Including moc files directly into their classes' TU tends to improve codegen and enables extended compiler warnings, e.g. about unused private functions or fields. Pick-to: 6.3 6.2 5.15 Task-number: QTBUG-102886 Change-Id: I60fb8c22a310dfd10cd3611fb603e2175ac6dbcc Reviewed-by: Mårten Nordheim <marten.nordheim@qt.io>
316 lines
10 KiB
C++
316 lines
10 KiB
C++
/****************************************************************************
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**
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** Copyright (C) 2016 The Qt Company Ltd.
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** Contact: https://www.qt.io/licensing/
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**
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** This file is part of the plugins of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:LGPL$
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** Commercial License Usage
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** Licensees holding valid commercial Qt licenses may use this file in
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** accordance with the commercial license agreement provided with the
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** Software or, alternatively, in accordance with the terms contained in
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** a written agreement between you and The Qt Company. For licensing terms
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** and conditions see https://www.qt.io/terms-conditions. For further
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** information use the contact form at https://www.qt.io/contact-us.
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**
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** GNU Lesser General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU Lesser
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** General Public License version 3 as published by the Free Software
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** Foundation and appearing in the file LICENSE.LGPL3 included in the
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** packaging of this file. Please review the following information to
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** ensure the GNU Lesser General Public License version 3 requirements
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** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
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**
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** GNU General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU
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** General Public License version 2.0 or (at your option) the GNU General
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** Public license version 3 or any later version approved by the KDE Free
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** Qt Foundation. The licenses are as published by the Free Software
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** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
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** included in the packaging of this file. Please review the following
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** information to ensure the GNU General Public License requirements will
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** be met: https://www.gnu.org/licenses/gpl-2.0.html and
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** https://www.gnu.org/licenses/gpl-3.0.html.
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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#include <QtOpenGL/QOpenGLFramebufferObject>
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#include <QtGui/QOpenGLContext>
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#include <QtGui/QWindow>
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#include <QtGui/private/qrhi_p.h>
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#include <qpa/qplatformbackingstore.h>
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#include "qopenglcompositor_p.h"
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QT_BEGIN_NAMESPACE
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/*!
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\class QOpenGLCompositor
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\brief A generic OpenGL-based compositor
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\since 5.4
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\internal
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\ingroup qpa
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This class provides a lightweight compositor that maintains the
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basic stacking order of windows and composites them by drawing
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textured quads via OpenGL.
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It it meant to be used by platform plugins that run without a
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windowing system.
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It is up to the platform plugin to manage the lifetime of the
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compositor (instance(), destroy()), set the correct destination
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context and window as early as possible (setTarget()),
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register the composited windows as they are shown, activated,
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raised and lowered (addWindow(), moveToTop(), etc.), and to
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schedule repaints (update()).
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\note To get support for QWidget-based windows, just use
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QOpenGLCompositorBackingStore. It will automatically create
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textures from the raster-rendered content and trigger the
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necessary repaints.
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*/
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static QOpenGLCompositor *compositor = 0;
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QOpenGLCompositor::QOpenGLCompositor()
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: m_context(0),
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m_targetWindow(0),
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m_rotation(0)
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{
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Q_ASSERT(!compositor);
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m_updateTimer.setSingleShot(true);
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m_updateTimer.setInterval(0);
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connect(&m_updateTimer, SIGNAL(timeout()), SLOT(handleRenderAllRequest()));
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}
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QOpenGLCompositor::~QOpenGLCompositor()
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{
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Q_ASSERT(compositor == this);
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m_blitter.destroy();
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compositor = 0;
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}
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void QOpenGLCompositor::setTargetWindow(QWindow *targetWindow, const QRect &nativeTargetGeometry)
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{
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m_targetWindow = targetWindow;
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m_nativeTargetGeometry = nativeTargetGeometry;
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}
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void QOpenGLCompositor::setTargetContext(QOpenGLContext *context)
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{
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m_context = context;
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}
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void QOpenGLCompositor::setRotation(int degrees)
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{
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m_rotation = degrees;
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m_rotationMatrix.setToIdentity();
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m_rotationMatrix.rotate(degrees, 0, 0, 1);
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}
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void QOpenGLCompositor::update()
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{
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if (!m_updateTimer.isActive())
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m_updateTimer.start();
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}
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QImage QOpenGLCompositor::grab()
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{
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Q_ASSERT(m_context && m_targetWindow);
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m_context->makeCurrent(m_targetWindow);
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QScopedPointer<QOpenGLFramebufferObject> fbo(new QOpenGLFramebufferObject(m_nativeTargetGeometry.size()));
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renderAll(fbo.data());
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return fbo->toImage();
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}
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void QOpenGLCompositor::handleRenderAllRequest()
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{
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Q_ASSERT(m_context && m_targetWindow);
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m_context->makeCurrent(m_targetWindow);
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renderAll(0);
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}
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void QOpenGLCompositor::renderAll(QOpenGLFramebufferObject *fbo)
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{
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if (fbo)
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fbo->bind();
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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glViewport(0, 0, m_nativeTargetGeometry.width(), m_nativeTargetGeometry.height());
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if (!m_blitter.isCreated())
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m_blitter.create();
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m_blitter.bind();
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for (int i = 0; i < m_windows.size(); ++i)
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m_windows.at(i)->beginCompositing();
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for (int i = 0; i < m_windows.size(); ++i)
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render(m_windows.at(i));
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m_blitter.release();
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if (!fbo)
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m_context->swapBuffers(m_targetWindow);
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else
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fbo->release();
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for (int i = 0; i < m_windows.size(); ++i)
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m_windows.at(i)->endCompositing();
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}
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struct BlendStateBinder
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{
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BlendStateBinder() : m_blend(false) {
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glDisable(GL_BLEND);
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}
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void set(bool blend) {
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if (blend != m_blend) {
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if (blend) {
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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} else {
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glDisable(GL_BLEND);
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}
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m_blend = blend;
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}
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}
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~BlendStateBinder() {
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if (m_blend)
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glDisable(GL_BLEND);
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}
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bool m_blend;
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};
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static inline QRect toBottomLeftRect(const QRect &topLeftRect, int windowHeight)
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{
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return QRect(topLeftRect.x(), windowHeight - topLeftRect.bottomRight().y() - 1,
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topLeftRect.width(), topLeftRect.height());
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}
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static void clippedBlit(const QPlatformTextureList *textures, int idx, const QRect &sourceWindowRect,
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const QRect &targetWindowRect,
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QOpenGLTextureBlitter *blitter, QMatrix4x4 *rotationMatrix)
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{
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const QRect clipRect = textures->clipRect(idx);
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if (clipRect.isEmpty())
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return;
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const QRect rectInWindow = textures->geometry(idx).translated(sourceWindowRect.topLeft());
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const QRect clippedRectInWindow = rectInWindow & clipRect.translated(rectInWindow.topLeft());
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const QRect srcRect = toBottomLeftRect(clipRect, rectInWindow.height());
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QMatrix4x4 target = QOpenGLTextureBlitter::targetTransform(clippedRectInWindow, targetWindowRect);
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if (rotationMatrix)
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target = *rotationMatrix * target;
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const QMatrix3x3 source = QOpenGLTextureBlitter::sourceTransform(srcRect, rectInWindow.size(),
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QOpenGLTextureBlitter::OriginBottomLeft);
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const uint textureId = textures->texture(idx)->nativeTexture().object;
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blitter->blit(textureId, target, source);
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}
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void QOpenGLCompositor::render(QOpenGLCompositorWindow *window)
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{
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const QPlatformTextureList *textures = window->textures();
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if (!textures)
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return;
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const QRect targetWindowRect(QPoint(0, 0), m_targetWindow->geometry().size());
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float currentOpacity = 1.0f;
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BlendStateBinder blend;
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const QRect sourceWindowRect = window->sourceWindow()->geometry();
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for (int i = 0; i < textures->count(); ++i) {
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const uint textureId = textures->texture(i)->nativeTexture().object;
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const float opacity = window->sourceWindow()->opacity();
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if (opacity != currentOpacity) {
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currentOpacity = opacity;
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m_blitter.setOpacity(currentOpacity);
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}
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if (textures->count() > 1 && i == textures->count() - 1) {
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// Backingstore for a widget with QOpenGLWidget subwidgets
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blend.set(true);
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QMatrix4x4 target = QOpenGLTextureBlitter::targetTransform(textures->geometry(i), targetWindowRect);
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if (m_rotation)
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target = m_rotationMatrix * target;
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m_blitter.blit(textureId, target, QOpenGLTextureBlitter::OriginTopLeft);
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} else if (textures->count() == 1) {
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// A regular QWidget window
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const bool translucent = window->sourceWindow()->requestedFormat().alphaBufferSize() > 0;
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blend.set(translucent);
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QMatrix4x4 target = QOpenGLTextureBlitter::targetTransform(textures->geometry(i), targetWindowRect);
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if (m_rotation)
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target = m_rotationMatrix * target;
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m_blitter.blit(textureId, target, QOpenGLTextureBlitter::OriginTopLeft);
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} else if (!textures->flags(i).testFlag(QPlatformTextureList::StacksOnTop)) {
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// Texture from an FBO belonging to a QOpenGLWidget or QQuickWidget
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blend.set(false);
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clippedBlit(textures, i, sourceWindowRect, targetWindowRect, &m_blitter, m_rotation ? &m_rotationMatrix : nullptr);
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}
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}
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for (int i = 0; i < textures->count(); ++i) {
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if (textures->flags(i).testFlag(QPlatformTextureList::StacksOnTop)) {
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blend.set(true);
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clippedBlit(textures, i, sourceWindowRect, targetWindowRect, &m_blitter, m_rotation ? &m_rotationMatrix : nullptr);
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}
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}
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m_blitter.setOpacity(1.0f);
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}
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QOpenGLCompositor *QOpenGLCompositor::instance()
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{
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if (!compositor)
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compositor = new QOpenGLCompositor;
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return compositor;
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}
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void QOpenGLCompositor::destroy()
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{
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delete compositor;
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compositor = 0;
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}
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void QOpenGLCompositor::addWindow(QOpenGLCompositorWindow *window)
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{
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if (!m_windows.contains(window)) {
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m_windows.append(window);
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emit topWindowChanged(window);
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}
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}
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void QOpenGLCompositor::removeWindow(QOpenGLCompositorWindow *window)
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{
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m_windows.removeOne(window);
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if (!m_windows.isEmpty())
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emit topWindowChanged(m_windows.last());
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}
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void QOpenGLCompositor::moveToTop(QOpenGLCompositorWindow *window)
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{
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m_windows.removeOne(window);
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m_windows.append(window);
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emit topWindowChanged(window);
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}
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void QOpenGLCompositor::changeWindowIndex(QOpenGLCompositorWindow *window, int newIdx)
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{
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int idx = m_windows.indexOf(window);
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if (idx != -1 && idx != newIdx) {
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m_windows.move(idx, newIdx);
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if (newIdx == m_windows.size() - 1)
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emit topWindowChanged(m_windows.last());
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}
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}
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QT_END_NAMESPACE
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#include "moc_qopenglcompositor_p.cpp"
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