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Internal/Contributor docs for the Qt SDK. <b>Note:</b> These are NOT official API docs; those are found <a href='https://doc.qt.io/'>here</a>.
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qopenglengineshadermanager_p.h
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1// Copyright (C) 2016 The Qt Company Ltd.
2// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only
3
4//
5// W A R N I N G
6// -------------
7//
8// This file is not part of the Qt API. It exists purely as an
9// implementation detail. This header file may change from version to
10// version without notice, or even be removed.
11//
12// We mean it.
13//
14
15/*
16 VERTEX SHADERS
17 ==============
18
19 Vertex shaders are specified as multiple (partial) shaders. On desktop,
20 this works fine. On ES, QOpenGLShader & QOpenGLShaderProgram will make partial
21 shaders work by concatenating the source in each QOpenGLShader and compiling
22 it as a single shader. This is abstracted nicely by QOpenGLShaderProgram and
23 the GL2 engine doesn't need to worry about it.
24
25 Generally, there's two vertex shader objects. The position shaders are
26 the ones which set gl_Position. There's also two "main" vertex shaders,
27 one which just calls the position shader and another which also passes
28 through some texture coordinates from a vertex attribute array to a
29 varying. These texture coordinates are used for mask position in text
30 rendering and for the source coordinates in drawImage/drawPixmap. There's
31 also a "Simple" vertex shader for rendering a solid colour (used to render
32 into the stencil buffer where the actual colour value is discarded).
33
34 The position shaders for brushes look scary. This is because many of the
35 calculations which logically belong in the fragment shader have been moved
36 into the vertex shader to improve performance. This is why the position
37 calculation is in a separate shader. Not only does it calculate the
38 position, but it also calculates some data to be passed to the fragment
39 shader as a varying. It is optimal to move as much of the calculation as
40 possible into the vertex shader as this is executed less often.
41
42 The varyings passed to the fragment shaders are interpolated (which is
43 cheap). Unfortunately, GL will apply perspective correction to the
44 interpolation calusing errors. To get around this, the vertex shader must
45 apply perspective correction itself and set the w-value of gl_Position to
46 zero. That way, GL will be tricked into thinking it doesn't need to apply a
47 perspective correction and use linear interpolation instead (which is what
48 we want). Of course, if the brush transform is affeine, no perspective
49 correction is needed and a simpler vertex shader can be used instead.
50
51 So there are the following "main" vertex shaders:
52 qopenglslMainVertexShader
53 qopenglslMainWithTexCoordsVertexShader
54
55 And the following position vertex shaders:
56 qopenglslPositionOnlyVertexShader
57 qopenglslPositionWithTextureBrushVertexShader
58 qopenglslPositionWithPatternBrushVertexShader
59 qopenglslPositionWithLinearGradientBrushVertexShader
60 qopenglslPositionWithRadialGradientBrushVertexShader
61 qopenglslPositionWithConicalGradientBrushVertexShader
62 qopenglslAffinePositionWithTextureBrushVertexShader
63 qopenglslAffinePositionWithPatternBrushVertexShader
64 qopenglslAffinePositionWithLinearGradientBrushVertexShader
65 qopenglslAffinePositionWithRadialGradientBrushVertexShader
66 qopenglslAffinePositionWithConicalGradientBrushVertexShader
67
68 Leading to 23 possible vertex shaders
69
70
71 FRAGMENT SHADERS
72 ================
73
74 Fragment shaders are also specified as multiple (partial) shaders. The
75 different fragment shaders represent the different stages in Qt's fragment
76 pipeline. There are 1-3 stages in this pipeline: First stage is to get the
77 fragment's colour value. The next stage is to get the fragment's mask value
78 (coverage value for anti-aliasing) and the final stage is to blend the
79 incoming fragment with the background (for composition modes not supported
80 by GL).
81
82 Of these, the first stage will always be present. If Qt doesn't need to
83 apply anti-aliasing (because it's off or handled by multisampling) then
84 the coverage value doesn't need to be applied. (Note: There are two types
85 of mask, one for regular anti-aliasing and one for sub-pixel anti-
86 aliasing.) If the composition mode is one which GL supports natively then
87 the blending stage doesn't need to be applied.
88
89 As eash stage can have multiple implementations, they are abstracted as
90 GLSL function calls with the following signatures:
91
92 Brushes & image drawing are implementations of "qcolorp vec4 srcPixel()":
93 qopenglslImageSrcFragShader
94 qopenglslImageSrcWithPatternFragShader
95 qopenglslNonPremultipliedImageSrcFragShader
96 qopenglslSolidBrushSrcFragShader
97 qopenglslTextureBrushSrcFragShader
98 qopenglslTextureBrushWithPatternFragShader
99 qopenglslPatternBrushSrcFragShader
100 qopenglslLinearGradientBrushSrcFragShader
101 qopenglslRadialGradientBrushSrcFragShader
102 qopenglslConicalGradientBrushSrcFragShader
103 NOTE: It is assumed the colour returned by srcPixel() is pre-multiplied
104
105 Masks are implementations of "qcolorp vec4 applyMask(qcolorp vec4 src)":
106 qopenglslMaskFragmentShader
107 qopenglslRgbMaskFragmentShaderPass1
108 qopenglslRgbMaskFragmentShaderPass2
109 qopenglslRgbMaskWithGammaFragmentShader
110
111 Composition modes are "qcolorp vec4 compose(qcolorp vec4 src)":
112 qopenglslColorBurnCompositionModeFragmentShader
113 qopenglslColorDodgeCompositionModeFragmentShader
114 qopenglslDarkenCompositionModeFragmentShader
115 qopenglslDifferenceCompositionModeFragmentShader
116 qopenglslExclusionCompositionModeFragmentShader
117 qopenglslHardLightCompositionModeFragmentShader
118 qopenglslLightenCompositionModeFragmentShader
119 qopenglslMultiplyCompositionModeFragmentShader
120 qopenglslOverlayCompositionModeFragmentShader
121 qopenglslScreenCompositionModeFragmentShader
122 qopenglslSoftLightCompositionModeFragmentShader
123
124
125 Note: In the future, some GLSL compilers will support an extension allowing
126 a new 'color' precision specifier. To support this, qcolorp is used for
127 all color components so it can be defined to colorp or lowp depending upon
128 the implementation.
129
130 So there are different fragment shader main functions, depending on the
131 number & type of pipelines the fragment needs to go through.
132
133 The choice of which main() fragment shader string to use depends on:
134 - Use of global opacity
135 - Brush style (some brushes apply opacity themselves)
136 - Use & type of mask (TODO: Need to support high quality anti-aliasing & text)
137 - Use of non-GL Composition mode
138
139 Leading to the following fragment shader main functions:
140 gl_FragColor = compose(applyMask(srcPixel()*globalOpacity));
141 gl_FragColor = compose(applyMask(srcPixel()));
142 gl_FragColor = applyMask(srcPixel()*globalOpacity);
143 gl_FragColor = applyMask(srcPixel());
144 gl_FragColor = compose(srcPixel()*globalOpacity);
145 gl_FragColor = compose(srcPixel());
146 gl_FragColor = srcPixel()*globalOpacity;
147 gl_FragColor = srcPixel();
148
149 Called:
150 qopenglslMainFragmentShader_CMO
151 qopenglslMainFragmentShader_CM
152 qopenglslMainFragmentShader_MO
153 qopenglslMainFragmentShader_M
154 qopenglslMainFragmentShader_CO
155 qopenglslMainFragmentShader_C
156 qopenglslMainFragmentShader_O
157 qopenglslMainFragmentShader
158
159 Where:
160 M = Mask
161 C = Composition
162 O = Global Opacity
163
164
165 CUSTOM SHADER CODE
166 ==================
167
168 The use of custom shader code is supported by the engine for drawImage and
169 drawPixmap calls. This is implemented via hooks in the fragment pipeline.
170
171 The custom shader is passed to the engine as a partial fragment shader
172 (QOpenGLCustomShaderStage). The shader will implement a pre-defined method name
173 which Qt's fragment pipeline will call:
174
175 lowp vec4 customShader(lowp sampler2d imageTexture, highp vec2 textureCoords)
176
177 The provided src and srcCoords parameters can be used to sample from the
178 source image.
179
180 Transformations, clipping, opacity, and composition modes set using QPainter
181 will be respected when using the custom shader hook.
182*/
183
184#ifndef QOPENGLENGINE_SHADER_MANAGER_H
185#define QOPENGLENGINE_SHADER_MANAGER_H
186
187#include <QOpenGLShader>
188#include <QOpenGLShaderProgram>
189#include <QPainter>
190#include <private/qopenglcontext_p.h>
191#include <private/qopenglcustomshaderstage_p.h>
192
194
195
196
197/*
198struct QOpenGLEngineCachedShaderProg
199{
200 QOpenGLEngineCachedShaderProg(QOpenGLEngineShaderManager::ShaderName vertexMain,
201 QOpenGLEngineShaderManager::ShaderName vertexPosition,
202 QOpenGLEngineShaderManager::ShaderName fragMain,
203 QOpenGLEngineShaderManager::ShaderName pixelSrc,
204 QOpenGLEngineShaderManager::ShaderName mask,
205 QOpenGLEngineShaderManager::ShaderName composition);
206
207 int cacheKey;
208 QOpenGLShaderProgram* program;
209}
210*/
211
214static const GLuint QT_OPACITY_ATTR = 2;
218
220
221class Q_OPENGL_EXPORT QOpenGLEngineSharedShaders
222{
224public:
225
230
231 // UntransformedPositionVertexShader must be first in the list:
245
246 // MainFragmentShader_CMO must be first in the list:
252
253 // ImageSrcFragmentShader must be first in the list::
268
269 // NoMaskFragmentShader must be first in the list:
275
276 // NoCompositionModeFragmentShader must be first in the list:
289
290 TotalSnippetCount, InvalidSnippetName
291 };
292#if defined (QT_DEBUG)
293 Q_ENUM(SnippetName)
294 static QByteArray snippetNameStr(SnippetName snippetName);
295#endif
296
297/*
298 // These allow the ShaderName enum to be used as a cache key
299 const int mainVertexOffset = 0;
300 const int positionVertexOffset = (1<<2) - PositionOnlyVertexShader;
301 const int mainFragOffset = (1<<6) - MainFragmentShader_CMO;
302 const int srcPixelOffset = (1<<10) - ImageSrcFragmentShader;
303 const int maskOffset = (1<<14) - NoMaskShader;
304 const int compositionOffset = (1 << 16) - MultiplyCompositionModeFragmentShader;
305*/
306
309
310 QOpenGLShaderProgram *simpleProgram() { return simpleShaderProg; }
311 QOpenGLShaderProgram *blitProgram() { return blitShaderProg; }
312 // Compile the program if it's not already in the cache, return the item in the cache.
313 QOpenGLEngineShaderProg *findProgramInCache(const QOpenGLEngineShaderProg &prog);
314 // Compile the custom shader if it's not already in the cache, return the item in the cache.
315
316 static QOpenGLEngineSharedShaders *shadersForContext(QOpenGLContext *context);
317
318 // Ideally, this would be static and cleanup all programs in all contexts which
319 // contain the custom code. Currently it is just a hint and we rely on deleted
320 // custom shaders being cleaned up by being kicked out of the cache when it's
321 // full.
322 void cleanupCustomStage(QOpenGLCustomShaderStage* stage);
323
324private:
325 QOpenGLShaderProgram *blitShaderProg;
326 QOpenGLShaderProgram *simpleShaderProg;
327 QList<QOpenGLEngineShaderProg*> cachedPrograms;
328
329 static const char* qShaderSnippets[TotalSnippetCount];
330};
331
332
371
372class Q_OPENGL_EXPORT QOpenGLEngineShaderManager : public QObject
373{
375public:
378
379 enum MaskType {NoMask, PixelMask, SubPixelMaskPass1, SubPixelMaskPass2, SubPixelWithGammaMask};
381 ImageSrc = Qt::TexturePattern+1,
382 NonPremultipliedImageSrc = Qt::TexturePattern+2,
383 PatternSrc = Qt::TexturePattern+3,
384 TextureSrcWithPattern = Qt::TexturePattern+4,
385 GrayscaleImageSrc = Qt::TexturePattern+5,
386 AlphaImageSrc = Qt::TexturePattern+6,
387 };
388
410
414 AttributeOpacity
415 };
416
417 // There are optimizations we can do, depending on the brush transform:
418 // 1) May not have to apply perspective-correction
419 // 2) Can use lower precision for matrix
420 void optimiseForBrushTransform(QTransform::TransformationType transformType);
421 void setSrcPixelType(Qt::BrushStyle);
422 void setSrcPixelType(PixelSrcType); // For non-brush sources, like pixmaps & images
423 void setOpacityMode(OpacityMode);
424 void setMaskType(MaskType);
425 void setCompositionMode(QPainter::CompositionMode);
426 void setCustomStage(QOpenGLCustomShaderStage* stage);
427 void removeCustomStage();
428
429 GLuint getUniformLocation(Uniform id);
430
431 void setDirty(); // someone has manually changed the current shader program
432 bool useCorrectShaderProg(); // returns true if the shader program needed to be changed
433
434 void useSimpleProgram();
435 void useBlitProgram();
436 void setHasComplexGeometry(bool hasComplexGeometry)
437 {
438 complexGeometry = hasComplexGeometry;
439 shaderProgNeedsChanging = true;
440 }
442 {
443 return complexGeometry;
444 }
445
446 QOpenGLShaderProgram* currentProgram(); // Returns pointer to the shader the manager has chosen
447 QOpenGLShaderProgram* simpleProgram(); // Used to draw into e.g. stencil buffers
448 QOpenGLShaderProgram* blitProgram(); // Used to blit a texture into the framebuffer
449
451
452private:
454 bool shaderProgNeedsChanging;
455 bool complexGeometry;
456
457 // Current state variables which influence the choice of shader:
459 int srcPixelType;
460 OpacityMode opacityMode;
461 MaskType maskType;
462 QPainter::CompositionMode compositionMode;
463 QOpenGLCustomShaderStage* customSrcStage;
464
465 QOpenGLEngineShaderProg* currentShaderProg;
466};
467
469
470#endif //QOPENGLENGINE_SHADER_MANAGER_H
\inmodule QtCore
Definition qbytearray.h:57
\inmodule QtCore
Definition qobject.h:103
\inmodule QtGui
QOpenGLEngineSharedShaders * sharedShaders
void setHasComplexGeometry(bool hasComplexGeometry)
QOpenGLEngineSharedShaders::SnippetName compositionFragShader
QOpenGLEngineSharedShaders::SnippetName mainFragShader
QOpenGLEngineSharedShaders::SnippetName positionVertexShader
QOpenGLEngineSharedShaders::SnippetName srcPixelFragShader
QOpenGLEngineSharedShaders::SnippetName mainVertexShader
bool operator==(const QOpenGLEngineShaderProg &other) const
QOpenGLEngineSharedShaders::SnippetName maskFragShader
The QOpenGLShaderProgram class allows OpenGL shader programs to be linked and used.
CompositionMode
Defines the modes supported for digital image compositing.
Definition qpainter.h:97
The QTransform class specifies 2D transformations of a coordinate system.
Definition qtransform.h:20
TransformationType
\value TxNone \value TxTranslate \value TxScale \value TxRotate \value TxShear \value TxProject
Definition qtransform.h:22
EGLContext ctx
Combined button and popup list for selecting options.
BrushStyle
@ TexturePattern
static void * context
static const GLuint QT_TEXTURE_COORDS_ATTR
static const GLuint QT_PMV_MATRIX_2_ATTR
static const GLuint QT_OPACITY_ATTR
static const GLuint QT_PMV_MATRIX_1_ATTR
static QT_BEGIN_NAMESPACE const GLuint QT_VERTEX_COORDS_ATTR
static const GLuint QT_PMV_MATRIX_3_ATTR
n uniform highp mat3 brushTransform
GLuint program
GLuint GLenum transformType
#define GLuint
#define Q_ENUM(x)
#define Q_OBJECT
#define Q_GADGET
QObject::connect nullptr
QSharedPointer< T > other(t)
[5]