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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 "qglgradientcache_p.h"
68 #include "qpaintengineex_opengl2_p.h"
70 #include <string.h> //for memcpy
73 #include <private/qgl_p.h>
74 #include <private/qmath_p.h>
75 #include <private/qpaintengineex_p.h>
76 #include <QPaintEngine>
77 #include <private/qpainter_p.h>
78 #include <private/qfontengine_p.h>
79 #include <private/qdatabuffer_p.h>
80 #include <private/qstatictext_p.h>
81 #include <QtGui/private/qtriangulator_p.h>
83 #include "qglengineshadermanager_p.h"
84 #include "qgl2pexvertexarray_p.h"
85 #include "qtriangulatingstroker_p.h"
86 #include "qtextureglyphcache_gl_p.h"
94 Q_GUI_EXPORT QImage qt_imageForBrush(int brushStyle, bool invert);
96 ////////////////////////////////// Private Methods //////////////////////////////////////////
98 QGL2PaintEngineExPrivate::~QGL2PaintEngineExPrivate()
100 delete shaderManager;
102 while (pathCaches.size()) {
103 QVectorPath::CacheEntry *e = *(pathCaches.constBegin());
104 e->cleanup(e->engine, e->data);
109 if (elementIndicesVBOId != 0) {
110 glDeleteBuffers(1, &elementIndicesVBOId);
111 elementIndicesVBOId = 0;
115 void QGL2PaintEngineExPrivate::updateTextureFilter(GLenum target, GLenum wrapMode, bool smoothPixmapTransform, GLuint id)
117 // glActiveTexture(GL_TEXTURE0 + QT_BRUSH_TEXTURE_UNIT); //### Is it always this texture unit?
118 if (id != GLuint(-1) && id == lastTextureUsed)
121 lastTextureUsed = id;
123 if (smoothPixmapTransform) {
124 glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
125 glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
127 glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
128 glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
130 glTexParameteri(target, GL_TEXTURE_WRAP_S, wrapMode);
131 glTexParameteri(target, GL_TEXTURE_WRAP_T, wrapMode);
135 inline QColor qt_premultiplyColor(QColor c, GLfloat opacity)
137 qreal alpha = c.alphaF() * opacity;
139 c.setRedF(c.redF() * alpha);
140 c.setGreenF(c.greenF() * alpha);
141 c.setBlueF(c.blueF() * alpha);
146 void QGL2PaintEngineExPrivate::setBrush(const QBrush& brush)
148 if (qbrush_fast_equals(currentBrush, brush))
151 const Qt::BrushStyle newStyle = qbrush_style(brush);
152 Q_ASSERT(newStyle != Qt::NoBrush);
154 currentBrush = brush;
155 if (!currentBrushPixmap.isNull())
156 currentBrushPixmap = QPixmap();
157 brushUniformsDirty = true; // All brushes have at least one uniform
159 if (newStyle > Qt::SolidPattern)
160 brushTextureDirty = true;
162 if (currentBrush.style() == Qt::TexturePattern
163 && qHasPixmapTexture(brush) && brush.texture().isQBitmap())
165 shaderManager->setSrcPixelType(QGLEngineShaderManager::TextureSrcWithPattern);
167 shaderManager->setSrcPixelType(newStyle);
169 shaderManager->optimiseForBrushTransform(currentBrush.transform().type());
173 void QGL2PaintEngineExPrivate::useSimpleShader()
175 shaderManager->useSimpleProgram();
181 void QGL2PaintEngineExPrivate::updateBrushTexture()
183 Q_Q(QGL2PaintEngineEx);
184 // qDebug("QGL2PaintEngineExPrivate::updateBrushTexture()");
185 Qt::BrushStyle style = currentBrush.style();
187 if ( (style >= Qt::Dense1Pattern) && (style <= Qt::DiagCrossPattern) ) {
188 // Get the image data for the pattern
189 QImage texImage = qt_imageForBrush(style, false);
191 glActiveTexture(GL_TEXTURE0 + QT_BRUSH_TEXTURE_UNIT);
192 ctx->d_func()->bindTexture(texImage, GL_TEXTURE_2D, GL_RGBA, QGLContext::InternalBindOption);
193 updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, q->state()->renderHints & QPainter::SmoothPixmapTransform);
195 else if (style >= Qt::LinearGradientPattern && style <= Qt::ConicalGradientPattern) {
196 // Gradiant brush: All the gradiants use the same texture
198 const QGradient* g = currentBrush.gradient();
200 // We apply global opacity in the fragment shaders, so we always pass 1.0
201 // for opacity to the cache.
202 GLuint texId = QGL2GradientCache::cacheForContext(ctx)->getBuffer(*g, 1.0);
204 glActiveTexture(GL_TEXTURE0 + QT_BRUSH_TEXTURE_UNIT);
205 glBindTexture(GL_TEXTURE_2D, texId);
207 if (g->spread() == QGradient::RepeatSpread || g->type() == QGradient::ConicalGradient)
208 updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, q->state()->renderHints & QPainter::SmoothPixmapTransform);
209 else if (g->spread() == QGradient::ReflectSpread)
210 updateTextureFilter(GL_TEXTURE_2D, GL_MIRRORED_REPEAT_IBM, q->state()->renderHints & QPainter::SmoothPixmapTransform);
212 updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE, q->state()->renderHints & QPainter::SmoothPixmapTransform);
214 else if (style == Qt::TexturePattern) {
215 currentBrushPixmap = currentBrush.texture();
217 int max_texture_size = ctx->d_func()->maxTextureSize();
218 if (currentBrushPixmap.width() > max_texture_size || currentBrushPixmap.height() > max_texture_size)
219 currentBrushPixmap = currentBrushPixmap.scaled(max_texture_size, max_texture_size, Qt::KeepAspectRatio);
221 glActiveTexture(GL_TEXTURE0 + QT_BRUSH_TEXTURE_UNIT);
222 QGLTexture *tex = ctx->d_func()->bindTexture(currentBrushPixmap, GL_TEXTURE_2D, GL_RGBA,
223 QGLContext::InternalBindOption |
224 QGLContext::CanFlipNativePixmapBindOption);
225 updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, q->state()->renderHints & QPainter::SmoothPixmapTransform);
226 textureInvertedY = tex->options & QGLContext::InvertedYBindOption ? -1 : 1;
228 brushTextureDirty = false;
232 void QGL2PaintEngineExPrivate::updateBrushUniforms()
234 // qDebug("QGL2PaintEngineExPrivate::updateBrushUniforms()");
235 Qt::BrushStyle style = currentBrush.style();
237 if (style == Qt::NoBrush)
240 QTransform brushQTransform = currentBrush.transform();
242 if (style == Qt::SolidPattern) {
243 QColor col = qt_premultiplyColor(currentBrush.color(), (GLfloat)q->state()->opacity);
244 shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::FragmentColor), col);
247 // All other brushes have a transform and thus need the translation point:
248 QPointF translationPoint;
250 if (style <= Qt::DiagCrossPattern) {
251 QColor col = qt_premultiplyColor(currentBrush.color(), (GLfloat)q->state()->opacity);
253 shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::PatternColor), col);
255 QVector2D halfViewportSize(width*0.5, height*0.5);
256 shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::HalfViewportSize), halfViewportSize);
258 else if (style == Qt::LinearGradientPattern) {
259 const QLinearGradient *g = static_cast<const QLinearGradient *>(currentBrush.gradient());
261 QPointF realStart = g->start();
262 QPointF realFinal = g->finalStop();
263 translationPoint = realStart;
265 QPointF l = realFinal - realStart;
267 QVector3D linearData(
270 1.0f / (l.x() * l.x() + l.y() * l.y())
273 shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::LinearData), linearData);
275 QVector2D halfViewportSize(width*0.5, height*0.5);
276 shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::HalfViewportSize), halfViewportSize);
278 else if (style == Qt::ConicalGradientPattern) {
279 const QConicalGradient *g = static_cast<const QConicalGradient *>(currentBrush.gradient());
280 translationPoint = g->center();
282 GLfloat angle = -(g->angle() * 2 * Q_PI) / 360.0;
284 shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::Angle), angle);
286 QVector2D halfViewportSize(width*0.5, height*0.5);
287 shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::HalfViewportSize), halfViewportSize);
289 else if (style == Qt::RadialGradientPattern) {
290 const QRadialGradient *g = static_cast<const QRadialGradient *>(currentBrush.gradient());
291 QPointF realCenter = g->center();
292 QPointF realFocal = g->focalPoint();
293 qreal realRadius = g->centerRadius() - g->focalRadius();
294 translationPoint = realFocal;
296 QPointF fmp = realCenter - realFocal;
297 shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::Fmp), fmp);
299 GLfloat fmp2_m_radius2 = -fmp.x() * fmp.x() - fmp.y() * fmp.y() + realRadius*realRadius;
300 shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::Fmp2MRadius2), fmp2_m_radius2);
301 shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::Inverse2Fmp2MRadius2),
302 GLfloat(1.0 / (2.0*fmp2_m_radius2)));
303 shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::SqrFr),
304 GLfloat(g->focalRadius() * g->focalRadius()));
305 shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::BRadius),
306 GLfloat(2 * (g->centerRadius() - g->focalRadius()) * g->focalRadius()),
308 g->centerRadius() - g->focalRadius());
310 QVector2D halfViewportSize(width*0.5, height*0.5);
311 shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::HalfViewportSize), halfViewportSize);
313 else if (style == Qt::TexturePattern) {
314 const QPixmap& texPixmap = currentBrush.texture();
316 if (qHasPixmapTexture(currentBrush) && currentBrush.texture().isQBitmap()) {
317 QColor col = qt_premultiplyColor(currentBrush.color(), (GLfloat)q->state()->opacity);
318 shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::PatternColor), col);
321 QSizeF invertedTextureSize(1.0 / texPixmap.width(), 1.0 / texPixmap.height());
322 shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::InvertedTextureSize), invertedTextureSize);
324 QVector2D halfViewportSize(width*0.5, height*0.5);
325 shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::HalfViewportSize), halfViewportSize);
328 qWarning("QGL2PaintEngineEx: Unimplemented fill style");
330 const QPointF &brushOrigin = q->state()->brushOrigin;
331 QTransform matrix = q->state()->matrix;
332 matrix.translate(brushOrigin.x(), brushOrigin.y());
334 QTransform translate(1, 0, 0, 1, -translationPoint.x(), -translationPoint.y());
337 if (device->isFlipped()) {
341 QTransform gl_to_qt(1, 0, 0, m22, 0, dy);
342 QTransform inv_matrix;
343 if (style == Qt::TexturePattern && textureInvertedY == -1)
344 inv_matrix = gl_to_qt * (QTransform(1, 0, 0, -1, 0, currentBrush.texture().height()) * brushQTransform * matrix).inverted() * translate;
346 inv_matrix = gl_to_qt * (brushQTransform * matrix).inverted() * translate;
348 shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::BrushTransform), inv_matrix);
349 shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::BrushTexture), QT_BRUSH_TEXTURE_UNIT);
351 brushUniformsDirty = false;
355 // This assumes the shader manager has already setup the correct shader program
356 void QGL2PaintEngineExPrivate::updateMatrix()
358 // qDebug("QGL2PaintEngineExPrivate::updateMatrix()");
360 const QTransform& transform = q->state()->matrix;
362 // The projection matrix converts from Qt's coordinate system to GL's coordinate system
363 // * GL's viewport is 2x2, Qt's is width x height
364 // * GL has +y -> -y going from bottom -> top, Qt is the other way round
365 // * GL has [0,0] in the center, Qt has it in the top-left
367 // This results in the Projection matrix below, which is multiplied by the painter's
368 // transformation matrix, as shown below:
370 // Projection Matrix Painter Transform
371 // ------------------------------------------------ ------------------------
372 // | 2.0 / width | 0.0 | -1.0 | | m11 | m21 | dx |
373 // | 0.0 | -2.0 / height | 1.0 | * | m12 | m22 | dy |
374 // | 0.0 | 0.0 | 1.0 | | m13 | m23 | m33 |
375 // ------------------------------------------------ ------------------------
377 // NOTE: The resultant matrix is also transposed, as GL expects column-major matracies
379 const GLfloat wfactor = 2.0f / width;
380 GLfloat hfactor = -2.0f / height;
382 GLfloat dx = transform.dx();
383 GLfloat dy = transform.dy();
385 if (device->isFlipped()) {
390 // Non-integer translates can have strange effects for some rendering operations such as
391 // anti-aliased text rendering. In such cases, we snap the translate to the pixel grid.
392 if (snapToPixelGrid && transform.type() == QTransform::TxTranslate) {
393 // 0.50 needs to rounded down to 0.0 for consistency with raster engine:
394 dx = ceilf(dx - 0.5f);
395 dy = ceilf(dy - 0.5f);
397 pmvMatrix[0][0] = (wfactor * transform.m11()) - transform.m13();
398 pmvMatrix[1][0] = (wfactor * transform.m21()) - transform.m23();
399 pmvMatrix[2][0] = (wfactor * dx) - transform.m33();
400 pmvMatrix[0][1] = (hfactor * transform.m12()) + transform.m13();
401 pmvMatrix[1][1] = (hfactor * transform.m22()) + transform.m23();
402 pmvMatrix[2][1] = (hfactor * dy) + transform.m33();
403 pmvMatrix[0][2] = transform.m13();
404 pmvMatrix[1][2] = transform.m23();
405 pmvMatrix[2][2] = transform.m33();
407 // 1/10000 == 0.0001, so we have good enough res to cover curves
408 // that span the entire widget...
409 inverseScale = qMax(1 / qMax( qMax(qAbs(transform.m11()), qAbs(transform.m22())),
410 qMax(qAbs(transform.m12()), qAbs(transform.m21())) ),
414 matrixUniformDirty = true;
416 // Set the PMV matrix attribute. As we use an attributes rather than uniforms, we only
417 // need to do this once for every matrix change and persists across all shader programs.
418 glVertexAttrib3fv(QT_PMV_MATRIX_1_ATTR, pmvMatrix[0]);
419 glVertexAttrib3fv(QT_PMV_MATRIX_2_ATTR, pmvMatrix[1]);
420 glVertexAttrib3fv(QT_PMV_MATRIX_3_ATTR, pmvMatrix[2]);
422 dasher.setInvScale(inverseScale);
423 stroker.setInvScale(inverseScale);
427 void QGL2PaintEngineExPrivate::updateCompositionMode()
429 // NOTE: The entire paint engine works on pre-multiplied data - which is why some of these
430 // composition modes look odd.
431 // qDebug() << "QGL2PaintEngineExPrivate::updateCompositionMode() - Setting GL composition mode for " << q->state()->composition_mode;
432 switch(q->state()->composition_mode) {
433 case QPainter::CompositionMode_SourceOver:
434 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
436 case QPainter::CompositionMode_DestinationOver:
437 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ONE);
439 case QPainter::CompositionMode_Clear:
440 glBlendFunc(GL_ZERO, GL_ZERO);
442 case QPainter::CompositionMode_Source:
443 glBlendFunc(GL_ONE, GL_ZERO);
445 case QPainter::CompositionMode_Destination:
446 glBlendFunc(GL_ZERO, GL_ONE);
448 case QPainter::CompositionMode_SourceIn:
449 glBlendFunc(GL_DST_ALPHA, GL_ZERO);
451 case QPainter::CompositionMode_DestinationIn:
452 glBlendFunc(GL_ZERO, GL_SRC_ALPHA);
454 case QPainter::CompositionMode_SourceOut:
455 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
457 case QPainter::CompositionMode_DestinationOut:
458 glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_ALPHA);
460 case QPainter::CompositionMode_SourceAtop:
461 glBlendFunc(GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
463 case QPainter::CompositionMode_DestinationAtop:
464 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA);
466 case QPainter::CompositionMode_Xor:
467 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
469 case QPainter::CompositionMode_Plus:
470 glBlendFunc(GL_ONE, GL_ONE);
473 qWarning("Unsupported composition mode");
477 compositionModeDirty = false;
480 static inline void setCoords(GLfloat *coords, const QGLRect &rect)
482 coords[0] = rect.left;
483 coords[1] = rect.top;
484 coords[2] = rect.right;
485 coords[3] = rect.top;
486 coords[4] = rect.right;
487 coords[5] = rect.bottom;
488 coords[6] = rect.left;
489 coords[7] = rect.bottom;
492 void QGL2PaintEngineExPrivate::drawTexture(const QGLRect& dest, const QGLRect& src, const QSize &textureSize, bool opaque, bool pattern)
494 // Setup for texture drawing
495 currentBrush = noBrush;
496 shaderManager->setSrcPixelType(pattern ? QGLEngineShaderManager::PatternSrc : QGLEngineShaderManager::ImageSrc);
498 if (snapToPixelGrid) {
499 snapToPixelGrid = false;
503 if (prepareForDraw(opaque))
504 shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::ImageTexture), QT_IMAGE_TEXTURE_UNIT);
507 QColor col = qt_premultiplyColor(q->state()->pen.color(), (GLfloat)q->state()->opacity);
508 shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::PatternColor), col);
511 GLfloat dx = 1.0 / textureSize.width();
512 GLfloat dy = 1.0 / textureSize.height();
514 QGLRect srcTextureRect(src.left*dx, src.top*dy, src.right*dx, src.bottom*dy);
516 setCoords(staticVertexCoordinateArray, dest);
517 setCoords(staticTextureCoordinateArray, srcTextureRect);
519 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
522 void QGL2PaintEngineEx::beginNativePainting()
524 Q_D(QGL2PaintEngineEx);
526 d->transferMode(BrushDrawingMode);
528 d->nativePaintingActive = true;
530 QGLContext *ctx = d->ctx;
533 // Disable all the vertex attribute arrays:
534 for (int i = 0; i < QT_GL_VERTEX_ARRAY_TRACKED_COUNT; ++i)
535 glDisableVertexAttribArray(i);
537 #ifndef QT_OPENGL_ES_2
538 const QGLFormat &fmt = d->device->format();
539 if (fmt.majorVersion() < 3 || (fmt.majorVersion() == 3 && fmt.minorVersion() < 1)
540 || fmt.profile() == QGLFormat::CompatibilityProfile)
542 // be nice to people who mix OpenGL 1.x code with QPainter commands
543 // by setting modelview and projection matrices to mirror the GL 1
545 const QTransform& mtx = state()->matrix;
547 float mv_matrix[4][4] =
549 { float(mtx.m11()), float(mtx.m12()), 0, float(mtx.m13()) },
550 { float(mtx.m21()), float(mtx.m22()), 0, float(mtx.m23()) },
552 { float(mtx.dx()), float(mtx.dy()), 0, float(mtx.m33()) }
555 const QSize sz = d->device->size();
557 glMatrixMode(GL_PROJECTION);
559 glOrtho(0, sz.width(), sz.height(), 0, -999999, 999999);
561 glMatrixMode(GL_MODELVIEW);
562 glLoadMatrixf(&mv_matrix[0][0]);
568 d->lastTextureUsed = GLuint(-1);
569 d->dirtyStencilRegion = QRect(0, 0, d->width, d->height);
572 d->shaderManager->setDirty();
577 void QGL2PaintEngineExPrivate::resetGLState()
580 glActiveTexture(GL_TEXTURE0);
581 glDisable(GL_STENCIL_TEST);
582 glDisable(GL_DEPTH_TEST);
583 glDisable(GL_SCISSOR_TEST);
585 glDepthFunc(GL_LESS);
588 glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
589 glStencilFunc(GL_ALWAYS, 0, 0xff);
590 ctx->d_func()->setVertexAttribArrayEnabled(QT_TEXTURE_COORDS_ATTR, false);
591 ctx->d_func()->setVertexAttribArrayEnabled(QT_VERTEX_COORDS_ATTR, false);
592 ctx->d_func()->setVertexAttribArrayEnabled(QT_OPACITY_ATTR, false);
593 #ifndef QT_OPENGL_ES_2
594 // gl_Color, corresponding to vertex attribute 3, may have been changed
595 float color[] = { 1.0f, 1.0f, 1.0f, 1.0f };
596 glVertexAttrib4fv(3, color);
600 void QGL2PaintEngineEx::endNativePainting()
602 Q_D(QGL2PaintEngineEx);
604 d->nativePaintingActive = false;
607 void QGL2PaintEngineEx::invalidateState()
609 Q_D(QGL2PaintEngineEx);
613 bool QGL2PaintEngineEx::isNativePaintingActive() const {
614 Q_D(const QGL2PaintEngineEx);
615 return d->nativePaintingActive;
618 void QGL2PaintEngineExPrivate::transferMode(EngineMode newMode)
623 if (mode == TextDrawingMode || mode == ImageDrawingMode || mode == ImageArrayDrawingMode) {
624 lastTextureUsed = GLuint(-1);
627 if (newMode == TextDrawingMode) {
628 shaderManager->setHasComplexGeometry(true);
630 shaderManager->setHasComplexGeometry(false);
633 if (newMode == ImageDrawingMode) {
634 setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, staticVertexCoordinateArray);
635 setVertexAttributePointer(QT_TEXTURE_COORDS_ATTR, staticTextureCoordinateArray);
638 if (newMode == ImageArrayDrawingMode) {
639 setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, (GLfloat*)vertexCoordinateArray.data());
640 setVertexAttributePointer(QT_TEXTURE_COORDS_ATTR, (GLfloat*)textureCoordinateArray.data());
641 setVertexAttributePointer(QT_OPACITY_ATTR, (GLfloat*)opacityArray.data());
644 // This needs to change when we implement high-quality anti-aliasing...
645 if (newMode != TextDrawingMode)
646 shaderManager->setMaskType(QGLEngineShaderManager::NoMask);
651 struct QGL2PEVectorPathCache
653 #ifdef QT_OPENGL_CACHE_AS_VBOS
662 GLenum primitiveType;
664 QVertexIndexVector::Type indexType;
667 void QGL2PaintEngineExPrivate::cleanupVectorPath(QPaintEngineEx *engine, void *data)
669 QGL2PEVectorPathCache *c = (QGL2PEVectorPathCache *) data;
670 #ifdef QT_OPENGL_CACHE_AS_VBOS
671 Q_ASSERT(engine->type() == QPaintEngine::OpenGL2);
672 static_cast<QGL2PaintEngineEx *>(engine)->d_func()->unusedVBOSToClean << c->vbo;
674 d->unusedIBOSToClean << c->ibo;
683 // Assumes everything is configured for the brush you want to use
684 void QGL2PaintEngineExPrivate::fill(const QVectorPath& path)
686 transferMode(BrushDrawingMode);
688 if (snapToPixelGrid) {
689 snapToPixelGrid = false;
693 // Might need to call updateMatrix to re-calculate inverseScale
697 const QPointF* const points = reinterpret_cast<const QPointF*>(path.points());
699 // Check to see if there's any hints
700 if (path.shape() == QVectorPath::RectangleHint) {
701 QGLRect rect(points[0].x(), points[0].y(), points[2].x(), points[2].y());
702 prepareForDraw(currentBrush.isOpaque());
704 } else if (path.isConvex()) {
706 if (path.isCacheable()) {
707 QVectorPath::CacheEntry *data = path.lookupCacheData(q);
708 QGL2PEVectorPathCache *cache;
710 bool updateCache = false;
713 cache = (QGL2PEVectorPathCache *) data->data;
714 // Check if scale factor is exceeded for curved paths and generate curves if so...
715 if (path.isCurved()) {
716 qreal scaleFactor = cache->iscale / inverseScale;
717 if (scaleFactor < 0.5 || scaleFactor > 2.0) {
718 #ifdef QT_OPENGL_CACHE_AS_VBOS
719 glDeleteBuffers(1, &cache->vbo);
721 Q_ASSERT(cache->ibo == 0);
723 qFree(cache->vertices);
724 Q_ASSERT(cache->indices == 0);
730 cache = new QGL2PEVectorPathCache;
731 data = const_cast<QVectorPath &>(path).addCacheData(q, cache, cleanupVectorPath);
735 // Flatten the path at the current scale factor and fill it into the cache struct.
737 vertexCoordinateArray.clear();
738 vertexCoordinateArray.addPath(path, inverseScale, false);
739 int vertexCount = vertexCoordinateArray.vertexCount();
740 int floatSizeInBytes = vertexCount * 2 * sizeof(float);
741 cache->vertexCount = vertexCount;
742 cache->indexCount = 0;
743 cache->primitiveType = GL_TRIANGLE_FAN;
744 cache->iscale = inverseScale;
745 #ifdef QT_OPENGL_CACHE_AS_VBOS
746 glGenBuffers(1, &cache->vbo);
747 glBindBuffer(GL_ARRAY_BUFFER, cache->vbo);
748 glBufferData(GL_ARRAY_BUFFER, floatSizeInBytes, vertexCoordinateArray.data(), GL_STATIC_DRAW);
751 cache->vertices = (float *) qMalloc(floatSizeInBytes);
752 memcpy(cache->vertices, vertexCoordinateArray.data(), floatSizeInBytes);
757 prepareForDraw(currentBrush.isOpaque());
758 #ifdef QT_OPENGL_CACHE_AS_VBOS
759 glBindBuffer(GL_ARRAY_BUFFER, cache->vbo);
760 setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, 0);
762 setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, cache->vertices);
764 glDrawArrays(cache->primitiveType, 0, cache->vertexCount);
767 // printf(" - Marking path as cachable...\n");
768 // Tag it for later so that if the same path is drawn twice, it is assumed to be static and thus cachable
769 path.makeCacheable();
770 vertexCoordinateArray.clear();
771 vertexCoordinateArray.addPath(path, inverseScale, false);
772 prepareForDraw(currentBrush.isOpaque());
773 drawVertexArrays(vertexCoordinateArray, GL_TRIANGLE_FAN);
777 bool useCache = path.isCacheable();
779 QRectF bbox = path.controlPointRect();
780 // If the path doesn't fit within these limits, it is possible that the triangulation will fail.
781 useCache &= (bbox.left() > -0x8000 * inverseScale)
782 && (bbox.right() < 0x8000 * inverseScale)
783 && (bbox.top() > -0x8000 * inverseScale)
784 && (bbox.bottom() < 0x8000 * inverseScale);
788 QVectorPath::CacheEntry *data = path.lookupCacheData(q);
789 QGL2PEVectorPathCache *cache;
791 bool updateCache = false;
794 cache = (QGL2PEVectorPathCache *) data->data;
795 // Check if scale factor is exceeded for curved paths and generate curves if so...
796 if (path.isCurved()) {
797 qreal scaleFactor = cache->iscale / inverseScale;
798 if (scaleFactor < 0.5 || scaleFactor > 2.0) {
799 #ifdef QT_OPENGL_CACHE_AS_VBOS
800 glDeleteBuffers(1, &cache->vbo);
801 glDeleteBuffers(1, &cache->ibo);
803 qFree(cache->vertices);
804 qFree(cache->indices);
810 cache = new QGL2PEVectorPathCache;
811 data = const_cast<QVectorPath &>(path).addCacheData(q, cache, cleanupVectorPath);
815 // Flatten the path at the current scale factor and fill it into the cache struct.
817 QTriangleSet polys = qTriangulate(path, QTransform().scale(1 / inverseScale, 1 / inverseScale));
818 cache->vertexCount = polys.vertices.size() / 2;
819 cache->indexCount = polys.indices.size();
820 cache->primitiveType = GL_TRIANGLES;
821 cache->iscale = inverseScale;
822 cache->indexType = polys.indices.type();
823 #ifdef QT_OPENGL_CACHE_AS_VBOS
824 glGenBuffers(1, &cache->vbo);
825 glGenBuffers(1, &cache->ibo);
826 glBindBuffer(GL_ARRAY_BUFFER, cache->vbo);
827 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, cache->ibo);
829 if (polys.indices.type() == QVertexIndexVector::UnsignedInt)
830 glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(quint32) * polys.indices.size(), polys.indices.data(), GL_STATIC_DRAW);
832 glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(quint16) * polys.indices.size(), polys.indices.data(), GL_STATIC_DRAW);
834 QVarLengthArray<float> vertices(polys.vertices.size());
835 for (int i = 0; i < polys.vertices.size(); ++i)
836 vertices[i] = float(inverseScale * polys.vertices.at(i));
837 glBufferData(GL_ARRAY_BUFFER, sizeof(float) * vertices.size(), vertices.data(), GL_STATIC_DRAW);
839 cache->vertices = (float *) qMalloc(sizeof(float) * polys.vertices.size());
840 if (polys.indices.type() == QVertexIndexVector::UnsignedInt) {
841 cache->indices = (quint32 *) qMalloc(sizeof(quint32) * polys.indices.size());
842 memcpy(cache->indices, polys.indices.data(), sizeof(quint32) * polys.indices.size());
844 cache->indices = (quint16 *) qMalloc(sizeof(quint16) * polys.indices.size());
845 memcpy(cache->indices, polys.indices.data(), sizeof(quint16) * polys.indices.size());
847 for (int i = 0; i < polys.vertices.size(); ++i)
848 cache->vertices[i] = float(inverseScale * polys.vertices.at(i));
852 prepareForDraw(currentBrush.isOpaque());
853 #ifdef QT_OPENGL_CACHE_AS_VBOS
854 glBindBuffer(GL_ARRAY_BUFFER, cache->vbo);
855 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, cache->ibo);
856 setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, 0);
857 if (cache->indexType == QVertexIndexVector::UnsignedInt)
858 glDrawElements(cache->primitiveType, cache->indexCount, GL_UNSIGNED_INT, 0);
860 glDrawElements(cache->primitiveType, cache->indexCount, GL_UNSIGNED_SHORT, 0);
861 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
862 glBindBuffer(GL_ARRAY_BUFFER, 0);
864 setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, cache->vertices);
865 if (cache->indexType == QVertexIndexVector::UnsignedInt)
866 glDrawElements(cache->primitiveType, cache->indexCount, GL_UNSIGNED_INT, (qint32 *)cache->indices);
868 glDrawElements(cache->primitiveType, cache->indexCount, GL_UNSIGNED_SHORT, (qint16 *)cache->indices);
872 // printf(" - Marking path as cachable...\n");
873 // Tag it for later so that if the same path is drawn twice, it is assumed to be static and thus cachable
874 path.makeCacheable();
876 if (!device->format().stencil()) {
877 // If there is no stencil buffer, triangulate the path instead.
879 QRectF bbox = path.controlPointRect();
880 // If the path doesn't fit within these limits, it is possible that the triangulation will fail.
881 bool withinLimits = (bbox.left() > -0x8000 * inverseScale)
882 && (bbox.right() < 0x8000 * inverseScale)
883 && (bbox.top() > -0x8000 * inverseScale)
884 && (bbox.bottom() < 0x8000 * inverseScale);
886 QTriangleSet polys = qTriangulate(path, QTransform().scale(1 / inverseScale, 1 / inverseScale));
888 QVarLengthArray<float> vertices(polys.vertices.size());
889 for (int i = 0; i < polys.vertices.size(); ++i)
890 vertices[i] = float(inverseScale * polys.vertices.at(i));
892 prepareForDraw(currentBrush.isOpaque());
893 setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, vertices.constData());
894 if (polys.indices.type() == QVertexIndexVector::UnsignedInt)
895 glDrawElements(GL_TRIANGLES, polys.indices.size(), GL_UNSIGNED_INT, polys.indices.data());
897 glDrawElements(GL_TRIANGLES, polys.indices.size(), GL_UNSIGNED_SHORT, polys.indices.data());
899 // We can't handle big, concave painter paths with OpenGL without stencil buffer.
900 qWarning("Painter path exceeds +/-32767 pixels.");
905 // The path is too complicated & needs the stencil technique
906 vertexCoordinateArray.clear();
907 vertexCoordinateArray.addPath(path, inverseScale, false);
909 fillStencilWithVertexArray(vertexCoordinateArray, path.hasWindingFill());
912 glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE);
914 if (q->state()->clipTestEnabled) {
915 // Pass when high bit is set, replace stencil value with current clip
916 glStencilFunc(GL_NOTEQUAL, q->state()->currentClip, GL_STENCIL_HIGH_BIT);
917 } else if (path.hasWindingFill()) {
918 // Pass when any bit is set, replace stencil value with 0
919 glStencilFunc(GL_NOTEQUAL, 0, 0xff);
921 // Pass when high bit is set, replace stencil value with 0
922 glStencilFunc(GL_NOTEQUAL, 0, GL_STENCIL_HIGH_BIT);
924 prepareForDraw(currentBrush.isOpaque());
926 // Stencil the brush onto the dest buffer
927 composite(vertexCoordinateArray.boundingRect());
929 updateClipScissorTest();
935 void QGL2PaintEngineExPrivate::fillStencilWithVertexArray(const float *data,
939 const QGLRect &bounds,
940 StencilFillMode mode)
942 Q_ASSERT(count || stops);
944 // qDebug("QGL2PaintEngineExPrivate::fillStencilWithVertexArray()");
945 glStencilMask(0xff); // Enable stencil writes
947 if (dirtyStencilRegion.intersects(currentScissorBounds)) {
948 QVector<QRect> clearRegion = dirtyStencilRegion.intersected(currentScissorBounds).rects();
949 glClearStencil(0); // Clear to zero
950 for (int i = 0; i < clearRegion.size(); ++i) {
951 #ifndef QT_GL_NO_SCISSOR_TEST
952 setScissor(clearRegion.at(i));
954 glClear(GL_STENCIL_BUFFER_BIT);
957 dirtyStencilRegion -= currentScissorBounds;
959 #ifndef QT_GL_NO_SCISSOR_TEST
960 updateClipScissorTest();
964 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); // Disable color writes
966 glEnable(GL_STENCIL_TEST); // For some reason, this has to happen _after_ the simple shader is use()'d
968 if (mode == WindingFillMode) {
969 Q_ASSERT(stops && !count);
970 if (q->state()->clipTestEnabled) {
971 // Flatten clip values higher than current clip, and set high bit to match current clip
972 glStencilFunc(GL_LEQUAL, GL_STENCIL_HIGH_BIT | q->state()->currentClip, ~GL_STENCIL_HIGH_BIT);
973 glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE);
976 glStencilFunc(GL_EQUAL, GL_STENCIL_HIGH_BIT, GL_STENCIL_HIGH_BIT);
977 } else if (!stencilClean) {
978 // Clear stencil buffer within bounding rect
979 glStencilFunc(GL_ALWAYS, 0, 0xff);
980 glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO);
984 // Inc. for front-facing triangle
985 glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_INCR_WRAP, GL_INCR_WRAP);
986 // Dec. for back-facing "holes"
987 glStencilOpSeparate(GL_BACK, GL_KEEP, GL_DECR_WRAP, GL_DECR_WRAP);
988 glStencilMask(~GL_STENCIL_HIGH_BIT);
989 drawVertexArrays(data, stops, stopCount, GL_TRIANGLE_FAN);
991 if (q->state()->clipTestEnabled) {
992 // Clear high bit of stencil outside of path
993 glStencilFunc(GL_EQUAL, q->state()->currentClip, ~GL_STENCIL_HIGH_BIT);
994 glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE);
995 glStencilMask(GL_STENCIL_HIGH_BIT);
998 } else if (mode == OddEvenFillMode) {
999 glStencilMask(GL_STENCIL_HIGH_BIT);
1000 glStencilOp(GL_KEEP, GL_KEEP, GL_INVERT); // Simply invert the stencil bit
1001 drawVertexArrays(data, stops, stopCount, GL_TRIANGLE_FAN);
1003 } else { // TriStripStrokeFillMode
1004 Q_ASSERT(count && !stops); // tristrips generated directly, so no vertexArray or stops
1005 glStencilMask(GL_STENCIL_HIGH_BIT);
1007 glStencilOp(GL_KEEP, GL_KEEP, GL_INVERT); // Simply invert the stencil bit
1008 setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, data);
1009 glDrawArrays(GL_TRIANGLE_STRIP, 0, count);
1012 glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
1013 if (q->state()->clipTestEnabled) {
1014 glStencilFunc(GL_LEQUAL, q->state()->currentClip | GL_STENCIL_HIGH_BIT,
1015 ~GL_STENCIL_HIGH_BIT);
1017 glStencilFunc(GL_ALWAYS, GL_STENCIL_HIGH_BIT, 0xff);
1019 setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, data);
1020 glDrawArrays(GL_TRIANGLE_STRIP, 0, count);
1024 // Enable color writes & disable stencil writes
1025 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
1029 If the maximum value in the stencil buffer is GL_STENCIL_HIGH_BIT - 1,
1030 restore the stencil buffer to a pristine state. The current clip region
1031 is set to 1, and the rest to 0.
1033 void QGL2PaintEngineExPrivate::resetClipIfNeeded()
1035 if (maxClip != (GL_STENCIL_HIGH_BIT - 1))
1038 Q_Q(QGL2PaintEngineEx);
1041 glEnable(GL_STENCIL_TEST);
1042 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
1044 QRectF bounds = q->state()->matrix.inverted().mapRect(QRectF(0, 0, width, height));
1045 QGLRect rect(bounds.left(), bounds.top(), bounds.right(), bounds.bottom());
1047 // Set high bit on clip region
1048 glStencilFunc(GL_LEQUAL, q->state()->currentClip, 0xff);
1049 glStencilOp(GL_KEEP, GL_INVERT, GL_INVERT);
1050 glStencilMask(GL_STENCIL_HIGH_BIT);
1053 // Reset clipping to 1 and everything else to zero
1054 glStencilFunc(GL_NOTEQUAL, 0x01, GL_STENCIL_HIGH_BIT);
1055 glStencilOp(GL_ZERO, GL_REPLACE, GL_REPLACE);
1056 glStencilMask(0xff);
1059 q->state()->currentClip = 1;
1060 q->state()->canRestoreClip = false;
1065 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
1068 bool QGL2PaintEngineExPrivate::prepareForDraw(bool srcPixelsAreOpaque)
1070 if (brushTextureDirty && mode != ImageDrawingMode && mode != ImageArrayDrawingMode)
1071 updateBrushTexture();
1073 if (compositionModeDirty)
1074 updateCompositionMode();
1079 const bool stateHasOpacity = q->state()->opacity < 0.99f;
1080 if (q->state()->composition_mode == QPainter::CompositionMode_Source
1081 || (q->state()->composition_mode == QPainter::CompositionMode_SourceOver
1082 && srcPixelsAreOpaque && !stateHasOpacity))
1084 glDisable(GL_BLEND);
1089 QGLEngineShaderManager::OpacityMode opacityMode;
1090 if (mode == ImageArrayDrawingMode) {
1091 opacityMode = QGLEngineShaderManager::AttributeOpacity;
1093 opacityMode = stateHasOpacity ? QGLEngineShaderManager::UniformOpacity
1094 : QGLEngineShaderManager::NoOpacity;
1095 if (stateHasOpacity && (mode != ImageDrawingMode)) {
1097 bool brushIsPattern = (currentBrush.style() >= Qt::Dense1Pattern) &&
1098 (currentBrush.style() <= Qt::DiagCrossPattern);
1100 if ((currentBrush.style() == Qt::SolidPattern) || brushIsPattern)
1101 opacityMode = QGLEngineShaderManager::NoOpacity; // Global opacity handled by srcPixel shader
1104 shaderManager->setOpacityMode(opacityMode);
1106 bool changed = shaderManager->useCorrectShaderProg();
1107 // If the shader program needs changing, we change it and mark all uniforms as dirty
1109 // The shader program has changed so mark all uniforms as dirty:
1110 brushUniformsDirty = true;
1111 opacityUniformDirty = true;
1112 matrixUniformDirty = true;
1115 if (brushUniformsDirty && mode != ImageDrawingMode && mode != ImageArrayDrawingMode)
1116 updateBrushUniforms();
1118 if (opacityMode == QGLEngineShaderManager::UniformOpacity && opacityUniformDirty) {
1119 shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::GlobalOpacity), (GLfloat)q->state()->opacity);
1120 opacityUniformDirty = false;
1123 if (matrixUniformDirty && shaderManager->hasComplexGeometry()) {
1124 shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::Matrix),
1126 matrixUniformDirty = false;
1132 void QGL2PaintEngineExPrivate::composite(const QGLRect& boundingRect)
1134 setCoords(staticVertexCoordinateArray, boundingRect);
1135 setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, staticVertexCoordinateArray);
1136 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1139 // Draws the vertex array as a set of <vertexArrayStops.size()> triangle fans.
1140 void QGL2PaintEngineExPrivate::drawVertexArrays(const float *data, int *stops, int stopCount,
1143 // Now setup the pointer to the vertex array:
1144 setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, (GLfloat*)data);
1146 int previousStop = 0;
1147 for (int i=0; i<stopCount; ++i) {
1148 int stop = stops[i];
1150 qDebug("Drawing triangle fan for vertecies %d -> %d:", previousStop, stop-1);
1151 for (int i=previousStop; i<stop; ++i)
1152 qDebug(" %02d: [%.2f, %.2f]", i, vertexArray.data()[i].x, vertexArray.data()[i].y);
1154 glDrawArrays(primitive, previousStop, stop - previousStop);
1155 previousStop = stop;
1159 /////////////////////////////////// Public Methods //////////////////////////////////////////
1161 QGL2PaintEngineEx::QGL2PaintEngineEx()
1162 : QPaintEngineEx(*(new QGL2PaintEngineExPrivate(this)))
1166 QGL2PaintEngineEx::~QGL2PaintEngineEx()
1170 void QGL2PaintEngineEx::fill(const QVectorPath &path, const QBrush &brush)
1172 Q_D(QGL2PaintEngineEx);
1174 if (qbrush_style(brush) == Qt::NoBrush)
1181 Q_GUI_EXPORT bool qt_scaleForTransform(const QTransform &transform, qreal *scale); // qtransform.cpp
1184 void QGL2PaintEngineEx::stroke(const QVectorPath &path, const QPen &pen)
1186 Q_D(QGL2PaintEngineEx);
1188 const QBrush &penBrush = qpen_brush(pen);
1189 if (qpen_style(pen) == Qt::NoPen || qbrush_style(penBrush) == Qt::NoBrush)
1192 QOpenGL2PaintEngineState *s = state();
1193 if (pen.isCosmetic() && !qt_scaleForTransform(s->transform(), 0)) {
1194 // QTriangulatingStroker class is not meant to support cosmetically sheared strokes.
1195 QPaintEngineEx::stroke(path, pen);
1200 d->setBrush(penBrush);
1201 d->stroke(path, pen);
1204 void QGL2PaintEngineExPrivate::stroke(const QVectorPath &path, const QPen &pen)
1206 const QOpenGL2PaintEngineState *s = q->state();
1207 if (snapToPixelGrid) {
1208 snapToPixelGrid = false;
1212 const Qt::PenStyle penStyle = qpen_style(pen);
1213 const QBrush &penBrush = qpen_brush(pen);
1214 const bool opaque = penBrush.isOpaque() && s->opacity > 0.99;
1216 transferMode(BrushDrawingMode);
1218 // updateMatrix() is responsible for setting the inverse scale on
1219 // the strokers, so we need to call it here and not wait for
1220 // prepareForDraw() down below.
1223 QRectF clip = q->state()->matrix.inverted().mapRect(q->state()->clipEnabled
1224 ? q->state()->rectangleClip
1225 : QRectF(0, 0, width, height));
1227 if (penStyle == Qt::SolidLine) {
1228 stroker.process(path, pen, clip);
1230 } else { // Some sort of dash
1231 dasher.process(path, pen, clip);
1233 QVectorPath dashStroke(dasher.points(),
1234 dasher.elementCount(),
1235 dasher.elementTypes());
1236 stroker.process(dashStroke, pen, clip);
1239 if (!stroker.vertexCount())
1243 prepareForDraw(opaque);
1244 setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, stroker.vertices());
1245 glDrawArrays(GL_TRIANGLE_STRIP, 0, stroker.vertexCount() / 2);
1247 // QBrush b(Qt::green);
1249 // d->prepareForDraw(true);
1250 // glDrawArrays(GL_LINE_STRIP, 0, d->stroker.vertexCount() / 2);
1253 qreal width = qpen_widthf(pen) / 2;
1256 qreal extra = pen.joinStyle() == Qt::MiterJoin
1257 ? qMax(pen.miterLimit() * width, width)
1260 if (pen.isCosmetic())
1261 extra = extra * inverseScale;
1263 QRectF bounds = path.controlPointRect().adjusted(-extra, -extra, extra, extra);
1265 fillStencilWithVertexArray(stroker.vertices(), stroker.vertexCount() / 2,
1266 0, 0, bounds, QGL2PaintEngineExPrivate::TriStripStrokeFillMode);
1268 glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE);
1270 // Pass when any bit is set, replace stencil value with 0
1271 glStencilFunc(GL_NOTEQUAL, 0, GL_STENCIL_HIGH_BIT);
1272 prepareForDraw(false);
1274 // Stencil the brush onto the dest buffer
1279 updateClipScissorTest();
1283 void QGL2PaintEngineEx::penChanged() { }
1284 void QGL2PaintEngineEx::brushChanged() { }
1285 void QGL2PaintEngineEx::brushOriginChanged() { }
1287 void QGL2PaintEngineEx::opacityChanged()
1289 // qDebug("QGL2PaintEngineEx::opacityChanged()");
1290 Q_D(QGL2PaintEngineEx);
1291 state()->opacityChanged = true;
1293 Q_ASSERT(d->shaderManager);
1294 d->brushUniformsDirty = true;
1295 d->opacityUniformDirty = true;
1298 void QGL2PaintEngineEx::compositionModeChanged()
1300 // qDebug("QGL2PaintEngineEx::compositionModeChanged()");
1301 Q_D(QGL2PaintEngineEx);
1302 state()->compositionModeChanged = true;
1303 d->compositionModeDirty = true;
1306 void QGL2PaintEngineEx::renderHintsChanged()
1308 state()->renderHintsChanged = true;
1310 #if !defined(QT_OPENGL_ES_2)
1311 if ((state()->renderHints & QPainter::Antialiasing)
1312 || (state()->renderHints & QPainter::HighQualityAntialiasing))
1313 glEnable(GL_MULTISAMPLE);
1315 glDisable(GL_MULTISAMPLE);
1318 Q_D(QGL2PaintEngineEx);
1319 d->lastTextureUsed = GLuint(-1);
1320 d->brushTextureDirty = true;
1321 // qDebug("QGL2PaintEngineEx::renderHintsChanged() not implemented!");
1324 void QGL2PaintEngineEx::transformChanged()
1326 Q_D(QGL2PaintEngineEx);
1327 d->matrixDirty = true;
1328 state()->matrixChanged = true;
1332 static const QRectF scaleRect(const QRectF &r, qreal sx, qreal sy)
1334 return QRectF(r.x() * sx, r.y() * sy, r.width() * sx, r.height() * sy);
1337 void QGL2PaintEngineEx::drawPixmap(const QRectF& dest, const QPixmap & pixmap, const QRectF & src)
1339 Q_D(QGL2PaintEngineEx);
1340 QGLContext *ctx = d->ctx;
1342 int max_texture_size = ctx->d_func()->maxTextureSize();
1343 if (pixmap.width() > max_texture_size || pixmap.height() > max_texture_size) {
1344 QPixmap scaled = pixmap.scaled(max_texture_size, max_texture_size, Qt::KeepAspectRatio);
1346 const qreal sx = scaled.width() / qreal(pixmap.width());
1347 const qreal sy = scaled.height() / qreal(pixmap.height());
1349 drawPixmap(dest, scaled, scaleRect(src, sx, sy));
1354 d->transferMode(ImageDrawingMode);
1356 QGLContext::BindOptions bindOptions = QGLContext::InternalBindOption|QGLContext::CanFlipNativePixmapBindOption;
1357 #ifdef QGL_USE_TEXTURE_POOL
1358 bindOptions |= QGLContext::TemporarilyCachedBindOption;
1361 glActiveTexture(GL_TEXTURE0 + QT_IMAGE_TEXTURE_UNIT);
1362 QGLTexture *texture =
1363 ctx->d_func()->bindTexture(pixmap, GL_TEXTURE_2D, GL_RGBA, bindOptions);
1365 GLfloat top = texture->options & QGLContext::InvertedYBindOption ? (pixmap.height() - src.top()) : src.top();
1366 GLfloat bottom = texture->options & QGLContext::InvertedYBindOption ? (pixmap.height() - src.bottom()) : src.bottom();
1367 QGLRect srcRect(src.left(), top, src.right(), bottom);
1369 bool isBitmap = pixmap.isQBitmap();
1370 bool isOpaque = !isBitmap && !pixmap.hasAlpha();
1372 d->updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE,
1373 state()->renderHints & QPainter::SmoothPixmapTransform, texture->id);
1374 d->drawTexture(dest, srcRect, pixmap.size(), isOpaque, isBitmap);
1376 if (texture->options&QGLContext::TemporarilyCachedBindOption) {
1377 // pixmap was temporarily cached as a QImage texture by pooling system
1378 // and should be destroyed immediately
1379 QGLTextureCache::instance()->remove(ctx, texture->id);
1383 void QGL2PaintEngineEx::drawImage(const QRectF& dest, const QImage& image, const QRectF& src,
1384 Qt::ImageConversionFlags)
1386 Q_D(QGL2PaintEngineEx);
1387 QGLContext *ctx = d->ctx;
1389 int max_texture_size = ctx->d_func()->maxTextureSize();
1390 if (image.width() > max_texture_size || image.height() > max_texture_size) {
1391 QImage scaled = image.scaled(max_texture_size, max_texture_size, Qt::KeepAspectRatio);
1393 const qreal sx = scaled.width() / qreal(image.width());
1394 const qreal sy = scaled.height() / qreal(image.height());
1396 drawImage(dest, scaled, scaleRect(src, sx, sy));
1401 d->transferMode(ImageDrawingMode);
1403 glActiveTexture(GL_TEXTURE0 + QT_IMAGE_TEXTURE_UNIT);
1405 QGLContext::BindOptions bindOptions = QGLContext::InternalBindOption;
1406 #ifdef QGL_USE_TEXTURE_POOL
1407 bindOptions |= QGLContext::TemporarilyCachedBindOption;
1410 QGLTexture *texture = ctx->d_func()->bindTexture(image, GL_TEXTURE_2D, GL_RGBA, bindOptions);
1411 GLuint id = texture->id;
1413 d->updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE,
1414 state()->renderHints & QPainter::SmoothPixmapTransform, id);
1415 d->drawTexture(dest, src, image.size(), !image.hasAlphaChannel());
1417 if (texture->options&QGLContext::TemporarilyCachedBindOption) {
1418 // image was temporarily cached by texture pooling system
1419 // and should be destroyed immediately
1420 QGLTextureCache::instance()->remove(ctx, texture->id);
1424 void QGL2PaintEngineEx::drawStaticTextItem(QStaticTextItem *textItem)
1426 Q_D(QGL2PaintEngineEx);
1430 QPainterState *s = state();
1431 float det = s->matrix.determinant();
1433 // don't try to cache huge fonts or vastly transformed fonts
1434 QFontEngine *fontEngine = textItem->fontEngine();
1435 const qreal pixelSize = fontEngine->fontDef.pixelSize;
1436 if (shouldDrawCachedGlyphs(pixelSize, s->matrix) || det < 0.25f || det > 4.f) {
1437 QFontEngineGlyphCache::Type glyphType = fontEngine->glyphFormat >= 0
1438 ? QFontEngineGlyphCache::Type(textItem->fontEngine()->glyphFormat)
1439 : d->glyphCacheType;
1440 if (glyphType == QFontEngineGlyphCache::Raster_RGBMask) {
1441 if (d->device->alphaRequested() || s->matrix.type() > QTransform::TxTranslate
1442 || (s->composition_mode != QPainter::CompositionMode_Source
1443 && s->composition_mode != QPainter::CompositionMode_SourceOver))
1445 glyphType = QFontEngineGlyphCache::Raster_A8;
1449 d->drawCachedGlyphs(glyphType, textItem);
1451 QPaintEngineEx::drawStaticTextItem(textItem);
1455 bool QGL2PaintEngineEx::drawTexture(const QRectF &dest, GLuint textureId, const QSize &size, const QRectF &src)
1457 Q_D(QGL2PaintEngineEx);
1458 if (!d->shaderManager)
1462 d->transferMode(ImageDrawingMode);
1464 #ifndef QT_OPENGL_ES_2
1465 QGLContext *ctx = d->ctx;
1467 glActiveTexture(GL_TEXTURE0 + QT_IMAGE_TEXTURE_UNIT);
1468 glBindTexture(GL_TEXTURE_2D, textureId);
1470 QGLRect srcRect(src.left(), src.bottom(), src.right(), src.top());
1472 d->updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE,
1473 state()->renderHints & QPainter::SmoothPixmapTransform, textureId);
1474 d->drawTexture(dest, srcRect, size, false);
1478 void QGL2PaintEngineEx::drawTextItem(const QPointF &p, const QTextItem &textItem)
1480 Q_D(QGL2PaintEngineEx);
1483 QOpenGL2PaintEngineState *s = state();
1485 const QTextItemInt &ti = static_cast<const QTextItemInt &>(textItem);
1487 QTransform::TransformationType txtype = s->matrix.type();
1489 float det = s->matrix.determinant();
1490 bool drawCached = txtype < QTransform::TxProject;
1492 // don't try to cache huge fonts or vastly transformed fonts
1493 const qreal pixelSize = ti.fontEngine->fontDef.pixelSize;
1494 if (shouldDrawCachedGlyphs(pixelSize, s->matrix) || det < 0.25f || det > 4.f)
1497 QFontEngineGlyphCache::Type glyphType = ti.fontEngine->glyphFormat >= 0
1498 ? QFontEngineGlyphCache::Type(ti.fontEngine->glyphFormat)
1499 : d->glyphCacheType;
1502 if (glyphType == QFontEngineGlyphCache::Raster_RGBMask) {
1503 if (d->device->alphaRequested() || txtype > QTransform::TxTranslate
1504 || (state()->composition_mode != QPainter::CompositionMode_Source
1505 && state()->composition_mode != QPainter::CompositionMode_SourceOver))
1507 glyphType = QFontEngineGlyphCache::Raster_A8;
1512 QVarLengthArray<QFixedPoint> positions;
1513 QVarLengthArray<glyph_t> glyphs;
1514 QTransform matrix = QTransform::fromTranslate(p.x(), p.y());
1515 ti.fontEngine->getGlyphPositions(ti.glyphs, matrix, ti.flags, glyphs, positions);
1518 QStaticTextItem staticTextItem;
1519 staticTextItem.chars = const_cast<QChar *>(ti.chars);
1520 staticTextItem.setFontEngine(ti.fontEngine);
1521 staticTextItem.glyphs = glyphs.data();
1522 staticTextItem.numChars = ti.num_chars;
1523 staticTextItem.numGlyphs = glyphs.size();
1524 staticTextItem.glyphPositions = positions.data();
1526 d->drawCachedGlyphs(glyphType, &staticTextItem);
1531 QPaintEngineEx::drawTextItem(p, ti);
1536 class QOpenGLStaticTextUserData: public QStaticTextUserData
1539 QOpenGLStaticTextUserData()
1540 : QStaticTextUserData(OpenGLUserData), cacheSize(0, 0), cacheSerialNumber(0)
1544 ~QOpenGLStaticTextUserData()
1549 QGL2PEXVertexArray vertexCoordinateArray;
1550 QGL2PEXVertexArray textureCoordinateArray;
1551 QFontEngineGlyphCache::Type glyphType;
1552 int cacheSerialNumber;
1558 // #define QT_OPENGL_DRAWCACHEDGLYPHS_INDEX_ARRAY_VBO
1560 void QGL2PaintEngineExPrivate::drawCachedGlyphs(QFontEngineGlyphCache::Type glyphType,
1561 QStaticTextItem *staticTextItem)
1563 Q_Q(QGL2PaintEngineEx);
1565 QOpenGL2PaintEngineState *s = q->state();
1567 void *cacheKey = const_cast<QGLContext *>(QGLContextPrivate::contextGroup(ctx)->context());
1568 bool recreateVertexArrays = false;
1570 QGLTextureGlyphCache *cache =
1571 (QGLTextureGlyphCache *) staticTextItem->fontEngine()->glyphCache(cacheKey, glyphType, QTransform());
1572 if (!cache || cache->cacheType() != glyphType || cache->contextGroup() == 0) {
1573 cache = new QGLTextureGlyphCache(glyphType, QTransform());
1574 staticTextItem->fontEngine()->setGlyphCache(cacheKey, cache);
1575 recreateVertexArrays = true;
1578 if (staticTextItem->userDataNeedsUpdate) {
1579 recreateVertexArrays = true;
1580 } else if (staticTextItem->userData() == 0) {
1581 recreateVertexArrays = true;
1582 } else if (staticTextItem->userData()->type != QStaticTextUserData::OpenGLUserData) {
1583 recreateVertexArrays = true;
1585 QOpenGLStaticTextUserData *userData = static_cast<QOpenGLStaticTextUserData *>(staticTextItem->userData());
1586 if (userData->glyphType != glyphType) {
1587 recreateVertexArrays = true;
1588 } else if (userData->cacheSerialNumber != cache->serialNumber()) {
1589 recreateVertexArrays = true;
1593 // We only need to update the cache with new glyphs if we are actually going to recreate the vertex arrays.
1594 // If the cache size has changed, we do need to regenerate the vertices, but we don't need to repopulate the
1595 // cache so this text is performed before we test if the cache size has changed.
1596 if (recreateVertexArrays) {
1597 cache->setPaintEnginePrivate(this);
1598 if (!cache->populate(staticTextItem->fontEngine(), staticTextItem->numGlyphs,
1599 staticTextItem->glyphs, staticTextItem->glyphPositions)) {
1600 // No space for glyphs in cache. We need to reset it and try again.
1602 cache->populate(staticTextItem->fontEngine(), staticTextItem->numGlyphs,
1603 staticTextItem->glyphs, staticTextItem->glyphPositions);
1605 cache->fillInPendingGlyphs();
1608 if (cache->width() == 0 || cache->height() == 0)
1611 transferMode(TextDrawingMode);
1613 int margin = cache->glyphMargin();
1615 GLfloat dx = 1.0 / cache->width();
1616 GLfloat dy = 1.0 / cache->height();
1618 // Use global arrays by default
1619 QGL2PEXVertexArray *vertexCoordinates = &vertexCoordinateArray;
1620 QGL2PEXVertexArray *textureCoordinates = &textureCoordinateArray;
1622 if (staticTextItem->useBackendOptimizations) {
1623 QOpenGLStaticTextUserData *userData = 0;
1625 if (staticTextItem->userData() == 0
1626 || staticTextItem->userData()->type != QStaticTextUserData::OpenGLUserData) {
1628 userData = new QOpenGLStaticTextUserData();
1629 staticTextItem->setUserData(userData);
1632 userData = static_cast<QOpenGLStaticTextUserData*>(staticTextItem->userData());
1635 userData->glyphType = glyphType;
1636 userData->cacheSerialNumber = cache->serialNumber();
1638 // Use cache if backend optimizations is turned on
1639 vertexCoordinates = &userData->vertexCoordinateArray;
1640 textureCoordinates = &userData->textureCoordinateArray;
1642 QSize size(cache->width(), cache->height());
1643 if (userData->cacheSize != size) {
1644 recreateVertexArrays = true;
1645 userData->cacheSize = size;
1649 if (recreateVertexArrays) {
1650 vertexCoordinates->clear();
1651 textureCoordinates->clear();
1653 bool supportsSubPixelPositions = staticTextItem->fontEngine()->supportsSubPixelPositions();
1654 for (int i=0; i<staticTextItem->numGlyphs; ++i) {
1655 QFixed subPixelPosition;
1656 if (supportsSubPixelPositions)
1657 subPixelPosition = staticTextItem->fontEngine()->subPixelPositionForX(staticTextItem->glyphPositions[i].x);
1659 QTextureGlyphCache::GlyphAndSubPixelPosition glyph(staticTextItem->glyphs[i], subPixelPosition);
1661 const QTextureGlyphCache::Coord &c = cache->coords[glyph];
1665 int x = qFloor(staticTextItem->glyphPositions[i].x) + c.baseLineX - margin;
1666 int y = qFloor(staticTextItem->glyphPositions[i].y) - c.baseLineY - margin;
1668 vertexCoordinates->addQuad(QRectF(x, y, c.w, c.h));
1669 textureCoordinates->addQuad(QRectF(c.x*dx, c.y*dy, c.w * dx, c.h * dy));
1672 staticTextItem->userDataNeedsUpdate = false;
1675 int numGlyphs = vertexCoordinates->vertexCount() / 4;
1679 if (elementIndices.size() < numGlyphs*6) {
1680 Q_ASSERT(elementIndices.size() % 6 == 0);
1681 int j = elementIndices.size() / 6 * 4;
1682 while (j < numGlyphs*4) {
1683 elementIndices.append(j + 0);
1684 elementIndices.append(j + 0);
1685 elementIndices.append(j + 1);
1686 elementIndices.append(j + 2);
1687 elementIndices.append(j + 3);
1688 elementIndices.append(j + 3);
1693 #if defined(QT_OPENGL_DRAWCACHEDGLYPHS_INDEX_ARRAY_VBO)
1694 if (elementIndicesVBOId == 0)
1695 glGenBuffers(1, &elementIndicesVBOId);
1697 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementIndicesVBOId);
1698 glBufferData(GL_ELEMENT_ARRAY_BUFFER, elementIndices.size() * sizeof(GLushort),
1699 elementIndices.constData(), GL_STATIC_DRAW);
1702 #if defined(QT_OPENGL_DRAWCACHEDGLYPHS_INDEX_ARRAY_VBO)
1703 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementIndicesVBOId);
1707 setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, (GLfloat*)vertexCoordinates->data());
1708 setVertexAttributePointer(QT_TEXTURE_COORDS_ATTR, (GLfloat*)textureCoordinates->data());
1710 if (!snapToPixelGrid) {
1711 snapToPixelGrid = true;
1715 QBrush pensBrush = q->state()->pen.brush();
1716 setBrush(pensBrush);
1718 if (glyphType == QFontEngineGlyphCache::Raster_RGBMask) {
1720 // Subpixel antialiasing without gamma correction
1722 QPainter::CompositionMode compMode = q->state()->composition_mode;
1723 Q_ASSERT(compMode == QPainter::CompositionMode_Source
1724 || compMode == QPainter::CompositionMode_SourceOver);
1726 shaderManager->setMaskType(QGLEngineShaderManager::SubPixelMaskPass1);
1728 if (pensBrush.style() == Qt::SolidPattern) {
1729 // Solid patterns can get away with only one pass.
1730 QColor c = pensBrush.color();
1731 qreal oldOpacity = q->state()->opacity;
1732 if (compMode == QPainter::CompositionMode_Source) {
1733 c = qt_premultiplyColor(c, q->state()->opacity);
1734 q->state()->opacity = 1;
1735 opacityUniformDirty = true;
1738 compositionModeDirty = false; // I can handle this myself, thank you very much
1739 prepareForDraw(false); // Text always causes src pixels to be transparent
1741 // prepareForDraw() have set the opacity on the current shader, so the opacity state can now be reset.
1742 if (compMode == QPainter::CompositionMode_Source) {
1743 q->state()->opacity = oldOpacity;
1744 opacityUniformDirty = true;
1748 glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR);
1749 glBlendColor(c.redF(), c.greenF(), c.blueF(), c.alphaF());
1751 // Other brush styles need two passes.
1753 qreal oldOpacity = q->state()->opacity;
1754 if (compMode == QPainter::CompositionMode_Source) {
1755 q->state()->opacity = 1;
1756 opacityUniformDirty = true;
1757 pensBrush = Qt::white;
1758 setBrush(pensBrush);
1761 compositionModeDirty = false; // I can handle this myself, thank you very much
1762 prepareForDraw(false); // Text always causes src pixels to be transparent
1764 glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
1766 glActiveTexture(GL_TEXTURE0 + QT_MASK_TEXTURE_UNIT);
1767 glBindTexture(GL_TEXTURE_2D, cache->texture());
1768 updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, false);
1770 #if defined(QT_OPENGL_DRAWCACHEDGLYPHS_INDEX_ARRAY_VBO)
1771 glDrawElements(GL_TRIANGLE_STRIP, 6 * numGlyphs, GL_UNSIGNED_SHORT, 0);
1773 glDrawElements(GL_TRIANGLE_STRIP, 6 * numGlyphs, GL_UNSIGNED_SHORT, elementIndices.data());
1776 shaderManager->setMaskType(QGLEngineShaderManager::SubPixelMaskPass2);
1778 if (compMode == QPainter::CompositionMode_Source) {
1779 q->state()->opacity = oldOpacity;
1780 opacityUniformDirty = true;
1781 pensBrush = q->state()->pen.brush();
1782 setBrush(pensBrush);
1785 compositionModeDirty = false;
1786 prepareForDraw(false); // Text always causes src pixels to be transparent
1788 glBlendFunc(GL_ONE, GL_ONE);
1790 compositionModeDirty = true;
1792 // Greyscale/mono glyphs
1794 shaderManager->setMaskType(QGLEngineShaderManager::PixelMask);
1795 prepareForDraw(false); // Text always causes src pixels to be transparent
1798 QGLTextureGlyphCache::FilterMode filterMode = (s->matrix.type() > QTransform::TxTranslate)?QGLTextureGlyphCache::Linear:QGLTextureGlyphCache::Nearest;
1799 if (lastMaskTextureUsed != cache->texture() || cache->filterMode() != filterMode) {
1801 glActiveTexture(GL_TEXTURE0 + QT_MASK_TEXTURE_UNIT);
1802 if (lastMaskTextureUsed != cache->texture()) {
1803 glBindTexture(GL_TEXTURE_2D, cache->texture());
1804 lastMaskTextureUsed = cache->texture();
1807 if (cache->filterMode() != filterMode) {
1808 if (filterMode == QGLTextureGlyphCache::Linear) {
1809 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1810 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
1812 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1813 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1815 cache->setFilterMode(filterMode);
1819 bool srgbFrameBufferEnabled = false;
1821 #if defined(QT_OPENGL_DRAWCACHEDGLYPHS_INDEX_ARRAY_VBO)
1822 glDrawElements(GL_TRIANGLE_STRIP, 6 * numGlyphs, GL_UNSIGNED_SHORT, 0);
1823 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
1825 glDrawElements(GL_TRIANGLE_STRIP, 6 * numGlyphs, GL_UNSIGNED_SHORT, elementIndices.data());
1828 if (srgbFrameBufferEnabled)
1829 glDisable(FRAMEBUFFER_SRGB_EXT);
1833 void QGL2PaintEngineEx::drawPixmapFragments(const QPainter::PixmapFragment *fragments, int fragmentCount, const QPixmap &pixmap,
1834 QPainter::PixmapFragmentHints hints)
1836 Q_D(QGL2PaintEngineEx);
1837 // Use fallback for extended composition modes.
1838 if (state()->composition_mode > QPainter::CompositionMode_Plus) {
1839 QPaintEngineEx::drawPixmapFragments(fragments, fragmentCount, pixmap, hints);
1844 int max_texture_size = d->ctx->d_func()->maxTextureSize();
1845 if (pixmap.width() > max_texture_size || pixmap.height() > max_texture_size) {
1846 QPixmap scaled = pixmap.scaled(max_texture_size, max_texture_size, Qt::KeepAspectRatio);
1847 d->drawPixmapFragments(fragments, fragmentCount, scaled, hints);
1849 d->drawPixmapFragments(fragments, fragmentCount, pixmap, hints);
1854 void QGL2PaintEngineExPrivate::drawPixmapFragments(const QPainter::PixmapFragment *fragments,
1855 int fragmentCount, const QPixmap &pixmap,
1856 QPainter::PixmapFragmentHints hints)
1858 GLfloat dx = 1.0f / pixmap.size().width();
1859 GLfloat dy = 1.0f / pixmap.size().height();
1861 vertexCoordinateArray.clear();
1862 textureCoordinateArray.clear();
1863 opacityArray.reset();
1865 if (snapToPixelGrid) {
1866 snapToPixelGrid = false;
1870 bool allOpaque = true;
1872 for (int i = 0; i < fragmentCount; ++i) {
1875 if (fragments[i].rotation != 0) {
1876 s = qFastSin(fragments[i].rotation * Q_PI / 180);
1877 c = qFastCos(fragments[i].rotation * Q_PI / 180);
1880 qreal right = 0.5 * fragments[i].scaleX * fragments[i].width;
1881 qreal bottom = 0.5 * fragments[i].scaleY * fragments[i].height;
1882 QGLPoint bottomRight(right * c - bottom * s, right * s + bottom * c);
1883 QGLPoint bottomLeft(-right * c - bottom * s, -right * s + bottom * c);
1885 vertexCoordinateArray.addVertex(bottomRight.x + fragments[i].x, bottomRight.y + fragments[i].y);
1886 vertexCoordinateArray.addVertex(-bottomLeft.x + fragments[i].x, -bottomLeft.y + fragments[i].y);
1887 vertexCoordinateArray.addVertex(-bottomRight.x + fragments[i].x, -bottomRight.y + fragments[i].y);
1888 vertexCoordinateArray.addVertex(-bottomRight.x + fragments[i].x, -bottomRight.y + fragments[i].y);
1889 vertexCoordinateArray.addVertex(bottomLeft.x + fragments[i].x, bottomLeft.y + fragments[i].y);
1890 vertexCoordinateArray.addVertex(bottomRight.x + fragments[i].x, bottomRight.y + fragments[i].y);
1892 QGLRect src(fragments[i].sourceLeft * dx, fragments[i].sourceTop * dy,
1893 (fragments[i].sourceLeft + fragments[i].width) * dx,
1894 (fragments[i].sourceTop + fragments[i].height) * dy);
1896 textureCoordinateArray.addVertex(src.right, src.bottom);
1897 textureCoordinateArray.addVertex(src.right, src.top);
1898 textureCoordinateArray.addVertex(src.left, src.top);
1899 textureCoordinateArray.addVertex(src.left, src.top);
1900 textureCoordinateArray.addVertex(src.left, src.bottom);
1901 textureCoordinateArray.addVertex(src.right, src.bottom);
1903 qreal opacity = fragments[i].opacity * q->state()->opacity;
1904 opacityArray << opacity << opacity << opacity << opacity << opacity << opacity;
1905 allOpaque &= (opacity >= 0.99f);
1908 glActiveTexture(GL_TEXTURE0 + QT_IMAGE_TEXTURE_UNIT);
1909 QGLTexture *texture = ctx->d_func()->bindTexture(pixmap, GL_TEXTURE_2D, GL_RGBA,
1910 QGLContext::InternalBindOption
1911 | QGLContext::CanFlipNativePixmapBindOption);
1913 if (texture->options & QGLContext::InvertedYBindOption) {
1914 // Flip texture y-coordinate.
1915 QGLPoint *data = textureCoordinateArray.data();
1916 for (int i = 0; i < 6 * fragmentCount; ++i)
1917 data[i].y = 1 - data[i].y;
1920 transferMode(ImageArrayDrawingMode);
1922 bool isBitmap = pixmap.isQBitmap();
1923 bool isOpaque = !isBitmap && (!pixmap.hasAlpha() || (hints & QPainter::OpaqueHint)) && allOpaque;
1925 updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE,
1926 q->state()->renderHints & QPainter::SmoothPixmapTransform, texture->id);
1928 // Setup for texture drawing
1929 currentBrush = noBrush;
1930 shaderManager->setSrcPixelType(isBitmap ? QGLEngineShaderManager::PatternSrc
1931 : QGLEngineShaderManager::ImageSrc);
1932 if (prepareForDraw(isOpaque))
1933 shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::ImageTexture), QT_IMAGE_TEXTURE_UNIT);
1936 QColor col = qt_premultiplyColor(q->state()->pen.color(), (GLfloat)q->state()->opacity);
1937 shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::PatternColor), col);
1940 glDrawArrays(GL_TRIANGLES, 0, 6 * fragmentCount);
1943 bool QGL2PaintEngineEx::begin(QPaintDevice *pdev)
1945 Q_D(QGL2PaintEngineEx);
1947 // qDebug("QGL2PaintEngineEx::begin()");
1948 if (pdev->devType() == QInternal::OpenGL)
1949 d->device = static_cast<QGLPaintDevice*>(pdev);
1951 d->device = QGLPaintDevice::getDevice(pdev);
1956 d->ctx = d->device->context();
1957 d->ctx->d_ptr->active_engine = this;
1959 const QSize sz = d->device->size();
1960 d->width = sz.width();
1961 d->height = sz.height();
1962 d->mode = BrushDrawingMode;
1963 d->brushTextureDirty = true;
1964 d->brushUniformsDirty = true;
1965 d->matrixUniformDirty = true;
1966 d->matrixDirty = true;
1967 d->compositionModeDirty = true;
1968 d->opacityUniformDirty = true;
1969 d->needsSync = true;
1970 d->useSystemClip = !systemClip().isEmpty();
1971 d->currentBrush = QBrush();
1973 d->dirtyStencilRegion = QRect(0, 0, d->width, d->height);
1974 d->stencilClean = true;
1976 // Calling begin paint should make the correct context current. So, any
1977 // code which calls into GL or otherwise needs a current context *must*
1978 // go after beginPaint:
1979 d->device->beginPaint();
1981 #if !defined(QT_OPENGL_ES_2)
1982 bool success = qt_resolve_version_2_0_functions(d->ctx)
1983 && qt_resolve_buffer_extensions(d->ctx);
1988 d->shaderManager = new QGLEngineShaderManager(d->ctx);
1990 glDisable(GL_STENCIL_TEST);
1991 glDisable(GL_DEPTH_TEST);
1992 glDisable(GL_SCISSOR_TEST);
1994 #if !defined(QT_OPENGL_ES_2)
1995 glDisable(GL_MULTISAMPLE);
1998 d->glyphCacheType = QFontEngineGlyphCache::Raster_A8;
2000 #if !defined(QT_OPENGL_ES_2)
2001 d->glyphCacheType = QFontEngineGlyphCache::Raster_RGBMask;
2004 #if defined(QT_OPENGL_ES_2)
2005 // OpenGL ES can't switch MSAA off, so if the gl paint device is
2006 // multisampled, it's always multisampled.
2007 d->multisamplingAlwaysEnabled = d->device->format().sampleBuffers();
2009 d->multisamplingAlwaysEnabled = false;
2015 bool QGL2PaintEngineEx::end()
2017 Q_D(QGL2PaintEngineEx);
2019 QGLContext *ctx = d->ctx;
2021 d->transferMode(BrushDrawingMode);
2022 d->device->endPaint();
2024 ctx->d_ptr->active_engine = 0;
2028 delete d->shaderManager;
2029 d->shaderManager = 0;
2030 d->currentBrush = QBrush();
2032 #ifdef QT_OPENGL_CACHE_AS_VBOS
2033 if (!d->unusedVBOSToClean.isEmpty()) {
2034 glDeleteBuffers(d->unusedVBOSToClean.size(), d->unusedVBOSToClean.constData());
2035 d->unusedVBOSToClean.clear();
2037 if (!d->unusedIBOSToClean.isEmpty()) {
2038 glDeleteBuffers(d->unusedIBOSToClean.size(), d->unusedIBOSToClean.constData());
2039 d->unusedIBOSToClean.clear();
2046 void QGL2PaintEngineEx::ensureActive()
2048 Q_D(QGL2PaintEngineEx);
2049 QGLContext *ctx = d->ctx;
2051 if (isActive() && ctx->d_ptr->active_engine != this) {
2052 ctx->d_ptr->active_engine = this;
2053 d->needsSync = true;
2056 d->device->ensureActiveTarget();
2059 d->transferMode(BrushDrawingMode);
2060 glViewport(0, 0, d->width, d->height);
2061 d->needsSync = false;
2062 d->lastMaskTextureUsed = 0;
2063 d->shaderManager->setDirty();
2064 d->ctx->d_func()->syncGlState();
2065 for (int i = 0; i < 3; ++i)
2066 d->vertexAttribPointers[i] = (GLfloat*)-1; // Assume the pointers are clobbered
2071 void QGL2PaintEngineExPrivate::updateClipScissorTest()
2073 Q_Q(QGL2PaintEngineEx);
2074 if (q->state()->clipTestEnabled) {
2075 glEnable(GL_STENCIL_TEST);
2076 glStencilFunc(GL_LEQUAL, q->state()->currentClip, ~GL_STENCIL_HIGH_BIT);
2078 glDisable(GL_STENCIL_TEST);
2079 glStencilFunc(GL_ALWAYS, 0, 0xff);
2082 #ifdef QT_GL_NO_SCISSOR_TEST
2083 currentScissorBounds = QRect(0, 0, width, height);
2085 QRect bounds = q->state()->rectangleClip;
2086 if (!q->state()->clipEnabled) {
2088 bounds = systemClip.boundingRect();
2090 bounds = QRect(0, 0, width, height);
2093 bounds = bounds.intersected(systemClip.boundingRect());
2095 bounds = bounds.intersected(QRect(0, 0, width, height));
2098 currentScissorBounds = bounds;
2100 if (bounds == QRect(0, 0, width, height)) {
2101 glDisable(GL_SCISSOR_TEST);
2103 glEnable(GL_SCISSOR_TEST);
2109 void QGL2PaintEngineExPrivate::setScissor(const QRect &rect)
2111 const int left = rect.left();
2112 const int width = rect.width();
2113 int bottom = height - (rect.top() + rect.height());
2114 if (device->isFlipped()) {
2115 bottom = rect.top();
2117 const int height = rect.height();
2119 glScissor(left, bottom, width, height);
2122 void QGL2PaintEngineEx::clipEnabledChanged()
2124 Q_D(QGL2PaintEngineEx);
2126 state()->clipChanged = true;
2128 if (painter()->hasClipping())
2129 d->regenerateClip();
2131 d->systemStateChanged();
2134 void QGL2PaintEngineExPrivate::clearClip(uint value)
2136 dirtyStencilRegion -= currentScissorBounds;
2138 glStencilMask(0xff);
2139 glClearStencil(value);
2140 glClear(GL_STENCIL_BUFFER_BIT);
2143 q->state()->needsClipBufferClear = false;
2146 void QGL2PaintEngineExPrivate::writeClip(const QVectorPath &path, uint value)
2148 transferMode(BrushDrawingMode);
2150 if (snapToPixelGrid) {
2151 snapToPixelGrid = false;
2158 stencilClean = false;
2160 const bool singlePass = !path.hasWindingFill()
2161 && (((q->state()->currentClip == maxClip - 1) && q->state()->clipTestEnabled)
2162 || q->state()->needsClipBufferClear);
2163 const uint referenceClipValue = q->state()->needsClipBufferClear ? 1 : q->state()->currentClip;
2165 if (q->state()->needsClipBufferClear)
2168 if (path.isEmpty()) {
2169 glEnable(GL_STENCIL_TEST);
2170 glStencilFunc(GL_LEQUAL, value, ~GL_STENCIL_HIGH_BIT);
2174 if (q->state()->clipTestEnabled)
2175 glStencilFunc(GL_LEQUAL, q->state()->currentClip, ~GL_STENCIL_HIGH_BIT);
2177 glStencilFunc(GL_ALWAYS, 0, 0xff);
2179 vertexCoordinateArray.clear();
2180 vertexCoordinateArray.addPath(path, inverseScale, false);
2183 fillStencilWithVertexArray(vertexCoordinateArray, path.hasWindingFill());
2185 glColorMask(false, false, false, false);
2186 glEnable(GL_STENCIL_TEST);
2190 // Under these conditions we can set the new stencil value in a single
2191 // pass, by using the current value and the "new value" as the toggles
2193 glStencilFunc(GL_LEQUAL, referenceClipValue, ~GL_STENCIL_HIGH_BIT);
2194 glStencilOp(GL_KEEP, GL_INVERT, GL_INVERT);
2195 glStencilMask(value ^ referenceClipValue);
2197 drawVertexArrays(vertexCoordinateArray, GL_TRIANGLE_FAN);
2199 glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE);
2200 glStencilMask(0xff);
2202 if (!q->state()->clipTestEnabled && path.hasWindingFill()) {
2203 // Pass when any clip bit is set, set high bit
2204 glStencilFunc(GL_NOTEQUAL, GL_STENCIL_HIGH_BIT, ~GL_STENCIL_HIGH_BIT);
2205 composite(vertexCoordinateArray.boundingRect());
2208 // Pass when high bit is set, replace stencil value with new clip value
2209 glStencilFunc(GL_NOTEQUAL, value, GL_STENCIL_HIGH_BIT);
2211 composite(vertexCoordinateArray.boundingRect());
2214 glStencilFunc(GL_LEQUAL, value, ~GL_STENCIL_HIGH_BIT);
2217 glColorMask(true, true, true, true);
2220 void QGL2PaintEngineEx::clip(const QVectorPath &path, Qt::ClipOperation op)
2222 // qDebug("QGL2PaintEngineEx::clip()");
2223 Q_D(QGL2PaintEngineEx);
2225 state()->clipChanged = true;
2229 if (op == Qt::ReplaceClip) {
2230 op = Qt::IntersectClip;
2231 if (d->hasClipOperations()) {
2232 d->systemStateChanged();
2233 state()->canRestoreClip = false;
2237 #ifndef QT_GL_NO_SCISSOR_TEST
2238 if (!path.isEmpty() && op == Qt::IntersectClip && (path.shape() == QVectorPath::RectangleHint)) {
2239 const QPointF* const points = reinterpret_cast<const QPointF*>(path.points());
2240 QRectF rect(points[0], points[2]);
2242 if (state()->matrix.type() <= QTransform::TxScale
2243 || (state()->matrix.type() == QTransform::TxRotate
2244 && qFuzzyIsNull(state()->matrix.m11())
2245 && qFuzzyIsNull(state()->matrix.m22())))
2247 state()->rectangleClip = state()->rectangleClip.intersected(state()->matrix.mapRect(rect).toRect());
2248 d->updateClipScissorTest();
2254 const QRect pathRect = state()->matrix.mapRect(path.controlPointRect()).toAlignedRect();
2258 if (d->useSystemClip) {
2259 state()->clipTestEnabled = true;
2260 state()->currentClip = 1;
2262 state()->clipTestEnabled = false;
2264 state()->rectangleClip = QRect(0, 0, d->width, d->height);
2265 state()->canRestoreClip = false;
2266 d->updateClipScissorTest();
2268 case Qt::IntersectClip:
2269 state()->rectangleClip = state()->rectangleClip.intersected(pathRect);
2270 d->updateClipScissorTest();
2271 d->resetClipIfNeeded();
2273 d->writeClip(path, d->maxClip);
2274 state()->currentClip = d->maxClip;
2275 state()->clipTestEnabled = true;
2282 void QGL2PaintEngineExPrivate::regenerateClip()
2284 systemStateChanged();
2285 replayClipOperations();
2288 void QGL2PaintEngineExPrivate::systemStateChanged()
2290 Q_Q(QGL2PaintEngineEx);
2292 q->state()->clipChanged = true;
2294 if (systemClip.isEmpty()) {
2295 useSystemClip = false;
2297 if (q->paintDevice()->devType() == QInternal::Widget && currentClipDevice) {
2298 QWidgetPrivate *widgetPrivate = qt_widget_private(static_cast<QWidget *>(currentClipDevice)->window());
2299 useSystemClip = widgetPrivate->extra && widgetPrivate->extra->inRenderWithPainter;
2301 useSystemClip = true;
2305 q->state()->clipTestEnabled = false;
2306 q->state()->needsClipBufferClear = true;
2308 q->state()->currentClip = 1;
2311 q->state()->rectangleClip = useSystemClip ? systemClip.boundingRect() : QRect(0, 0, width, height);
2312 updateClipScissorTest();
2314 if (systemClip.rectCount() == 1) {
2315 if (systemClip.boundingRect() == QRect(0, 0, width, height))
2316 useSystemClip = false;
2317 #ifndef QT_GL_NO_SCISSOR_TEST
2318 // scissoring takes care of the system clip
2323 if (useSystemClip) {
2327 path.addRegion(systemClip);
2329 q->state()->currentClip = 0;
2330 writeClip(qtVectorPathForPath(q->state()->matrix.inverted().map(path)), 1);
2331 q->state()->currentClip = 1;
2332 q->state()->clipTestEnabled = true;
2336 void QGL2PaintEngineEx::setState(QPainterState *new_state)
2338 // qDebug("QGL2PaintEngineEx::setState()");
2340 Q_D(QGL2PaintEngineEx);
2342 QOpenGL2PaintEngineState *s = static_cast<QOpenGL2PaintEngineState *>(new_state);
2343 QOpenGL2PaintEngineState *old_state = state();
2345 QPaintEngineEx::setState(s);
2348 // Newly created state object. The call to setState()
2349 // will either be followed by a call to begin(), or we are
2350 // setting the state as part of a save().
2355 // Setting the state as part of a restore().
2357 if (old_state == s || old_state->renderHintsChanged)
2358 renderHintsChanged();
2360 if (old_state == s || old_state->matrixChanged)
2361 d->matrixDirty = true;
2363 if (old_state == s || old_state->compositionModeChanged)
2364 d->compositionModeDirty = true;
2366 if (old_state == s || old_state->opacityChanged)
2367 d->opacityUniformDirty = true;
2369 if (old_state == s || old_state->clipChanged) {
2370 if (old_state && old_state != s && old_state->canRestoreClip) {
2371 d->updateClipScissorTest();
2372 glDepthFunc(GL_LEQUAL);
2374 d->regenerateClip();
2379 QPainterState *QGL2PaintEngineEx::createState(QPainterState *orig) const
2382 const_cast<QGL2PaintEngineEx *>(this)->ensureActive();
2384 QOpenGL2PaintEngineState *s;
2386 s = new QOpenGL2PaintEngineState();
2388 s = new QOpenGL2PaintEngineState(*static_cast<QOpenGL2PaintEngineState *>(orig));
2390 s->matrixChanged = false;
2391 s->compositionModeChanged = false;
2392 s->opacityChanged = false;
2393 s->renderHintsChanged = false;
2394 s->clipChanged = false;
2399 QOpenGL2PaintEngineState::QOpenGL2PaintEngineState(QOpenGL2PaintEngineState &other)
2400 : QPainterState(other)
2403 needsClipBufferClear = other.needsClipBufferClear;
2404 clipTestEnabled = other.clipTestEnabled;
2405 currentClip = other.currentClip;
2406 canRestoreClip = other.canRestoreClip;
2407 rectangleClip = other.rectangleClip;
2410 QOpenGL2PaintEngineState::QOpenGL2PaintEngineState()
2413 needsClipBufferClear = true;
2414 clipTestEnabled = false;
2415 canRestoreClip = true;
2418 QOpenGL2PaintEngineState::~QOpenGL2PaintEngineState()