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/**************************************************************************** ** ** Copyright (C) 2008 Nokia Corporation and/or its subsidiary(-ies). ** Contact: Qt Software Information ([email protected]) ** ** This file is part of the example classes of the Qt Toolkit. ** ** Commercial Usage ** Licensees holding valid Qt Commercial licenses may use this file in ** accordance with the Qt Commercial License Agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and Nokia. ** ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License versions 2.0 or 3.0 as published by the Free ** Software Foundation and appearing in the file LICENSE.GPL included in ** the packaging of this file. Please review the following information ** to ensure GNU General Public Licensing requirements will be met: ** http://www.fsf.org/licensing/licenses/info/GPLv2.html and ** http://www.gnu.org/copyleft/gpl.html. In addition, as a special ** exception, Nokia gives you certain additional rights. These rights ** are described in the Nokia Qt GPL Exception version 1.3, included in ** the file GPL_EXCEPTION.txt in this package. ** ** Qt for Windows(R) Licensees ** As a special exception, Nokia, as the sole copyright holder for Qt ** Designer, grants users of the Qt/Eclipse Integration plug-in the ** right for the Qt/Eclipse Integration to link to functionality ** provided by Qt Designer and its related libraries. ** ** If you are unsure which license is appropriate for your use, please ** contact the sales department at [email protected]. ** ****************************************************************************/ #include "qwindowsurface_ahigl_p.h" #include "qscreenahigl_qws.h" #include <qwsdisplay_qws.h> #include <QtGui/QPaintDevice> #include <QtGui/QWidget> #include <QtOpenGL/private/qglpaintdevice_qws_p.h> #include <QtOpenGL/private/qgl_p.h> #include <GLES/gl.h> /*! \class QAhiGLWindowSurfacePrivate \internal \brief The QAhiGLWindowSurfacePrivate class is the private implementation class for class QAhiGLWindowSurface. This class contains only state variables. */ class QAhiGLWindowSurfacePrivate { public: QAhiGLWindowSurfacePrivate(EGLDisplay eglDisplay, EGLSurface eglSurface, EGLContext eglContext); QPaintDevice *device; int textureWidth; int textureHeight; GLuint texture; GLuint frameBufferObject; GLuint depthbuf; EGLDisplay display; EGLSurface surface; EGLContext context; }; /*! The construct just sets statwe variables using the ones provided. */ QAhiGLWindowSurfacePrivate::QAhiGLWindowSurfacePrivate(EGLDisplay eglDisplay, EGLSurface eglSurface, EGLContext eglContext) : texture(0), frameBufferObject(0), depthbuf(0), display(eglDisplay), surface(eglSurface), context(eglContext) { } inline static int nextPowerOfTwo(uint v) { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; ++v; return v; } /*! \class QAhiGLWindowSurface \preliminary \internal \brief The QAhiGLWindowSurface class provides the drawing area for top-level windows using OpenGL for drawing on an ATI handheld device. In \l{Qt for Embedded Linux}, the default behavior for each client is to render widgets into an area of memory. The server then displays the contents of that memory on the screen. For ATI handheld devices using OpenGL, QAhiGLWindowSurface is the window surface class that allocates and manages the memory areas in the clients and the server. When a screen update is required, the server runs through all the top-level windows that intersect with the region being updated, ensuring that the clients have updated their window surfaces. Then the server uses the screen driver to copy the contents of the affected window surfaces into its composition and then display the composition on the screen. \tableofcontents \section1 Pure Virtual Functions There are two window surface instances for each top-level window. One is used by the application when drawing a window, and the other is used by the server application to make its copy for building a window composition to send to the screen. The key() function is implemented to uniquely identify this window surface class as "ahigl", and the isValid() function is implemented to determine whether the associated window is still acceptable for representation by this window surface class. It must either be a window using an \l {QGLWidget} {OpenGL widget}, or it must be a window whose frame is no bigger than 256 x 256. The setGeometry() function is implemented to change the geometry of the frame buffer whenever the geometry of the associated top-level window changes. The image() function is called by the window system when building window compositions to return an image of the top-level window. The paintDevice() function is implemented to return the appropriate paint device. \section1 Virtual Functions When painting onto the surface, the window system will always call the beginPaint() function before any painting operations are performed. It ensures that the correct frame buffer will be used by the OpenGL library for painting operations. Likewise, the endPaint() function is automatically called when the painting is done, but it isn't implemented for this example. */ /*! This is the client side constructor. */ QAhiGLWindowSurface::QAhiGLWindowSurface(QWidget *widget, EGLDisplay eglDisplay, EGLSurface eglSurface, EGLContext eglContext) : QWSGLWindowSurface(widget) { d_ptr = new QAhiGLWindowSurfacePrivate(eglDisplay, eglSurface, eglContext); d_ptr->device = new QWSGLPaintDevice(widget); setSurfaceFlags(QWSWindowSurface::Buffered); } /*! This is the server side constructor. */ QAhiGLWindowSurface::QAhiGLWindowSurface(EGLDisplay eglDisplay, EGLSurface eglSurface, EGLContext eglContext) { d_ptr = new QAhiGLWindowSurfacePrivate(eglDisplay, eglSurface, eglContext); setSurfaceFlags(QWSWindowSurface::Buffered); } /*! The destructor deletes the OpenGL structures held by the private implementation class, and then it deletes the private implementation class. */ QAhiGLWindowSurface::~QAhiGLWindowSurface() { if (d_ptr->texture) glDeleteTextures(1, &d_ptr->texture); if (d_ptr->depthbuf) glDeleteRenderbuffersOES(1, &d_ptr->depthbuf); if (d_ptr->frameBufferObject) glDeleteFramebuffersOES(1, &d_ptr->frameBufferObject); delete d_ptr; } /*! This function changes the geometry of the frame buffer to the geometry in \a rect. It is called whenever the geometry of the associated top-level window changes. It also rebuilds the window surface's texture and binds the OpenGL identifier to the texture for use by the OpenGL library. */ void QAhiGLWindowSurface::setGeometry(const QRect &rect) { QSize size = rect.size(); const QWidget *w = window(); if (w && !w->mask().isEmpty()) { const QRegion region = w->mask() & rect.translated(-w->geometry().topLeft()); size = region.boundingRect().size(); } if (geometry().size() != size) { // Driver specific limitations: // FBO maximimum size of 256x256 // Depth buffer required d_ptr->textureWidth = qMin(256, nextPowerOfTwo(size.width())); d_ptr->textureHeight = qMin(256, nextPowerOfTwo(size.height())); glGenTextures(1, &d_ptr->texture); glBindTexture(GL_TEXTURE_2D, d_ptr->texture); glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); const int bufSize = d_ptr->textureWidth * d_ptr->textureHeight * 2; GLshort buf[bufSize]; memset(buf, 0, sizeof(GLshort) * bufSize); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, d_ptr->textureWidth, d_ptr->textureHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, buf); glGenRenderbuffersOES(1, &d_ptr->depthbuf); glBindRenderbufferOES(GL_RENDERBUFFER_EXT, d_ptr->depthbuf); glRenderbufferStorageOES(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT16, d_ptr->textureWidth, d_ptr->textureHeight); glGenFramebuffersOES(1, &d_ptr->frameBufferObject); glBindFramebufferOES(GL_FRAMEBUFFER_EXT, d_ptr->frameBufferObject); glFramebufferTexture2DOES(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, d_ptr->texture, 0); glFramebufferRenderbufferOES(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, d_ptr->depthbuf); glBindFramebufferOES(GL_FRAMEBUFFER_EXT, 0); } QWSGLWindowSurface::setGeometry(rect); } /*! Returns the window surface's texture as a QByteArray. */ QByteArray QAhiGLWindowSurface::permanentState() const { QByteArray array; array.resize(sizeof(GLuint)); char *ptr = array.data(); reinterpret_cast<GLuint*>(ptr)[0] = textureId(); return array; } /*! Sets the window surface's texture to \a data. */ void QAhiGLWindowSurface::setPermanentState(const QByteArray &data) { const char *ptr = data.constData(); d_ptr->texture = reinterpret_cast<const GLuint*>(ptr)[0]; } /*! Returns the paint device being used for this window surface. */ QPaintDevice *QAhiGLWindowSurface::paintDevice() { return d_ptr->device; } /*! Returns the window surface's texture. */ GLuint QAhiGLWindowSurface::textureId() const { return d_ptr->texture; } /*! The \l {QWSServer} {window system} always calls this function before any painting operations begin for this window surface. It ensures that the correct frame buffer will be used by the OpenGL library for painting operations. */ void QAhiGLWindowSurface::beginPaint(const QRegion ®ion) { QWSGLWindowSurface::beginPaint(region); if (d_ptr->frameBufferObject) glBindFramebufferOES(GL_FRAMEBUFFER_EXT, d_ptr->frameBufferObject); } /*! This function returns true if the window associated with this window surface can still rendered using this window surface class. Either the window's top-level widget must be an \l {QGLWidget} {OpenGL widget}, or the window's frame must be no bigger than 256 x 256. */ bool QAhiGLWindowSurface::isValid() const { if (!qobject_cast<QGLWidget*>(window())) { const QRect r = window()->frameGeometry(); if (r.width() > 256 || r.height() > 256) return false; } return true; }
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