Reformat QOpenGL2PaintEngineExPrivate a bit to make it easier to refactor

Change-Id: I99f7192008ae8ea3a16f5300e5e4ebdde50847af
Reviewed-by: Laszlo Agocs <laszlo.agocs@theqtcompany.com>
Reviewed-by: Tor Arne Vestbø <tor.arne.vestbo@theqtcompany.com>
This commit is contained in:
Tor Arne Vestbø 2014-12-02 18:38:06 +01:00
parent 0fa5310425
commit 3f1cb33d35

View File

@ -199,15 +199,14 @@ void QOpenGL2PaintEngineExPrivate::updateBrushTexture()
// for opacity to the cache.
GLuint texId = QOpenGL2GradientCache::cacheForContext(ctx)->getBuffer(*g, 1.0);
funcs.glActiveTexture(GL_TEXTURE0 + QT_BRUSH_TEXTURE_UNIT);
funcs.glBindTexture(GL_TEXTURE_2D, texId);
GLenum wrapMode = GL_CLAMP_TO_EDGE;
if (g->spread() == QGradient::RepeatSpread || g->type() == QGradient::ConicalGradient)
wrapMode = GL_REPEAT;
else if (g->spread() == QGradient::ReflectSpread)
wrapMode = GL_MIRRORED_REPEAT;
funcs.glActiveTexture(GL_TEXTURE0 + QT_BRUSH_TEXTURE_UNIT);
funcs.glBindTexture(GL_TEXTURE_2D, texId);
updateTextureFilter(wrapMode, q->state()->renderHints & QPainter::SmoothPixmapTransform);
}
else if (style == Qt::TexturePattern) {
@ -228,6 +227,7 @@ void QOpenGL2PaintEngineExPrivate::updateBrushTexture()
funcs.glActiveTexture(GL_TEXTURE0 + QT_BRUSH_TEXTURE_UNIT);
QOpenGLTextureCache::cacheForContext(ctx)->bindTexture(ctx, currentBrushImage);
updateTextureFilter(wrapMode, q->state()->renderHints & QPainter::SmoothPixmapTransform);
textureInvertedY = false;
}
brushTextureDirty = false;
@ -1384,16 +1384,14 @@ void QOpenGL2PaintEngineEx::drawPixmap(const QRectF& dest, const QPixmap & pixma
d->funcs.glActiveTexture(GL_TEXTURE0 + QT_IMAGE_TEXTURE_UNIT);
GLuint id = QOpenGLTextureCache::cacheForContext(ctx)->bindTexture(ctx, pixmap);
QOpenGLRect srcRect(src.left(), src.top(), src.right(), src.bottom());
d->updateTextureFilter(GL_CLAMP_TO_EDGE, state()->renderHints & QPainter::SmoothPixmapTransform, id);
bool isBitmap = pixmap.isQBitmap();
bool isOpaque = !isBitmap && !pixmap.hasAlpha();
d->updateTextureFilter(GL_CLAMP_TO_EDGE,
state()->renderHints & QPainter::SmoothPixmapTransform, id);
d->shaderManager->setSrcPixelType(isBitmap ? QOpenGLEngineShaderManager::PatternSrc : QOpenGLEngineShaderManager::ImageSrc);
QOpenGLRect srcRect(src.left(), src.top(), src.right(), src.bottom());
d->drawTexture(dest, srcRect, pixmap.size(), isOpaque, isBitmap);
}
@ -1432,9 +1430,7 @@ void QOpenGL2PaintEngineEx::drawImage(const QRectF& dest, const QImage& image, c
d->funcs.glActiveTexture(GL_TEXTURE0 + QT_IMAGE_TEXTURE_UNIT);
GLuint id = QOpenGLTextureCache::cacheForContext(ctx)->bindTexture(ctx, image, bindOption);
d->updateTextureFilter(GL_CLAMP_TO_EDGE,
state()->renderHints & QPainter::SmoothPixmapTransform, id);
d->updateTextureFilter(GL_CLAMP_TO_EDGE, state()->renderHints & QPainter::SmoothPixmapTransform, id);
d->drawTexture(dest, src, image.size(), !image.hasAlphaChannel());
}
@ -1477,13 +1473,13 @@ bool QOpenGL2PaintEngineEx::drawTexture(const QRectF &dest, GLuint textureId, co
d->funcs.glActiveTexture(GL_TEXTURE0 + QT_IMAGE_TEXTURE_UNIT);
d->funcs.glBindTexture(GL_TEXTURE_2D, textureId);
d->updateTextureFilter(GL_CLAMP_TO_EDGE, state()->renderHints & QPainter::SmoothPixmapTransform, textureId);
d->shaderManager->setSrcPixelType(QOpenGLEngineShaderManager::ImageSrc);
QOpenGLRect srcRect(src.left(), src.bottom(), src.right(), src.top());
d->updateTextureFilter(GL_CLAMP_TO_EDGE,
state()->renderHints & QPainter::SmoothPixmapTransform, textureId);
d->shaderManager->setSrcPixelType(QOpenGLEngineShaderManager::ImageSrc);
d->drawTexture(dest, srcRect, size, false);
return true;
}
@ -1954,16 +1950,15 @@ void QOpenGL2PaintEngineExPrivate::drawPixmapFragments(const QPainter::PixmapFra
allOpaque &= (opacity >= 0.99f);
}
transferMode(ImageOpacityArrayDrawingMode);
funcs.glActiveTexture(GL_TEXTURE0 + QT_IMAGE_TEXTURE_UNIT);
GLuint id = QOpenGLTextureCache::cacheForContext(ctx)->bindTexture(ctx, pixmap);
transferMode(ImageOpacityArrayDrawingMode);
updateTextureFilter(GL_CLAMP_TO_EDGE, q->state()->renderHints & QPainter::SmoothPixmapTransform, id);
bool isBitmap = pixmap.isQBitmap();
bool isOpaque = !isBitmap && (!pixmap.hasAlpha() || (hints & QPainter::OpaqueHint)) && allOpaque;
updateTextureFilter(GL_CLAMP_TO_EDGE,
q->state()->renderHints & QPainter::SmoothPixmapTransform, id);
// Setup for texture drawing
currentBrush = noBrush;
shaderManager->setSrcPixelType(isBitmap ? QOpenGLEngineShaderManager::PatternSrc