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39 
40 /*
41     When the active program changes, we need to update it's uniforms.
42     We could track state for each program and only update stale uniforms
43         - Could lead to lots of overhead if there's a lot of programs
44     We could update all the uniforms when the program changes
45         - Could end up updating lots of uniforms which don't need updating
46 
47     Updating uniforms should be cheap, so the overhead of updating up-to-date
48     uniforms should be minimal. It's also less complex.
49 
50     Things which _may_ cause a different program to be used:
51         - Change in brush/pen style
52         - Change in painter opacity
53         - Change in composition mode
54 
55     Whenever we set a mode on the shader manager - it needs to tell us if it had
56     to switch to a different program.
57 
58     The shader manager should only switch when we tell it to. E.g. if we set a new
59     brush style and then switch to transparent painter, we only want it to compile
60     and use the correct program when we really need it.
61 */
62 
63 // #define QT_OPENGL_CACHE_AS_VBOS
64 
65 #include "qglgradientcache_p.h"
66 #include "qpaintengineex_opengl2_p.h"
67 
68 #include <string.h> //for memcpy
69 #include <qmath.h>
70 
71 #include <private/qgl_p.h>
72 #include <private/qpaintengineex_p.h>
73 #include <QPaintEngine>
74 #include <private/qpainter_p.h>
75 #include <private/qfontengine_p.h>
76 #include <private/qdatabuffer_p.h>
77 #include <private/qstatictext_p.h>
78 #include <QtGui/private/qtriangulator_p.h>
79 
80 #include "qglengineshadermanager_p.h"
81 #include "qgl2pexvertexarray_p.h"
82 #include "qtextureglyphcache_gl_p.h"
83 
84 #include <QDebug>
85 
86 #ifndef QT_OPENGL_ES_2
87 # include <qopenglfunctions_1_1.h>
88 #endif
89 
90 QT_BEGIN_NAMESPACE
91 
92 
93 
94 Q_GUI_EXPORT QImage qt_imageForBrush(int brushStyle, bool invert);
95 
96 ////////////////////////////////// Private Methods //////////////////////////////////////////
97 
~QGL2PaintEngineExPrivate()98 QGL2PaintEngineExPrivate::~QGL2PaintEngineExPrivate()
99 {
100     delete shaderManager;
101 
102     while (pathCaches.size()) {
103         QVectorPath::CacheEntry *e = *(pathCaches.constBegin());
104         e->cleanup(e->engine, e->data);
105         e->data = 0;
106         e->engine = 0;
107     }
108 
109     if (elementIndicesVBOId != 0) {
110         glDeleteBuffers(1, &elementIndicesVBOId);
111         elementIndicesVBOId = 0;
112     }
113 }
114 
updateTextureFilter(GLenum target,GLenum wrapMode,bool smoothPixmapTransform,GLuint id)115 void QGL2PaintEngineExPrivate::updateTextureFilter(GLenum target, GLenum wrapMode, bool smoothPixmapTransform, GLuint id)
116 {
117 //    glActiveTexture(GL_TEXTURE0 + QT_BRUSH_TEXTURE_UNIT); //### Is it always this texture unit?
118     if (id != GLuint(-1) && id == lastTextureUsed)
119         return;
120 
121     lastTextureUsed = id;
122 
123     if (smoothPixmapTransform) {
124         glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
125         glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
126     } else {
127         glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
128         glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
129     }
130     glTexParameteri(target, GL_TEXTURE_WRAP_S, wrapMode);
131     glTexParameteri(target, GL_TEXTURE_WRAP_T, wrapMode);
132 }
133 
134 
qt_premultiplyColor(QColor c,GLfloat opacity)135 inline QColor qt_premultiplyColor(QColor c, GLfloat opacity)
136 {
137     qreal alpha = c.alphaF() * opacity;
138     c.setAlphaF(alpha);
139     c.setRedF(c.redF() * alpha);
140     c.setGreenF(c.greenF() * alpha);
141     c.setBlueF(c.blueF() * alpha);
142     return c;
143 }
144 
145 
setBrush(const QBrush & brush)146 void QGL2PaintEngineExPrivate::setBrush(const QBrush& brush)
147 {
148     if (qbrush_fast_equals(currentBrush, brush))
149         return;
150 
151     const Qt::BrushStyle newStyle = qbrush_style(brush);
152     Q_ASSERT(newStyle != Qt::NoBrush);
153 
154     currentBrush = brush;
155     if (!currentBrushPixmap.isNull())
156         currentBrushPixmap = QPixmap();
157     brushUniformsDirty = true; // All brushes have at least one uniform
158 
159     if (newStyle > Qt::SolidPattern)
160         brushTextureDirty = true;
161 
162     if (currentBrush.style() == Qt::TexturePattern
163         && qHasPixmapTexture(brush) && brush.texture().isQBitmap())
164     {
165         shaderManager->setSrcPixelType(QGLEngineShaderManager::TextureSrcWithPattern);
166     } else {
167         shaderManager->setSrcPixelType(newStyle);
168     }
169     shaderManager->optimiseForBrushTransform(currentBrush.transform().type());
170 }
171 
172 
useSimpleShader()173 void QGL2PaintEngineExPrivate::useSimpleShader()
174 {
175     shaderManager->useSimpleProgram();
176 
177     if (matrixDirty)
178         updateMatrix();
179 }
180 
181 // ####TODO Properly #ifdef this class to use #define symbols actually defined
182 // by OpenGL/ES includes
183 #ifndef GL_MIRRORED_REPEAT_IBM
184 #define GL_MIRRORED_REPEAT_IBM 0x8370
185 #endif
186 
updateBrushTexture()187 void QGL2PaintEngineExPrivate::updateBrushTexture()
188 {
189     Q_Q(QGL2PaintEngineEx);
190 //     qDebug("QGL2PaintEngineExPrivate::updateBrushTexture()");
191     Qt::BrushStyle style = currentBrush.style();
192 
193     if ( (style >= Qt::Dense1Pattern) && (style <= Qt::DiagCrossPattern) ) {
194         // Get the image data for the pattern
195         QImage texImage = qt_imageForBrush(style, false);
196 
197         glActiveTexture(GL_TEXTURE0 + QT_BRUSH_TEXTURE_UNIT);
198         ctx->d_func()->bindTexture(texImage, GL_TEXTURE_2D, GL_RGBA, QGLContext::InternalBindOption);
199         updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, q->state()->renderHints & QPainter::SmoothPixmapTransform);
200     }
201     else if (style >= Qt::LinearGradientPattern && style <= Qt::ConicalGradientPattern) {
202         // Gradiant brush: All the gradiants use the same texture
203 
204         const QGradient* g = currentBrush.gradient();
205 
206         // We apply global opacity in the fragment shaders, so we always pass 1.0
207         // for opacity to the cache.
208         GLuint texId = QGL2GradientCache::cacheForContext(ctx)->getBuffer(*g, 1.0);
209 
210         glActiveTexture(GL_TEXTURE0 + QT_BRUSH_TEXTURE_UNIT);
211         glBindTexture(GL_TEXTURE_2D, texId);
212 
213         if (g->spread() == QGradient::RepeatSpread || g->type() == QGradient::ConicalGradient)
214             updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, q->state()->renderHints & QPainter::SmoothPixmapTransform);
215         else if (g->spread() == QGradient::ReflectSpread)
216             updateTextureFilter(GL_TEXTURE_2D, GL_MIRRORED_REPEAT_IBM, q->state()->renderHints & QPainter::SmoothPixmapTransform);
217         else
218             updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE, q->state()->renderHints & QPainter::SmoothPixmapTransform);
219     }
220     else if (style == Qt::TexturePattern) {
221         currentBrushPixmap = currentBrush.texture();
222 
223         int max_texture_size = ctx->d_func()->maxTextureSize();
224         if (currentBrushPixmap.width() > max_texture_size || currentBrushPixmap.height() > max_texture_size)
225             currentBrushPixmap = currentBrushPixmap.scaled(max_texture_size, max_texture_size, Qt::KeepAspectRatio);
226 
227         GLuint wrapMode = GL_REPEAT;
228         if (ctx->contextHandle()->isOpenGLES()) {
229             // OpenGL ES does not support GL_REPEAT wrap modes for NPOT textures. So instead,
230             // we emulate GL_REPEAT by only taking the fractional part of the texture coords
231             // in the qopenglslTextureBrushSrcFragmentShader program.
232             wrapMode = GL_CLAMP_TO_EDGE;
233         }
234 
235         glActiveTexture(GL_TEXTURE0 + QT_BRUSH_TEXTURE_UNIT);
236         QGLTexture *tex = ctx->d_func()->bindTexture(currentBrushPixmap, GL_TEXTURE_2D, GL_RGBA,
237                                                      QGLContext::InternalBindOption |
238                                                      QGLContext::CanFlipNativePixmapBindOption);
239         updateTextureFilter(GL_TEXTURE_2D, wrapMode, q->state()->renderHints & QPainter::SmoothPixmapTransform);
240         textureInvertedY = tex->options & QGLContext::InvertedYBindOption ? -1 : 1;
241     }
242     brushTextureDirty = false;
243 }
244 
245 
updateBrushUniforms()246 void QGL2PaintEngineExPrivate::updateBrushUniforms()
247 {
248 //     qDebug("QGL2PaintEngineExPrivate::updateBrushUniforms()");
249     Qt::BrushStyle style = currentBrush.style();
250 
251     if (style == Qt::NoBrush)
252         return;
253 
254     QTransform brushQTransform = currentBrush.transform();
255 
256     if (style == Qt::SolidPattern) {
257         QColor col = qt_premultiplyColor(currentBrush.color(), (GLfloat)q->state()->opacity);
258         shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::FragmentColor), col);
259     }
260     else {
261         // All other brushes have a transform and thus need the translation point:
262         QPointF translationPoint;
263 
264         if (style <= Qt::DiagCrossPattern) {
265             QColor col = qt_premultiplyColor(currentBrush.color(), (GLfloat)q->state()->opacity);
266 
267             shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::PatternColor), col);
268 
269             QVector2D halfViewportSize(width*0.5, height*0.5);
270             shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::HalfViewportSize), halfViewportSize);
271         }
272         else if (style == Qt::LinearGradientPattern) {
273             const QLinearGradient *g = static_cast<const QLinearGradient *>(currentBrush.gradient());
274 
275             QPointF realStart = g->start();
276             QPointF realFinal = g->finalStop();
277             translationPoint = realStart;
278 
279             QPointF l = realFinal - realStart;
280 
281             QVector3D linearData(
282                 l.x(),
283                 l.y(),
284                 1.0f / (l.x() * l.x() + l.y() * l.y())
285             );
286 
287             shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::LinearData), linearData);
288 
289             QVector2D halfViewportSize(width*0.5, height*0.5);
290             shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::HalfViewportSize), halfViewportSize);
291         }
292         else if (style == Qt::ConicalGradientPattern) {
293             const QConicalGradient *g = static_cast<const QConicalGradient *>(currentBrush.gradient());
294             translationPoint   = g->center();
295 
296             GLfloat angle = -qDegreesToRadians(g->angle());
297 
298             shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::Angle), angle);
299 
300             QVector2D halfViewportSize(width*0.5, height*0.5);
301             shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::HalfViewportSize), halfViewportSize);
302         }
303         else if (style == Qt::RadialGradientPattern) {
304             const QRadialGradient *g = static_cast<const QRadialGradient *>(currentBrush.gradient());
305             QPointF realCenter = g->center();
306             QPointF realFocal  = g->focalPoint();
307             qreal   realRadius = g->centerRadius() - g->focalRadius();
308             translationPoint   = realFocal;
309 
310             QPointF fmp = realCenter - realFocal;
311             shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::Fmp), fmp);
312 
313             GLfloat fmp2_m_radius2 = -fmp.x() * fmp.x() - fmp.y() * fmp.y() + realRadius*realRadius;
314             shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::Fmp2MRadius2), fmp2_m_radius2);
315             shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::Inverse2Fmp2MRadius2),
316                                                              GLfloat(1.0 / (2.0*fmp2_m_radius2)));
317             shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::SqrFr),
318                                                              GLfloat(g->focalRadius() * g->focalRadius()));
319             shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::BRadius),
320                                                              GLfloat(2 * (g->centerRadius() - g->focalRadius()) * g->focalRadius()),
321                                                              g->focalRadius(),
322                                                              g->centerRadius() - g->focalRadius());
323 
324             QVector2D halfViewportSize(width*0.5, height*0.5);
325             shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::HalfViewportSize), halfViewportSize);
326         }
327         else if (style == Qt::TexturePattern) {
328             const QPixmap& texPixmap = currentBrush.texture();
329 
330             if (qHasPixmapTexture(currentBrush) && currentBrush.texture().isQBitmap()) {
331                 QColor col = qt_premultiplyColor(currentBrush.color(), (GLfloat)q->state()->opacity);
332                 shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::PatternColor), col);
333             }
334 
335             QSizeF invertedTextureSize(1.0 / texPixmap.width(), 1.0 / texPixmap.height());
336             shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::InvertedTextureSize), invertedTextureSize);
337 
338             QVector2D halfViewportSize(width*0.5, height*0.5);
339             shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::HalfViewportSize), halfViewportSize);
340         }
341         else
342             qWarning("QGL2PaintEngineEx: Unimplemented fill style");
343 
344         const QPointF &brushOrigin = q->state()->brushOrigin;
345         QTransform matrix = q->state()->matrix;
346         matrix.translate(brushOrigin.x(), brushOrigin.y());
347 
348         QTransform translate(1, 0, 0, 1, -translationPoint.x(), -translationPoint.y());
349         qreal m22 = -1;
350         qreal dy = height;
351         if (device->isFlipped()) {
352             m22 = 1;
353             dy = 0;
354         }
355         QTransform gl_to_qt(1, 0, 0, m22, 0, dy);
356         QTransform inv_matrix;
357         if (style == Qt::TexturePattern && textureInvertedY == -1)
358             inv_matrix = gl_to_qt * (QTransform(1, 0, 0, -1, 0, currentBrush.texture().height()) * brushQTransform * matrix).inverted() * translate;
359         else
360             inv_matrix = gl_to_qt * (brushQTransform * matrix).inverted() * translate;
361 
362         shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::BrushTransform), inv_matrix);
363         shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::BrushTexture), QT_BRUSH_TEXTURE_UNIT);
364     }
365     brushUniformsDirty = false;
366 }
367 
368 
369 // This assumes the shader manager has already setup the correct shader program
updateMatrix()370 void QGL2PaintEngineExPrivate::updateMatrix()
371 {
372 //     qDebug("QGL2PaintEngineExPrivate::updateMatrix()");
373 
374     const QTransform& transform = q->state()->matrix;
375 
376     // The projection matrix converts from Qt's coordinate system to GL's coordinate system
377     //    * GL's viewport is 2x2, Qt's is width x height
378     //    * GL has +y -> -y going from bottom -> top, Qt is the other way round
379     //    * GL has [0,0] in the center, Qt has it in the top-left
380     //
381     // This results in the Projection matrix below, which is multiplied by the painter's
382     // transformation matrix, as shown below:
383     //
384     //                Projection Matrix                      Painter Transform
385     // ------------------------------------------------   ------------------------
386     // | 2.0 / width  |      0.0      |     -1.0      |   |  m11  |  m21  |  dx  |
387     // |     0.0      | -2.0 / height |      1.0      | * |  m12  |  m22  |  dy  |
388     // |     0.0      |      0.0      |      1.0      |   |  m13  |  m23  |  m33 |
389     // ------------------------------------------------   ------------------------
390     //
391     // NOTE: The resultant matrix is also transposed, as GL expects column-major matracies
392 
393     const GLfloat wfactor = 2.0f / width;
394     GLfloat hfactor = -2.0f / height;
395 
396     GLfloat dx = transform.dx();
397     GLfloat dy = transform.dy();
398 
399     if (device->isFlipped()) {
400         hfactor *= -1;
401         dy -= height;
402     }
403 
404     // Non-integer translates can have strange effects for some rendering operations such as
405     // anti-aliased text rendering. In such cases, we snap the translate to the pixel grid.
406     if (snapToPixelGrid && transform.type() == QTransform::TxTranslate) {
407         // 0.50 needs to rounded down to 0.0 for consistency with raster engine:
408         dx = std::ceil(dx - 0.5f);
409         dy = std::ceil(dy - 0.5f);
410     }
411     pmvMatrix[0][0] = (wfactor * transform.m11())  - transform.m13();
412     pmvMatrix[1][0] = (wfactor * transform.m21())  - transform.m23();
413     pmvMatrix[2][0] = (wfactor * dx) - transform.m33();
414     pmvMatrix[0][1] = (hfactor * transform.m12())  + transform.m13();
415     pmvMatrix[1][1] = (hfactor * transform.m22())  + transform.m23();
416     pmvMatrix[2][1] = (hfactor * dy) + transform.m33();
417     pmvMatrix[0][2] = transform.m13();
418     pmvMatrix[1][2] = transform.m23();
419     pmvMatrix[2][2] = transform.m33();
420 
421     // 1/10000 == 0.0001, so we have good enough res to cover curves
422     // that span the entire widget...
423     inverseScale = qMax(1 / qMax( qMax(qAbs(transform.m11()), qAbs(transform.m22())),
424                                   qMax(qAbs(transform.m12()), qAbs(transform.m21())) ),
425                         qreal(0.0001));
426 
427     matrixDirty = false;
428     matrixUniformDirty = true;
429 
430     // Set the PMV matrix attribute. As we use an attributes rather than uniforms, we only
431     // need to do this once for every matrix change and persists across all shader programs.
432     glVertexAttrib3fv(QT_PMV_MATRIX_1_ATTR, pmvMatrix[0]);
433     glVertexAttrib3fv(QT_PMV_MATRIX_2_ATTR, pmvMatrix[1]);
434     glVertexAttrib3fv(QT_PMV_MATRIX_3_ATTR, pmvMatrix[2]);
435 
436     dasher.setInvScale(inverseScale);
437     stroker.setInvScale(inverseScale);
438 }
439 
440 
updateCompositionMode()441 void QGL2PaintEngineExPrivate::updateCompositionMode()
442 {
443     // NOTE: The entire paint engine works on pre-multiplied data - which is why some of these
444     //       composition modes look odd.
445 //     qDebug() << "QGL2PaintEngineExPrivate::updateCompositionMode() - Setting GL composition mode for " << q->state()->composition_mode;
446     switch(q->state()->composition_mode) {
447     case QPainter::CompositionMode_SourceOver:
448         glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
449         break;
450     case QPainter::CompositionMode_DestinationOver:
451         glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ONE);
452         break;
453     case QPainter::CompositionMode_Clear:
454         glBlendFunc(GL_ZERO, GL_ZERO);
455         break;
456     case QPainter::CompositionMode_Source:
457         glBlendFunc(GL_ONE, GL_ZERO);
458         break;
459     case QPainter::CompositionMode_Destination:
460         glBlendFunc(GL_ZERO, GL_ONE);
461         break;
462     case QPainter::CompositionMode_SourceIn:
463         glBlendFunc(GL_DST_ALPHA, GL_ZERO);
464         break;
465     case QPainter::CompositionMode_DestinationIn:
466         glBlendFunc(GL_ZERO, GL_SRC_ALPHA);
467         break;
468     case QPainter::CompositionMode_SourceOut:
469         glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
470         break;
471     case QPainter::CompositionMode_DestinationOut:
472         glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_ALPHA);
473         break;
474     case QPainter::CompositionMode_SourceAtop:
475         glBlendFunc(GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
476         break;
477     case QPainter::CompositionMode_DestinationAtop:
478         glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA);
479         break;
480     case QPainter::CompositionMode_Xor:
481         glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
482         break;
483     case QPainter::CompositionMode_Plus:
484         glBlendFunc(GL_ONE, GL_ONE);
485         break;
486     default:
487         qWarning("Unsupported composition mode");
488         break;
489     }
490 
491     compositionModeDirty = false;
492 }
493 
setCoords(GLfloat * coords,const QGLRect & rect)494 static inline void setCoords(GLfloat *coords, const QGLRect &rect)
495 {
496     coords[0] = rect.left;
497     coords[1] = rect.top;
498     coords[2] = rect.right;
499     coords[3] = rect.top;
500     coords[4] = rect.right;
501     coords[5] = rect.bottom;
502     coords[6] = rect.left;
503     coords[7] = rect.bottom;
504 }
505 
drawTexture(const QGLRect & dest,const QGLRect & src,const QSize & textureSize,bool opaque,bool pattern)506 void QGL2PaintEngineExPrivate::drawTexture(const QGLRect& dest, const QGLRect& src, const QSize &textureSize, bool opaque, bool pattern)
507 {
508     // Setup for texture drawing
509     currentBrush = noBrush;
510     shaderManager->setSrcPixelType(pattern ? QGLEngineShaderManager::PatternSrc : QGLEngineShaderManager::ImageSrc);
511 
512     if (snapToPixelGrid) {
513         snapToPixelGrid = false;
514         matrixDirty = true;
515     }
516 
517     if (prepareForDraw(opaque))
518         shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::ImageTexture), QT_IMAGE_TEXTURE_UNIT);
519 
520     if (pattern) {
521         QColor col = qt_premultiplyColor(q->state()->pen.color(), (GLfloat)q->state()->opacity);
522         shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::PatternColor), col);
523     }
524 
525     GLfloat dx = 1.0 / textureSize.width();
526     GLfloat dy = 1.0 / textureSize.height();
527 
528     QGLRect srcTextureRect(src.left*dx, src.top*dy, src.right*dx, src.bottom*dy);
529 
530     setCoords(staticVertexCoordinateArray, dest);
531     setCoords(staticTextureCoordinateArray, srcTextureRect);
532 
533     glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
534 }
535 
beginNativePainting()536 void QGL2PaintEngineEx::beginNativePainting()
537 {
538     Q_D(QGL2PaintEngineEx);
539     ensureActive();
540     d->transferMode(BrushDrawingMode);
541 
542     d->nativePaintingActive = true;
543 
544     d->glUseProgram(0);
545 
546     // Disable all the vertex attribute arrays:
547     for (int i = 0; i < QT_GL_VERTEX_ARRAY_TRACKED_COUNT; ++i)
548         d->glDisableVertexAttribArray(i);
549 
550 #ifndef QT_OPENGL_ES_2
551     if (!d->ctx->contextHandle()->isOpenGLES()) {
552         const QGLContext *ctx = d->ctx;
553         const QGLFormat &fmt = d->device->format();
554         if (fmt.majorVersion() < 3 || (fmt.majorVersion() == 3 && fmt.minorVersion() < 1)
555             || (fmt.majorVersion() == 3 && fmt.minorVersion() == 1 && ctx->contextHandle()->hasExtension(QByteArrayLiteral("GL_ARB_compatibility")))
556             || fmt.profile() == QGLFormat::CompatibilityProfile)
557         {
558             // be nice to people who mix OpenGL 1.x code with QPainter commands
559             // by setting modelview and projection matrices to mirror the GL 1
560             // paint engine
561             const QTransform& mtx = state()->matrix;
562 
563             float mv_matrix[4][4] =
564                 {
565                     { float(mtx.m11()), float(mtx.m12()),     0, float(mtx.m13()) },
566                     { float(mtx.m21()), float(mtx.m22()),     0, float(mtx.m23()) },
567                     {                0,                0,     1,                0 },
568                     {  float(mtx.dx()),  float(mtx.dy()),     0, float(mtx.m33()) }
569                 };
570 
571             const QSize sz = d->device->size();
572 
573             QOpenGLFunctions_1_1 *gl1funcs = QOpenGLContext::currentContext()->versionFunctions<QOpenGLFunctions_1_1>();
574             gl1funcs->initializeOpenGLFunctions();
575 
576             gl1funcs->glMatrixMode(GL_PROJECTION);
577             gl1funcs->glLoadIdentity();
578             gl1funcs->glOrtho(0, sz.width(), sz.height(), 0, -999999, 999999);
579 
580             gl1funcs->glMatrixMode(GL_MODELVIEW);
581             gl1funcs->glLoadMatrixf(&mv_matrix[0][0]);
582         }
583     }
584 #endif
585 
586     d->lastTextureUsed = GLuint(-1);
587     d->dirtyStencilRegion = QRect(0, 0, d->width, d->height);
588     d->resetGLState();
589 
590     d->shaderManager->setDirty();
591 
592     d->needsSync = true;
593 }
594 
resetGLState()595 void QGL2PaintEngineExPrivate::resetGLState()
596 {
597     glDisable(GL_BLEND);
598     glActiveTexture(GL_TEXTURE0);
599     glDisable(GL_STENCIL_TEST);
600     glDisable(GL_DEPTH_TEST);
601     glDisable(GL_SCISSOR_TEST);
602     glDepthMask(true);
603     glDepthFunc(GL_LESS);
604     glClearDepthf(1);
605     glStencilMask(0xff);
606     glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
607     glStencilFunc(GL_ALWAYS, 0, 0xff);
608     ctx->d_func()->setVertexAttribArrayEnabled(QT_TEXTURE_COORDS_ATTR, false);
609     ctx->d_func()->setVertexAttribArrayEnabled(QT_VERTEX_COORDS_ATTR, false);
610     ctx->d_func()->setVertexAttribArrayEnabled(QT_OPACITY_ATTR, false);
611 #ifndef QT_OPENGL_ES_2
612     if (!ctx->contextHandle()->isOpenGLES()) {
613         // gl_Color, corresponding to vertex attribute 3, may have been changed
614         float color[] = { 1.0f, 1.0f, 1.0f, 1.0f };
615         glVertexAttrib4fv(3, color);
616     }
617 #endif
618 }
619 
resetOpenGLContextActiveEngine()620 bool QGL2PaintEngineExPrivate::resetOpenGLContextActiveEngine()
621 {
622     QOpenGLContext *guiGlContext = ctx->contextHandle();
623     QOpenGLContextPrivate *guiGlContextPrivate =
624         guiGlContext ? QOpenGLContextPrivate::get(guiGlContext) : 0;
625 
626     if (guiGlContextPrivate && guiGlContextPrivate->active_engine) {
627         ctx->d_func()->refreshCurrentFbo();
628         guiGlContextPrivate->active_engine = 0;
629         return true;
630     }
631 
632     return false;
633 }
634 
endNativePainting()635 void QGL2PaintEngineEx::endNativePainting()
636 {
637     Q_D(QGL2PaintEngineEx);
638     d->needsSync = true;
639     d->nativePaintingActive = false;
640 }
641 
invalidateState()642 void QGL2PaintEngineEx::invalidateState()
643 {
644     Q_D(QGL2PaintEngineEx);
645     d->needsSync = true;
646 }
647 
isNativePaintingActive() const648 bool QGL2PaintEngineEx::isNativePaintingActive() const {
649     Q_D(const QGL2PaintEngineEx);
650     return d->nativePaintingActive;
651 }
652 
shouldDrawCachedGlyphs(QFontEngine * fontEngine,const QTransform & t) const653 bool QGL2PaintEngineEx::shouldDrawCachedGlyphs(QFontEngine *fontEngine, const QTransform &t) const
654 {
655     // The paint engine does not support projected cached glyph drawing
656     if (t.type() == QTransform::TxProject)
657         return false;
658 
659     // The font engine might not support filling the glyph cache
660     // with the given transform applied, in which case we need to
661     // fall back to the QPainterPath code-path.
662     if (!fontEngine->supportsTransformation(t)) {
663         // Except that drawing paths is slow, so for scales between
664         // 0.5 and 2.0 we leave the glyph cache untransformed and deal
665         // with the transform ourselves when painting, resulting in
666         // drawing 1x cached glyphs with a smooth-scale.
667         float det = t.determinant();
668         if (det >= 0.25f && det <= 4.f) {
669             // Assuming the baseclass still agrees
670             return QPaintEngineEx::shouldDrawCachedGlyphs(fontEngine, t);
671         }
672 
673         return false; // Fall back to path-drawing
674     }
675 
676     return QPaintEngineEx::shouldDrawCachedGlyphs(fontEngine, t);
677 }
678 
transferMode(EngineMode newMode)679 void QGL2PaintEngineExPrivate::transferMode(EngineMode newMode)
680 {
681     if (newMode == mode)
682         return;
683 
684     if (mode == TextDrawingMode || mode == ImageDrawingMode || mode == ImageArrayDrawingMode) {
685         lastTextureUsed = GLuint(-1);
686     }
687 
688     if (newMode == TextDrawingMode) {
689         shaderManager->setHasComplexGeometry(true);
690     } else {
691         shaderManager->setHasComplexGeometry(false);
692     }
693 
694     if (newMode == ImageDrawingMode) {
695         setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, staticVertexCoordinateArray);
696         setVertexAttributePointer(QT_TEXTURE_COORDS_ATTR, staticTextureCoordinateArray);
697     }
698 
699     if (newMode == ImageArrayDrawingMode) {
700         setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, (GLfloat*)vertexCoordinateArray.data());
701         setVertexAttributePointer(QT_TEXTURE_COORDS_ATTR, (GLfloat*)textureCoordinateArray.data());
702         setVertexAttributePointer(QT_OPACITY_ATTR, (GLfloat*)opacityArray.data());
703     }
704 
705     // This needs to change when we implement high-quality anti-aliasing...
706     if (newMode != TextDrawingMode)
707         shaderManager->setMaskType(QGLEngineShaderManager::NoMask);
708 
709     mode = newMode;
710 }
711 
712 struct QGL2PEVectorPathCache
713 {
714 #ifdef QT_OPENGL_CACHE_AS_VBOS
715     GLuint vbo;
716     GLuint ibo;
717 #else
718     float *vertices;
719     void *indices;
720 #endif
721     int vertexCount;
722     int indexCount;
723     GLenum primitiveType;
724     qreal iscale;
725     QVertexIndexVector::Type indexType;
726 };
727 
cleanupVectorPath(QPaintEngineEx * engine,void * data)728 void QGL2PaintEngineExPrivate::cleanupVectorPath(QPaintEngineEx *engine, void *data)
729 {
730     QGL2PEVectorPathCache *c = (QGL2PEVectorPathCache *) data;
731 #ifdef QT_OPENGL_CACHE_AS_VBOS
732     Q_ASSERT(engine->type() == QPaintEngine::OpenGL2);
733     static_cast<QGL2PaintEngineEx *>(engine)->d_func()->unusedVBOSToClean << c->vbo;
734     if (c->ibo)
735         d->unusedIBOSToClean << c->ibo;
736 #else
737     Q_UNUSED(engine);
738     free(c->vertices);
739     free(c->indices);
740 #endif
741     delete c;
742 }
743 
744 // Assumes everything is configured for the brush you want to use
fill(const QVectorPath & path)745 void QGL2PaintEngineExPrivate::fill(const QVectorPath& path)
746 {
747     transferMode(BrushDrawingMode);
748 
749     if (snapToPixelGrid) {
750         snapToPixelGrid = false;
751         matrixDirty = true;
752     }
753 
754     // Might need to call updateMatrix to re-calculate inverseScale
755     if (matrixDirty)
756         updateMatrix();
757 
758     const QPointF* const points = reinterpret_cast<const QPointF*>(path.points());
759 
760     // Check to see if there's any hints
761     if (path.shape() == QVectorPath::RectangleHint) {
762         QGLRect rect(points[0].x(), points[0].y(), points[2].x(), points[2].y());
763         prepareForDraw(currentBrush.isOpaque());
764         composite(rect);
765     } else if (path.isConvex()) {
766 
767         if (path.isCacheable()) {
768             QVectorPath::CacheEntry *data = path.lookupCacheData(q);
769             QGL2PEVectorPathCache *cache;
770 
771             bool updateCache = false;
772 
773             if (data) {
774                 cache = (QGL2PEVectorPathCache *) data->data;
775                 // Check if scale factor is exceeded for curved paths and generate curves if so...
776                 if (path.isCurved()) {
777                     qreal scaleFactor = cache->iscale / inverseScale;
778                     if (scaleFactor < 0.5 || scaleFactor > 2.0) {
779 #ifdef QT_OPENGL_CACHE_AS_VBOS
780                         glDeleteBuffers(1, &cache->vbo);
781                         cache->vbo = 0;
782                         Q_ASSERT(cache->ibo == 0);
783 #else
784                         free(cache->vertices);
785                         Q_ASSERT(cache->indices == 0);
786 #endif
787                         updateCache = true;
788                     }
789                 }
790             } else {
791                 cache = new QGL2PEVectorPathCache;
792                 data = const_cast<QVectorPath &>(path).addCacheData(q, cache, cleanupVectorPath);
793                 updateCache = true;
794             }
795 
796             // Flatten the path at the current scale factor and fill it into the cache struct.
797             if (updateCache) {
798                 vertexCoordinateArray.clear();
799                 vertexCoordinateArray.addPath(path, inverseScale, false);
800                 int vertexCount = vertexCoordinateArray.vertexCount();
801                 int floatSizeInBytes = vertexCount * 2 * sizeof(float);
802                 cache->vertexCount = vertexCount;
803                 cache->indexCount = 0;
804                 cache->primitiveType = GL_TRIANGLE_FAN;
805                 cache->iscale = inverseScale;
806 #ifdef QT_OPENGL_CACHE_AS_VBOS
807                 glGenBuffers(1, &cache->vbo);
808                 glBindBuffer(GL_ARRAY_BUFFER, cache->vbo);
809                 glBufferData(GL_ARRAY_BUFFER, floatSizeInBytes, vertexCoordinateArray.data(), GL_STATIC_DRAW);
810                 cache->ibo = 0;
811 #else
812                 cache->vertices = (float *) malloc(floatSizeInBytes);
813                 memcpy(cache->vertices, vertexCoordinateArray.data(), floatSizeInBytes);
814                 cache->indices = 0;
815 #endif
816             }
817 
818             prepareForDraw(currentBrush.isOpaque());
819 #ifdef QT_OPENGL_CACHE_AS_VBOS
820             glBindBuffer(GL_ARRAY_BUFFER, cache->vbo);
821             setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, 0);
822 #else
823             setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, cache->vertices);
824 #endif
825             glDrawArrays(cache->primitiveType, 0, cache->vertexCount);
826 
827         } else {
828       //        printf(" - Marking path as cachable...\n");
829             // Tag it for later so that if the same path is drawn twice, it is assumed to be static and thus cachable
830             path.makeCacheable();
831             vertexCoordinateArray.clear();
832             vertexCoordinateArray.addPath(path, inverseScale, false);
833             prepareForDraw(currentBrush.isOpaque());
834             drawVertexArrays(vertexCoordinateArray, GL_TRIANGLE_FAN);
835         }
836 
837     } else {
838         bool useCache = path.isCacheable();
839         if (useCache) {
840             QRectF bbox = path.controlPointRect();
841             // If the path doesn't fit within these limits, it is possible that the triangulation will fail.
842             useCache &= (bbox.left() > -0x8000 * inverseScale)
843                      && (bbox.right() < 0x8000 * inverseScale)
844                      && (bbox.top() > -0x8000 * inverseScale)
845                      && (bbox.bottom() < 0x8000 * inverseScale);
846         }
847 
848         if (useCache) {
849             QVectorPath::CacheEntry *data = path.lookupCacheData(q);
850             QGL2PEVectorPathCache *cache;
851 
852             bool updateCache = false;
853 
854             if (data) {
855                 cache = (QGL2PEVectorPathCache *) data->data;
856                 // Check if scale factor is exceeded for curved paths and generate curves if so...
857                 if (path.isCurved()) {
858                     qreal scaleFactor = cache->iscale / inverseScale;
859                     if (scaleFactor < 0.5 || scaleFactor > 2.0) {
860 #ifdef QT_OPENGL_CACHE_AS_VBOS
861                         glDeleteBuffers(1, &cache->vbo);
862                         glDeleteBuffers(1, &cache->ibo);
863 #else
864                         free(cache->vertices);
865                         free(cache->indices);
866 #endif
867                         updateCache = true;
868                     }
869                 }
870             } else {
871                 cache = new QGL2PEVectorPathCache;
872                 data = const_cast<QVectorPath &>(path).addCacheData(q, cache, cleanupVectorPath);
873                 updateCache = true;
874             }
875 
876             // Flatten the path at the current scale factor and fill it into the cache struct.
877             if (updateCache) {
878                 QTriangleSet polys = qTriangulate(path, QTransform().scale(1 / inverseScale, 1 / inverseScale));
879                 cache->vertexCount = polys.vertices.size() / 2;
880                 cache->indexCount = polys.indices.size();
881                 cache->primitiveType = GL_TRIANGLES;
882                 cache->iscale = inverseScale;
883                 cache->indexType = polys.indices.type();
884 #ifdef QT_OPENGL_CACHE_AS_VBOS
885                 glGenBuffers(1, &cache->vbo);
886                 glGenBuffers(1, &cache->ibo);
887                 glBindBuffer(GL_ARRAY_BUFFER, cache->vbo);
888                 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, cache->ibo);
889 
890                 if (polys.indices.type() == QVertexIndexVector::UnsignedInt)
891                     glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(quint32) * polys.indices.size(), polys.indices.data(), GL_STATIC_DRAW);
892                 else
893                     glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(quint16) * polys.indices.size(), polys.indices.data(), GL_STATIC_DRAW);
894 
895                 QVarLengthArray<float> vertices(polys.vertices.size());
896                 for (int i = 0; i < polys.vertices.size(); ++i)
897                     vertices[i] = float(inverseScale * polys.vertices.at(i));
898                 glBufferData(GL_ARRAY_BUFFER, sizeof(float) * vertices.size(), vertices.data(), GL_STATIC_DRAW);
899 #else
900                 cache->vertices = (float *) malloc(sizeof(float) * polys.vertices.size());
901                 if (polys.indices.type() == QVertexIndexVector::UnsignedInt) {
902                     cache->indices = (quint32 *) malloc(sizeof(quint32) * polys.indices.size());
903                     memcpy(cache->indices, polys.indices.data(), sizeof(quint32) * polys.indices.size());
904                 } else {
905                     cache->indices = (quint16 *) malloc(sizeof(quint16) * polys.indices.size());
906                     memcpy(cache->indices, polys.indices.data(), sizeof(quint16) * polys.indices.size());
907                 }
908                 for (int i = 0; i < polys.vertices.size(); ++i)
909                     cache->vertices[i] = float(inverseScale * polys.vertices.at(i));
910 #endif
911             }
912 
913             prepareForDraw(currentBrush.isOpaque());
914 #ifdef QT_OPENGL_CACHE_AS_VBOS
915             glBindBuffer(GL_ARRAY_BUFFER, cache->vbo);
916             glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, cache->ibo);
917             setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, 0);
918             if (cache->indexType == QVertexIndexVector::UnsignedInt)
919                 glDrawElements(cache->primitiveType, cache->indexCount, GL_UNSIGNED_INT, 0);
920             else
921                 glDrawElements(cache->primitiveType, cache->indexCount, GL_UNSIGNED_SHORT, 0);
922             glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
923             glBindBuffer(GL_ARRAY_BUFFER, 0);
924 #else
925             setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, cache->vertices);
926             if (cache->indexType == QVertexIndexVector::UnsignedInt)
927                 glDrawElements(cache->primitiveType, cache->indexCount, GL_UNSIGNED_INT, (qint32 *)cache->indices);
928             else
929                 glDrawElements(cache->primitiveType, cache->indexCount, GL_UNSIGNED_SHORT, (qint16 *)cache->indices);
930 #endif
931 
932         } else {
933       //        printf(" - Marking path as cachable...\n");
934             // Tag it for later so that if the same path is drawn twice, it is assumed to be static and thus cachable
935             path.makeCacheable();
936 
937             if (!device->format().stencil()) {
938                 // If there is no stencil buffer, triangulate the path instead.
939 
940                 QRectF bbox = path.controlPointRect();
941                 // If the path doesn't fit within these limits, it is possible that the triangulation will fail.
942                 bool withinLimits = (bbox.left() > -0x8000 * inverseScale)
943                                   && (bbox.right() < 0x8000 * inverseScale)
944                                   && (bbox.top() > -0x8000 * inverseScale)
945                                   && (bbox.bottom() < 0x8000 * inverseScale);
946                 if (withinLimits) {
947                     QTriangleSet polys = qTriangulate(path, QTransform().scale(1 / inverseScale, 1 / inverseScale));
948 
949                     QVarLengthArray<float> vertices(polys.vertices.size());
950                     for (int i = 0; i < polys.vertices.size(); ++i)
951                         vertices[i] = float(inverseScale * polys.vertices.at(i));
952 
953                     prepareForDraw(currentBrush.isOpaque());
954                     setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, vertices.constData());
955                     if (polys.indices.type() == QVertexIndexVector::UnsignedInt)
956                         glDrawElements(GL_TRIANGLES, polys.indices.size(), GL_UNSIGNED_INT, polys.indices.data());
957                     else
958                         glDrawElements(GL_TRIANGLES, polys.indices.size(), GL_UNSIGNED_SHORT, polys.indices.data());
959                 } else {
960                     // We can't handle big, concave painter paths with OpenGL without stencil buffer.
961                     qWarning("Painter path exceeds +/-32767 pixels.");
962                 }
963                 return;
964             }
965 
966             // The path is too complicated & needs the stencil technique
967             vertexCoordinateArray.clear();
968             vertexCoordinateArray.addPath(path, inverseScale, false);
969 
970             fillStencilWithVertexArray(vertexCoordinateArray, path.hasWindingFill());
971 
972             glStencilMask(0xff);
973             glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE);
974 
975             if (q->state()->clipTestEnabled) {
976                 // Pass when high bit is set, replace stencil value with current clip
977                 glStencilFunc(GL_NOTEQUAL, q->state()->currentClip, GL_STENCIL_HIGH_BIT);
978             } else if (path.hasWindingFill()) {
979                 // Pass when any bit is set, replace stencil value with 0
980                 glStencilFunc(GL_NOTEQUAL, 0, 0xff);
981             } else {
982                 // Pass when high bit is set, replace stencil value with 0
983                 glStencilFunc(GL_NOTEQUAL, 0, GL_STENCIL_HIGH_BIT);
984             }
985             prepareForDraw(currentBrush.isOpaque());
986 
987             // Stencil the brush onto the dest buffer
988             composite(vertexCoordinateArray.boundingRect());
989             glStencilMask(0);
990             updateClipScissorTest();
991         }
992     }
993 }
994 
995 
fillStencilWithVertexArray(const float * data,int count,int * stops,int stopCount,const QGLRect & bounds,StencilFillMode mode)996 void QGL2PaintEngineExPrivate::fillStencilWithVertexArray(const float *data,
997                                                           int count,
998                                                           int *stops,
999                                                           int stopCount,
1000                                                           const QGLRect &bounds,
1001                                                           StencilFillMode mode)
1002 {
1003     Q_ASSERT(count || stops);
1004 
1005 //     qDebug("QGL2PaintEngineExPrivate::fillStencilWithVertexArray()");
1006     glStencilMask(0xff); // Enable stencil writes
1007 
1008     if (dirtyStencilRegion.intersects(currentScissorBounds)) {
1009         const QRegion clearRegion = dirtyStencilRegion.intersected(currentScissorBounds);
1010         glClearStencil(0); // Clear to zero
1011         for (const QRect &rect : clearRegion) {
1012 #ifndef QT_GL_NO_SCISSOR_TEST
1013             setScissor(rect);
1014 #endif
1015             glClear(GL_STENCIL_BUFFER_BIT);
1016         }
1017 
1018         dirtyStencilRegion -= currentScissorBounds;
1019 
1020 #ifndef QT_GL_NO_SCISSOR_TEST
1021         updateClipScissorTest();
1022 #endif
1023     }
1024 
1025     glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); // Disable color writes
1026     useSimpleShader();
1027     glEnable(GL_STENCIL_TEST); // For some reason, this has to happen _after_ the simple shader is use()'d
1028 
1029     if (mode == WindingFillMode) {
1030         Q_ASSERT(stops && !count);
1031         if (q->state()->clipTestEnabled) {
1032             // Flatten clip values higher than current clip, and set high bit to match current clip
1033             glStencilFunc(GL_LEQUAL, GL_STENCIL_HIGH_BIT | q->state()->currentClip, ~GL_STENCIL_HIGH_BIT);
1034             glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE);
1035             composite(bounds);
1036 
1037             glStencilFunc(GL_EQUAL, GL_STENCIL_HIGH_BIT, GL_STENCIL_HIGH_BIT);
1038         } else if (!stencilClean) {
1039             // Clear stencil buffer within bounding rect
1040             glStencilFunc(GL_ALWAYS, 0, 0xff);
1041             glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO);
1042             composite(bounds);
1043         }
1044 
1045         // Inc. for front-facing triangle
1046         glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_INCR_WRAP, GL_INCR_WRAP);
1047         // Dec. for back-facing "holes"
1048         glStencilOpSeparate(GL_BACK, GL_KEEP, GL_DECR_WRAP, GL_DECR_WRAP);
1049         glStencilMask(~GL_STENCIL_HIGH_BIT);
1050         drawVertexArrays(data, stops, stopCount, GL_TRIANGLE_FAN);
1051 
1052         if (q->state()->clipTestEnabled) {
1053             // Clear high bit of stencil outside of path
1054             glStencilFunc(GL_EQUAL, q->state()->currentClip, ~GL_STENCIL_HIGH_BIT);
1055             glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE);
1056             glStencilMask(GL_STENCIL_HIGH_BIT);
1057             composite(bounds);
1058         }
1059     } else if (mode == OddEvenFillMode) {
1060         glStencilMask(GL_STENCIL_HIGH_BIT);
1061         glStencilOp(GL_KEEP, GL_KEEP, GL_INVERT); // Simply invert the stencil bit
1062         drawVertexArrays(data, stops, stopCount, GL_TRIANGLE_FAN);
1063 
1064     } else { // TriStripStrokeFillMode
1065         Q_ASSERT(count && !stops); // tristrips generated directly, so no vertexArray or stops
1066         glStencilMask(GL_STENCIL_HIGH_BIT);
1067 #if 0
1068         glStencilOp(GL_KEEP, GL_KEEP, GL_INVERT); // Simply invert the stencil bit
1069         setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, data);
1070         glDrawArrays(GL_TRIANGLE_STRIP, 0, count);
1071 #else
1072 
1073         glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
1074         if (q->state()->clipTestEnabled) {
1075             glStencilFunc(GL_LEQUAL, q->state()->currentClip | GL_STENCIL_HIGH_BIT,
1076                           ~GL_STENCIL_HIGH_BIT);
1077         } else {
1078             glStencilFunc(GL_ALWAYS, GL_STENCIL_HIGH_BIT, 0xff);
1079         }
1080         setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, data);
1081         glDrawArrays(GL_TRIANGLE_STRIP, 0, count);
1082 #endif
1083     }
1084 
1085     // Enable color writes & disable stencil writes
1086     glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
1087 }
1088 
1089 /*
1090     If the maximum value in the stencil buffer is GL_STENCIL_HIGH_BIT - 1,
1091     restore the stencil buffer to a pristine state.  The current clip region
1092     is set to 1, and the rest to 0.
1093 */
resetClipIfNeeded()1094 void QGL2PaintEngineExPrivate::resetClipIfNeeded()
1095 {
1096     if (maxClip != (GL_STENCIL_HIGH_BIT - 1))
1097         return;
1098 
1099     Q_Q(QGL2PaintEngineEx);
1100 
1101     useSimpleShader();
1102     glEnable(GL_STENCIL_TEST);
1103     glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
1104 
1105     QRectF bounds = q->state()->matrix.inverted().mapRect(QRectF(0, 0, width, height));
1106     QGLRect rect(bounds.left(), bounds.top(), bounds.right(), bounds.bottom());
1107 
1108     // Set high bit on clip region
1109     glStencilFunc(GL_LEQUAL, q->state()->currentClip, 0xff);
1110     glStencilOp(GL_KEEP, GL_INVERT, GL_INVERT);
1111     glStencilMask(GL_STENCIL_HIGH_BIT);
1112     composite(rect);
1113 
1114     // Reset clipping to 1 and everything else to zero
1115     glStencilFunc(GL_NOTEQUAL, 0x01, GL_STENCIL_HIGH_BIT);
1116     glStencilOp(GL_ZERO, GL_REPLACE, GL_REPLACE);
1117     glStencilMask(0xff);
1118     composite(rect);
1119 
1120     q->state()->currentClip = 1;
1121     q->state()->canRestoreClip = false;
1122 
1123     maxClip = 1;
1124 
1125     glStencilMask(0x0);
1126     glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
1127 }
1128 
prepareForCachedGlyphDraw(const QFontEngineGlyphCache & cache)1129 bool QGL2PaintEngineExPrivate::prepareForCachedGlyphDraw(const QFontEngineGlyphCache &cache)
1130 {
1131     Q_Q(QGL2PaintEngineEx);
1132 
1133     Q_ASSERT(cache.transform().type() <= QTransform::TxScale);
1134 
1135     QTransform &transform = q->state()->matrix;
1136     transform.scale(1.0 / cache.transform().m11(), 1.0 / cache.transform().m22());
1137     bool ret = prepareForDraw(false);
1138     transform.scale(cache.transform().m11(), cache.transform().m22());
1139 
1140     return ret;
1141 }
1142 
prepareForDraw(bool srcPixelsAreOpaque)1143 bool QGL2PaintEngineExPrivate::prepareForDraw(bool srcPixelsAreOpaque)
1144 {
1145     if (brushTextureDirty && mode != ImageDrawingMode && mode != ImageArrayDrawingMode)
1146         updateBrushTexture();
1147 
1148     if (compositionModeDirty)
1149         updateCompositionMode();
1150 
1151     if (matrixDirty)
1152         updateMatrix();
1153 
1154     const bool stateHasOpacity = q->state()->opacity < 0.99f;
1155     if (q->state()->composition_mode == QPainter::CompositionMode_Source
1156         || (q->state()->composition_mode == QPainter::CompositionMode_SourceOver
1157             && srcPixelsAreOpaque && !stateHasOpacity))
1158     {
1159         glDisable(GL_BLEND);
1160     } else {
1161         glEnable(GL_BLEND);
1162     }
1163 
1164     QGLEngineShaderManager::OpacityMode opacityMode;
1165     if (mode == ImageArrayDrawingMode) {
1166         opacityMode = QGLEngineShaderManager::AttributeOpacity;
1167     } else {
1168         opacityMode = stateHasOpacity ? QGLEngineShaderManager::UniformOpacity
1169                                       : QGLEngineShaderManager::NoOpacity;
1170         if (stateHasOpacity && (mode != ImageDrawingMode)) {
1171             // Using a brush
1172             bool brushIsPattern = (currentBrush.style() >= Qt::Dense1Pattern) &&
1173                                   (currentBrush.style() <= Qt::DiagCrossPattern);
1174 
1175             if ((currentBrush.style() == Qt::SolidPattern) || brushIsPattern)
1176                 opacityMode = QGLEngineShaderManager::NoOpacity; // Global opacity handled by srcPixel shader
1177         }
1178     }
1179     shaderManager->setOpacityMode(opacityMode);
1180 
1181     bool changed = shaderManager->useCorrectShaderProg();
1182     // If the shader program needs changing, we change it and mark all uniforms as dirty
1183     if (changed) {
1184         // The shader program has changed so mark all uniforms as dirty:
1185         brushUniformsDirty = true;
1186         opacityUniformDirty = true;
1187         matrixUniformDirty = true;
1188         translateZUniformDirty = true;
1189     }
1190 
1191     if (brushUniformsDirty && mode != ImageDrawingMode && mode != ImageArrayDrawingMode)
1192         updateBrushUniforms();
1193 
1194     if (opacityMode == QGLEngineShaderManager::UniformOpacity && opacityUniformDirty) {
1195         shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::GlobalOpacity), (GLfloat)q->state()->opacity);
1196         opacityUniformDirty = false;
1197     }
1198 
1199     if (matrixUniformDirty && shaderManager->hasComplexGeometry()) {
1200         shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::Matrix),
1201                                                          pmvMatrix);
1202         matrixUniformDirty = false;
1203     }
1204 
1205     if (translateZUniformDirty && shaderManager->hasComplexGeometry()) {
1206         shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::TranslateZ),
1207                                                          translateZ);
1208         translateZUniformDirty = false;
1209     }
1210 
1211     return changed;
1212 }
1213 
composite(const QGLRect & boundingRect)1214 void QGL2PaintEngineExPrivate::composite(const QGLRect& boundingRect)
1215 {
1216     setCoords(staticVertexCoordinateArray, boundingRect);
1217     setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, staticVertexCoordinateArray);
1218     glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
1219 }
1220 
1221 // Draws the vertex array as a set of <vertexArrayStops.size()> triangle fans.
drawVertexArrays(const float * data,int * stops,int stopCount,GLenum primitive)1222 void QGL2PaintEngineExPrivate::drawVertexArrays(const float *data, int *stops, int stopCount,
1223                                                 GLenum primitive)
1224 {
1225     // Now setup the pointer to the vertex array:
1226     setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, data);
1227 
1228     int previousStop = 0;
1229     for (int i=0; i<stopCount; ++i) {
1230         int stop = stops[i];
1231 /*
1232         qDebug("Drawing triangle fan for vertecies %d -> %d:", previousStop, stop-1);
1233         for (int i=previousStop; i<stop; ++i)
1234             qDebug("   %02d: [%.2f, %.2f]", i, vertexArray.data()[i].x, vertexArray.data()[i].y);
1235 */
1236         glDrawArrays(primitive, previousStop, stop - previousStop);
1237         previousStop = stop;
1238     }
1239 }
1240 
1241 /////////////////////////////////// Public Methods //////////////////////////////////////////
1242 
QGL2PaintEngineEx()1243 QGL2PaintEngineEx::QGL2PaintEngineEx()
1244     : QPaintEngineEx(*(new QGL2PaintEngineExPrivate(this)))
1245 {
1246 }
1247 
~QGL2PaintEngineEx()1248 QGL2PaintEngineEx::~QGL2PaintEngineEx()
1249 {
1250 }
1251 
fill(const QVectorPath & path,const QBrush & brush)1252 void QGL2PaintEngineEx::fill(const QVectorPath &path, const QBrush &brush)
1253 {
1254     Q_D(QGL2PaintEngineEx);
1255 
1256     if (qbrush_style(brush) == Qt::NoBrush)
1257         return;
1258     ensureActive();
1259     d->setBrush(brush);
1260     d->fill(path);
1261 }
1262 
1263 Q_GUI_EXPORT bool qt_scaleForTransform(const QTransform &transform, qreal *scale); // qtransform.cpp
1264 
1265 
stroke(const QVectorPath & path,const QPen & pen)1266 void QGL2PaintEngineEx::stroke(const QVectorPath &path, const QPen &pen)
1267 {
1268     Q_D(QGL2PaintEngineEx);
1269 
1270     const QBrush &penBrush = qpen_brush(pen);
1271     if (qpen_style(pen) == Qt::NoPen || qbrush_style(penBrush) == Qt::NoBrush)
1272         return;
1273 
1274     QGL2PaintEngineState *s = state();
1275     if (qt_pen_is_cosmetic(pen, s->renderHints) && !qt_scaleForTransform(s->transform(), 0)) {
1276         // QTriangulatingStroker class is not meant to support cosmetically sheared strokes.
1277         QPaintEngineEx::stroke(path, pen);
1278         return;
1279     }
1280 
1281     ensureActive();
1282     d->setBrush(penBrush);
1283     d->stroke(path, pen);
1284 }
1285 
stroke(const QVectorPath & path,const QPen & pen)1286 void QGL2PaintEngineExPrivate::stroke(const QVectorPath &path, const QPen &pen)
1287 {
1288     const QGL2PaintEngineState *s = q->state();
1289     if (snapToPixelGrid) {
1290         snapToPixelGrid = false;
1291         matrixDirty = true;
1292     }
1293 
1294     const Qt::PenStyle penStyle = qpen_style(pen);
1295     const QBrush &penBrush = qpen_brush(pen);
1296     const bool opaque = penBrush.isOpaque() && s->opacity > 0.99;
1297 
1298     transferMode(BrushDrawingMode);
1299 
1300     // updateMatrix() is responsible for setting the inverse scale on
1301     // the strokers, so we need to call it here and not wait for
1302     // prepareForDraw() down below.
1303     updateMatrix();
1304 
1305     QRectF clip = q->state()->matrix.inverted().mapRect(q->state()->clipEnabled
1306                                                         ? q->state()->rectangleClip
1307                                                         : QRectF(0, 0, width, height));
1308 
1309     if (penStyle == Qt::SolidLine) {
1310         stroker.process(path, pen, clip, s->renderHints);
1311 
1312     } else { // Some sort of dash
1313         dasher.process(path, pen, clip, s->renderHints);
1314 
1315         QVectorPath dashStroke(dasher.points(),
1316                                dasher.elementCount(),
1317                                dasher.elementTypes());
1318         stroker.process(dashStroke, pen, clip, s->renderHints);
1319     }
1320 
1321     if (!stroker.vertexCount())
1322         return;
1323 
1324     if (opaque) {
1325         prepareForDraw(opaque);
1326         setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, stroker.vertices());
1327         glDrawArrays(GL_TRIANGLE_STRIP, 0, stroker.vertexCount() / 2);
1328 
1329 //         QBrush b(Qt::green);
1330 //         d->setBrush(&b);
1331 //         d->prepareForDraw(true);
1332 //         glDrawArrays(GL_LINE_STRIP, 0, d->stroker.vertexCount() / 2);
1333 
1334     } else {
1335         qreal width = qpen_widthf(pen) / 2;
1336         if (width == 0)
1337             width = 0.5;
1338         qreal extra = pen.joinStyle() == Qt::MiterJoin
1339                       ? qMax(pen.miterLimit() * width, width)
1340                       : width;
1341 
1342         if (qt_pen_is_cosmetic(pen, s->renderHints))
1343             extra = extra * inverseScale;
1344 
1345         QRectF bounds = path.controlPointRect().adjusted(-extra, -extra, extra, extra);
1346 
1347         fillStencilWithVertexArray(stroker.vertices(), stroker.vertexCount() / 2,
1348                                       0, 0, bounds, QGL2PaintEngineExPrivate::TriStripStrokeFillMode);
1349 
1350         glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE);
1351 
1352         // Pass when any bit is set, replace stencil value with 0
1353         glStencilFunc(GL_NOTEQUAL, 0, GL_STENCIL_HIGH_BIT);
1354         prepareForDraw(false);
1355 
1356         // Stencil the brush onto the dest buffer
1357         composite(bounds);
1358 
1359         glStencilMask(0);
1360 
1361         updateClipScissorTest();
1362     }
1363 }
1364 
penChanged()1365 void QGL2PaintEngineEx::penChanged() { }
brushChanged()1366 void QGL2PaintEngineEx::brushChanged() { }
brushOriginChanged()1367 void QGL2PaintEngineEx::brushOriginChanged() { }
1368 
opacityChanged()1369 void QGL2PaintEngineEx::opacityChanged()
1370 {
1371 //    qDebug("QGL2PaintEngineEx::opacityChanged()");
1372     Q_D(QGL2PaintEngineEx);
1373     state()->opacityChanged = true;
1374 
1375     Q_ASSERT(d->shaderManager);
1376     d->brushUniformsDirty = true;
1377     d->opacityUniformDirty = true;
1378 }
1379 
compositionModeChanged()1380 void QGL2PaintEngineEx::compositionModeChanged()
1381 {
1382 //     qDebug("QGL2PaintEngineEx::compositionModeChanged()");
1383     Q_D(QGL2PaintEngineEx);
1384     state()->compositionModeChanged = true;
1385     d->compositionModeDirty = true;
1386 }
1387 
renderHintsChanged()1388 void QGL2PaintEngineEx::renderHintsChanged()
1389 {
1390     Q_D(QGL2PaintEngineEx);
1391     state()->renderHintsChanged = true;
1392 
1393 #if !defined(QT_OPENGL_ES_2)
1394 QT_WARNING_PUSH
1395 QT_WARNING_DISABLE_DEPRECATED
1396     if (!d->ctx->contextHandle()->isOpenGLES()) {
1397         if ((state()->renderHints & QPainter::Antialiasing)
1398 #if QT_DEPRECATED_SINCE(5, 14)
1399             || (state()->renderHints & QPainter::HighQualityAntialiasing)
1400 #endif
1401             )
1402             d->glEnable(GL_MULTISAMPLE);
1403         else
1404             d->glDisable(GL_MULTISAMPLE);
1405     }
1406 QT_WARNING_POP
1407 #endif
1408 
1409     d->lastTextureUsed = GLuint(-1);
1410     d->brushTextureDirty = true;
1411 //    qDebug("QGL2PaintEngineEx::renderHintsChanged() not implemented!");
1412 }
1413 
transformChanged()1414 void QGL2PaintEngineEx::transformChanged()
1415 {
1416     Q_D(QGL2PaintEngineEx);
1417     d->matrixDirty = true;
1418     state()->matrixChanged = true;
1419 }
1420 
1421 
scaleRect(const QRectF & r,qreal sx,qreal sy)1422 static const QRectF scaleRect(const QRectF &r, qreal sx, qreal sy)
1423 {
1424     return QRectF(r.x() * sx, r.y() * sy, r.width() * sx, r.height() * sy);
1425 }
1426 
drawPixmap(const QRectF & dest,const QPixmap & pixmap,const QRectF & src)1427 void QGL2PaintEngineEx::drawPixmap(const QRectF& dest, const QPixmap & pixmap, const QRectF & src)
1428 {
1429     Q_D(QGL2PaintEngineEx);
1430     QGLContext *ctx = d->ctx;
1431 
1432     int max_texture_size = ctx->d_func()->maxTextureSize();
1433     if (pixmap.width() > max_texture_size || pixmap.height() > max_texture_size) {
1434         QPixmap scaled = pixmap.scaled(max_texture_size, max_texture_size, Qt::KeepAspectRatio);
1435 
1436         const qreal sx = scaled.width() / qreal(pixmap.width());
1437         const qreal sy = scaled.height() / qreal(pixmap.height());
1438 
1439         drawPixmap(dest, scaled, scaleRect(src, sx, sy));
1440         return;
1441     }
1442 
1443     ensureActive();
1444     d->transferMode(ImageDrawingMode);
1445 
1446     QGLContext::BindOptions bindOptions = QGLContext::InternalBindOption|QGLContext::CanFlipNativePixmapBindOption;
1447 #ifdef QGL_USE_TEXTURE_POOL
1448     bindOptions |= QGLContext::TemporarilyCachedBindOption;
1449 #endif
1450 
1451     d->glActiveTexture(GL_TEXTURE0 + QT_IMAGE_TEXTURE_UNIT);
1452     QGLTexture *texture =
1453         ctx->d_func()->bindTexture(pixmap, GL_TEXTURE_2D, GL_RGBA, bindOptions);
1454 
1455     GLfloat top = texture->options & QGLContext::InvertedYBindOption ? (pixmap.height() - src.top()) : src.top();
1456     GLfloat bottom = texture->options & QGLContext::InvertedYBindOption ? (pixmap.height() - src.bottom()) : src.bottom();
1457     QGLRect srcRect(src.left(), top, src.right(), bottom);
1458 
1459     bool isBitmap = pixmap.isQBitmap();
1460     bool isOpaque = !isBitmap && !pixmap.hasAlpha();
1461 
1462     d->updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE,
1463                            state()->renderHints & QPainter::SmoothPixmapTransform, texture->id);
1464     d->drawTexture(dest, srcRect, pixmap.size(), isOpaque, isBitmap);
1465 
1466     if (texture->options&QGLContext::TemporarilyCachedBindOption) {
1467         // pixmap was temporarily cached as a QImage texture by pooling system
1468         // and should be destroyed immediately
1469         QGLTextureCache::instance()->remove(ctx, texture->id);
1470     }
1471 }
1472 
drawImage(const QRectF & dest,const QImage & image,const QRectF & src,Qt::ImageConversionFlags)1473 void QGL2PaintEngineEx::drawImage(const QRectF& dest, const QImage& image, const QRectF& src,
1474                         Qt::ImageConversionFlags)
1475 {
1476     Q_D(QGL2PaintEngineEx);
1477     QGLContext *ctx = d->ctx;
1478 
1479     int max_texture_size = ctx->d_func()->maxTextureSize();
1480     if (image.width() > max_texture_size || image.height() > max_texture_size) {
1481         QImage scaled = image.scaled(max_texture_size, max_texture_size, Qt::KeepAspectRatio);
1482 
1483         const qreal sx = scaled.width() / qreal(image.width());
1484         const qreal sy = scaled.height() / qreal(image.height());
1485 
1486         drawImage(dest, scaled, scaleRect(src, sx, sy));
1487         return;
1488     }
1489 
1490     ensureActive();
1491     d->transferMode(ImageDrawingMode);
1492 
1493     d->glActiveTexture(GL_TEXTURE0 + QT_IMAGE_TEXTURE_UNIT);
1494 
1495     QGLContext::BindOptions bindOptions = QGLContext::InternalBindOption;
1496 #ifdef QGL_USE_TEXTURE_POOL
1497     bindOptions |= QGLContext::TemporarilyCachedBindOption;
1498 #endif
1499 
1500     QGLTexture *texture = ctx->d_func()->bindTexture(image, GL_TEXTURE_2D, GL_RGBA, bindOptions);
1501     GLuint id = texture->id;
1502 
1503     d->updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE,
1504                            state()->renderHints & QPainter::SmoothPixmapTransform, id);
1505     d->drawTexture(dest, src, image.size(), !image.hasAlphaChannel());
1506 
1507     if (texture->options&QGLContext::TemporarilyCachedBindOption) {
1508         // image was temporarily cached by texture pooling system
1509         // and should be destroyed immediately
1510         QGLTextureCache::instance()->remove(ctx, texture->id);
1511     }
1512 }
1513 
drawStaticTextItem(QStaticTextItem * textItem)1514 void QGL2PaintEngineEx::drawStaticTextItem(QStaticTextItem *textItem)
1515 {
1516     Q_D(QGL2PaintEngineEx);
1517 
1518     ensureActive();
1519 
1520     QPainterState *s = state();
1521 
1522     // don't try to cache huge fonts or vastly transformed fonts
1523     QFontEngine *fontEngine = textItem->fontEngine();
1524     if (shouldDrawCachedGlyphs(fontEngine, s->matrix)) {
1525 
1526         QFontEngine::GlyphFormat glyphFormat = fontEngine->glyphFormat != QFontEngine::Format_None
1527                                                 ? fontEngine->glyphFormat : d->glyphCacheFormat;
1528 
1529         if (glyphFormat == QFontEngine::Format_A32) {
1530             if (!QGLFramebufferObject::hasOpenGLFramebufferObjects()
1531                 || d->device->alphaRequested() || s->matrix.type() > QTransform::TxTranslate
1532                 || (s->composition_mode != QPainter::CompositionMode_Source
1533                 && s->composition_mode != QPainter::CompositionMode_SourceOver))
1534             {
1535                 glyphFormat = QFontEngine::Format_A8;
1536             }
1537         }
1538 
1539         d->drawCachedGlyphs(glyphFormat, textItem);
1540     } else {
1541         QPaintEngineEx::drawStaticTextItem(textItem);
1542     }
1543 }
1544 
drawTexture(const QRectF & dest,GLuint textureId,const QSize & size,const QRectF & src)1545 bool QGL2PaintEngineEx::drawTexture(const QRectF &dest, GLuint textureId, const QSize &size, const QRectF &src)
1546 {
1547     Q_D(QGL2PaintEngineEx);
1548     if (!d->shaderManager)
1549         return false;
1550 
1551     ensureActive();
1552     d->transferMode(ImageDrawingMode);
1553 
1554     d->glActiveTexture(GL_TEXTURE0 + QT_IMAGE_TEXTURE_UNIT);
1555     d->glBindTexture(GL_TEXTURE_2D, textureId);
1556 
1557     QGLRect srcRect(src.left(), src.bottom(), src.right(), src.top());
1558 
1559     d->updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE,
1560                            state()->renderHints & QPainter::SmoothPixmapTransform, textureId);
1561     d->drawTexture(dest, srcRect, size, false);
1562     return true;
1563 }
1564 
drawTextItem(const QPointF & p,const QTextItem & textItem)1565 void QGL2PaintEngineEx::drawTextItem(const QPointF &p, const QTextItem &textItem)
1566 {
1567     Q_D(QGL2PaintEngineEx);
1568 
1569     ensureActive();
1570     QGL2PaintEngineState *s = state();
1571 
1572     const QTextItemInt &ti = static_cast<const QTextItemInt &>(textItem);
1573 
1574     QTransform::TransformationType txtype = s->matrix.type();
1575 
1576     QFontEngine::GlyphFormat glyphFormat = ti.fontEngine->glyphFormat != QFontEngine::Format_None
1577                                                 ? ti.fontEngine->glyphFormat : d->glyphCacheFormat;
1578 
1579     if (glyphFormat == QFontEngine::Format_A32) {
1580         if (!QGLFramebufferObject::hasOpenGLFramebufferObjects()
1581             || d->device->alphaRequested() || txtype > QTransform::TxTranslate
1582             || (state()->composition_mode != QPainter::CompositionMode_Source
1583             && state()->composition_mode != QPainter::CompositionMode_SourceOver))
1584         {
1585             glyphFormat = QFontEngine::Format_A8;
1586         }
1587     }
1588 
1589     if (shouldDrawCachedGlyphs(ti.fontEngine, s->matrix)) {
1590         QVarLengthArray<QFixedPoint> positions;
1591         QVarLengthArray<glyph_t> glyphs;
1592         QTransform matrix = QTransform::fromTranslate(p.x(), p.y());
1593         ti.fontEngine->getGlyphPositions(ti.glyphs, matrix, ti.flags, glyphs, positions);
1594 
1595         {
1596             QStaticTextItem staticTextItem;
1597             staticTextItem.setFontEngine(ti.fontEngine);
1598             staticTextItem.glyphs = glyphs.data();
1599             staticTextItem.numGlyphs = glyphs.size();
1600             staticTextItem.glyphPositions = positions.data();
1601 
1602             d->drawCachedGlyphs(glyphFormat, &staticTextItem);
1603         }
1604         return;
1605     }
1606 
1607     QPaintEngineEx::drawTextItem(p, ti);
1608 }
1609 
1610 namespace {
1611 
1612     class QOpenGLStaticTextUserData: public QStaticTextUserData
1613     {
1614     public:
QOpenGLStaticTextUserData()1615         QOpenGLStaticTextUserData()
1616             : QStaticTextUserData(OpenGLUserData), cacheSize(0, 0), cacheSerialNumber(0)
1617         {
1618         }
1619 
~QOpenGLStaticTextUserData()1620         ~QOpenGLStaticTextUserData()
1621         {
1622         }
1623 
1624         QSize cacheSize;
1625         QGL2PEXVertexArray vertexCoordinateArray;
1626         QGL2PEXVertexArray textureCoordinateArray;
1627         QFontEngine::GlyphFormat glyphFormat;
1628         int cacheSerialNumber;
1629     };
1630 
1631 }
1632 
1633 
1634 // #define QT_OPENGL_DRAWCACHEDGLYPHS_INDEX_ARRAY_VBO
1635 
drawCachedGlyphs(QFontEngine::GlyphFormat glyphFormat,QStaticTextItem * staticTextItem)1636 void QGL2PaintEngineExPrivate::drawCachedGlyphs(QFontEngine::GlyphFormat glyphFormat,
1637                                                 QStaticTextItem *staticTextItem)
1638 {
1639     Q_Q(QGL2PaintEngineEx);
1640 
1641     QGL2PaintEngineState *s = q->state();
1642 
1643     void *cacheKey = const_cast<QGLContext *>(QGLContextPrivate::contextGroup(ctx)->context());
1644     bool recreateVertexArrays = false;
1645 
1646     QTransform glyphCacheTransform;
1647     QFontEngine *fe = staticTextItem->fontEngine();
1648     if (fe->supportsTransformation(s->matrix)) {
1649         // The font-engine supports rendering glyphs with the current transform, so we
1650         // build a glyph-cache with the scale pre-applied, so that the cache contains
1651         // glyphs with the appropriate resolution in the case of retina displays.
1652         glyphCacheTransform = s->matrix.type() < QTransform::TxRotate ?
1653             QTransform::fromScale(qAbs(s->matrix.m11()), qAbs(s->matrix.m22())) :
1654             QTransform::fromScale(
1655                 QVector2D(s->matrix.m11(), s->matrix.m12()).length(),
1656                 QVector2D(s->matrix.m21(), s->matrix.m22()).length());
1657     }
1658 
1659     QGLTextureGlyphCache *cache =
1660             (QGLTextureGlyphCache *) fe->glyphCache(cacheKey, glyphFormat, glyphCacheTransform);
1661     if (!cache || cache->glyphFormat() != glyphFormat || cache->contextGroup() == 0) {
1662         cache = new QGLTextureGlyphCache(glyphFormat, glyphCacheTransform);
1663         fe->setGlyphCache(cacheKey, cache);
1664         recreateVertexArrays = true;
1665     }
1666 
1667     if (staticTextItem->userDataNeedsUpdate) {
1668         recreateVertexArrays = true;
1669     } else if (staticTextItem->userData() == 0) {
1670         recreateVertexArrays = true;
1671     } else if (staticTextItem->userData()->type != QStaticTextUserData::OpenGLUserData) {
1672         recreateVertexArrays = true;
1673     } else {
1674         QOpenGLStaticTextUserData *userData = static_cast<QOpenGLStaticTextUserData *>(staticTextItem->userData());
1675         if (userData->glyphFormat != glyphFormat) {
1676             recreateVertexArrays = true;
1677         } else if (userData->cacheSerialNumber != cache->serialNumber()) {
1678             recreateVertexArrays = true;
1679         }
1680     }
1681 
1682     // We only need to update the cache with new glyphs if we are actually going to recreate the vertex arrays.
1683     // If the cache size has changed, we do need to regenerate the vertices, but we don't need to repopulate the
1684     // cache so this text is performed before we test if the cache size has changed.
1685     if (recreateVertexArrays) {
1686         cache->setPaintEnginePrivate(this);
1687         if (!cache->populate(fe, staticTextItem->numGlyphs,
1688                              staticTextItem->glyphs, staticTextItem->glyphPositions)) {
1689             // No space for glyphs in cache. We need to reset it and try again.
1690             cache->clear();
1691             cache->populate(fe, staticTextItem->numGlyphs,
1692                             staticTextItem->glyphs, staticTextItem->glyphPositions);
1693         }
1694         cache->fillInPendingGlyphs();
1695     }
1696 
1697     if (cache->width() == 0 || cache->height() == 0)
1698         return;
1699 
1700     transferMode(TextDrawingMode);
1701 
1702     int margin = fe->glyphMargin(glyphFormat);
1703 
1704     GLfloat dx = 1.0 / cache->width();
1705     GLfloat dy = 1.0 / cache->height();
1706 
1707     // Use global arrays by default
1708     QGL2PEXVertexArray *vertexCoordinates = &vertexCoordinateArray;
1709     QGL2PEXVertexArray *textureCoordinates = &textureCoordinateArray;
1710 
1711     if (staticTextItem->useBackendOptimizations) {
1712         QOpenGLStaticTextUserData *userData = 0;
1713 
1714         if (staticTextItem->userData() == 0
1715             || staticTextItem->userData()->type != QStaticTextUserData::OpenGLUserData) {
1716 
1717             userData = new QOpenGLStaticTextUserData();
1718             staticTextItem->setUserData(userData);
1719 
1720         } else {
1721             userData = static_cast<QOpenGLStaticTextUserData*>(staticTextItem->userData());
1722         }
1723 
1724         userData->glyphFormat = glyphFormat;
1725         userData->cacheSerialNumber = cache->serialNumber();
1726 
1727         // Use cache if backend optimizations is turned on
1728         vertexCoordinates = &userData->vertexCoordinateArray;
1729         textureCoordinates = &userData->textureCoordinateArray;
1730 
1731         QSize size(cache->width(), cache->height());
1732         if (userData->cacheSize != size) {
1733             recreateVertexArrays = true;
1734             userData->cacheSize = size;
1735         }
1736     }
1737 
1738     if (recreateVertexArrays) {
1739         vertexCoordinates->clear();
1740         textureCoordinates->clear();
1741 
1742         bool supportsSubPixelPositions = fe->supportsSubPixelPositions();
1743         for (int i=0; i<staticTextItem->numGlyphs; ++i) {
1744             QFixed subPixelPosition;
1745             if (supportsSubPixelPositions)
1746                 subPixelPosition = fe->subPixelPositionForX(staticTextItem->glyphPositions[i].x);
1747 
1748             QTextureGlyphCache::GlyphAndSubPixelPosition glyph(staticTextItem->glyphs[i], subPixelPosition);
1749 
1750             const QTextureGlyphCache::Coord &c = cache->coords[glyph];
1751             if (c.isNull())
1752                 continue;
1753 
1754             int x = qFloor(staticTextItem->glyphPositions[i].x.toReal() * cache->transform().m11()) + c.baseLineX - margin;
1755             int y = qRound(staticTextItem->glyphPositions[i].y.toReal() * cache->transform().m22()) - c.baseLineY - margin;
1756 
1757             vertexCoordinates->addQuad(QRectF(x, y, c.w, c.h));
1758             textureCoordinates->addQuad(QRectF(c.x*dx, c.y*dy, c.w * dx, c.h * dy));
1759         }
1760 
1761         staticTextItem->userDataNeedsUpdate = false;
1762     }
1763 
1764     int numGlyphs = vertexCoordinates->vertexCount() / 4;
1765     if (numGlyphs == 0)
1766         return;
1767 
1768     if (elementIndices.size() < numGlyphs*6) {
1769         Q_ASSERT(elementIndices.size() % 6 == 0);
1770         int j = elementIndices.size() / 6 * 4;
1771         while (j < numGlyphs*4) {
1772             elementIndices.append(j + 0);
1773             elementIndices.append(j + 0);
1774             elementIndices.append(j + 1);
1775             elementIndices.append(j + 2);
1776             elementIndices.append(j + 3);
1777             elementIndices.append(j + 3);
1778 
1779             j += 4;
1780         }
1781 
1782 #if defined(QT_OPENGL_DRAWCACHEDGLYPHS_INDEX_ARRAY_VBO)
1783         if (elementIndicesVBOId == 0)
1784             glGenBuffers(1, &elementIndicesVBOId);
1785 
1786         glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementIndicesVBOId);
1787         glBufferData(GL_ELEMENT_ARRAY_BUFFER, elementIndices.size() * sizeof(GLushort),
1788                      elementIndices.constData(), GL_STATIC_DRAW);
1789 #endif
1790     } else {
1791 #if defined(QT_OPENGL_DRAWCACHEDGLYPHS_INDEX_ARRAY_VBO)
1792         glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementIndicesVBOId);
1793 #endif
1794     }
1795 
1796     setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, (GLfloat*)vertexCoordinates->data());
1797     setVertexAttributePointer(QT_TEXTURE_COORDS_ATTR, (GLfloat*)textureCoordinates->data());
1798 
1799     if (!snapToPixelGrid) {
1800         snapToPixelGrid = true;
1801         matrixDirty = true;
1802     }
1803 
1804     QBrush pensBrush = q->state()->pen.brush();
1805     setBrush(pensBrush);
1806 
1807     if (glyphFormat == QFontEngine::Format_A32) {
1808 
1809         // Subpixel antialiasing without gamma correction
1810 
1811         QPainter::CompositionMode compMode = q->state()->composition_mode;
1812         Q_ASSERT(compMode == QPainter::CompositionMode_Source
1813             || compMode == QPainter::CompositionMode_SourceOver);
1814 
1815         shaderManager->setMaskType(QGLEngineShaderManager::SubPixelMaskPass1);
1816 
1817         if (pensBrush.style() == Qt::SolidPattern) {
1818             // Solid patterns can get away with only one pass.
1819             QColor c = pensBrush.color();
1820             qreal oldOpacity = q->state()->opacity;
1821             if (compMode == QPainter::CompositionMode_Source) {
1822                 c = qt_premultiplyColor(c, q->state()->opacity);
1823                 q->state()->opacity = 1;
1824                 opacityUniformDirty = true;
1825             }
1826 
1827             compositionModeDirty = false; // I can handle this myself, thank you very much
1828             prepareForCachedGlyphDraw(*cache);
1829 
1830             // prepareForCachedGlyphDraw() have set the opacity on the current shader, so the opacity state can now be reset.
1831             if (compMode == QPainter::CompositionMode_Source) {
1832                 q->state()->opacity = oldOpacity;
1833                 opacityUniformDirty = true;
1834             }
1835 
1836             glEnable(GL_BLEND);
1837             glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR);
1838             glBlendColor(c.redF(), c.greenF(), c.blueF(), c.alphaF());
1839         } else {
1840             // Other brush styles need two passes.
1841 
1842             qreal oldOpacity = q->state()->opacity;
1843             if (compMode == QPainter::CompositionMode_Source) {
1844                 q->state()->opacity = 1;
1845                 opacityUniformDirty = true;
1846                 pensBrush = Qt::white;
1847                 setBrush(pensBrush);
1848             }
1849 
1850             compositionModeDirty = false; // I can handle this myself, thank you very much
1851             prepareForCachedGlyphDraw(*cache);
1852             glEnable(GL_BLEND);
1853             glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
1854 
1855             glActiveTexture(GL_TEXTURE0 + QT_MASK_TEXTURE_UNIT);
1856             glBindTexture(GL_TEXTURE_2D, cache->texture());
1857             updateTextureFilter(GL_TEXTURE_2D, GL_REPEAT, false);
1858 
1859 #if defined(QT_OPENGL_DRAWCACHEDGLYPHS_INDEX_ARRAY_VBO)
1860             glDrawElements(GL_TRIANGLE_STRIP, 6 * numGlyphs, GL_UNSIGNED_SHORT, 0);
1861 #else
1862             glDrawElements(GL_TRIANGLE_STRIP, 6 * numGlyphs, GL_UNSIGNED_SHORT, elementIndices.data());
1863 #endif
1864 
1865             shaderManager->setMaskType(QGLEngineShaderManager::SubPixelMaskPass2);
1866 
1867             if (compMode == QPainter::CompositionMode_Source) {
1868                 q->state()->opacity = oldOpacity;
1869                 opacityUniformDirty = true;
1870                 pensBrush = q->state()->pen.brush();
1871                 setBrush(pensBrush);
1872             }
1873 
1874             compositionModeDirty = false;
1875             prepareForCachedGlyphDraw(*cache);
1876             glEnable(GL_BLEND);
1877             glBlendFunc(GL_ONE, GL_ONE);
1878         }
1879         compositionModeDirty = true;
1880     } else {
1881         // Grayscale/mono glyphs
1882 
1883         shaderManager->setMaskType(QGLEngineShaderManager::PixelMask);
1884         prepareForCachedGlyphDraw(*cache);
1885     }
1886 
1887     QGLTextureGlyphCache::FilterMode filterMode = (s->matrix.type() > QTransform::TxTranslate)?QGLTextureGlyphCache::Linear:QGLTextureGlyphCache::Nearest;
1888     if (lastMaskTextureUsed != cache->texture() || cache->filterMode() != filterMode) {
1889 
1890         glActiveTexture(GL_TEXTURE0 + QT_MASK_TEXTURE_UNIT);
1891         if (lastMaskTextureUsed != cache->texture()) {
1892             glBindTexture(GL_TEXTURE_2D, cache->texture());
1893             lastMaskTextureUsed = cache->texture();
1894         }
1895 
1896         if (cache->filterMode() != filterMode) {
1897             if (filterMode == QGLTextureGlyphCache::Linear) {
1898                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1899                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
1900             } else {
1901                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1902                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1903             }
1904             cache->setFilterMode(filterMode);
1905         }
1906     }
1907 
1908 #if defined(QT_OPENGL_DRAWCACHEDGLYPHS_INDEX_ARRAY_VBO)
1909     glDrawElements(GL_TRIANGLE_STRIP, 6 * numGlyphs, GL_UNSIGNED_SHORT, 0);
1910     glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
1911 #else
1912     glDrawElements(GL_TRIANGLE_STRIP, 6 * numGlyphs, GL_UNSIGNED_SHORT, elementIndices.data());
1913 #endif
1914 }
1915 
drawPixmapFragments(const QPainter::PixmapFragment * fragments,int fragmentCount,const QPixmap & pixmap,QPainter::PixmapFragmentHints hints)1916 void QGL2PaintEngineEx::drawPixmapFragments(const QPainter::PixmapFragment *fragments, int fragmentCount, const QPixmap &pixmap,
1917                                             QPainter::PixmapFragmentHints hints)
1918 {
1919     Q_D(QGL2PaintEngineEx);
1920     // Use fallback for extended composition modes.
1921     if (state()->composition_mode > QPainter::CompositionMode_Plus) {
1922         QPaintEngineEx::drawPixmapFragments(fragments, fragmentCount, pixmap, hints);
1923         return;
1924     }
1925 
1926     ensureActive();
1927     int max_texture_size = d->ctx->d_func()->maxTextureSize();
1928     if (pixmap.width() > max_texture_size || pixmap.height() > max_texture_size) {
1929         QPixmap scaled = pixmap.scaled(max_texture_size, max_texture_size, Qt::KeepAspectRatio);
1930         d->drawPixmapFragments(fragments, fragmentCount, scaled, hints);
1931     } else {
1932         d->drawPixmapFragments(fragments, fragmentCount, pixmap, hints);
1933     }
1934 }
1935 
1936 
drawPixmapFragments(const QPainter::PixmapFragment * fragments,int fragmentCount,const QPixmap & pixmap,QPainter::PixmapFragmentHints hints)1937 void QGL2PaintEngineExPrivate::drawPixmapFragments(const QPainter::PixmapFragment *fragments,
1938                                                    int fragmentCount, const QPixmap &pixmap,
1939                                                    QPainter::PixmapFragmentHints hints)
1940 {
1941     GLfloat dx = 1.0f / pixmap.size().width();
1942     GLfloat dy = 1.0f / pixmap.size().height();
1943 
1944     vertexCoordinateArray.clear();
1945     textureCoordinateArray.clear();
1946     opacityArray.reset();
1947 
1948     if (snapToPixelGrid) {
1949         snapToPixelGrid = false;
1950         matrixDirty = true;
1951     }
1952 
1953     bool allOpaque = true;
1954 
1955     for (int i = 0; i < fragmentCount; ++i) {
1956         qreal s = 0;
1957         qreal c = 1;
1958         if (fragments[i].rotation != 0) {
1959             s = qFastSin(qDegreesToRadians(fragments[i].rotation));
1960             c = qFastCos(qDegreesToRadians(fragments[i].rotation));
1961         }
1962 
1963         qreal right = 0.5 * fragments[i].scaleX * fragments[i].width;
1964         qreal bottom = 0.5 * fragments[i].scaleY * fragments[i].height;
1965         QGLPoint bottomRight(right * c - bottom * s, right * s + bottom * c);
1966         QGLPoint bottomLeft(-right * c - bottom * s, -right * s + bottom * c);
1967 
1968         vertexCoordinateArray.addVertex(bottomRight.x + fragments[i].x, bottomRight.y + fragments[i].y);
1969         vertexCoordinateArray.addVertex(-bottomLeft.x + fragments[i].x, -bottomLeft.y + fragments[i].y);
1970         vertexCoordinateArray.addVertex(-bottomRight.x + fragments[i].x, -bottomRight.y + fragments[i].y);
1971         vertexCoordinateArray.addVertex(-bottomRight.x + fragments[i].x, -bottomRight.y + fragments[i].y);
1972         vertexCoordinateArray.addVertex(bottomLeft.x + fragments[i].x, bottomLeft.y + fragments[i].y);
1973         vertexCoordinateArray.addVertex(bottomRight.x + fragments[i].x, bottomRight.y + fragments[i].y);
1974 
1975         QGLRect src(fragments[i].sourceLeft * dx, fragments[i].sourceTop * dy,
1976                     (fragments[i].sourceLeft + fragments[i].width) * dx,
1977                     (fragments[i].sourceTop + fragments[i].height) * dy);
1978 
1979         textureCoordinateArray.addVertex(src.right, src.bottom);
1980         textureCoordinateArray.addVertex(src.right, src.top);
1981         textureCoordinateArray.addVertex(src.left, src.top);
1982         textureCoordinateArray.addVertex(src.left, src.top);
1983         textureCoordinateArray.addVertex(src.left, src.bottom);
1984         textureCoordinateArray.addVertex(src.right, src.bottom);
1985 
1986         qreal opacity = fragments[i].opacity * q->state()->opacity;
1987         opacityArray << opacity << opacity << opacity << opacity << opacity << opacity;
1988         allOpaque &= (opacity >= 0.99f);
1989     }
1990 
1991     glActiveTexture(GL_TEXTURE0 + QT_IMAGE_TEXTURE_UNIT);
1992     QGLTexture *texture = ctx->d_func()->bindTexture(pixmap, GL_TEXTURE_2D, GL_RGBA,
1993                                                      QGLContext::InternalBindOption
1994                                                      | QGLContext::CanFlipNativePixmapBindOption);
1995 
1996     if (texture->options & QGLContext::InvertedYBindOption) {
1997         // Flip texture y-coordinate.
1998         QGLPoint *data = textureCoordinateArray.data();
1999         for (int i = 0; i < 6 * fragmentCount; ++i)
2000             data[i].y = 1 - data[i].y;
2001     }
2002 
2003     transferMode(ImageArrayDrawingMode);
2004 
2005     bool isBitmap = pixmap.isQBitmap();
2006     bool isOpaque = !isBitmap && (!pixmap.hasAlpha() || (hints & QPainter::OpaqueHint)) && allOpaque;
2007 
2008     updateTextureFilter(GL_TEXTURE_2D, GL_CLAMP_TO_EDGE,
2009                            q->state()->renderHints & QPainter::SmoothPixmapTransform, texture->id);
2010 
2011     // Setup for texture drawing
2012     currentBrush = noBrush;
2013     shaderManager->setSrcPixelType(isBitmap ? QGLEngineShaderManager::PatternSrc
2014                                             : QGLEngineShaderManager::ImageSrc);
2015     if (prepareForDraw(isOpaque))
2016         shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::ImageTexture), QT_IMAGE_TEXTURE_UNIT);
2017 
2018     if (isBitmap) {
2019         QColor col = qt_premultiplyColor(q->state()->pen.color(), (GLfloat)q->state()->opacity);
2020         shaderManager->currentProgram()->setUniformValue(location(QGLEngineShaderManager::PatternColor), col);
2021     }
2022 
2023     glDrawArrays(GL_TRIANGLES, 0, 6 * fragmentCount);
2024 }
2025 
begin(QPaintDevice * pdev)2026 bool QGL2PaintEngineEx::begin(QPaintDevice *pdev)
2027 {
2028     Q_D(QGL2PaintEngineEx);
2029 
2030 //     qDebug("QGL2PaintEngineEx::begin()");
2031     if (pdev->devType() == QInternal::OpenGL)
2032         d->device = static_cast<QGLPaintDevice*>(pdev);
2033     else
2034         d->device = QGLPaintDevice::getDevice(pdev);
2035 
2036     if (!d->device)
2037         return false;
2038 
2039     d->ctx = d->device->context();
2040     d->ctx->d_ptr->active_engine = this;
2041 
2042     d->resetOpenGLContextActiveEngine();
2043 
2044     const QSize sz = d->device->size();
2045     d->width = sz.width();
2046     d->height = sz.height();
2047     d->mode = BrushDrawingMode;
2048     d->brushTextureDirty = true;
2049     d->brushUniformsDirty = true;
2050     d->matrixUniformDirty = true;
2051     d->matrixDirty = true;
2052     d->compositionModeDirty = true;
2053     d->opacityUniformDirty = true;
2054     d->translateZUniformDirty = true;
2055     d->needsSync = true;
2056     d->useSystemClip = !systemClip().isEmpty();
2057     d->currentBrush = QBrush();
2058 
2059     d->dirtyStencilRegion = QRect(0, 0, d->width, d->height);
2060     d->stencilClean = true;
2061 
2062     // Calling begin paint should make the correct context current. So, any
2063     // code which calls into GL or otherwise needs a current context *must*
2064     // go after beginPaint:
2065     d->device->beginPaint();
2066 
2067     d->initializeOpenGLFunctions();
2068 
2069     d->shaderManager = new QGLEngineShaderManager(d->ctx);
2070 
2071     d->glDisable(GL_STENCIL_TEST);
2072     d->glDisable(GL_DEPTH_TEST);
2073     d->glDisable(GL_SCISSOR_TEST);
2074 
2075 #if !defined(QT_OPENGL_ES_2)
2076     if (!d->ctx->contextHandle()->isOpenGLES())
2077         d->glDisable(GL_MULTISAMPLE);
2078 #endif
2079 
2080     d->glyphCacheFormat = QFontEngine::Format_A8;
2081 
2082 #if !defined(QT_OPENGL_ES_2)
2083     if (!d->ctx->contextHandle()->isOpenGLES()) {
2084         d->glyphCacheFormat = QFontEngine::Format_A32;
2085         d->multisamplingAlwaysEnabled = false;
2086     } else {
2087         d->multisamplingAlwaysEnabled = d->device->format().sampleBuffers();
2088     }
2089 #else
2090     // OpenGL ES can't switch MSAA off, so if the gl paint device is
2091     // multisampled, it's always multisampled.
2092     d->multisamplingAlwaysEnabled = d->device->format().sampleBuffers();
2093 #endif
2094 
2095     return true;
2096 }
2097 
end()2098 bool QGL2PaintEngineEx::end()
2099 {
2100     Q_D(QGL2PaintEngineEx);
2101 
2102     QGLContext *ctx = d->ctx;
2103     d->glUseProgram(0);
2104     d->transferMode(BrushDrawingMode);
2105     d->device->endPaint();
2106 
2107     ctx->d_ptr->active_engine = 0;
2108     ctx->makeCurrent();
2109     d->resetOpenGLContextActiveEngine();
2110     d->resetGLState();
2111 
2112     delete d->shaderManager;
2113     d->shaderManager = 0;
2114     d->currentBrush = QBrush();
2115 
2116 #ifdef QT_OPENGL_CACHE_AS_VBOS
2117     if (!d->unusedVBOSToClean.isEmpty()) {
2118         d->glDeleteBuffers(d->unusedVBOSToClean.size(), d->unusedVBOSToClean.constData());
2119         d->unusedVBOSToClean.clear();
2120     }
2121     if (!d->unusedIBOSToClean.isEmpty()) {
2122         d->glDeleteBuffers(d->unusedIBOSToClean.size(), d->unusedIBOSToClean.constData());
2123         d->unusedIBOSToClean.clear();
2124     }
2125 #endif
2126 
2127     return false;
2128 }
2129 
ensureActive()2130 void QGL2PaintEngineEx::ensureActive()
2131 {
2132     Q_D(QGL2PaintEngineEx);
2133     QGLContext *ctx = d->ctx;
2134 
2135     if (isActive() && (ctx->d_ptr->active_engine != this || d->resetOpenGLContextActiveEngine())) {
2136         ctx->d_ptr->active_engine = this;
2137         d->needsSync = true;
2138     }
2139 
2140     d->device->ensureActiveTarget();
2141 
2142     if (d->needsSync) {
2143         d->transferMode(BrushDrawingMode);
2144         d->glViewport(0, 0, d->width, d->height);
2145         d->needsSync = false;
2146         d->lastMaskTextureUsed = 0;
2147         d->shaderManager->setDirty();
2148         d->ctx->d_func()->syncGlState();
2149         for (int i = 0; i < 3; ++i)
2150             d->vertexAttribPointers[i] = (GLfloat*)-1; // Assume the pointers are clobbered
2151         setState(state());
2152     }
2153 }
2154 
updateClipScissorTest()2155 void QGL2PaintEngineExPrivate::updateClipScissorTest()
2156 {
2157     Q_Q(QGL2PaintEngineEx);
2158     if (q->state()->clipTestEnabled) {
2159         glEnable(GL_STENCIL_TEST);
2160         glStencilFunc(GL_LEQUAL, q->state()->currentClip, ~GL_STENCIL_HIGH_BIT);
2161     } else {
2162         glDisable(GL_STENCIL_TEST);
2163         glStencilFunc(GL_ALWAYS, 0, 0xff);
2164     }
2165 
2166 #ifdef QT_GL_NO_SCISSOR_TEST
2167     currentScissorBounds = QRect(0, 0, width, height);
2168 #else
2169     QRect bounds = q->state()->rectangleClip;
2170     if (!q->state()->clipEnabled) {
2171         if (useSystemClip)
2172             bounds = systemClip.boundingRect();
2173         else
2174             bounds = QRect(0, 0, width, height);
2175     } else {
2176         if (useSystemClip)
2177             bounds = bounds.intersected(systemClip.boundingRect());
2178         else
2179             bounds = bounds.intersected(QRect(0, 0, width, height));
2180     }
2181 
2182     currentScissorBounds = bounds;
2183 
2184     if (bounds == QRect(0, 0, width, height)) {
2185         glDisable(GL_SCISSOR_TEST);
2186     } else {
2187         glEnable(GL_SCISSOR_TEST);
2188         setScissor(bounds);
2189     }
2190 #endif
2191 }
2192 
setScissor(const QRect & rect)2193 void QGL2PaintEngineExPrivate::setScissor(const QRect &rect)
2194 {
2195     const int left = rect.left();
2196     const int width = rect.width();
2197     int bottom = height - (rect.top() + rect.height());
2198     if (device->isFlipped()) {
2199         bottom = rect.top();
2200     }
2201     const int height = rect.height();
2202 
2203     glScissor(left, bottom, width, height);
2204 }
2205 
clipEnabledChanged()2206 void QGL2PaintEngineEx::clipEnabledChanged()
2207 {
2208     Q_D(QGL2PaintEngineEx);
2209 
2210     state()->clipChanged = true;
2211 
2212     if (painter()->hasClipping())
2213         d->regenerateClip();
2214     else
2215         d->systemStateChanged();
2216 }
2217 
clearClip(uint value)2218 void QGL2PaintEngineExPrivate::clearClip(uint value)
2219 {
2220     dirtyStencilRegion -= currentScissorBounds;
2221 
2222     glStencilMask(0xff);
2223     glClearStencil(value);
2224     glClear(GL_STENCIL_BUFFER_BIT);
2225     glStencilMask(0x0);
2226 
2227     q->state()->needsClipBufferClear = false;
2228 }
2229 
writeClip(const QVectorPath & path,uint value)2230 void QGL2PaintEngineExPrivate::writeClip(const QVectorPath &path, uint value)
2231 {
2232     transferMode(BrushDrawingMode);
2233 
2234     if (snapToPixelGrid) {
2235         snapToPixelGrid = false;
2236         matrixDirty = true;
2237     }
2238 
2239     if (matrixDirty)
2240         updateMatrix();
2241 
2242     stencilClean = false;
2243 
2244     const bool singlePass = !path.hasWindingFill()
2245         && (((q->state()->currentClip == maxClip - 1) && q->state()->clipTestEnabled)
2246             || q->state()->needsClipBufferClear);
2247     const uint referenceClipValue = q->state()->needsClipBufferClear ? 1 : q->state()->currentClip;
2248 
2249     if (q->state()->needsClipBufferClear)
2250         clearClip(1);
2251 
2252     if (path.isEmpty()) {
2253         glEnable(GL_STENCIL_TEST);
2254         glStencilFunc(GL_LEQUAL, value, ~GL_STENCIL_HIGH_BIT);
2255         return;
2256     }
2257 
2258     if (q->state()->clipTestEnabled)
2259         glStencilFunc(GL_LEQUAL, q->state()->currentClip, ~GL_STENCIL_HIGH_BIT);
2260     else
2261         glStencilFunc(GL_ALWAYS, 0, 0xff);
2262 
2263     vertexCoordinateArray.clear();
2264     vertexCoordinateArray.addPath(path, inverseScale, false);
2265 
2266     if (!singlePass)
2267         fillStencilWithVertexArray(vertexCoordinateArray, path.hasWindingFill());
2268 
2269     glColorMask(false, false, false, false);
2270     glEnable(GL_STENCIL_TEST);
2271     useSimpleShader();
2272 
2273     if (singlePass) {
2274         // Under these conditions we can set the new stencil value in a single
2275         // pass, by using the current value and the "new value" as the toggles
2276 
2277         glStencilFunc(GL_LEQUAL, referenceClipValue, ~GL_STENCIL_HIGH_BIT);
2278         glStencilOp(GL_KEEP, GL_INVERT, GL_INVERT);
2279         glStencilMask(value ^ referenceClipValue);
2280 
2281         drawVertexArrays(vertexCoordinateArray, GL_TRIANGLE_FAN);
2282     } else {
2283         glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE);
2284         glStencilMask(0xff);
2285 
2286         if (!q->state()->clipTestEnabled && path.hasWindingFill()) {
2287             // Pass when any clip bit is set, set high bit
2288             glStencilFunc(GL_NOTEQUAL, GL_STENCIL_HIGH_BIT, ~GL_STENCIL_HIGH_BIT);
2289             composite(vertexCoordinateArray.boundingRect());
2290         }
2291 
2292         // Pass when high bit is set, replace stencil value with new clip value
2293         glStencilFunc(GL_NOTEQUAL, value, GL_STENCIL_HIGH_BIT);
2294 
2295         composite(vertexCoordinateArray.boundingRect());
2296     }
2297 
2298     glStencilFunc(GL_LEQUAL, value, ~GL_STENCIL_HIGH_BIT);
2299     glStencilMask(0);
2300 
2301     glColorMask(true, true, true, true);
2302 }
2303 
clip(const QVectorPath & path,Qt::ClipOperation op)2304 void QGL2PaintEngineEx::clip(const QVectorPath &path, Qt::ClipOperation op)
2305 {
2306 //     qDebug("QGL2PaintEngineEx::clip()");
2307     Q_D(QGL2PaintEngineEx);
2308 
2309     state()->clipChanged = true;
2310 
2311     ensureActive();
2312 
2313     if (op == Qt::ReplaceClip) {
2314         op = Qt::IntersectClip;
2315         if (d->hasClipOperations()) {
2316             d->systemStateChanged();
2317             state()->canRestoreClip = false;
2318         }
2319     }
2320 
2321 #ifndef QT_GL_NO_SCISSOR_TEST
2322     if (!path.isEmpty() && op == Qt::IntersectClip && (path.shape() == QVectorPath::RectangleHint)) {
2323         const QPointF* const points = reinterpret_cast<const QPointF*>(path.points());
2324         QRectF rect(points[0], points[2]);
2325 
2326         if (state()->matrix.type() <= QTransform::TxScale
2327             || (state()->matrix.type() == QTransform::TxRotate
2328                 && qFuzzyIsNull(state()->matrix.m11())
2329                 && qFuzzyIsNull(state()->matrix.m22())))
2330         {
2331             state()->rectangleClip = state()->rectangleClip.intersected(state()->matrix.mapRect(rect).toRect());
2332             d->updateClipScissorTest();
2333             return;
2334         }
2335     }
2336 #endif
2337 
2338     const QRect pathRect = state()->matrix.mapRect(path.controlPointRect()).toAlignedRect();
2339 
2340     switch (op) {
2341     case Qt::NoClip:
2342         if (d->useSystemClip) {
2343             state()->clipTestEnabled = true;
2344             state()->currentClip = 1;
2345         } else {
2346             state()->clipTestEnabled = false;
2347         }
2348         state()->rectangleClip = QRect(0, 0, d->width, d->height);
2349         state()->canRestoreClip = false;
2350         d->updateClipScissorTest();
2351         break;
2352     case Qt::IntersectClip:
2353         state()->rectangleClip = state()->rectangleClip.intersected(pathRect);
2354         d->updateClipScissorTest();
2355         d->resetClipIfNeeded();
2356         ++d->maxClip;
2357         d->writeClip(path, d->maxClip);
2358         state()->currentClip = d->maxClip;
2359         state()->clipTestEnabled = true;
2360         break;
2361     default:
2362         break;
2363     }
2364 }
2365 
regenerateClip()2366 void QGL2PaintEngineExPrivate::regenerateClip()
2367 {
2368     systemStateChanged();
2369     replayClipOperations();
2370 }
2371 
systemStateChanged()2372 void QGL2PaintEngineExPrivate::systemStateChanged()
2373 {
2374     Q_Q(QGL2PaintEngineEx);
2375 
2376     q->state()->clipChanged = true;
2377 
2378     if (systemClip.isEmpty()) {
2379         useSystemClip = false;
2380     } else {
2381         if (q->paintDevice()->devType() == QInternal::Widget && currentClipDevice) {
2382             QWidgetPrivate *widgetPrivate = qt_widget_private(static_cast<QWidget *>(currentClipDevice)->window());
2383             useSystemClip = widgetPrivate->extra && widgetPrivate->extra->inRenderWithPainter;
2384         } else {
2385             useSystemClip = true;
2386         }
2387     }
2388 
2389     q->state()->clipTestEnabled = false;
2390     q->state()->needsClipBufferClear = true;
2391 
2392     q->state()->currentClip = 1;
2393     maxClip = 1;
2394 
2395     q->state()->rectangleClip = useSystemClip ? systemClip.boundingRect() : QRect(0, 0, width, height);
2396     updateClipScissorTest();
2397 
2398     if (systemClip.rectCount() == 1) {
2399         if (systemClip.boundingRect() == QRect(0, 0, width, height))
2400             useSystemClip = false;
2401 #ifndef QT_GL_NO_SCISSOR_TEST
2402         // scissoring takes care of the system clip
2403         return;
2404 #endif
2405     }
2406 
2407     if (useSystemClip) {
2408         clearClip(0);
2409 
2410         QPainterPath path;
2411         path.addRegion(systemClip);
2412 
2413         q->state()->currentClip = 0;
2414         writeClip(qtVectorPathForPath(q->state()->matrix.inverted().map(path)), 1);
2415         q->state()->currentClip = 1;
2416         q->state()->clipTestEnabled = true;
2417     }
2418 }
2419 
setTranslateZ(GLfloat z)2420 void QGL2PaintEngineEx::setTranslateZ(GLfloat z)
2421 {
2422     Q_D(QGL2PaintEngineEx);
2423     if (d->translateZ != z) {
2424         d->translateZ = z;
2425         d->translateZUniformDirty = true;
2426     }
2427 }
2428 
setState(QPainterState * new_state)2429 void QGL2PaintEngineEx::setState(QPainterState *new_state)
2430 {
2431     //     qDebug("QGL2PaintEngineEx::setState()");
2432 
2433     Q_D(QGL2PaintEngineEx);
2434 
2435     QGL2PaintEngineState *s = static_cast<QGL2PaintEngineState *>(new_state);
2436     QGL2PaintEngineState *old_state = state();
2437 
2438     QPaintEngineEx::setState(s);
2439 
2440     if (s->isNew) {
2441         // Newly created state object.  The call to setState()
2442         // will either be followed by a call to begin(), or we are
2443         // setting the state as part of a save().
2444         s->isNew = false;
2445         return;
2446     }
2447 
2448     // Setting the state as part of a restore().
2449 
2450     if (old_state == s || old_state->renderHintsChanged)
2451         renderHintsChanged();
2452 
2453     if (old_state == s || old_state->matrixChanged)
2454         d->matrixDirty = true;
2455 
2456     if (old_state == s || old_state->compositionModeChanged)
2457         d->compositionModeDirty = true;
2458 
2459     if (old_state == s || old_state->opacityChanged)
2460         d->opacityUniformDirty = true;
2461 
2462     if (old_state == s || old_state->clipChanged) {
2463         if (old_state && old_state != s && old_state->canRestoreClip) {
2464             d->updateClipScissorTest();
2465             d->glDepthFunc(GL_LEQUAL);
2466         } else {
2467             d->regenerateClip();
2468         }
2469     }
2470 }
2471 
createState(QPainterState * orig) const2472 QPainterState *QGL2PaintEngineEx::createState(QPainterState *orig) const
2473 {
2474     if (orig)
2475         const_cast<QGL2PaintEngineEx *>(this)->ensureActive();
2476 
2477     QGL2PaintEngineState *s;
2478     if (!orig)
2479         s = new QGL2PaintEngineState();
2480     else
2481         s = new QGL2PaintEngineState(*static_cast<QGL2PaintEngineState *>(orig));
2482 
2483     s->matrixChanged = false;
2484     s->compositionModeChanged = false;
2485     s->opacityChanged = false;
2486     s->renderHintsChanged = false;
2487     s->clipChanged = false;
2488 
2489     return s;
2490 }
2491 
QGL2PaintEngineState(QGL2PaintEngineState & other)2492 QGL2PaintEngineState::QGL2PaintEngineState(QGL2PaintEngineState &other)
2493     : QPainterState(other)
2494 {
2495     isNew = true;
2496     needsClipBufferClear = other.needsClipBufferClear;
2497     clipTestEnabled = other.clipTestEnabled;
2498     currentClip = other.currentClip;
2499     canRestoreClip = other.canRestoreClip;
2500     rectangleClip = other.rectangleClip;
2501 }
2502 
QGL2PaintEngineState()2503 QGL2PaintEngineState::QGL2PaintEngineState()
2504 {
2505     isNew = true;
2506     needsClipBufferClear = true;
2507     clipTestEnabled = false;
2508     canRestoreClip = true;
2509 }
2510 
~QGL2PaintEngineState()2511 QGL2PaintEngineState::~QGL2PaintEngineState()
2512 {
2513 }
2514 
2515 QT_END_NAMESPACE
2516