGLEngineSharedShaders::SnippetName mainFragShader;
|
|---|
| 393 | QGLEngineSharedShaders::SnippetName srcPixelFragShader;
|
|---|
| 394 | QGLEngineSharedShaders::SnippetName maskFragShader;
|
|---|
| 395 | QGLEngineSharedShaders::SnippetName compositionFragShader;
|
|---|
| 396 |
|
|---|
| 397 | QByteArray customStageSource; //TODO: Decent cache key for custom stages
|
|---|
| 398 | QGLShaderProgram* program;
|
|---|
| 399 |
|
|---|
| 400 | QVector<uint> uniformLocations;
|
|---|
| 401 |
|
|---|
| 402 | bool useTextureCoords;
|
|---|
| 403 | bool useOpacityAttribute;
|
|---|
| 404 | bool usePmvMatrixAttribute;
|
|---|
| 405 |
|
|---|
| 406 | bool operator==(const QGLEngineShaderProg& other) {
|
|---|
| 407 | // We don't care about the program
|
|---|
| 408 | return ( mainVertexShader == other.mainVertexShader &&
|
|---|
| 409 | positionVertexShader == other.positionVertexShader &&
|
|---|
| 410 | mainFragShader == other.mainFragShader &&
|
|---|
| 411 | srcPixelFragShader == other.srcPixelFragShader &&
|
|---|
| 412 | maskFragShader == other.maskFragShader &&
|
|---|
| 413 | compositionFragShader == other.compositionFragShader &&
|
|---|
| 414 | customStageSource == other.customStageSource
|
|---|
| 415 | );
|
|---|
| 416 | }
|
|---|
| 417 | };
|
|---|
| 418 |
|
|---|
| 419 | class Q_OPENGL_EXPORT QGLEngineShaderManager : public QObject
|
|---|
| 420 | {
|
|---|
| 421 | Q_OBJECT
|
|---|
| 422 | public:
|
|---|
| 423 | QGLEngineShaderManager(QGLContext* context);
|
|---|
| 424 | ~QGLEngineShaderManager();
|
|---|
| 425 |
|
|---|
| 426 | enum MaskType {NoMask, PixelMask, SubPixelMaskPass1, SubPixelMaskPass2, SubPixelWithGammaMask};
|
|---|
| 427 | enum PixelSrcType {
|
|---|
| 428 | ImageSrc = Qt::TexturePattern+1,
|
|---|
| 429 | NonPremultipliedImageSrc = Qt::TexturePattern+2,
|
|---|
| 430 | PatternSrc = Qt::TexturePattern+3,
|
|---|
| 431 | TextureSrcWithPattern = Qt::TexturePattern+4
|
|---|
| 432 | };
|
|---|
| 433 |
|
|---|
| 434 | enum Uniform {
|
|---|
| 435 | ImageTexture,
|
|---|
| 436 | PatternColor,
|
|---|
| 437 | GlobalOpacity,
|
|---|
| 438 | Depth,
|
|---|
| 439 | MaskTexture,
|
|---|
| 440 | FragmentColor,
|
|---|
| 441 | LinearData,
|
|---|
| 442 | Angle,
|
|---|
| 443 | HalfViewportSize,
|
|---|
| 444 | Fmp,
|
|---|
| 445 | Fmp2MRadius2,
|
|---|
| 446 | Inverse2Fmp2MRadius2,
|
|---|
| 447 | InvertedTextureSize,
|
|---|
| 448 | BrushTransform,
|
|---|
| 449 | BrushTexture,
|
|---|
| 450 | Matrix,
|
|---|
| 451 | NumUniforms
|
|---|
| 452 | };
|
|---|
| 453 |
|
|---|
| 454 | enum OpacityMode {
|
|---|
| 455 | NoOpacity,
|
|---|
| 456 | UniformOpacity,
|
|---|
| 457 | AttributeOpacity
|
|---|
| 458 | };
|
|---|
| 459 |
|
|---|
| 460 | // There are optimizations we can do, depending on the brush transform:
|
|---|
| 461 | // 1) May not have to apply perspective-correction
|
|---|
| 462 | // 2) Can use lower precision for matrix
|
|---|
| 463 | void optimiseForBrushTransform(QTransform::TransformationType transformType);
|
|---|
| 464 | void setSrcPixelType(Qt::BrushStyle);
|
|---|
| 465 | void setSrcPixelType(PixelSrcType); // For non-brush sources, like pixmaps & images
|
|---|
| 466 | void setOpacityMode(OpacityMode);
|
|---|
| 467 | void setMaskType(MaskType);
|
|---|
| 468 | void setCompositionMode(QPainter::CompositionMode);
|
|---|
| 469 | void setCustomStage(QGLCustomShaderStage* stage);
|
|---|
| 470 | void removeCustomStage();
|
|---|
| 471 |
|
|---|
| 472 | GLuint getUniformLocation(Uniform id);
|
|---|
| 473 |
|
|---|
| 474 | void setDirty(); // someone has manually changed the current shader program
|
|---|
| 475 | bool useCorrectShaderProg(); // returns true if the shader program needed to be changed
|
|---|
| 476 |
|
|---|
| 477 | void useSimpleProgram();
|
|---|
| 478 | void useBlitProgram();
|
|---|
| 479 | void setHasComplexGeometry(bool hasComplexGeometry)
|
|---|
| 480 | {
|
|---|
| 481 | complexGeometry = hasComplexGeometry;
|
|---|
| 482 | shaderProgNeedsChanging = true;
|
|---|
| 483 | }
|
|---|
| 484 | bool hasComplexGeometry() const
|
|---|
| 485 | {
|
|---|
| 486 | return complexGeometry;
|
|---|
| 487 | }
|
|---|
| 488 |
|
|---|
| 489 | QGLShaderProgram* currentProgram(); // Returns pointer to the shader the manager has chosen
|
|---|
| 490 | QGLShaderProgram* simpleProgram(); // Used to draw into e.g. stencil buffers
|
|---|
| 491 | QGLShaderProgram* blitProgram(); // Used to blit a texture into the framebuffer
|
|---|
| 492 |
|
|---|
| 493 | QGLEngineSharedShaders* sharedShaders;
|
|---|
| 494 |
|
|---|
| 495 | private slots:
|
|---|
| 496 | void shaderProgNeedsChangingSlot() { shaderProgNeedsChanging = true; }
|
|---|
| 497 |
|
|---|
| 498 | private:
|
|---|
| 499 | QGLContext* ctx;
|
|---|
| 500 | bool shaderProgNeedsChanging;
|
|---|
| 501 | bool complexGeometry;
|
|---|
| 502 |
|
|---|
| 503 | // Current state variables which influence the choice of shader:
|
|---|
| 504 | QTransform brushTransform;
|
|---|
| 505 | int srcPixelType;
|
|---|
| 506 | OpacityMode opacityMode;
|
|---|
| 507 | MaskType maskType;
|
|---|
| 508 | QPainter::CompositionMode compositionMode;
|
|---|
| 509 | QGLCustomShaderStage* customSrcStage;
|
|---|
| 510 |
|
|---|
| 511 | QGLEngineShaderProg* currentShaderProg;
|
|---|
| 512 | };
|
|---|
| 513 |
|
|---|
| 514 | QT_END_NAMESPACE
|
|---|
| 515 |
|
|---|
| 516 | QT_END_HEADER
|
|---|
| 517 |
|
|---|
| 518 | #endif //QGLENGINE_SHADER_MANAGER_H
|
|---|