Remove "All rights reserved" line from license headers.
[profile/ivi/qtbase.git] / src / gui / opengl / qopenglpaintengine.cpp
1 /****************************************************************************
2 **
3 ** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies).
4 ** Contact: http://www.qt-project.org/
5 **
6 ** This file is part of the QtGui module of the Qt Toolkit.
7 **
8 ** $QT_BEGIN_LICENSE:LGPL$
9 ** GNU Lesser General Public License Usage
10 ** This file may be used under the terms of the GNU Lesser General Public
11 ** License version 2.1 as published by the Free Software Foundation and
12 ** appearing in the file LICENSE.LGPL included in the packaging of this
13 ** file. Please review the following information to ensure the GNU Lesser
14 ** General Public License version 2.1 requirements will be met:
15 ** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
16 **
17 ** In addition, as a special exception, Nokia gives you certain additional
18 ** rights. These rights are described in the Nokia Qt LGPL Exception
19 ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
20 **
21 ** GNU General Public License Usage
22 ** Alternatively, this file may be used under the terms of the GNU General
23 ** Public License version 3.0 as published by the Free Software Foundation
24 ** and appearing in the file LICENSE.GPL included in the packaging of this
25 ** file. Please review the following information to ensure the GNU General
26 ** Public License version 3.0 requirements will be met:
27 ** http://www.gnu.org/copyleft/gpl.html.
28 **
29 ** Other Usage
30 ** Alternatively, this file may be used in accordance with the terms and
31 ** conditions contained in a signed written agreement between you and Nokia.
32 **
33 **
34 **
35 **
36 **
37 **
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 "qopenglgradientcache_p.h"
68 #include "qopengltexturecache_p.h"
69 #include "qopenglpaintengine_p.h"
70
71 #include <string.h> //for memcpy
72 #include <qmath.h>
73
74 #include <private/qopengl_p.h>
75 #include <private/qopenglcontext_p.h>
76 #include <private/qopenglextensions_p.h>
77 #include <private/qmath_p.h>
78 #include <private/qpaintengineex_p.h>
79 #include <QPaintEngine>
80 #include <private/qpainter_p.h>
81 #include <private/qfontengine_p.h>
82 #include <private/qdatabuffer_p.h>
83 #include <private/qstatictext_p.h>
84 #include <private/qtriangulator_p.h>
85
86 #include "qopenglengineshadermanager_p.h"
87 #include "qopengl2pexvertexarray_p.h"
88 #include "qopengltriangulatingstroker_p.h"
89 #include "qopengltextureglyphcache_p.h"
90
91 #include <QDebug>
92
93 QT_BEGIN_NAMESPACE
94
95
96
97 Q_GUI_EXPORT QImage qt_imageForBrush(int brushStyle, bool invert);
98
99 ////////////////////////////////// Private Methods //////////////////////////////////////////
100
101 QOpenGL2PaintEngineExPrivate::~QOpenGL2PaintEngineExPrivate()
102 {
103     delete shaderManager;
104
105     while (pathCaches.size()) {
106         QVectorPath::CacheEntry *e = *(pathCaches.constBegin());
107         e->cleanup(e->engine, e->data);
108         e->data = 0;
109         e->engine = 0;
110     }
111
112     if (elementIndicesVBOId != 0) {
113         funcs.glDeleteBuffers(1, &elementIndicesVBOId);
114         elementIndicesVBOId = 0;
115     }
116 }
117
118 void QOpenGL2PaintEngineExPrivate::updateTextureFilter(GLenum target, GLenum wrapMode, bool smoothPixmapTransform, GLuint id)
119 {
120 //    funcs.glActiveTexture(GL_TEXTURE0 + QT_BRUSH_TEXTURE_UNIT); //### Is it always this texture unit?
121     if (id != GLuint(-1) && id == lastTextureUsed)
122         return;
123
124     lastTextureUsed = id;
125
126     if (smoothPixmapTransform) {
127         glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
128         glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
129     } else {
130         glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
131         glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
132     }
133     glTexParameteri(target, GL_TEXTURE_WRAP_S, wrapMode);
134     glTexParameteri(target, GL_TEXTURE_WRAP_T, wrapMode);
135 }
136
137
138 inline QColor qt_premultiplyColor(QColor c, GLfloat opacity)
139 {
140     qreal alpha = c.alphaF() * opacity;
141     c.setAlphaF(alpha);
142     c.setRedF(c.redF() * alpha);
143     c.setGreenF(c.greenF() * alpha);
144     c.setBlueF(c.blueF() * alpha);
145     return c;
146 }
147
148
149 void QOpenGL2PaintEngineExPrivate::setBrush(const QBrush& brush)
150 {
151     if (qbrush_fast_equals(currentBrush, brush))
152         return;
153
154     const Qt::BrushStyle newStyle = qbrush_style(brush);
155     Q_ASSERT(newStyle != Qt::NoBrush);
156
157     currentBrush = brush;
158     if (!currentBrushPixmap.isNull())
159         currentBrushPixmap = QPixmap();
160     brushUniformsDirty = true; // All brushes have at least one uniform
161
162     if (newStyle > Qt::SolidPattern)
163         brushTextureDirty = true;
164
165     if (currentBrush.style() == Qt::TexturePattern
166         && qHasPixmapTexture(brush) && brush.texture().isQBitmap())
167     {
168         shaderManager->setSrcPixelType(QOpenGLEngineShaderManager::TextureSrcWithPattern);
169     } else {
170         shaderManager->setSrcPixelType(newStyle);
171     }
172     shaderManager->optimiseForBrushTransform(currentBrush.transform().type());
173 }
174
175
176 void QOpenGL2PaintEngineExPrivate::useSimpleShader()
177 {
178     shaderManager->useSimpleProgram();
179
180     if (matrixDirty)
181         updateMatrix();
182 }
183
184 void QOpenGL2PaintEngineExPrivate::updateBrushTexture()
185 {
186     Q_Q(QOpenGL2PaintEngineEx);
187 //     qDebug("QOpenGL2PaintEngineExPrivate::updateBrushTexture()");
188     Qt::BrushStyle style = currentBrush.style();
189
190     if ( (style >= Qt::Dense1Pattern) && (style <= Qt::DiagCrossPattern) ) {
191         // Get the image data for the pattern
192         QImage texImage = qt_imageForBrush(style, false);
193
194         funcs.glActiveTexture(GL_TEXTURE0 + QT_BRUSH_TEXTURE_UNIT);
195         QOpenGLTextureCache::cacheForContext(ctx)->bindTexture(ctx, texImage);
196         updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, q->state()->renderHints & QPainter::SmoothPixmapTransform);
197     }
198     else if (style >= Qt::LinearGradientPattern && style <= Qt::ConicalGradientPattern) {
199         // Gradiant brush: All the gradiants use the same texture
200
201         const QGradient* g = currentBrush.gradient();
202
203         // We apply global opacity in the fragment shaders, so we always pass 1.0
204         // for opacity to the cache.
205         GLuint texId = QOpenGL2GradientCache::cacheForContext(ctx)->getBuffer(*g, 1.0);
206
207         funcs.glActiveTexture(GL_TEXTURE0 + QT_BRUSH_TEXTURE_UNIT);
208         glBindTexture(GL_TEXTURE_2D, texId);
209
210         if (g->spread() == QGradient::RepeatSpread || g->type() == QGradient::ConicalGradient)
211             updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, q->state()->renderHints & QPainter::SmoothPixmapTransform);
212         else if (g->spread() == QGradient::ReflectSpread)
213             updateTextureFilter(GL_TEXTURE_2D, GL_MIRRORED_REPEAT, q->state()->renderHints & QPainter::SmoothPixmapTransform);
214         else
215             updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE, q->state()->renderHints & QPainter::SmoothPixmapTransform);
216     }
217     else if (style == Qt::TexturePattern) {
218         currentBrushPixmap = currentBrush.texture();
219
220         int max_texture_size = ctx->d_func()->maxTextureSize();
221         if (currentBrushPixmap.width() > max_texture_size || currentBrushPixmap.height() > max_texture_size)
222             currentBrushPixmap = currentBrushPixmap.scaled(max_texture_size, max_texture_size, Qt::KeepAspectRatio);
223
224         funcs.glActiveTexture(GL_TEXTURE0 + QT_BRUSH_TEXTURE_UNIT);
225         QOpenGLTextureCache::cacheForContext(ctx)->bindTexture(ctx, currentBrushPixmap);
226         updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, q->state()->renderHints & QPainter::SmoothPixmapTransform);
227         textureInvertedY = false;
228     }
229     brushTextureDirty = false;
230 }
231
232
233 void QOpenGL2PaintEngineExPrivate::updateBrushUniforms()
234 {
235 //     qDebug("QOpenGL2PaintEngineExPrivate::updateBrushUniforms()");
236     Qt::BrushStyle style = currentBrush.style();
237
238     if (style == Qt::NoBrush)
239         return;
240
241     QTransform brushQTransform = currentBrush.transform();
242
243     if (style == Qt::SolidPattern) {
244         QColor col = qt_premultiplyColor(currentBrush.color(), (GLfloat)q->state()->opacity);
245         shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::FragmentColor), col);
246     }
247     else {
248         // All other brushes have a transform and thus need the translation point:
249         QPointF translationPoint;
250
251         if (style <= Qt::DiagCrossPattern) {
252             QColor col = qt_premultiplyColor(currentBrush.color(), (GLfloat)q->state()->opacity);
253
254             shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::PatternColor), col);
255
256             QVector2D halfViewportSize(width*0.5, height*0.5);
257             shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::HalfViewportSize), halfViewportSize);
258         }
259         else if (style == Qt::LinearGradientPattern) {
260             const QLinearGradient *g = static_cast<const QLinearGradient *>(currentBrush.gradient());
261
262             QPointF realStart = g->start();
263             QPointF realFinal = g->finalStop();
264             translationPoint = realStart;
265
266             QPointF l = realFinal - realStart;
267
268             QVector3D linearData(
269                 l.x(),
270                 l.y(),
271                 1.0f / (l.x() * l.x() + l.y() * l.y())
272             );
273
274             shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::LinearData), linearData);
275
276             QVector2D halfViewportSize(width*0.5, height*0.5);
277             shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::HalfViewportSize), halfViewportSize);
278         }
279         else if (style == Qt::ConicalGradientPattern) {
280             const QConicalGradient *g = static_cast<const QConicalGradient *>(currentBrush.gradient());
281             translationPoint   = g->center();
282
283             GLfloat angle = -(g->angle() * 2 * Q_PI) / 360.0;
284
285             shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::Angle), angle);
286
287             QVector2D halfViewportSize(width*0.5, height*0.5);
288             shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::HalfViewportSize), halfViewportSize);
289         }
290         else if (style == Qt::RadialGradientPattern) {
291             const QRadialGradient *g = static_cast<const QRadialGradient *>(currentBrush.gradient());
292             QPointF realCenter = g->center();
293             QPointF realFocal  = g->focalPoint();
294             qreal   realRadius = g->centerRadius() - g->focalRadius();
295             translationPoint   = realFocal;
296
297             QPointF fmp = realCenter - realFocal;
298             shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::Fmp), fmp);
299
300             GLfloat fmp2_m_radius2 = -fmp.x() * fmp.x() - fmp.y() * fmp.y() + realRadius*realRadius;
301             shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::Fmp2MRadius2), fmp2_m_radius2);
302             shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::Inverse2Fmp2MRadius2),
303                                                              GLfloat(1.0 / (2.0*fmp2_m_radius2)));
304             shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::SqrFr),
305                                                              GLfloat(g->focalRadius() * g->focalRadius()));
306             shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::BRadius),
307                                                              GLfloat(2 * (g->centerRadius() - g->focalRadius()) * g->focalRadius()),
308                                                              g->focalRadius(),
309                                                              g->centerRadius() - g->focalRadius());
310
311             QVector2D halfViewportSize(width*0.5, height*0.5);
312             shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::HalfViewportSize), halfViewportSize);
313         }
314         else if (style == Qt::TexturePattern) {
315             const QPixmap& texPixmap = currentBrush.texture();
316
317             if (qHasPixmapTexture(currentBrush) && currentBrush.texture().isQBitmap()) {
318                 QColor col = qt_premultiplyColor(currentBrush.color(), (GLfloat)q->state()->opacity);
319                 shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::PatternColor), col);
320             }
321
322             QSizeF invertedTextureSize(1.0 / texPixmap.width(), 1.0 / texPixmap.height());
323             shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::InvertedTextureSize), invertedTextureSize);
324
325             QVector2D halfViewportSize(width*0.5, height*0.5);
326             shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::HalfViewportSize), halfViewportSize);
327         }
328         else
329             qWarning("QOpenGL2PaintEngineEx: Unimplemented fill style");
330
331         const QPointF &brushOrigin = q->state()->brushOrigin;
332         QTransform matrix = q->state()->matrix;
333         matrix.translate(brushOrigin.x(), brushOrigin.y());
334
335         QTransform translate(1, 0, 0, 1, -translationPoint.x(), -translationPoint.y());
336         qreal m22 = -1;
337         qreal dy = height;
338         if (device->paintFlipped()) {
339             m22 = 1;
340             dy = 0;
341         }
342         QTransform gl_to_qt(1, 0, 0, m22, 0, dy);
343         QTransform inv_matrix;
344         if (style == Qt::TexturePattern && textureInvertedY == -1)
345             inv_matrix = gl_to_qt * (QTransform(1, 0, 0, -1, 0, currentBrush.texture().height()) * brushQTransform * matrix).inverted() * translate;
346         else
347             inv_matrix = gl_to_qt * (brushQTransform * matrix).inverted() * translate;
348
349         shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::BrushTransform), inv_matrix);
350         shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::BrushTexture), QT_BRUSH_TEXTURE_UNIT);
351     }
352     brushUniformsDirty = false;
353 }
354
355
356 // This assumes the shader manager has already setup the correct shader program
357 void QOpenGL2PaintEngineExPrivate::updateMatrix()
358 {
359 //     qDebug("QOpenGL2PaintEngineExPrivate::updateMatrix()");
360
361     const QTransform& transform = q->state()->matrix;
362
363     // The projection matrix converts from Qt's coordinate system to GL's coordinate system
364     //    * GL's viewport is 2x2, Qt's is width x height
365     //    * GL has +y -> -y going from bottom -> top, Qt is the other way round
366     //    * GL has [0,0] in the center, Qt has it in the top-left
367     //
368     // This results in the Projection matrix below, which is multiplied by the painter's
369     // transformation matrix, as shown below:
370     //
371     //                Projection Matrix                      Painter Transform
372     // ------------------------------------------------   ------------------------
373     // | 2.0 / width  |      0.0      |     -1.0      |   |  m11  |  m21  |  dx  |
374     // |     0.0      | -2.0 / height |      1.0      | * |  m12  |  m22  |  dy  |
375     // |     0.0      |      0.0      |      1.0      |   |  m13  |  m23  |  m33 |
376     // ------------------------------------------------   ------------------------
377     //
378     // NOTE: The resultant matrix is also transposed, as GL expects column-major matracies
379
380     const GLfloat wfactor = 2.0f / width;
381     GLfloat hfactor = -2.0f / height;
382
383     GLfloat dx = transform.dx();
384     GLfloat dy = transform.dy();
385
386     if (device->paintFlipped()) {
387         hfactor *= -1;
388         dy -= height;
389     }
390
391     // Non-integer translates can have strange effects for some rendering operations such as
392     // anti-aliased text rendering. In such cases, we snap the translate to the pixel grid.
393     if (snapToPixelGrid && transform.type() == QTransform::TxTranslate) {
394         // 0.50 needs to rounded down to 0.0 for consistency with raster engine:
395         dx = ceilf(dx - 0.5f);
396         dy = ceilf(dy - 0.5f);
397     }
398     pmvMatrix[0][0] = (wfactor * transform.m11())  - transform.m13();
399     pmvMatrix[1][0] = (wfactor * transform.m21())  - transform.m23();
400     pmvMatrix[2][0] = (wfactor * dx) - transform.m33();
401     pmvMatrix[0][1] = (hfactor * transform.m12())  + transform.m13();
402     pmvMatrix[1][1] = (hfactor * transform.m22())  + transform.m23();
403     pmvMatrix[2][1] = (hfactor * dy) + transform.m33();
404     pmvMatrix[0][2] = transform.m13();
405     pmvMatrix[1][2] = transform.m23();
406     pmvMatrix[2][2] = transform.m33();
407
408     // 1/10000 == 0.0001, so we have good enough res to cover curves
409     // that span the entire widget...
410     inverseScale = qMax(1 / qMax( qMax(qAbs(transform.m11()), qAbs(transform.m22())),
411                                   qMax(qAbs(transform.m12()), qAbs(transform.m21())) ),
412                         qreal(0.0001));
413
414     matrixDirty = false;
415     matrixUniformDirty = true;
416
417     // Set the PMV matrix attribute. As we use an attributes rather than uniforms, we only
418     // need to do this once for every matrix change and persists across all shader programs.
419     funcs.glVertexAttrib3fv(QT_PMV_MATRIX_1_ATTR, pmvMatrix[0]);
420     funcs.glVertexAttrib3fv(QT_PMV_MATRIX_2_ATTR, pmvMatrix[1]);
421     funcs.glVertexAttrib3fv(QT_PMV_MATRIX_3_ATTR, pmvMatrix[2]);
422
423     dasher.setInvScale(inverseScale);
424     stroker.setInvScale(inverseScale);
425 }
426
427
428 void QOpenGL2PaintEngineExPrivate::updateCompositionMode()
429 {
430     // NOTE: The entire paint engine works on pre-multiplied data - which is why some of these
431     //       composition modes look odd.
432 //     qDebug() << "QOpenGL2PaintEngineExPrivate::updateCompositionMode() - Setting GL composition mode for " << q->state()->composition_mode;
433     switch(q->state()->composition_mode) {
434     case QPainter::CompositionMode_SourceOver:
435         glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
436         break;
437     case QPainter::CompositionMode_DestinationOver:
438         glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ONE);
439         break;
440     case QPainter::CompositionMode_Clear:
441         glBlendFunc(GL_ZERO, GL_ZERO);
442         break;
443     case QPainter::CompositionMode_Source:
444         glBlendFunc(GL_ONE, GL_ZERO);
445         break;
446     case QPainter::CompositionMode_Destination:
447         glBlendFunc(GL_ZERO, GL_ONE);
448         break;
449     case QPainter::CompositionMode_SourceIn:
450         glBlendFunc(GL_DST_ALPHA, GL_ZERO);
451         break;
452     case QPainter::CompositionMode_DestinationIn:
453         glBlendFunc(GL_ZERO, GL_SRC_ALPHA);
454         break;
455     case QPainter::CompositionMode_SourceOut:
456         glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
457         break;
458     case QPainter::CompositionMode_DestinationOut:
459         glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_ALPHA);
460         break;
461     case QPainter::CompositionMode_SourceAtop:
462         glBlendFunc(GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
463         break;
464     case QPainter::CompositionMode_DestinationAtop:
465         glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA);
466         break;
467     case QPainter::CompositionMode_Xor:
468         glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
469         break;
470     case QPainter::CompositionMode_Plus:
471         glBlendFunc(GL_ONE, GL_ONE);
472         break;
473     default:
474         qWarning("Unsupported composition mode");
475         break;
476     }
477
478     compositionModeDirty = false;
479 }
480
481 static inline void setCoords(GLfloat *coords, const QOpenGLRect &rect)
482 {
483     coords[0] = rect.left;
484     coords[1] = rect.top;
485     coords[2] = rect.right;
486     coords[3] = rect.top;
487     coords[4] = rect.right;
488     coords[5] = rect.bottom;
489     coords[6] = rect.left;
490     coords[7] = rect.bottom;
491 }
492
493 void QOpenGL2PaintEngineExPrivate::drawTexture(const QOpenGLRect& dest, const QOpenGLRect& src, const QSize &textureSize, bool opaque, bool pattern)
494 {
495     // Setup for texture drawing
496     currentBrush = noBrush;
497     shaderManager->setSrcPixelType(pattern ? QOpenGLEngineShaderManager::PatternSrc : QOpenGLEngineShaderManager::ImageSrc);
498
499     if (snapToPixelGrid) {
500         snapToPixelGrid = false;
501         matrixDirty = true;
502     }
503
504     if (prepareForDraw(opaque))
505         shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::ImageTexture), QT_IMAGE_TEXTURE_UNIT);
506
507     if (pattern) {
508         QColor col = qt_premultiplyColor(q->state()->pen.color(), (GLfloat)q->state()->opacity);
509         shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::PatternColor), col);
510     }
511
512     GLfloat dx = 1.0 / textureSize.width();
513     GLfloat dy = 1.0 / textureSize.height();
514
515     QOpenGLRect srcTextureRect(src.left*dx, src.top*dy, src.right*dx, src.bottom*dy);
516
517     setCoords(staticVertexCoordinateArray, dest);
518     setCoords(staticTextureCoordinateArray, srcTextureRect);
519
520     glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
521 }
522
523 void QOpenGL2PaintEngineEx::beginNativePainting()
524 {
525     Q_D(QOpenGL2PaintEngineEx);
526     ensureActive();
527     d->transferMode(BrushDrawingMode);
528
529     d->nativePaintingActive = true;
530
531     d->funcs.glUseProgram(0);
532
533     // Disable all the vertex attribute arrays:
534     for (int i = 0; i < QT_GL_VERTEX_ARRAY_TRACKED_COUNT; ++i)
535         d->funcs.glDisableVertexAttribArray(i);
536
537 #ifndef QT_OPENGL_ES_2
538     Q_ASSERT(QOpenGLContext::currentContext());
539     const QSurfaceFormat &fmt = d->device->context()->format();
540     if (fmt.majorVersion() < 3 || (fmt.majorVersion() == 3 && fmt.minorVersion() < 1)
541         || fmt.profile() == QSurfaceFormat::CompatibilityProfile)
542     {
543         // be nice to people who mix OpenGL 1.x code with QPainter commands
544         // by setting modelview and projection matrices to mirror the GL 1
545         // paint engine
546         const QTransform& mtx = state()->matrix;
547
548         float mv_matrix[4][4] =
549         {
550             { float(mtx.m11()), float(mtx.m12()),     0, float(mtx.m13()) },
551             { float(mtx.m21()), float(mtx.m22()),     0, float(mtx.m23()) },
552             {                0,                0,     1,                0 },
553             {  float(mtx.dx()),  float(mtx.dy()),     0, float(mtx.m33()) }
554         };
555
556         const QSize sz = d->device->size();
557
558         glMatrixMode(GL_PROJECTION);
559         glLoadIdentity();
560         glOrtho(0, sz.width(), sz.height(), 0, -999999, 999999);
561
562         glMatrixMode(GL_MODELVIEW);
563         glLoadMatrixf(&mv_matrix[0][0]);
564     }
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
576 void QOpenGL2PaintEngineExPrivate::resetGLState()
577 {
578     glDisable(GL_BLEND);
579     funcs.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     funcs.glClearDepthf(1);
586     glStencilMask(0xff);
587     glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
588     glStencilFunc(GL_ALWAYS, 0, 0xff);
589     setVertexAttribArrayEnabled(QT_TEXTURE_COORDS_ATTR, false);
590     setVertexAttribArrayEnabled(QT_VERTEX_COORDS_ATTR, false);
591     setVertexAttribArrayEnabled(QT_OPACITY_ATTR, false);
592 #ifndef QT_OPENGL_ES_2
593     // gl_Color, corresponding to vertex attribute 3, may have been changed
594     float color[] = { 1.0f, 1.0f, 1.0f, 1.0f };
595     funcs.glVertexAttrib4fv(3, color);
596 #endif
597 }
598
599 void QOpenGL2PaintEngineEx::endNativePainting()
600 {
601     Q_D(QOpenGL2PaintEngineEx);
602     d->needsSync = true;
603     d->nativePaintingActive = false;
604 }
605
606 void QOpenGL2PaintEngineEx::invalidateState()
607 {
608     Q_D(QOpenGL2PaintEngineEx);
609     d->needsSync = true;
610 }
611
612 bool QOpenGL2PaintEngineEx::isNativePaintingActive() const {
613     Q_D(const QOpenGL2PaintEngineEx);
614     return d->nativePaintingActive;
615 }
616
617 void QOpenGL2PaintEngineExPrivate::transferMode(EngineMode newMode)
618 {
619     if (newMode == mode)
620         return;
621
622     if (mode == TextDrawingMode || mode == ImageDrawingMode || mode == ImageArrayDrawingMode) {
623         lastTextureUsed = GLuint(-1);
624     }
625
626     if (newMode == TextDrawingMode) {
627         shaderManager->setHasComplexGeometry(true);
628     } else {
629         shaderManager->setHasComplexGeometry(false);
630     }
631
632     if (newMode == ImageDrawingMode) {
633         setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, staticVertexCoordinateArray);
634         setVertexAttributePointer(QT_TEXTURE_COORDS_ATTR, staticTextureCoordinateArray);
635     }
636
637     if (newMode == ImageArrayDrawingMode) {
638         setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, (GLfloat*)vertexCoordinateArray.data());
639         setVertexAttributePointer(QT_TEXTURE_COORDS_ATTR, (GLfloat*)textureCoordinateArray.data());
640         setVertexAttributePointer(QT_OPACITY_ATTR, (GLfloat*)opacityArray.data());
641     }
642
643     // This needs to change when we implement high-quality anti-aliasing...
644     if (newMode != TextDrawingMode)
645         shaderManager->setMaskType(QOpenGLEngineShaderManager::NoMask);
646
647     mode = newMode;
648 }
649
650 struct QOpenGL2PEVectorPathCache
651 {
652 #ifdef QT_OPENGL_CACHE_AS_VBOS
653     GLuint vbo;
654     GLuint ibo;
655 #else
656     float *vertices;
657     void *indices;
658 #endif
659     int vertexCount;
660     int indexCount;
661     GLenum primitiveType;
662     qreal iscale;
663     QVertexIndexVector::Type indexType;
664 };
665
666 void QOpenGL2PaintEngineExPrivate::cleanupVectorPath(QPaintEngineEx *engine, void *data)
667 {
668     QOpenGL2PEVectorPathCache *c = (QOpenGL2PEVectorPathCache *) data;
669 #ifdef QT_OPENGL_CACHE_AS_VBOS
670     Q_ASSERT(engine->type() == QPaintEngine::OpenGL2);
671     static_cast<QOpenGL2PaintEngineEx *>(engine)->d_func()->unusedVBOSToClean << c->vbo;
672     if (c->ibo)
673         d->unusedIBOSToClean << c->ibo;
674 #else
675     Q_UNUSED(engine);
676     free(c->vertices);
677     free(c->indices);
678 #endif
679     delete c;
680 }
681
682 // Assumes everything is configured for the brush you want to use
683 void QOpenGL2PaintEngineExPrivate::fill(const QVectorPath& path)
684 {
685     transferMode(BrushDrawingMode);
686
687     if (snapToPixelGrid) {
688         snapToPixelGrid = false;
689         matrixDirty = true;
690     }
691
692     // Might need to call updateMatrix to re-calculate inverseScale
693     if (matrixDirty)
694         updateMatrix();
695
696     const QPointF* const points = reinterpret_cast<const QPointF*>(path.points());
697
698     // Check to see if there's any hints
699     if (path.shape() == QVectorPath::RectangleHint) {
700         QOpenGLRect rect(points[0].x(), points[0].y(), points[2].x(), points[2].y());
701         prepareForDraw(currentBrush.isOpaque());
702         composite(rect);
703     } else if (path.isConvex()) {
704
705         if (path.isCacheable()) {
706             QVectorPath::CacheEntry *data = path.lookupCacheData(q);
707             QOpenGL2PEVectorPathCache *cache;
708
709             bool updateCache = false;
710
711             if (data) {
712                 cache = (QOpenGL2PEVectorPathCache *) data->data;
713                 // Check if scale factor is exceeded for curved paths and generate curves if so...
714                 if (path.isCurved()) {
715                     qreal scaleFactor = cache->iscale / inverseScale;
716                     if (scaleFactor < 0.5 || scaleFactor > 2.0) {
717 #ifdef QT_OPENGL_CACHE_AS_VBOS
718                         glDeleteBuffers(1, &cache->vbo);
719                         cache->vbo = 0;
720                         Q_ASSERT(cache->ibo == 0);
721 #else
722                         free(cache->vertices);
723                         Q_ASSERT(cache->indices == 0);
724 #endif
725                         updateCache = true;
726                     }
727                 }
728             } else {
729                 cache = new QOpenGL2PEVectorPathCache;
730                 data = const_cast<QVectorPath &>(path).addCacheData(q, cache, cleanupVectorPath);
731                 updateCache = true;
732             }
733
734             // Flatten the path at the current scale factor and fill it into the cache struct.
735             if (updateCache) {
736                 vertexCoordinateArray.clear();
737                 vertexCoordinateArray.addPath(path, inverseScale, false);
738                 int vertexCount = vertexCoordinateArray.vertexCount();
739                 int floatSizeInBytes = vertexCount * 2 * sizeof(float);
740                 cache->vertexCount = vertexCount;
741                 cache->indexCount = 0;
742                 cache->primitiveType = GL_TRIANGLE_FAN;
743                 cache->iscale = inverseScale;
744 #ifdef QT_OPENGL_CACHE_AS_VBOS
745                 glGenBuffers(1, &cache->vbo);
746                 glBindBuffer(GL_ARRAY_BUFFER, cache->vbo);
747                 glBufferData(GL_ARRAY_BUFFER, floatSizeInBytes, vertexCoordinateArray.data(), GL_STATIC_DRAW);
748                 cache->ibo = 0;
749 #else
750                 cache->vertices = (float *) malloc(floatSizeInBytes);
751                 memcpy(cache->vertices, vertexCoordinateArray.data(), floatSizeInBytes);
752                 cache->indices = 0;
753 #endif
754             }
755
756             prepareForDraw(currentBrush.isOpaque());
757 #ifdef QT_OPENGL_CACHE_AS_VBOS
758             glBindBuffer(GL_ARRAY_BUFFER, cache->vbo);
759             setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, 0);
760 #else
761             setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, cache->vertices);
762 #endif
763             glDrawArrays(cache->primitiveType, 0, cache->vertexCount);
764
765         } else {
766       //        printf(" - Marking path as cachable...\n");
767             // Tag it for later so that if the same path is drawn twice, it is assumed to be static and thus cachable
768             path.makeCacheable();
769             vertexCoordinateArray.clear();
770             vertexCoordinateArray.addPath(path, inverseScale, false);
771             prepareForDraw(currentBrush.isOpaque());
772             drawVertexArrays(vertexCoordinateArray, GL_TRIANGLE_FAN);
773         }
774
775     } else {
776         bool useCache = path.isCacheable();
777         if (useCache) {
778             QRectF bbox = path.controlPointRect();
779             // If the path doesn't fit within these limits, it is possible that the triangulation will fail.
780             useCache &= (bbox.left() > -0x8000 * inverseScale)
781                      && (bbox.right() < 0x8000 * inverseScale)
782                      && (bbox.top() > -0x8000 * inverseScale)
783                      && (bbox.bottom() < 0x8000 * inverseScale);
784         }
785
786         if (useCache) {
787             QVectorPath::CacheEntry *data = path.lookupCacheData(q);
788             QOpenGL2PEVectorPathCache *cache;
789
790             bool updateCache = false;
791
792             if (data) {
793                 cache = (QOpenGL2PEVectorPathCache *) data->data;
794                 // Check if scale factor is exceeded for curved paths and generate curves if so...
795                 if (path.isCurved()) {
796                     qreal scaleFactor = cache->iscale / inverseScale;
797                     if (scaleFactor < 0.5 || scaleFactor > 2.0) {
798 #ifdef QT_OPENGL_CACHE_AS_VBOS
799                         glDeleteBuffers(1, &cache->vbo);
800                         glDeleteBuffers(1, &cache->ibo);
801 #else
802                         free(cache->vertices);
803                         free(cache->indices);
804 #endif
805                         updateCache = true;
806                     }
807                 }
808             } else {
809                 cache = new QOpenGL2PEVectorPathCache;
810                 data = const_cast<QVectorPath &>(path).addCacheData(q, cache, cleanupVectorPath);
811                 updateCache = true;
812             }
813
814             // Flatten the path at the current scale factor and fill it into the cache struct.
815             if (updateCache) {
816                 QTriangleSet polys = qTriangulate(path, QTransform().scale(1 / inverseScale, 1 / inverseScale));
817                 cache->vertexCount = polys.vertices.size() / 2;
818                 cache->indexCount = polys.indices.size();
819                 cache->primitiveType = GL_TRIANGLES;
820                 cache->iscale = inverseScale;
821                 cache->indexType = polys.indices.type();
822 #ifdef QT_OPENGL_CACHE_AS_VBOS
823                 glGenBuffers(1, &cache->vbo);
824                 glGenBuffers(1, &cache->ibo);
825                 glBindBuffer(GL_ARRAY_BUFFER, cache->vbo);
826                 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, cache->ibo);
827
828                 if (polys.indices.type() == QVertexIndexVector::UnsignedInt)
829                     funcs.glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(quint32) * polys.indices.size(), polys.indices.data(), GL_STATIC_DRAW);
830                 else
831                     funcs.glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(quint16) * polys.indices.size(), polys.indices.data(), GL_STATIC_DRAW);
832
833                 QVarLengthArray<float> vertices(polys.vertices.size());
834                 for (int i = 0; i < polys.vertices.size(); ++i)
835                     vertices[i] = float(inverseScale * polys.vertices.at(i));
836                 funcs.glBufferData(GL_ARRAY_BUFFER, sizeof(float) * vertices.size(), vertices.data(), GL_STATIC_DRAW);
837 #else
838                 cache->vertices = (float *) malloc(sizeof(float) * polys.vertices.size());
839                 if (polys.indices.type() == QVertexIndexVector::UnsignedInt) {
840                     cache->indices = (quint32 *) malloc(sizeof(quint32) * polys.indices.size());
841                     memcpy(cache->indices, polys.indices.data(), sizeof(quint32) * polys.indices.size());
842                 } else {
843                     cache->indices = (quint16 *) malloc(sizeof(quint16) * polys.indices.size());
844                     memcpy(cache->indices, polys.indices.data(), sizeof(quint16) * polys.indices.size());
845                 }
846                 for (int i = 0; i < polys.vertices.size(); ++i)
847                     cache->vertices[i] = float(inverseScale * polys.vertices.at(i));
848 #endif
849             }
850
851             prepareForDraw(currentBrush.isOpaque());
852 #ifdef QT_OPENGL_CACHE_AS_VBOS
853             glBindBuffer(GL_ARRAY_BUFFER, cache->vbo);
854             glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, cache->ibo);
855             setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, 0);
856             if (cache->indexType == QVertexIndexVector::UnsignedInt)
857                 glDrawElements(cache->primitiveType, cache->indexCount, GL_UNSIGNED_INT, 0);
858             else
859                 glDrawElements(cache->primitiveType, cache->indexCount, GL_UNSIGNED_SHORT, 0);
860             glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
861             glBindBuffer(GL_ARRAY_BUFFER, 0);
862 #else
863             setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, cache->vertices);
864             if (cache->indexType == QVertexIndexVector::UnsignedInt)
865                 glDrawElements(cache->primitiveType, cache->indexCount, GL_UNSIGNED_INT, (qint32 *)cache->indices);
866             else
867                 glDrawElements(cache->primitiveType, cache->indexCount, GL_UNSIGNED_SHORT, (qint16 *)cache->indices);
868 #endif
869
870         } else {
871       //        printf(" - Marking path as cachable...\n");
872             // Tag it for later so that if the same path is drawn twice, it is assumed to be static and thus cachable
873             path.makeCacheable();
874
875             if (device->context()->format().stencilBufferSize() == 0) {
876                 // If there is no stencil buffer, triangulate the path instead.
877
878                 QRectF bbox = path.controlPointRect();
879                 // If the path doesn't fit within these limits, it is possible that the triangulation will fail.
880                 bool withinLimits = (bbox.left() > -0x8000 * inverseScale)
881                                   && (bbox.right() < 0x8000 * inverseScale)
882                                   && (bbox.top() > -0x8000 * inverseScale)
883                                   && (bbox.bottom() < 0x8000 * inverseScale);
884                 if (withinLimits) {
885                     QTriangleSet polys = qTriangulate(path, QTransform().scale(1 / inverseScale, 1 / inverseScale));
886
887                     QVarLengthArray<float> vertices(polys.vertices.size());
888                     for (int i = 0; i < polys.vertices.size(); ++i)
889                         vertices[i] = float(inverseScale * polys.vertices.at(i));
890
891                     prepareForDraw(currentBrush.isOpaque());
892                     setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, vertices.constData());
893                     if (funcs.hasOpenGLExtension(QOpenGLExtensions::ElementIndexUint))
894                         glDrawElements(GL_TRIANGLES, polys.indices.size(), GL_UNSIGNED_INT, polys.indices.data());
895                     else
896                         glDrawElements(GL_TRIANGLES, polys.indices.size(), GL_UNSIGNED_SHORT, polys.indices.data());
897                 } else {
898                     // We can't handle big, concave painter paths with OpenGL without stencil buffer.
899                     qWarning("Painter path exceeds +/-32767 pixels.");
900                 }
901                 return;
902             }
903
904             // The path is too complicated & needs the stencil technique
905             vertexCoordinateArray.clear();
906             vertexCoordinateArray.addPath(path, inverseScale, false);
907
908             fillStencilWithVertexArray(vertexCoordinateArray, path.hasWindingFill());
909
910             glStencilMask(0xff);
911             glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE);
912
913             if (q->state()->clipTestEnabled) {
914                 // Pass when high bit is set, replace stencil value with current clip
915                 glStencilFunc(GL_NOTEQUAL, q->state()->currentClip, GL_STENCIL_HIGH_BIT);
916             } else if (path.hasWindingFill()) {
917                 // Pass when any bit is set, replace stencil value with 0
918                 glStencilFunc(GL_NOTEQUAL, 0, 0xff);
919             } else {
920                 // Pass when high bit is set, replace stencil value with 0
921                 glStencilFunc(GL_NOTEQUAL, 0, GL_STENCIL_HIGH_BIT);
922             }
923             prepareForDraw(currentBrush.isOpaque());
924
925             // Stencil the brush onto the dest buffer
926             composite(vertexCoordinateArray.boundingRect());
927             glStencilMask(0);
928             updateClipScissorTest();
929         }
930     }
931 }
932
933
934 void QOpenGL2PaintEngineExPrivate::fillStencilWithVertexArray(const float *data,
935                                                           int count,
936                                                           int *stops,
937                                                           int stopCount,
938                                                           const QOpenGLRect &bounds,
939                                                           StencilFillMode mode)
940 {
941     Q_ASSERT(count || stops);
942
943 //     qDebug("QOpenGL2PaintEngineExPrivate::fillStencilWithVertexArray()");
944     glStencilMask(0xff); // Enable stencil writes
945
946     if (dirtyStencilRegion.intersects(currentScissorBounds)) {
947         QVector<QRect> clearRegion = dirtyStencilRegion.intersected(currentScissorBounds).rects();
948         glClearStencil(0); // Clear to zero
949         for (int i = 0; i < clearRegion.size(); ++i) {
950 #ifndef QT_GL_NO_SCISSOR_TEST
951             setScissor(clearRegion.at(i));
952 #endif
953             glClear(GL_STENCIL_BUFFER_BIT);
954         }
955
956         dirtyStencilRegion -= currentScissorBounds;
957
958 #ifndef QT_GL_NO_SCISSOR_TEST
959         updateClipScissorTest();
960 #endif
961     }
962
963     glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); // Disable color writes
964     useSimpleShader();
965     glEnable(GL_STENCIL_TEST); // For some reason, this has to happen _after_ the simple shader is use()'d
966
967     if (mode == WindingFillMode) {
968         Q_ASSERT(stops && !count);
969         if (q->state()->clipTestEnabled) {
970             // Flatten clip values higher than current clip, and set high bit to match current clip
971             glStencilFunc(GL_LEQUAL, GL_STENCIL_HIGH_BIT | q->state()->currentClip, ~GL_STENCIL_HIGH_BIT);
972             glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE);
973             composite(bounds);
974
975             glStencilFunc(GL_EQUAL, GL_STENCIL_HIGH_BIT, GL_STENCIL_HIGH_BIT);
976         } else if (!stencilClean) {
977             // Clear stencil buffer within bounding rect
978             glStencilFunc(GL_ALWAYS, 0, 0xff);
979             glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO);
980             composite(bounds);
981         }
982
983         // Inc. for front-facing triangle
984         funcs.glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_INCR_WRAP, GL_INCR_WRAP);
985         // Dec. for back-facing "holes"
986         funcs.glStencilOpSeparate(GL_BACK, GL_KEEP, GL_DECR_WRAP, GL_DECR_WRAP);
987         glStencilMask(~GL_STENCIL_HIGH_BIT);
988         drawVertexArrays(data, stops, stopCount, GL_TRIANGLE_FAN);
989
990         if (q->state()->clipTestEnabled) {
991             // Clear high bit of stencil outside of path
992             glStencilFunc(GL_EQUAL, q->state()->currentClip, ~GL_STENCIL_HIGH_BIT);
993             glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE);
994             glStencilMask(GL_STENCIL_HIGH_BIT);
995             composite(bounds);
996         }
997     } else if (mode == OddEvenFillMode) {
998         glStencilMask(GL_STENCIL_HIGH_BIT);
999         glStencilOp(GL_KEEP, GL_KEEP, GL_INVERT); // Simply invert the stencil bit
1000         drawVertexArrays(data, stops, stopCount, GL_TRIANGLE_FAN);
1001
1002     } else { // TriStripStrokeFillMode
1003         Q_ASSERT(count && !stops); // tristrips generated directly, so no vertexArray or stops
1004         glStencilMask(GL_STENCIL_HIGH_BIT);
1005 #if 0
1006         glStencilOp(GL_KEEP, GL_KEEP, GL_INVERT); // Simply invert the stencil bit
1007         setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, data);
1008         glDrawArrays(GL_TRIANGLE_STRIP, 0, count);
1009 #else
1010
1011         glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
1012         if (q->state()->clipTestEnabled) {
1013             glStencilFunc(GL_LEQUAL, q->state()->currentClip | GL_STENCIL_HIGH_BIT,
1014                           ~GL_STENCIL_HIGH_BIT);
1015         } else {
1016             glStencilFunc(GL_ALWAYS, GL_STENCIL_HIGH_BIT, 0xff);
1017         }
1018         setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, data);
1019         glDrawArrays(GL_TRIANGLE_STRIP, 0, count);
1020 #endif
1021     }
1022
1023     // Enable color writes & disable stencil writes
1024     glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
1025 }
1026
1027 /*
1028     If the maximum value in the stencil buffer is GL_STENCIL_HIGH_BIT - 1,
1029     restore the stencil buffer to a pristine state.  The current clip region
1030     is set to 1, and the rest to 0.
1031 */
1032 void QOpenGL2PaintEngineExPrivate::resetClipIfNeeded()
1033 {
1034     if (maxClip != (GL_STENCIL_HIGH_BIT - 1))
1035         return;
1036
1037     Q_Q(QOpenGL2PaintEngineEx);
1038
1039     useSimpleShader();
1040     glEnable(GL_STENCIL_TEST);
1041     glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
1042
1043     QRectF bounds = q->state()->matrix.inverted().mapRect(QRectF(0, 0, width, height));
1044     QOpenGLRect rect(bounds.left(), bounds.top(), bounds.right(), bounds.bottom());
1045
1046     // Set high bit on clip region
1047     glStencilFunc(GL_LEQUAL, q->state()->currentClip, 0xff);
1048     glStencilOp(GL_KEEP, GL_INVERT, GL_INVERT);
1049     glStencilMask(GL_STENCIL_HIGH_BIT);
1050     composite(rect);
1051
1052     // Reset clipping to 1 and everything else to zero
1053     glStencilFunc(GL_NOTEQUAL, 0x01, GL_STENCIL_HIGH_BIT);
1054     glStencilOp(GL_ZERO, GL_REPLACE, GL_REPLACE);
1055     glStencilMask(0xff);
1056     composite(rect);
1057
1058     q->state()->currentClip = 1;
1059     q->state()->canRestoreClip = false;
1060
1061     maxClip = 1;
1062
1063     glStencilMask(0x0);
1064     glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
1065 }
1066
1067 bool QOpenGL2PaintEngineExPrivate::prepareForDraw(bool srcPixelsAreOpaque)
1068 {
1069     if (brushTextureDirty && mode != ImageDrawingMode && mode != ImageArrayDrawingMode)
1070         updateBrushTexture();
1071
1072     if (compositionModeDirty)
1073         updateCompositionMode();
1074
1075     if (matrixDirty)
1076         updateMatrix();
1077
1078     const bool stateHasOpacity = q->state()->opacity < 0.99f;
1079     if (q->state()->composition_mode == QPainter::CompositionMode_Source
1080         || (q->state()->composition_mode == QPainter::CompositionMode_SourceOver
1081             && srcPixelsAreOpaque && !stateHasOpacity))
1082     {
1083         glDisable(GL_BLEND);
1084     } else {
1085         glEnable(GL_BLEND);
1086     }
1087
1088     QOpenGLEngineShaderManager::OpacityMode opacityMode;
1089     if (mode == ImageArrayDrawingMode) {
1090         opacityMode = QOpenGLEngineShaderManager::AttributeOpacity;
1091     } else {
1092         opacityMode = stateHasOpacity ? QOpenGLEngineShaderManager::UniformOpacity
1093                                       : QOpenGLEngineShaderManager::NoOpacity;
1094         if (stateHasOpacity && (mode != ImageDrawingMode)) {
1095             // Using a brush
1096             bool brushIsPattern = (currentBrush.style() >= Qt::Dense1Pattern) &&
1097                                   (currentBrush.style() <= Qt::DiagCrossPattern);
1098
1099             if ((currentBrush.style() == Qt::SolidPattern) || brushIsPattern)
1100                 opacityMode = QOpenGLEngineShaderManager::NoOpacity; // Global opacity handled by srcPixel shader
1101         }
1102     }
1103     shaderManager->setOpacityMode(opacityMode);
1104
1105     bool changed = shaderManager->useCorrectShaderProg();
1106     // If the shader program needs changing, we change it and mark all uniforms as dirty
1107     if (changed) {
1108         // The shader program has changed so mark all uniforms as dirty:
1109         brushUniformsDirty = true;
1110         opacityUniformDirty = true;
1111         matrixUniformDirty = true;
1112     }
1113
1114     if (brushUniformsDirty && mode != ImageDrawingMode && mode != ImageArrayDrawingMode)
1115         updateBrushUniforms();
1116
1117     if (opacityMode == QOpenGLEngineShaderManager::UniformOpacity && opacityUniformDirty) {
1118         shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::GlobalOpacity), (GLfloat)q->state()->opacity);
1119         opacityUniformDirty = false;
1120     }
1121
1122     if (matrixUniformDirty && shaderManager->hasComplexGeometry()) {
1123         shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::Matrix),
1124                                                          pmvMatrix);
1125         matrixUniformDirty = false;
1126     }
1127
1128     return changed;
1129 }
1130
1131 void QOpenGL2PaintEngineExPrivate::composite(const QOpenGLRect& boundingRect)
1132 {
1133     setCoords(staticVertexCoordinateArray, boundingRect);
1134     setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, staticVertexCoordinateArray);
1135     glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1136 }
1137
1138 // Draws the vertex array as a set of <vertexArrayStops.size()> triangle fans.
1139 void QOpenGL2PaintEngineExPrivate::drawVertexArrays(const float *data, int *stops, int stopCount,
1140                                                 GLenum primitive)
1141 {
1142     // Now setup the pointer to the vertex array:
1143     setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, (GLfloat*)data);
1144
1145     int previousStop = 0;
1146     for (int i=0; i<stopCount; ++i) {
1147         int stop = stops[i];
1148 /*
1149         qDebug("Drawing triangle fan for vertecies %d -> %d:", previousStop, stop-1);
1150         for (int i=previousStop; i<stop; ++i)
1151             qDebug("   %02d: [%.2f, %.2f]", i, vertexArray.data()[i].x, vertexArray.data()[i].y);
1152 */
1153         glDrawArrays(primitive, previousStop, stop - previousStop);
1154         previousStop = stop;
1155     }
1156 }
1157
1158 /////////////////////////////////// Public Methods //////////////////////////////////////////
1159
1160 QOpenGL2PaintEngineEx::QOpenGL2PaintEngineEx()
1161     : QPaintEngineEx(*(new QOpenGL2PaintEngineExPrivate(this)))
1162 {
1163 }
1164
1165 QOpenGL2PaintEngineEx::~QOpenGL2PaintEngineEx()
1166 {
1167 }
1168
1169 void QOpenGL2PaintEngineEx::fill(const QVectorPath &path, const QBrush &brush)
1170 {
1171     Q_D(QOpenGL2PaintEngineEx);
1172
1173     if (qbrush_style(brush) == Qt::NoBrush)
1174         return;
1175     ensureActive();
1176     d->setBrush(brush);
1177     d->fill(path);
1178 }
1179
1180 Q_GUI_EXPORT bool qt_scaleForTransform(const QTransform &transform, qreal *scale); // qtransform.cpp
1181
1182
1183 void QOpenGL2PaintEngineEx::stroke(const QVectorPath &path, const QPen &pen)
1184 {
1185     Q_D(QOpenGL2PaintEngineEx);
1186
1187     const QBrush &penBrush = qpen_brush(pen);
1188     if (qpen_style(pen) == Qt::NoPen || qbrush_style(penBrush) == Qt::NoBrush)
1189         return;
1190
1191     QOpenGL2PaintEngineState *s = state();
1192     if (pen.isCosmetic() && !qt_scaleForTransform(s->transform(), 0)) {
1193         // QTriangulatingStroker class is not meant to support cosmetically sheared strokes.
1194         QPaintEngineEx::stroke(path, pen);
1195         return;
1196     }
1197
1198     ensureActive();
1199     d->setBrush(penBrush);
1200     d->stroke(path, pen);
1201 }
1202
1203 void QOpenGL2PaintEngineExPrivate::stroke(const QVectorPath &path, const QPen &pen)
1204 {
1205     const QOpenGL2PaintEngineState *s = q->state();
1206     if (snapToPixelGrid) {
1207         snapToPixelGrid = false;
1208         matrixDirty = true;
1209     }
1210
1211     const Qt::PenStyle penStyle = qpen_style(pen);
1212     const QBrush &penBrush = qpen_brush(pen);
1213     const bool opaque = penBrush.isOpaque() && s->opacity > 0.99;
1214
1215     transferMode(BrushDrawingMode);
1216
1217     // updateMatrix() is responsible for setting the inverse scale on
1218     // the strokers, so we need to call it here and not wait for
1219     // prepareForDraw() down below.
1220     updateMatrix();
1221
1222     QRectF clip = q->state()->matrix.inverted().mapRect(q->state()->clipEnabled
1223                                                         ? q->state()->rectangleClip
1224                                                         : QRectF(0, 0, width, height));
1225
1226     if (penStyle == Qt::SolidLine) {
1227         stroker.process(path, pen, clip);
1228
1229     } else { // Some sort of dash
1230         dasher.process(path, pen, clip);
1231
1232         QVectorPath dashStroke(dasher.points(),
1233                                dasher.elementCount(),
1234                                dasher.elementTypes());
1235         stroker.process(dashStroke, pen, clip);
1236     }
1237
1238     if (!stroker.vertexCount())
1239         return;
1240
1241     if (opaque) {
1242         prepareForDraw(opaque);
1243         setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, stroker.vertices());
1244         glDrawArrays(GL_TRIANGLE_STRIP, 0, stroker.vertexCount() / 2);
1245
1246 //         QBrush b(Qt::green);
1247 //         d->setBrush(&b);
1248 //         d->prepareForDraw(true);
1249 //         glDrawArrays(GL_LINE_STRIP, 0, d->stroker.vertexCount() / 2);
1250
1251     } else {
1252         qreal width = qpen_widthf(pen) / 2;
1253         if (width == 0)
1254             width = 0.5;
1255         qreal extra = pen.joinStyle() == Qt::MiterJoin
1256                       ? qMax(pen.miterLimit() * width, width)
1257                       : width;
1258
1259         if (pen.isCosmetic())
1260             extra = extra * inverseScale;
1261
1262         QRectF bounds = path.controlPointRect().adjusted(-extra, -extra, extra, extra);
1263
1264         fillStencilWithVertexArray(stroker.vertices(), stroker.vertexCount() / 2,
1265                                       0, 0, bounds, QOpenGL2PaintEngineExPrivate::TriStripStrokeFillMode);
1266
1267         glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE);
1268
1269         // Pass when any bit is set, replace stencil value with 0
1270         glStencilFunc(GL_NOTEQUAL, 0, GL_STENCIL_HIGH_BIT);
1271         prepareForDraw(false);
1272
1273         // Stencil the brush onto the dest buffer
1274         composite(bounds);
1275
1276         glStencilMask(0);
1277
1278         updateClipScissorTest();
1279     }
1280 }
1281
1282 void QOpenGL2PaintEngineEx::penChanged() { }
1283 void QOpenGL2PaintEngineEx::brushChanged() { }
1284 void QOpenGL2PaintEngineEx::brushOriginChanged() { }
1285
1286 void QOpenGL2PaintEngineEx::opacityChanged()
1287 {
1288 //    qDebug("QOpenGL2PaintEngineEx::opacityChanged()");
1289     Q_D(QOpenGL2PaintEngineEx);
1290     state()->opacityChanged = true;
1291
1292     Q_ASSERT(d->shaderManager);
1293     d->brushUniformsDirty = true;
1294     d->opacityUniformDirty = true;
1295 }
1296
1297 void QOpenGL2PaintEngineEx::compositionModeChanged()
1298 {
1299 //     qDebug("QOpenGL2PaintEngineEx::compositionModeChanged()");
1300     Q_D(QOpenGL2PaintEngineEx);
1301     state()->compositionModeChanged = true;
1302     d->compositionModeDirty = true;
1303 }
1304
1305 void QOpenGL2PaintEngineEx::renderHintsChanged()
1306 {
1307     state()->renderHintsChanged = true;
1308
1309 #if !defined(QT_OPENGL_ES_2)
1310     if ((state()->renderHints & QPainter::Antialiasing)
1311         || (state()->renderHints & QPainter::HighQualityAntialiasing))
1312         glEnable(GL_MULTISAMPLE);
1313     else
1314         glDisable(GL_MULTISAMPLE);
1315 #endif
1316
1317     Q_D(QOpenGL2PaintEngineEx);
1318     d->lastTextureUsed = GLuint(-1);
1319     d->brushTextureDirty = true;
1320 //    qDebug("QOpenGL2PaintEngineEx::renderHintsChanged() not implemented!");
1321 }
1322
1323 void QOpenGL2PaintEngineEx::transformChanged()
1324 {
1325     Q_D(QOpenGL2PaintEngineEx);
1326     d->matrixDirty = true;
1327     state()->matrixChanged = true;
1328 }
1329
1330
1331 static const QRectF scaleRect(const QRectF &r, qreal sx, qreal sy)
1332 {
1333     return QRectF(r.x() * sx, r.y() * sy, r.width() * sx, r.height() * sy);
1334 }
1335
1336 void QOpenGL2PaintEngineEx::drawPixmap(const QRectF& dest, const QPixmap & pixmap, const QRectF & src)
1337 {
1338     Q_D(QOpenGL2PaintEngineEx);
1339     QOpenGLContext *ctx = d->ctx;
1340
1341     int max_texture_size = ctx->d_func()->maxTextureSize();
1342     if (pixmap.width() > max_texture_size || pixmap.height() > max_texture_size) {
1343         QPixmap scaled = pixmap.scaled(max_texture_size, max_texture_size, Qt::KeepAspectRatio);
1344
1345         const qreal sx = scaled.width() / qreal(pixmap.width());
1346         const qreal sy = scaled.height() / qreal(pixmap.height());
1347
1348         drawPixmap(dest, scaled, scaleRect(src, sx, sy));
1349         return;
1350     }
1351
1352     ensureActive();
1353     d->transferMode(ImageDrawingMode);
1354
1355     d->funcs.glActiveTexture(GL_TEXTURE0 + QT_IMAGE_TEXTURE_UNIT);
1356     GLuint id = QOpenGLTextureCache::cacheForContext(ctx)->bindTexture(ctx, pixmap);
1357
1358     QOpenGLRect srcRect(src.left(), src.top(), src.right(), src.bottom());
1359
1360     bool isBitmap = pixmap.isQBitmap();
1361     bool isOpaque = !isBitmap && !pixmap.hasAlpha();
1362
1363     d->updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE,
1364                            state()->renderHints & QPainter::SmoothPixmapTransform, id);
1365     d->drawTexture(dest, srcRect, pixmap.size(), isOpaque, isBitmap);
1366 }
1367
1368 void QOpenGL2PaintEngineEx::drawImage(const QRectF& dest, const QImage& image, const QRectF& src,
1369                         Qt::ImageConversionFlags)
1370 {
1371     Q_D(QOpenGL2PaintEngineEx);
1372     QOpenGLContext *ctx = d->ctx;
1373
1374     int max_texture_size = ctx->d_func()->maxTextureSize();
1375     if (image.width() > max_texture_size || image.height() > max_texture_size) {
1376         QImage scaled = image.scaled(max_texture_size, max_texture_size, Qt::KeepAspectRatio);
1377
1378         const qreal sx = scaled.width() / qreal(image.width());
1379         const qreal sy = scaled.height() / qreal(image.height());
1380
1381         drawImage(dest, scaled, scaleRect(src, sx, sy));
1382         return;
1383     }
1384
1385     ensureActive();
1386     d->transferMode(ImageDrawingMode);
1387
1388     d->funcs.glActiveTexture(GL_TEXTURE0 + QT_IMAGE_TEXTURE_UNIT);
1389
1390     GLuint id = QOpenGLTextureCache::cacheForContext(ctx)->bindTexture(ctx, image);
1391
1392     d->updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE,
1393                            state()->renderHints & QPainter::SmoothPixmapTransform, id);
1394     d->drawTexture(dest, src, image.size(), !image.hasAlphaChannel());
1395 }
1396
1397 void QOpenGL2PaintEngineEx::drawStaticTextItem(QStaticTextItem *textItem)
1398 {
1399     Q_D(QOpenGL2PaintEngineEx);
1400
1401     ensureActive();
1402
1403     QPainterState *s = state();
1404     float det = s->matrix.determinant();
1405
1406     // don't try to cache huge fonts or vastly transformed fonts
1407     QFontEngine *fontEngine = textItem->fontEngine();
1408     const qreal pixelSize = fontEngine->fontDef.pixelSize;
1409     if (shouldDrawCachedGlyphs(pixelSize, s->matrix) || det < 0.25f || det > 4.f) {
1410         QFontEngineGlyphCache::Type glyphType = fontEngine->glyphFormat >= 0
1411                                                 ? QFontEngineGlyphCache::Type(textItem->fontEngine()->glyphFormat)
1412                                                 : d->glyphCacheType;
1413         if (glyphType == QFontEngineGlyphCache::Raster_RGBMask) {
1414             if (d->device->context()->format().alphaBufferSize() > 0 || s->matrix.type() > QTransform::TxTranslate
1415                 || (s->composition_mode != QPainter::CompositionMode_Source
1416                 && s->composition_mode != QPainter::CompositionMode_SourceOver))
1417             {
1418                 glyphType = QFontEngineGlyphCache::Raster_A8;
1419             }
1420         }
1421
1422         d->drawCachedGlyphs(glyphType, textItem);
1423     } else {
1424         QPaintEngineEx::drawStaticTextItem(textItem);
1425     }
1426 }
1427
1428 bool QOpenGL2PaintEngineEx::drawTexture(const QRectF &dest, GLuint textureId, const QSize &size, const QRectF &src)
1429 {
1430     Q_D(QOpenGL2PaintEngineEx);
1431     if (!d->shaderManager)
1432         return false;
1433
1434     ensureActive();
1435     d->transferMode(ImageDrawingMode);
1436
1437     d->funcs.glActiveTexture(GL_TEXTURE0 + QT_IMAGE_TEXTURE_UNIT);
1438     glBindTexture(GL_TEXTURE_2D, textureId);
1439
1440     QOpenGLRect srcRect(src.left(), src.bottom(), src.right(), src.top());
1441
1442     d->updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE,
1443                            state()->renderHints & QPainter::SmoothPixmapTransform, textureId);
1444     d->drawTexture(dest, srcRect, size, false);
1445     return true;
1446 }
1447
1448 void QOpenGL2PaintEngineEx::drawTextItem(const QPointF &p, const QTextItem &textItem)
1449 {
1450     Q_D(QOpenGL2PaintEngineEx);
1451
1452     ensureActive();
1453     QOpenGL2PaintEngineState *s = state();
1454
1455     const QTextItemInt &ti = static_cast<const QTextItemInt &>(textItem);
1456
1457     QTransform::TransformationType txtype = s->matrix.type();
1458
1459     float det = s->matrix.determinant();
1460     bool drawCached = txtype < QTransform::TxProject;
1461
1462     // don't try to cache huge fonts or vastly transformed fonts
1463     const qreal pixelSize = ti.fontEngine->fontDef.pixelSize;
1464     if (shouldDrawCachedGlyphs(pixelSize, s->matrix) || det < 0.25f || det > 4.f)
1465         drawCached = false;
1466
1467     QFontEngineGlyphCache::Type glyphType = ti.fontEngine->glyphFormat >= 0
1468                                             ? QFontEngineGlyphCache::Type(ti.fontEngine->glyphFormat)
1469                                             : d->glyphCacheType;
1470
1471
1472     if (glyphType == QFontEngineGlyphCache::Raster_RGBMask) {
1473         if (d->device->context()->format().alphaBufferSize() > 0 || txtype > QTransform::TxTranslate
1474             || (state()->composition_mode != QPainter::CompositionMode_Source
1475             && state()->composition_mode != QPainter::CompositionMode_SourceOver))
1476         {
1477             glyphType = QFontEngineGlyphCache::Raster_A8;
1478         }
1479     }
1480
1481     if (drawCached) {
1482         QVarLengthArray<QFixedPoint> positions;
1483         QVarLengthArray<glyph_t> glyphs;
1484         QTransform matrix = QTransform::fromTranslate(p.x(), p.y());
1485         ti.fontEngine->getGlyphPositions(ti.glyphs, matrix, ti.flags, glyphs, positions);
1486
1487         {
1488             QStaticTextItem staticTextItem;
1489             staticTextItem.chars = const_cast<QChar *>(ti.chars);
1490             staticTextItem.setFontEngine(ti.fontEngine);
1491             staticTextItem.glyphs = glyphs.data();
1492             staticTextItem.numChars = ti.num_chars;
1493             staticTextItem.numGlyphs = glyphs.size();
1494             staticTextItem.glyphPositions = positions.data();
1495
1496             d->drawCachedGlyphs(glyphType, &staticTextItem);
1497         }
1498         return;
1499     }
1500
1501     QPaintEngineEx::drawTextItem(p, ti);
1502 }
1503
1504 namespace {
1505
1506     class QOpenGLStaticTextUserData: public QStaticTextUserData
1507     {
1508     public:
1509         QOpenGLStaticTextUserData()
1510             : QStaticTextUserData(OpenGLUserData), cacheSize(0, 0), cacheSerialNumber(0)
1511         {
1512         }
1513
1514         ~QOpenGLStaticTextUserData()
1515         {
1516         }
1517
1518         QSize cacheSize;
1519         QOpenGL2PEXVertexArray vertexCoordinateArray;
1520         QOpenGL2PEXVertexArray textureCoordinateArray;
1521         QFontEngineGlyphCache::Type glyphType;
1522         int cacheSerialNumber;
1523     };
1524
1525 }
1526
1527
1528 // #define QT_OPENGL_DRAWCACHEDGLYPHS_INDEX_ARRAY_VBO
1529
1530 void QOpenGL2PaintEngineExPrivate::drawCachedGlyphs(QFontEngineGlyphCache::Type glyphType,
1531                                                 QStaticTextItem *staticTextItem)
1532 {
1533     Q_Q(QOpenGL2PaintEngineEx);
1534
1535     QOpenGL2PaintEngineState *s = q->state();
1536
1537     void *cacheKey = ctx->shareGroup();
1538     bool recreateVertexArrays = false;
1539     QFontEngine *fe = staticTextItem->fontEngine();
1540
1541     QOpenGLTextureGlyphCache *cache =
1542             (QOpenGLTextureGlyphCache *) fe->glyphCache(cacheKey, glyphType, QTransform());
1543     if (!cache || cache->cacheType() != glyphType || cache->contextGroup() == 0) {
1544         cache = new QOpenGLTextureGlyphCache(glyphType, QTransform());
1545         fe->setGlyphCache(cacheKey, cache);
1546         recreateVertexArrays = true;
1547     }
1548
1549     if (staticTextItem->userDataNeedsUpdate) {
1550         recreateVertexArrays = true;
1551     } else if (staticTextItem->userData() == 0) {
1552         recreateVertexArrays = true;
1553     } else if (staticTextItem->userData()->type != QStaticTextUserData::OpenGLUserData) {
1554         recreateVertexArrays = true;
1555     } else {
1556         QOpenGLStaticTextUserData *userData = static_cast<QOpenGLStaticTextUserData *>(staticTextItem->userData());
1557         if (userData->glyphType != glyphType) {
1558             recreateVertexArrays = true;
1559         } else if (userData->cacheSerialNumber != cache->serialNumber()) {
1560             recreateVertexArrays = true;
1561         }
1562     }
1563
1564     // We only need to update the cache with new glyphs if we are actually going to recreate the vertex arrays.
1565     // If the cache size has changed, we do need to regenerate the vertices, but we don't need to repopulate the
1566     // cache so this text is performed before we test if the cache size has changed.
1567     if (recreateVertexArrays) {
1568         cache->setPaintEnginePrivate(this);
1569         if (!cache->populate(fe, staticTextItem->numGlyphs,
1570                              staticTextItem->glyphs, staticTextItem->glyphPositions)) {
1571             // No space for glyphs in cache. We need to reset it and try again.
1572             cache->clear();
1573             cache->populate(fe, staticTextItem->numGlyphs,
1574                             staticTextItem->glyphs, staticTextItem->glyphPositions);
1575         }
1576         cache->fillInPendingGlyphs();
1577     }
1578
1579     if (cache->width() == 0 || cache->height() == 0)
1580         return;
1581
1582     transferMode(TextDrawingMode);
1583
1584     int margin = fe->glyphMargin(glyphType);
1585
1586     GLfloat dx = 1.0 / cache->width();
1587     GLfloat dy = 1.0 / cache->height();
1588
1589     // Use global arrays by default
1590     QOpenGL2PEXVertexArray *vertexCoordinates = &vertexCoordinateArray;
1591     QOpenGL2PEXVertexArray *textureCoordinates = &textureCoordinateArray;
1592
1593     if (staticTextItem->useBackendOptimizations) {
1594         QOpenGLStaticTextUserData *userData = 0;
1595
1596         if (staticTextItem->userData() == 0
1597             || staticTextItem->userData()->type != QStaticTextUserData::OpenGLUserData) {
1598
1599             userData = new QOpenGLStaticTextUserData();
1600             staticTextItem->setUserData(userData);
1601
1602         } else {
1603             userData = static_cast<QOpenGLStaticTextUserData*>(staticTextItem->userData());
1604         }
1605
1606         userData->glyphType = glyphType;
1607         userData->cacheSerialNumber = cache->serialNumber();
1608
1609         // Use cache if backend optimizations is turned on
1610         vertexCoordinates = &userData->vertexCoordinateArray;
1611         textureCoordinates = &userData->textureCoordinateArray;
1612
1613         QSize size(cache->width(), cache->height());
1614         if (userData->cacheSize != size) {
1615             recreateVertexArrays = true;
1616             userData->cacheSize = size;
1617         }
1618     }
1619
1620     if (recreateVertexArrays) {
1621         vertexCoordinates->clear();
1622         textureCoordinates->clear();
1623
1624         bool supportsSubPixelPositions = fe->supportsSubPixelPositions();
1625         for (int i=0; i<staticTextItem->numGlyphs; ++i) {
1626             QFixed subPixelPosition;
1627             if (supportsSubPixelPositions)
1628                 subPixelPosition = fe->subPixelPositionForX(staticTextItem->glyphPositions[i].x);
1629
1630             QTextureGlyphCache::GlyphAndSubPixelPosition glyph(staticTextItem->glyphs[i], subPixelPosition);
1631
1632             const QTextureGlyphCache::Coord &c = cache->coords[glyph];
1633             if (c.isNull())
1634                 continue;
1635
1636             int x = qFloor(staticTextItem->glyphPositions[i].x) + c.baseLineX - margin;
1637             int y = qFloor(staticTextItem->glyphPositions[i].y) - c.baseLineY - margin;
1638
1639             vertexCoordinates->addQuad(QRectF(x, y, c.w, c.h));
1640             textureCoordinates->addQuad(QRectF(c.x*dx, c.y*dy, c.w * dx, c.h * dy));
1641         }
1642
1643         staticTextItem->userDataNeedsUpdate = false;
1644     }
1645
1646     int numGlyphs = vertexCoordinates->vertexCount() / 4;
1647     if (numGlyphs == 0)
1648         return;
1649
1650     if (elementIndices.size() < numGlyphs*6) {
1651         Q_ASSERT(elementIndices.size() % 6 == 0);
1652         int j = elementIndices.size() / 6 * 4;
1653         while (j < numGlyphs*4) {
1654             elementIndices.append(j + 0);
1655             elementIndices.append(j + 0);
1656             elementIndices.append(j + 1);
1657             elementIndices.append(j + 2);
1658             elementIndices.append(j + 3);
1659             elementIndices.append(j + 3);
1660
1661             j += 4;
1662         }
1663
1664 #if defined(QT_OPENGL_DRAWCACHEDGLYPHS_INDEX_ARRAY_VBO)
1665         if (elementIndicesVBOId == 0)
1666             glGenBuffers(1, &elementIndicesVBOId);
1667
1668         glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementIndicesVBOId);
1669         glBufferData(GL_ELEMENT_ARRAY_BUFFER, elementIndices.size() * sizeof(GLushort),
1670                      elementIndices.constData(), GL_STATIC_DRAW);
1671 #endif
1672     } else {
1673 #if defined(QT_OPENGL_DRAWCACHEDGLYPHS_INDEX_ARRAY_VBO)
1674         glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementIndicesVBOId);
1675 #endif
1676     }
1677
1678     setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, (GLfloat*)vertexCoordinates->data());
1679     setVertexAttributePointer(QT_TEXTURE_COORDS_ATTR, (GLfloat*)textureCoordinates->data());
1680
1681     if (!snapToPixelGrid) {
1682         snapToPixelGrid = true;
1683         matrixDirty = true;
1684     }
1685
1686     QBrush pensBrush = q->state()->pen.brush();
1687     setBrush(pensBrush);
1688
1689     if (glyphType == QFontEngineGlyphCache::Raster_RGBMask) {
1690
1691         // Subpixel antialiasing without gamma correction
1692
1693         QPainter::CompositionMode compMode = q->state()->composition_mode;
1694         Q_ASSERT(compMode == QPainter::CompositionMode_Source
1695             || compMode == QPainter::CompositionMode_SourceOver);
1696
1697         shaderManager->setMaskType(QOpenGLEngineShaderManager::SubPixelMaskPass1);
1698
1699         if (pensBrush.style() == Qt::SolidPattern) {
1700             // Solid patterns can get away with only one pass.
1701             QColor c = pensBrush.color();
1702             qreal oldOpacity = q->state()->opacity;
1703             if (compMode == QPainter::CompositionMode_Source) {
1704                 c = qt_premultiplyColor(c, q->state()->opacity);
1705                 q->state()->opacity = 1;
1706                 opacityUniformDirty = true;
1707             }
1708
1709             compositionModeDirty = false; // I can handle this myself, thank you very much
1710             prepareForDraw(false); // Text always causes src pixels to be transparent
1711
1712             // prepareForDraw() have set the opacity on the current shader, so the opacity state can now be reset.
1713             if (compMode == QPainter::CompositionMode_Source) {
1714                 q->state()->opacity = oldOpacity;
1715                 opacityUniformDirty = true;
1716             }
1717
1718             glEnable(GL_BLEND);
1719             glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR);
1720             funcs.glBlendColor(c.redF(), c.greenF(), c.blueF(), c.alphaF());
1721         } else {
1722             // Other brush styles need two passes.
1723
1724             qreal oldOpacity = q->state()->opacity;
1725             if (compMode == QPainter::CompositionMode_Source) {
1726                 q->state()->opacity = 1;
1727                 opacityUniformDirty = true;
1728                 pensBrush = Qt::white;
1729                 setBrush(pensBrush);
1730             }
1731
1732             compositionModeDirty = false; // I can handle this myself, thank you very much
1733             prepareForDraw(false); // Text always causes src pixels to be transparent
1734             glEnable(GL_BLEND);
1735             glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
1736
1737             funcs.glActiveTexture(GL_TEXTURE0 + QT_MASK_TEXTURE_UNIT);
1738             glBindTexture(GL_TEXTURE_2D, cache->texture());
1739             updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, false);
1740
1741 #if defined(QT_OPENGL_DRAWCACHEDGLYPHS_INDEX_ARRAY_VBO)
1742             glDrawElements(GL_TRIANGLE_STRIP, 6 * numGlyphs, GL_UNSIGNED_SHORT, 0);
1743 #else
1744             glDrawElements(GL_TRIANGLE_STRIP, 6 * numGlyphs, GL_UNSIGNED_SHORT, elementIndices.data());
1745 #endif
1746
1747             shaderManager->setMaskType(QOpenGLEngineShaderManager::SubPixelMaskPass2);
1748
1749             if (compMode == QPainter::CompositionMode_Source) {
1750                 q->state()->opacity = oldOpacity;
1751                 opacityUniformDirty = true;
1752                 pensBrush = q->state()->pen.brush();
1753                 setBrush(pensBrush);
1754             }
1755
1756             compositionModeDirty = false;
1757             prepareForDraw(false); // Text always causes src pixels to be transparent
1758             glEnable(GL_BLEND);
1759             glBlendFunc(GL_ONE, GL_ONE);
1760         }
1761         compositionModeDirty = true;
1762     } else {
1763         // Greyscale/mono glyphs
1764
1765         shaderManager->setMaskType(QOpenGLEngineShaderManager::PixelMask);
1766         prepareForDraw(false); // Text always causes src pixels to be transparent
1767     }
1768
1769     QOpenGLTextureGlyphCache::FilterMode filterMode = (s->matrix.type() > QTransform::TxTranslate)?QOpenGLTextureGlyphCache::Linear:QOpenGLTextureGlyphCache::Nearest;
1770     if (lastMaskTextureUsed != cache->texture() || cache->filterMode() != filterMode) {
1771
1772         funcs.glActiveTexture(GL_TEXTURE0 + QT_MASK_TEXTURE_UNIT);
1773         if (lastMaskTextureUsed != cache->texture()) {
1774             glBindTexture(GL_TEXTURE_2D, cache->texture());
1775             lastMaskTextureUsed = cache->texture();
1776         }
1777
1778         if (cache->filterMode() != filterMode) {
1779             if (filterMode == QOpenGLTextureGlyphCache::Linear) {
1780                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1781                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
1782             } else {
1783                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1784                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1785             }
1786             cache->setFilterMode(filterMode);
1787         }
1788     }
1789
1790     bool srgbFrameBufferEnabled = false;
1791     if (funcs.hasOpenGLExtension(QOpenGLExtensions::SRGBFrameBuffer)) {
1792         if (false)
1793         {
1794             glEnable(GL_FRAMEBUFFER_SRGB);
1795             srgbFrameBufferEnabled = true;
1796         }
1797     }
1798
1799 #if defined(QT_OPENGL_DRAWCACHEDGLYPHS_INDEX_ARRAY_VBO)
1800     glDrawElements(GL_TRIANGLE_STRIP, 6 * numGlyphs, GL_UNSIGNED_SHORT, 0);
1801     glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
1802 #else
1803     glDrawElements(GL_TRIANGLE_STRIP, 6 * numGlyphs, GL_UNSIGNED_SHORT, elementIndices.data());
1804 #endif
1805
1806     if (srgbFrameBufferEnabled)
1807         glDisable(GL_FRAMEBUFFER_SRGB);
1808
1809 }
1810
1811 void QOpenGL2PaintEngineEx::drawPixmapFragments(const QPainter::PixmapFragment *fragments, int fragmentCount, const QPixmap &pixmap,
1812                                             QPainter::PixmapFragmentHints hints)
1813 {
1814     Q_D(QOpenGL2PaintEngineEx);
1815     // Use fallback for extended composition modes.
1816     if (state()->composition_mode > QPainter::CompositionMode_Plus) {
1817         QPaintEngineEx::drawPixmapFragments(fragments, fragmentCount, pixmap, hints);
1818         return;
1819     }
1820
1821     ensureActive();
1822     int max_texture_size = d->ctx->d_func()->maxTextureSize();
1823     if (pixmap.width() > max_texture_size || pixmap.height() > max_texture_size) {
1824         QPixmap scaled = pixmap.scaled(max_texture_size, max_texture_size, Qt::KeepAspectRatio);
1825         d->drawPixmapFragments(fragments, fragmentCount, scaled, hints);
1826     } else {
1827         d->drawPixmapFragments(fragments, fragmentCount, pixmap, hints);
1828     }
1829 }
1830
1831
1832 void QOpenGL2PaintEngineExPrivate::drawPixmapFragments(const QPainter::PixmapFragment *fragments,
1833                                                    int fragmentCount, const QPixmap &pixmap,
1834                                                    QPainter::PixmapFragmentHints hints)
1835 {
1836     GLfloat dx = 1.0f / pixmap.size().width();
1837     GLfloat dy = 1.0f / pixmap.size().height();
1838
1839     vertexCoordinateArray.clear();
1840     textureCoordinateArray.clear();
1841     opacityArray.reset();
1842
1843     if (snapToPixelGrid) {
1844         snapToPixelGrid = false;
1845         matrixDirty = true;
1846     }
1847
1848     bool allOpaque = true;
1849
1850     for (int i = 0; i < fragmentCount; ++i) {
1851         qreal s = 0;
1852         qreal c = 1;
1853         if (fragments[i].rotation != 0) {
1854             s = qFastSin(fragments[i].rotation * Q_PI / 180);
1855             c = qFastCos(fragments[i].rotation * Q_PI / 180);
1856         }
1857
1858         qreal right = 0.5 * fragments[i].scaleX * fragments[i].width;
1859         qreal bottom = 0.5 * fragments[i].scaleY * fragments[i].height;
1860         QOpenGLPoint bottomRight(right * c - bottom * s, right * s + bottom * c);
1861         QOpenGLPoint bottomLeft(-right * c - bottom * s, -right * s + bottom * c);
1862
1863         vertexCoordinateArray.addVertex(bottomRight.x + fragments[i].x, bottomRight.y + fragments[i].y);
1864         vertexCoordinateArray.addVertex(-bottomLeft.x + fragments[i].x, -bottomLeft.y + fragments[i].y);
1865         vertexCoordinateArray.addVertex(-bottomRight.x + fragments[i].x, -bottomRight.y + fragments[i].y);
1866         vertexCoordinateArray.addVertex(-bottomRight.x + fragments[i].x, -bottomRight.y + fragments[i].y);
1867         vertexCoordinateArray.addVertex(bottomLeft.x + fragments[i].x, bottomLeft.y + fragments[i].y);
1868         vertexCoordinateArray.addVertex(bottomRight.x + fragments[i].x, bottomRight.y + fragments[i].y);
1869
1870         QOpenGLRect src(fragments[i].sourceLeft * dx, fragments[i].sourceTop * dy,
1871                     (fragments[i].sourceLeft + fragments[i].width) * dx,
1872                     (fragments[i].sourceTop + fragments[i].height) * dy);
1873
1874         textureCoordinateArray.addVertex(src.right, src.bottom);
1875         textureCoordinateArray.addVertex(src.right, src.top);
1876         textureCoordinateArray.addVertex(src.left, src.top);
1877         textureCoordinateArray.addVertex(src.left, src.top);
1878         textureCoordinateArray.addVertex(src.left, src.bottom);
1879         textureCoordinateArray.addVertex(src.right, src.bottom);
1880
1881         qreal opacity = fragments[i].opacity * q->state()->opacity;
1882         opacityArray << opacity << opacity << opacity << opacity << opacity << opacity;
1883         allOpaque &= (opacity >= 0.99f);
1884     }
1885
1886     funcs.glActiveTexture(GL_TEXTURE0 + QT_IMAGE_TEXTURE_UNIT);
1887     GLuint id = QOpenGLTextureCache::cacheForContext(ctx)->bindTexture(ctx, pixmap);
1888     transferMode(ImageArrayDrawingMode);
1889
1890     bool isBitmap = pixmap.isQBitmap();
1891     bool isOpaque = !isBitmap && (!pixmap.hasAlpha() || (hints & QPainter::OpaqueHint)) && allOpaque;
1892
1893     updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE,
1894                            q->state()->renderHints & QPainter::SmoothPixmapTransform, id);
1895
1896     // Setup for texture drawing
1897     currentBrush = noBrush;
1898     shaderManager->setSrcPixelType(isBitmap ? QOpenGLEngineShaderManager::PatternSrc
1899                                             : QOpenGLEngineShaderManager::ImageSrc);
1900     if (prepareForDraw(isOpaque))
1901         shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::ImageTexture), QT_IMAGE_TEXTURE_UNIT);
1902
1903     if (isBitmap) {
1904         QColor col = qt_premultiplyColor(q->state()->pen.color(), (GLfloat)q->state()->opacity);
1905         shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::PatternColor), col);
1906     }
1907
1908     glDrawArrays(GL_TRIANGLES, 0, 6 * fragmentCount);
1909 }
1910
1911 bool QOpenGL2PaintEngineEx::begin(QPaintDevice *pdev)
1912 {
1913     Q_D(QOpenGL2PaintEngineEx);
1914
1915     Q_ASSERT(pdev->devType() == QInternal::OpenGL);
1916     d->device = static_cast<QOpenGLPaintDevice*>(pdev);
1917
1918     if (!d->device)
1919         return false;
1920
1921     if (d->device->context() != QOpenGLContext::currentContext()) {
1922         qWarning("QPainter::begin(): QOpenGLPaintDevice's context needs to be current");
1923         return false;
1924     }
1925
1926     d->ctx = QOpenGLContext::currentContext();
1927     d->ctx->d_func()->active_engine = this;
1928
1929     d->funcs.initializeGLFunctions();
1930
1931     for (int i = 0; i < QT_GL_VERTEX_ARRAY_TRACKED_COUNT; ++i)
1932         d->vertexAttributeArraysEnabledState[i] = false;
1933
1934     const QSize sz = d->device->size();
1935     d->width = sz.width();
1936     d->height = sz.height();
1937     d->mode = BrushDrawingMode;
1938     d->brushTextureDirty = true;
1939     d->brushUniformsDirty = true;
1940     d->matrixUniformDirty = true;
1941     d->matrixDirty = true;
1942     d->compositionModeDirty = true;
1943     d->opacityUniformDirty = true;
1944     d->needsSync = true;
1945     d->useSystemClip = !systemClip().isEmpty();
1946     d->currentBrush = QBrush();
1947
1948     d->dirtyStencilRegion = QRect(0, 0, d->width, d->height);
1949     d->stencilClean = true;
1950
1951     d->shaderManager = new QOpenGLEngineShaderManager(d->ctx);
1952
1953     glDisable(GL_STENCIL_TEST);
1954     glDisable(GL_DEPTH_TEST);
1955     glDisable(GL_SCISSOR_TEST);
1956
1957 #if !defined(QT_OPENGL_ES_2)
1958     glDisable(GL_MULTISAMPLE);
1959 #endif
1960
1961     d->glyphCacheType = QFontEngineGlyphCache::Raster_A8;
1962
1963 #if !defined(QT_OPENGL_ES_2)
1964         d->glyphCacheType = QFontEngineGlyphCache::Raster_RGBMask;
1965 #endif
1966
1967 #if defined(QT_OPENGL_ES_2)
1968     // OpenGL ES can't switch MSAA off, so if the gl paint device is
1969     // multisampled, it's always multisampled.
1970     d->multisamplingAlwaysEnabled = d->device->context()->format().samples() > 1;
1971 #else
1972     d->multisamplingAlwaysEnabled = false;
1973 #endif
1974
1975     return true;
1976 }
1977
1978 bool QOpenGL2PaintEngineEx::end()
1979 {
1980     Q_D(QOpenGL2PaintEngineEx);
1981
1982     QOpenGLContext *ctx = d->ctx;
1983     d->funcs.glUseProgram(0);
1984     d->transferMode(BrushDrawingMode);
1985
1986     ctx->d_func()->active_engine = 0;
1987
1988     d->resetGLState();
1989
1990     delete d->shaderManager;
1991     d->shaderManager = 0;
1992     d->currentBrush = QBrush();
1993
1994 #ifdef QT_OPENGL_CACHE_AS_VBOS
1995     if (!d->unusedVBOSToClean.isEmpty()) {
1996         glDeleteBuffers(d->unusedVBOSToClean.size(), d->unusedVBOSToClean.constData());
1997         d->unusedVBOSToClean.clear();
1998     }
1999     if (!d->unusedIBOSToClean.isEmpty()) {
2000         glDeleteBuffers(d->unusedIBOSToClean.size(), d->unusedIBOSToClean.constData());
2001         d->unusedIBOSToClean.clear();
2002     }
2003 #endif
2004
2005     return false;
2006 }
2007
2008 void QOpenGL2PaintEngineEx::ensureActive()
2009 {
2010     Q_D(QOpenGL2PaintEngineEx);
2011     QOpenGLContext *ctx = d->ctx;
2012
2013     if (isActive() && ctx->d_func()->active_engine != this) {
2014         ctx->d_func()->active_engine = this;
2015         d->needsSync = true;
2016     }
2017
2018     if (d->needsSync) {
2019         d->transferMode(BrushDrawingMode);
2020         glViewport(0, 0, d->width, d->height);
2021         d->needsSync = false;
2022         d->lastMaskTextureUsed = 0;
2023         d->shaderManager->setDirty();
2024         d->syncGlState();
2025         for (int i = 0; i < 3; ++i)
2026             d->vertexAttribPointers[i] = (GLfloat*)-1; // Assume the pointers are clobbered
2027         setState(state());
2028     }
2029 }
2030
2031 void QOpenGL2PaintEngineExPrivate::updateClipScissorTest()
2032 {
2033     Q_Q(QOpenGL2PaintEngineEx);
2034     if (q->state()->clipTestEnabled) {
2035         glEnable(GL_STENCIL_TEST);
2036         glStencilFunc(GL_LEQUAL, q->state()->currentClip, ~GL_STENCIL_HIGH_BIT);
2037     } else {
2038         glDisable(GL_STENCIL_TEST);
2039         glStencilFunc(GL_ALWAYS, 0, 0xff);
2040     }
2041
2042 #ifdef QT_GL_NO_SCISSOR_TEST
2043     currentScissorBounds = QRect(0, 0, width, height);
2044 #else
2045     QRect bounds = q->state()->rectangleClip;
2046     if (!q->state()->clipEnabled) {
2047         if (useSystemClip)
2048             bounds = systemClip.boundingRect();
2049         else
2050             bounds = QRect(0, 0, width, height);
2051     } else {
2052         if (useSystemClip)
2053             bounds = bounds.intersected(systemClip.boundingRect());
2054         else
2055             bounds = bounds.intersected(QRect(0, 0, width, height));
2056     }
2057
2058     currentScissorBounds = bounds;
2059
2060     if (bounds == QRect(0, 0, width, height)) {
2061         glDisable(GL_SCISSOR_TEST);
2062     } else {
2063         glEnable(GL_SCISSOR_TEST);
2064         setScissor(bounds);
2065     }
2066 #endif
2067 }
2068
2069 void QOpenGL2PaintEngineExPrivate::setScissor(const QRect &rect)
2070 {
2071     const int left = rect.left();
2072     const int width = rect.width();
2073     int bottom = height - (rect.top() + rect.height());
2074     if (device->paintFlipped()) {
2075         bottom = rect.top();
2076     }
2077     const int height = rect.height();
2078
2079     glScissor(left, bottom, width, height);
2080 }
2081
2082 void QOpenGL2PaintEngineEx::clipEnabledChanged()
2083 {
2084     Q_D(QOpenGL2PaintEngineEx);
2085
2086     state()->clipChanged = true;
2087
2088     if (painter()->hasClipping())
2089         d->regenerateClip();
2090     else
2091         d->systemStateChanged();
2092 }
2093
2094 void QOpenGL2PaintEngineExPrivate::clearClip(uint value)
2095 {
2096     dirtyStencilRegion -= currentScissorBounds;
2097
2098     glStencilMask(0xff);
2099     glClearStencil(value);
2100     glClear(GL_STENCIL_BUFFER_BIT);
2101     glStencilMask(0x0);
2102
2103     q->state()->needsClipBufferClear = false;
2104 }
2105
2106 void QOpenGL2PaintEngineExPrivate::writeClip(const QVectorPath &path, uint value)
2107 {
2108     transferMode(BrushDrawingMode);
2109
2110     if (snapToPixelGrid) {
2111         snapToPixelGrid = false;
2112         matrixDirty = true;
2113     }
2114
2115     if (matrixDirty)
2116         updateMatrix();
2117
2118     stencilClean = false;
2119
2120     const bool singlePass = !path.hasWindingFill()
2121         && (((q->state()->currentClip == maxClip - 1) && q->state()->clipTestEnabled)
2122             || q->state()->needsClipBufferClear);
2123     const uint referenceClipValue = q->state()->needsClipBufferClear ? 1 : q->state()->currentClip;
2124
2125     if (q->state()->needsClipBufferClear)
2126         clearClip(1);
2127
2128     if (path.isEmpty()) {
2129         glEnable(GL_STENCIL_TEST);
2130         glStencilFunc(GL_LEQUAL, value, ~GL_STENCIL_HIGH_BIT);
2131         return;
2132     }
2133
2134     if (q->state()->clipTestEnabled)
2135         glStencilFunc(GL_LEQUAL, q->state()->currentClip, ~GL_STENCIL_HIGH_BIT);
2136     else
2137         glStencilFunc(GL_ALWAYS, 0, 0xff);
2138
2139     vertexCoordinateArray.clear();
2140     vertexCoordinateArray.addPath(path, inverseScale, false);
2141
2142     if (!singlePass)
2143         fillStencilWithVertexArray(vertexCoordinateArray, path.hasWindingFill());
2144
2145     glColorMask(false, false, false, false);
2146     glEnable(GL_STENCIL_TEST);
2147     useSimpleShader();
2148
2149     if (singlePass) {
2150         // Under these conditions we can set the new stencil value in a single
2151         // pass, by using the current value and the "new value" as the toggles
2152
2153         glStencilFunc(GL_LEQUAL, referenceClipValue, ~GL_STENCIL_HIGH_BIT);
2154         glStencilOp(GL_KEEP, GL_INVERT, GL_INVERT);
2155         glStencilMask(value ^ referenceClipValue);
2156
2157         drawVertexArrays(vertexCoordinateArray, GL_TRIANGLE_FAN);
2158     } else {
2159         glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE);
2160         glStencilMask(0xff);
2161
2162         if (!q->state()->clipTestEnabled && path.hasWindingFill()) {
2163             // Pass when any clip bit is set, set high bit
2164             glStencilFunc(GL_NOTEQUAL, GL_STENCIL_HIGH_BIT, ~GL_STENCIL_HIGH_BIT);
2165             composite(vertexCoordinateArray.boundingRect());
2166         }
2167
2168         // Pass when high bit is set, replace stencil value with new clip value
2169         glStencilFunc(GL_NOTEQUAL, value, GL_STENCIL_HIGH_BIT);
2170
2171         composite(vertexCoordinateArray.boundingRect());
2172     }
2173
2174     glStencilFunc(GL_LEQUAL, value, ~GL_STENCIL_HIGH_BIT);
2175     glStencilMask(0);
2176
2177     glColorMask(true, true, true, true);
2178 }
2179
2180 void QOpenGL2PaintEngineEx::clip(const QVectorPath &path, Qt::ClipOperation op)
2181 {
2182 //     qDebug("QOpenGL2PaintEngineEx::clip()");
2183     Q_D(QOpenGL2PaintEngineEx);
2184
2185     state()->clipChanged = true;
2186
2187     ensureActive();
2188
2189     if (op == Qt::ReplaceClip) {
2190         op = Qt::IntersectClip;
2191         if (d->hasClipOperations()) {
2192             d->systemStateChanged();
2193             state()->canRestoreClip = false;
2194         }
2195     }
2196
2197 #ifndef QT_GL_NO_SCISSOR_TEST
2198     if (!path.isEmpty() && op == Qt::IntersectClip && (path.shape() == QVectorPath::RectangleHint)) {
2199         const QPointF* const points = reinterpret_cast<const QPointF*>(path.points());
2200         QRectF rect(points[0], points[2]);
2201
2202         if (state()->matrix.type() <= QTransform::TxScale
2203             || (state()->matrix.type() == QTransform::TxRotate
2204                 && qFuzzyIsNull(state()->matrix.m11())
2205                 && qFuzzyIsNull(state()->matrix.m22())))
2206         {
2207             state()->rectangleClip = state()->rectangleClip.intersected(state()->matrix.mapRect(rect).toRect());
2208             d->updateClipScissorTest();
2209             return;
2210         }
2211     }
2212 #endif
2213
2214     const QRect pathRect = state()->matrix.mapRect(path.controlPointRect()).toAlignedRect();
2215
2216     switch (op) {
2217     case Qt::NoClip:
2218         if (d->useSystemClip) {
2219             state()->clipTestEnabled = true;
2220             state()->currentClip = 1;
2221         } else {
2222             state()->clipTestEnabled = false;
2223         }
2224         state()->rectangleClip = QRect(0, 0, d->width, d->height);
2225         state()->canRestoreClip = false;
2226         d->updateClipScissorTest();
2227         break;
2228     case Qt::IntersectClip:
2229         state()->rectangleClip = state()->rectangleClip.intersected(pathRect);
2230         d->updateClipScissorTest();
2231         d->resetClipIfNeeded();
2232         ++d->maxClip;
2233         d->writeClip(path, d->maxClip);
2234         state()->currentClip = d->maxClip;
2235         state()->clipTestEnabled = true;
2236         break;
2237     default:
2238         break;
2239     }
2240 }
2241
2242 void QOpenGL2PaintEngineExPrivate::regenerateClip()
2243 {
2244     systemStateChanged();
2245     replayClipOperations();
2246 }
2247
2248 void QOpenGL2PaintEngineExPrivate::systemStateChanged()
2249 {
2250     Q_Q(QOpenGL2PaintEngineEx);
2251
2252     q->state()->clipChanged = true;
2253
2254     if (systemClip.isEmpty()) {
2255         useSystemClip = false;
2256     } else {
2257         if (q->paintDevice()->devType() == QInternal::Widget && currentClipDevice) {
2258             //QWidgetPrivate *widgetPrivate = qt_widget_private(static_cast<QWidget *>(currentClipDevice)->window());
2259             //useSystemClip = widgetPrivate->extra && widgetPrivate->extra->inRenderWithPainter;
2260             useSystemClip = true;
2261         } else {
2262             useSystemClip = true;
2263         }
2264     }
2265
2266     q->state()->clipTestEnabled = false;
2267     q->state()->needsClipBufferClear = true;
2268
2269     q->state()->currentClip = 1;
2270     maxClip = 1;
2271
2272     q->state()->rectangleClip = useSystemClip ? systemClip.boundingRect() : QRect(0, 0, width, height);
2273     updateClipScissorTest();
2274
2275     if (systemClip.rectCount() == 1) {
2276         if (systemClip.boundingRect() == QRect(0, 0, width, height))
2277             useSystemClip = false;
2278 #ifndef QT_GL_NO_SCISSOR_TEST
2279         // scissoring takes care of the system clip
2280         return;
2281 #endif
2282     }
2283
2284     if (useSystemClip) {
2285         clearClip(0);
2286
2287         QPainterPath path;
2288         path.addRegion(systemClip);
2289
2290         q->state()->currentClip = 0;
2291         writeClip(qtVectorPathForPath(q->state()->matrix.inverted().map(path)), 1);
2292         q->state()->currentClip = 1;
2293         q->state()->clipTestEnabled = true;
2294     }
2295 }
2296
2297 void QOpenGL2PaintEngineEx::setState(QPainterState *new_state)
2298 {
2299     //     qDebug("QOpenGL2PaintEngineEx::setState()");
2300
2301     Q_D(QOpenGL2PaintEngineEx);
2302
2303     QOpenGL2PaintEngineState *s = static_cast<QOpenGL2PaintEngineState *>(new_state);
2304     QOpenGL2PaintEngineState *old_state = state();
2305
2306     QPaintEngineEx::setState(s);
2307
2308     if (s->isNew) {
2309         // Newly created state object.  The call to setState()
2310         // will either be followed by a call to begin(), or we are
2311         // setting the state as part of a save().
2312         s->isNew = false;
2313         return;
2314     }
2315
2316     // Setting the state as part of a restore().
2317
2318     if (old_state == s || old_state->renderHintsChanged)
2319         renderHintsChanged();
2320
2321     if (old_state == s || old_state->matrixChanged)
2322         d->matrixDirty = true;
2323
2324     if (old_state == s || old_state->compositionModeChanged)
2325         d->compositionModeDirty = true;
2326
2327     if (old_state == s || old_state->opacityChanged)
2328         d->opacityUniformDirty = true;
2329
2330     if (old_state == s || old_state->clipChanged) {
2331         if (old_state && old_state != s && old_state->canRestoreClip) {
2332             d->updateClipScissorTest();
2333             glDepthFunc(GL_LEQUAL);
2334         } else {
2335             d->regenerateClip();
2336         }
2337     }
2338 }
2339
2340 QPainterState *QOpenGL2PaintEngineEx::createState(QPainterState *orig) const
2341 {
2342     if (orig)
2343         const_cast<QOpenGL2PaintEngineEx *>(this)->ensureActive();
2344
2345     QOpenGL2PaintEngineState *s;
2346     if (!orig)
2347         s = new QOpenGL2PaintEngineState();
2348     else
2349         s = new QOpenGL2PaintEngineState(*static_cast<QOpenGL2PaintEngineState *>(orig));
2350
2351     s->matrixChanged = false;
2352     s->compositionModeChanged = false;
2353     s->opacityChanged = false;
2354     s->renderHintsChanged = false;
2355     s->clipChanged = false;
2356
2357     return s;
2358 }
2359
2360 QOpenGL2PaintEngineState::QOpenGL2PaintEngineState(QOpenGL2PaintEngineState &other)
2361     : QPainterState(other)
2362 {
2363     isNew = true;
2364     needsClipBufferClear = other.needsClipBufferClear;
2365     clipTestEnabled = other.clipTestEnabled;
2366     currentClip = other.currentClip;
2367     canRestoreClip = other.canRestoreClip;
2368     rectangleClip = other.rectangleClip;
2369 }
2370
2371 QOpenGL2PaintEngineState::QOpenGL2PaintEngineState()
2372 {
2373     isNew = true;
2374     needsClipBufferClear = true;
2375     clipTestEnabled = false;
2376     canRestoreClip = true;
2377 }
2378
2379 QOpenGL2PaintEngineState::~QOpenGL2PaintEngineState()
2380 {
2381 }
2382
2383 void QOpenGL2PaintEngineExPrivate::setVertexAttribArrayEnabled(int arrayIndex, bool enabled)
2384 {
2385     Q_ASSERT(arrayIndex < QT_GL_VERTEX_ARRAY_TRACKED_COUNT);
2386
2387     if (vertexAttributeArraysEnabledState[arrayIndex] && !enabled)
2388         funcs.glDisableVertexAttribArray(arrayIndex);
2389
2390     if (!vertexAttributeArraysEnabledState[arrayIndex] && enabled)
2391         funcs.glEnableVertexAttribArray(arrayIndex);
2392
2393     vertexAttributeArraysEnabledState[arrayIndex] = enabled;
2394 }
2395
2396 void QOpenGL2PaintEngineExPrivate::syncGlState()
2397 {
2398     for (int i = 0; i < QT_GL_VERTEX_ARRAY_TRACKED_COUNT; ++i) {
2399         if (vertexAttributeArraysEnabledState[i])
2400             funcs.glEnableVertexAttribArray(i);
2401         else
2402             funcs.glDisableVertexAttribArray(i);
2403     }
2404 }
2405
2406
2407 QT_END_NAMESPACE