Implemented raster based backing store for EGLFS plugin.
This improves quality of rendering for QWidget-based applications a bit. Change-Id: I6b832d1de7e722f4dbe4e82882f5db35f0b8c30c Reviewed-by: Girish Ramakrishnan <girish.1.ramakrishnan@nokia.com>
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@ -43,12 +43,19 @@
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#include <QtGui/QOpenGLContext>
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#include <QtGui/QOpenGLPaintDevice>
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#include <QtGui/QOpenGLShaderProgram>
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#include <QtGui/QScreen>
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QT_BEGIN_NAMESPACE
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QEglFSBackingStore::QEglFSBackingStore(QWindow *window)
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: QPlatformBackingStore(window)
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, m_context(new QOpenGLContext)
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#ifdef EGLFS_BACKINGSTORE_USE_IMAGE
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, m_texture(0)
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, m_program(0)
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#endif
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{
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m_context->setFormat(window->requestedFormat());
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m_context->setScreen(window->screen());
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@ -62,7 +69,11 @@ QEglFSBackingStore::~QEglFSBackingStore()
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QPaintDevice *QEglFSBackingStore::paintDevice()
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{
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#ifdef EGLFS_BACKINGSTORE_USE_IMAGE
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return &m_image;
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#else
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return m_device;
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#endif
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}
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void QEglFSBackingStore::flush(QWindow *window, const QRegion ®ion, const QPoint &offset)
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@ -74,27 +85,135 @@ void QEglFSBackingStore::flush(QWindow *window, const QRegion ®ion, const QPo
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qWarning("QEglBackingStore::flush %p", window);
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#endif
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#ifdef EGLFS_BACKINGSTORE_USE_IMAGE
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if (!m_program) {
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static const char *textureVertexProgram =
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"attribute highp vec2 vertexCoordEntry;\n"
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"attribute highp vec2 textureCoordEntry;\n"
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"varying highp vec2 textureCoord;\n"
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"void main() {\n"
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" textureCoord = textureCoordEntry;\n"
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" gl_Position = vec4(vertexCoordEntry, 0.0, 1.0);\n"
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"}\n";
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static const char *textureFragmentProgram =
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"uniform sampler2D texture;\n"
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"varying highp vec2 textureCoord;\n"
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"void main() {\n"
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" gl_FragColor = texture2D(texture, textureCoord);\n"
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"}\n";
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m_program = new QOpenGLShaderProgram;
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m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, textureVertexProgram);
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m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, textureFragmentProgram);
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m_program->link();
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m_vertexCoordEntry = m_program->attributeLocation("vertexCoordEntry");
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m_textureCoordEntry = m_program->attributeLocation("textureCoordEntry");
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}
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m_program->bind();
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const GLfloat textureCoordinates[] = {
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0, 1,
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1, 1,
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1, 0,
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0, 0
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};
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QRectF r = window->geometry();
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QRectF sr = window->screen()->geometry();
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GLfloat x1 = (r.left() / sr.width()) * 2 - 1;
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GLfloat x2 = (r.right() / sr.width()) * 2 - 1;
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GLfloat y1 = (r.top() / sr.height()) * 2 - 1;
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GLfloat y2 = (r.bottom() / sr.height()) * 2 - 1;
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const GLfloat vertexCoordinates[] = {
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x1, y1,
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x2, y1,
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x2, y2,
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x1, y2
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};
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glEnableVertexAttribArray(m_vertexCoordEntry);
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glEnableVertexAttribArray(m_textureCoordEntry);
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glVertexAttribPointer(m_vertexCoordEntry, 2, GL_FLOAT, GL_FALSE, 0, vertexCoordinates);
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glVertexAttribPointer(m_textureCoordEntry, 2, GL_FLOAT, GL_FALSE, 0, textureCoordinates);
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glBindTexture(GL_TEXTURE_2D, m_texture);
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foreach (const QRect &rect, m_dirty.rects()) {
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if (rect == m_image.rect()) {
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, rect.width(), rect.height(), GL_RGBA, GL_UNSIGNED_BYTE, m_image.constBits());
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} else {
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glTexSubImage2D(GL_TEXTURE_2D, 0, rect.x(), rect.y(), rect.width(), rect.height(), GL_RGBA, GL_UNSIGNED_BYTE,
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m_image.copy(rect).constBits());
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}
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}
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m_dirty = QRegion();
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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glBindTexture(GL_TEXTURE_2D, 0);
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glDisableVertexAttribArray(m_vertexCoordEntry);
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glDisableVertexAttribArray(m_textureCoordEntry);
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#endif
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m_context->swapBuffers(window);
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}
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void QEglFSBackingStore::beginPaint(const QRegion &)
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void QEglFSBackingStore::makeCurrent()
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{
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// needed to prevent QOpenGLContext::makeCurrent() from failing
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window()->setSurfaceType(QSurface::OpenGLSurface);
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m_context->makeCurrent(window());
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}
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void QEglFSBackingStore::beginPaint(const QRegion &rgn)
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{
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makeCurrent();
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#ifdef EGLFS_BACKINGSTORE_USE_IMAGE
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m_dirty = m_dirty | rgn;
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#else
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Q_UNUSED(rgn);
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m_device = new QOpenGLPaintDevice(window()->size());
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#endif
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}
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void QEglFSBackingStore::endPaint()
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{
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#ifndef EGLFS_BACKINGSTORE_USE_IMAGE
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delete m_device;
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#endif
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}
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void QEglFSBackingStore::resize(const QSize &size, const QRegion &staticContents)
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{
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Q_UNUSED(size);
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Q_UNUSED(staticContents);
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#ifdef EGLFS_BACKINGSTORE_USE_IMAGE
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m_image = QImage(size, QImage::Format_RGB32);
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makeCurrent();
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if (m_texture)
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glDeleteTextures(1, &m_texture);
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glGenTextures(1, &m_texture);
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glBindTexture(GL_TEXTURE_2D, m_texture);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size.width(), size.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
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#else
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Q_UNUSED(size);
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#endif
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}
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QT_END_NAMESPACE
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@ -44,10 +44,16 @@
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#include <QtGui/qplatformbackingstore_qpa.h>
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#include <QImage>
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#include <QRegion>
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#define EGLFS_BACKINGSTORE_USE_IMAGE
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QT_BEGIN_NAMESPACE
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class QOpenGLContext;
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class QOpenGLPaintDevice;
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class QOpenGLShaderProgram;
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class QEglFSBackingStore : public QPlatformBackingStore
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{
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@ -64,8 +70,19 @@ public:
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void resize(const QSize &size, const QRegion &staticContents);
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private:
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void makeCurrent();
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QOpenGLContext *m_context;
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#ifdef EGLFS_BACKINGSTORE_USE_IMAGE
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QImage m_image;
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uint m_texture;
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QRegion m_dirty;
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QOpenGLShaderProgram *m_program;
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int m_vertexCoordEntry;
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int m_textureCoordEntry;
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#else
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QOpenGLPaintDevice *m_device;
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#endif
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};
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QT_END_NAMESPACE
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