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 | |
193 | QT_BEGIN_NAMESPACE |
194 | |
195 | |
196 | |
197 | /* |
198 | struct 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 | |
212 | static const GLuint QT_VERTEX_COORDS_ATTR = 0; |
213 | static const GLuint QT_TEXTURE_COORDS_ATTR = 1; |
214 | static const GLuint QT_OPACITY_ATTR = 2; |
215 | static const GLuint QT_PMV_MATRIX_1_ATTR = 3; |
216 | static const GLuint QT_PMV_MATRIX_2_ATTR = 4; |
217 | static const GLuint QT_PMV_MATRIX_3_ATTR = 5; |
218 | |
219 | class QOpenGLEngineShaderProg; |
220 | |
221 | class Q_OPENGL_EXPORT QOpenGLEngineSharedShaders |
222 | { |
223 | Q_GADGET |
224 | public: |
225 | |
226 | enum SnippetName { |
227 | MainVertexShader, |
228 | MainWithTexCoordsVertexShader, |
229 | MainWithTexCoordsAndOpacityVertexShader, |
230 | |
231 | // UntransformedPositionVertexShader must be first in the list: |
232 | UntransformedPositionVertexShader, |
233 | PositionOnlyVertexShader, |
234 | ComplexGeometryPositionOnlyVertexShader, |
235 | PositionWithPatternBrushVertexShader, |
236 | PositionWithLinearGradientBrushVertexShader, |
237 | PositionWithConicalGradientBrushVertexShader, |
238 | PositionWithRadialGradientBrushVertexShader, |
239 | PositionWithTextureBrushVertexShader, |
240 | AffinePositionWithPatternBrushVertexShader, |
241 | AffinePositionWithLinearGradientBrushVertexShader, |
242 | AffinePositionWithConicalGradientBrushVertexShader, |
243 | AffinePositionWithRadialGradientBrushVertexShader, |
244 | AffinePositionWithTextureBrushVertexShader, |
245 | |
246 | // MainFragmentShader_CMO must be first in the list: |
247 | MainFragmentShader_MO, |
248 | MainFragmentShader_M, |
249 | MainFragmentShader_O, |
250 | MainFragmentShader, |
251 | MainFragmentShader_ImageArrays, |
252 | |
253 | // ImageSrcFragmentShader must be first in the list:: |
254 | ImageSrcFragmentShader, |
255 | ImageSrcWithPatternFragmentShader, |
256 | NonPremultipliedImageSrcFragmentShader, |
257 | GrayscaleImageSrcFragmentShader, |
258 | AlphaImageSrcFragmentShader, |
259 | CustomImageSrcFragmentShader, |
260 | SolidBrushSrcFragmentShader, |
261 | TextureBrushSrcFragmentShader, |
262 | TextureBrushSrcWithPatternFragmentShader, |
263 | PatternBrushSrcFragmentShader, |
264 | LinearGradientBrushSrcFragmentShader, |
265 | RadialGradientBrushSrcFragmentShader, |
266 | ConicalGradientBrushSrcFragmentShader, |
267 | ShockingPinkSrcFragmentShader, |
268 | |
269 | // NoMaskFragmentShader must be first in the list: |
270 | NoMaskFragmentShader, |
271 | MaskFragmentShader, |
272 | RgbMaskFragmentShaderPass1, |
273 | RgbMaskFragmentShaderPass2, |
274 | RgbMaskWithGammaFragmentShader, |
275 | |
276 | // NoCompositionModeFragmentShader must be first in the list: |
277 | NoCompositionModeFragmentShader, |
278 | MultiplyCompositionModeFragmentShader, |
279 | ScreenCompositionModeFragmentShader, |
280 | OverlayCompositionModeFragmentShader, |
281 | DarkenCompositionModeFragmentShader, |
282 | LightenCompositionModeFragmentShader, |
283 | ColorDodgeCompositionModeFragmentShader, |
284 | ColorBurnCompositionModeFragmentShader, |
285 | HardLightCompositionModeFragmentShader, |
286 | SoftLightCompositionModeFragmentShader, |
287 | DifferenceCompositionModeFragmentShader, |
288 | ExclusionCompositionModeFragmentShader, |
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 | |
307 | QOpenGLEngineSharedShaders(QOpenGLContext *context); |
308 | ~QOpenGLEngineSharedShaders(); |
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 | |
324 | private: |
325 | QOpenGLShaderProgram *blitShaderProg; |
326 | QOpenGLShaderProgram *simpleShaderProg; |
327 | QList<QOpenGLEngineShaderProg*> cachedPrograms; |
328 | |
329 | static const char* qShaderSnippets[TotalSnippetCount]; |
330 | }; |
331 | |
332 | |
333 | class QOpenGLEngineShaderProg |
334 | { |
335 | public: |
336 | QOpenGLEngineShaderProg() : program(nullptr) {} |
337 | |
338 | ~QOpenGLEngineShaderProg() { |
339 | if (program) |
340 | delete program; |
341 | } |
342 | |
343 | QOpenGLEngineSharedShaders::SnippetName mainVertexShader; |
344 | QOpenGLEngineSharedShaders::SnippetName positionVertexShader; |
345 | QOpenGLEngineSharedShaders::SnippetName mainFragShader; |
346 | QOpenGLEngineSharedShaders::SnippetName srcPixelFragShader; |
347 | QOpenGLEngineSharedShaders::SnippetName maskFragShader; |
348 | QOpenGLEngineSharedShaders::SnippetName compositionFragShader; |
349 | |
350 | QByteArray customStageSource; //TODO: Decent cache key for custom stages |
351 | QOpenGLShaderProgram* program; |
352 | |
353 | QList<uint> uniformLocations; |
354 | |
355 | bool useTextureCoords; |
356 | bool useOpacityAttribute; |
357 | bool usePmvMatrixAttribute; |
358 | |
359 | bool operator==(const QOpenGLEngineShaderProg& other) const { |
360 | // We don't care about the program |
361 | return ( mainVertexShader == other.mainVertexShader && |
362 | positionVertexShader == other.positionVertexShader && |
363 | mainFragShader == other.mainFragShader && |
364 | srcPixelFragShader == other.srcPixelFragShader && |
365 | maskFragShader == other.maskFragShader && |
366 | compositionFragShader == other.compositionFragShader && |
367 | customStageSource == other.customStageSource |
368 | ); |
369 | } |
370 | }; |
371 | |
372 | class Q_OPENGL_EXPORT QOpenGLEngineShaderManager : public QObject |
373 | { |
374 | Q_OBJECT |
375 | public: |
376 | QOpenGLEngineShaderManager(QOpenGLContext* context); |
377 | ~QOpenGLEngineShaderManager(); |
378 | |
379 | enum MaskType {NoMask, PixelMask, SubPixelMaskPass1, SubPixelMaskPass2, SubPixelWithGammaMask}; |
380 | enum PixelSrcType { |
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 | |
389 | enum Uniform { |
390 | ImageTexture, |
391 | PatternColor, |
392 | GlobalOpacity, |
393 | Depth, |
394 | MaskTexture, |
395 | FragmentColor, |
396 | LinearData, |
397 | Angle, |
398 | HalfViewportSize, |
399 | Fmp, |
400 | Fmp2MRadius2, |
401 | Inverse2Fmp2MRadius2, |
402 | SqrFr, |
403 | BRadius, |
404 | InvertedTextureSize, |
405 | BrushTransform, |
406 | BrushTexture, |
407 | Matrix, |
408 | NumUniforms |
409 | }; |
410 | |
411 | enum OpacityMode { |
412 | NoOpacity, |
413 | UniformOpacity, |
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 | } |
441 | bool hasComplexGeometry() const |
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 | |
450 | QOpenGLEngineSharedShaders* sharedShaders; |
451 | |
452 | private: |
453 | QOpenGLContext* ctx; |
454 | bool shaderProgNeedsChanging; |
455 | bool complexGeometry; |
456 | |
457 | // Current state variables which influence the choice of shader: |
458 | QTransform brushTransform; |
459 | int srcPixelType; |
460 | OpacityMode opacityMode; |
461 | MaskType maskType; |
462 | QPainter::CompositionMode compositionMode; |
463 | QOpenGLCustomShaderStage* customSrcStage; |
464 | |
465 | QOpenGLEngineShaderProg* currentShaderProg; |
466 | }; |
467 | |
468 | QT_END_NAMESPACE |
469 | |
470 | #endif //QOPENGLENGINE_SHADER_MANAGER_H |
471 | |