Пример #1
0
void QGLPixmapGLPaintDevice::endPaint()
{
    if (!data->isValid())
        return;

    data->copyBackFromRenderFbo(false);

    // Base's endPaint will restore the previous FBO binding
    QGLPaintDevice::endPaint();

    qgl_fbo_pool()->release(data->m_renderFbo);
    data->m_renderFbo = 0;
}
Пример #2
0
QPaintEngine* QGLPixmapData::paintEngine() const
{
    if (!isValid())
        return 0;

    if (m_renderFbo)
        return m_engine;

    if (useFramebufferObjects()) {
        extern QGLWidget* qt_gl_share_widget();

        if (!QGLContext::currentContext())
            qt_gl_share_widget()->makeCurrent();
        QGLShareContextScope ctx(qt_gl_share_widget()->context());

        QGLFramebufferObjectFormat format;
        format.setAttachment(QGLFramebufferObject::CombinedDepthStencil);
        format.setSamples(4);
        format.setInternalTextureFormat(GLenum(m_hasAlpha ? GL_RGBA : GL_RGB));

        m_renderFbo = qgl_fbo_pool()->acquire(size(), format);

        if (m_renderFbo) {
            if (!m_engine)
                m_engine = new QGL2PaintEngineEx;
            return m_engine;
        }

        qWarning() << "Failed to create pixmap texture buffer of size " << size() << ", falling back to raster paint engine";
    }

    // If the application wants to paint into the QPixmap, we first
    // force it to QImage format and then paint into that.
    // This is simpler than juggling multiple GL contexts.
    const_cast<QGLPixmapData *>(this)->forceToImage();

    if (m_hasFillColor) {
        m_source.fill(PREMUL(m_fillColor.rgba()));
        m_hasFillColor = false;
    }
    return m_source.paintEngine();
}
Пример #3
0
QPaintEngine* QGLPixmapData::paintEngine() const
{
    if (!isValid())
        return 0;

    if (m_renderFbo)
        return m_engine;

    if (useFramebufferObjects()) {
        extern QGLWidget* qt_gl_share_widget();

        if (!QGLContext::currentContext())
            const_cast<QGLContext *>(qt_gl_share_context())->makeCurrent();
        QGLShareContextScope ctx(qt_gl_share_context());

        QGLFramebufferObjectFormat format;
        format.setAttachment(QGLFramebufferObject::CombinedDepthStencil);
        format.setSamples(4);
        format.setInternalTextureFormat(GLenum(m_hasAlpha ? GL_RGBA : GL_RGB));

        m_renderFbo = qgl_fbo_pool()->acquire(size(), format);

        if (m_renderFbo) {
            if (!m_engine)
                m_engine = new QGL2PaintEngineEx;
            return m_engine;
        }

        qWarning() << "Failed to create pixmap texture buffer of size " << size() << ", falling back to raster paint engine";
    }

    m_dirty = true;
    if (m_source.size() != size())
        m_source = QImage(size(), QImage::Format_ARGB32_Premultiplied);
    if (m_hasFillColor) {
        m_source.fill(PREMUL(m_fillColor.rgba()));
        m_hasFillColor = false;
    }
    return m_source.paintEngine();
}