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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
49 Updating uniforms should be cheap, so the overhead of updating up-to-date
50 uniforms should be minimal. It's also less complex.
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
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.
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.
65 // #define QT_OPENGL_CACHE_AS_VBOS
67 #include "qopenglgradientcache_p.h"
68 #include "qopengltexturecache_p.h"
69 #include "qopenglpaintengine_p.h"
71 #include <string.h> //for memcpy
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>
86 #include "qopenglengineshadermanager_p.h"
87 #include "qopengl2pexvertexarray_p.h"
88 #include "qopengltriangulatingstroker_p.h"
89 #include "qopengltextureglyphcache_p.h"
97 Q_GUI_EXPORT QImage qt_imageForBrush(int brushStyle, bool invert);
99 ////////////////////////////////// Private Methods //////////////////////////////////////////
101 QOpenGL2PaintEngineExPrivate::~QOpenGL2PaintEngineExPrivate()
103 delete shaderManager;
105 while (pathCaches.size()) {
106 QVectorPath::CacheEntry *e = *(pathCaches.constBegin());
107 e->cleanup(e->engine, e->data);
112 if (elementIndicesVBOId != 0) {
113 funcs.glDeleteBuffers(1, &elementIndicesVBOId);
114 elementIndicesVBOId = 0;
118 void QOpenGL2PaintEngineExPrivate::updateTextureFilter(GLenum target, GLenum wrapMode, bool smoothPixmapTransform, GLuint id)
120 // funcs.glActiveTexture(GL_TEXTURE0 + QT_BRUSH_TEXTURE_UNIT); //### Is it always this texture unit?
121 if (id != GLuint(-1) && id == lastTextureUsed)
124 lastTextureUsed = id;
126 if (smoothPixmapTransform) {
127 glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
128 glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
130 glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
131 glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
133 glTexParameteri(target, GL_TEXTURE_WRAP_S, wrapMode);
134 glTexParameteri(target, GL_TEXTURE_WRAP_T, wrapMode);
138 inline QColor qt_premultiplyColor(QColor c, GLfloat opacity)
140 qreal alpha = c.alphaF() * opacity;
142 c.setRedF(c.redF() * alpha);
143 c.setGreenF(c.greenF() * alpha);
144 c.setBlueF(c.blueF() * alpha);
149 void QOpenGL2PaintEngineExPrivate::setBrush(const QBrush& brush)
151 if (qbrush_fast_equals(currentBrush, brush))
154 const Qt::BrushStyle newStyle = qbrush_style(brush);
155 Q_ASSERT(newStyle != Qt::NoBrush);
157 currentBrush = brush;
158 if (!currentBrushPixmap.isNull())
159 currentBrushPixmap = QPixmap();
160 brushUniformsDirty = true; // All brushes have at least one uniform
162 if (newStyle > Qt::SolidPattern)
163 brushTextureDirty = true;
165 if (currentBrush.style() == Qt::TexturePattern
166 && qHasPixmapTexture(brush) && brush.texture().isQBitmap())
168 shaderManager->setSrcPixelType(QOpenGLEngineShaderManager::TextureSrcWithPattern);
170 shaderManager->setSrcPixelType(newStyle);
172 shaderManager->optimiseForBrushTransform(currentBrush.transform().type());
176 void QOpenGL2PaintEngineExPrivate::useSimpleShader()
178 shaderManager->useSimpleProgram();
184 void QOpenGL2PaintEngineExPrivate::updateBrushTexture()
186 Q_Q(QOpenGL2PaintEngineEx);
187 // qDebug("QOpenGL2PaintEngineExPrivate::updateBrushTexture()");
188 Qt::BrushStyle style = currentBrush.style();
190 if ( (style >= Qt::Dense1Pattern) && (style <= Qt::DiagCrossPattern) ) {
191 // Get the image data for the pattern
192 QImage texImage = qt_imageForBrush(style, false);
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);
198 else if (style >= Qt::LinearGradientPattern && style <= Qt::ConicalGradientPattern) {
199 // Gradiant brush: All the gradiants use the same texture
201 const QGradient* g = currentBrush.gradient();
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);
207 funcs.glActiveTexture(GL_TEXTURE0 + QT_BRUSH_TEXTURE_UNIT);
208 glBindTexture(GL_TEXTURE_2D, texId);
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);
215 updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE, q->state()->renderHints & QPainter::SmoothPixmapTransform);
217 else if (style == Qt::TexturePattern) {
218 currentBrushPixmap = currentBrush.texture();
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);
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;
229 brushTextureDirty = false;
233 void QOpenGL2PaintEngineExPrivate::updateBrushUniforms()
235 // qDebug("QOpenGL2PaintEngineExPrivate::updateBrushUniforms()");
236 Qt::BrushStyle style = currentBrush.style();
238 if (style == Qt::NoBrush)
241 QTransform brushQTransform = currentBrush.transform();
243 if (style == Qt::SolidPattern) {
244 QColor col = qt_premultiplyColor(currentBrush.color(), (GLfloat)q->state()->opacity);
245 shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::FragmentColor), col);
248 // All other brushes have a transform and thus need the translation point:
249 QPointF translationPoint;
251 if (style <= Qt::DiagCrossPattern) {
252 QColor col = qt_premultiplyColor(currentBrush.color(), (GLfloat)q->state()->opacity);
254 shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::PatternColor), col);
256 QVector2D halfViewportSize(width*0.5, height*0.5);
257 shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::HalfViewportSize), halfViewportSize);
259 else if (style == Qt::LinearGradientPattern) {
260 const QLinearGradient *g = static_cast<const QLinearGradient *>(currentBrush.gradient());
262 QPointF realStart = g->start();
263 QPointF realFinal = g->finalStop();
264 translationPoint = realStart;
266 QPointF l = realFinal - realStart;
268 QVector3D linearData(
271 1.0f / (l.x() * l.x() + l.y() * l.y())
274 shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::LinearData), linearData);
276 QVector2D halfViewportSize(width*0.5, height*0.5);
277 shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::HalfViewportSize), halfViewportSize);
279 else if (style == Qt::ConicalGradientPattern) {
280 const QConicalGradient *g = static_cast<const QConicalGradient *>(currentBrush.gradient());
281 translationPoint = g->center();
283 GLfloat angle = -(g->angle() * 2 * Q_PI) / 360.0;
285 shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::Angle), angle);
287 QVector2D halfViewportSize(width*0.5, height*0.5);
288 shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::HalfViewportSize), halfViewportSize);
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;
297 QPointF fmp = realCenter - realFocal;
298 shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::Fmp), fmp);
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()),
309 g->centerRadius() - g->focalRadius());
311 QVector2D halfViewportSize(width*0.5, height*0.5);
312 shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::HalfViewportSize), halfViewportSize);
314 else if (style == Qt::TexturePattern) {
315 const QPixmap& texPixmap = currentBrush.texture();
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);
322 QSizeF invertedTextureSize(1.0 / texPixmap.width(), 1.0 / texPixmap.height());
323 shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::InvertedTextureSize), invertedTextureSize);
325 QVector2D halfViewportSize(width*0.5, height*0.5);
326 shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::HalfViewportSize), halfViewportSize);
329 qWarning("QOpenGL2PaintEngineEx: Unimplemented fill style");
331 const QPointF &brushOrigin = q->state()->brushOrigin;
332 QTransform matrix = q->state()->matrix;
333 matrix.translate(brushOrigin.x(), brushOrigin.y());
335 QTransform translate(1, 0, 0, 1, -translationPoint.x(), -translationPoint.y());
338 if (device->paintFlipped()) {
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;
347 inv_matrix = gl_to_qt * (brushQTransform * matrix).inverted() * translate;
349 shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::BrushTransform), inv_matrix);
350 shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::BrushTexture), QT_BRUSH_TEXTURE_UNIT);
352 brushUniformsDirty = false;
356 // This assumes the shader manager has already setup the correct shader program
357 void QOpenGL2PaintEngineExPrivate::updateMatrix()
359 // qDebug("QOpenGL2PaintEngineExPrivate::updateMatrix()");
361 const QTransform& transform = q->state()->matrix;
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
368 // This results in the Projection matrix below, which is multiplied by the painter's
369 // transformation matrix, as shown below:
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 // ------------------------------------------------ ------------------------
378 // NOTE: The resultant matrix is also transposed, as GL expects column-major matracies
380 const GLfloat wfactor = 2.0f / width;
381 GLfloat hfactor = -2.0f / height;
383 GLfloat dx = transform.dx();
384 GLfloat dy = transform.dy();
386 if (device->paintFlipped()) {
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);
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();
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())) ),
415 matrixUniformDirty = true;
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]);
423 dasher.setInvScale(inverseScale);
424 stroker.setInvScale(inverseScale);
428 void QOpenGL2PaintEngineExPrivate::updateCompositionMode()
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);
437 case QPainter::CompositionMode_DestinationOver:
438 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ONE);
440 case QPainter::CompositionMode_Clear:
441 glBlendFunc(GL_ZERO, GL_ZERO);
443 case QPainter::CompositionMode_Source:
444 glBlendFunc(GL_ONE, GL_ZERO);
446 case QPainter::CompositionMode_Destination:
447 glBlendFunc(GL_ZERO, GL_ONE);
449 case QPainter::CompositionMode_SourceIn:
450 glBlendFunc(GL_DST_ALPHA, GL_ZERO);
452 case QPainter::CompositionMode_DestinationIn:
453 glBlendFunc(GL_ZERO, GL_SRC_ALPHA);
455 case QPainter::CompositionMode_SourceOut:
456 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
458 case QPainter::CompositionMode_DestinationOut:
459 glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_ALPHA);
461 case QPainter::CompositionMode_SourceAtop:
462 glBlendFunc(GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
464 case QPainter::CompositionMode_DestinationAtop:
465 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA);
467 case QPainter::CompositionMode_Xor:
468 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
470 case QPainter::CompositionMode_Plus:
471 glBlendFunc(GL_ONE, GL_ONE);
474 qWarning("Unsupported composition mode");
478 compositionModeDirty = false;
481 static inline void setCoords(GLfloat *coords, const QOpenGLRect &rect)
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;
493 void QOpenGL2PaintEngineExPrivate::drawTexture(const QOpenGLRect& dest, const QOpenGLRect& src, const QSize &textureSize, bool opaque, bool pattern)
495 // Setup for texture drawing
496 currentBrush = noBrush;
497 shaderManager->setSrcPixelType(pattern ? QOpenGLEngineShaderManager::PatternSrc : QOpenGLEngineShaderManager::ImageSrc);
499 if (snapToPixelGrid) {
500 snapToPixelGrid = false;
504 if (prepareForDraw(opaque))
505 shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::ImageTexture), QT_IMAGE_TEXTURE_UNIT);
508 QColor col = qt_premultiplyColor(q->state()->pen.color(), (GLfloat)q->state()->opacity);
509 shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::PatternColor), col);
512 GLfloat dx = 1.0 / textureSize.width();
513 GLfloat dy = 1.0 / textureSize.height();
515 QOpenGLRect srcTextureRect(src.left*dx, src.top*dy, src.right*dx, src.bottom*dy);
517 setCoords(staticVertexCoordinateArray, dest);
518 setCoords(staticTextureCoordinateArray, srcTextureRect);
520 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
523 void QOpenGL2PaintEngineEx::beginNativePainting()
525 Q_D(QOpenGL2PaintEngineEx);
527 d->transferMode(BrushDrawingMode);
529 d->nativePaintingActive = true;
531 d->funcs.glUseProgram(0);
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);
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)
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
546 const QTransform& mtx = state()->matrix;
548 float mv_matrix[4][4] =
550 { float(mtx.m11()), float(mtx.m12()), 0, float(mtx.m13()) },
551 { float(mtx.m21()), float(mtx.m22()), 0, float(mtx.m23()) },
553 { float(mtx.dx()), float(mtx.dy()), 0, float(mtx.m33()) }
556 const QSize sz = d->device->size();
558 glMatrixMode(GL_PROJECTION);
560 glOrtho(0, sz.width(), sz.height(), 0, -999999, 999999);
562 glMatrixMode(GL_MODELVIEW);
563 glLoadMatrixf(&mv_matrix[0][0]);
567 d->lastTextureUsed = GLuint(-1);
568 d->dirtyStencilRegion = QRect(0, 0, d->width, d->height);
571 d->shaderManager->setDirty();
576 void QOpenGL2PaintEngineExPrivate::resetGLState()
579 funcs.glActiveTexture(GL_TEXTURE0);
580 glDisable(GL_STENCIL_TEST);
581 glDisable(GL_DEPTH_TEST);
582 glDisable(GL_SCISSOR_TEST);
584 glDepthFunc(GL_LESS);
585 funcs.glClearDepthf(1);
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);
599 void QOpenGL2PaintEngineEx::endNativePainting()
601 Q_D(QOpenGL2PaintEngineEx);
603 d->nativePaintingActive = false;
606 void QOpenGL2PaintEngineEx::invalidateState()
608 Q_D(QOpenGL2PaintEngineEx);
612 bool QOpenGL2PaintEngineEx::isNativePaintingActive() const {
613 Q_D(const QOpenGL2PaintEngineEx);
614 return d->nativePaintingActive;
617 void QOpenGL2PaintEngineExPrivate::transferMode(EngineMode newMode)
622 if (mode == TextDrawingMode || mode == ImageDrawingMode || mode == ImageArrayDrawingMode) {
623 lastTextureUsed = GLuint(-1);
626 if (newMode == TextDrawingMode) {
627 shaderManager->setHasComplexGeometry(true);
629 shaderManager->setHasComplexGeometry(false);
632 if (newMode == ImageDrawingMode) {
633 setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, staticVertexCoordinateArray);
634 setVertexAttributePointer(QT_TEXTURE_COORDS_ATTR, staticTextureCoordinateArray);
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());
643 // This needs to change when we implement high-quality anti-aliasing...
644 if (newMode != TextDrawingMode)
645 shaderManager->setMaskType(QOpenGLEngineShaderManager::NoMask);
650 struct QOpenGL2PEVectorPathCache
652 #ifdef QT_OPENGL_CACHE_AS_VBOS
661 GLenum primitiveType;
663 QVertexIndexVector::Type indexType;
666 void QOpenGL2PaintEngineExPrivate::cleanupVectorPath(QPaintEngineEx *engine, void *data)
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;
673 d->unusedIBOSToClean << c->ibo;
682 // Assumes everything is configured for the brush you want to use
683 void QOpenGL2PaintEngineExPrivate::fill(const QVectorPath& path)
685 transferMode(BrushDrawingMode);
687 if (snapToPixelGrid) {
688 snapToPixelGrid = false;
692 // Might need to call updateMatrix to re-calculate inverseScale
696 const QPointF* const points = reinterpret_cast<const QPointF*>(path.points());
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());
703 } else if (path.isConvex()) {
705 if (path.isCacheable()) {
706 QVectorPath::CacheEntry *data = path.lookupCacheData(q);
707 QOpenGL2PEVectorPathCache *cache;
709 bool updateCache = false;
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);
720 Q_ASSERT(cache->ibo == 0);
722 qFree(cache->vertices);
723 Q_ASSERT(cache->indices == 0);
729 cache = new QOpenGL2PEVectorPathCache;
730 data = const_cast<QVectorPath &>(path).addCacheData(q, cache, cleanupVectorPath);
734 // Flatten the path at the current scale factor and fill it into the cache struct.
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);
750 cache->vertices = (float *) qMalloc(floatSizeInBytes);
751 memcpy(cache->vertices, vertexCoordinateArray.data(), floatSizeInBytes);
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);
761 setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, cache->vertices);
763 glDrawArrays(cache->primitiveType, 0, cache->vertexCount);
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);
776 bool useCache = path.isCacheable();
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);
787 QVectorPath::CacheEntry *data = path.lookupCacheData(q);
788 QOpenGL2PEVectorPathCache *cache;
790 bool updateCache = false;
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);
802 qFree(cache->vertices);
803 qFree(cache->indices);
809 cache = new QOpenGL2PEVectorPathCache;
810 data = const_cast<QVectorPath &>(path).addCacheData(q, cache, cleanupVectorPath);
814 // Flatten the path at the current scale factor and fill it into the cache struct.
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);
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);
831 funcs.glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(quint16) * polys.indices.size(), polys.indices.data(), GL_STATIC_DRAW);
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);
838 cache->vertices = (float *) qMalloc(sizeof(float) * polys.vertices.size());
839 if (polys.indices.type() == QVertexIndexVector::UnsignedInt) {
840 cache->indices = (quint32 *) qMalloc(sizeof(quint32) * polys.indices.size());
841 memcpy(cache->indices, polys.indices.data(), sizeof(quint32) * polys.indices.size());
843 cache->indices = (quint16 *) qMalloc(sizeof(quint16) * polys.indices.size());
844 memcpy(cache->indices, polys.indices.data(), sizeof(quint16) * polys.indices.size());
846 for (int i = 0; i < polys.vertices.size(); ++i)
847 cache->vertices[i] = float(inverseScale * polys.vertices.at(i));
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);
859 glDrawElements(cache->primitiveType, cache->indexCount, GL_UNSIGNED_SHORT, 0);
860 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
861 glBindBuffer(GL_ARRAY_BUFFER, 0);
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);
867 glDrawElements(cache->primitiveType, cache->indexCount, GL_UNSIGNED_SHORT, (qint16 *)cache->indices);
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();
875 if (device->context()->format().stencilBufferSize() == 0) {
876 // If there is no stencil buffer, triangulate the path instead.
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);
885 QTriangleSet polys = qTriangulate(path, QTransform().scale(1 / inverseScale, 1 / inverseScale));
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));
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());
896 glDrawElements(GL_TRIANGLES, polys.indices.size(), GL_UNSIGNED_SHORT, polys.indices.data());
898 // We can't handle big, concave painter paths with OpenGL without stencil buffer.
899 qWarning("Painter path exceeds +/-32767 pixels.");
904 // The path is too complicated & needs the stencil technique
905 vertexCoordinateArray.clear();
906 vertexCoordinateArray.addPath(path, inverseScale, false);
908 fillStencilWithVertexArray(vertexCoordinateArray, path.hasWindingFill());
911 glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE);
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);
920 // Pass when high bit is set, replace stencil value with 0
921 glStencilFunc(GL_NOTEQUAL, 0, GL_STENCIL_HIGH_BIT);
923 prepareForDraw(currentBrush.isOpaque());
925 // Stencil the brush onto the dest buffer
926 composite(vertexCoordinateArray.boundingRect());
928 updateClipScissorTest();
934 void QOpenGL2PaintEngineExPrivate::fillStencilWithVertexArray(const float *data,
938 const QOpenGLRect &bounds,
939 StencilFillMode mode)
941 Q_ASSERT(count || stops);
943 // qDebug("QOpenGL2PaintEngineExPrivate::fillStencilWithVertexArray()");
944 glStencilMask(0xff); // Enable stencil writes
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));
953 glClear(GL_STENCIL_BUFFER_BIT);
956 dirtyStencilRegion -= currentScissorBounds;
958 #ifndef QT_GL_NO_SCISSOR_TEST
959 updateClipScissorTest();
963 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); // Disable color writes
965 glEnable(GL_STENCIL_TEST); // For some reason, this has to happen _after_ the simple shader is use()'d
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);
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);
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);
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);
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);
1002 } else { // TriStripStrokeFillMode
1003 Q_ASSERT(count && !stops); // tristrips generated directly, so no vertexArray or stops
1004 glStencilMask(GL_STENCIL_HIGH_BIT);
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);
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);
1016 glStencilFunc(GL_ALWAYS, GL_STENCIL_HIGH_BIT, 0xff);
1018 setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, data);
1019 glDrawArrays(GL_TRIANGLE_STRIP, 0, count);
1023 // Enable color writes & disable stencil writes
1024 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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.
1032 void QOpenGL2PaintEngineExPrivate::resetClipIfNeeded()
1034 if (maxClip != (GL_STENCIL_HIGH_BIT - 1))
1037 Q_Q(QOpenGL2PaintEngineEx);
1040 glEnable(GL_STENCIL_TEST);
1041 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
1043 QRectF bounds = q->state()->matrix.inverted().mapRect(QRectF(0, 0, width, height));
1044 QOpenGLRect rect(bounds.left(), bounds.top(), bounds.right(), bounds.bottom());
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);
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);
1058 q->state()->currentClip = 1;
1059 q->state()->canRestoreClip = false;
1064 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
1067 bool QOpenGL2PaintEngineExPrivate::prepareForDraw(bool srcPixelsAreOpaque)
1069 if (brushTextureDirty && mode != ImageDrawingMode && mode != ImageArrayDrawingMode)
1070 updateBrushTexture();
1072 if (compositionModeDirty)
1073 updateCompositionMode();
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))
1083 glDisable(GL_BLEND);
1088 QOpenGLEngineShaderManager::OpacityMode opacityMode;
1089 if (mode == ImageArrayDrawingMode) {
1090 opacityMode = QOpenGLEngineShaderManager::AttributeOpacity;
1092 opacityMode = stateHasOpacity ? QOpenGLEngineShaderManager::UniformOpacity
1093 : QOpenGLEngineShaderManager::NoOpacity;
1094 if (stateHasOpacity && (mode != ImageDrawingMode)) {
1096 bool brushIsPattern = (currentBrush.style() >= Qt::Dense1Pattern) &&
1097 (currentBrush.style() <= Qt::DiagCrossPattern);
1099 if ((currentBrush.style() == Qt::SolidPattern) || brushIsPattern)
1100 opacityMode = QOpenGLEngineShaderManager::NoOpacity; // Global opacity handled by srcPixel shader
1103 shaderManager->setOpacityMode(opacityMode);
1105 bool changed = shaderManager->useCorrectShaderProg();
1106 // If the shader program needs changing, we change it and mark all uniforms as dirty
1108 // The shader program has changed so mark all uniforms as dirty:
1109 brushUniformsDirty = true;
1110 opacityUniformDirty = true;
1111 matrixUniformDirty = true;
1114 if (brushUniformsDirty && mode != ImageDrawingMode && mode != ImageArrayDrawingMode)
1115 updateBrushUniforms();
1117 if (opacityMode == QOpenGLEngineShaderManager::UniformOpacity && opacityUniformDirty) {
1118 shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::GlobalOpacity), (GLfloat)q->state()->opacity);
1119 opacityUniformDirty = false;
1122 if (matrixUniformDirty && shaderManager->hasComplexGeometry()) {
1123 shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::Matrix),
1125 matrixUniformDirty = false;
1131 void QOpenGL2PaintEngineExPrivate::composite(const QOpenGLRect& boundingRect)
1133 setCoords(staticVertexCoordinateArray, boundingRect);
1134 setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, staticVertexCoordinateArray);
1135 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1138 // Draws the vertex array as a set of <vertexArrayStops.size()> triangle fans.
1139 void QOpenGL2PaintEngineExPrivate::drawVertexArrays(const float *data, int *stops, int stopCount,
1142 // Now setup the pointer to the vertex array:
1143 setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, (GLfloat*)data);
1145 int previousStop = 0;
1146 for (int i=0; i<stopCount; ++i) {
1147 int stop = stops[i];
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);
1153 glDrawArrays(primitive, previousStop, stop - previousStop);
1154 previousStop = stop;
1158 /////////////////////////////////// Public Methods //////////////////////////////////////////
1160 QOpenGL2PaintEngineEx::QOpenGL2PaintEngineEx()
1161 : QPaintEngineEx(*(new QOpenGL2PaintEngineExPrivate(this)))
1165 QOpenGL2PaintEngineEx::~QOpenGL2PaintEngineEx()
1169 void QOpenGL2PaintEngineEx::fill(const QVectorPath &path, const QBrush &brush)
1171 Q_D(QOpenGL2PaintEngineEx);
1173 if (qbrush_style(brush) == Qt::NoBrush)
1180 Q_GUI_EXPORT bool qt_scaleForTransform(const QTransform &transform, qreal *scale); // qtransform.cpp
1183 void QOpenGL2PaintEngineEx::stroke(const QVectorPath &path, const QPen &pen)
1185 Q_D(QOpenGL2PaintEngineEx);
1187 const QBrush &penBrush = qpen_brush(pen);
1188 if (qpen_style(pen) == Qt::NoPen || qbrush_style(penBrush) == Qt::NoBrush)
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);
1199 d->setBrush(penBrush);
1200 d->stroke(path, pen);
1203 void QOpenGL2PaintEngineExPrivate::stroke(const QVectorPath &path, const QPen &pen)
1205 const QOpenGL2PaintEngineState *s = q->state();
1206 if (snapToPixelGrid) {
1207 snapToPixelGrid = false;
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;
1215 transferMode(BrushDrawingMode);
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.
1222 QRectF clip = q->state()->matrix.inverted().mapRect(q->state()->clipEnabled
1223 ? q->state()->rectangleClip
1224 : QRectF(0, 0, width, height));
1226 if (penStyle == Qt::SolidLine) {
1227 stroker.process(path, pen, clip);
1229 } else { // Some sort of dash
1230 dasher.process(path, pen, clip);
1232 QVectorPath dashStroke(dasher.points(),
1233 dasher.elementCount(),
1234 dasher.elementTypes());
1235 stroker.process(dashStroke, pen, clip);
1238 if (!stroker.vertexCount())
1242 prepareForDraw(opaque);
1243 setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, stroker.vertices());
1244 glDrawArrays(GL_TRIANGLE_STRIP, 0, stroker.vertexCount() / 2);
1246 // QBrush b(Qt::green);
1248 // d->prepareForDraw(true);
1249 // glDrawArrays(GL_LINE_STRIP, 0, d->stroker.vertexCount() / 2);
1252 qreal width = qpen_widthf(pen) / 2;
1255 qreal extra = pen.joinStyle() == Qt::MiterJoin
1256 ? qMax(pen.miterLimit() * width, width)
1259 if (pen.isCosmetic())
1260 extra = extra * inverseScale;
1262 QRectF bounds = path.controlPointRect().adjusted(-extra, -extra, extra, extra);
1264 fillStencilWithVertexArray(stroker.vertices(), stroker.vertexCount() / 2,
1265 0, 0, bounds, QOpenGL2PaintEngineExPrivate::TriStripStrokeFillMode);
1267 glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE);
1269 // Pass when any bit is set, replace stencil value with 0
1270 glStencilFunc(GL_NOTEQUAL, 0, GL_STENCIL_HIGH_BIT);
1271 prepareForDraw(false);
1273 // Stencil the brush onto the dest buffer
1278 updateClipScissorTest();
1282 void QOpenGL2PaintEngineEx::penChanged() { }
1283 void QOpenGL2PaintEngineEx::brushChanged() { }
1284 void QOpenGL2PaintEngineEx::brushOriginChanged() { }
1286 void QOpenGL2PaintEngineEx::opacityChanged()
1288 // qDebug("QOpenGL2PaintEngineEx::opacityChanged()");
1289 Q_D(QOpenGL2PaintEngineEx);
1290 state()->opacityChanged = true;
1292 Q_ASSERT(d->shaderManager);
1293 d->brushUniformsDirty = true;
1294 d->opacityUniformDirty = true;
1297 void QOpenGL2PaintEngineEx::compositionModeChanged()
1299 // qDebug("QOpenGL2PaintEngineEx::compositionModeChanged()");
1300 Q_D(QOpenGL2PaintEngineEx);
1301 state()->compositionModeChanged = true;
1302 d->compositionModeDirty = true;
1305 void QOpenGL2PaintEngineEx::renderHintsChanged()
1307 state()->renderHintsChanged = true;
1309 #if !defined(QT_OPENGL_ES_2)
1310 if ((state()->renderHints & QPainter::Antialiasing)
1311 || (state()->renderHints & QPainter::HighQualityAntialiasing))
1312 glEnable(GL_MULTISAMPLE);
1314 glDisable(GL_MULTISAMPLE);
1317 Q_D(QOpenGL2PaintEngineEx);
1318 d->lastTextureUsed = GLuint(-1);
1319 d->brushTextureDirty = true;
1320 // qDebug("QOpenGL2PaintEngineEx::renderHintsChanged() not implemented!");
1323 void QOpenGL2PaintEngineEx::transformChanged()
1325 Q_D(QOpenGL2PaintEngineEx);
1326 d->matrixDirty = true;
1327 state()->matrixChanged = true;
1331 static const QRectF scaleRect(const QRectF &r, qreal sx, qreal sy)
1333 return QRectF(r.x() * sx, r.y() * sy, r.width() * sx, r.height() * sy);
1336 void QOpenGL2PaintEngineEx::drawPixmap(const QRectF& dest, const QPixmap & pixmap, const QRectF & src)
1338 Q_D(QOpenGL2PaintEngineEx);
1339 QOpenGLContext *ctx = d->ctx;
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);
1345 const qreal sx = scaled.width() / qreal(pixmap.width());
1346 const qreal sy = scaled.height() / qreal(pixmap.height());
1348 drawPixmap(dest, scaled, scaleRect(src, sx, sy));
1353 d->transferMode(ImageDrawingMode);
1355 d->funcs.glActiveTexture(GL_TEXTURE0 + QT_IMAGE_TEXTURE_UNIT);
1356 GLuint id = QOpenGLTextureCache::cacheForContext(ctx)->bindTexture(ctx, pixmap);
1358 QOpenGLRect srcRect(src.left(), src.top(), src.right(), src.bottom());
1360 bool isBitmap = pixmap.isQBitmap();
1361 bool isOpaque = !isBitmap && !pixmap.hasAlpha();
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);
1368 void QOpenGL2PaintEngineEx::drawImage(const QRectF& dest, const QImage& image, const QRectF& src,
1369 Qt::ImageConversionFlags)
1371 Q_D(QOpenGL2PaintEngineEx);
1372 QOpenGLContext *ctx = d->ctx;
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);
1378 const qreal sx = scaled.width() / qreal(image.width());
1379 const qreal sy = scaled.height() / qreal(image.height());
1381 drawImage(dest, scaled, scaleRect(src, sx, sy));
1386 d->transferMode(ImageDrawingMode);
1388 d->funcs.glActiveTexture(GL_TEXTURE0 + QT_IMAGE_TEXTURE_UNIT);
1390 GLuint id = QOpenGLTextureCache::cacheForContext(ctx)->bindTexture(ctx, image);
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());
1397 void QOpenGL2PaintEngineEx::drawStaticTextItem(QStaticTextItem *textItem)
1399 Q_D(QOpenGL2PaintEngineEx);
1403 QPainterState *s = state();
1404 float det = s->matrix.determinant();
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))
1418 glyphType = QFontEngineGlyphCache::Raster_A8;
1422 d->drawCachedGlyphs(glyphType, textItem);
1424 QPaintEngineEx::drawStaticTextItem(textItem);
1428 bool QOpenGL2PaintEngineEx::drawTexture(const QRectF &dest, GLuint textureId, const QSize &size, const QRectF &src)
1430 Q_D(QOpenGL2PaintEngineEx);
1431 if (!d->shaderManager)
1435 d->transferMode(ImageDrawingMode);
1437 d->funcs.glActiveTexture(GL_TEXTURE0 + QT_IMAGE_TEXTURE_UNIT);
1438 glBindTexture(GL_TEXTURE_2D, textureId);
1440 QOpenGLRect srcRect(src.left(), src.bottom(), src.right(), src.top());
1442 d->updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE,
1443 state()->renderHints & QPainter::SmoothPixmapTransform, textureId);
1444 d->drawTexture(dest, srcRect, size, false);
1448 void QOpenGL2PaintEngineEx::drawTextItem(const QPointF &p, const QTextItem &textItem)
1450 Q_D(QOpenGL2PaintEngineEx);
1453 QOpenGL2PaintEngineState *s = state();
1455 const QTextItemInt &ti = static_cast<const QTextItemInt &>(textItem);
1457 QTransform::TransformationType txtype = s->matrix.type();
1459 float det = s->matrix.determinant();
1460 bool drawCached = txtype < QTransform::TxProject;
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)
1467 QFontEngineGlyphCache::Type glyphType = ti.fontEngine->glyphFormat >= 0
1468 ? QFontEngineGlyphCache::Type(ti.fontEngine->glyphFormat)
1469 : d->glyphCacheType;
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))
1477 glyphType = QFontEngineGlyphCache::Raster_A8;
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);
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();
1496 d->drawCachedGlyphs(glyphType, &staticTextItem);
1501 QPaintEngineEx::drawTextItem(p, ti);
1506 class QOpenGLStaticTextUserData: public QStaticTextUserData
1509 QOpenGLStaticTextUserData()
1510 : QStaticTextUserData(OpenGLUserData), cacheSize(0, 0), cacheSerialNumber(0)
1514 ~QOpenGLStaticTextUserData()
1519 QOpenGL2PEXVertexArray vertexCoordinateArray;
1520 QOpenGL2PEXVertexArray textureCoordinateArray;
1521 QFontEngineGlyphCache::Type glyphType;
1522 int cacheSerialNumber;
1528 // #define QT_OPENGL_DRAWCACHEDGLYPHS_INDEX_ARRAY_VBO
1530 void QOpenGL2PaintEngineExPrivate::drawCachedGlyphs(QFontEngineGlyphCache::Type glyphType,
1531 QStaticTextItem *staticTextItem)
1533 Q_Q(QOpenGL2PaintEngineEx);
1535 QOpenGL2PaintEngineState *s = q->state();
1537 void *cacheKey = ctx->shareGroup();
1538 bool recreateVertexArrays = false;
1540 QOpenGLTextureGlyphCache *cache =
1541 (QOpenGLTextureGlyphCache *) staticTextItem->fontEngine()->glyphCache(cacheKey, glyphType, QTransform());
1542 if (!cache || cache->cacheType() != glyphType || cache->contextGroup() == 0) {
1543 cache = new QOpenGLTextureGlyphCache(glyphType, QTransform());
1544 staticTextItem->fontEngine()->setGlyphCache(cacheKey, cache);
1545 recreateVertexArrays = true;
1548 if (staticTextItem->userDataNeedsUpdate) {
1549 recreateVertexArrays = true;
1550 } else if (staticTextItem->userData() == 0) {
1551 recreateVertexArrays = true;
1552 } else if (staticTextItem->userData()->type != QStaticTextUserData::OpenGLUserData) {
1553 recreateVertexArrays = true;
1555 QOpenGLStaticTextUserData *userData = static_cast<QOpenGLStaticTextUserData *>(staticTextItem->userData());
1556 if (userData->glyphType != glyphType) {
1557 recreateVertexArrays = true;
1558 } else if (userData->cacheSerialNumber != cache->serialNumber()) {
1559 recreateVertexArrays = true;
1563 // We only need to update the cache with new glyphs if we are actually going to recreate the vertex arrays.
1564 // If the cache size has changed, we do need to regenerate the vertices, but we don't need to repopulate the
1565 // cache so this text is performed before we test if the cache size has changed.
1566 if (recreateVertexArrays) {
1567 cache->setPaintEnginePrivate(this);
1568 if (!cache->populate(staticTextItem->fontEngine(), staticTextItem->numGlyphs,
1569 staticTextItem->glyphs, staticTextItem->glyphPositions)) {
1570 // No space for glyphs in cache. We need to reset it and try again.
1572 cache->populate(staticTextItem->fontEngine(), staticTextItem->numGlyphs,
1573 staticTextItem->glyphs, staticTextItem->glyphPositions);
1575 cache->fillInPendingGlyphs();
1578 if (cache->width() == 0 || cache->height() == 0)
1581 transferMode(TextDrawingMode);
1583 int margin = cache->glyphMargin();
1585 GLfloat dx = 1.0 / cache->width();
1586 GLfloat dy = 1.0 / cache->height();
1588 // Use global arrays by default
1589 QOpenGL2PEXVertexArray *vertexCoordinates = &vertexCoordinateArray;
1590 QOpenGL2PEXVertexArray *textureCoordinates = &textureCoordinateArray;
1592 if (staticTextItem->useBackendOptimizations) {
1593 QOpenGLStaticTextUserData *userData = 0;
1595 if (staticTextItem->userData() == 0
1596 || staticTextItem->userData()->type != QStaticTextUserData::OpenGLUserData) {
1598 userData = new QOpenGLStaticTextUserData();
1599 staticTextItem->setUserData(userData);
1602 userData = static_cast<QOpenGLStaticTextUserData*>(staticTextItem->userData());
1605 userData->glyphType = glyphType;
1606 userData->cacheSerialNumber = cache->serialNumber();
1608 // Use cache if backend optimizations is turned on
1609 vertexCoordinates = &userData->vertexCoordinateArray;
1610 textureCoordinates = &userData->textureCoordinateArray;
1612 QSize size(cache->width(), cache->height());
1613 if (userData->cacheSize != size) {
1614 recreateVertexArrays = true;
1615 userData->cacheSize = size;
1619 if (recreateVertexArrays) {
1620 vertexCoordinates->clear();
1621 textureCoordinates->clear();
1623 bool supportsSubPixelPositions = staticTextItem->fontEngine()->supportsSubPixelPositions();
1624 for (int i=0; i<staticTextItem->numGlyphs; ++i) {
1625 QFixed subPixelPosition;
1626 if (supportsSubPixelPositions)
1627 subPixelPosition = cache->subPixelPositionForX(staticTextItem->glyphPositions[i].x);
1629 QTextureGlyphCache::GlyphAndSubPixelPosition glyph(staticTextItem->glyphs[i], subPixelPosition);
1631 const QTextureGlyphCache::Coord &c = cache->coords[glyph];
1635 int x = qFloor(staticTextItem->glyphPositions[i].x) + c.baseLineX - margin;
1636 int y = qFloor(staticTextItem->glyphPositions[i].y) - c.baseLineY - margin;
1638 vertexCoordinates->addQuad(QRectF(x, y, c.w, c.h));
1639 textureCoordinates->addQuad(QRectF(c.x*dx, c.y*dy, c.w * dx, c.h * dy));
1642 staticTextItem->userDataNeedsUpdate = false;
1645 int numGlyphs = vertexCoordinates->vertexCount() / 4;
1649 if (elementIndices.size() < numGlyphs*6) {
1650 Q_ASSERT(elementIndices.size() % 6 == 0);
1651 int j = elementIndices.size() / 6 * 4;
1652 while (j < numGlyphs*4) {
1653 elementIndices.append(j + 0);
1654 elementIndices.append(j + 0);
1655 elementIndices.append(j + 1);
1656 elementIndices.append(j + 2);
1657 elementIndices.append(j + 3);
1658 elementIndices.append(j + 3);
1663 #if defined(QT_OPENGL_DRAWCACHEDGLYPHS_INDEX_ARRAY_VBO)
1664 if (elementIndicesVBOId == 0)
1665 glGenBuffers(1, &elementIndicesVBOId);
1667 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementIndicesVBOId);
1668 glBufferData(GL_ELEMENT_ARRAY_BUFFER, elementIndices.size() * sizeof(GLushort),
1669 elementIndices.constData(), GL_STATIC_DRAW);
1672 #if defined(QT_OPENGL_DRAWCACHEDGLYPHS_INDEX_ARRAY_VBO)
1673 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementIndicesVBOId);
1677 setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, (GLfloat*)vertexCoordinates->data());
1678 setVertexAttributePointer(QT_TEXTURE_COORDS_ATTR, (GLfloat*)textureCoordinates->data());
1680 if (!snapToPixelGrid) {
1681 snapToPixelGrid = true;
1685 QBrush pensBrush = q->state()->pen.brush();
1686 setBrush(pensBrush);
1688 if (glyphType == QFontEngineGlyphCache::Raster_RGBMask) {
1690 // Subpixel antialiasing without gamma correction
1692 QPainter::CompositionMode compMode = q->state()->composition_mode;
1693 Q_ASSERT(compMode == QPainter::CompositionMode_Source
1694 || compMode == QPainter::CompositionMode_SourceOver);
1696 shaderManager->setMaskType(QOpenGLEngineShaderManager::SubPixelMaskPass1);
1698 if (pensBrush.style() == Qt::SolidPattern) {
1699 // Solid patterns can get away with only one pass.
1700 QColor c = pensBrush.color();
1701 qreal oldOpacity = q->state()->opacity;
1702 if (compMode == QPainter::CompositionMode_Source) {
1703 c = qt_premultiplyColor(c, q->state()->opacity);
1704 q->state()->opacity = 1;
1705 opacityUniformDirty = true;
1708 compositionModeDirty = false; // I can handle this myself, thank you very much
1709 prepareForDraw(false); // Text always causes src pixels to be transparent
1711 // prepareForDraw() have set the opacity on the current shader, so the opacity state can now be reset.
1712 if (compMode == QPainter::CompositionMode_Source) {
1713 q->state()->opacity = oldOpacity;
1714 opacityUniformDirty = true;
1718 glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR);
1719 funcs.glBlendColor(c.redF(), c.greenF(), c.blueF(), c.alphaF());
1721 // Other brush styles need two passes.
1723 qreal oldOpacity = q->state()->opacity;
1724 if (compMode == QPainter::CompositionMode_Source) {
1725 q->state()->opacity = 1;
1726 opacityUniformDirty = true;
1727 pensBrush = Qt::white;
1728 setBrush(pensBrush);
1731 compositionModeDirty = false; // I can handle this myself, thank you very much
1732 prepareForDraw(false); // Text always causes src pixels to be transparent
1734 glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
1736 funcs.glActiveTexture(GL_TEXTURE0 + QT_MASK_TEXTURE_UNIT);
1737 glBindTexture(GL_TEXTURE_2D, cache->texture());
1738 updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, false);
1740 #if defined(QT_OPENGL_DRAWCACHEDGLYPHS_INDEX_ARRAY_VBO)
1741 glDrawElements(GL_TRIANGLE_STRIP, 6 * numGlyphs, GL_UNSIGNED_SHORT, 0);
1743 glDrawElements(GL_TRIANGLE_STRIP, 6 * numGlyphs, GL_UNSIGNED_SHORT, elementIndices.data());
1746 shaderManager->setMaskType(QOpenGLEngineShaderManager::SubPixelMaskPass2);
1748 if (compMode == QPainter::CompositionMode_Source) {
1749 q->state()->opacity = oldOpacity;
1750 opacityUniformDirty = true;
1751 pensBrush = q->state()->pen.brush();
1752 setBrush(pensBrush);
1755 compositionModeDirty = false;
1756 prepareForDraw(false); // Text always causes src pixels to be transparent
1758 glBlendFunc(GL_ONE, GL_ONE);
1760 compositionModeDirty = true;
1762 // Greyscale/mono glyphs
1764 shaderManager->setMaskType(QOpenGLEngineShaderManager::PixelMask);
1765 prepareForDraw(false); // Text always causes src pixels to be transparent
1768 QOpenGLTextureGlyphCache::FilterMode filterMode = (s->matrix.type() > QTransform::TxTranslate)?QOpenGLTextureGlyphCache::Linear:QOpenGLTextureGlyphCache::Nearest;
1769 if (lastMaskTextureUsed != cache->texture() || cache->filterMode() != filterMode) {
1771 funcs.glActiveTexture(GL_TEXTURE0 + QT_MASK_TEXTURE_UNIT);
1772 if (lastMaskTextureUsed != cache->texture()) {
1773 glBindTexture(GL_TEXTURE_2D, cache->texture());
1774 lastMaskTextureUsed = cache->texture();
1777 if (cache->filterMode() != filterMode) {
1778 if (filterMode == QOpenGLTextureGlyphCache::Linear) {
1779 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1780 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
1782 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1783 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1785 cache->setFilterMode(filterMode);
1789 bool srgbFrameBufferEnabled = false;
1790 if (funcs.hasOpenGLExtension(QOpenGLExtensions::SRGBFrameBuffer)) {
1793 glEnable(GL_FRAMEBUFFER_SRGB);
1794 srgbFrameBufferEnabled = true;
1798 #if defined(QT_OPENGL_DRAWCACHEDGLYPHS_INDEX_ARRAY_VBO)
1799 glDrawElements(GL_TRIANGLE_STRIP, 6 * numGlyphs, GL_UNSIGNED_SHORT, 0);
1800 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
1802 glDrawElements(GL_TRIANGLE_STRIP, 6 * numGlyphs, GL_UNSIGNED_SHORT, elementIndices.data());
1805 if (srgbFrameBufferEnabled)
1806 glDisable(GL_FRAMEBUFFER_SRGB);
1810 void QOpenGL2PaintEngineEx::drawPixmapFragments(const QPainter::PixmapFragment *fragments, int fragmentCount, const QPixmap &pixmap,
1811 QPainter::PixmapFragmentHints hints)
1813 Q_D(QOpenGL2PaintEngineEx);
1814 // Use fallback for extended composition modes.
1815 if (state()->composition_mode > QPainter::CompositionMode_Plus) {
1816 QPaintEngineEx::drawPixmapFragments(fragments, fragmentCount, pixmap, hints);
1821 int max_texture_size = d->ctx->d_func()->maxTextureSize();
1822 if (pixmap.width() > max_texture_size || pixmap.height() > max_texture_size) {
1823 QPixmap scaled = pixmap.scaled(max_texture_size, max_texture_size, Qt::KeepAspectRatio);
1824 d->drawPixmapFragments(fragments, fragmentCount, scaled, hints);
1826 d->drawPixmapFragments(fragments, fragmentCount, pixmap, hints);
1831 void QOpenGL2PaintEngineExPrivate::drawPixmapFragments(const QPainter::PixmapFragment *fragments,
1832 int fragmentCount, const QPixmap &pixmap,
1833 QPainter::PixmapFragmentHints hints)
1835 GLfloat dx = 1.0f / pixmap.size().width();
1836 GLfloat dy = 1.0f / pixmap.size().height();
1838 vertexCoordinateArray.clear();
1839 textureCoordinateArray.clear();
1840 opacityArray.reset();
1842 if (snapToPixelGrid) {
1843 snapToPixelGrid = false;
1847 bool allOpaque = true;
1849 for (int i = 0; i < fragmentCount; ++i) {
1852 if (fragments[i].rotation != 0) {
1853 s = qFastSin(fragments[i].rotation * Q_PI / 180);
1854 c = qFastCos(fragments[i].rotation * Q_PI / 180);
1857 qreal right = 0.5 * fragments[i].scaleX * fragments[i].width;
1858 qreal bottom = 0.5 * fragments[i].scaleY * fragments[i].height;
1859 QOpenGLPoint bottomRight(right * c - bottom * s, right * s + bottom * c);
1860 QOpenGLPoint bottomLeft(-right * c - bottom * s, -right * s + bottom * c);
1862 vertexCoordinateArray.addVertex(bottomRight.x + fragments[i].x, bottomRight.y + fragments[i].y);
1863 vertexCoordinateArray.addVertex(-bottomLeft.x + fragments[i].x, -bottomLeft.y + fragments[i].y);
1864 vertexCoordinateArray.addVertex(-bottomRight.x + fragments[i].x, -bottomRight.y + fragments[i].y);
1865 vertexCoordinateArray.addVertex(-bottomRight.x + fragments[i].x, -bottomRight.y + fragments[i].y);
1866 vertexCoordinateArray.addVertex(bottomLeft.x + fragments[i].x, bottomLeft.y + fragments[i].y);
1867 vertexCoordinateArray.addVertex(bottomRight.x + fragments[i].x, bottomRight.y + fragments[i].y);
1869 QOpenGLRect src(fragments[i].sourceLeft * dx, fragments[i].sourceTop * dy,
1870 (fragments[i].sourceLeft + fragments[i].width) * dx,
1871 (fragments[i].sourceTop + fragments[i].height) * dy);
1873 textureCoordinateArray.addVertex(src.right, src.bottom);
1874 textureCoordinateArray.addVertex(src.right, src.top);
1875 textureCoordinateArray.addVertex(src.left, src.top);
1876 textureCoordinateArray.addVertex(src.left, src.top);
1877 textureCoordinateArray.addVertex(src.left, src.bottom);
1878 textureCoordinateArray.addVertex(src.right, src.bottom);
1880 qreal opacity = fragments[i].opacity * q->state()->opacity;
1881 opacityArray << opacity << opacity << opacity << opacity << opacity << opacity;
1882 allOpaque &= (opacity >= 0.99f);
1885 funcs.glActiveTexture(GL_TEXTURE0 + QT_IMAGE_TEXTURE_UNIT);
1886 GLuint id = QOpenGLTextureCache::cacheForContext(ctx)->bindTexture(ctx, pixmap);
1887 transferMode(ImageArrayDrawingMode);
1889 bool isBitmap = pixmap.isQBitmap();
1890 bool isOpaque = !isBitmap && (!pixmap.hasAlpha() || (hints & QPainter::OpaqueHint)) && allOpaque;
1892 updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE,
1893 q->state()->renderHints & QPainter::SmoothPixmapTransform, id);
1895 // Setup for texture drawing
1896 currentBrush = noBrush;
1897 shaderManager->setSrcPixelType(isBitmap ? QOpenGLEngineShaderManager::PatternSrc
1898 : QOpenGLEngineShaderManager::ImageSrc);
1899 if (prepareForDraw(isOpaque))
1900 shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::ImageTexture), QT_IMAGE_TEXTURE_UNIT);
1903 QColor col = qt_premultiplyColor(q->state()->pen.color(), (GLfloat)q->state()->opacity);
1904 shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::PatternColor), col);
1907 glDrawArrays(GL_TRIANGLES, 0, 6 * fragmentCount);
1910 bool QOpenGL2PaintEngineEx::begin(QPaintDevice *pdev)
1912 Q_D(QOpenGL2PaintEngineEx);
1914 Q_ASSERT(pdev->devType() == QInternal::OpenGL);
1915 d->device = static_cast<QOpenGLPaintDevice*>(pdev);
1920 if (d->device->context() != QOpenGLContext::currentContext()) {
1921 qWarning("QPainter::begin(): QOpenGLPaintDevice's context needs to be current");
1925 d->ctx = QOpenGLContext::currentContext();
1926 d->ctx->d_func()->active_engine = this;
1928 d->funcs.initializeGLFunctions();
1930 for (int i = 0; i < QT_GL_VERTEX_ARRAY_TRACKED_COUNT; ++i)
1931 d->vertexAttributeArraysEnabledState[i] = false;
1933 const QSize sz = d->device->size();
1934 d->width = sz.width();
1935 d->height = sz.height();
1936 d->mode = BrushDrawingMode;
1937 d->brushTextureDirty = true;
1938 d->brushUniformsDirty = true;
1939 d->matrixUniformDirty = true;
1940 d->matrixDirty = true;
1941 d->compositionModeDirty = true;
1942 d->opacityUniformDirty = true;
1943 d->needsSync = true;
1944 d->useSystemClip = !systemClip().isEmpty();
1945 d->currentBrush = QBrush();
1947 d->dirtyStencilRegion = QRect(0, 0, d->width, d->height);
1948 d->stencilClean = true;
1950 d->shaderManager = new QOpenGLEngineShaderManager(d->ctx);
1952 glDisable(GL_STENCIL_TEST);
1953 glDisable(GL_DEPTH_TEST);
1954 glDisable(GL_SCISSOR_TEST);
1956 #if !defined(QT_OPENGL_ES_2)
1957 glDisable(GL_MULTISAMPLE);
1960 d->glyphCacheType = QFontEngineGlyphCache::Raster_A8;
1962 #if !defined(QT_OPENGL_ES_2)
1963 d->glyphCacheType = QFontEngineGlyphCache::Raster_RGBMask;
1966 #if defined(QT_OPENGL_ES_2)
1967 // OpenGL ES can't switch MSAA off, so if the gl paint device is
1968 // multisampled, it's always multisampled.
1969 d->multisamplingAlwaysEnabled = d->device->context()->format().samples() > 1;
1971 d->multisamplingAlwaysEnabled = false;
1977 bool QOpenGL2PaintEngineEx::end()
1979 Q_D(QOpenGL2PaintEngineEx);
1981 QOpenGLContext *ctx = d->ctx;
1982 d->funcs.glUseProgram(0);
1983 d->transferMode(BrushDrawingMode);
1985 ctx->d_func()->active_engine = 0;
1989 delete d->shaderManager;
1990 d->shaderManager = 0;
1991 d->currentBrush = QBrush();
1993 #ifdef QT_OPENGL_CACHE_AS_VBOS
1994 if (!d->unusedVBOSToClean.isEmpty()) {
1995 glDeleteBuffers(d->unusedVBOSToClean.size(), d->unusedVBOSToClean.constData());
1996 d->unusedVBOSToClean.clear();
1998 if (!d->unusedIBOSToClean.isEmpty()) {
1999 glDeleteBuffers(d->unusedIBOSToClean.size(), d->unusedIBOSToClean.constData());
2000 d->unusedIBOSToClean.clear();
2007 void QOpenGL2PaintEngineEx::ensureActive()
2009 Q_D(QOpenGL2PaintEngineEx);
2010 QOpenGLContext *ctx = d->ctx;
2012 if (isActive() && ctx->d_func()->active_engine != this) {
2013 ctx->d_func()->active_engine = this;
2014 d->needsSync = true;
2018 d->transferMode(BrushDrawingMode);
2019 glViewport(0, 0, d->width, d->height);
2020 d->needsSync = false;
2021 d->lastMaskTextureUsed = 0;
2022 d->shaderManager->setDirty();
2024 for (int i = 0; i < 3; ++i)
2025 d->vertexAttribPointers[i] = (GLfloat*)-1; // Assume the pointers are clobbered
2030 void QOpenGL2PaintEngineExPrivate::updateClipScissorTest()
2032 Q_Q(QOpenGL2PaintEngineEx);
2033 if (q->state()->clipTestEnabled) {
2034 glEnable(GL_STENCIL_TEST);
2035 glStencilFunc(GL_LEQUAL, q->state()->currentClip, ~GL_STENCIL_HIGH_BIT);
2037 glDisable(GL_STENCIL_TEST);
2038 glStencilFunc(GL_ALWAYS, 0, 0xff);
2041 #ifdef QT_GL_NO_SCISSOR_TEST
2042 currentScissorBounds = QRect(0, 0, width, height);
2044 QRect bounds = q->state()->rectangleClip;
2045 if (!q->state()->clipEnabled) {
2047 bounds = systemClip.boundingRect();
2049 bounds = QRect(0, 0, width, height);
2052 bounds = bounds.intersected(systemClip.boundingRect());
2054 bounds = bounds.intersected(QRect(0, 0, width, height));
2057 currentScissorBounds = bounds;
2059 if (bounds == QRect(0, 0, width, height)) {
2060 glDisable(GL_SCISSOR_TEST);
2062 glEnable(GL_SCISSOR_TEST);
2068 void QOpenGL2PaintEngineExPrivate::setScissor(const QRect &rect)
2070 const int left = rect.left();
2071 const int width = rect.width();
2072 int bottom = height - (rect.top() + rect.height());
2073 if (device->paintFlipped()) {
2074 bottom = rect.top();
2076 const int height = rect.height();
2078 glScissor(left, bottom, width, height);
2081 void QOpenGL2PaintEngineEx::clipEnabledChanged()
2083 Q_D(QOpenGL2PaintEngineEx);
2085 state()->clipChanged = true;
2087 if (painter()->hasClipping())
2088 d->regenerateClip();
2090 d->systemStateChanged();
2093 void QOpenGL2PaintEngineExPrivate::clearClip(uint value)
2095 dirtyStencilRegion -= currentScissorBounds;
2097 glStencilMask(0xff);
2098 glClearStencil(value);
2099 glClear(GL_STENCIL_BUFFER_BIT);
2102 q->state()->needsClipBufferClear = false;
2105 void QOpenGL2PaintEngineExPrivate::writeClip(const QVectorPath &path, uint value)
2107 transferMode(BrushDrawingMode);
2109 if (snapToPixelGrid) {
2110 snapToPixelGrid = false;
2117 stencilClean = false;
2119 const bool singlePass = !path.hasWindingFill()
2120 && (((q->state()->currentClip == maxClip - 1) && q->state()->clipTestEnabled)
2121 || q->state()->needsClipBufferClear);
2122 const uint referenceClipValue = q->state()->needsClipBufferClear ? 1 : q->state()->currentClip;
2124 if (q->state()->needsClipBufferClear)
2127 if (path.isEmpty()) {
2128 glEnable(GL_STENCIL_TEST);
2129 glStencilFunc(GL_LEQUAL, value, ~GL_STENCIL_HIGH_BIT);
2133 if (q->state()->clipTestEnabled)
2134 glStencilFunc(GL_LEQUAL, q->state()->currentClip, ~GL_STENCIL_HIGH_BIT);
2136 glStencilFunc(GL_ALWAYS, 0, 0xff);
2138 vertexCoordinateArray.clear();
2139 vertexCoordinateArray.addPath(path, inverseScale, false);
2142 fillStencilWithVertexArray(vertexCoordinateArray, path.hasWindingFill());
2144 glColorMask(false, false, false, false);
2145 glEnable(GL_STENCIL_TEST);
2149 // Under these conditions we can set the new stencil value in a single
2150 // pass, by using the current value and the "new value" as the toggles
2152 glStencilFunc(GL_LEQUAL, referenceClipValue, ~GL_STENCIL_HIGH_BIT);
2153 glStencilOp(GL_KEEP, GL_INVERT, GL_INVERT);
2154 glStencilMask(value ^ referenceClipValue);
2156 drawVertexArrays(vertexCoordinateArray, GL_TRIANGLE_FAN);
2158 glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE);
2159 glStencilMask(0xff);
2161 if (!q->state()->clipTestEnabled && path.hasWindingFill()) {
2162 // Pass when any clip bit is set, set high bit
2163 glStencilFunc(GL_NOTEQUAL, GL_STENCIL_HIGH_BIT, ~GL_STENCIL_HIGH_BIT);
2164 composite(vertexCoordinateArray.boundingRect());
2167 // Pass when high bit is set, replace stencil value with new clip value
2168 glStencilFunc(GL_NOTEQUAL, value, GL_STENCIL_HIGH_BIT);
2170 composite(vertexCoordinateArray.boundingRect());
2173 glStencilFunc(GL_LEQUAL, value, ~GL_STENCIL_HIGH_BIT);
2176 glColorMask(true, true, true, true);
2179 void QOpenGL2PaintEngineEx::clip(const QVectorPath &path, Qt::ClipOperation op)
2181 // qDebug("QOpenGL2PaintEngineEx::clip()");
2182 Q_D(QOpenGL2PaintEngineEx);
2184 state()->clipChanged = true;
2188 if (op == Qt::ReplaceClip) {
2189 op = Qt::IntersectClip;
2190 if (d->hasClipOperations()) {
2191 d->systemStateChanged();
2192 state()->canRestoreClip = false;
2196 #ifndef QT_GL_NO_SCISSOR_TEST
2197 if (!path.isEmpty() && op == Qt::IntersectClip && (path.shape() == QVectorPath::RectangleHint)) {
2198 const QPointF* const points = reinterpret_cast<const QPointF*>(path.points());
2199 QRectF rect(points[0], points[2]);
2201 if (state()->matrix.type() <= QTransform::TxScale
2202 || (state()->matrix.type() == QTransform::TxRotate
2203 && qFuzzyIsNull(state()->matrix.m11())
2204 && qFuzzyIsNull(state()->matrix.m22())))
2206 state()->rectangleClip = state()->rectangleClip.intersected(state()->matrix.mapRect(rect).toRect());
2207 d->updateClipScissorTest();
2213 const QRect pathRect = state()->matrix.mapRect(path.controlPointRect()).toAlignedRect();
2217 if (d->useSystemClip) {
2218 state()->clipTestEnabled = true;
2219 state()->currentClip = 1;
2221 state()->clipTestEnabled = false;
2223 state()->rectangleClip = QRect(0, 0, d->width, d->height);
2224 state()->canRestoreClip = false;
2225 d->updateClipScissorTest();
2227 case Qt::IntersectClip:
2228 state()->rectangleClip = state()->rectangleClip.intersected(pathRect);
2229 d->updateClipScissorTest();
2230 d->resetClipIfNeeded();
2232 d->writeClip(path, d->maxClip);
2233 state()->currentClip = d->maxClip;
2234 state()->clipTestEnabled = true;
2241 void QOpenGL2PaintEngineExPrivate::regenerateClip()
2243 systemStateChanged();
2244 replayClipOperations();
2247 void QOpenGL2PaintEngineExPrivate::systemStateChanged()
2249 Q_Q(QOpenGL2PaintEngineEx);
2251 q->state()->clipChanged = true;
2253 if (systemClip.isEmpty()) {
2254 useSystemClip = false;
2256 if (q->paintDevice()->devType() == QInternal::Widget && currentClipDevice) {
2257 //QWidgetPrivate *widgetPrivate = qt_widget_private(static_cast<QWidget *>(currentClipDevice)->window());
2258 //useSystemClip = widgetPrivate->extra && widgetPrivate->extra->inRenderWithPainter;
2259 useSystemClip = true;
2261 useSystemClip = true;
2265 q->state()->clipTestEnabled = false;
2266 q->state()->needsClipBufferClear = true;
2268 q->state()->currentClip = 1;
2271 q->state()->rectangleClip = useSystemClip ? systemClip.boundingRect() : QRect(0, 0, width, height);
2272 updateClipScissorTest();
2274 if (systemClip.rectCount() == 1) {
2275 if (systemClip.boundingRect() == QRect(0, 0, width, height))
2276 useSystemClip = false;
2277 #ifndef QT_GL_NO_SCISSOR_TEST
2278 // scissoring takes care of the system clip
2283 if (useSystemClip) {
2287 path.addRegion(systemClip);
2289 q->state()->currentClip = 0;
2290 writeClip(qtVectorPathForPath(q->state()->matrix.inverted().map(path)), 1);
2291 q->state()->currentClip = 1;
2292 q->state()->clipTestEnabled = true;
2296 void QOpenGL2PaintEngineEx::setState(QPainterState *new_state)
2298 // qDebug("QOpenGL2PaintEngineEx::setState()");
2300 Q_D(QOpenGL2PaintEngineEx);
2302 QOpenGL2PaintEngineState *s = static_cast<QOpenGL2PaintEngineState *>(new_state);
2303 QOpenGL2PaintEngineState *old_state = state();
2305 QPaintEngineEx::setState(s);
2308 // Newly created state object. The call to setState()
2309 // will either be followed by a call to begin(), or we are
2310 // setting the state as part of a save().
2315 // Setting the state as part of a restore().
2317 if (old_state == s || old_state->renderHintsChanged)
2318 renderHintsChanged();
2320 if (old_state == s || old_state->matrixChanged)
2321 d->matrixDirty = true;
2323 if (old_state == s || old_state->compositionModeChanged)
2324 d->compositionModeDirty = true;
2326 if (old_state == s || old_state->opacityChanged)
2327 d->opacityUniformDirty = true;
2329 if (old_state == s || old_state->clipChanged) {
2330 if (old_state && old_state != s && old_state->canRestoreClip) {
2331 d->updateClipScissorTest();
2332 glDepthFunc(GL_LEQUAL);
2334 d->regenerateClip();
2339 QPainterState *QOpenGL2PaintEngineEx::createState(QPainterState *orig) const
2342 const_cast<QOpenGL2PaintEngineEx *>(this)->ensureActive();
2344 QOpenGL2PaintEngineState *s;
2346 s = new QOpenGL2PaintEngineState();
2348 s = new QOpenGL2PaintEngineState(*static_cast<QOpenGL2PaintEngineState *>(orig));
2350 s->matrixChanged = false;
2351 s->compositionModeChanged = false;
2352 s->opacityChanged = false;
2353 s->renderHintsChanged = false;
2354 s->clipChanged = false;
2359 QOpenGL2PaintEngineState::QOpenGL2PaintEngineState(QOpenGL2PaintEngineState &other)
2360 : QPainterState(other)
2363 needsClipBufferClear = other.needsClipBufferClear;
2364 clipTestEnabled = other.clipTestEnabled;
2365 currentClip = other.currentClip;
2366 canRestoreClip = other.canRestoreClip;
2367 rectangleClip = other.rectangleClip;
2370 QOpenGL2PaintEngineState::QOpenGL2PaintEngineState()
2373 needsClipBufferClear = true;
2374 clipTestEnabled = false;
2375 canRestoreClip = true;
2378 QOpenGL2PaintEngineState::~QOpenGL2PaintEngineState()
2382 void QOpenGL2PaintEngineExPrivate::setVertexAttribArrayEnabled(int arrayIndex, bool enabled)
2384 Q_ASSERT(arrayIndex < QT_GL_VERTEX_ARRAY_TRACKED_COUNT);
2386 if (vertexAttributeArraysEnabledState[arrayIndex] && !enabled)
2387 funcs.glDisableVertexAttribArray(arrayIndex);
2389 if (!vertexAttributeArraysEnabledState[arrayIndex] && enabled)
2390 funcs.glEnableVertexAttribArray(arrayIndex);
2392 vertexAttributeArraysEnabledState[arrayIndex] = enabled;
2395 void QOpenGL2PaintEngineExPrivate::syncGlState()
2397 for (int i = 0; i < QT_GL_VERTEX_ARRAY_TRACKED_COUNT; ++i) {
2398 if (vertexAttributeArraysEnabledState[i])
2399 funcs.glEnableVertexAttribArray(i);
2401 funcs.glDisableVertexAttribArray(i);