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

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/****************************************************************************
**
** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies).
** Contact: http://www.qt-project.org/legal
**
** This file is part of the plugins of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and Digia. For licensing terms and
** conditions see http://qt.digia.com/licensing. For further information
** use the contact form at http://qt.digia.com/contact-us.
**
** GNU Lesser General Public License Usage
** Alternatively, 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, Digia gives you certain additional
** rights. These rights are described in the Digia 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.
**
**
** $QT_END_LICENSE$
**
****************************************************************************/
#include "qeglfsbackingstore.h"
#include "qeglfscursor.h"
#include "qeglfswindow.h"
#include <QtGui/QOpenGLContext>
#include <QtGui/QOpenGLPaintDevice>
#include <QtGui/QOpenGLShaderProgram>
#include <QtGui/QScreen>
QT_BEGIN_NAMESPACE
QEglFSCompositor::QEglFSCompositor()
: m_rootWindow(0)
{
m_updateTimer.setSingleShot(true);
m_updateTimer.setInterval(0);
connect(&m_updateTimer, SIGNAL(timeout()), SLOT(renderAll()));
}
void QEglFSCompositor::schedule(QEglFSWindow *rootWindow)
{
m_rootWindow = rootWindow;
if (!m_updateTimer.isActive())
m_updateTimer.start();
}
void QEglFSCompositor::renderAll()
{
Q_ASSERT(m_rootWindow);
QOpenGLContext *context = QEglFSBackingStore::makeRootCurrent(m_rootWindow);
QEglFSScreen *screen = m_rootWindow->screen();
QList<QEglFSWindow *> windows = screen->windows();
for (int i = 0; i < windows.size(); ++i) {
if (windows.at(i)->backingStore())
render(windows.at(i), m_rootWindow);
}
context->swapBuffers(m_rootWindow->window());
context->doneCurrent();
}
void QEglFSCompositor::render(QEglFSWindow *window, QEglFSWindow *rootWindow)
{
QEglFSBackingStore *rootBackingStore = rootWindow->backingStore();
rootBackingStore->m_program->bind();
const GLfloat textureCoordinates[] = {
0, 0,
1, 0,
1, 1,
0, 1
};
QRectF sr = window->screen()->geometry();
QRect r = window->window()->geometry();
QPoint tl = r.topLeft();
QPoint br = r.bottomRight();
GLfloat x1 = (tl.x() / sr.width()) * 2 - 1;
GLfloat x2 = (br.x() / sr.width()) * 2 - 1;
GLfloat y1 = ((sr.height() - tl.y()) / sr.height()) * 2 - 1;
GLfloat y2 = ((sr.height() - br.y()) / sr.height()) * 2 - 1;
const GLfloat vertexCoordinates[] = {
x1, y1,
x2, y1,
x2, y2,
x1, y2
};
glViewport(0, 0, sr.width(), sr.height());
glEnableVertexAttribArray(rootBackingStore->m_vertexCoordEntry);
glEnableVertexAttribArray(rootBackingStore->m_textureCoordEntry);
glVertexAttribPointer(rootBackingStore->m_vertexCoordEntry, 2, GL_FLOAT, GL_FALSE, 0, vertexCoordinates);
glVertexAttribPointer(rootBackingStore->m_textureCoordEntry, 2, GL_FLOAT, GL_FALSE, 0, textureCoordinates);
glBindTexture(GL_TEXTURE_2D, window->backingStore()->m_texture);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
rootBackingStore->m_program->release();
glBindTexture(GL_TEXTURE_2D, 0);
glDisableVertexAttribArray(rootBackingStore->m_vertexCoordEntry);
glDisableVertexAttribArray(rootBackingStore->m_textureCoordEntry);
}
static QEglFSCompositor *compositor = 0;
QEglFSCompositor *QEglFSCompositor::instance()
{
if (!compositor)
compositor = new QEglFSCompositor;
return compositor;
}
QEglFSBackingStore::QEglFSBackingStore(QWindow *window)
: QPlatformBackingStore(window)
, m_window(static_cast<QEglFSWindow *>(window->handle()))
, m_context(0)
, m_texture(0)
, m_program(0)
{
m_window->setBackingStore(this);
}
QEglFSBackingStore::~QEglFSBackingStore()
{
delete m_program;
delete m_context;
}
QPaintDevice *QEglFSBackingStore::paintDevice()
{
return &m_image;
}
void QEglFSBackingStore::updateTexture()
{
glBindTexture(GL_TEXTURE_2D, m_texture);
if (!m_dirty.isNull()) {
QRegion fixed;
QRect imageRect = m_image.rect();
m_dirty |= imageRect;
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();
}
}
void QEglFSBackingStore::flush(QWindow *window, const QRegion &region, const QPoint &offset)
{
Q_UNUSED(window);
Q_UNUSED(region);
Q_UNUSED(offset);
#ifdef QEGL_EXTRA_DEBUG
qWarning("QEglBackingStore::flush %p", window);
#endif
m_window->create();
QEglFSWindow *rootWin = m_window->screen()->rootWindow();
if (rootWin) {
makeRootCurrent(rootWin);
updateTexture();
QEglFSCompositor::instance()->schedule(rootWin);
}
}
void QEglFSBackingStore::makeCurrent()
{
Q_ASSERT(m_window->hasNativeWindow());
QWindow *wnd = window();
if (!m_context) {
m_context = new QOpenGLContext;
m_context->setFormat(wnd->requestedFormat());
m_context->setScreen(wnd->screen());
m_context->create();
}
m_context->makeCurrent(wnd);
}
QOpenGLContext *QEglFSBackingStore::makeRootCurrent(QEglFSWindow *rootWin)
{
Q_ASSERT(rootWin->hasNativeWindow() && rootWin->isRasterRoot());
QEglFSBackingStore *rootBackingStore = rootWin->backingStore();
rootBackingStore->makeCurrent();
if (!rootBackingStore->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";
rootBackingStore->m_program = new QOpenGLShaderProgram;
rootBackingStore->m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, textureVertexProgram);
rootBackingStore->m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, textureFragmentProgram);
rootBackingStore->m_program->link();
rootBackingStore->m_vertexCoordEntry = rootBackingStore->m_program->attributeLocation("vertexCoordEntry");
rootBackingStore->m_textureCoordEntry = rootBackingStore->m_program->attributeLocation("textureCoordEntry");
}
return rootBackingStore->m_context;
}
void QEglFSBackingStore::beginPaint(const QRegion &rgn)
{
m_dirty |= rgn;
}
void QEglFSBackingStore::resize(const QSize &size, const QRegion &staticContents)
{
Q_UNUSED(staticContents);
m_image = QImage(size, QImage::Format_RGB32);
m_window->create();
makeRootCurrent(m_window->screen()->rootWindow());
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