source: trunk/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp@ 1023

Last change on this file since 1023 was 846, checked in by Dmitry A. Kuminov, 14 years ago

trunk: Merged in qt 4.7.2 sources from branches/vendor/nokia/qt.

File size: 86.2 KB
Line 
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 When the active program changes, we need to update it's uniforms.
44 We could track state for each program and only update stale uniforms
45 - Could lead to lots of overhead if there's a lot of programs
46 We could update all the uniforms when the program changes
47 - Could end up updating lots of uniforms which don't need updating
48
49 Updating uniforms should be cheap, so the overhead of updating up-to-date
50 uniforms should be minimal. It's also less complex.
51
52 Things which _may_ cause a different program to be used:
53 - Change in brush/pen style
54 - Change in painter opacity
55 - Change in composition mode
56
57 Whenever we set a mode on the shader manager - it needs to tell us if it had
58 to switch to a different program.
59
60 The shader manager should only switch when we tell it to. E.g. if we set a new
61 brush style and then switch to transparent painter, we only want it to compile
62 and use the correct program when we really need it.
63*/
64
65// #define QT_OPENGL_CACHE_AS_VBOS
66
67#include "qglgradientcache_p.h"
68#include "qpaintengineex_opengl2_p.h"
69
70#include <string.h> //for memcpy
71#include <qmath.h>
72
73#include <private/qgl_p.h>
74#include <private/qmath_p.h>
75#include <private/qpaintengineex_p.h>
76#include <QPaintEngine>
77#include <private/qpainter_p.h>
78#include <private/qfontengine_p.h>
79#include <private/qpixmapdata_gl_p.h>
80#include <private/qdatabuffer_p.h>
81#include <private/qstatictext_p.h>
82#include <private/qtriangulator_p.h>
83
84#include "qglengineshadermanager_p.h"
85#include "qgl2pexvertexarray_p.h"
86#include "qtriangulatingstroker_p.h"
87#include "qtextureglyphcache_gl_p.h"
88
89#include <QDebug>
90
91QT_BEGIN_NAMESPACE
92
93#if defined(Q_OS_SYMBIAN)
94#define QT_GL_NO_SCISSOR_TEST
95#endif
96
97#if defined(Q_WS_WIN)
98extern Q_GUI_EXPORT bool qt_cleartype_enabled;
99#endif
100
101#ifdef Q_WS_MAC
102extern bool qt_applefontsmoothing_enabled;
103#endif
104
105Q_DECL_IMPORT extern QImage qt_imageForBrush(int brushStyle, bool invert);
106
107////////////////////////////////// Private Methods //////////////////////////////////////////
108
109QGL2PaintEngineExPrivate::~QGL2PaintEngineExPrivate()
110{
111 delete shaderManager;
112
113 while (pathCaches.size()) {
114 QVectorPath::CacheEntry *e = *(pathCaches.constBegin());
115 e->cleanup(e->engine, e->data);
116 e->data = 0;
117 e->engine = 0;
118 }
119
120 if (elementIndicesVBOId != 0) {
121 glDeleteBuffers(1, &elementIndicesVBOId);
122 elementIndicesVBOId = 0;
123 }
124}
125
126void QGL2PaintEngineExPrivate::updateTextureFilter(GLenum target, GLenum wrapMode, bool smoothPixmapTransform, GLuint id)
127{
128// glActiveTexture(GL_TEXTURE0 + QT_BRUSH_TEXTURE_UNIT); //### Is it always this texture unit?
129 if (id != GLuint(-1) && id == lastTextureUsed)
130 return;
131
132 lastTextureUsed = id;
133
134 if (smoothPixmapTransform) {
135 glTexParameterf(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
136 glTexParameterf(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
137 } else {
138 glTexParameterf(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
139 glTexParameterf(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
140 }
141 glTexParameterf(target, GL_TEXTURE_WRAP_S, wrapMode);
142 glTexParameterf(target, GL_TEXTURE_WRAP_T, wrapMode);
143}
144
145
146inline QColor qt_premultiplyColor(QColor c, GLfloat opacity)
147{
148 qreal alpha = c.alphaF() * opacity;
149 c.setAlphaF(alpha);
150 c.setRedF(c.redF() * alpha);
151 c.setGreenF(c.greenF() * alpha);
152 c.setBlueF(c.blueF() * alpha);
153 return c;
154}
155
156
157void QGL2PaintEngineExPrivate::setBrush(const QBrush& brush)
158{
159 if (qbrush_fast_equals(currentBrush, brush))
160 return;
161
162 const Qt::BrushStyle newStyle = qbrush_style(brush);
163 Q_ASSERT(newStyle != Qt::NoBrush);
164
165 currentBrush = brush;
166 if (!currentBrushPixmap.isNull())
167 currentBrushPixmap = QPixmap();
168 brushUniformsDirty = true; // All brushes have at least one uniform
169
170 if (newStyle > Qt::SolidPattern)
171 brushTextureDirty = true;
172
173 if (currentBrush.style() == Qt::TexturePattern
174 && qHasPixmapTexture(brush) && brush.texture().isQBitmap())
175 {
176 shaderManager->setSrcPixelType(QGLEngineShaderManager::TextureSrcWithPattern);
177 } else {
178 shaderManager->setSrcPixelType(newStyle);
179 }
180 shaderManager->optimiseForBrushTransform(currentBrush.transform().type());
181}
182
183
184void QGL2PaintEngineExPrivate::useSimpleShader()
185{
186 shaderManager->useSimpleProgram();
187
188 if (matrixDirty)
189 updateMatrix();
190}
191
192void QGL2PaintEngineExPrivate::updateBrushTexture()
193{
194 Q_Q(QGL2PaintEngineEx);
195// qDebug("QGL2PaintEngineExPrivate::updateBrushTexture()");
196 Qt::BrushStyle style = currentBrush.style();
197
198 if ( (style >= Qt::Dense1Pattern) && (style <= Qt::DiagCrossPattern) ) {
199 // Get the image data for the pattern
200 QImage texImage = qt_imageForBrush(style, false);
201
202 glActiveTexture(GL_TEXTURE0 + QT_BRUSH_TEXTURE_UNIT);
203 ctx->d_func()->bindTexture(texImage, GL_TEXTURE_2D, GL_RGBA, QGLContext::InternalBindOption);
204 updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, q->state()->renderHints & QPainter::SmoothPixmapTransform);
205 }
206 else if (style >= Qt::LinearGradientPattern && style <= Qt::ConicalGradientPattern) {
207 // Gradiant brush: All the gradiants use the same texture
208
209 const QGradient* g = currentBrush.gradient();
210
211 // We apply global opacity in the fragment shaders, so we always pass 1.0
212 // for opacity to the cache.
213 GLuint texId = QGL2GradientCache::cacheForContext(ctx)->getBuffer(*g, 1.0);
214
215 glActiveTexture(GL_TEXTURE0 + QT_BRUSH_TEXTURE_UNIT);
216 glBindTexture(GL_TEXTURE_2D, texId);
217
218 if (g->spread() == QGradient::RepeatSpread || g->type() == QGradient::ConicalGradient)
219 updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, q->state()->renderHints & QPainter::SmoothPixmapTransform);
220 else if (g->spread() == QGradient::ReflectSpread)
221 updateTextureFilter(GL_TEXTURE_2D, GL_MIRRORED_REPEAT_IBM, q->state()->renderHints & QPainter::SmoothPixmapTransform);
222 else
223 updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE, q->state()->renderHints & QPainter::SmoothPixmapTransform);
224 }
225 else if (style == Qt::TexturePattern) {
226 currentBrushPixmap = currentBrush.texture();
227
228 int max_texture_size = ctx->d_func()->maxTextureSize();
229 if (currentBrushPixmap.width() > max_texture_size || currentBrushPixmap.height() > max_texture_size)
230 currentBrushPixmap = currentBrushPixmap.scaled(max_texture_size, max_texture_size, Qt::KeepAspectRatio);
231
232 glActiveTexture(GL_TEXTURE0 + QT_BRUSH_TEXTURE_UNIT);
233 QGLTexture *tex = ctx->d_func()->bindTexture(currentBrushPixmap, GL_TEXTURE_2D, GL_RGBA,
234 QGLContext::InternalBindOption |
235 QGLContext::CanFlipNativePixmapBindOption);
236 updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, q->state()->renderHints & QPainter::SmoothPixmapTransform);
237 textureInvertedY = tex->options & QGLContext::InvertedYBindOption ? -1 : 1;
238 }
239 brushTextureDirty = false;
240}
241
242
243void QGL2PaintEngineExPrivate::updateBrushUniforms()
244{
245// qDebug("QGL2PaintEngineExPrivate::updateBrushUniforms()");
246 Qt::BrushStyle style = currentBrush.style();
247
248 if (style == Qt::NoBrush)
249 return;
250
251 QTransform brushQTransform = currentBrush.transform();
252
253 if (style == Qt::SolidPattern) {
254 QColor col = qt_premultiplyColor(currentBrush.color(), (GLfloat)q->state()->opacity);
255 shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::FragmentColor), col);
256 }
257 else {
258 // All other brushes have a transform and thus need the translation point:
259 QPointF translationPoint;
260
261 if (style <= Qt::DiagCrossPattern) {
262 QColor col = qt_premultiplyColor(currentBrush.color(), (GLfloat)q->state()->opacity);
263
264 shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::PatternColor), col);
265
266 QVector2D halfViewportSize(width*0.5, height*0.5);
267 shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::HalfViewportSize), halfViewportSize);
268 }
269 else if (style == Qt::LinearGradientPattern) {
270 const QLinearGradient *g = static_cast<const QLinearGradient *>(currentBrush.gradient());
271
272 QPointF realStart = g->start();
273 QPointF realFinal = g->finalStop();
274 translationPoint = realStart;
275
276 QPointF l = realFinal - realStart;
277
278 QVector3D linearData(
279 l.x(),
280 l.y(),
281 1.0f / (l.x() * l.x() + l.y() * l.y())
282 );
283
284 shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::LinearData), linearData);
285
286 QVector2D halfViewportSize(width*0.5, height*0.5);
287 shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::HalfViewportSize), halfViewportSize);
288 }
289 else if (style == Qt::ConicalGradientPattern) {
290 const QConicalGradient *g = static_cast<const QConicalGradient *>(currentBrush.gradient());
291 translationPoint = g->center();
292
293 GLfloat angle = -(g->angle() * 2 * Q_PI) / 360.0;
294
295 shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::Angle), angle);
296
297 QVector2D halfViewportSize(width*0.5, height*0.5);
298 shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::HalfViewportSize), halfViewportSize);
299 }
300 else if (style == Qt::RadialGradientPattern) {
301 const QRadialGradient *g = static_cast<const QRadialGradient *>(currentBrush.gradient());
302 QPointF realCenter = g->center();
303 QPointF realFocal = g->focalPoint();
304 qreal realRadius = g->radius();
305 translationPoint = realFocal;
306
307 QPointF fmp = realCenter - realFocal;
308 shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::Fmp), fmp);
309
310 GLfloat fmp2_m_radius2 = -fmp.x() * fmp.x() - fmp.y() * fmp.y() + realRadius*realRadius;
311 shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::Fmp2MRadius2), fmp2_m_radius2);
312 shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::Inverse2Fmp2MRadius2),
313 GLfloat(1.0 / (2.0*fmp2_m_radius2)));
314
315 QVector2D halfViewportSize(width*0.5, height*0.5);
316 shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::HalfViewportSize), halfViewportSize);
317 }
318 else if (style == Qt::TexturePattern) {
319 const QPixmap& texPixmap = currentBrush.texture();
320
321 if (qHasPixmapTexture(currentBrush) && currentBrush.texture().isQBitmap()) {
322 QColor col = qt_premultiplyColor(currentBrush.color(), (GLfloat)q->state()->opacity);
323 shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::PatternColor), col);
324 }
325
326 QSizeF invertedTextureSize(1.0 / texPixmap.width(), 1.0 / texPixmap.height());
327 shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::InvertedTextureSize), invertedTextureSize);
328
329 QVector2D halfViewportSize(width*0.5, height*0.5);
330 shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::HalfViewportSize), halfViewportSize);
331 }
332 else
333 qWarning("QGL2PaintEngineEx: Unimplemented fill style");
334
335 const QPointF &brushOrigin = q->state()->brushOrigin;
336 QTransform matrix = q->state()->matrix;
337 matrix.translate(brushOrigin.x(), brushOrigin.y());
338
339 QTransform translate(1, 0, 0, 1, -translationPoint.x(), -translationPoint.y());
340 QTransform gl_to_qt(1, 0, 0, -1, 0, height);
341 QTransform inv_matrix;
342 if (style == Qt::TexturePattern && textureInvertedY == -1)
343 inv_matrix = gl_to_qt * (QTransform(1, 0, 0, -1, 0, currentBrush.texture().height()) * brushQTransform * matrix).inverted() * translate;
344 else
345 inv_matrix = gl_to_qt * (brushQTransform * matrix).inverted() * translate;
346
347 shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::BrushTransform), inv_matrix);
348 shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::BrushTexture), QT_BRUSH_TEXTURE_UNIT);
349 }
350 brushUniformsDirty = false;
351}
352
353
354// This assumes the shader manager has already setup the correct shader program
355void QGL2PaintEngineExPrivate::updateMatrix()
356{
357// qDebug("QGL2PaintEngineExPrivate::updateMatrix()");
358
359 const QTransform& transform = q->state()->matrix;
360
361 // The projection matrix converts from Qt's coordinate system to GL's coordinate system
362 // * GL's viewport is 2x2, Qt's is width x height
363 // * GL has +y -> -y going from bottom -> top, Qt is the other way round
364 // * GL has [0,0] in the center, Qt has it in the top-left
365 //
366 // This results in the Projection matrix below, which is multiplied by the painter's
367 // transformation matrix, as shown below:
368 //
369 // Projection Matrix Painter Transform
370 // ------------------------------------------------ ------------------------
371 // | 2.0 / width | 0.0 | -1.0 | | m11 | m21 | dx |
372 // | 0.0 | -2.0 / height | 1.0 | * | m12 | m22 | dy |
373 // | 0.0 | 0.0 | 1.0 | | m13 | m23 | m33 |
374 // ------------------------------------------------ ------------------------
375 //
376 // NOTE: The resultant matrix is also transposed, as GL expects column-major matracies
377
378 const GLfloat wfactor = 2.0f / width;
379 const GLfloat hfactor = -2.0f / height;
380 GLfloat dx = transform.dx();
381 GLfloat dy = transform.dy();
382
383 // Non-integer translates can have strange effects for some rendering operations such as
384 // anti-aliased text rendering. In such cases, we snap the translate to the pixel grid.
385 if (snapToPixelGrid && transform.type() == QTransform::TxTranslate) {
386 // 0.50 needs to rounded down to 0.0 for consistency with raster engine:
387 dx = ceilf(dx - 0.5f);
388 dy = ceilf(dy - 0.5f);
389 }
390#ifndef Q_OS_SYMBIAN
391 if (addOffset) {
392 dx += 0.49f;
393 dy += 0.49f;
394 }
395#endif
396 pmvMatrix[0][0] = (wfactor * transform.m11()) - transform.m13();
397 pmvMatrix[1][0] = (wfactor * transform.m21()) - transform.m23();
398 pmvMatrix[2][0] = (wfactor * dx) - transform.m33();
399 pmvMatrix[0][1] = (hfactor * transform.m12()) + transform.m13();
400 pmvMatrix[1][1] = (hfactor * transform.m22()) + transform.m23();
401 pmvMatrix[2][1] = (hfactor * dy) + transform.m33();
402 pmvMatrix[0][2] = transform.m13();
403 pmvMatrix[1][2] = transform.m23();
404 pmvMatrix[2][2] = transform.m33();
405
406 // 1/10000 == 0.0001, so we have good enough res to cover curves
407 // that span the entire widget...
408 inverseScale = qMax(1 / qMax( qMax(qAbs(transform.m11()), qAbs(transform.m22())),
409 qMax(qAbs(transform.m12()), qAbs(transform.m21())) ),
410 qreal(0.0001));
411
412 matrixDirty = false;
413 matrixUniformDirty = true;
414
415 // Set the PMV matrix attribute. As we use an attributes rather than uniforms, we only
416 // need to do this once for every matrix change and persists across all shader programs.
417 glVertexAttrib3fv(QT_PMV_MATRIX_1_ATTR, pmvMatrix[0]);
418 glVertexAttrib3fv(QT_PMV_MATRIX_2_ATTR, pmvMatrix[1]);
419 glVertexAttrib3fv(QT_PMV_MATRIX_3_ATTR, pmvMatrix[2]);
420
421 dasher.setInvScale(inverseScale);
422 stroker.setInvScale(inverseScale);
423}
424
425
426void QGL2PaintEngineExPrivate::updateCompositionMode()
427{
428 // NOTE: The entire paint engine works on pre-multiplied data - which is why some of these
429 // composition modes look odd.
430// qDebug() << "QGL2PaintEngineExPrivate::updateCompositionMode() - Setting GL composition mode for " << q->state()->composition_mode;
431 switch(q->state()->composition_mode) {
432 case QPainter::CompositionMode_SourceOver:
433 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
434 break;
435 case QPainter::CompositionMode_DestinationOver:
436 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ONE);
437 break;
438 case QPainter::CompositionMode_Clear:
439 glBlendFunc(GL_ZERO, GL_ZERO);
440 break;
441 case QPainter::CompositionMode_Source:
442 glBlendFunc(GL_ONE, GL_ZERO);
443 break;
444 case QPainter::CompositionMode_Destination:
445 glBlendFunc(GL_ZERO, GL_ONE);
446 break;
447 case QPainter::CompositionMode_SourceIn:
448 glBlendFunc(GL_DST_ALPHA, GL_ZERO);
449 break;
450 case QPainter::CompositionMode_DestinationIn:
451 glBlendFunc(GL_ZERO, GL_SRC_ALPHA);
452 break;
453 case QPainter::CompositionMode_SourceOut:
454 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
455 break;
456 case QPainter::CompositionMode_DestinationOut:
457 glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_ALPHA);
458 break;
459 case QPainter::CompositionMode_SourceAtop:
460 glBlendFunc(GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
461 break;
462 case QPainter::CompositionMode_DestinationAtop:
463 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA);
464 break;
465 case QPainter::CompositionMode_Xor:
466 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
467 break;
468 case QPainter::CompositionMode_Plus:
469 glBlendFunc(GL_ONE, GL_ONE);
470 break;
471 default:
472 qWarning("Unsupported composition mode");
473 break;
474 }
475
476 compositionModeDirty = false;
477}
478
479static inline void setCoords(GLfloat *coords, const QGLRect &rect)
480{
481 coords[0] = rect.left;
482 coords[1] = rect.top;
483 coords[2] = rect.right;
484 coords[3] = rect.top;
485 coords[4] = rect.right;
486 coords[5] = rect.bottom;
487 coords[6] = rect.left;
488 coords[7] = rect.bottom;
489}
490
491void QGL2PaintEngineExPrivate::drawTexture(const QGLRect& dest, const QGLRect& src, const QSize &textureSize, bool opaque, bool pattern)
492{
493 // Setup for texture drawing
494 currentBrush = noBrush;
495 shaderManager->setSrcPixelType(pattern ? QGLEngineShaderManager::PatternSrc : QGLEngineShaderManager::ImageSrc);
496
497 if (addOffset) {
498 addOffset = false;
499 matrixDirty = true;
500 }
501
502 if (snapToPixelGrid) {
503 snapToPixelGrid = false;
504 matrixDirty = true;
505 }
506
507 if (prepareForDraw(opaque))
508 shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::ImageTexture), QT_IMAGE_TEXTURE_UNIT);
509
510 if (pattern) {
511 QColor col = qt_premultiplyColor(q->state()->pen.color(), (GLfloat)q->state()->opacity);
512 shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::PatternColor), col);
513 }
514
515 GLfloat dx = 1.0 / textureSize.width();
516 GLfloat dy = 1.0 / textureSize.height();
517
518 QGLRect srcTextureRect(src.left*dx, src.top*dy, src.right*dx, src.bottom*dy);
519
520 setCoords(staticVertexCoordinateArray, dest);
521 setCoords(staticTextureCoordinateArray, srcTextureRect);
522
523 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
524}
525
526void QGL2PaintEngineEx::beginNativePainting()
527{
528 Q_D(QGL2PaintEngineEx);
529 ensureActive();
530 d->transferMode(BrushDrawingMode);
531
532 d->nativePaintingActive = true;
533
534 QGLContext *ctx = d->ctx;
535 glUseProgram(0);
536
537 // Disable all the vertex attribute arrays:
538 for (int i = 0; i < QT_GL_VERTEX_ARRAY_TRACKED_COUNT; ++i)
539 glDisableVertexAttribArray(i);
540
541#ifndef QT_OPENGL_ES_2
542 // be nice to people who mix OpenGL 1.x code with QPainter commands
543 // by setting modelview and projection matrices to mirror the GL 1
544 // paint engine
545 const QTransform& mtx = state()->matrix;
546
547 float mv_matrix[4][4] =
548 {
549 { float(mtx.m11()), float(mtx.m12()), 0, float(mtx.m13()) },
550 { float(mtx.m21()), float(mtx.m22()), 0, float(mtx.m23()) },
551 { 0, 0, 1, 0 },
552 { float(mtx.dx()), float(mtx.dy()), 0, float(mtx.m33()) }
553 };
554
555 const QSize sz = d->device->size();
556
557 glMatrixMode(GL_PROJECTION);
558 glLoadIdentity();
559 glOrtho(0, sz.width(), sz.height(), 0, -999999, 999999);
560
561 glMatrixMode(GL_MODELVIEW);
562 glLoadMatrixf(&mv_matrix[0][0]);
563#else
564 Q_UNUSED(ctx);
565#endif
566
567 d->lastTextureUsed = GLuint(-1);
568 d->dirtyStencilRegion = QRect(0, 0, d->width, d->height);
569 d->resetGLState();
570
571 d->shaderManager->setDirty();
572
573 d->needsSync = true;
574}
575
576void QGL2PaintEngineExPrivate::resetGLState()
577{
578 glDisable(GL_BLEND);
579 glActiveTexture(GL_TEXTURE0);
580 glDisable(GL_STENCIL_TEST);
581 glDisable(GL_DEPTH_TEST);
582 glDisable(GL_SCISSOR_TEST);
583 glDepthMask(true);
584 glDepthFunc(GL_LESS);
585 glClearDepth(1);
586 glStencilMask(0xff);
587 glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
588 glStencilFunc(GL_ALWAYS, 0, 0xff);
589 ctx->d_func()->setVertexAttribArrayEnabled(QT_TEXTURE_COORDS_ATTR, false);
590 ctx->d_func()->setVertexAttribArrayEnabled(QT_VERTEX_COORDS_ATTR, false);
591 ctx->d_func()->setVertexAttribArrayEnabled(QT_OPACITY_ATTR, false);
592#ifndef QT_OPENGL_ES_2
593 glColor4f(1.0f, 1.0f, 1.0f, 1.0f); // color may have been changed by glVertexAttrib()
594#endif
595}
596
597void QGL2PaintEngineEx::endNativePainting()
598{
599 Q_D(QGL2PaintEngineEx);
600 d->needsSync = true;
601 d->nativePaintingActive = false;
602}
603
604void QGL2PaintEngineEx::invalidateState()
605{
606 Q_D(QGL2PaintEngineEx);
607 d->needsSync = true;
608}
609
610bool QGL2PaintEngineEx::isNativePaintingActive() const {
611 Q_D(const QGL2PaintEngineEx);
612 return d->nativePaintingActive;
613}
614
615void QGL2PaintEngineExPrivate::transferMode(EngineMode newMode)
616{
617 if (newMode == mode)
618 return;
619
620 if (mode == TextDrawingMode || mode == ImageDrawingMode || mode == ImageArrayDrawingMode) {
621 lastTextureUsed = GLuint(-1);
622 }
623
624 if (newMode == TextDrawingMode) {
625 shaderManager->setHasComplexGeometry(true);
626 } else {
627 shaderManager->setHasComplexGeometry(false);
628 }
629
630 if (newMode == ImageDrawingMode) {
631 setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, staticVertexCoordinateArray);
632 setVertexAttributePointer(QT_TEXTURE_COORDS_ATTR, staticTextureCoordinateArray);
633 }
634
635 if (newMode == ImageArrayDrawingMode) {
636 setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, (GLfloat*)vertexCoordinateArray.data());
637 setVertexAttributePointer(QT_TEXTURE_COORDS_ATTR, (GLfloat*)textureCoordinateArray.data());
638 setVertexAttributePointer(QT_OPACITY_ATTR, (GLfloat*)opacityArray.data());
639 }
640
641 // This needs to change when we implement high-quality anti-aliasing...
642 if (newMode != TextDrawingMode)
643 shaderManager->setMaskType(QGLEngineShaderManager::NoMask);
644
645 mode = newMode;
646}
647
648struct QGL2PEVectorPathCache
649{
650#ifdef QT_OPENGL_CACHE_AS_VBOS
651 GLuint vbo;
652 GLuint ibo;
653#else
654 float *vertices;
655 void *indices;
656#endif
657 int vertexCount;
658 int indexCount;
659 GLenum primitiveType;
660 qreal iscale;
661};
662
663void QGL2PaintEngineExPrivate::cleanupVectorPath(QPaintEngineEx *engine, void *data)
664{
665 QGL2PEVectorPathCache *c = (QGL2PEVectorPathCache *) data;
666#ifdef QT_OPENGL_CACHE_AS_VBOS
667 Q_ASSERT(engine->type() == QPaintEngine::OpenGL2);
668 static_cast<QGL2PaintEngineEx *>(engine)->d_func()->unusedVBOSToClean << c->vbo;
669 if (c->ibo)
670 d->unusedIBOSToClean << c->ibo;
671#else
672 Q_UNUSED(engine);
673 qFree(c->vertices);
674 qFree(c->indices);
675#endif
676 delete c;
677}
678
679// Assumes everything is configured for the brush you want to use
680void QGL2PaintEngineExPrivate::fill(const QVectorPath& path)
681{
682 transferMode(BrushDrawingMode);
683
684 const QOpenGL2PaintEngineState *s = q->state();
685 const bool newAddOffset = !(s->renderHints & QPainter::Antialiasing) &&
686 (qbrush_style(currentBrush) == Qt::SolidPattern) &&
687 !multisamplingAlwaysEnabled;
688
689 if (addOffset != newAddOffset) {
690 addOffset = newAddOffset;
691 matrixDirty = true;
692 }
693
694 if (snapToPixelGrid) {
695 snapToPixelGrid = false;
696 matrixDirty = true;
697 }
698
699 // Might need to call updateMatrix to re-calculate inverseScale
700 if (matrixDirty)
701 updateMatrix();
702
703 const QPointF* const points = reinterpret_cast<const QPointF*>(path.points());
704
705 // Check to see if there's any hints
706 if (path.shape() == QVectorPath::RectangleHint) {
707 QGLRect rect(points[0].x(), points[0].y(), points[2].x(), points[2].y());
708 prepareForDraw(currentBrush.isOpaque());
709 composite(rect);
710 } else if (path.isConvex()) {
711
712 if (path.isCacheable()) {
713 QVectorPath::CacheEntry *data = path.lookupCacheData(q);
714 QGL2PEVectorPathCache *cache;
715
716 bool updateCache = false;
717
718 if (data) {
719 cache = (QGL2PEVectorPathCache *) data->data;
720 // Check if scale factor is exceeded for curved paths and generate curves if so...
721 if (path.isCurved()) {
722 qreal scaleFactor = cache->iscale / inverseScale;
723 if (scaleFactor < 0.5 || scaleFactor > 2.0) {
724#ifdef QT_OPENGL_CACHE_AS_VBOS
725 glDeleteBuffers(1, &cache->vbo);
726 cache->vbo = 0;
727 Q_ASSERT(cache->ibo == 0);
728#else
729 qFree(cache->vertices);
730 Q_ASSERT(cache->indices == 0);
731#endif
732 updateCache = true;
733 }
734 }
735 } else {
736 cache = new QGL2PEVectorPathCache;
737 data = const_cast<QVectorPath &>(path).addCacheData(q, cache, cleanupVectorPath);
738 updateCache = true;
739 }
740
741 // Flatten the path at the current scale factor and fill it into the cache struct.
742 if (updateCache) {
743 vertexCoordinateArray.clear();
744 vertexCoordinateArray.addPath(path, inverseScale, false);
745 int vertexCount = vertexCoordinateArray.vertexCount();
746 int floatSizeInBytes = vertexCount * 2 * sizeof(float);
747 cache->vertexCount = vertexCount;
748 cache->indexCount = 0;
749 cache->primitiveType = GL_TRIANGLE_FAN;
750 cache->iscale = inverseScale;
751#ifdef QT_OPENGL_CACHE_AS_VBOS
752 glGenBuffers(1, &cache->vbo);
753 glBindBuffer(GL_ARRAY_BUFFER, cache->vbo);
754 glBufferData(GL_ARRAY_BUFFER, floatSizeInBytes, vertexCoordinateArray.data(), GL_STATIC_DRAW);
755 cache->ibo = 0;
756#else
757 cache->vertices = (float *) qMalloc(floatSizeInBytes);
758 memcpy(cache->vertices, vertexCoordinateArray.data(), floatSizeInBytes);
759 cache->indices = 0;
760#endif
761 }
762
763 prepareForDraw(currentBrush.isOpaque());
764#ifdef QT_OPENGL_CACHE_AS_VBOS
765 glBindBuffer(GL_ARRAY_BUFFER, cache->vbo);
766 setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, 0);
767#else
768 setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, cache->vertices);
769#endif
770 glDrawArrays(cache->primitiveType, 0, cache->vertexCount);
771
772 } else {
773 // printf(" - Marking path as cachable...\n");
774 // Tag it for later so that if the same path is drawn twice, it is assumed to be static and thus cachable
775 path.makeCacheable();
776 vertexCoordinateArray.clear();
777 vertexCoordinateArray.addPath(path, inverseScale, false);
778 prepareForDraw(currentBrush.isOpaque());
779 drawVertexArrays(vertexCoordinateArray, GL_TRIANGLE_FAN);
780 }
781
782 } else {
783 bool useCache = path.isCacheable();
784 if (useCache) {
785 QRectF bbox = path.controlPointRect();
786 // If the path doesn't fit within these limits, it is possible that the triangulation will fail.
787 useCache &= (bbox.left() > -0x8000 * inverseScale)
788 && (bbox.right() < 0x8000 * inverseScale)
789 && (bbox.top() > -0x8000 * inverseScale)
790 && (bbox.bottom() < 0x8000 * inverseScale);
791 }
792
793 if (useCache) {
794 QVectorPath::CacheEntry *data = path.lookupCacheData(q);
795 QGL2PEVectorPathCache *cache;
796
797 bool updateCache = false;
798
799 if (data) {
800 cache = (QGL2PEVectorPathCache *) data->data;
801 // Check if scale factor is exceeded for curved paths and generate curves if so...
802 if (path.isCurved()) {
803 qreal scaleFactor = cache->iscale / inverseScale;
804 if (scaleFactor < 0.5 || scaleFactor > 2.0) {
805#ifdef QT_OPENGL_CACHE_AS_VBOS
806 glDeleteBuffers(1, &cache->vbo);
807 glDeleteBuffers(1, &cache->ibo);
808#else
809 qFree(cache->vertices);
810 qFree(cache->indices);
811#endif
812 updateCache = true;
813 }
814 }
815 } else {
816 cache = new QGL2PEVectorPathCache;
817 data = const_cast<QVectorPath &>(path).addCacheData(q, cache, cleanupVectorPath);
818 updateCache = true;
819 }
820
821 // Flatten the path at the current scale factor and fill it into the cache struct.
822 if (updateCache) {
823 QTriangleSet polys = qTriangulate(path, QTransform().scale(1 / inverseScale, 1 / inverseScale));
824 cache->vertexCount = polys.vertices.size() / 2;
825 cache->indexCount = polys.indices.size();
826 cache->primitiveType = GL_TRIANGLES;
827 cache->iscale = inverseScale;
828#ifdef QT_OPENGL_CACHE_AS_VBOS
829 glGenBuffers(1, &cache->vbo);
830 glGenBuffers(1, &cache->ibo);
831 glBindBuffer(GL_ARRAY_BUFFER, cache->vbo);
832 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, cache->ibo);
833
834 if (QGLExtensions::glExtensions() & QGLExtensions::ElementIndexUint)
835 glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(quint32) * polys.indices.size(), polys.indices.data(), GL_STATIC_DRAW);
836 else
837 glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(quint16) * polys.indices.size(), polys.indices.data(), GL_STATIC_DRAW);
838
839 QVarLengthArray<float> vertices(polys.vertices.size());
840 for (int i = 0; i < polys.vertices.size(); ++i)
841 vertices[i] = float(inverseScale * polys.vertices.at(i));
842 glBufferData(GL_ARRAY_BUFFER, sizeof(float) * vertices.size(), vertices.data(), GL_STATIC_DRAW);
843#else
844 cache->vertices = (float *) qMalloc(sizeof(float) * polys.vertices.size());
845 if (QGLExtensions::glExtensions() & QGLExtensions::ElementIndexUint) {
846 cache->indices = (quint32 *) qMalloc(sizeof(quint32) * polys.indices.size());
847 memcpy(cache->indices, polys.indices.data(), sizeof(quint32) * polys.indices.size());
848 } else {
849 cache->indices = (quint16 *) qMalloc(sizeof(quint16) * polys.indices.size());
850 memcpy(cache->indices, polys.indices.data(), sizeof(quint16) * polys.indices.size());
851 }
852 for (int i = 0; i < polys.vertices.size(); ++i)
853 cache->vertices[i] = float(inverseScale * polys.vertices.at(i));
854#endif
855 }
856
857 prepareForDraw(currentBrush.isOpaque());
858#ifdef QT_OPENGL_CACHE_AS_VBOS
859 glBindBuffer(GL_ARRAY_BUFFER, cache->vbo);
860 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, cache->ibo);
861 setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, 0);
862 if (QGLExtensions::glExtensions() & QGLExtensions::ElementIndexUint)
863 glDrawElements(cache->primitiveType, cache->indexCount, GL_UNSIGNED_INT, 0);
864 else
865 glDrawElements(cache->primitiveType, cache->indexCount, GL_UNSIGNED_SHORT, 0);
866 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
867 glBindBuffer(GL_ARRAY_BUFFER, 0);
868#else
869 setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, cache->vertices);
870 if (QGLExtensions::glExtensions() & QGLExtensions::ElementIndexUint)
871 glDrawElements(cache->primitiveType, cache->indexCount, GL_UNSIGNED_INT, (qint32 *)cache->indices);
872 else
873 glDrawElements(cache->primitiveType, cache->indexCount, GL_UNSIGNED_SHORT, (qint16 *)cache->indices);
874#endif
875
876 } else {
877 // printf(" - Marking path as cachable...\n");
878 // Tag it for later so that if the same path is drawn twice, it is assumed to be static and thus cachable
879 path.makeCacheable();
880
881 // The path is too complicated & needs the stencil technique
882 vertexCoordinateArray.clear();
883 vertexCoordinateArray.addPath(path, inverseScale, false);
884
885 fillStencilWithVertexArray(vertexCoordinateArray, path.hasWindingFill());
886
887 glStencilMask(0xff);
888 glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE);
889
890 if (q->state()->clipTestEnabled) {
891 // Pass when high bit is set, replace stencil value with current clip
892 glStencilFunc(GL_NOTEQUAL, q->state()->currentClip, GL_STENCIL_HIGH_BIT);
893 } else if (path.hasWindingFill()) {
894 // Pass when any bit is set, replace stencil value with 0
895 glStencilFunc(GL_NOTEQUAL, 0, 0xff);
896 } else {
897 // Pass when high bit is set, replace stencil value with 0
898 glStencilFunc(GL_NOTEQUAL, 0, GL_STENCIL_HIGH_BIT);
899 }
900 prepareForDraw(currentBrush.isOpaque());
901
902 // Stencil the brush onto the dest buffer
903 composite(vertexCoordinateArray.boundingRect());
904 glStencilMask(0);
905 updateClipScissorTest();
906 }
907 }
908}
909
910
911void QGL2PaintEngineExPrivate::fillStencilWithVertexArray(const float *data,
912 int count,
913 int *stops,
914 int stopCount,
915 const QGLRect &bounds,
916 StencilFillMode mode)
917{
918 Q_ASSERT(count || stops);
919
920// qDebug("QGL2PaintEngineExPrivate::fillStencilWithVertexArray()");
921 glStencilMask(0xff); // Enable stencil writes
922
923 if (dirtyStencilRegion.intersects(currentScissorBounds)) {
924 QVector<QRect> clearRegion = dirtyStencilRegion.intersected(currentScissorBounds).rects();
925 glClearStencil(0); // Clear to zero
926 for (int i = 0; i < clearRegion.size(); ++i) {
927#ifndef QT_GL_NO_SCISSOR_TEST
928 setScissor(clearRegion.at(i));
929#endif
930 glClear(GL_STENCIL_BUFFER_BIT);
931 }
932
933 dirtyStencilRegion -= currentScissorBounds;
934
935#ifndef QT_GL_NO_SCISSOR_TEST
936 updateClipScissorTest();
937#endif
938 }
939
940 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); // Disable color writes
941 useSimpleShader();
942 glEnable(GL_STENCIL_TEST); // For some reason, this has to happen _after_ the simple shader is use()'d
943
944 if (mode == WindingFillMode) {
945 Q_ASSERT(stops && !count);
946 if (q->state()->clipTestEnabled) {
947 // Flatten clip values higher than current clip, and set high bit to match current clip
948 glStencilFunc(GL_LEQUAL, GL_STENCIL_HIGH_BIT | q->state()->currentClip, ~GL_STENCIL_HIGH_BIT);
949 glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE);
950 composite(bounds);
951
952 glStencilFunc(GL_EQUAL, GL_STENCIL_HIGH_BIT, GL_STENCIL_HIGH_BIT);
953 } else if (!stencilClean) {
954 // Clear stencil buffer within bounding rect
955 glStencilFunc(GL_ALWAYS, 0, 0xff);
956 glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO);
957 composite(bounds);
958 }
959
960 // Inc. for front-facing triangle
961 glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_INCR_WRAP, GL_INCR_WRAP);
962 // Dec. for back-facing "holes"
963 glStencilOpSeparate(GL_BACK, GL_KEEP, GL_DECR_WRAP, GL_DECR_WRAP);
964 glStencilMask(~GL_STENCIL_HIGH_BIT);
965 drawVertexArrays(data, stops, stopCount, GL_TRIANGLE_FAN);
966
967 if (q->state()->clipTestEnabled) {
968 // Clear high bit of stencil outside of path
969 glStencilFunc(GL_EQUAL, q->state()->currentClip, ~GL_STENCIL_HIGH_BIT);
970 glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE);
971 glStencilMask(GL_STENCIL_HIGH_BIT);
972 composite(bounds);
973 }
974 } else if (mode == OddEvenFillMode) {
975 glStencilMask(GL_STENCIL_HIGH_BIT);
976 glStencilOp(GL_KEEP, GL_KEEP, GL_INVERT); // Simply invert the stencil bit
977 drawVertexArrays(data, stops, stopCount, GL_TRIANGLE_FAN);
978
979 } else { // TriStripStrokeFillMode
980 Q_ASSERT(count && !stops); // tristrips generated directly, so no vertexArray or stops
981 glStencilMask(GL_STENCIL_HIGH_BIT);
982#if 0
983 glStencilOp(GL_KEEP, GL_KEEP, GL_INVERT); // Simply invert the stencil bit
984 setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, data);
985 glDrawArrays(GL_TRIANGLE_STRIP, 0, count);
986#else
987
988 glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
989 if (q->state()->clipTestEnabled) {
990 glStencilFunc(GL_LEQUAL, q->state()->currentClip | GL_STENCIL_HIGH_BIT,
991 ~GL_STENCIL_HIGH_BIT);
992 } else {
993 glStencilFunc(GL_ALWAYS, GL_STENCIL_HIGH_BIT, 0xff);
994 }
995 setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, data);
996 glDrawArrays(GL_TRIANGLE_STRIP, 0, count);
997#endif
998 }
999
1000 // Enable color writes & disable stencil writes
1001 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
1002}
1003
1004/*
1005 If the maximum value in the stencil buffer is GL_STENCIL_HIGH_BIT - 1,
1006 restore the stencil buffer to a pristine state. The current clip region
1007 is set to 1, and the rest to 0.
1008*/
1009void QGL2PaintEngineExPrivate::resetClipIfNeeded()
1010{
1011 if (maxClip != (GL_STENCIL_HIGH_BIT - 1))
1012 return;
1013
1014 Q_Q(QGL2PaintEngineEx);
1015
1016 useSimpleShader();
1017 glEnable(GL_STENCIL_TEST);
1018 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
1019
1020 QRectF bounds = q->state()->matrix.inverted().mapRect(QRectF(0, 0, width, height));
1021 QGLRect rect(bounds.left(), bounds.top(), bounds.right(), bounds.bottom());
1022
1023 // Set high bit on clip region
1024 glStencilFunc(GL_LEQUAL, q->state()->currentClip, 0xff);
1025 glStencilOp(GL_KEEP, GL_INVERT, GL_INVERT);
1026 glStencilMask(GL_STENCIL_HIGH_BIT);
1027 composite(rect);
1028
1029 // Reset clipping to 1 and everything else to zero
1030 glStencilFunc(GL_NOTEQUAL, 0x01, GL_STENCIL_HIGH_BIT);
1031 glStencilOp(GL_ZERO, GL_REPLACE, GL_REPLACE);
1032 glStencilMask(0xff);
1033 composite(rect);
1034
1035 q->state()->currentClip = 1;
1036 q->state()->canRestoreClip = false;
1037
1038 maxClip = 1;
1039
1040 glStencilMask(0x0);
1041 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
1042}
1043
1044bool QGL2PaintEngineExPrivate::prepareForDraw(bool srcPixelsAreOpaque)
1045{
1046 if (brushTextureDirty && mode != ImageDrawingMode && mode != ImageArrayDrawingMode)
1047 updateBrushTexture();
1048
1049 if (compositionModeDirty)
1050 updateCompositionMode();
1051
1052 if (matrixDirty)
1053 updateMatrix();
1054
1055 const bool stateHasOpacity = q->state()->opacity < 0.99f;
1056 if (q->state()->composition_mode == QPainter::CompositionMode_Source
1057 || (q->state()->composition_mode == QPainter::CompositionMode_SourceOver
1058 && srcPixelsAreOpaque && !stateHasOpacity))
1059 {
1060 glDisable(GL_BLEND);
1061 } else {
1062 glEnable(GL_BLEND);
1063 }
1064
1065 QGLEngineShaderManager::OpacityMode opacityMode;
1066 if (mode == ImageArrayDrawingMode) {
1067 opacityMode = QGLEngineShaderManager::AttributeOpacity;
1068 } else {
1069 opacityMode = stateHasOpacity ? QGLEngineShaderManager::UniformOpacity
1070 : QGLEngineShaderManager::NoOpacity;
1071 if (stateHasOpacity && (mode != ImageDrawingMode)) {
1072 // Using a brush
1073 bool brushIsPattern = (currentBrush.style() >= Qt::Dense1Pattern) &&
1074 (currentBrush.style() <= Qt::DiagCrossPattern);
1075
1076 if ((currentBrush.style() == Qt::SolidPattern) || brushIsPattern)
1077 opacityMode = QGLEngineShaderManager::NoOpacity; // Global opacity handled by srcPixel shader
1078 }
1079 }
1080 shaderManager->setOpacityMode(opacityMode);
1081
1082 bool changed = shaderManager->useCorrectShaderProg();
1083 // If the shader program needs changing, we change it and mark all uniforms as dirty
1084 if (changed) {
1085 // The shader program has changed so mark all uniforms as dirty:
1086 brushUniformsDirty = true;
1087 opacityUniformDirty = true;
1088 matrixUniformDirty = true;
1089 }
1090
1091 if (brushUniformsDirty && mode != ImageDrawingMode && mode != ImageArrayDrawingMode)
1092 updateBrushUniforms();
1093
1094 if (opacityMode == QGLEngineShaderManager::UniformOpacity && opacityUniformDirty) {
1095 shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::GlobalOpacity), (GLfloat)q->state()->opacity);
1096 opacityUniformDirty = false;
1097 }
1098
1099 if (matrixUniformDirty && shaderManager->hasComplexGeometry()) {
1100 shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::Matrix),
1101 pmvMatrix);
1102 matrixUniformDirty = false;
1103 }
1104
1105 return changed;
1106}
1107
1108void QGL2PaintEngineExPrivate::composite(const QGLRect& boundingRect)
1109{
1110 setCoords(staticVertexCoordinateArray, boundingRect);
1111 setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, staticVertexCoordinateArray);
1112 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1113}
1114
1115// Draws the vertex array as a set of <vertexArrayStops.size()> triangle fans.
1116void QGL2PaintEngineExPrivate::drawVertexArrays(const float *data, int *stops, int stopCount,
1117 GLenum primitive)
1118{
1119 // Now setup the pointer to the vertex array:
1120 setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, (GLfloat*)data);
1121
1122 int previousStop = 0;
1123 for (int i=0; i<stopCount; ++i) {
1124 int stop = stops[i];
1125/*
1126 qDebug("Drawing triangle fan for vertecies %d -> %d:", previousStop, stop-1);
1127 for (int i=previousStop; i<stop; ++i)
1128 qDebug(" %02d: [%.2f, %.2f]", i, vertexArray.data()[i].x, vertexArray.data()[i].y);
1129*/
1130 glDrawArrays(primitive, previousStop, stop - previousStop);
1131 previousStop = stop;
1132 }
1133}
1134
1135/////////////////////////////////// Public Methods //////////////////////////////////////////
1136
1137QGL2PaintEngineEx::QGL2PaintEngineEx()
1138 : QPaintEngineEx(*(new QGL2PaintEngineExPrivate(this)))
1139{
1140}
1141
1142QGL2PaintEngineEx::~QGL2PaintEngineEx()
1143{
1144}
1145
1146void QGL2PaintEngineEx::fill(const QVectorPath &path, const QBrush &brush)
1147{
1148 Q_D(QGL2PaintEngineEx);
1149
1150 if (qbrush_style(brush) == Qt::NoBrush)
1151 return;
1152 ensureActive();
1153 d->setBrush(brush);
1154 d->fill(path);
1155}
1156
1157extern Q_GUI_EXPORT bool qt_scaleForTransform(const QTransform &transform, qreal *scale); // qtransform.cpp
1158
1159
1160void QGL2PaintEngineEx::stroke(const QVectorPath &path, const QPen &pen)
1161{
1162 Q_D(QGL2PaintEngineEx);
1163
1164 const QBrush &penBrush = qpen_brush(pen);
1165 if (qpen_style(pen) == Qt::NoPen || qbrush_style(penBrush) == Qt::NoBrush)
1166 return;
1167
1168 QOpenGL2PaintEngineState *s = state();
1169 if (pen.isCosmetic() && !qt_scaleForTransform(s->transform(), 0)) {
1170 // QTriangulatingStroker class is not meant to support cosmetically sheared strokes.
1171 QPaintEngineEx::stroke(path, pen);
1172 return;
1173 }
1174
1175 ensureActive();
1176 d->setBrush(penBrush);
1177 d->stroke(path, pen);
1178}
1179
1180void QGL2PaintEngineExPrivate::stroke(const QVectorPath &path, const QPen &pen)
1181{
1182 const QOpenGL2PaintEngineState *s = q->state();
1183 const bool newAddOffset = !(s->renderHints & QPainter::Antialiasing) && !multisamplingAlwaysEnabled;
1184 if (addOffset != newAddOffset) {
1185 addOffset = newAddOffset;
1186 matrixDirty = true;
1187 }
1188
1189 if (snapToPixelGrid) {
1190 snapToPixelGrid = false;
1191 matrixDirty = true;
1192 }
1193
1194 const Qt::PenStyle penStyle = qpen_style(pen);
1195 const QBrush &penBrush = qpen_brush(pen);
1196 const bool opaque = penBrush.isOpaque() && s->opacity > 0.99;
1197
1198 transferMode(BrushDrawingMode);
1199
1200 // updateMatrix() is responsible for setting the inverse scale on
1201 // the strokers, so we need to call it here and not wait for
1202 // prepareForDraw() down below.
1203 updateMatrix();
1204
1205 QRectF clip = q->state()->matrix.inverted().mapRect(q->state()->clipEnabled
1206 ? q->state()->rectangleClip
1207 : QRectF(0, 0, width, height));
1208
1209 if (penStyle == Qt::SolidLine) {
1210 stroker.process(path, pen, clip);
1211
1212 } else { // Some sort of dash
1213 dasher.process(path, pen, clip);
1214
1215 QVectorPath dashStroke(dasher.points(),
1216 dasher.elementCount(),
1217 dasher.elementTypes());
1218 stroker.process(dashStroke, pen, clip);
1219 }
1220
1221 if (!stroker.vertexCount())
1222 return;
1223
1224 if (opaque) {
1225 prepareForDraw(opaque);
1226 setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, stroker.vertices());
1227 glDrawArrays(GL_TRIANGLE_STRIP, 0, stroker.vertexCount() / 2);
1228
1229// QBrush b(Qt::green);
1230// d->setBrush(&b);
1231// d->prepareForDraw(true);
1232// glDrawArrays(GL_LINE_STRIP, 0, d->stroker.vertexCount() / 2);
1233
1234 } else {
1235 qreal width = qpen_widthf(pen) / 2;
1236 if (width == 0)
1237 width = 0.5;
1238 qreal extra = pen.joinStyle() == Qt::MiterJoin
1239 ? qMax(pen.miterLimit() * width, width)
1240 : width;
1241
1242 if (pen.isCosmetic())
1243 extra = extra * inverseScale;
1244
1245 QRectF bounds = path.controlPointRect().adjusted(-extra, -extra, extra, extra);
1246
1247 fillStencilWithVertexArray(stroker.vertices(), stroker.vertexCount() / 2,
1248 0, 0, bounds, QGL2PaintEngineExPrivate::TriStripStrokeFillMode);
1249
1250 glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE);
1251
1252 // Pass when any bit is set, replace stencil value with 0
1253 glStencilFunc(GL_NOTEQUAL, 0, GL_STENCIL_HIGH_BIT);
1254 prepareForDraw(false);
1255
1256 // Stencil the brush onto the dest buffer
1257 composite(bounds);
1258
1259 glStencilMask(0);
1260
1261 updateClipScissorTest();
1262 }
1263}
1264
1265void QGL2PaintEngineEx::penChanged() { }
1266void QGL2PaintEngineEx::brushChanged() { }
1267void QGL2PaintEngineEx::brushOriginChanged() { }
1268
1269void QGL2PaintEngineEx::opacityChanged()
1270{
1271// qDebug("QGL2PaintEngineEx::opacityChanged()");
1272 Q_D(QGL2PaintEngineEx);
1273 state()->opacityChanged = true;
1274
1275 Q_ASSERT(d->shaderManager);
1276 d->brushUniformsDirty = true;
1277 d->opacityUniformDirty = true;
1278}
1279
1280void QGL2PaintEngineEx::compositionModeChanged()
1281{
1282// qDebug("QGL2PaintEngineEx::compositionModeChanged()");
1283 Q_D(QGL2PaintEngineEx);
1284 state()->compositionModeChanged = true;
1285 d->compositionModeDirty = true;
1286}
1287
1288void QGL2PaintEngineEx::renderHintsChanged()
1289{
1290 state()->renderHintsChanged = true;
1291
1292#if !defined(QT_OPENGL_ES_2)
1293 if ((state()->renderHints & QPainter::Antialiasing)
1294 || (state()->renderHints & QPainter::HighQualityAntialiasing))
1295 glEnable(GL_MULTISAMPLE);
1296 else
1297 glDisable(GL_MULTISAMPLE);
1298#endif
1299
1300 Q_D(QGL2PaintEngineEx);
1301 d->lastTextureUsed = GLuint(-1);
1302 d->brushTextureDirty = true;
1303// qDebug("QGL2PaintEngineEx::renderHintsChanged() not implemented!");
1304}
1305
1306void QGL2PaintEngineEx::transformChanged()
1307{
1308 Q_D(QGL2PaintEngineEx);
1309 d->matrixDirty = true;
1310 state()->matrixChanged = true;
1311}
1312
1313
1314static const QRectF scaleRect(const QRectF &r, qreal sx, qreal sy)
1315{
1316 return QRectF(r.x() * sx, r.y() * sy, r.width() * sx, r.height() * sy);
1317}
1318
1319void QGL2PaintEngineEx::drawPixmap(const QRectF& dest, const QPixmap & pixmap, const QRectF & src)
1320{
1321 Q_D(QGL2PaintEngineEx);
1322 QGLContext *ctx = d->ctx;
1323
1324 int max_texture_size = ctx->d_func()->maxTextureSize();
1325 if (pixmap.width() > max_texture_size || pixmap.height() > max_texture_size) {
1326 QPixmap scaled = pixmap.scaled(max_texture_size, max_texture_size, Qt::KeepAspectRatio);
1327
1328 const qreal sx = scaled.width() / qreal(pixmap.width());
1329 const qreal sy = scaled.height() / qreal(pixmap.height());
1330
1331 drawPixmap(dest, scaled, scaleRect(src, sx, sy));
1332 return;
1333 }
1334
1335 ensureActive();
1336 d->transferMode(ImageDrawingMode);
1337
1338 glActiveTexture(GL_TEXTURE0 + QT_IMAGE_TEXTURE_UNIT);
1339 QGLTexture *texture =
1340 ctx->d_func()->bindTexture(pixmap, GL_TEXTURE_2D, GL_RGBA,
1341 QGLContext::InternalBindOption
1342 | QGLContext::CanFlipNativePixmapBindOption);
1343
1344 GLfloat top = texture->options & QGLContext::InvertedYBindOption ? (pixmap.height() - src.top()) : src.top();
1345 GLfloat bottom = texture->options & QGLContext::InvertedYBindOption ? (pixmap.height() - src.bottom()) : src.bottom();
1346 QGLRect srcRect(src.left(), top, src.right(), bottom);
1347
1348 bool isBitmap = pixmap.isQBitmap();
1349 bool isOpaque = !isBitmap && !pixmap.hasAlpha();
1350
1351 d->updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE,
1352 state()->renderHints & QPainter::SmoothPixmapTransform, texture->id);
1353 d->drawTexture(dest, srcRect, pixmap.size(), isOpaque, isBitmap);
1354}
1355
1356void QGL2PaintEngineEx::drawImage(const QRectF& dest, const QImage& image, const QRectF& src,
1357 Qt::ImageConversionFlags)
1358{
1359 Q_D(QGL2PaintEngineEx);
1360 QGLContext *ctx = d->ctx;
1361
1362 int max_texture_size = ctx->d_func()->maxTextureSize();
1363 if (image.width() > max_texture_size || image.height() > max_texture_size) {
1364 QImage scaled = image.scaled(max_texture_size, max_texture_size, Qt::KeepAspectRatio);
1365
1366 const qreal sx = scaled.width() / qreal(image.width());
1367 const qreal sy = scaled.height() / qreal(image.height());
1368
1369 drawImage(dest, scaled, scaleRect(src, sx, sy));
1370 return;
1371 }
1372
1373 ensureActive();
1374 d->transferMode(ImageDrawingMode);
1375
1376 glActiveTexture(GL_TEXTURE0 + QT_IMAGE_TEXTURE_UNIT);
1377
1378 QGLTexture *texture = ctx->d_func()->bindTexture(image, GL_TEXTURE_2D, GL_RGBA, QGLContext::InternalBindOption);
1379 GLuint id = texture->id;
1380
1381 d->updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE,
1382 state()->renderHints & QPainter::SmoothPixmapTransform, id);
1383 d->drawTexture(dest, src, image.size(), !image.hasAlphaChannel());
1384}
1385
1386void QGL2PaintEngineEx::drawStaticTextItem(QStaticTextItem *textItem)
1387{
1388 Q_D(QGL2PaintEngineEx);
1389
1390 ensureActive();
1391
1392 QFontEngineGlyphCache::Type glyphType = textItem->fontEngine()->glyphFormat >= 0
1393 ? QFontEngineGlyphCache::Type(textItem->fontEngine()->glyphFormat)
1394 : d->glyphCacheType;
1395 if (glyphType == QFontEngineGlyphCache::Raster_RGBMask) {
1396 if (d->device->alphaRequested() || state()->matrix.type() > QTransform::TxTranslate
1397 || (state()->composition_mode != QPainter::CompositionMode_Source
1398 && state()->composition_mode != QPainter::CompositionMode_SourceOver))
1399 {
1400 glyphType = QFontEngineGlyphCache::Raster_A8;
1401 }
1402 }
1403
1404 d->drawCachedGlyphs(glyphType, textItem);
1405}
1406
1407bool QGL2PaintEngineEx::drawTexture(const QRectF &dest, GLuint textureId, const QSize &size, const QRectF &src)
1408{
1409 Q_D(QGL2PaintEngineEx);
1410 if (!d->shaderManager)
1411 return false;
1412
1413 ensureActive();
1414 d->transferMode(ImageDrawingMode);
1415
1416#ifndef QT_OPENGL_ES_2
1417 QGLContext *ctx = d->ctx;
1418#endif
1419 glActiveTexture(GL_TEXTURE0 + QT_IMAGE_TEXTURE_UNIT);
1420 glBindTexture(GL_TEXTURE_2D, textureId);
1421
1422 QGLRect srcRect(src.left(), src.bottom(), src.right(), src.top());
1423
1424 d->updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE,
1425 state()->renderHints & QPainter::SmoothPixmapTransform, textureId);
1426 d->drawTexture(dest, srcRect, size, false);
1427 return true;
1428}
1429
1430void QGL2PaintEngineEx::drawTextItem(const QPointF &p, const QTextItem &textItem)
1431{
1432 Q_D(QGL2PaintEngineEx);
1433
1434 ensureActive();
1435 QOpenGL2PaintEngineState *s = state();
1436
1437 const QTextItemInt &ti = static_cast<const QTextItemInt &>(textItem);
1438
1439 QTransform::TransformationType txtype = s->matrix.type();
1440
1441 float det = s->matrix.determinant();
1442 bool drawCached = txtype < QTransform::TxProject;
1443
1444 // don't try to cache huge fonts or vastly transformed fonts
1445 const qreal pixelSize = ti.fontEngine->fontDef.pixelSize;
1446 if (pixelSize * pixelSize * qAbs(det) >= 64 * 64 || det < 0.25f || det > 4.f)
1447 drawCached = false;
1448
1449 QFontEngineGlyphCache::Type glyphType = ti.fontEngine->glyphFormat >= 0
1450 ? QFontEngineGlyphCache::Type(ti.fontEngine->glyphFormat)
1451 : d->glyphCacheType;
1452
1453
1454 if (glyphType == QFontEngineGlyphCache::Raster_RGBMask) {
1455 if (d->device->alphaRequested() || txtype > QTransform::TxTranslate
1456 || (state()->composition_mode != QPainter::CompositionMode_Source
1457 && state()->composition_mode != QPainter::CompositionMode_SourceOver))
1458 {
1459 glyphType = QFontEngineGlyphCache::Raster_A8;
1460 }
1461 }
1462
1463 if (drawCached) {
1464 QVarLengthArray<QFixedPoint> positions;
1465 QVarLengthArray<glyph_t> glyphs;
1466 QTransform matrix = QTransform::fromTranslate(p.x(), p.y());
1467 ti.fontEngine->getGlyphPositions(ti.glyphs, matrix, ti.flags, glyphs, positions);
1468
1469 {
1470 QStaticTextItem staticTextItem;
1471 staticTextItem.chars = const_cast<QChar *>(ti.chars);
1472 staticTextItem.setFontEngine(ti.fontEngine);
1473 staticTextItem.glyphs = glyphs.data();
1474 staticTextItem.numChars = ti.num_chars;
1475 staticTextItem.numGlyphs = glyphs.size();
1476 staticTextItem.glyphPositions = positions.data();
1477
1478 d->drawCachedGlyphs(glyphType, &staticTextItem);
1479 }
1480 return;
1481 }
1482
1483 QPaintEngineEx::drawTextItem(p, ti);
1484}
1485
1486namespace {
1487
1488 class QOpenGLStaticTextUserData: public QStaticTextUserData
1489 {
1490 public:
1491 QOpenGLStaticTextUserData()
1492 : QStaticTextUserData(OpenGLUserData), cacheSize(0, 0)
1493 {
1494 }
1495
1496 ~QOpenGLStaticTextUserData()
1497 {
1498 }
1499
1500 QSize cacheSize;
1501 QGL2PEXVertexArray vertexCoordinateArray;
1502 QGL2PEXVertexArray textureCoordinateArray;
1503 QFontEngineGlyphCache::Type glyphType;
1504 };
1505
1506}
1507
1508// #define QT_OPENGL_DRAWCACHEDGLYPHS_INDEX_ARRAY_VBO
1509
1510void QGL2PaintEngineExPrivate::drawCachedGlyphs(QFontEngineGlyphCache::Type glyphType,
1511 QStaticTextItem *staticTextItem)
1512{
1513 Q_Q(QGL2PaintEngineEx);
1514
1515 QOpenGL2PaintEngineState *s = q->state();
1516
1517 bool recreateVertexArrays = false;
1518
1519 QGLTextureGlyphCache *cache =
1520 (QGLTextureGlyphCache *) staticTextItem->fontEngine()->glyphCache(ctx, glyphType, QTransform());
1521 if (!cache || cache->cacheType() != glyphType) {
1522 cache = new QGLTextureGlyphCache(ctx, glyphType, QTransform());
1523 staticTextItem->fontEngine()->setGlyphCache(ctx, cache);
1524 recreateVertexArrays = true;
1525 } else if (cache->context() == 0) { // Old context has been destroyed, new context has same ptr value
1526 cache->setContext(ctx);
1527 }
1528
1529 if (staticTextItem->userDataNeedsUpdate) {
1530 recreateVertexArrays = true;
1531 } else if (staticTextItem->userData() == 0) {
1532 recreateVertexArrays = true;
1533 } else if (staticTextItem->userData()->type != QStaticTextUserData::OpenGLUserData) {
1534 recreateVertexArrays = true;
1535 } else {
1536 QOpenGLStaticTextUserData *userData = static_cast<QOpenGLStaticTextUserData *>(staticTextItem->userData());
1537 if (userData->glyphType != glyphType)
1538 recreateVertexArrays = true;
1539 }
1540
1541 // We only need to update the cache with new glyphs if we are actually going to recreate the vertex arrays.
1542 // If the cache size has changed, we do need to regenerate the vertices, but we don't need to repopulate the
1543 // cache so this text is performed before we test if the cache size has changed.
1544 if (recreateVertexArrays) {
1545 cache->setPaintEnginePrivate(this);
1546 if (!cache->populate(staticTextItem->fontEngine(), staticTextItem->numGlyphs,
1547 staticTextItem->glyphs, staticTextItem->glyphPositions)) {
1548 // No space in cache. We need to clear the cache and try again
1549 cache->clear();
1550 cache->populate(staticTextItem->fontEngine(), staticTextItem->numGlyphs,
1551 staticTextItem->glyphs, staticTextItem->glyphPositions);
1552 }
1553 }
1554
1555 if (cache->width() == 0 || cache->height() == 0)
1556 return;
1557
1558 transferMode(TextDrawingMode);
1559
1560 int margin = cache->glyphMargin();
1561
1562 GLfloat dx = 1.0 / cache->width();
1563 GLfloat dy = 1.0 / cache->height();
1564
1565 // Use global arrays by default
1566 QGL2PEXVertexArray *vertexCoordinates = &vertexCoordinateArray;
1567 QGL2PEXVertexArray *textureCoordinates = &textureCoordinateArray;
1568
1569 if (staticTextItem->useBackendOptimizations) {
1570 QOpenGLStaticTextUserData *userData = 0;
1571
1572 if (staticTextItem->userData() == 0
1573 || staticTextItem->userData()->type != QStaticTextUserData::OpenGLUserData) {
1574
1575 userData = new QOpenGLStaticTextUserData();
1576 staticTextItem->setUserData(userData);
1577
1578 } else {
1579 userData = static_cast<QOpenGLStaticTextUserData*>(staticTextItem->userData());
1580 }
1581
1582 userData->glyphType = glyphType;
1583
1584 // Use cache if backend optimizations is turned on
1585 vertexCoordinates = &userData->vertexCoordinateArray;
1586 textureCoordinates = &userData->textureCoordinateArray;
1587
1588 QSize size(cache->width(), cache->height());
1589 if (userData->cacheSize != size) {
1590 recreateVertexArrays = true;
1591 userData->cacheSize = size;
1592 }
1593 }
1594
1595
1596 if (recreateVertexArrays) {
1597 vertexCoordinates->clear();
1598 textureCoordinates->clear();
1599
1600 for (int i=0; i<staticTextItem->numGlyphs; ++i) {
1601 const QTextureGlyphCache::Coord &c = cache->coords.value(staticTextItem->glyphs[i]);
1602 int x = staticTextItem->glyphPositions[i].x.toInt() + c.baseLineX - margin;
1603 int y = staticTextItem->glyphPositions[i].y.toInt() - c.baseLineY - margin;
1604
1605 vertexCoordinates->addQuad(QRectF(x, y, c.w, c.h));
1606 textureCoordinates->addQuad(QRectF(c.x*dx, c.y*dy, c.w * dx, c.h * dy));
1607 }
1608
1609 staticTextItem->userDataNeedsUpdate = false;
1610 }
1611
1612 if (elementIndices.size() < staticTextItem->numGlyphs*6) {
1613 Q_ASSERT(elementIndices.size() % 6 == 0);
1614 int j = elementIndices.size() / 6 * 4;
1615 while (j < staticTextItem->numGlyphs*4) {
1616 elementIndices.append(j + 0);
1617 elementIndices.append(j + 0);
1618 elementIndices.append(j + 1);
1619 elementIndices.append(j + 2);
1620 elementIndices.append(j + 3);
1621 elementIndices.append(j + 3);
1622
1623 j += 4;
1624 }
1625
1626#if defined(QT_OPENGL_DRAWCACHEDGLYPHS_INDEX_ARRAY_VBO)
1627 if (elementIndicesVBOId == 0)
1628 glGenBuffers(1, &elementIndicesVBOId);
1629
1630 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementIndicesVBOId);
1631 glBufferData(GL_ELEMENT_ARRAY_BUFFER, elementIndices.size() * sizeof(GLushort),
1632 elementIndices.constData(), GL_STATIC_DRAW);
1633#endif
1634 } else {
1635#if defined(QT_OPENGL_DRAWCACHEDGLYPHS_INDEX_ARRAY_VBO)
1636 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementIndicesVBOId);
1637#endif
1638 }
1639
1640 setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, (GLfloat*)vertexCoordinates->data());
1641 setVertexAttributePointer(QT_TEXTURE_COORDS_ATTR, (GLfloat*)textureCoordinates->data());
1642
1643 if (addOffset) {
1644 addOffset = false;
1645 matrixDirty = true;
1646 }
1647 if (!snapToPixelGrid) {
1648 snapToPixelGrid = true;
1649 matrixDirty = true;
1650 }
1651
1652 QBrush pensBrush = q->state()->pen.brush();
1653 setBrush(pensBrush);
1654
1655 if (glyphType == QFontEngineGlyphCache::Raster_RGBMask) {
1656
1657 // Subpixel antialiasing without gamma correction
1658
1659 QPainter::CompositionMode compMode = q->state()->composition_mode;
1660 Q_ASSERT(compMode == QPainter::CompositionMode_Source
1661 || compMode == QPainter::CompositionMode_SourceOver);
1662
1663 shaderManager->setMaskType(QGLEngineShaderManager::SubPixelMaskPass1);
1664
1665 if (pensBrush.style() == Qt::SolidPattern) {
1666 // Solid patterns can get away with only one pass.
1667 QColor c = pensBrush.color();
1668 qreal oldOpacity = q->state()->opacity;
1669 if (compMode == QPainter::CompositionMode_Source) {
1670 c = qt_premultiplyColor(c, q->state()->opacity);
1671 q->state()->opacity = 1;
1672 opacityUniformDirty = true;
1673 }
1674
1675 compositionModeDirty = false; // I can handle this myself, thank you very much
1676 prepareForDraw(false); // Text always causes src pixels to be transparent
1677
1678 // prepareForDraw() have set the opacity on the current shader, so the opacity state can now be reset.
1679 if (compMode == QPainter::CompositionMode_Source) {
1680 q->state()->opacity = oldOpacity;
1681 opacityUniformDirty = true;
1682 }
1683
1684 glEnable(GL_BLEND);
1685 glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR);
1686 glBlendColor(c.redF(), c.greenF(), c.blueF(), c.alphaF());
1687 } else {
1688 // Other brush styles need two passes.
1689
1690 qreal oldOpacity = q->state()->opacity;
1691 if (compMode == QPainter::CompositionMode_Source) {
1692 q->state()->opacity = 1;
1693 opacityUniformDirty = true;
1694 pensBrush = Qt::white;
1695 setBrush(pensBrush);
1696 }
1697
1698 compositionModeDirty = false; // I can handle this myself, thank you very much
1699 prepareForDraw(false); // Text always causes src pixels to be transparent
1700 glEnable(GL_BLEND);
1701 glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
1702
1703 glActiveTexture(GL_TEXTURE0 + QT_MASK_TEXTURE_UNIT);
1704 glBindTexture(GL_TEXTURE_2D, cache->texture());
1705 updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, false);
1706
1707#if defined(QT_OPENGL_DRAWCACHEDGLYPHS_INDEX_ARRAY_VBO)
1708 glDrawElements(GL_TRIANGLE_STRIP, 6 * staticTextItem->numGlyphs, GL_UNSIGNED_SHORT, 0);
1709#else
1710 glDrawElements(GL_TRIANGLE_STRIP, 6 * staticTextItem->numGlyphs, GL_UNSIGNED_SHORT, elementIndices.data());
1711#endif
1712
1713 shaderManager->setMaskType(QGLEngineShaderManager::SubPixelMaskPass2);
1714
1715 if (compMode == QPainter::CompositionMode_Source) {
1716 q->state()->opacity = oldOpacity;
1717 opacityUniformDirty = true;
1718 pensBrush = q->state()->pen.brush();
1719 setBrush(pensBrush);
1720 }
1721
1722 compositionModeDirty = false;
1723 prepareForDraw(false); // Text always causes src pixels to be transparent
1724 glEnable(GL_BLEND);
1725 glBlendFunc(GL_ONE, GL_ONE);
1726 }
1727 compositionModeDirty = true;
1728 } else {
1729 // Greyscale/mono glyphs
1730
1731 shaderManager->setMaskType(QGLEngineShaderManager::PixelMask);
1732 prepareForDraw(false); // Text always causes src pixels to be transparent
1733 }
1734 //### TODO: Gamma correction
1735
1736 QGLTextureGlyphCache::FilterMode filterMode = (s->matrix.type() > QTransform::TxTranslate)?QGLTextureGlyphCache::Linear:QGLTextureGlyphCache::Nearest;
1737 if (lastMaskTextureUsed != cache->texture() || cache->filterMode() != filterMode) {
1738
1739 glActiveTexture(GL_TEXTURE0 + QT_MASK_TEXTURE_UNIT);
1740 if (lastMaskTextureUsed != cache->texture()) {
1741 glBindTexture(GL_TEXTURE_2D, cache->texture());
1742 lastMaskTextureUsed = cache->texture();
1743 }
1744
1745 if (cache->filterMode() != filterMode) {
1746 if (filterMode == QGLTextureGlyphCache::Linear) {
1747 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1748 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
1749 } else {
1750 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1751 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1752 }
1753 cache->setFilterMode(filterMode);
1754 }
1755 }
1756
1757#if defined(QT_OPENGL_DRAWCACHEDGLYPHS_INDEX_ARRAY_VBO)
1758 glDrawElements(GL_TRIANGLE_STRIP, 6 * staticTextItem->numGlyphs, GL_UNSIGNED_SHORT, 0);
1759 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
1760#else
1761 glDrawElements(GL_TRIANGLE_STRIP, 6 * staticTextItem->numGlyphs, GL_UNSIGNED_SHORT, elementIndices.data());
1762#endif
1763}
1764
1765void QGL2PaintEngineEx::drawPixmapFragments(const QPainter::PixmapFragment *fragments, int fragmentCount, const QPixmap &pixmap,
1766 QPainter::PixmapFragmentHints hints)
1767{
1768 Q_D(QGL2PaintEngineEx);
1769 // Use fallback for extended composition modes.
1770 if (state()->composition_mode > QPainter::CompositionMode_Plus) {
1771 QPaintEngineEx::drawPixmapFragments(fragments, fragmentCount, pixmap, hints);
1772 return;
1773 }
1774
1775 ensureActive();
1776 int max_texture_size = d->ctx->d_func()->maxTextureSize();
1777 if (pixmap.width() > max_texture_size || pixmap.height() > max_texture_size) {
1778 QPixmap scaled = pixmap.scaled(max_texture_size, max_texture_size, Qt::KeepAspectRatio);
1779 d->drawPixmapFragments(fragments, fragmentCount, scaled, hints);
1780 } else {
1781 d->drawPixmapFragments(fragments, fragmentCount, pixmap, hints);
1782 }
1783}
1784
1785
1786void QGL2PaintEngineExPrivate::drawPixmapFragments(const QPainter::PixmapFragment *fragments,
1787 int fragmentCount, const QPixmap &pixmap,
1788 QPainter::PixmapFragmentHints hints)
1789{
1790 GLfloat dx = 1.0f / pixmap.size().width();
1791 GLfloat dy = 1.0f / pixmap.size().height();
1792
1793 vertexCoordinateArray.clear();
1794 textureCoordinateArray.clear();
1795 opacityArray.reset();
1796
1797 if (addOffset) {
1798 addOffset = false;
1799 matrixDirty = true;
1800 }
1801
1802 if (snapToPixelGrid) {
1803 snapToPixelGrid = false;
1804 matrixDirty = true;
1805 }
1806
1807 bool allOpaque = true;
1808
1809 for (int i = 0; i < fragmentCount; ++i) {
1810 qreal s = 0;
1811 qreal c = 1;
1812 if (fragments[i].rotation != 0) {
1813 s = qFastSin(fragments[i].rotation * Q_PI / 180);
1814 c = qFastCos(fragments[i].rotation * Q_PI / 180);
1815 }
1816
1817 qreal right = 0.5 * fragments[i].scaleX * fragments[i].width;
1818 qreal bottom = 0.5 * fragments[i].scaleY * fragments[i].height;
1819 QGLPoint bottomRight(right * c - bottom * s, right * s + bottom * c);
1820 QGLPoint bottomLeft(-right * c - bottom * s, -right * s + bottom * c);
1821
1822 vertexCoordinateArray.addVertex(bottomRight.x + fragments[i].x, bottomRight.y + fragments[i].y);
1823 vertexCoordinateArray.addVertex(-bottomLeft.x + fragments[i].x, -bottomLeft.y + fragments[i].y);
1824 vertexCoordinateArray.addVertex(-bottomRight.x + fragments[i].x, -bottomRight.y + fragments[i].y);
1825 vertexCoordinateArray.addVertex(-bottomRight.x + fragments[i].x, -bottomRight.y + fragments[i].y);
1826 vertexCoordinateArray.addVertex(bottomLeft.x + fragments[i].x, bottomLeft.y + fragments[i].y);
1827 vertexCoordinateArray.addVertex(bottomRight.x + fragments[i].x, bottomRight.y + fragments[i].y);
1828
1829 QGLRect src(fragments[i].sourceLeft * dx, fragments[i].sourceTop * dy,
1830 (fragments[i].sourceLeft + fragments[i].width) * dx,
1831 (fragments[i].sourceTop + fragments[i].height) * dy);
1832
1833 textureCoordinateArray.addVertex(src.right, src.bottom);
1834 textureCoordinateArray.addVertex(src.right, src.top);
1835 textureCoordinateArray.addVertex(src.left, src.top);
1836 textureCoordinateArray.addVertex(src.left, src.top);
1837 textureCoordinateArray.addVertex(src.left, src.bottom);
1838 textureCoordinateArray.addVertex(src.right, src.bottom);
1839
1840 qreal opacity = fragments[i].opacity * q->state()->opacity;
1841 opacityArray << opacity << opacity << opacity << opacity << opacity << opacity;
1842 allOpaque &= (opacity >= 0.99f);
1843 }
1844
1845 glActiveTexture(GL_TEXTURE0 + QT_IMAGE_TEXTURE_UNIT);
1846 QGLTexture *texture = ctx->d_func()->bindTexture(pixmap, GL_TEXTURE_2D, GL_RGBA,
1847 QGLContext::InternalBindOption
1848 | QGLContext::CanFlipNativePixmapBindOption);
1849
1850 if (texture->options & QGLContext::InvertedYBindOption) {
1851 // Flip texture y-coordinate.
1852 QGLPoint *data = textureCoordinateArray.data();
1853 for (int i = 0; i < 6 * fragmentCount; ++i)
1854 data[i].y = 1 - data[i].y;
1855 }
1856
1857 transferMode(ImageArrayDrawingMode);
1858
1859 bool isBitmap = pixmap.isQBitmap();
1860 bool isOpaque = !isBitmap && (!pixmap.hasAlpha() || (hints & QPainter::OpaqueHint)) && allOpaque;
1861
1862 updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE,
1863 q->state()->renderHints & QPainter::SmoothPixmapTransform, texture->id);
1864
1865 // Setup for texture drawing
1866 currentBrush = noBrush;
1867 shaderManager->setSrcPixelType(isBitmap ? QGLEngineShaderManager::PatternSrc
1868 : QGLEngineShaderManager::ImageSrc);
1869 if (prepareForDraw(isOpaque))
1870 shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::ImageTexture), QT_IMAGE_TEXTURE_UNIT);
1871
1872 if (isBitmap) {
1873 QColor col = qt_premultiplyColor(q->state()->pen.color(), (GLfloat)q->state()->opacity);
1874 shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::PatternColor), col);
1875 }
1876
1877 glDrawArrays(GL_TRIANGLES, 0, 6 * fragmentCount);
1878}
1879
1880bool QGL2PaintEngineEx::begin(QPaintDevice *pdev)
1881{
1882 Q_D(QGL2PaintEngineEx);
1883
1884// qDebug("QGL2PaintEngineEx::begin()");
1885 if (pdev->devType() == QInternal::OpenGL)
1886 d->device = static_cast<QGLPaintDevice*>(pdev);
1887 else
1888 d->device = QGLPaintDevice::getDevice(pdev);
1889
1890 if (!d->device)
1891 return false;
1892
1893 d->ctx = d->device->context();
1894 d->ctx->d_ptr->active_engine = this;
1895
1896 const QSize sz = d->device->size();
1897 d->width = sz.width();
1898 d->height = sz.height();
1899 d->mode = BrushDrawingMode;
1900 d->brushTextureDirty = true;
1901 d->brushUniformsDirty = true;
1902 d->matrixUniformDirty = true;
1903 d->matrixDirty = true;
1904 d->compositionModeDirty = true;
1905 d->opacityUniformDirty = true;
1906 d->needsSync = true;
1907 d->useSystemClip = !systemClip().isEmpty();
1908 d->currentBrush = QBrush();
1909
1910 d->dirtyStencilRegion = QRect(0, 0, d->width, d->height);
1911 d->stencilClean = true;
1912
1913 // Calling begin paint should make the correct context current. So, any
1914 // code which calls into GL or otherwise needs a current context *must*
1915 // go after beginPaint:
1916 d->device->beginPaint();
1917
1918#if !defined(QT_OPENGL_ES_2)
1919 bool success = qt_resolve_version_2_0_functions(d->ctx)
1920 && qt_resolve_buffer_extensions(d->ctx);
1921 Q_ASSERT(success);
1922 Q_UNUSED(success);
1923#endif
1924
1925 d->shaderManager = new QGLEngineShaderManager(d->ctx);
1926
1927 glDisable(GL_STENCIL_TEST);
1928 glDisable(GL_DEPTH_TEST);
1929 glDisable(GL_SCISSOR_TEST);
1930
1931#if !defined(QT_OPENGL_ES_2)
1932 glDisable(GL_MULTISAMPLE);
1933#endif
1934
1935 d->glyphCacheType = QFontEngineGlyphCache::Raster_A8;
1936
1937#if !defined(QT_OPENGL_ES_2)
1938#if defined(Q_WS_WIN)
1939 if (qt_cleartype_enabled)
1940#endif
1941#if defined(Q_WS_MAC)
1942 if (qt_applefontsmoothing_enabled)
1943#endif
1944 d->glyphCacheType = QFontEngineGlyphCache::Raster_RGBMask;
1945#endif
1946
1947#if defined(QT_OPENGL_ES_2)
1948 // OpenGL ES can't switch MSAA off, so if the gl paint device is
1949 // multisampled, it's always multisampled.
1950 d->multisamplingAlwaysEnabled = d->device->format().sampleBuffers();
1951#else
1952 d->multisamplingAlwaysEnabled = false;
1953#endif
1954
1955 return true;
1956}
1957
1958bool QGL2PaintEngineEx::end()
1959{
1960 Q_D(QGL2PaintEngineEx);
1961 QGLContext *ctx = d->ctx;
1962
1963 glUseProgram(0);
1964 d->transferMode(BrushDrawingMode);
1965 d->device->endPaint();
1966
1967#if defined(Q_WS_X11)
1968 // On some (probably all) drivers, deleting an X pixmap which has been bound to a texture
1969 // before calling glFinish/swapBuffers renders garbage. Presumably this is because X deletes
1970 // the pixmap behind the driver's back before it's had a chance to use it. To fix this, we
1971 // reference all QPixmaps which have been bound to stop them being deleted and only deref
1972 // them here, after swapBuffers, where they can be safely deleted.
1973 ctx->d_func()->boundPixmaps.clear();
1974#endif
1975 d->ctx->d_ptr->active_engine = 0;
1976
1977 d->resetGLState();
1978
1979 delete d->shaderManager;
1980 d->shaderManager = 0;
1981 d->currentBrush = QBrush();
1982
1983#ifdef QT_OPENGL_CACHE_AS_VBOS
1984 if (!d->unusedVBOSToClean.isEmpty()) {
1985 glDeleteBuffers(d->unusedVBOSToClean.size(), d->unusedVBOSToClean.constData());
1986 d->unusedVBOSToClean.clear();
1987 }
1988 if (!d->unusedIBOSToClean.isEmpty()) {
1989 glDeleteBuffers(d->unusedIBOSToClean.size(), d->unusedIBOSToClean.constData());
1990 d->unusedIBOSToClean.clear();
1991 }
1992#endif
1993
1994 return false;
1995}
1996
1997void QGL2PaintEngineEx::ensureActive()
1998{
1999 Q_D(QGL2PaintEngineEx);
2000 QGLContext *ctx = d->ctx;
2001
2002 if (isActive() && ctx->d_ptr->active_engine != this) {
2003 ctx->d_ptr->active_engine = this;
2004 d->needsSync = true;
2005 }
2006
2007 d->device->ensureActiveTarget();
2008
2009 if (d->needsSync) {
2010 d->transferMode(BrushDrawingMode);
2011 glViewport(0, 0, d->width, d->height);
2012 d->needsSync = false;
2013 d->lastMaskTextureUsed = 0;
2014 d->shaderManager->setDirty();
2015 d->ctx->d_func()->syncGlState();
2016 for (int i = 0; i < 3; ++i)
2017 d->vertexAttribPointers[i] = (GLfloat*)-1; // Assume the pointers are clobbered
2018 setState(state());
2019 }
2020}
2021
2022void QGL2PaintEngineExPrivate::updateClipScissorTest()
2023{
2024 Q_Q(QGL2PaintEngineEx);
2025 if (q->state()->clipTestEnabled) {
2026 glEnable(GL_STENCIL_TEST);
2027 glStencilFunc(GL_LEQUAL, q->state()->currentClip, ~GL_STENCIL_HIGH_BIT);
2028 } else {
2029 glDisable(GL_STENCIL_TEST);
2030 glStencilFunc(GL_ALWAYS, 0, 0xff);
2031 }
2032
2033#ifdef QT_GL_NO_SCISSOR_TEST
2034 currentScissorBounds = QRect(0, 0, width, height);
2035#else
2036 QRect bounds = q->state()->rectangleClip;
2037 if (!q->state()->clipEnabled) {
2038 if (useSystemClip)
2039 bounds = systemClip.boundingRect();
2040 else
2041 bounds = QRect(0, 0, width, height);
2042 } else {
2043 if (useSystemClip)
2044 bounds = bounds.intersected(systemClip.boundingRect());
2045 else
2046 bounds = bounds.intersected(QRect(0, 0, width, height));
2047 }
2048
2049 currentScissorBounds = bounds;
2050
2051 if (bounds == QRect(0, 0, width, height)) {
2052 glDisable(GL_SCISSOR_TEST);
2053 } else {
2054 glEnable(GL_SCISSOR_TEST);
2055 setScissor(bounds);
2056 }
2057#endif
2058}
2059
2060void QGL2PaintEngineExPrivate::setScissor(const QRect &rect)
2061{
2062 const int left = rect.left();
2063 const int width = rect.width();
2064 const int bottom = height - (rect.top() + rect.height());
2065 const int height = rect.height();
2066
2067 glScissor(left, bottom, width, height);
2068}
2069
2070void QGL2PaintEngineEx::clipEnabledChanged()
2071{
2072 Q_D(QGL2PaintEngineEx);
2073
2074 state()->clipChanged = true;
2075
2076 if (painter()->hasClipping())
2077 d->regenerateClip();
2078 else
2079 d->systemStateChanged();
2080}
2081
2082void QGL2PaintEngineExPrivate::clearClip(uint value)
2083{
2084 dirtyStencilRegion -= currentScissorBounds;
2085
2086 glStencilMask(0xff);
2087 glClearStencil(value);
2088 glClear(GL_STENCIL_BUFFER_BIT);
2089 glStencilMask(0x0);
2090
2091 q->state()->needsClipBufferClear = false;
2092}
2093
2094void QGL2PaintEngineExPrivate::writeClip(const QVectorPath &path, uint value)
2095{
2096 transferMode(BrushDrawingMode);
2097
2098 if (addOffset) {
2099 addOffset = false;
2100 matrixDirty = true;
2101 }
2102 if (snapToPixelGrid) {
2103 snapToPixelGrid = false;
2104 matrixDirty = true;
2105 }
2106
2107 if (matrixDirty)
2108 updateMatrix();
2109
2110 stencilClean = false;
2111
2112 const bool singlePass = !path.hasWindingFill()
2113 && (((q->state()->currentClip == maxClip - 1) && q->state()->clipTestEnabled)
2114 || q->state()->needsClipBufferClear);
2115 const uint referenceClipValue = q->state()->needsClipBufferClear ? 1 : q->state()->currentClip;
2116
2117 if (q->state()->needsClipBufferClear)
2118 clearClip(1);
2119
2120 if (path.isEmpty()) {
2121 glEnable(GL_STENCIL_TEST);
2122 glStencilFunc(GL_LEQUAL, value, ~GL_STENCIL_HIGH_BIT);
2123 return;
2124 }
2125
2126 if (q->state()->clipTestEnabled)
2127 glStencilFunc(GL_LEQUAL, q->state()->currentClip, ~GL_STENCIL_HIGH_BIT);
2128 else
2129 glStencilFunc(GL_ALWAYS, 0, 0xff);
2130
2131 vertexCoordinateArray.clear();
2132 vertexCoordinateArray.addPath(path, inverseScale, false);
2133
2134 if (!singlePass)
2135 fillStencilWithVertexArray(vertexCoordinateArray, path.hasWindingFill());
2136
2137 glColorMask(false, false, false, false);
2138 glEnable(GL_STENCIL_TEST);
2139 useSimpleShader();
2140
2141 if (singlePass) {
2142 // Under these conditions we can set the new stencil value in a single
2143 // pass, by using the current value and the "new value" as the toggles
2144
2145 glStencilFunc(GL_LEQUAL, referenceClipValue, ~GL_STENCIL_HIGH_BIT);
2146 glStencilOp(GL_KEEP, GL_INVERT, GL_INVERT);
2147 glStencilMask(value ^ referenceClipValue);
2148
2149 drawVertexArrays(vertexCoordinateArray, GL_TRIANGLE_FAN);
2150 } else {
2151 glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE);
2152 glStencilMask(0xff);
2153
2154 if (!q->state()->clipTestEnabled && path.hasWindingFill()) {
2155 // Pass when any clip bit is set, set high bit
2156 glStencilFunc(GL_NOTEQUAL, GL_STENCIL_HIGH_BIT, ~GL_STENCIL_HIGH_BIT);
2157 composite(vertexCoordinateArray.boundingRect());
2158 }
2159
2160 // Pass when high bit is set, replace stencil value with new clip value
2161 glStencilFunc(GL_NOTEQUAL, value, GL_STENCIL_HIGH_BIT);
2162
2163 composite(vertexCoordinateArray.boundingRect());
2164 }
2165
2166 glStencilFunc(GL_LEQUAL, value, ~GL_STENCIL_HIGH_BIT);
2167 glStencilMask(0);
2168
2169 glColorMask(true, true, true, true);
2170}
2171
2172void QGL2PaintEngineEx::clip(const QVectorPath &path, Qt::ClipOperation op)
2173{
2174// qDebug("QGL2PaintEngineEx::clip()");
2175 Q_D(QGL2PaintEngineEx);
2176
2177 state()->clipChanged = true;
2178
2179 ensureActive();
2180
2181 if (op == Qt::ReplaceClip) {
2182 op = Qt::IntersectClip;
2183 if (d->hasClipOperations()) {
2184 d->systemStateChanged();
2185 state()->canRestoreClip = false;
2186 }
2187 }
2188
2189#ifndef QT_GL_NO_SCISSOR_TEST
2190 if (!path.isEmpty() && op == Qt::IntersectClip && (path.shape() == QVectorPath::RectangleHint)) {
2191 const QPointF* const points = reinterpret_cast<const QPointF*>(path.points());
2192 QRectF rect(points[0], points[2]);
2193
2194 if (state()->matrix.type() <= QTransform::TxScale
2195 || (state()->matrix.type() == QTransform::TxRotate
2196 && qFuzzyIsNull(state()->matrix.m11())
2197 && qFuzzyIsNull(state()->matrix.m22())))
2198 {
2199 state()->rectangleClip = state()->rectangleClip.intersected(state()->matrix.mapRect(rect).toRect());
2200 d->updateClipScissorTest();
2201 return;
2202 }
2203 }
2204#endif
2205
2206 const QRect pathRect = state()->matrix.mapRect(path.controlPointRect()).toAlignedRect();
2207
2208 switch (op) {
2209 case Qt::NoClip:
2210 if (d->useSystemClip) {
2211 state()->clipTestEnabled = true;
2212 state()->currentClip = 1;
2213 } else {
2214 state()->clipTestEnabled = false;
2215 }
2216 state()->rectangleClip = QRect(0, 0, d->width, d->height);
2217 state()->canRestoreClip = false;
2218 d->updateClipScissorTest();
2219 break;
2220 case Qt::IntersectClip:
2221 state()->rectangleClip = state()->rectangleClip.intersected(pathRect);
2222 d->updateClipScissorTest();
2223 d->resetClipIfNeeded();
2224 ++d->maxClip;
2225 d->writeClip(path, d->maxClip);
2226 state()->currentClip = d->maxClip;
2227 state()->clipTestEnabled = true;
2228 break;
2229 case Qt::UniteClip: {
2230 d->resetClipIfNeeded();
2231 ++d->maxClip;
2232 if (state()->rectangleClip.isValid()) {
2233 QPainterPath path;
2234 path.addRect(state()->rectangleClip);
2235
2236 // flush the existing clip rectangle to the depth buffer
2237 d->writeClip(qtVectorPathForPath(state()->matrix.inverted().map(path)), d->maxClip);
2238 }
2239
2240 state()->clipTestEnabled = false;
2241#ifndef QT_GL_NO_SCISSOR_TEST
2242 QRect oldRectangleClip = state()->rectangleClip;
2243
2244 state()->rectangleClip = state()->rectangleClip.united(pathRect);
2245 d->updateClipScissorTest();
2246
2247 QRegion extendRegion = QRegion(state()->rectangleClip) - oldRectangleClip;
2248
2249 if (!extendRegion.isEmpty()) {
2250 QPainterPath extendPath;
2251 extendPath.addRegion(extendRegion);
2252
2253 // first clear the depth buffer in the extended region
2254 d->writeClip(qtVectorPathForPath(state()->matrix.inverted().map(extendPath)), 0);
2255 }
2256#endif
2257 // now write the clip path
2258 d->writeClip(path, d->maxClip);
2259 state()->canRestoreClip = false;
2260 state()->currentClip = d->maxClip;
2261 state()->clipTestEnabled = true;
2262 break;
2263 }
2264 default:
2265 break;
2266 }
2267}
2268
2269void QGL2PaintEngineExPrivate::regenerateClip()
2270{
2271 systemStateChanged();
2272 replayClipOperations();
2273}
2274
2275void QGL2PaintEngineExPrivate::systemStateChanged()
2276{
2277 Q_Q(QGL2PaintEngineEx);
2278
2279 q->state()->clipChanged = true;
2280
2281 if (systemClip.isEmpty()) {
2282 useSystemClip = false;
2283 } else {
2284 if (q->paintDevice()->devType() == QInternal::Widget && currentClipWidget) {
2285 QWidgetPrivate *widgetPrivate = qt_widget_private(currentClipWidget->window());
2286 useSystemClip = widgetPrivate->extra && widgetPrivate->extra->inRenderWithPainter;
2287 } else {
2288 useSystemClip = true;
2289 }
2290 }
2291
2292 q->state()->clipTestEnabled = false;
2293 q->state()->needsClipBufferClear = true;
2294
2295 q->state()->currentClip = 1;
2296 maxClip = 1;
2297
2298 q->state()->rectangleClip = useSystemClip ? systemClip.boundingRect() : QRect(0, 0, width, height);
2299 updateClipScissorTest();
2300
2301 if (systemClip.rectCount() == 1) {
2302 if (systemClip.boundingRect() == QRect(0, 0, width, height))
2303 useSystemClip = false;
2304#ifndef QT_GL_NO_SCISSOR_TEST
2305 // scissoring takes care of the system clip
2306 return;
2307#endif
2308 }
2309
2310 if (useSystemClip) {
2311 clearClip(0);
2312
2313 QPainterPath path;
2314 path.addRegion(systemClip);
2315
2316 q->state()->currentClip = 0;
2317 writeClip(qtVectorPathForPath(q->state()->matrix.inverted().map(path)), 1);
2318 q->state()->currentClip = 1;
2319 q->state()->clipTestEnabled = true;
2320 }
2321}
2322
2323void QGL2PaintEngineEx::setState(QPainterState *new_state)
2324{
2325 // qDebug("QGL2PaintEngineEx::setState()");
2326
2327 Q_D(QGL2PaintEngineEx);
2328
2329 QOpenGL2PaintEngineState *s = static_cast<QOpenGL2PaintEngineState *>(new_state);
2330 QOpenGL2PaintEngineState *old_state = state();
2331
2332 QPaintEngineEx::setState(s);
2333
2334 if (s->isNew) {
2335 // Newly created state object. The call to setState()
2336 // will either be followed by a call to begin(), or we are
2337 // setting the state as part of a save().
2338 s->isNew = false;
2339 return;
2340 }
2341
2342 // Setting the state as part of a restore().
2343
2344 if (old_state == s || old_state->renderHintsChanged)
2345 renderHintsChanged();
2346
2347 if (old_state == s || old_state->matrixChanged)
2348 d->matrixDirty = true;
2349
2350 if (old_state == s || old_state->compositionModeChanged)
2351 d->compositionModeDirty = true;
2352
2353 if (old_state == s || old_state->opacityChanged)
2354 d->opacityUniformDirty = true;
2355
2356 if (old_state == s || old_state->clipChanged) {
2357 if (old_state && old_state != s && old_state->canRestoreClip) {
2358 d->updateClipScissorTest();
2359 glDepthFunc(GL_LEQUAL);
2360 } else {
2361 d->regenerateClip();
2362 }
2363 }
2364}
2365
2366QPainterState *QGL2PaintEngineEx::createState(QPainterState *orig) const
2367{
2368 if (orig)
2369 const_cast<QGL2PaintEngineEx *>(this)->ensureActive();
2370
2371 QOpenGL2PaintEngineState *s;
2372 if (!orig)
2373 s = new QOpenGL2PaintEngineState();
2374 else
2375 s = new QOpenGL2PaintEngineState(*static_cast<QOpenGL2PaintEngineState *>(orig));
2376
2377 s->matrixChanged = false;
2378 s->compositionModeChanged = false;
2379 s->opacityChanged = false;
2380 s->renderHintsChanged = false;
2381 s->clipChanged = false;
2382
2383 return s;
2384}
2385
2386QOpenGL2PaintEngineState::QOpenGL2PaintEngineState(QOpenGL2PaintEngineState &other)
2387 : QPainterState(other)
2388{
2389 isNew = true;
2390 needsClipBufferClear = other.needsClipBufferClear;
2391 clipTestEnabled = other.clipTestEnabled;
2392 currentClip = other.currentClip;
2393 canRestoreClip = other.canRestoreClip;
2394 rectangleClip = other.rectangleClip;
2395}
2396
2397QOpenGL2PaintEngineState::QOpenGL2PaintEngineState()
2398{
2399 isNew = true;
2400 needsClipBufferClear = true;
2401 clipTestEnabled = false;
2402 canRestoreClip = true;
2403}
2404
2405QOpenGL2PaintEngineState::~QOpenGL2PaintEngineState()
2406{
2407}
2408
2409QT_END_NAMESPACE
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