OpenGL: Add parameters to choose FBO grab orientation

We want to be able to pass as an argument whether the texture grabbed to
an FBO is supposed to have a flipped y-axis or not. This is required for
screen capture on the EGLFS platform.

Task-number: QTBUG-121835
Pick-to: 6.6 6.5
Change-Id: I6dddc879a4be7ff2c2c189747193423644be55a0
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
Reviewed-by: Artem Dyomin <artem.dyomin@qt.io>
(cherry picked from commit 342ae435a198acdd794e575dc54ccab1d33b320b)
Reviewed-by: Qt Cherry-pick Bot <cherrypick_bot@qt-project.org>
This commit is contained in:
Mikko Hallamaa 2024-02-15 10:58:40 +01:00 committed by Qt Cherry-pick Bot
parent 2a0d34373e
commit d33437c4f9
2 changed files with 31 additions and 16 deletions

View File

@ -90,7 +90,7 @@ QImage QOpenGLCompositor::grab()
return fbo.toImage();
}
bool QOpenGLCompositor::grabToFrameBufferObject(QOpenGLFramebufferObject *fbo)
bool QOpenGLCompositor::grabToFrameBufferObject(QOpenGLFramebufferObject *fbo, GrabOrientation orientation)
{
Q_ASSERT(fbo);
if (fbo->size() != m_nativeTargetGeometry.size()
@ -98,7 +98,9 @@ bool QOpenGLCompositor::grabToFrameBufferObject(QOpenGLFramebufferObject *fbo)
return false;
m_context->makeCurrent(m_targetWindow);
renderAll(fbo);
renderAll(fbo,
orientation == Flipped ? QOpenGLTextureBlitter::OriginTopLeft
: QOpenGLTextureBlitter::OriginBottomLeft);
return true;
}
@ -109,7 +111,7 @@ void QOpenGLCompositor::handleRenderAllRequest()
renderAll(0);
}
void QOpenGLCompositor::renderAll(QOpenGLFramebufferObject *fbo)
void QOpenGLCompositor::renderAll(QOpenGLFramebufferObject *fbo, QOpenGLTextureBlitter::Origin origin)
{
if (fbo)
fbo->bind();
@ -126,7 +128,7 @@ void QOpenGLCompositor::renderAll(QOpenGLFramebufferObject *fbo)
m_windows.at(i)->beginCompositing();
for (int i = 0; i < m_windows.size(); ++i)
render(m_windows.at(i));
render(m_windows.at(i), origin);
m_blitter.release();
if (!fbo)
@ -167,9 +169,10 @@ static inline QRect toBottomLeftRect(const QRect &topLeftRect, int windowHeight)
topLeftRect.width(), topLeftRect.height());
}
static void clippedBlit(const QPlatformTextureList *textures, int idx, const QRect &sourceWindowRect,
const QRect &targetWindowRect,
QOpenGLTextureBlitter *blitter, QMatrix4x4 *rotationMatrix)
static void clippedBlit(const QPlatformTextureList *textures, int idx,
const QRect &sourceWindowRect, const QRect &targetWindowRect,
QOpenGLTextureBlitter *blitter, QMatrix4x4 *rotationMatrix,
QOpenGLTextureBlitter::Origin sourceOrigin)
{
const QRect clipRect = textures->clipRect(idx);
if (clipRect.isEmpty())
@ -184,13 +187,13 @@ static void clippedBlit(const QPlatformTextureList *textures, int idx, const QRe
target = *rotationMatrix * target;
const QMatrix3x3 source = QOpenGLTextureBlitter::sourceTransform(srcRect, rectInWindow.size(),
QOpenGLTextureBlitter::OriginBottomLeft);
sourceOrigin);
const uint textureId = textures->texture(idx)->nativeTexture().object;
blitter->blit(textureId, target, source);
}
void QOpenGLCompositor::render(QOpenGLCompositorWindow *window)
void QOpenGLCompositor::render(QOpenGLCompositorWindow *window, QOpenGLTextureBlitter::Origin origin)
{
const QPlatformTextureList *textures = window->textures();
if (!textures)
@ -200,6 +203,9 @@ void QOpenGLCompositor::render(QOpenGLCompositorWindow *window)
float currentOpacity = 1.0f;
BlendStateBinder blend;
const QRect sourceWindowRect = window->sourceWindow()->geometry();
auto clippedBlitSourceOrigin = origin == QOpenGLTextureBlitter::OriginTopLeft
? QOpenGLTextureBlitter::OriginBottomLeft
: QOpenGLTextureBlitter::OriginTopLeft;
for (int i = 0; i < textures->count(); ++i) {
const uint textureId = textures->texture(i)->nativeTexture().object;
const float opacity = window->sourceWindow()->opacity();
@ -214,7 +220,7 @@ void QOpenGLCompositor::render(QOpenGLCompositorWindow *window)
QMatrix4x4 target = QOpenGLTextureBlitter::targetTransform(textures->geometry(i), targetWindowRect);
if (m_rotation)
target = m_rotationMatrix * target;
m_blitter.blit(textureId, target, QOpenGLTextureBlitter::OriginTopLeft);
m_blitter.blit(textureId, target, origin);
} else if (textures->count() == 1) {
// A regular QWidget window
const bool translucent = window->sourceWindow()->requestedFormat().alphaBufferSize() > 0;
@ -222,18 +228,20 @@ void QOpenGLCompositor::render(QOpenGLCompositorWindow *window)
QMatrix4x4 target = QOpenGLTextureBlitter::targetTransform(textures->geometry(i), targetWindowRect);
if (m_rotation)
target = m_rotationMatrix * target;
m_blitter.blit(textureId, target, QOpenGLTextureBlitter::OriginTopLeft);
m_blitter.blit(textureId, target, origin);
} else if (!textures->flags(i).testFlag(QPlatformTextureList::StacksOnTop)) {
// Texture from an FBO belonging to a QOpenGLWidget or QQuickWidget
blend.set(false);
clippedBlit(textures, i, sourceWindowRect, targetWindowRect, &m_blitter, m_rotation ? &m_rotationMatrix : nullptr);
clippedBlit(textures, i, sourceWindowRect, targetWindowRect, &m_blitter,
m_rotation ? &m_rotationMatrix : nullptr, clippedBlitSourceOrigin);
}
}
for (int i = 0; i < textures->count(); ++i) {
if (textures->flags(i).testFlag(QPlatformTextureList::StacksOnTop)) {
blend.set(true);
clippedBlit(textures, i, sourceWindowRect, targetWindowRect, &m_blitter, m_rotation ? &m_rotationMatrix : nullptr);
clippedBlit(textures, i, sourceWindowRect, targetWindowRect, &m_blitter,
m_rotation ? &m_rotationMatrix : nullptr, clippedBlitSourceOrigin);
}
}

View File

@ -47,6 +47,11 @@ class Q_OPENGL_EXPORT QOpenGLCompositor : public QObject
Q_OBJECT
public:
enum GrabOrientation {
Flipped,
NotFlipped,
};
static QOpenGLCompositor *instance();
static void destroy();
@ -60,7 +65,7 @@ public:
void update();
QImage grab();
bool grabToFrameBufferObject(QOpenGLFramebufferObject *fbo);
bool grabToFrameBufferObject(QOpenGLFramebufferObject *fbo, GrabOrientation orientation = Flipped);
QList<QOpenGLCompositorWindow *> windows() const { return m_windows; }
void addWindow(QOpenGLCompositorWindow *window);
@ -78,8 +83,10 @@ private:
QOpenGLCompositor();
~QOpenGLCompositor();
void renderAll(QOpenGLFramebufferObject *fbo);
void render(QOpenGLCompositorWindow *window);
void renderAll(QOpenGLFramebufferObject *fbo,
QOpenGLTextureBlitter::Origin origin = QOpenGLTextureBlitter::OriginTopLeft);
void render(QOpenGLCompositorWindow *window,
QOpenGLTextureBlitter::Origin origin = QOpenGLTextureBlitter::OriginTopLeft);
void ensureCorrectZOrder();
QOpenGLContext *m_context;