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**
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** This file is part of the QtOpenGL module of the Qt Toolkit.
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//
// W A R N I N G
// -------------
//
// This file is not part of the Qt API. It exists purely as an
// implementation detail. This header file may change from version to
// version without notice, or even be removed.
//
// We mean it.
//
/*
VERTEX SHADERS
==============
Vertex shaders are specified as multiple (partial) shaders. On desktop,
this works fine. On ES, QGLShader & QGLShaderProgram will make partial
shaders work by concatenating the source in each QGLShader and compiling
it as a single shader. This is abstracted nicely by QGLShaderProgram and
the GL2 engine doesn't need to worry about it.
Generally, there's two vertex shader objects. The position shaders are
the ones which set gl_Position. There's also two "main" vertex shaders,
one which just calls the position shader and another which also passes
through some texture coordinates from a vertex attribute array to a
varying. These texture coordinates are used for mask position in text
rendering and for the source coordinates in drawImage/drawPixmap. There's
also a "Simple" vertex shader for rendering a solid colour (used to render
into the stencil buffer where the actual colour value is discarded).
The position shaders for brushes look scary. This is because many of the
calculations which logically belong in the fragment shader have been moved
into the vertex shader to improve performance. This is why the position
calculation is in a separate shader. Not only does it calculate the
position, but it also calculates some data to be passed to the fragment
shader as a varying. It is optimal to move as much of the calculation as
possible into the vertex shader as this is executed less often.
The varyings passed to the fragment shaders are interpolated (which is
cheap). Unfortunately, GL will apply perspective correction to the
interpolation calusing errors. To get around this, the vertex shader must
apply perspective correction itself and set the w-value of gl_Position to
zero. That way, GL will be tricked into thinking it doesn't need to apply a
perspective correction and use linear interpolation instead (which is what
we want). Of course, if the brush transform is affeine, no perspective
correction is needed and a simpler vertex shader can be used instead.
So there are the following "main" vertex shaders:
qglslMainVertexShader
qglslMainWithTexCoordsVertexShader
And the the following position vertex shaders:
qglslPositionOnlyVertexShader
qglslPositionWithTextureBrushVertexShader
qglslPositionWithPatternBrushVertexShader
qglslPositionWithLinearGradientBrushVertexShader
qglslPositionWithRadialGradientBrushVertexShader
qglslPositionWithConicalGradientBrushVertexShader
qglslAffinePositionWithTextureBrushVertexShader
qglslAffinePositionWithPatternBrushVertexShader
qglslAffinePositionWithLinearGradientBrushVertexShader
qglslAffinePositionWithRadialGradientBrushVertexShader
qglslAffinePositionWithConicalGradientBrushVertexShader
Leading to 23 possible vertex shaders
FRAGMENT SHADERS
================
Fragment shaders are also specified as multiple (partial) shaders. The
different fragment shaders represent the different stages in Qt's fragment
pipeline. There are 1-3 stages in this pipeline: First stage is to get the
fragment's colour value. The next stage is to get the fragment's mask value
(coverage value for anti-aliasing) and the final stage is to blend the
incoming fragment with the background (for composition modes not supported
by GL).
Of these, the first stage will always be present. If Qt doesn't need to
apply anti-aliasing (because it's off or handled by multisampling) then
the coverage value doesn't need to be applied. (Note: There are two types
of mask, one for regular anti-aliasing and one for sub-pixel anti-
aliasing.) If the composition mode is one which GL supports natively then
the blending stage doesn't need to be applied.
As eash stage can have multiple implementations, they are abstracted as
GLSL function calls with the following signatures:
Brushes & image drawing are implementations of "qcolorp vec4 srcPixel()":
qglslImageSrcFragShader
qglslImageSrcWithPatternFragShader
qglslNonPremultipliedImageSrcFragShader
qglslSolidBrushSrcFragShader
qglslTextureBrushSrcFragShader
qglslTextureBrushWithPatternFragShader
qglslPatternBrushSrcFragShader
qglslLinearGradientBrushSrcFragShader
qglslRadialGradientBrushSrcFragShader
qglslConicalGradientBrushSrcFragShader
NOTE: It is assumed the colour returned by srcPixel() is pre-multiplied
Masks are implementations of "qcolorp vec4 applyMask(qcolorp vec4 src)":
qglslMaskFragmentShader
qglslRgbMaskFragmentShaderPass1
qglslRgbMaskFragmentShaderPass2
qglslRgbMaskWithGammaFragmentShader
Composition modes are "qcolorp vec4 compose(qcolorp vec4 src)":
qglslColorBurnCompositionModeFragmentShader
qglslColorDodgeCompositionModeFragmentShader
qglslDarkenCompositionModeFragmentShader
qglslDifferenceCompositionModeFragmentShader
qglslExclusionCompositionModeFragmentShader
qglslHardLightCompositionModeFragmentShader
qglslLightenCompositionModeFragmentShader
qglslMultiplyCompositionModeFragmentShader
qglslOverlayCompositionModeFragmentShader
qglslScreenCompositionModeFragmentShader
qglslSoftLightCompositionModeFragmentShader
Note: In the future, some GLSL compilers will support an extension allowing
a new 'color' precision specifier. To support this, qcolorp is used for
all color components so it can be defined to colorp or lowp depending upon
the implementation.
So there are differnt frament shader main functions, depending on the
number & type of pipelines the fragment needs to go through.
The choice of which main() fragment shader string to use depends on:
- Use of global opacity
- Brush style (some brushes apply opacity themselves)
- Use & type of mask (TODO: Need to support high quality anti-aliasing & text)
- Use of non-GL Composition mode
Leading to the following fragment shader main functions:
gl_FragColor = compose(applyMask(srcPixel()*globalOpacity));
gl_FragColor = compose(applyMask(srcPixel()));
gl_FragColor = applyMask(srcPixel()*globalOpacity);
gl_FragColor = applyMask(srcPixel());
gl_FragColor = compose(srcPixel()*globalOpacity);
gl_FragColor = compose(srcPixel());
gl_FragColor = srcPixel()*globalOpacity;
gl_FragColor = srcPixel();
Called:
qglslMainFragmentShader_CMO
qglslMainFragmentShader_CM
qglslMainFragmentShader_MO
qglslMainFragmentShader_M
qglslMainFragmentShader_CO
qglslMainFragmentShader_C
qglslMainFragmentShader_O
qglslMainFragmentShader
Where:
M = Mask
C = Composition
O = Global Opacity
CUSTOM SHADER CODE
==================
The use of custom shader code is supported by the engine for drawImage and
drawPixmap calls. This is implemented via hooks in the fragment pipeline.
The custom shader is passed to the engine as a partial fragment shader
(QGLCustomShaderStage). The shader will implement a pre-defined method name
which Qt's fragment pipeline will call:
lowp vec4 customShader(lowp sampler2d imageTexture, highp vec2 textureCoords)
The provided src and srcCoords parameters can be used to sample from the
source image.
Transformations, clipping, opacity, and composition modes set using QPainter
will be respected when using the custom shader hook.
*/
#ifndef QGLENGINE_SHADER_MANAGER_H
#define QGLENGINE_SHADER_MANAGER_H
#include <QGLShader>
#include <QGLShaderProgram>
#include <QPainter>
#include <private/qgl_p.h>
#include <private/qglcustomshaderstage_p.h>
QT_BEGIN_HEADER
QT_BEGIN_NAMESPACE
QT_MODULE(OpenGL)
/*
struct QGLEngineCachedShaderProg
{
QGLEngineCachedShaderProg(QGLEngineShaderManager::ShaderName vertexMain,
QGLEngineShaderManager::ShaderName vertexPosition,
QGLEngineShaderManager::ShaderName fragMain,
QGLEngineShaderManager::ShaderName pixelSrc,
QGLEngineShaderManager::ShaderName mask,
QGLEngineShaderManager::ShaderName composition);
int cacheKey;
QGLShaderProgram* program;
}
*/
static const GLuint QT_VERTEX_COORDS_ATTR = 0;
static const GLuint QT_TEXTURE_COORDS_ATTR = 1;
static const GLuint QT_OPACITY_ATTR = 2;
static const GLuint QT_PMV_MATRIX_1_ATTR = 3;
static const GLuint QT_PMV_MATRIX_2_ATTR = 4;
static const GLuint QT_PMV_MATRIX_3_ATTR = 5;
class QGLEngineShaderProg;
class QGLEngineSharedShaders : public QObject
{
Q_OBJECT
public:
enum SnippetName {
MainVertexShader,
MainWithTexCoordsVertexShader,
MainWithTexCoordsAndOpacityVertexShader,
// UntransformedPositionVertexShader must be first in the list:
UntransformedPositionVertexShader,
PositionOnlyVertexShader,
ComplexGeometryPositionOnlyVertexShader,
PositionWithPatternBrushVertexShader,
PositionWithLinearGradientBrushVertexShader,
PositionWithConicalGradientBrushVertexShader,
PositionWithRadialGradientBrushVertexShader,
PositionWithTextureBrushVertexShader,
AffinePositionWithPatternBrushVertexShader,
AffinePositionWithLinearGradientBrushVertexShader,
AffinePositionWithConicalGradientBrushVertexShader,
AffinePositionWithRadialGradientBrushVertexShader,
AffinePositionWithTextureBrushVertexShader,
// MainFragmentShader_CMO must be first in the list:
MainFragmentShader_CMO,
MainFragmentShader_CM,
MainFragmentShader_MO,
MainFragmentShader_M,
MainFragmentShader_CO,
MainFragmentShader_C,
MainFragmentShader_O,
MainFragmentShader,
MainFragmentShader_ImageArrays,
// ImageSrcFragmentShader must be first in the list::
ImageSrcFragmentShader,
ImageSrcWithPatternFragmentShader,
NonPremultipliedImageSrcFragmentShader,
CustomImageSrcFragmentShader,
SolidBrushSrcFragmentShader,
TextureBrushSrcFragmentShader,
TextureBrushSrcWithPatternFragmentShader,
PatternBrushSrcFragmentShader,
LinearGradientBrushSrcFragmentShader,
RadialGradientBrushSrcFragmentShader,
ConicalGradientBrushSrcFragmentShader,
ShockingPinkSrcFragmentShader,
// NoMaskFragmentShader must be first in the list:
NoMaskFragmentShader,
MaskFragmentShader,
RgbMaskFragmentShaderPass1,
RgbMaskFragmentShaderPass2,
RgbMaskWithGammaFragmentShader,
// NoCompositionModeFragmentShader must be first in the list:
NoCompositionModeFragmentShader,
MultiplyCompositionModeFragmentShader,
ScreenCompositionModeFragmentShader,
OverlayCompositionModeFragmentShader,
DarkenCompositionModeFragmentShader,
LightenCompositionModeFragmentShader,
ColorDodgeCompositionModeFragmentShader,
ColorBurnCompositionModeFragmentShader,
HardLightCompositionModeFragmentShader,
SoftLightCompositionModeFragmentShader,
DifferenceCompositionModeFragmentShader,
ExclusionCompositionModeFragmentShader,
TotalSnippetCount, InvalidSnippetName
};
#if defined (QT_DEBUG)
Q_ENUMS(SnippetName)
static QByteArray snippetNameStr(SnippetName snippetName);
#endif
/*
// These allow the ShaderName enum to be used as a cache key
const int mainVertexOffset = 0;
const int positionVertexOffset = (1<<2) - PositionOnlyVertexShader;
const int mainFragOffset = (1<<6) - MainFragmentShader_CMO;
const int srcPixelOffset = (1<<10) - ImageSrcFragmentShader;
const int maskOffset = (1<<14) - NoMaskShader;
const int compositionOffset = (1 << 16) - MultiplyCompositionModeFragmentShader;
*/
QGLEngineSharedShaders(const QGLContext *context);
~QGLEngineSharedShaders();
QGLShaderProgram *simpleProgram() { return simpleShaderProg; }
QGLShaderProgram *blitProgram() { return blitShaderProg; }
// Compile the program if it's not already in the cache, return the item in the cache.
QGLEngineShaderProg *findProgramInCache(const QGLEngineShaderProg &prog);
// Compile the custom shader if it's not already in the cache, return the item in the cache.
static QGLEngineSharedShaders *shadersForContext(const QGLContext *context);
// Ideally, this would be static and cleanup all programs in all contexts which
// contain the custom code. Currently it is just a hint and we rely on deleted
// custom shaders being cleaned up by being kicked out of the cache when it's
// full.
void cleanupCustomStage(QGLCustomShaderStage* stage);
signals:
void shaderProgNeedsChanging();
private:
QGLSharedResourceGuard ctxGuard;
QGLShaderProgram *blitShaderProg;
QGLShaderProgram *simpleShaderProg;
QList<QGLEngineShaderProg*> cachedPrograms;
static const char* qShaderSnippets[TotalSnippetCount];
};
class QGLEngineShaderProg
{
public:
QGLEngineShaderProg() : program(0) {}
~QGLEngineShaderProg() {
if (program)
delete program;
}
QGLEngineSharedShaders::SnippetName mainVertexShader;
QGLEngineSharedShaders::SnippetName positionVertexShader;
QGLEngineSharedShaders::SnippetName mainFragShader;
QGLEngineSharedShaders::SnippetName srcPixelFragShader;
QGLEngineSharedShaders::SnippetName maskFragShader;
QGLEngineSharedShaders::SnippetName compositionFragShader;
QByteArray customStageSource; //TODO: Decent cache key for custom stages
QGLShaderProgram* program;
QVector<uint> uniformLocations;
bool useTextureCoords;
bool useOpacityAttribute;
bool usePmvMatrixAttribute;
bool operator==(const QGLEngineShaderProg& other) {
// We don't care about the program
return ( mainVertexShader == other.mainVertexShader &&
positionVertexShader == other.positionVertexShader &&
mainFragShader == other.mainFragShader &&
srcPixelFragShader == other.srcPixelFragShader &&
maskFragShader == other.maskFragShader &&
compositionFragShader == other.compositionFragShader &&
customStageSource == other.customStageSource
);
}
};
class Q_OPENGL_EXPORT QGLEngineShaderManager : public QObject
{
Q_OBJECT
public:
QGLEngineShaderManager(QGLContext* context);
~QGLEngineShaderManager();
enum MaskType {NoMask, PixelMask, SubPixelMaskPass1, SubPixelMaskPass2, SubPixelWithGammaMask};
enum PixelSrcType {
ImageSrc = Qt::TexturePattern+1,
NonPremultipliedImageSrc = Qt::TexturePattern+2,
PatternSrc = Qt::TexturePattern+3,
TextureSrcWithPattern = Qt::TexturePattern+4
};
enum Uniform {
ImageTexture,
PatternColor,
GlobalOpacity,
Depth,
MaskTexture,
FragmentColor,
LinearData,
Angle,
HalfViewportSize,
Fmp,
Fmp2MRadius2,
Inverse2Fmp2MRadius2,
InvertedTextureSize,
BrushTransform,
BrushTexture,
Matrix,
NumUniforms
};
enum OpacityMode {
NoOpacity,
UniformOpacity,
AttributeOpacity
};
// There are optimizations we can do, depending on the brush transform:
// 1) May not have to apply perspective-correction
// 2) Can use lower precision for matrix
void optimiseForBrushTransform(QTransform::TransformationType transformType);
void setSrcPixelType(Qt::BrushStyle);
void setSrcPixelType(PixelSrcType); // For non-brush sources, like pixmaps & images
void setOpacityMode(OpacityMode);
void setMaskType(MaskType);
void setCompositionMode(QPainter::CompositionMode);
void setCustomStage(QGLCustomShaderStage* stage);
void removeCustomStage();
GLuint getUniformLocation(Uniform id);
void setDirty(); // someone has manually changed the current shader program
bool useCorrectShaderProg(); // returns true if the shader program needed to be changed
void useSimpleProgram();
void useBlitProgram();
void setHasComplexGeometry(bool hasComplexGeometry)
{
complexGeometry = hasComplexGeometry;
shaderProgNeedsChanging = true;
}
bool hasComplexGeometry() const
{
return complexGeometry;
}
QGLShaderProgram* currentProgram(); // Returns pointer to the shader the manager has chosen
QGLShaderProgram* simpleProgram(); // Used to draw into e.g. stencil buffers
QGLShaderProgram* blitProgram(); // Used to blit a texture into the framebuffer
QGLEngineSharedShaders* sharedShaders;
private slots:
void shaderProgNeedsChangingSlot() { shaderProgNeedsChanging = true; }
private:
QGLContext* ctx;
bool shaderProgNeedsChanging;
bool complexGeometry;
// Current state variables which influence the choice of shader:
QTransform brushTransform;
int srcPixelType;
OpacityMode opacityMode;
MaskType maskType;
QPainter::CompositionMode compositionMode;
QGLCustomShaderStage* customSrcStage;
QGLEngineShaderProg* currentShaderProg;
};
QT_END_NAMESPACE
QT_END_HEADER
#endif //QGLENGINE_SHADER_MANAGER_H