qtbase/src/plugins/platforms/eglfs/qeglfsbackingstore.cpp

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/****************************************************************************
**
** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies).
** Contact: http://www.qt-project.org/
**
** This file is part of the plugins of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
** GNU Lesser General Public License Usage
** This file may be used under the terms of the GNU Lesser General Public
** License version 2.1 as published by the Free Software Foundation and
** appearing in the file LICENSE.LGPL included in the packaging of this
** file. Please review the following information to ensure the GNU Lesser
** General Public License version 2.1 requirements will be met:
** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
**
** In addition, as a special exception, Nokia gives you certain additional
** rights. These rights are described in the Nokia Qt LGPL Exception
** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU General
** Public License version 3.0 as published by the Free Software Foundation
** and appearing in the file LICENSE.GPL included in the packaging of this
** file. Please review the following information to ensure the GNU General
** Public License version 3.0 requirements will be met:
** http://www.gnu.org/copyleft/gpl.html.
**
** Other Usage
** Alternatively, this file may be used in accordance with the terms and
** conditions contained in a signed written agreement between you and Nokia.
**
**
**
**
**
**
** $QT_END_LICENSE$
**
****************************************************************************/
#include "qeglfsbackingstore.h"
#include "qeglfscursor.h"
#include <QtGui/QOpenGLContext>
#include <QtGui/QOpenGLPaintDevice>
#include <QtGui/QOpenGLShaderProgram>
#include <QtGui/QScreen>
QT_BEGIN_NAMESPACE
QEglFSBackingStore::QEglFSBackingStore(QWindow *window)
: QPlatformBackingStore(window)
, m_context(new QOpenGLContext)
, m_texture(0)
, m_program(0)
{
m_context->setFormat(window->requestedFormat());
m_context->setScreen(window->screen());
m_context->create();
}
QEglFSBackingStore::~QEglFSBackingStore()
{
delete m_context;
}
QPaintDevice *QEglFSBackingStore::paintDevice()
{
return &m_image;
}
void QEglFSBackingStore::flush(QWindow *window, const QRegion &region, const QPoint &offset)
{
Q_UNUSED(region);
Q_UNUSED(offset);
makeCurrent();
#ifdef QEGL_EXTRA_DEBUG
qWarning("QEglBackingStore::flush %p", window);
#endif
if (!m_program) {
static const char *textureVertexProgram =
"attribute highp vec2 vertexCoordEntry;\n"
"attribute highp vec2 textureCoordEntry;\n"
"varying highp vec2 textureCoord;\n"
"void main() {\n"
" textureCoord = textureCoordEntry;\n"
" gl_Position = vec4(vertexCoordEntry, 0.0, 1.0);\n"
"}\n";
static const char *textureFragmentProgram =
"uniform sampler2D texture;\n"
"varying highp vec2 textureCoord;\n"
"void main() {\n"
" gl_FragColor = texture2D(texture, textureCoord).bgra;\n"
"}\n";
m_program = new QOpenGLShaderProgram;
m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, textureVertexProgram);
m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, textureFragmentProgram);
m_program->link();
m_vertexCoordEntry = m_program->attributeLocation("vertexCoordEntry");
m_textureCoordEntry = m_program->attributeLocation("textureCoordEntry");
}
m_program->bind();
const GLfloat textureCoordinates[] = {
0, 1,
1, 1,
1, 0,
0, 0
};
QRectF r = window->geometry();
QRectF sr = window->screen()->geometry();
GLfloat x1 = (r.left() / sr.width()) * 2 - 1;
GLfloat x2 = (r.right() / sr.width()) * 2 - 1;
GLfloat y1 = (r.top() / sr.height()) * 2 - 1;
GLfloat y2 = (r.bottom() / sr.height()) * 2 - 1;
const GLfloat vertexCoordinates[] = {
x1, y1,
x2, y1,
x2, y2,
x1, y2
};
glEnableVertexAttribArray(m_vertexCoordEntry);
glEnableVertexAttribArray(m_textureCoordEntry);
glVertexAttribPointer(m_vertexCoordEntry, 2, GL_FLOAT, GL_FALSE, 0, vertexCoordinates);
glVertexAttribPointer(m_textureCoordEntry, 2, GL_FLOAT, GL_FALSE, 0, textureCoordinates);
glBindTexture(GL_TEXTURE_2D, m_texture);
if (!m_dirty.isNull()) {
QRect imageRect = m_image.rect();
QRegion fixed;
foreach (const QRect &rect, m_dirty.rects()) {
// intersect with image rect to be sure
QRect r = imageRect & rect;
// if the rect is wide enough it's cheaper to just
// extend it instead of doing an image copy
if (r.width() >= imageRect.width() / 2) {
r.setX(0);
r.setWidth(imageRect.width());
}
fixed |= r;
}
foreach (const QRect &rect, fixed.rects()) {
// if the sub-rect is full-width we can pass the image data directly to
// OpenGL instead of copying, since there's no gap between scanlines
if (rect.width() == imageRect.width()) {
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, rect.y(), rect.width(), rect.height(), GL_RGBA, GL_UNSIGNED_BYTE, m_image.constScanLine(rect.y()));
} else {
glTexSubImage2D(GL_TEXTURE_2D, 0, rect.x(), rect.y(), rect.width(), rect.height(), GL_RGBA, GL_UNSIGNED_BYTE,
m_image.copy(rect).constBits());
}
}
m_dirty = QRegion();
}
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
m_program->release();
glBindTexture(GL_TEXTURE_2D, 0);
glDisableVertexAttribArray(m_vertexCoordEntry);
glDisableVertexAttribArray(m_textureCoordEntry);
// draw the cursor
if (QEglFSCursor *cursor = static_cast<QEglFSCursor *>(window->screen()->handle()->cursor()))
cursor->paintOnScreen();
m_context->swapBuffers(window);
m_context->doneCurrent();
}
void QEglFSBackingStore::makeCurrent()
{
// needed to prevent QOpenGLContext::makeCurrent() from failing
window()->setSurfaceType(QSurface::OpenGLSurface);
m_context->makeCurrent(window());
}
void QEglFSBackingStore::beginPaint(const QRegion &rgn)
{
m_dirty = m_dirty | rgn;
}
void QEglFSBackingStore::endPaint()
{
}
void QEglFSBackingStore::resize(const QSize &size, const QRegion &staticContents)
{
Q_UNUSED(staticContents);
m_image = QImage(size, QImage::Format_RGB32);
makeCurrent();
if (m_texture)
glDeleteTextures(1, &m_texture);
glGenTextures(1, &m_texture);
glBindTexture(GL_TEXTURE_2D, m_texture);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size.width(), size.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
}
QT_END_NAMESPACE