1 /****************************************************************************
3 ** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies).
4 ** All rights reserved.
5 ** Contact: Nokia Corporation (qt-info@nokia.com)
7 ** This file is part of the QtOpenGL module of the Qt Toolkit.
9 ** $QT_BEGIN_LICENSE:LGPL$
10 ** No Commercial Usage
11 ** This file contains pre-release code and may not be distributed.
12 ** You may use this file in accordance with the terms and conditions
13 ** contained in the Technology Preview License Agreement accompanying
16 ** GNU Lesser General Public License Usage
17 ** Alternatively, this file may be used under the terms of the GNU Lesser
18 ** General Public License version 2.1 as published by the Free Software
19 ** Foundation and appearing in the file LICENSE.LGPL included in the
20 ** packaging of this file. Please review the following information to
21 ** ensure the GNU Lesser General Public License version 2.1 requirements
22 ** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
24 ** In addition, as a special exception, Nokia gives you certain additional
25 ** rights. These rights are described in the Nokia Qt LGPL Exception
26 ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
28 ** If you have questions regarding the use of this file, please contact
29 ** Nokia at qt-info@nokia.com.
40 ****************************************************************************/
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/qpixmapdata_gl_p.h>
80 #include <private/qdatabuffer_p.h>
81 #include <private/qstatictext_p.h>
82 #include <private/qtriangulator_p.h>
84 #include "qglengineshadermanager_p.h"
85 #include "qgl2pexvertexarray_p.h"
86 #include "qtriangulatingstroker_p.h"
87 #include "qtextureglyphcache_gl_p.h"
94 extern Q_GUI_EXPORT bool qt_cleartype_enabled;
98 extern bool qt_applefontsmoothing_enabled;
101 #if !defined(QT_MAX_CACHED_GLYPH_SIZE)
102 # define QT_MAX_CACHED_GLYPH_SIZE 64
105 Q_GUI_EXPORT QImage qt_imageForBrush(int brushStyle, bool invert);
107 ////////////////////////////////// Private Methods //////////////////////////////////////////
109 QGL2PaintEngineExPrivate::~QGL2PaintEngineExPrivate()
111 delete shaderManager;
113 while (pathCaches.size()) {
114 QVectorPath::CacheEntry *e = *(pathCaches.constBegin());
115 e->cleanup(e->engine, e->data);
120 if (elementIndicesVBOId != 0) {
121 glDeleteBuffers(1, &elementIndicesVBOId);
122 elementIndicesVBOId = 0;
126 void QGL2PaintEngineExPrivate::updateTextureFilter(GLenum target, GLenum wrapMode, bool smoothPixmapTransform, GLuint id)
128 // glActiveTexture(GL_TEXTURE0 + QT_BRUSH_TEXTURE_UNIT); //### Is it always this texture unit?
129 if (id != GLuint(-1) && id == lastTextureUsed)
132 lastTextureUsed = id;
134 if (smoothPixmapTransform) {
135 glTexParameterf(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
136 glTexParameterf(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
138 glTexParameterf(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
139 glTexParameterf(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
141 glTexParameterf(target, GL_TEXTURE_WRAP_S, wrapMode);
142 glTexParameterf(target, GL_TEXTURE_WRAP_T, wrapMode);
146 inline QColor qt_premultiplyColor(QColor c, GLfloat opacity)
148 qreal alpha = c.alphaF() * opacity;
150 c.setRedF(c.redF() * alpha);
151 c.setGreenF(c.greenF() * alpha);
152 c.setBlueF(c.blueF() * alpha);
157 void QGL2PaintEngineExPrivate::setBrush(const QBrush& brush)
159 if (qbrush_fast_equals(currentBrush, brush))
162 const Qt::BrushStyle newStyle = qbrush_style(brush);
163 Q_ASSERT(newStyle != Qt::NoBrush);
165 currentBrush = brush;
166 if (!currentBrushPixmap.isNull())
167 currentBrushPixmap = QPixmap();
168 brushUniformsDirty = true; // All brushes have at least one uniform
170 if (newStyle > Qt::SolidPattern)
171 brushTextureDirty = true;
173 if (currentBrush.style() == Qt::TexturePattern
174 && qHasPixmapTexture(brush) && brush.texture().isQBitmap())
176 shaderManager->setSrcPixelType(QGLEngineShaderManager::TextureSrcWithPattern);
178 shaderManager->setSrcPixelType(newStyle);
180 shaderManager->optimiseForBrushTransform(currentBrush.transform().type());
184 void QGL2PaintEngineExPrivate::useSimpleShader()
186 shaderManager->useSimpleProgram();
192 void QGL2PaintEngineExPrivate::updateBrushTexture()
194 Q_Q(QGL2PaintEngineEx);
195 // qDebug("QGL2PaintEngineExPrivate::updateBrushTexture()");
196 Qt::BrushStyle style = currentBrush.style();
198 if ( (style >= Qt::Dense1Pattern) && (style <= Qt::DiagCrossPattern) ) {
199 // Get the image data for the pattern
200 QImage texImage = qt_imageForBrush(style, false);
202 glActiveTexture(GL_TEXTURE0 + QT_BRUSH_TEXTURE_UNIT);
203 ctx->d_func()->bindTexture(texImage, GL_TEXTURE_2D, GL_RGBA, QGLContext::InternalBindOption);
204 updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, q->state()->renderHints & QPainter::SmoothPixmapTransform);
206 else if (style >= Qt::LinearGradientPattern && style <= Qt::ConicalGradientPattern) {
207 // Gradiant brush: All the gradiants use the same texture
209 const QGradient* g = currentBrush.gradient();
211 // We apply global opacity in the fragment shaders, so we always pass 1.0
212 // for opacity to the cache.
213 GLuint texId = QGL2GradientCache::cacheForContext(ctx)->getBuffer(*g, 1.0);
215 glActiveTexture(GL_TEXTURE0 + QT_BRUSH_TEXTURE_UNIT);
216 glBindTexture(GL_TEXTURE_2D, texId);
218 if (g->spread() == QGradient::RepeatSpread || g->type() == QGradient::ConicalGradient)
219 updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, q->state()->renderHints & QPainter::SmoothPixmapTransform);
220 else if (g->spread() == QGradient::ReflectSpread)
221 updateTextureFilter(GL_TEXTURE_2D, GL_MIRRORED_REPEAT_IBM, q->state()->renderHints & QPainter::SmoothPixmapTransform);
223 updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE, q->state()->renderHints & QPainter::SmoothPixmapTransform);
225 else if (style == Qt::TexturePattern) {
226 currentBrushPixmap = currentBrush.texture();
228 int max_texture_size = ctx->d_func()->maxTextureSize();
229 if (currentBrushPixmap.width() > max_texture_size || currentBrushPixmap.height() > max_texture_size)
230 currentBrushPixmap = currentBrushPixmap.scaled(max_texture_size, max_texture_size, Qt::KeepAspectRatio);
232 glActiveTexture(GL_TEXTURE0 + QT_BRUSH_TEXTURE_UNIT);
233 QGLTexture *tex = ctx->d_func()->bindTexture(currentBrushPixmap, GL_TEXTURE_2D, GL_RGBA,
234 QGLContext::InternalBindOption |
235 QGLContext::CanFlipNativePixmapBindOption);
236 updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, q->state()->renderHints & QPainter::SmoothPixmapTransform);
237 textureInvertedY = tex->options & QGLContext::InvertedYBindOption ? -1 : 1;
239 brushTextureDirty = false;
243 void QGL2PaintEngineExPrivate::updateBrushUniforms()
245 // qDebug("QGL2PaintEngineExPrivate::updateBrushUniforms()");
246 Qt::BrushStyle style = currentBrush.style();
248 if (style == Qt::NoBrush)
251 QTransform brushQTransform = currentBrush.transform();
253 if (style == Qt::SolidPattern) {
254 QColor col = qt_premultiplyColor(currentBrush.color(), (GLfloat)q->state()->opacity);
255 shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::FragmentColor), col);
258 // All other brushes have a transform and thus need the translation point:
259 QPointF translationPoint;
261 if (style <= Qt::DiagCrossPattern) {
262 QColor col = qt_premultiplyColor(currentBrush.color(), (GLfloat)q->state()->opacity);
264 shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::PatternColor), col);
266 QVector2D halfViewportSize(width*0.5, height*0.5);
267 shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::HalfViewportSize), halfViewportSize);
269 else if (style == Qt::LinearGradientPattern) {
270 const QLinearGradient *g = static_cast<const QLinearGradient *>(currentBrush.gradient());
272 QPointF realStart = g->start();
273 QPointF realFinal = g->finalStop();
274 translationPoint = realStart;
276 QPointF l = realFinal - realStart;
278 QVector3D linearData(
281 1.0f / (l.x() * l.x() + l.y() * l.y())
284 shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::LinearData), linearData);
286 QVector2D halfViewportSize(width*0.5, height*0.5);
287 shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::HalfViewportSize), halfViewportSize);
289 else if (style == Qt::ConicalGradientPattern) {
290 const QConicalGradient *g = static_cast<const QConicalGradient *>(currentBrush.gradient());
291 translationPoint = g->center();
293 GLfloat angle = -(g->angle() * 2 * Q_PI) / 360.0;
295 shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::Angle), angle);
297 QVector2D halfViewportSize(width*0.5, height*0.5);
298 shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::HalfViewportSize), halfViewportSize);
300 else if (style == Qt::RadialGradientPattern) {
301 const QRadialGradient *g = static_cast<const QRadialGradient *>(currentBrush.gradient());
302 QPointF realCenter = g->center();
303 QPointF realFocal = g->focalPoint();
304 qreal realRadius = g->radius();
305 translationPoint = realFocal;
307 QPointF fmp = realCenter - realFocal;
308 shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::Fmp), fmp);
310 GLfloat fmp2_m_radius2 = -fmp.x() * fmp.x() - fmp.y() * fmp.y() + realRadius*realRadius;
311 shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::Fmp2MRadius2), fmp2_m_radius2);
312 shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::Inverse2Fmp2MRadius2),
313 GLfloat(1.0 / (2.0*fmp2_m_radius2)));
315 QVector2D halfViewportSize(width*0.5, height*0.5);
316 shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::HalfViewportSize), halfViewportSize);
318 else if (style == Qt::TexturePattern) {
319 const QPixmap& texPixmap = currentBrush.texture();
321 if (qHasPixmapTexture(currentBrush) && currentBrush.texture().isQBitmap()) {
322 QColor col = qt_premultiplyColor(currentBrush.color(), (GLfloat)q->state()->opacity);
323 shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::PatternColor), col);
326 QSizeF invertedTextureSize(1.0 / texPixmap.width(), 1.0 / texPixmap.height());
327 shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::InvertedTextureSize), invertedTextureSize);
329 QVector2D halfViewportSize(width*0.5, height*0.5);
330 shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::HalfViewportSize), halfViewportSize);
333 qWarning("QGL2PaintEngineEx: Unimplemented fill style");
335 const QPointF &brushOrigin = q->state()->brushOrigin;
336 QTransform matrix = q->state()->matrix;
337 matrix.translate(brushOrigin.x(), brushOrigin.y());
339 QTransform translate(1, 0, 0, 1, -translationPoint.x(), -translationPoint.y());
342 if (device->isFlipped()) {
346 QTransform gl_to_qt(1, 0, 0, m22, 0, dy);
347 QTransform inv_matrix;
348 if (style == Qt::TexturePattern && textureInvertedY == -1)
349 inv_matrix = gl_to_qt * (QTransform(1, 0, 0, -1, 0, currentBrush.texture().height()) * brushQTransform * matrix).inverted() * translate;
351 inv_matrix = gl_to_qt * (brushQTransform * matrix).inverted() * translate;
353 shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::BrushTransform), inv_matrix);
354 shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::BrushTexture), QT_BRUSH_TEXTURE_UNIT);
356 brushUniformsDirty = false;
360 // This assumes the shader manager has already setup the correct shader program
361 void QGL2PaintEngineExPrivate::updateMatrix()
363 // qDebug("QGL2PaintEngineExPrivate::updateMatrix()");
365 const QTransform& transform = q->state()->matrix;
367 // The projection matrix converts from Qt's coordinate system to GL's coordinate system
368 // * GL's viewport is 2x2, Qt's is width x height
369 // * GL has +y -> -y going from bottom -> top, Qt is the other way round
370 // * GL has [0,0] in the center, Qt has it in the top-left
372 // This results in the Projection matrix below, which is multiplied by the painter's
373 // transformation matrix, as shown below:
375 // Projection Matrix Painter Transform
376 // ------------------------------------------------ ------------------------
377 // | 2.0 / width | 0.0 | -1.0 | | m11 | m21 | dx |
378 // | 0.0 | -2.0 / height | 1.0 | * | m12 | m22 | dy |
379 // | 0.0 | 0.0 | 1.0 | | m13 | m23 | m33 |
380 // ------------------------------------------------ ------------------------
382 // NOTE: The resultant matrix is also transposed, as GL expects column-major matracies
384 const GLfloat wfactor = 2.0f / width;
385 GLfloat hfactor = -2.0f / height;
387 GLfloat dx = transform.dx();
388 GLfloat dy = transform.dy();
390 if (device->isFlipped()) {
395 // Non-integer translates can have strange effects for some rendering operations such as
396 // anti-aliased text rendering. In such cases, we snap the translate to the pixel grid.
397 if (snapToPixelGrid && transform.type() == QTransform::TxTranslate) {
398 // 0.50 needs to rounded down to 0.0 for consistency with raster engine:
399 dx = ceilf(dx - 0.5f);
400 dy = ceilf(dy - 0.5f);
402 pmvMatrix[0][0] = (wfactor * transform.m11()) - transform.m13();
403 pmvMatrix[1][0] = (wfactor * transform.m21()) - transform.m23();
404 pmvMatrix[2][0] = (wfactor * dx) - transform.m33();
405 pmvMatrix[0][1] = (hfactor * transform.m12()) + transform.m13();
406 pmvMatrix[1][1] = (hfactor * transform.m22()) + transform.m23();
407 pmvMatrix[2][1] = (hfactor * dy) + transform.m33();
408 pmvMatrix[0][2] = transform.m13();
409 pmvMatrix[1][2] = transform.m23();
410 pmvMatrix[2][2] = transform.m33();
412 // 1/10000 == 0.0001, so we have good enough res to cover curves
413 // that span the entire widget...
414 inverseScale = qMax(1 / qMax( qMax(qAbs(transform.m11()), qAbs(transform.m22())),
415 qMax(qAbs(transform.m12()), qAbs(transform.m21())) ),
419 matrixUniformDirty = true;
421 // Set the PMV matrix attribute. As we use an attributes rather than uniforms, we only
422 // need to do this once for every matrix change and persists across all shader programs.
423 glVertexAttrib3fv(QT_PMV_MATRIX_1_ATTR, pmvMatrix[0]);
424 glVertexAttrib3fv(QT_PMV_MATRIX_2_ATTR, pmvMatrix[1]);
425 glVertexAttrib3fv(QT_PMV_MATRIX_3_ATTR, pmvMatrix[2]);
427 dasher.setInvScale(inverseScale);
428 stroker.setInvScale(inverseScale);
432 void QGL2PaintEngineExPrivate::updateCompositionMode()
434 // NOTE: The entire paint engine works on pre-multiplied data - which is why some of these
435 // composition modes look odd.
436 // qDebug() << "QGL2PaintEngineExPrivate::updateCompositionMode() - Setting GL composition mode for " << q->state()->composition_mode;
437 switch(q->state()->composition_mode) {
438 case QPainter::CompositionMode_SourceOver:
439 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
441 case QPainter::CompositionMode_DestinationOver:
442 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ONE);
444 case QPainter::CompositionMode_Clear:
445 glBlendFunc(GL_ZERO, GL_ZERO);
447 case QPainter::CompositionMode_Source:
448 glBlendFunc(GL_ONE, GL_ZERO);
450 case QPainter::CompositionMode_Destination:
451 glBlendFunc(GL_ZERO, GL_ONE);
453 case QPainter::CompositionMode_SourceIn:
454 glBlendFunc(GL_DST_ALPHA, GL_ZERO);
456 case QPainter::CompositionMode_DestinationIn:
457 glBlendFunc(GL_ZERO, GL_SRC_ALPHA);
459 case QPainter::CompositionMode_SourceOut:
460 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
462 case QPainter::CompositionMode_DestinationOut:
463 glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_ALPHA);
465 case QPainter::CompositionMode_SourceAtop:
466 glBlendFunc(GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
468 case QPainter::CompositionMode_DestinationAtop:
469 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA);
471 case QPainter::CompositionMode_Xor:
472 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
474 case QPainter::CompositionMode_Plus:
475 glBlendFunc(GL_ONE, GL_ONE);
478 qWarning("Unsupported composition mode");
482 compositionModeDirty = false;
485 static inline void setCoords(GLfloat *coords, const QGLRect &rect)
487 coords[0] = rect.left;
488 coords[1] = rect.top;
489 coords[2] = rect.right;
490 coords[3] = rect.top;
491 coords[4] = rect.right;
492 coords[5] = rect.bottom;
493 coords[6] = rect.left;
494 coords[7] = rect.bottom;
497 void QGL2PaintEngineExPrivate::drawTexture(const QGLRect& dest, const QGLRect& src, const QSize &textureSize, bool opaque, bool pattern)
499 // Setup for texture drawing
500 currentBrush = noBrush;
501 shaderManager->setSrcPixelType(pattern ? QGLEngineShaderManager::PatternSrc : QGLEngineShaderManager::ImageSrc);
503 if (snapToPixelGrid) {
504 snapToPixelGrid = false;
508 if (prepareForDraw(opaque))
509 shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::ImageTexture), QT_IMAGE_TEXTURE_UNIT);
512 QColor col = qt_premultiplyColor(q->state()->pen.color(), (GLfloat)q->state()->opacity);
513 shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::PatternColor), col);
516 GLfloat dx = 1.0 / textureSize.width();
517 GLfloat dy = 1.0 / textureSize.height();
519 QGLRect srcTextureRect(src.left*dx, src.top*dy, src.right*dx, src.bottom*dy);
521 setCoords(staticVertexCoordinateArray, dest);
522 setCoords(staticTextureCoordinateArray, srcTextureRect);
524 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
527 void QGL2PaintEngineEx::beginNativePainting()
529 Q_D(QGL2PaintEngineEx);
531 d->transferMode(BrushDrawingMode);
533 d->nativePaintingActive = true;
535 QGLContext *ctx = d->ctx;
538 // Disable all the vertex attribute arrays:
539 for (int i = 0; i < QT_GL_VERTEX_ARRAY_TRACKED_COUNT; ++i)
540 glDisableVertexAttribArray(i);
542 #ifndef QT_OPENGL_ES_2
543 const QGLFormat &fmt = d->device->format();
544 if (fmt.majorVersion() < 3 || (fmt.majorVersion() == 3 && fmt.minorVersion() < 1)
545 || fmt.profile() == QGLFormat::CompatibilityProfile)
547 // be nice to people who mix OpenGL 1.x code with QPainter commands
548 // by setting modelview and projection matrices to mirror the GL 1
550 const QTransform& mtx = state()->matrix;
552 float mv_matrix[4][4] =
554 { float(mtx.m11()), float(mtx.m12()), 0, float(mtx.m13()) },
555 { float(mtx.m21()), float(mtx.m22()), 0, float(mtx.m23()) },
557 { float(mtx.dx()), float(mtx.dy()), 0, float(mtx.m33()) }
560 const QSize sz = d->device->size();
562 glMatrixMode(GL_PROJECTION);
564 glOrtho(0, sz.width(), sz.height(), 0, -999999, 999999);
566 glMatrixMode(GL_MODELVIEW);
567 glLoadMatrixf(&mv_matrix[0][0]);
573 d->lastTextureUsed = GLuint(-1);
574 d->dirtyStencilRegion = QRect(0, 0, d->width, d->height);
577 d->shaderManager->setDirty();
582 void QGL2PaintEngineExPrivate::resetGLState()
585 glActiveTexture(GL_TEXTURE0);
586 glDisable(GL_STENCIL_TEST);
587 glDisable(GL_DEPTH_TEST);
588 glDisable(GL_SCISSOR_TEST);
590 glDepthFunc(GL_LESS);
593 glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
594 glStencilFunc(GL_ALWAYS, 0, 0xff);
595 ctx->d_func()->setVertexAttribArrayEnabled(QT_TEXTURE_COORDS_ATTR, false);
596 ctx->d_func()->setVertexAttribArrayEnabled(QT_VERTEX_COORDS_ATTR, false);
597 ctx->d_func()->setVertexAttribArrayEnabled(QT_OPACITY_ATTR, false);
598 #ifndef QT_OPENGL_ES_2
599 // gl_Color, corresponding to vertex attribute 3, may have been changed
600 float color[] = { 1.0f, 1.0f, 1.0f, 1.0f };
601 glVertexAttrib4fv(3, color);
605 void QGL2PaintEngineEx::endNativePainting()
607 Q_D(QGL2PaintEngineEx);
609 d->nativePaintingActive = false;
612 void QGL2PaintEngineEx::invalidateState()
614 Q_D(QGL2PaintEngineEx);
618 bool QGL2PaintEngineEx::isNativePaintingActive() const {
619 Q_D(const QGL2PaintEngineEx);
620 return d->nativePaintingActive;
623 void QGL2PaintEngineExPrivate::transferMode(EngineMode newMode)
628 if (mode == TextDrawingMode || mode == ImageDrawingMode || mode == ImageArrayDrawingMode) {
629 lastTextureUsed = GLuint(-1);
632 if (newMode == TextDrawingMode) {
633 shaderManager->setHasComplexGeometry(true);
635 shaderManager->setHasComplexGeometry(false);
638 if (newMode == ImageDrawingMode) {
639 setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, staticVertexCoordinateArray);
640 setVertexAttributePointer(QT_TEXTURE_COORDS_ATTR, staticTextureCoordinateArray);
643 if (newMode == ImageArrayDrawingMode) {
644 setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, (GLfloat*)vertexCoordinateArray.data());
645 setVertexAttributePointer(QT_TEXTURE_COORDS_ATTR, (GLfloat*)textureCoordinateArray.data());
646 setVertexAttributePointer(QT_OPACITY_ATTR, (GLfloat*)opacityArray.data());
649 // This needs to change when we implement high-quality anti-aliasing...
650 if (newMode != TextDrawingMode)
651 shaderManager->setMaskType(QGLEngineShaderManager::NoMask);
656 struct QGL2PEVectorPathCache
658 #ifdef QT_OPENGL_CACHE_AS_VBOS
667 GLenum primitiveType;
671 void QGL2PaintEngineExPrivate::cleanupVectorPath(QPaintEngineEx *engine, void *data)
673 QGL2PEVectorPathCache *c = (QGL2PEVectorPathCache *) data;
674 #ifdef QT_OPENGL_CACHE_AS_VBOS
675 Q_ASSERT(engine->type() == QPaintEngine::OpenGL2);
676 static_cast<QGL2PaintEngineEx *>(engine)->d_func()->unusedVBOSToClean << c->vbo;
678 d->unusedIBOSToClean << c->ibo;
687 // Assumes everything is configured for the brush you want to use
688 void QGL2PaintEngineExPrivate::fill(const QVectorPath& path)
690 transferMode(BrushDrawingMode);
692 if (snapToPixelGrid) {
693 snapToPixelGrid = false;
697 // Might need to call updateMatrix to re-calculate inverseScale
701 const QPointF* const points = reinterpret_cast<const QPointF*>(path.points());
703 // Check to see if there's any hints
704 if (path.shape() == QVectorPath::RectangleHint) {
705 QGLRect rect(points[0].x(), points[0].y(), points[2].x(), points[2].y());
706 prepareForDraw(currentBrush.isOpaque());
708 } else if (path.isConvex()) {
710 if (path.isCacheable()) {
711 QVectorPath::CacheEntry *data = path.lookupCacheData(q);
712 QGL2PEVectorPathCache *cache;
714 bool updateCache = false;
717 cache = (QGL2PEVectorPathCache *) data->data;
718 // Check if scale factor is exceeded for curved paths and generate curves if so...
719 if (path.isCurved()) {
720 qreal scaleFactor = cache->iscale / inverseScale;
721 if (scaleFactor < 0.5 || scaleFactor > 2.0) {
722 #ifdef QT_OPENGL_CACHE_AS_VBOS
723 glDeleteBuffers(1, &cache->vbo);
725 Q_ASSERT(cache->ibo == 0);
727 qFree(cache->vertices);
728 Q_ASSERT(cache->indices == 0);
734 cache = new QGL2PEVectorPathCache;
735 data = const_cast<QVectorPath &>(path).addCacheData(q, cache, cleanupVectorPath);
739 // Flatten the path at the current scale factor and fill it into the cache struct.
741 vertexCoordinateArray.clear();
742 vertexCoordinateArray.addPath(path, inverseScale, false);
743 int vertexCount = vertexCoordinateArray.vertexCount();
744 int floatSizeInBytes = vertexCount * 2 * sizeof(float);
745 cache->vertexCount = vertexCount;
746 cache->indexCount = 0;
747 cache->primitiveType = GL_TRIANGLE_FAN;
748 cache->iscale = inverseScale;
749 #ifdef QT_OPENGL_CACHE_AS_VBOS
750 glGenBuffers(1, &cache->vbo);
751 glBindBuffer(GL_ARRAY_BUFFER, cache->vbo);
752 glBufferData(GL_ARRAY_BUFFER, floatSizeInBytes, vertexCoordinateArray.data(), GL_STATIC_DRAW);
755 cache->vertices = (float *) qMalloc(floatSizeInBytes);
756 memcpy(cache->vertices, vertexCoordinateArray.data(), floatSizeInBytes);
761 prepareForDraw(currentBrush.isOpaque());
762 #ifdef QT_OPENGL_CACHE_AS_VBOS
763 glBindBuffer(GL_ARRAY_BUFFER, cache->vbo);
764 setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, 0);
766 setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, cache->vertices);
768 glDrawArrays(cache->primitiveType, 0, cache->vertexCount);
771 // printf(" - Marking path as cachable...\n");
772 // Tag it for later so that if the same path is drawn twice, it is assumed to be static and thus cachable
773 path.makeCacheable();
774 vertexCoordinateArray.clear();
775 vertexCoordinateArray.addPath(path, inverseScale, false);
776 prepareForDraw(currentBrush.isOpaque());
777 drawVertexArrays(vertexCoordinateArray, GL_TRIANGLE_FAN);
781 bool useCache = path.isCacheable();
783 QRectF bbox = path.controlPointRect();
784 // If the path doesn't fit within these limits, it is possible that the triangulation will fail.
785 useCache &= (bbox.left() > -0x8000 * inverseScale)
786 && (bbox.right() < 0x8000 * inverseScale)
787 && (bbox.top() > -0x8000 * inverseScale)
788 && (bbox.bottom() < 0x8000 * inverseScale);
792 QVectorPath::CacheEntry *data = path.lookupCacheData(q);
793 QGL2PEVectorPathCache *cache;
795 bool updateCache = false;
798 cache = (QGL2PEVectorPathCache *) data->data;
799 // Check if scale factor is exceeded for curved paths and generate curves if so...
800 if (path.isCurved()) {
801 qreal scaleFactor = cache->iscale / inverseScale;
802 if (scaleFactor < 0.5 || scaleFactor > 2.0) {
803 #ifdef QT_OPENGL_CACHE_AS_VBOS
804 glDeleteBuffers(1, &cache->vbo);
805 glDeleteBuffers(1, &cache->ibo);
807 qFree(cache->vertices);
808 qFree(cache->indices);
814 cache = new QGL2PEVectorPathCache;
815 data = const_cast<QVectorPath &>(path).addCacheData(q, cache, cleanupVectorPath);
819 // Flatten the path at the current scale factor and fill it into the cache struct.
821 QTriangleSet polys = qTriangulate(path, QTransform().scale(1 / inverseScale, 1 / inverseScale));
822 cache->vertexCount = polys.vertices.size() / 2;
823 cache->indexCount = polys.indices.size();
824 cache->primitiveType = GL_TRIANGLES;
825 cache->iscale = inverseScale;
826 #ifdef QT_OPENGL_CACHE_AS_VBOS
827 glGenBuffers(1, &cache->vbo);
828 glGenBuffers(1, &cache->ibo);
829 glBindBuffer(GL_ARRAY_BUFFER, cache->vbo);
830 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, cache->ibo);
832 if (QGLExtensions::glExtensions() & QGLExtensions::ElementIndexUint)
833 glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(quint32) * polys.indices.size(), polys.indices.data(), GL_STATIC_DRAW);
835 glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(quint16) * polys.indices.size(), polys.indices.data(), GL_STATIC_DRAW);
837 QVarLengthArray<float> vertices(polys.vertices.size());
838 for (int i = 0; i < polys.vertices.size(); ++i)
839 vertices[i] = float(inverseScale * polys.vertices.at(i));
840 glBufferData(GL_ARRAY_BUFFER, sizeof(float) * vertices.size(), vertices.data(), GL_STATIC_DRAW);
842 cache->vertices = (float *) qMalloc(sizeof(float) * polys.vertices.size());
843 if (QGLExtensions::glExtensions() & QGLExtensions::ElementIndexUint) {
844 cache->indices = (quint32 *) qMalloc(sizeof(quint32) * polys.indices.size());
845 memcpy(cache->indices, polys.indices.data(), sizeof(quint32) * polys.indices.size());
847 cache->indices = (quint16 *) qMalloc(sizeof(quint16) * polys.indices.size());
848 memcpy(cache->indices, polys.indices.data(), sizeof(quint16) * polys.indices.size());
850 for (int i = 0; i < polys.vertices.size(); ++i)
851 cache->vertices[i] = float(inverseScale * polys.vertices.at(i));
855 prepareForDraw(currentBrush.isOpaque());
856 #ifdef QT_OPENGL_CACHE_AS_VBOS
857 glBindBuffer(GL_ARRAY_BUFFER, cache->vbo);
858 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, cache->ibo);
859 setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, 0);
860 if (QGLExtensions::glExtensions() & QGLExtensions::ElementIndexUint)
861 glDrawElements(cache->primitiveType, cache->indexCount, GL_UNSIGNED_INT, 0);
863 glDrawElements(cache->primitiveType, cache->indexCount, GL_UNSIGNED_SHORT, 0);
864 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
865 glBindBuffer(GL_ARRAY_BUFFER, 0);
867 setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, cache->vertices);
868 if (QGLExtensions::glExtensions() & QGLExtensions::ElementIndexUint)
869 glDrawElements(cache->primitiveType, cache->indexCount, GL_UNSIGNED_INT, (qint32 *)cache->indices);
871 glDrawElements(cache->primitiveType, cache->indexCount, GL_UNSIGNED_SHORT, (qint16 *)cache->indices);
875 // printf(" - Marking path as cachable...\n");
876 // Tag it for later so that if the same path is drawn twice, it is assumed to be static and thus cachable
877 path.makeCacheable();
879 if (!device->format().stencil()) {
880 // If there is no stencil buffer, triangulate the path instead.
882 QRectF bbox = path.controlPointRect();
883 // If the path doesn't fit within these limits, it is possible that the triangulation will fail.
884 bool withinLimits = (bbox.left() > -0x8000 * inverseScale)
885 && (bbox.right() < 0x8000 * inverseScale)
886 && (bbox.top() > -0x8000 * inverseScale)
887 && (bbox.bottom() < 0x8000 * inverseScale);
889 QTriangleSet polys = qTriangulate(path, QTransform().scale(1 / inverseScale, 1 / inverseScale));
891 QVarLengthArray<float> vertices(polys.vertices.size());
892 for (int i = 0; i < polys.vertices.size(); ++i)
893 vertices[i] = float(inverseScale * polys.vertices.at(i));
895 prepareForDraw(currentBrush.isOpaque());
896 setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, vertices.constData());
897 if (QGLExtensions::glExtensions() & QGLExtensions::ElementIndexUint)
898 glDrawElements(GL_TRIANGLES, polys.indices.size(), GL_UNSIGNED_INT, polys.indices.data());
900 glDrawElements(GL_TRIANGLES, polys.indices.size(), GL_UNSIGNED_SHORT, polys.indices.data());
902 // We can't handle big, concave painter paths with OpenGL without stencil buffer.
903 qWarning("Painter path exceeds +/-32767 pixels.");
908 // The path is too complicated & needs the stencil technique
909 vertexCoordinateArray.clear();
910 vertexCoordinateArray.addPath(path, inverseScale, false);
912 fillStencilWithVertexArray(vertexCoordinateArray, path.hasWindingFill());
915 glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE);
917 if (q->state()->clipTestEnabled) {
918 // Pass when high bit is set, replace stencil value with current clip
919 glStencilFunc(GL_NOTEQUAL, q->state()->currentClip, GL_STENCIL_HIGH_BIT);
920 } else if (path.hasWindingFill()) {
921 // Pass when any bit is set, replace stencil value with 0
922 glStencilFunc(GL_NOTEQUAL, 0, 0xff);
924 // Pass when high bit is set, replace stencil value with 0
925 glStencilFunc(GL_NOTEQUAL, 0, GL_STENCIL_HIGH_BIT);
927 prepareForDraw(currentBrush.isOpaque());
929 // Stencil the brush onto the dest buffer
930 composite(vertexCoordinateArray.boundingRect());
932 updateClipScissorTest();
938 void QGL2PaintEngineExPrivate::fillStencilWithVertexArray(const float *data,
942 const QGLRect &bounds,
943 StencilFillMode mode)
945 Q_ASSERT(count || stops);
947 // qDebug("QGL2PaintEngineExPrivate::fillStencilWithVertexArray()");
948 glStencilMask(0xff); // Enable stencil writes
950 if (dirtyStencilRegion.intersects(currentScissorBounds)) {
951 QVector<QRect> clearRegion = dirtyStencilRegion.intersected(currentScissorBounds).rects();
952 glClearStencil(0); // Clear to zero
953 for (int i = 0; i < clearRegion.size(); ++i) {
954 #ifndef QT_GL_NO_SCISSOR_TEST
955 setScissor(clearRegion.at(i));
957 glClear(GL_STENCIL_BUFFER_BIT);
960 dirtyStencilRegion -= currentScissorBounds;
962 #ifndef QT_GL_NO_SCISSOR_TEST
963 updateClipScissorTest();
967 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); // Disable color writes
969 glEnable(GL_STENCIL_TEST); // For some reason, this has to happen _after_ the simple shader is use()'d
971 if (mode == WindingFillMode) {
972 Q_ASSERT(stops && !count);
973 if (q->state()->clipTestEnabled) {
974 // Flatten clip values higher than current clip, and set high bit to match current clip
975 glStencilFunc(GL_LEQUAL, GL_STENCIL_HIGH_BIT | q->state()->currentClip, ~GL_STENCIL_HIGH_BIT);
976 glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE);
979 glStencilFunc(GL_EQUAL, GL_STENCIL_HIGH_BIT, GL_STENCIL_HIGH_BIT);
980 } else if (!stencilClean) {
981 // Clear stencil buffer within bounding rect
982 glStencilFunc(GL_ALWAYS, 0, 0xff);
983 glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO);
987 // Inc. for front-facing triangle
988 glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_INCR_WRAP, GL_INCR_WRAP);
989 // Dec. for back-facing "holes"
990 glStencilOpSeparate(GL_BACK, GL_KEEP, GL_DECR_WRAP, GL_DECR_WRAP);
991 glStencilMask(~GL_STENCIL_HIGH_BIT);
992 drawVertexArrays(data, stops, stopCount, GL_TRIANGLE_FAN);
994 if (q->state()->clipTestEnabled) {
995 // Clear high bit of stencil outside of path
996 glStencilFunc(GL_EQUAL, q->state()->currentClip, ~GL_STENCIL_HIGH_BIT);
997 glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE);
998 glStencilMask(GL_STENCIL_HIGH_BIT);
1001 } else if (mode == OddEvenFillMode) {
1002 glStencilMask(GL_STENCIL_HIGH_BIT);
1003 glStencilOp(GL_KEEP, GL_KEEP, GL_INVERT); // Simply invert the stencil bit
1004 drawVertexArrays(data, stops, stopCount, GL_TRIANGLE_FAN);
1006 } else { // TriStripStrokeFillMode
1007 Q_ASSERT(count && !stops); // tristrips generated directly, so no vertexArray or stops
1008 glStencilMask(GL_STENCIL_HIGH_BIT);
1010 glStencilOp(GL_KEEP, GL_KEEP, GL_INVERT); // Simply invert the stencil bit
1011 setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, data);
1012 glDrawArrays(GL_TRIANGLE_STRIP, 0, count);
1015 glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
1016 if (q->state()->clipTestEnabled) {
1017 glStencilFunc(GL_LEQUAL, q->state()->currentClip | GL_STENCIL_HIGH_BIT,
1018 ~GL_STENCIL_HIGH_BIT);
1020 glStencilFunc(GL_ALWAYS, GL_STENCIL_HIGH_BIT, 0xff);
1022 setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, data);
1023 glDrawArrays(GL_TRIANGLE_STRIP, 0, count);
1027 // Enable color writes & disable stencil writes
1028 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
1032 If the maximum value in the stencil buffer is GL_STENCIL_HIGH_BIT - 1,
1033 restore the stencil buffer to a pristine state. The current clip region
1034 is set to 1, and the rest to 0.
1036 void QGL2PaintEngineExPrivate::resetClipIfNeeded()
1038 if (maxClip != (GL_STENCIL_HIGH_BIT - 1))
1041 Q_Q(QGL2PaintEngineEx);
1044 glEnable(GL_STENCIL_TEST);
1045 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
1047 QRectF bounds = q->state()->matrix.inverted().mapRect(QRectF(0, 0, width, height));
1048 QGLRect rect(bounds.left(), bounds.top(), bounds.right(), bounds.bottom());
1050 // Set high bit on clip region
1051 glStencilFunc(GL_LEQUAL, q->state()->currentClip, 0xff);
1052 glStencilOp(GL_KEEP, GL_INVERT, GL_INVERT);
1053 glStencilMask(GL_STENCIL_HIGH_BIT);
1056 // Reset clipping to 1 and everything else to zero
1057 glStencilFunc(GL_NOTEQUAL, 0x01, GL_STENCIL_HIGH_BIT);
1058 glStencilOp(GL_ZERO, GL_REPLACE, GL_REPLACE);
1059 glStencilMask(0xff);
1062 q->state()->currentClip = 1;
1063 q->state()->canRestoreClip = false;
1068 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
1071 bool QGL2PaintEngineExPrivate::prepareForDraw(bool srcPixelsAreOpaque)
1073 if (brushTextureDirty && mode != ImageDrawingMode && mode != ImageArrayDrawingMode)
1074 updateBrushTexture();
1076 if (compositionModeDirty)
1077 updateCompositionMode();
1082 const bool stateHasOpacity = q->state()->opacity < 0.99f;
1083 if (q->state()->composition_mode == QPainter::CompositionMode_Source
1084 || (q->state()->composition_mode == QPainter::CompositionMode_SourceOver
1085 && srcPixelsAreOpaque && !stateHasOpacity))
1087 glDisable(GL_BLEND);
1092 QGLEngineShaderManager::OpacityMode opacityMode;
1093 if (mode == ImageArrayDrawingMode) {
1094 opacityMode = QGLEngineShaderManager::AttributeOpacity;
1096 opacityMode = stateHasOpacity ? QGLEngineShaderManager::UniformOpacity
1097 : QGLEngineShaderManager::NoOpacity;
1098 if (stateHasOpacity && (mode != ImageDrawingMode)) {
1100 bool brushIsPattern = (currentBrush.style() >= Qt::Dense1Pattern) &&
1101 (currentBrush.style() <= Qt::DiagCrossPattern);
1103 if ((currentBrush.style() == Qt::SolidPattern) || brushIsPattern)
1104 opacityMode = QGLEngineShaderManager::NoOpacity; // Global opacity handled by srcPixel shader
1107 shaderManager->setOpacityMode(opacityMode);
1109 bool changed = shaderManager->useCorrectShaderProg();
1110 // If the shader program needs changing, we change it and mark all uniforms as dirty
1112 // The shader program has changed so mark all uniforms as dirty:
1113 brushUniformsDirty = true;
1114 opacityUniformDirty = true;
1115 matrixUniformDirty = true;
1118 if (brushUniformsDirty && mode != ImageDrawingMode && mode != ImageArrayDrawingMode)
1119 updateBrushUniforms();
1121 if (opacityMode == QGLEngineShaderManager::UniformOpacity && opacityUniformDirty) {
1122 shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::GlobalOpacity), (GLfloat)q->state()->opacity);
1123 opacityUniformDirty = false;
1126 if (matrixUniformDirty && shaderManager->hasComplexGeometry()) {
1127 shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::Matrix),
1129 matrixUniformDirty = false;
1135 void QGL2PaintEngineExPrivate::composite(const QGLRect& boundingRect)
1137 setCoords(staticVertexCoordinateArray, boundingRect);
1138 setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, staticVertexCoordinateArray);
1139 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1142 // Draws the vertex array as a set of <vertexArrayStops.size()> triangle fans.
1143 void QGL2PaintEngineExPrivate::drawVertexArrays(const float *data, int *stops, int stopCount,
1146 // Now setup the pointer to the vertex array:
1147 setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, (GLfloat*)data);
1149 int previousStop = 0;
1150 for (int i=0; i<stopCount; ++i) {
1151 int stop = stops[i];
1153 qDebug("Drawing triangle fan for vertecies %d -> %d:", previousStop, stop-1);
1154 for (int i=previousStop; i<stop; ++i)
1155 qDebug(" %02d: [%.2f, %.2f]", i, vertexArray.data()[i].x, vertexArray.data()[i].y);
1157 glDrawArrays(primitive, previousStop, stop - previousStop);
1158 previousStop = stop;
1162 /////////////////////////////////// Public Methods //////////////////////////////////////////
1164 QGL2PaintEngineEx::QGL2PaintEngineEx()
1165 : QPaintEngineEx(*(new QGL2PaintEngineExPrivate(this)))
1169 QGL2PaintEngineEx::~QGL2PaintEngineEx()
1173 void QGL2PaintEngineEx::fill(const QVectorPath &path, const QBrush &brush)
1175 Q_D(QGL2PaintEngineEx);
1177 if (qbrush_style(brush) == Qt::NoBrush)
1184 Q_GUI_EXPORT bool qt_scaleForTransform(const QTransform &transform, qreal *scale); // qtransform.cpp
1187 void QGL2PaintEngineEx::stroke(const QVectorPath &path, const QPen &pen)
1189 Q_D(QGL2PaintEngineEx);
1191 const QBrush &penBrush = qpen_brush(pen);
1192 if (qpen_style(pen) == Qt::NoPen || qbrush_style(penBrush) == Qt::NoBrush)
1195 QOpenGL2PaintEngineState *s = state();
1196 if (pen.isCosmetic() && !qt_scaleForTransform(s->transform(), 0)) {
1197 // QTriangulatingStroker class is not meant to support cosmetically sheared strokes.
1198 QPaintEngineEx::stroke(path, pen);
1203 d->setBrush(penBrush);
1204 d->stroke(path, pen);
1207 void QGL2PaintEngineExPrivate::stroke(const QVectorPath &path, const QPen &pen)
1209 const QOpenGL2PaintEngineState *s = q->state();
1210 if (snapToPixelGrid) {
1211 snapToPixelGrid = false;
1215 const Qt::PenStyle penStyle = qpen_style(pen);
1216 const QBrush &penBrush = qpen_brush(pen);
1217 const bool opaque = penBrush.isOpaque() && s->opacity > 0.99;
1219 transferMode(BrushDrawingMode);
1221 // updateMatrix() is responsible for setting the inverse scale on
1222 // the strokers, so we need to call it here and not wait for
1223 // prepareForDraw() down below.
1226 QRectF clip = q->state()->matrix.inverted().mapRect(q->state()->clipEnabled
1227 ? q->state()->rectangleClip
1228 : QRectF(0, 0, width, height));
1230 if (penStyle == Qt::SolidLine) {
1231 stroker.process(path, pen, clip);
1233 } else { // Some sort of dash
1234 dasher.process(path, pen, clip);
1236 QVectorPath dashStroke(dasher.points(),
1237 dasher.elementCount(),
1238 dasher.elementTypes());
1239 stroker.process(dashStroke, pen, clip);
1242 if (!stroker.vertexCount())
1246 prepareForDraw(opaque);
1247 setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, stroker.vertices());
1248 glDrawArrays(GL_TRIANGLE_STRIP, 0, stroker.vertexCount() / 2);
1250 // QBrush b(Qt::green);
1252 // d->prepareForDraw(true);
1253 // glDrawArrays(GL_LINE_STRIP, 0, d->stroker.vertexCount() / 2);
1256 qreal width = qpen_widthf(pen) / 2;
1259 qreal extra = pen.joinStyle() == Qt::MiterJoin
1260 ? qMax(pen.miterLimit() * width, width)
1263 if (pen.isCosmetic())
1264 extra = extra * inverseScale;
1266 QRectF bounds = path.controlPointRect().adjusted(-extra, -extra, extra, extra);
1268 fillStencilWithVertexArray(stroker.vertices(), stroker.vertexCount() / 2,
1269 0, 0, bounds, QGL2PaintEngineExPrivate::TriStripStrokeFillMode);
1271 glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE);
1273 // Pass when any bit is set, replace stencil value with 0
1274 glStencilFunc(GL_NOTEQUAL, 0, GL_STENCIL_HIGH_BIT);
1275 prepareForDraw(false);
1277 // Stencil the brush onto the dest buffer
1282 updateClipScissorTest();
1286 void QGL2PaintEngineEx::penChanged() { }
1287 void QGL2PaintEngineEx::brushChanged() { }
1288 void QGL2PaintEngineEx::brushOriginChanged() { }
1290 void QGL2PaintEngineEx::opacityChanged()
1292 // qDebug("QGL2PaintEngineEx::opacityChanged()");
1293 Q_D(QGL2PaintEngineEx);
1294 state()->opacityChanged = true;
1296 Q_ASSERT(d->shaderManager);
1297 d->brushUniformsDirty = true;
1298 d->opacityUniformDirty = true;
1301 void QGL2PaintEngineEx::compositionModeChanged()
1303 // qDebug("QGL2PaintEngineEx::compositionModeChanged()");
1304 Q_D(QGL2PaintEngineEx);
1305 state()->compositionModeChanged = true;
1306 d->compositionModeDirty = true;
1309 void QGL2PaintEngineEx::renderHintsChanged()
1311 state()->renderHintsChanged = true;
1313 #if !defined(QT_OPENGL_ES_2)
1314 if ((state()->renderHints & QPainter::Antialiasing)
1315 || (state()->renderHints & QPainter::HighQualityAntialiasing))
1316 glEnable(GL_MULTISAMPLE);
1318 glDisable(GL_MULTISAMPLE);
1321 Q_D(QGL2PaintEngineEx);
1322 d->lastTextureUsed = GLuint(-1);
1323 d->brushTextureDirty = true;
1324 // qDebug("QGL2PaintEngineEx::renderHintsChanged() not implemented!");
1327 void QGL2PaintEngineEx::transformChanged()
1329 Q_D(QGL2PaintEngineEx);
1330 d->matrixDirty = true;
1331 state()->matrixChanged = true;
1335 static const QRectF scaleRect(const QRectF &r, qreal sx, qreal sy)
1337 return QRectF(r.x() * sx, r.y() * sy, r.width() * sx, r.height() * sy);
1340 void QGL2PaintEngineEx::drawPixmap(const QRectF& dest, const QPixmap & pixmap, const QRectF & src)
1342 Q_D(QGL2PaintEngineEx);
1343 QGLContext *ctx = d->ctx;
1345 int max_texture_size = ctx->d_func()->maxTextureSize();
1346 if (pixmap.width() > max_texture_size || pixmap.height() > max_texture_size) {
1347 QPixmap scaled = pixmap.scaled(max_texture_size, max_texture_size, Qt::KeepAspectRatio);
1349 const qreal sx = scaled.width() / qreal(pixmap.width());
1350 const qreal sy = scaled.height() / qreal(pixmap.height());
1352 drawPixmap(dest, scaled, scaleRect(src, sx, sy));
1357 d->transferMode(ImageDrawingMode);
1359 QGLContext::BindOptions bindOptions = QGLContext::InternalBindOption|QGLContext::CanFlipNativePixmapBindOption;
1360 #ifdef QGL_USE_TEXTURE_POOL
1361 bindOptions |= QGLContext::TemporarilyCachedBindOption;
1364 glActiveTexture(GL_TEXTURE0 + QT_IMAGE_TEXTURE_UNIT);
1365 QGLTexture *texture =
1366 ctx->d_func()->bindTexture(pixmap, GL_TEXTURE_2D, GL_RGBA, bindOptions);
1368 GLfloat top = texture->options & QGLContext::InvertedYBindOption ? (pixmap.height() - src.top()) : src.top();
1369 GLfloat bottom = texture->options & QGLContext::InvertedYBindOption ? (pixmap.height() - src.bottom()) : src.bottom();
1370 QGLRect srcRect(src.left(), top, src.right(), bottom);
1372 bool isBitmap = pixmap.isQBitmap();
1373 bool isOpaque = !isBitmap && !pixmap.hasAlpha();
1375 d->updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE,
1376 state()->renderHints & QPainter::SmoothPixmapTransform, texture->id);
1377 d->drawTexture(dest, srcRect, pixmap.size(), isOpaque, isBitmap);
1379 if (texture->options&QGLContext::TemporarilyCachedBindOption) {
1380 // pixmap was temporarily cached as a QImage texture by pooling system
1381 // and should be destroyed immediately
1382 QGLTextureCache::instance()->remove(ctx, texture->id);
1386 void QGL2PaintEngineEx::drawImage(const QRectF& dest, const QImage& image, const QRectF& src,
1387 Qt::ImageConversionFlags)
1389 Q_D(QGL2PaintEngineEx);
1390 QGLContext *ctx = d->ctx;
1392 int max_texture_size = ctx->d_func()->maxTextureSize();
1393 if (image.width() > max_texture_size || image.height() > max_texture_size) {
1394 QImage scaled = image.scaled(max_texture_size, max_texture_size, Qt::KeepAspectRatio);
1396 const qreal sx = scaled.width() / qreal(image.width());
1397 const qreal sy = scaled.height() / qreal(image.height());
1399 drawImage(dest, scaled, scaleRect(src, sx, sy));
1404 d->transferMode(ImageDrawingMode);
1406 glActiveTexture(GL_TEXTURE0 + QT_IMAGE_TEXTURE_UNIT);
1408 QGLContext::BindOptions bindOptions = QGLContext::InternalBindOption;
1409 #ifdef QGL_USE_TEXTURE_POOL
1410 bindOptions |= QGLContext::TemporarilyCachedBindOption;
1413 QGLTexture *texture = ctx->d_func()->bindTexture(image, GL_TEXTURE_2D, GL_RGBA, bindOptions);
1414 GLuint id = texture->id;
1416 d->updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE,
1417 state()->renderHints & QPainter::SmoothPixmapTransform, id);
1418 d->drawTexture(dest, src, image.size(), !image.hasAlphaChannel());
1420 if (texture->options&QGLContext::TemporarilyCachedBindOption) {
1421 // image was temporarily cached by texture pooling system
1422 // and should be destroyed immediately
1423 QGLTextureCache::instance()->remove(ctx, texture->id);
1427 void QGL2PaintEngineEx::drawStaticTextItem(QStaticTextItem *textItem)
1429 Q_D(QGL2PaintEngineEx);
1433 QFontEngineGlyphCache::Type glyphType = textItem->fontEngine()->glyphFormat >= 0
1434 ? QFontEngineGlyphCache::Type(textItem->fontEngine()->glyphFormat)
1435 : d->glyphCacheType;
1436 if (glyphType == QFontEngineGlyphCache::Raster_RGBMask) {
1437 if (d->device->alphaRequested() || state()->matrix.type() > QTransform::TxTranslate
1438 || (state()->composition_mode != QPainter::CompositionMode_Source
1439 && state()->composition_mode != QPainter::CompositionMode_SourceOver))
1441 glyphType = QFontEngineGlyphCache::Raster_A8;
1445 d->drawCachedGlyphs(glyphType, textItem);
1448 bool QGL2PaintEngineEx::drawTexture(const QRectF &dest, GLuint textureId, const QSize &size, const QRectF &src)
1450 Q_D(QGL2PaintEngineEx);
1451 if (!d->shaderManager)
1455 d->transferMode(ImageDrawingMode);
1457 #ifndef QT_OPENGL_ES_2
1458 QGLContext *ctx = d->ctx;
1460 glActiveTexture(GL_TEXTURE0 + QT_IMAGE_TEXTURE_UNIT);
1461 glBindTexture(GL_TEXTURE_2D, textureId);
1463 QGLRect srcRect(src.left(), src.bottom(), src.right(), src.top());
1465 d->updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE,
1466 state()->renderHints & QPainter::SmoothPixmapTransform, textureId);
1467 d->drawTexture(dest, srcRect, size, false);
1471 void QGL2PaintEngineEx::drawTextItem(const QPointF &p, const QTextItem &textItem)
1473 Q_D(QGL2PaintEngineEx);
1476 QOpenGL2PaintEngineState *s = state();
1478 const QTextItemInt &ti = static_cast<const QTextItemInt &>(textItem);
1480 QTransform::TransformationType txtype = s->matrix.type();
1482 float det = s->matrix.determinant();
1483 bool drawCached = txtype < QTransform::TxProject;
1485 // don't try to cache huge fonts or vastly transformed fonts
1486 const qreal pixelSize = ti.fontEngine->fontDef.pixelSize;
1487 if (pixelSize * pixelSize * qAbs(det) >= QT_MAX_CACHED_GLYPH_SIZE * QT_MAX_CACHED_GLYPH_SIZE ||
1488 det < 0.25f || det > 4.f)
1491 QFontEngineGlyphCache::Type glyphType = ti.fontEngine->glyphFormat >= 0
1492 ? QFontEngineGlyphCache::Type(ti.fontEngine->glyphFormat)
1493 : d->glyphCacheType;
1496 if (glyphType == QFontEngineGlyphCache::Raster_RGBMask) {
1497 if (d->device->alphaRequested() || txtype > QTransform::TxTranslate
1498 || (state()->composition_mode != QPainter::CompositionMode_Source
1499 && state()->composition_mode != QPainter::CompositionMode_SourceOver))
1501 glyphType = QFontEngineGlyphCache::Raster_A8;
1506 QVarLengthArray<QFixedPoint> positions;
1507 QVarLengthArray<glyph_t> glyphs;
1508 QTransform matrix = QTransform::fromTranslate(p.x(), p.y());
1509 ti.fontEngine->getGlyphPositions(ti.glyphs, matrix, ti.flags, glyphs, positions);
1512 QStaticTextItem staticTextItem;
1513 staticTextItem.chars = const_cast<QChar *>(ti.chars);
1514 staticTextItem.setFontEngine(ti.fontEngine);
1515 staticTextItem.glyphs = glyphs.data();
1516 staticTextItem.numChars = ti.num_chars;
1517 staticTextItem.numGlyphs = glyphs.size();
1518 staticTextItem.glyphPositions = positions.data();
1520 d->drawCachedGlyphs(glyphType, &staticTextItem);
1525 QPaintEngineEx::drawTextItem(p, ti);
1530 class QOpenGLStaticTextUserData: public QStaticTextUserData
1533 QOpenGLStaticTextUserData()
1534 : QStaticTextUserData(OpenGLUserData), cacheSize(0, 0), cacheSerialNumber(0)
1538 ~QOpenGLStaticTextUserData()
1543 QGL2PEXVertexArray vertexCoordinateArray;
1544 QGL2PEXVertexArray textureCoordinateArray;
1545 QFontEngineGlyphCache::Type glyphType;
1546 int cacheSerialNumber;
1551 // #define QT_OPENGL_DRAWCACHEDGLYPHS_INDEX_ARRAY_VBO
1553 void QGL2PaintEngineExPrivate::drawCachedGlyphs(QFontEngineGlyphCache::Type glyphType,
1554 QStaticTextItem *staticTextItem)
1556 Q_Q(QGL2PaintEngineEx);
1558 QOpenGL2PaintEngineState *s = q->state();
1560 void *cacheKey = const_cast<QGLContext *>(QGLContextPrivate::contextGroup(ctx)->context());
1561 bool recreateVertexArrays = false;
1563 QGLTextureGlyphCache *cache =
1564 (QGLTextureGlyphCache *) staticTextItem->fontEngine()->glyphCache(cacheKey, glyphType, QTransform());
1565 if (!cache || cache->cacheType() != glyphType || cache->context() == 0) {
1566 cache = new QGLTextureGlyphCache(ctx, glyphType, QTransform());
1567 staticTextItem->fontEngine()->setGlyphCache(cacheKey, cache);
1568 cache->insert(ctx, cache);
1569 recreateVertexArrays = true;
1572 if (staticTextItem->userDataNeedsUpdate) {
1573 recreateVertexArrays = true;
1574 } else if (staticTextItem->userData() == 0) {
1575 recreateVertexArrays = true;
1576 } else if (staticTextItem->userData()->type != QStaticTextUserData::OpenGLUserData) {
1577 recreateVertexArrays = true;
1579 QOpenGLStaticTextUserData *userData = static_cast<QOpenGLStaticTextUserData *>(staticTextItem->userData());
1580 if (userData->glyphType != glyphType) {
1581 recreateVertexArrays = true;
1582 } else if (userData->cacheSerialNumber != cache->serialNumber()) {
1583 recreateVertexArrays = true;
1587 // We only need to update the cache with new glyphs if we are actually going to recreate the vertex arrays.
1588 // If the cache size has changed, we do need to regenerate the vertices, but we don't need to repopulate the
1589 // cache so this text is performed before we test if the cache size has changed.
1590 if (recreateVertexArrays) {
1591 cache->setPaintEnginePrivate(this);
1592 if (!cache->populate(staticTextItem->fontEngine(), staticTextItem->numGlyphs,
1593 staticTextItem->glyphs, staticTextItem->glyphPositions)) {
1594 // No space for glyphs in cache. We need to reset it and try again.
1596 cache->populate(staticTextItem->fontEngine(), staticTextItem->numGlyphs,
1597 staticTextItem->glyphs, staticTextItem->glyphPositions);
1599 cache->fillInPendingGlyphs();
1602 if (cache->width() == 0 || cache->height() == 0)
1605 transferMode(TextDrawingMode);
1607 int margin = cache->glyphMargin();
1609 GLfloat dx = 1.0 / cache->width();
1610 GLfloat dy = 1.0 / cache->height();
1612 // Use global arrays by default
1613 QGL2PEXVertexArray *vertexCoordinates = &vertexCoordinateArray;
1614 QGL2PEXVertexArray *textureCoordinates = &textureCoordinateArray;
1616 if (staticTextItem->useBackendOptimizations) {
1617 QOpenGLStaticTextUserData *userData = 0;
1619 if (staticTextItem->userData() == 0
1620 || staticTextItem->userData()->type != QStaticTextUserData::OpenGLUserData) {
1622 userData = new QOpenGLStaticTextUserData();
1623 staticTextItem->setUserData(userData);
1626 userData = static_cast<QOpenGLStaticTextUserData*>(staticTextItem->userData());
1629 userData->glyphType = glyphType;
1630 userData->cacheSerialNumber = cache->serialNumber();
1632 // Use cache if backend optimizations is turned on
1633 vertexCoordinates = &userData->vertexCoordinateArray;
1634 textureCoordinates = &userData->textureCoordinateArray;
1636 QSize size(cache->width(), cache->height());
1637 if (userData->cacheSize != size) {
1638 recreateVertexArrays = true;
1639 userData->cacheSize = size;
1643 if (recreateVertexArrays) {
1644 vertexCoordinates->clear();
1645 textureCoordinates->clear();
1647 bool supportsSubPixelPositions = staticTextItem->fontEngine()->supportsSubPixelPositions();
1648 for (int i=0; i<staticTextItem->numGlyphs; ++i) {
1649 QFixed subPixelPosition;
1650 if (supportsSubPixelPositions)
1651 subPixelPosition = cache->subPixelPositionForX(staticTextItem->glyphPositions[i].x);
1653 QTextureGlyphCache::GlyphAndSubPixelPosition glyph(staticTextItem->glyphs[i], subPixelPosition);
1655 const QTextureGlyphCache::Coord &c = cache->coords[glyph];
1659 int x = qFloor(staticTextItem->glyphPositions[i].x) + c.baseLineX - margin;
1660 int y = qFloor(staticTextItem->glyphPositions[i].y) - c.baseLineY - margin;
1662 vertexCoordinates->addQuad(QRectF(x, y, c.w, c.h));
1663 textureCoordinates->addQuad(QRectF(c.x*dx, c.y*dy, c.w * dx, c.h * dy));
1666 staticTextItem->userDataNeedsUpdate = false;
1669 int numGlyphs = vertexCoordinates->vertexCount() / 4;
1671 if (elementIndices.size() < numGlyphs*6) {
1672 Q_ASSERT(elementIndices.size() % 6 == 0);
1673 int j = elementIndices.size() / 6 * 4;
1674 while (j < numGlyphs*4) {
1675 elementIndices.append(j + 0);
1676 elementIndices.append(j + 0);
1677 elementIndices.append(j + 1);
1678 elementIndices.append(j + 2);
1679 elementIndices.append(j + 3);
1680 elementIndices.append(j + 3);
1685 #if defined(QT_OPENGL_DRAWCACHEDGLYPHS_INDEX_ARRAY_VBO)
1686 if (elementIndicesVBOId == 0)
1687 glGenBuffers(1, &elementIndicesVBOId);
1689 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementIndicesVBOId);
1690 glBufferData(GL_ELEMENT_ARRAY_BUFFER, elementIndices.size() * sizeof(GLushort),
1691 elementIndices.constData(), GL_STATIC_DRAW);
1694 #if defined(QT_OPENGL_DRAWCACHEDGLYPHS_INDEX_ARRAY_VBO)
1695 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementIndicesVBOId);
1699 setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, (GLfloat*)vertexCoordinates->data());
1700 setVertexAttributePointer(QT_TEXTURE_COORDS_ATTR, (GLfloat*)textureCoordinates->data());
1702 if (!snapToPixelGrid) {
1703 snapToPixelGrid = true;
1707 QBrush pensBrush = q->state()->pen.brush();
1708 setBrush(pensBrush);
1710 if (glyphType == QFontEngineGlyphCache::Raster_RGBMask) {
1712 // Subpixel antialiasing without gamma correction
1714 QPainter::CompositionMode compMode = q->state()->composition_mode;
1715 Q_ASSERT(compMode == QPainter::CompositionMode_Source
1716 || compMode == QPainter::CompositionMode_SourceOver);
1718 shaderManager->setMaskType(QGLEngineShaderManager::SubPixelMaskPass1);
1720 if (pensBrush.style() == Qt::SolidPattern) {
1721 // Solid patterns can get away with only one pass.
1722 QColor c = pensBrush.color();
1723 qreal oldOpacity = q->state()->opacity;
1724 if (compMode == QPainter::CompositionMode_Source) {
1725 c = qt_premultiplyColor(c, q->state()->opacity);
1726 q->state()->opacity = 1;
1727 opacityUniformDirty = true;
1730 compositionModeDirty = false; // I can handle this myself, thank you very much
1731 prepareForDraw(false); // Text always causes src pixels to be transparent
1733 // prepareForDraw() have set the opacity on the current shader, so the opacity state can now be reset.
1734 if (compMode == QPainter::CompositionMode_Source) {
1735 q->state()->opacity = oldOpacity;
1736 opacityUniformDirty = true;
1740 glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR);
1741 glBlendColor(c.redF(), c.greenF(), c.blueF(), c.alphaF());
1743 // Other brush styles need two passes.
1745 qreal oldOpacity = q->state()->opacity;
1746 if (compMode == QPainter::CompositionMode_Source) {
1747 q->state()->opacity = 1;
1748 opacityUniformDirty = true;
1749 pensBrush = Qt::white;
1750 setBrush(pensBrush);
1753 compositionModeDirty = false; // I can handle this myself, thank you very much
1754 prepareForDraw(false); // Text always causes src pixels to be transparent
1756 glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
1758 glActiveTexture(GL_TEXTURE0 + QT_MASK_TEXTURE_UNIT);
1759 glBindTexture(GL_TEXTURE_2D, cache->texture());
1760 updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, false);
1762 #if defined(QT_OPENGL_DRAWCACHEDGLYPHS_INDEX_ARRAY_VBO)
1763 glDrawElements(GL_TRIANGLE_STRIP, 6 * numGlyphs, GL_UNSIGNED_SHORT, 0);
1765 glDrawElements(GL_TRIANGLE_STRIP, 6 * numGlyphs, GL_UNSIGNED_SHORT, elementIndices.data());
1768 shaderManager->setMaskType(QGLEngineShaderManager::SubPixelMaskPass2);
1770 if (compMode == QPainter::CompositionMode_Source) {
1771 q->state()->opacity = oldOpacity;
1772 opacityUniformDirty = true;
1773 pensBrush = q->state()->pen.brush();
1774 setBrush(pensBrush);
1777 compositionModeDirty = false;
1778 prepareForDraw(false); // Text always causes src pixels to be transparent
1780 glBlendFunc(GL_ONE, GL_ONE);
1782 compositionModeDirty = true;
1784 // Greyscale/mono glyphs
1786 shaderManager->setMaskType(QGLEngineShaderManager::PixelMask);
1787 prepareForDraw(false); // Text always causes src pixels to be transparent
1789 //### TODO: Gamma correction
1791 QGLTextureGlyphCache::FilterMode filterMode = (s->matrix.type() > QTransform::TxTranslate)?QGLTextureGlyphCache::Linear:QGLTextureGlyphCache::Nearest;
1792 if (lastMaskTextureUsed != cache->texture() || cache->filterMode() != filterMode) {
1794 glActiveTexture(GL_TEXTURE0 + QT_MASK_TEXTURE_UNIT);
1795 if (lastMaskTextureUsed != cache->texture()) {
1796 glBindTexture(GL_TEXTURE_2D, cache->texture());
1797 lastMaskTextureUsed = cache->texture();
1800 if (cache->filterMode() != filterMode) {
1801 if (filterMode == QGLTextureGlyphCache::Linear) {
1802 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1803 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
1805 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1806 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1808 cache->setFilterMode(filterMode);
1812 #if defined(QT_OPENGL_DRAWCACHEDGLYPHS_INDEX_ARRAY_VBO)
1813 glDrawElements(GL_TRIANGLE_STRIP, 6 * numGlyphs, GL_UNSIGNED_SHORT, 0);
1814 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
1816 glDrawElements(GL_TRIANGLE_STRIP, 6 * numGlyphs, GL_UNSIGNED_SHORT, elementIndices.data());
1820 void QGL2PaintEngineEx::drawPixmapFragments(const QPainter::PixmapFragment *fragments, int fragmentCount, const QPixmap &pixmap,
1821 QPainter::PixmapFragmentHints hints)
1823 Q_D(QGL2PaintEngineEx);
1824 // Use fallback for extended composition modes.
1825 if (state()->composition_mode > QPainter::CompositionMode_Plus) {
1826 QPaintEngineEx::drawPixmapFragments(fragments, fragmentCount, pixmap, hints);
1831 int max_texture_size = d->ctx->d_func()->maxTextureSize();
1832 if (pixmap.width() > max_texture_size || pixmap.height() > max_texture_size) {
1833 QPixmap scaled = pixmap.scaled(max_texture_size, max_texture_size, Qt::KeepAspectRatio);
1834 d->drawPixmapFragments(fragments, fragmentCount, scaled, hints);
1836 d->drawPixmapFragments(fragments, fragmentCount, pixmap, hints);
1841 void QGL2PaintEngineExPrivate::drawPixmapFragments(const QPainter::PixmapFragment *fragments,
1842 int fragmentCount, const QPixmap &pixmap,
1843 QPainter::PixmapFragmentHints hints)
1845 GLfloat dx = 1.0f / pixmap.size().width();
1846 GLfloat dy = 1.0f / pixmap.size().height();
1848 vertexCoordinateArray.clear();
1849 textureCoordinateArray.clear();
1850 opacityArray.reset();
1852 if (snapToPixelGrid) {
1853 snapToPixelGrid = false;
1857 bool allOpaque = true;
1859 for (int i = 0; i < fragmentCount; ++i) {
1862 if (fragments[i].rotation != 0) {
1863 s = qFastSin(fragments[i].rotation * Q_PI / 180);
1864 c = qFastCos(fragments[i].rotation * Q_PI / 180);
1867 qreal right = 0.5 * fragments[i].scaleX * fragments[i].width;
1868 qreal bottom = 0.5 * fragments[i].scaleY * fragments[i].height;
1869 QGLPoint bottomRight(right * c - bottom * s, right * s + bottom * c);
1870 QGLPoint bottomLeft(-right * c - bottom * s, -right * s + bottom * c);
1872 vertexCoordinateArray.addVertex(bottomRight.x + fragments[i].x, bottomRight.y + fragments[i].y);
1873 vertexCoordinateArray.addVertex(-bottomLeft.x + fragments[i].x, -bottomLeft.y + fragments[i].y);
1874 vertexCoordinateArray.addVertex(-bottomRight.x + fragments[i].x, -bottomRight.y + fragments[i].y);
1875 vertexCoordinateArray.addVertex(-bottomRight.x + fragments[i].x, -bottomRight.y + fragments[i].y);
1876 vertexCoordinateArray.addVertex(bottomLeft.x + fragments[i].x, bottomLeft.y + fragments[i].y);
1877 vertexCoordinateArray.addVertex(bottomRight.x + fragments[i].x, bottomRight.y + fragments[i].y);
1879 QGLRect src(fragments[i].sourceLeft * dx, fragments[i].sourceTop * dy,
1880 (fragments[i].sourceLeft + fragments[i].width) * dx,
1881 (fragments[i].sourceTop + fragments[i].height) * dy);
1883 textureCoordinateArray.addVertex(src.right, src.bottom);
1884 textureCoordinateArray.addVertex(src.right, src.top);
1885 textureCoordinateArray.addVertex(src.left, src.top);
1886 textureCoordinateArray.addVertex(src.left, src.top);
1887 textureCoordinateArray.addVertex(src.left, src.bottom);
1888 textureCoordinateArray.addVertex(src.right, src.bottom);
1890 qreal opacity = fragments[i].opacity * q->state()->opacity;
1891 opacityArray << opacity << opacity << opacity << opacity << opacity << opacity;
1892 allOpaque &= (opacity >= 0.99f);
1895 glActiveTexture(GL_TEXTURE0 + QT_IMAGE_TEXTURE_UNIT);
1896 QGLTexture *texture = ctx->d_func()->bindTexture(pixmap, GL_TEXTURE_2D, GL_RGBA,
1897 QGLContext::InternalBindOption
1898 | QGLContext::CanFlipNativePixmapBindOption);
1900 if (texture->options & QGLContext::InvertedYBindOption) {
1901 // Flip texture y-coordinate.
1902 QGLPoint *data = textureCoordinateArray.data();
1903 for (int i = 0; i < 6 * fragmentCount; ++i)
1904 data[i].y = 1 - data[i].y;
1907 transferMode(ImageArrayDrawingMode);
1909 bool isBitmap = pixmap.isQBitmap();
1910 bool isOpaque = !isBitmap && (!pixmap.hasAlpha() || (hints & QPainter::OpaqueHint)) && allOpaque;
1912 updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE,
1913 q->state()->renderHints & QPainter::SmoothPixmapTransform, texture->id);
1915 // Setup for texture drawing
1916 currentBrush = noBrush;
1917 shaderManager->setSrcPixelType(isBitmap ? QGLEngineShaderManager::PatternSrc
1918 : QGLEngineShaderManager::ImageSrc);
1919 if (prepareForDraw(isOpaque))
1920 shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::ImageTexture), QT_IMAGE_TEXTURE_UNIT);
1923 QColor col = qt_premultiplyColor(q->state()->pen.color(), (GLfloat)q->state()->opacity);
1924 shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::PatternColor), col);
1927 glDrawArrays(GL_TRIANGLES, 0, 6 * fragmentCount);
1930 bool QGL2PaintEngineEx::begin(QPaintDevice *pdev)
1932 Q_D(QGL2PaintEngineEx);
1934 // qDebug("QGL2PaintEngineEx::begin()");
1935 if (pdev->devType() == QInternal::OpenGL)
1936 d->device = static_cast<QGLPaintDevice*>(pdev);
1938 d->device = QGLPaintDevice::getDevice(pdev);
1943 d->ctx = d->device->context();
1944 d->ctx->d_ptr->active_engine = this;
1946 const QSize sz = d->device->size();
1947 d->width = sz.width();
1948 d->height = sz.height();
1949 d->mode = BrushDrawingMode;
1950 d->brushTextureDirty = true;
1951 d->brushUniformsDirty = true;
1952 d->matrixUniformDirty = true;
1953 d->matrixDirty = true;
1954 d->compositionModeDirty = true;
1955 d->opacityUniformDirty = true;
1956 d->needsSync = true;
1957 d->useSystemClip = !systemClip().isEmpty();
1958 d->currentBrush = QBrush();
1960 d->dirtyStencilRegion = QRect(0, 0, d->width, d->height);
1961 d->stencilClean = true;
1963 // Calling begin paint should make the correct context current. So, any
1964 // code which calls into GL or otherwise needs a current context *must*
1965 // go after beginPaint:
1966 d->device->beginPaint();
1968 #if !defined(QT_OPENGL_ES_2)
1969 bool success = qt_resolve_version_2_0_functions(d->ctx)
1970 && qt_resolve_buffer_extensions(d->ctx);
1975 d->shaderManager = new QGLEngineShaderManager(d->ctx);
1977 glDisable(GL_STENCIL_TEST);
1978 glDisable(GL_DEPTH_TEST);
1979 glDisable(GL_SCISSOR_TEST);
1981 #if !defined(QT_OPENGL_ES_2)
1982 glDisable(GL_MULTISAMPLE);
1985 d->glyphCacheType = QFontEngineGlyphCache::Raster_A8;
1987 #if !defined(QT_OPENGL_ES_2)
1988 #if defined(Q_WS_WIN)
1989 if (qt_cleartype_enabled)
1991 #if defined(Q_WS_MAC)
1992 if (qt_applefontsmoothing_enabled)
1994 d->glyphCacheType = QFontEngineGlyphCache::Raster_RGBMask;
1997 #if defined(QT_OPENGL_ES_2)
1998 // OpenGL ES can't switch MSAA off, so if the gl paint device is
1999 // multisampled, it's always multisampled.
2000 d->multisamplingAlwaysEnabled = d->device->format().sampleBuffers();
2002 d->multisamplingAlwaysEnabled = false;
2008 bool QGL2PaintEngineEx::end()
2010 Q_D(QGL2PaintEngineEx);
2011 QGLContext *ctx = d->ctx;
2014 d->transferMode(BrushDrawingMode);
2015 d->device->endPaint();
2017 #if defined(Q_WS_X11)
2018 // On some (probably all) drivers, deleting an X pixmap which has been bound to a texture
2019 // before calling glFinish/swapBuffers renders garbage. Presumably this is because X deletes
2020 // the pixmap behind the driver's back before it's had a chance to use it. To fix this, we
2021 // reference all QPixmaps which have been bound to stop them being deleted and only deref
2022 // them here, after swapBuffers, where they can be safely deleted.
2023 ctx->d_func()->boundPixmaps.clear();
2025 d->ctx->d_ptr->active_engine = 0;
2029 delete d->shaderManager;
2030 d->shaderManager = 0;
2031 d->currentBrush = QBrush();
2033 #ifdef QT_OPENGL_CACHE_AS_VBOS
2034 if (!d->unusedVBOSToClean.isEmpty()) {
2035 glDeleteBuffers(d->unusedVBOSToClean.size(), d->unusedVBOSToClean.constData());
2036 d->unusedVBOSToClean.clear();
2038 if (!d->unusedIBOSToClean.isEmpty()) {
2039 glDeleteBuffers(d->unusedIBOSToClean.size(), d->unusedIBOSToClean.constData());
2040 d->unusedIBOSToClean.clear();
2047 void QGL2PaintEngineEx::ensureActive()
2049 Q_D(QGL2PaintEngineEx);
2050 QGLContext *ctx = d->ctx;
2052 if (isActive() && ctx->d_ptr->active_engine != this) {
2053 ctx->d_ptr->active_engine = this;
2054 d->needsSync = true;
2057 d->device->ensureActiveTarget();
2060 d->transferMode(BrushDrawingMode);
2061 glViewport(0, 0, d->width, d->height);
2062 d->needsSync = false;
2063 d->lastMaskTextureUsed = 0;
2064 d->shaderManager->setDirty();
2065 d->ctx->d_func()->syncGlState();
2066 for (int i = 0; i < 3; ++i)
2067 d->vertexAttribPointers[i] = (GLfloat*)-1; // Assume the pointers are clobbered
2072 void QGL2PaintEngineExPrivate::updateClipScissorTest()
2074 Q_Q(QGL2PaintEngineEx);
2075 if (q->state()->clipTestEnabled) {
2076 glEnable(GL_STENCIL_TEST);
2077 glStencilFunc(GL_LEQUAL, q->state()->currentClip, ~GL_STENCIL_HIGH_BIT);
2079 glDisable(GL_STENCIL_TEST);
2080 glStencilFunc(GL_ALWAYS, 0, 0xff);
2083 #ifdef QT_GL_NO_SCISSOR_TEST
2084 currentScissorBounds = QRect(0, 0, width, height);
2086 QRect bounds = q->state()->rectangleClip;
2087 if (!q->state()->clipEnabled) {
2089 bounds = systemClip.boundingRect();
2091 bounds = QRect(0, 0, width, height);
2094 bounds = bounds.intersected(systemClip.boundingRect());
2096 bounds = bounds.intersected(QRect(0, 0, width, height));
2099 currentScissorBounds = bounds;
2101 if (bounds == QRect(0, 0, width, height)) {
2102 glDisable(GL_SCISSOR_TEST);
2104 glEnable(GL_SCISSOR_TEST);
2110 void QGL2PaintEngineExPrivate::setScissor(const QRect &rect)
2112 const int left = rect.left();
2113 const int width = rect.width();
2114 int bottom = height - (rect.top() + rect.height());
2115 if (device->isFlipped()) {
2116 bottom = rect.top();
2118 const int height = rect.height();
2120 glScissor(left, bottom, width, height);
2123 void QGL2PaintEngineEx::clipEnabledChanged()
2125 Q_D(QGL2PaintEngineEx);
2127 state()->clipChanged = true;
2129 if (painter()->hasClipping())
2130 d->regenerateClip();
2132 d->systemStateChanged();
2135 void QGL2PaintEngineExPrivate::clearClip(uint value)
2137 dirtyStencilRegion -= currentScissorBounds;
2139 glStencilMask(0xff);
2140 glClearStencil(value);
2141 glClear(GL_STENCIL_BUFFER_BIT);
2144 q->state()->needsClipBufferClear = false;
2147 void QGL2PaintEngineExPrivate::writeClip(const QVectorPath &path, uint value)
2149 transferMode(BrushDrawingMode);
2151 if (snapToPixelGrid) {
2152 snapToPixelGrid = false;
2159 stencilClean = false;
2161 const bool singlePass = !path.hasWindingFill()
2162 && (((q->state()->currentClip == maxClip - 1) && q->state()->clipTestEnabled)
2163 || q->state()->needsClipBufferClear);
2164 const uint referenceClipValue = q->state()->needsClipBufferClear ? 1 : q->state()->currentClip;
2166 if (q->state()->needsClipBufferClear)
2169 if (path.isEmpty()) {
2170 glEnable(GL_STENCIL_TEST);
2171 glStencilFunc(GL_LEQUAL, value, ~GL_STENCIL_HIGH_BIT);
2175 if (q->state()->clipTestEnabled)
2176 glStencilFunc(GL_LEQUAL, q->state()->currentClip, ~GL_STENCIL_HIGH_BIT);
2178 glStencilFunc(GL_ALWAYS, 0, 0xff);
2180 vertexCoordinateArray.clear();
2181 vertexCoordinateArray.addPath(path, inverseScale, false);
2184 fillStencilWithVertexArray(vertexCoordinateArray, path.hasWindingFill());
2186 glColorMask(false, false, false, false);
2187 glEnable(GL_STENCIL_TEST);
2191 // Under these conditions we can set the new stencil value in a single
2192 // pass, by using the current value and the "new value" as the toggles
2194 glStencilFunc(GL_LEQUAL, referenceClipValue, ~GL_STENCIL_HIGH_BIT);
2195 glStencilOp(GL_KEEP, GL_INVERT, GL_INVERT);
2196 glStencilMask(value ^ referenceClipValue);
2198 drawVertexArrays(vertexCoordinateArray, GL_TRIANGLE_FAN);
2200 glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE);
2201 glStencilMask(0xff);
2203 if (!q->state()->clipTestEnabled && path.hasWindingFill()) {
2204 // Pass when any clip bit is set, set high bit
2205 glStencilFunc(GL_NOTEQUAL, GL_STENCIL_HIGH_BIT, ~GL_STENCIL_HIGH_BIT);
2206 composite(vertexCoordinateArray.boundingRect());
2209 // Pass when high bit is set, replace stencil value with new clip value
2210 glStencilFunc(GL_NOTEQUAL, value, GL_STENCIL_HIGH_BIT);
2212 composite(vertexCoordinateArray.boundingRect());
2215 glStencilFunc(GL_LEQUAL, value, ~GL_STENCIL_HIGH_BIT);
2218 glColorMask(true, true, true, true);
2221 void QGL2PaintEngineEx::clip(const QVectorPath &path, Qt::ClipOperation op)
2223 // qDebug("QGL2PaintEngineEx::clip()");
2224 Q_D(QGL2PaintEngineEx);
2226 state()->clipChanged = true;
2230 if (op == Qt::ReplaceClip) {
2231 op = Qt::IntersectClip;
2232 if (d->hasClipOperations()) {
2233 d->systemStateChanged();
2234 state()->canRestoreClip = false;
2238 #ifndef QT_GL_NO_SCISSOR_TEST
2239 if (!path.isEmpty() && op == Qt::IntersectClip && (path.shape() == QVectorPath::RectangleHint)) {
2240 const QPointF* const points = reinterpret_cast<const QPointF*>(path.points());
2241 QRectF rect(points[0], points[2]);
2243 if (state()->matrix.type() <= QTransform::TxScale
2244 || (state()->matrix.type() == QTransform::TxRotate
2245 && qFuzzyIsNull(state()->matrix.m11())
2246 && qFuzzyIsNull(state()->matrix.m22())))
2248 state()->rectangleClip = state()->rectangleClip.intersected(state()->matrix.mapRect(rect).toRect());
2249 d->updateClipScissorTest();
2255 const QRect pathRect = state()->matrix.mapRect(path.controlPointRect()).toAlignedRect();
2259 if (d->useSystemClip) {
2260 state()->clipTestEnabled = true;
2261 state()->currentClip = 1;
2263 state()->clipTestEnabled = false;
2265 state()->rectangleClip = QRect(0, 0, d->width, d->height);
2266 state()->canRestoreClip = false;
2267 d->updateClipScissorTest();
2269 case Qt::IntersectClip:
2270 state()->rectangleClip = state()->rectangleClip.intersected(pathRect);
2271 d->updateClipScissorTest();
2272 d->resetClipIfNeeded();
2274 d->writeClip(path, d->maxClip);
2275 state()->currentClip = d->maxClip;
2276 state()->clipTestEnabled = true;
2278 case Qt::UniteClip: {
2279 d->resetClipIfNeeded();
2281 if (state()->rectangleClip.isValid()) {
2283 path.addRect(state()->rectangleClip);
2285 // flush the existing clip rectangle to the depth buffer
2286 d->writeClip(qtVectorPathForPath(state()->matrix.inverted().map(path)), d->maxClip);
2289 state()->clipTestEnabled = false;
2290 #ifndef QT_GL_NO_SCISSOR_TEST
2291 QRect oldRectangleClip = state()->rectangleClip;
2293 state()->rectangleClip = state()->rectangleClip.united(pathRect);
2294 d->updateClipScissorTest();
2296 QRegion extendRegion = QRegion(state()->rectangleClip) - oldRectangleClip;
2298 if (!extendRegion.isEmpty()) {
2299 QPainterPath extendPath;
2300 extendPath.addRegion(extendRegion);
2302 // first clear the depth buffer in the extended region
2303 d->writeClip(qtVectorPathForPath(state()->matrix.inverted().map(extendPath)), 0);
2306 // now write the clip path
2307 d->writeClip(path, d->maxClip);
2308 state()->canRestoreClip = false;
2309 state()->currentClip = d->maxClip;
2310 state()->clipTestEnabled = true;
2318 void QGL2PaintEngineExPrivate::regenerateClip()
2320 systemStateChanged();
2321 replayClipOperations();
2324 void QGL2PaintEngineExPrivate::systemStateChanged()
2326 Q_Q(QGL2PaintEngineEx);
2328 q->state()->clipChanged = true;
2330 if (systemClip.isEmpty()) {
2331 useSystemClip = false;
2333 if (q->paintDevice()->devType() == QInternal::Widget && currentClipWidget) {
2334 QWidgetPrivate *widgetPrivate = qt_widget_private(currentClipWidget->window());
2335 useSystemClip = widgetPrivate->extra && widgetPrivate->extra->inRenderWithPainter;
2337 useSystemClip = true;
2341 q->state()->clipTestEnabled = false;
2342 q->state()->needsClipBufferClear = true;
2344 q->state()->currentClip = 1;
2347 q->state()->rectangleClip = useSystemClip ? systemClip.boundingRect() : QRect(0, 0, width, height);
2348 updateClipScissorTest();
2350 if (systemClip.rectCount() == 1) {
2351 if (systemClip.boundingRect() == QRect(0, 0, width, height))
2352 useSystemClip = false;
2353 #ifndef QT_GL_NO_SCISSOR_TEST
2354 // scissoring takes care of the system clip
2359 if (useSystemClip) {
2363 path.addRegion(systemClip);
2365 q->state()->currentClip = 0;
2366 writeClip(qtVectorPathForPath(q->state()->matrix.inverted().map(path)), 1);
2367 q->state()->currentClip = 1;
2368 q->state()->clipTestEnabled = true;
2372 void QGL2PaintEngineEx::setState(QPainterState *new_state)
2374 // qDebug("QGL2PaintEngineEx::setState()");
2376 Q_D(QGL2PaintEngineEx);
2378 QOpenGL2PaintEngineState *s = static_cast<QOpenGL2PaintEngineState *>(new_state);
2379 QOpenGL2PaintEngineState *old_state = state();
2381 QPaintEngineEx::setState(s);
2384 // Newly created state object. The call to setState()
2385 // will either be followed by a call to begin(), or we are
2386 // setting the state as part of a save().
2391 // Setting the state as part of a restore().
2393 if (old_state == s || old_state->renderHintsChanged)
2394 renderHintsChanged();
2396 if (old_state == s || old_state->matrixChanged)
2397 d->matrixDirty = true;
2399 if (old_state == s || old_state->compositionModeChanged)
2400 d->compositionModeDirty = true;
2402 if (old_state == s || old_state->opacityChanged)
2403 d->opacityUniformDirty = true;
2405 if (old_state == s || old_state->clipChanged) {
2406 if (old_state && old_state != s && old_state->canRestoreClip) {
2407 d->updateClipScissorTest();
2408 glDepthFunc(GL_LEQUAL);
2410 d->regenerateClip();
2415 QPainterState *QGL2PaintEngineEx::createState(QPainterState *orig) const
2418 const_cast<QGL2PaintEngineEx *>(this)->ensureActive();
2420 QOpenGL2PaintEngineState *s;
2422 s = new QOpenGL2PaintEngineState();
2424 s = new QOpenGL2PaintEngineState(*static_cast<QOpenGL2PaintEngineState *>(orig));
2426 s->matrixChanged = false;
2427 s->compositionModeChanged = false;
2428 s->opacityChanged = false;
2429 s->renderHintsChanged = false;
2430 s->clipChanged = false;
2435 QOpenGL2PaintEngineState::QOpenGL2PaintEngineState(QOpenGL2PaintEngineState &other)
2436 : QPainterState(other)
2439 needsClipBufferClear = other.needsClipBufferClear;
2440 clipTestEnabled = other.clipTestEnabled;
2441 currentClip = other.currentClip;
2442 canRestoreClip = other.canRestoreClip;
2443 rectangleClip = other.rectangleClip;
2446 QOpenGL2PaintEngineState::QOpenGL2PaintEngineState()
2449 needsClipBufferClear = true;
2450 clipTestEnabled = false;
2451 canRestoreClip = true;
2454 QOpenGL2PaintEngineState::~QOpenGL2PaintEngineState()