83a5694dc2
Qt copyrights are now in The Qt Company, so we could update the source code headers accordingly. In the same go we should also fix the links to point to qt.io. Outdated header.LGPL removed (use header.LGPL21 instead) Old header.LGPL3 renamed to header.LGPL3-COMM to match actual licensing combination. New header.LGPL-COMM taken in the use file which were using old header.LGPL3 (src/plugins/platforms/android/extract.cpp) Added new header.LGPL3 containing Commercial + LGPLv3 + GPLv2 license combination Change-Id: I6f49b819a8a20cc4f88b794a8f6726d975e8ffbe Reviewed-by: Matti Paaso <matti.paaso@theqtcompany.com>
166 lines
5.9 KiB
C++
166 lines
5.9 KiB
C++
/****************************************************************************
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**
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** Copyright (C) 2015 The Qt Company Ltd.
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** Contact: http://www.qt.io/licensing/
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**
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** This file is part of the test suite of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:LGPL21$
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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 http://www.qt.io/terms-conditions. For further
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** information use the contact form at http://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 2.1 or version 3 as published by the Free
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** Software Foundation and appearing in the file LICENSE.LGPLv21 and
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** LICENSE.LGPLv3 included in the packaging of this file. Please review the
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** following information to ensure the GNU Lesser General Public License
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** requirements will be met: https://www.gnu.org/licenses/lgpl.html and
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** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
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**
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** As a special exception, The Qt Company gives you certain additional
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** rights. These rights are described in The Qt Company LGPL Exception
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** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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#include "qopenglcontextwindow.h"
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#include <QtGui/QOpenGLFunctions>
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#include <QtGui/QOffscreenSurface>
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#include <QtGui/QGuiApplication>
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#include <QtGui/QMatrix4x4>
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#include <qpa/qplatformnativeinterface.h>
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#include <QtPlatformSupport/private/qeglconvenience_p.h>
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#include <QtPlatformHeaders/QEGLNativeContext>
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QOpenGLContextWindow::QOpenGLContextWindow()
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: m_blitter(0)
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{
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setSurfaceType(OpenGLSurface);
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m_context = new QOpenGLContext(this);
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m_context->setFormat(requestedFormat());
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m_context->create();
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m_image = QImage(QStringLiteral("qticon64.png")).convertToFormat(QImage::Format_RGBA8888);
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Q_ASSERT(!m_image.isNull());
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create(); // to make sure format() returns something real
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createForeignContext();
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}
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QOpenGLContextWindow::~QOpenGLContextWindow()
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{
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if (m_blitter) {
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m_blitter->destroy(); // the dtor does not call this for some reason
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delete m_blitter;
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}
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}
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void QOpenGLContextWindow::render()
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{
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if (!m_context->makeCurrent(this))
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qFatal("makeCurrent() failed");
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QOpenGLFunctions *f = m_context->functions();
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f->glViewport(0, 0, dWidth(), dHeight());
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f->glClearColor(0, 0, 0, 1);
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f->glClear(GL_COLOR_BUFFER_BIT);
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if (!m_blitter) {
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m_blitter = new QOpenGLTextureBlitter;
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m_blitter->create();
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}
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// Draw the image. If nothing gets shown, then something went wrong with the context
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// adoption or sharing was not successfully enabled.
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m_blitter->bind();
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QRectF r(0, 0, dWidth(), dHeight());
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QMatrix4x4 target = QOpenGLTextureBlitter::targetTransform(QRectF(100, 100, 100, 100), r.toRect());
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m_blitter->blit(m_textureId, target, QOpenGLTextureBlitter::OriginTopLeft);
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m_blitter->release();
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m_context->swapBuffers(this);
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}
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void QOpenGLContextWindow::exposeEvent(QExposeEvent *)
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{
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if (isExposed())
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render();
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}
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void QOpenGLContextWindow::createForeignContext()
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{
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// Here a context will be created manually. This context will share with m_context's
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// underlying native context. This way the texture, that belongs to the context
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// created here, will be accessible from m_context too.
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EGLContext shareCtx = m_context->nativeHandle().value<QEGLNativeContext>().context();
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Q_ASSERT(shareCtx != EGL_NO_CONTEXT);
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EGLDisplay dpy = (EGLDisplay) qGuiApp->platformNativeInterface()->nativeResourceForWindow(
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QByteArrayLiteral("egldisplay"), this);
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Q_ASSERT(dpy != EGL_NO_DISPLAY);
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QSurfaceFormat fmt = format();
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EGLConfig config = q_configFromGLFormat(dpy, fmt);
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QVector<EGLint> contextAttrs;
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contextAttrs.append(EGL_CONTEXT_CLIENT_VERSION);
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contextAttrs.append(fmt.majorVersion());
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contextAttrs.append(EGL_NONE);
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switch (fmt.renderableType()) {
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#ifdef EGL_VERSION_1_4
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case QSurfaceFormat::OpenGL:
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eglBindAPI(EGL_OPENGL_API);
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break;
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#endif // EGL_VERSION_1_4
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default:
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eglBindAPI(EGL_OPENGL_ES_API);
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break;
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}
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EGLContext ctx = eglCreateContext(dpy, config, shareCtx, contextAttrs.constData());
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Q_ASSERT(ctx != EGL_NO_CONTEXT);
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// Wrap ctx into a QOpenGLContext.
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QOpenGLContext *ctxWrap = new QOpenGLContext;
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ctxWrap->setNativeHandle(QVariant::fromValue<QEGLNativeContext>(QEGLNativeContext(ctx, dpy)));
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ctxWrap->setShareContext(m_context); // only needed for correct bookkeeping
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if (!ctxWrap->create())
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qFatal("Failed to created wrapping context");
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Q_ASSERT(ctxWrap->nativeHandle().value<QEGLNativeContext>().context() == ctx);
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QOffscreenSurface surface;
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surface.setFormat(fmt);
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surface.create();
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if (!ctxWrap->makeCurrent(&surface))
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qFatal("Failed to make pbuffer surface current");
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// Create the texture.
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QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
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GLuint textureId = 0;
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f->glGenTextures(1, &textureId);
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f->glBindTexture(GL_TEXTURE_2D, textureId);
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f->glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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f->glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_image.width(), m_image.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE,
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m_image.constBits());
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Q_ASSERT(f->glGetError() == GL_NO_ERROR);
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ctxWrap->doneCurrent();
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delete ctxWrap; // ctx is not destroyed
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eglDestroyContext(dpy, ctx); // resources like the texture stay alive until any context on the share list is alive
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Q_ASSERT(eglGetError() == EGL_SUCCESS);
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m_textureId = textureId;
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}
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