/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */ /* * This file is part of the LibreOffice project. * * This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. * * This file incorporates work covered by the following license notice: * * Licensed to the Apache Software Foundation (ASF) under one or more * contributor license agreements. See the NOTICE file distributed * with this work for additional information regarding copyright * ownership. The ASF licenses this file to you under the Apache * License, Version 2.0 (the "License"); you may not use this file * except in compliance with the License. You may obtain a copy of * the License at http://www.apache.org/licenses/LICENSE-2.0 . */ #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include class OpenGLFlushIdle : public Idle { OpenGLSalGraphicsImpl *m_pImpl; public: explicit OpenGLFlushIdle( OpenGLSalGraphicsImpl *pImpl ) : Idle( "gl idle swap" ) , m_pImpl( pImpl ) { // We don't want to be swapping before we've painted. SetPriority( TaskPriority::POST_PAINT ); } virtual void Invoke() override { m_pImpl->doFlush(); SetPriority( TaskPriority::HIGHEST ); Stop(); } }; OpenGLSalGraphicsImpl::OpenGLSalGraphicsImpl(SalGraphics& rParent, SalGeometryProvider *pProvider) : mpContext(nullptr) , mrParent(rParent) , mpProvider(pProvider) , mpProgram(nullptr) , mpFlush(new OpenGLFlushIdle(this)) , mbUseScissor(false) , mbUseStencil(false) , mbXORMode(false) , mbAcquiringOpenGLContext(false) , mnLineColor(SALCOLOR_NONE) , mnFillColor(SALCOLOR_NONE) #ifdef DBG_UTIL , mProgramIsSolidColor(false) #endif , mnDrawCount(0) , mnDrawCountAtFlush(0) , mProgramSolidColor(SALCOLOR_NONE) , mProgramSolidTransparency(0.0) , mpRenderList(new RenderList) { } OpenGLSalGraphicsImpl::~OpenGLSalGraphicsImpl() { if( !IsOffscreen() && mnDrawCountAtFlush != mnDrawCount ) VCL_GL_INFO( "Destroying un-flushed on-screen graphics" ); delete mpFlush; ReleaseContext(); } rtl::Reference OpenGLSalGraphicsImpl::GetOpenGLContext() { if (mbAcquiringOpenGLContext) return nullptr; mbAcquiringOpenGLContext = true; bool bSuccess = AcquireContext(true); mbAcquiringOpenGLContext = false; if (!bSuccess) return nullptr; return mpContext; } bool OpenGLSalGraphicsImpl::AcquireContext( bool bForceCreate ) { mpContext = OpenGLContext::getVCLContext( false ); if( !mpContext.is() && mpWindowContext.is() ) { mpContext = mpWindowContext; } else if( bForceCreate && !IsOffscreen() ) { mpWindowContext = CreateWinContext(); mpContext = mpWindowContext; } if( !mpContext.is() ) mpContext = OpenGLContext::getVCLContext(); return mpContext.is(); } bool OpenGLSalGraphicsImpl::ReleaseContext() { mpContext.clear(); return true; } void OpenGLSalGraphicsImpl::Init() { // Our init phase is strange ::Init is called twice for vdevs. // the first time around with a NULL geometry provider. if( !mpProvider ) return; // check if we can simply re-use the same context if( mpContext.is() ) { if( !UseContext( mpContext ) ) ReleaseContext(); } // Always create the offscreen texture if( maOffscreenTex.GetWidth() != GetWidth() || maOffscreenTex.GetHeight() != GetHeight() ) { // We don't want to be swapping before we've painted. mpFlush->SetPriority( TaskPriority::POST_PAINT ); if( maOffscreenTex && // don't work to release empty textures mpContext.is() ) // valid context { mpContext->makeCurrent(); mpContext->ReleaseFramebuffer( maOffscreenTex ); } maOffscreenTex = OpenGLTexture(); VCL_GL_INFO("::Init - re-size offscreen texture"); } if( mpWindowContext.is() ) { mpWindowContext->reset(); mpWindowContext.clear(); } } // Currently only used to get windows ordering right. void OpenGLSalGraphicsImpl::DeInit() { VCL_GL_INFO("::DeInit"); FlushDeferredDrawing(); // tdf#93839: // Our window handles and resources are being free underneath us. // These can be bound into a context, which relies on them. So // let it know. Other eg. VirtualDevice contexts which have // references on and rely on this context continuing to work will // get a shiny new context in AcquireContext:: next PreDraw. if( mpWindowContext.is() ) { mpWindowContext->reset(); mpWindowContext.clear(); } mpContext.clear(); } void OpenGLSalGraphicsImpl::PreDraw(XOROption eOpt) { FlushDeferredDrawing(); InitializePreDrawState(eOpt); } void OpenGLSalGraphicsImpl::InitializePreDrawState(XOROption eOpt) { OpenGLZone::enter(); mnDrawCount++; if( !AcquireContext() ) { SAL_WARN( "vcl.opengl", "Couldn't acquire context" ); return; } mpContext->makeCurrent(); CHECK_GL_ERROR(); CheckOffscreenTexture(); CHECK_GL_ERROR(); mpContext->state().viewport(tools::Rectangle(Point(0, 0), Size(GetWidth(), GetHeight()))); ImplInitClipRegion(); CHECK_GL_ERROR(); if (eOpt == IMPLEMENT_XOR && mbXORMode) { glEnable(GL_COLOR_LOGIC_OP); CHECK_GL_ERROR(); glLogicOp(GL_XOR); CHECK_GL_ERROR(); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE); CHECK_GL_ERROR(); } } void OpenGLSalGraphicsImpl::PostDraw() { if (mbXORMode) { glDisable(GL_COLOR_LOGIC_OP); CHECK_GL_ERROR(); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); CHECK_GL_ERROR(); } if( mpProgram ) { mpProgram->Clean(); mpProgram = nullptr; #ifdef DBG_UTIL mProgramIsSolidColor = false; #endif } assert (maOffscreenTex); // Always queue the flush. if( !IsOffscreen() ) flush(); OpenGLZone::leave(); } void OpenGLSalGraphicsImpl::PostBatchDraw() { if (IsOffscreen()) return; if (!mpFlush->IsActive()) mpFlush->Start(); } void OpenGLSalGraphicsImpl::ApplyProgramMatrices(float fPixelOffset) { mpProgram->ApplyMatrix(GetWidth(), GetHeight(), fPixelOffset); } void OpenGLSalGraphicsImpl::freeResources() { // TODO Delete shaders, programs and textures if not shared if( mpContext.is() && mpContext->isInitialized() ) { VCL_GL_INFO( "freeResources" ); mpContext->makeCurrent(); FlushDeferredDrawing(); mpContext->ReleaseFramebuffer( maOffscreenTex ); } ReleaseContext(); } void OpenGLSalGraphicsImpl::ImplSetClipBit( const vcl::Region& rClip, GLuint nMask ) { mpContext->state().scissor().disable(); mpContext->state().stencil().enable(); VCL_GL_INFO( "Adding complex clip / stencil" ); GLuint nStencil = maOffscreenTex.StencilId(); if( nStencil == 0 ) { nStencil = maOffscreenTex.AddStencil(); glFramebufferRenderbuffer( GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, nStencil ); CHECK_GL_ERROR(); } // else - we associated the stencil in // AcquireFrameBuffer / AttachTexture CHECK_GL_ERROR(); glColorMask( GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE ); CHECK_GL_ERROR(); glStencilMask( nMask ); CHECK_GL_ERROR(); glStencilFunc( GL_NEVER, nMask, 0xFF ); CHECK_GL_ERROR(); glStencilOp( GL_REPLACE, GL_KEEP, GL_KEEP ); CHECK_GL_ERROR(); glClear( GL_STENCIL_BUFFER_BIT ); CHECK_GL_ERROR(); if( UseSolid( MAKE_SALCOLOR( 0xFF, 0xFF, 0xFF ) ) ) { if( rClip.getRegionBand() ) DrawRegionBand( *rClip.getRegionBand() ); else DrawPolyPolygon( rClip.GetAsB2DPolyPolygon(), true ); } glColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE ); CHECK_GL_ERROR(); glStencilMask( 0x00 ); CHECK_GL_ERROR(); mpContext->state().stencil().disable(); } void OpenGLSalGraphicsImpl::ImplInitClipRegion() { // make sure the context has the right clipping set if (maClipRegion != mpContext->maClipRegion) { mpContext->maClipRegion = maClipRegion; if (mbUseStencil) { ImplSetClipBit(maClipRegion, 0x01); } } if (mbUseScissor) { tools::Rectangle aRect(maClipRegion.GetBoundRect()); mpContext->state().scissor().set(aRect.Left(), GetHeight() - aRect.Bottom() - 1, aRect.GetWidth(), aRect.GetHeight()); mpContext->state().scissor().enable(); } else { mpContext->state().scissor().disable(); } if (mbUseStencil) { glStencilFunc( GL_EQUAL, 1, 0x1 ); CHECK_GL_ERROR(); mpContext->state().stencil().enable(); } else { mpContext->state().stencil().disable(); } } const vcl::Region& OpenGLSalGraphicsImpl::getClipRegion() const { return maClipRegion; } bool OpenGLSalGraphicsImpl::setClipRegion( const vcl::Region& rClip ) { if (maClipRegion == rClip) { VCL_GL_INFO("::setClipRegion (no change) " << rClip); return true; } FlushDeferredDrawing(); VCL_GL_INFO("::setClipRegion " << rClip); maClipRegion = rClip; mbUseStencil = false; mbUseScissor = false; if (maClipRegion.IsRectangle()) mbUseScissor = true; else if (!maClipRegion.IsEmpty()) mbUseStencil = true; return true; } // set the clip region to empty void OpenGLSalGraphicsImpl::ResetClipRegion() { if (maClipRegion.IsEmpty()) { VCL_GL_INFO("::ResetClipRegion (no change) "); return; } FlushDeferredDrawing(); VCL_GL_INFO("::ResetClipRegion"); maClipRegion.SetEmpty(); mbUseScissor = false; mbUseStencil = false; } // get the depth of the device sal_uInt16 OpenGLSalGraphicsImpl::GetBitCount() const { return 32; } // get the width of the device long OpenGLSalGraphicsImpl::GetGraphicsWidth() const { return GetWidth(); } // set the line color to transparent (= don't draw lines) void OpenGLSalGraphicsImpl::SetLineColor() { if( mnLineColor != SALCOLOR_NONE ) { mnLineColor = SALCOLOR_NONE; } } // set the line color to a specific color void OpenGLSalGraphicsImpl::SetLineColor( SalColor nSalColor ) { if( mnLineColor != nSalColor ) { mnLineColor = nSalColor; } } // set the fill color to transparent (= don't fill) void OpenGLSalGraphicsImpl::SetFillColor() { if( mnFillColor != SALCOLOR_NONE ) { mnFillColor = SALCOLOR_NONE; } } // set the fill color to a specific color, shapes will be // filled accordingly void OpenGLSalGraphicsImpl::SetFillColor( SalColor nSalColor ) { if( mnFillColor != nSalColor ) { mnFillColor = nSalColor; } } // enable/disable XOR drawing void OpenGLSalGraphicsImpl::SetXORMode( bool bSet ) { if (mbXORMode != bSet) { FlushDeferredDrawing(); mbXORMode = bSet; } } void OpenGLSalGraphicsImpl::SetROPLineColor(SalROPColor nROPColor) { switch (nROPColor) { case SalROPColor::N0: mnLineColor = MAKE_SALCOLOR(0, 0, 0); break; case SalROPColor::N1: mnLineColor = MAKE_SALCOLOR(0xff, 0xff, 0xff); break; case SalROPColor::Invert: mnLineColor = MAKE_SALCOLOR(0xff, 0xff, 0xff); break; } } void OpenGLSalGraphicsImpl::SetROPFillColor(SalROPColor nROPColor) { switch (nROPColor) { case SalROPColor::N0: mnFillColor = MAKE_SALCOLOR(0, 0, 0); break; case SalROPColor::N1: mnFillColor = MAKE_SALCOLOR(0xff, 0xff, 0xff); break; case SalROPColor::Invert: mnFillColor = MAKE_SALCOLOR(0xff, 0xff, 0xff); break; } } bool OpenGLSalGraphicsImpl::CheckOffscreenTexture() { bool bClearTexture = false; VCL_GL_INFO( "Check Offscreen texture" ); // Always create the offscreen texture if( maOffscreenTex ) { if( maOffscreenTex.GetWidth() != GetWidth() || maOffscreenTex.GetHeight() != GetHeight() ) { VCL_GL_INFO( "re-size offscreen texture " << maOffscreenTex.Id() ); mpFlush->SetPriority( TaskPriority::POST_PAINT ); mpContext->ReleaseFramebuffer( maOffscreenTex ); maOffscreenTex = OpenGLTexture(); } } if( !maOffscreenTex ) { VCL_GL_INFO( "create texture of size " << GetWidth() << " x " << GetHeight() ); maOffscreenTex = OpenGLTexture( GetWidth(), GetHeight() ); bClearTexture = true; } if( !maOffscreenTex.IsUnique() ) { GLfloat fWidth = GetWidth(); GLfloat fHeight = GetHeight(); SalTwoRect aPosAry(0, 0, fWidth, fHeight, 0,0, fWidth, fHeight); // TODO: lfrb: User GL_ARB_copy_image? OpenGLTexture aNewTex = OpenGLTexture( GetWidth(), GetHeight() ); mpContext->state().scissor().disable(); mpContext->state().stencil().disable(); mpContext->AcquireFramebuffer( aNewTex ); DrawTexture( maOffscreenTex, aPosAry ); maOffscreenTex = aNewTex; } else { mpContext->AcquireFramebuffer( maOffscreenTex ); CHECK_GL_ERROR(); if( bClearTexture ) { glDrawBuffer( GL_COLOR_ATTACHMENT0 ); #if OSL_DEBUG_LEVEL > 0 // lets have some red debugging background. GLfloat const clearColor[4] = { 1.0, 0, 0, 0 }; #else GLfloat const clearColor[4] = { 1.0, 1.0, 1.0, 0 }; #endif glClearBufferfv( GL_COLOR, 0, clearColor ); // FIXME: use glClearTexImage if we have it ? } } assert( maOffscreenTex ); CHECK_GL_ERROR(); return true; } bool OpenGLSalGraphicsImpl::UseProgram( const OUString& rVertexShader, const OUString& rFragmentShader, const OString& preamble ) { if( mpProgram != nullptr ) mpProgram->Clean(); mpProgram = mpContext->UseProgram( rVertexShader, rFragmentShader, preamble ); #ifdef DBG_UTIL mProgramIsSolidColor = false; // UseSolid() will set to true if needed #endif return ( mpProgram != nullptr ); } bool OpenGLSalGraphicsImpl::UseSolid( SalColor nColor, sal_uInt8 nTransparency ) { if( nColor == SALCOLOR_NONE ) return false; UseSolid(); mpProgram->SetColor( "color", nColor, nTransparency ); #ifdef DBG_UTIL mProgramIsSolidColor = true; #endif mProgramSolidColor = nColor; mProgramSolidTransparency = nTransparency / 100.0; return true; } bool OpenGLSalGraphicsImpl::UseSolid( SalColor nColor, double fTransparency ) { if( nColor == SALCOLOR_NONE ) return false; UseSolid(); mpProgram->SetColorf( "color", nColor, fTransparency ); #ifdef DBG_UTIL mProgramIsSolidColor = true; #endif mProgramSolidColor = nColor; mProgramSolidTransparency = fTransparency; return true; } bool OpenGLSalGraphicsImpl::UseSolid() { if (!UseProgram("combinedVertexShader", "combinedFragmentShader")) return false; mpProgram->SetShaderType(DrawShaderType::Normal); return true; } bool OpenGLSalGraphicsImpl::UseInvert50() { return UseProgram( "dumbVertexShader", "invert50FragmentShader" ); } bool OpenGLSalGraphicsImpl::UseSolid( SalColor nColor ) { return UseSolid( nColor, 0.0f ); } bool OpenGLSalGraphicsImpl::UseInvert( SalInvert nFlags ) { OpenGLZone aZone; if( ( nFlags & SalInvert::N50 ) || ( nFlags & SalInvert::TrackFrame ) ) { // FIXME: Trackframe really should be 2 pix. on/off stipple. if( !UseInvert50() ) return false; mpProgram->SetBlendMode( GL_ONE_MINUS_DST_COLOR, GL_ONE_MINUS_SRC_COLOR ); } else { if( !UseSolid( MAKE_SALCOLOR( 255, 255, 255 ) ) ) return false; mpProgram->SetBlendMode( GL_ONE_MINUS_DST_COLOR, GL_ZERO ); } return true; } void OpenGLSalGraphicsImpl::DrawLineSegment(float x1, float y1, float x2, float y2) { std::vector aVertices; std::vector aExtrusionVectors; OpenGLZone aZone; glm::vec2 aPoint1(x1, y1); glm::vec2 aPoint2(x2, y2); glm::vec2 aLineVector = vcl::vertex::normalize(aPoint2 - aPoint1); glm::vec2 aNormal = glm::vec2(-aLineVector.y, aLineVector.x); vcl::vertex::addLineSegmentVertices(aVertices, aExtrusionVectors, aPoint1, aNormal, 1.0f, aPoint2, aNormal, 1.0f); ApplyProgramMatrices(0.5f); mpProgram->SetExtrusionVectors(aExtrusionVectors.data()); mpProgram->DrawArrays(GL_TRIANGLES, aVertices); CHECK_GL_ERROR(); } bool OpenGLSalGraphicsImpl::UseLine(SalColor nColor, double fTransparency, GLfloat fLineWidth, bool bUseAA) { if( nColor == SALCOLOR_NONE ) return false; UseLine(fLineWidth, bUseAA); mpProgram->SetColorf("color", nColor, fTransparency); #ifdef DBG_UTIL mProgramIsSolidColor = true; #endif mProgramSolidColor = nColor; mProgramSolidTransparency = fTransparency; return true; } bool OpenGLSalGraphicsImpl::UseLine(GLfloat fLineWidth, bool bUseAA) { if (!UseProgram("combinedVertexShader", "combinedFragmentShader")) return false; mpProgram->SetShaderType(DrawShaderType::Line); mpProgram->SetUniform1f("line_width", fLineWidth); // The width of the feather - area we make lineary transparent in VS. // Good AA value is 0.5f, no AA if feather 0.0f mpProgram->SetUniform1f("feather", bUseAA ? 0.5f : 0.0f); // We need blending or AA won't work correctly mpProgram->SetBlendMode(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); return true; } void OpenGLSalGraphicsImpl::DrawConvexPolygon( sal_uInt32 nPoints, const SalPoint* pPtAry, bool blockAA ) { OpenGLZone aZone; std::vector aVertices(nPoints * 2); sal_uInt32 i, j; for( i = 0, j = 0; i < nPoints; i++, j += 2 ) { aVertices[j] = GLfloat(pPtAry[i].mnX); aVertices[j+1] = GLfloat(pPtAry[i].mnY); } ApplyProgramMatrices(); std::vector aExtrusion(nPoints * 3, 0); mpProgram->SetExtrusionVectors(aExtrusion.data()); mpProgram->DrawArrays(GL_TRIANGLE_FAN, aVertices); CHECK_GL_ERROR(); if( !blockAA && mrParent.getAntiAliasB2DDraw()) { // Make the edges antialiased by drawing the edge lines again with AA. // TODO: If transparent drawing is set up, drawing the lines themselves twice // may be a problem, if that is a real problem, the polygon areas itself needs to be // masked out for this or something. #ifdef DBG_UTIL assert( mProgramIsSolidColor ); #endif SalColor lastSolidColor = mProgramSolidColor; double lastSolidTransparency = mProgramSolidTransparency; if (UseLine(lastSolidColor, lastSolidTransparency, 1.0f, true)) { for( i = 0; i < nPoints; ++i ) { const SalPoint& rPt1 = pPtAry[ i ]; const SalPoint& rPt2 = pPtAry[ ( i + 1 ) % nPoints ]; DrawLineSegment(rPt1.mnX, rPt1.mnY, rPt2.mnX, rPt2.mnY); } UseSolid( lastSolidColor, lastSolidTransparency ); } } } void OpenGLSalGraphicsImpl::DrawConvexPolygon( const tools::Polygon& rPolygon, bool blockAA ) { OpenGLZone aZone; sal_uInt16 nPoints = rPolygon.GetSize() - 1; std::vector aVertices(nPoints * 2); sal_uInt32 i, j; for( i = 0, j = 0; i < nPoints; i++, j += 2 ) { const Point& rPt = rPolygon.GetPoint( i ); aVertices[j] = GLfloat(rPt.X()); aVertices[j+1] = GLfloat(rPt.Y()); } ApplyProgramMatrices(); std::vector aExtrusion(nPoints * 3, 0); mpProgram->SetExtrusionVectors(aExtrusion.data()); mpProgram->DrawArrays(GL_TRIANGLE_FAN, aVertices); CHECK_GL_ERROR(); if( !blockAA && mrParent.getAntiAliasB2DDraw()) { // Make the edges antialiased by drawing the edge lines again with AA. // TODO: If transparent drawing is set up, drawing the lines themselves twice // may be a problem, if that is a real problem, the polygon areas itself needs to be // masked out for this or something. #ifdef DBG_UTIL assert( mProgramIsSolidColor ); #endif SalColor lastSolidColor = mProgramSolidColor; double lastSolidTransparency = mProgramSolidTransparency; if (UseLine(lastSolidColor, lastSolidTransparency, 1.0f, true)) { for( i = 0; i < nPoints; ++i ) { const Point& rPt1 = rPolygon.GetPoint( i ); const Point& rPt2 = rPolygon.GetPoint(( i + 1 ) % nPoints ); DrawLineSegment(rPt1.getX(), rPt1.getY(), rPt2.getX(), rPt2.getY()); } UseSolid( lastSolidColor, lastSolidTransparency ); } } } void OpenGLSalGraphicsImpl::DrawTrapezoid( const basegfx::B2DTrapezoid& trapezoid, bool blockAA ) { OpenGLZone aZone; const basegfx::B2DPolygon& rPolygon = trapezoid.getB2DPolygon(); sal_uInt16 nPoints = rPolygon.count(); std::vector aVertices(nPoints * 2); sal_uInt32 i, j; for( i = 0, j = 0; i < nPoints; i++, j += 2 ) { const basegfx::B2DPoint& rPt = rPolygon.getB2DPoint( i ); aVertices[j] = GLfloat(rPt.getX()); aVertices[j+1] = GLfloat(rPt.getY()); } if (!mpProgram) { SAL_WARN("vcl.opengl", "OpenGLSalGraphicsImpl::DrawTrapezoid: mpProgram is 0"); return; } ApplyProgramMatrices(); std::vector aExtrusion(nPoints * 3, 0); mpProgram->SetExtrusionVectors(aExtrusion.data()); mpProgram->DrawArrays(GL_TRIANGLE_FAN, aVertices); CHECK_GL_ERROR(); if( !blockAA && mrParent.getAntiAliasB2DDraw()) { // Make the edges antialiased by drawing the edge lines again with AA. // TODO: If transparent drawing is set up, drawing the lines themselves twice // may be a problem, if that is a real problem, the polygon areas itself needs to be // masked out for this or something. #ifdef DBG_UTIL assert( mProgramIsSolidColor ); #endif SalColor lastSolidColor = mProgramSolidColor; double lastSolidTransparency = mProgramSolidTransparency; if (UseLine(lastSolidColor, lastSolidTransparency, 1.0f, true)) { for( i = 0; i < nPoints; ++i ) { const basegfx::B2DPoint& rPt1 = rPolygon.getB2DPoint( i ); const basegfx::B2DPoint& rPt2 = rPolygon.getB2DPoint(( i + 1 ) % nPoints ); DrawLineSegment(rPt1.getX(), rPt1.getY(), rPt2.getX(), rPt2.getY()); } UseSolid( lastSolidColor, lastSolidTransparency ); } } } void OpenGLSalGraphicsImpl::DrawRect( long nX, long nY, long nWidth, long nHeight ) { long nX1( nX ); long nY1( nY ); long nX2( nX + nWidth ); long nY2( nY + nHeight ); const SalPoint aPoints[] = { { nX1, nY2 }, { nX1, nY1 }, { nX2, nY1 }, { nX2, nY2 }}; DrawConvexPolygon( 4, aPoints, true ); } void OpenGLSalGraphicsImpl::DrawRect( const tools::Rectangle& rRect ) { long nX1( rRect.Left() ); long nY1( rRect.Top() ); long nX2( rRect.Right() ); long nY2( rRect.Bottom() ); const SalPoint aPoints[] = { { nX1, nY2 }, { nX1, nY1 }, { nX2, nY1 }, { nX2, nY2 }}; DrawConvexPolygon( 4, aPoints, true ); } void OpenGLSalGraphicsImpl::DrawPolygon( sal_uInt32 nPoints, const SalPoint* pPtAry ) { basegfx::B2DPolygon aPolygon; for( sal_uInt32 i = 0; i < nPoints; i++ ) aPolygon.append( basegfx::B2DPoint( pPtAry[i].mnX, pPtAry[i].mnY ) ); aPolygon.setClosed( true ); if( basegfx::utils::isConvex( aPolygon ) ) { if( nPoints > 2 ) DrawConvexPolygon( nPoints, pPtAry ); } else { const basegfx::B2DPolyPolygon aPolyPolygon( aPolygon ); DrawPolyPolygon( aPolyPolygon ); } } void OpenGLSalGraphicsImpl::DrawPolyPolygon( const basegfx::B2DPolyPolygon& rPolyPolygon, bool blockAA ) { const basegfx::B2DPolyPolygon& aSimplePolyPolygon = ::basegfx::utils::solveCrossovers( rPolyPolygon ); basegfx::B2DTrapezoidVector aB2DTrapVector; basegfx::utils::trapezoidSubdivide( aB2DTrapVector, aSimplePolyPolygon ); // draw tesselation result if( aB2DTrapVector.size()) { for(basegfx::B2DTrapezoid & i : aB2DTrapVector) DrawTrapezoid( i, blockAA ); } } void OpenGLSalGraphicsImpl::DrawRegionBand( const RegionBand& rRegion ) { OpenGLZone aZone; RectangleVector aRects; std::vector aVertices; rRegion.GetRegionRectangles( aRects ); if( aRects.empty() ) return; #define ADD_VERTICE(pt) \ aVertices.push_back(GLfloat(pt.X())); \ aVertices.push_back(GLfloat(pt.Y())); for(tools::Rectangle & rRect : aRects) { rRect.Bottom() += 1; rRect.Right() += 1; ADD_VERTICE( rRect.TopLeft() ); ADD_VERTICE( rRect.TopRight() ); ADD_VERTICE( rRect.BottomLeft() ); ADD_VERTICE( rRect.BottomLeft() ); ADD_VERTICE( rRect.TopRight() ); ADD_VERTICE( rRect.BottomRight() ); } #undef ADD_VERTICE std::vector aExtrusion(aRects.size() * 6 * 3, 0); mpProgram->SetExtrusionVectors(aExtrusion.data()); ApplyProgramMatrices(); mpProgram->DrawArrays(GL_TRIANGLES, aVertices); CHECK_GL_ERROR(); } void OpenGLSalGraphicsImpl::DrawTextureRect( const SalTwoRect& rPosAry ) { OpenGLZone aZone; SAL_INFO("vcl.opengl", "draw texture rect"); long nX = rPosAry.mnDestX; long nY = rPosAry.mnDestY; long nWidth = rPosAry.mnDestWidth; long nHeight = rPosAry.mnDestHeight; std::vector aVertices; aVertices.reserve(8); vcl::vertex::addRectangle(aVertices, nX, nY, nX + nWidth, nY + nHeight); ApplyProgramMatrices(); mpProgram->DrawArrays(GL_TRIANGLE_FAN, aVertices); CHECK_GL_ERROR(); } void OpenGLSalGraphicsImpl::DrawTexture( OpenGLTexture& rTexture, const SalTwoRect& rPosAry, bool bInverted ) { OpenGLZone aZone; SAL_INFO("vcl.opengl", "draw texture"); if (!UseProgram("combinedTextureVertexShader", "combinedTextureFragmentShader")) return; mpProgram->SetShaderType(TextureShaderType::Normal); mpProgram->SetIdentityTransform("transform"); mpProgram->SetTexture("texture", rTexture); GLfloat aTexCoord[8]; rTexture.GetCoord(aTexCoord, rPosAry, bInverted); mpProgram->SetTextureCoord(aTexCoord); mpProgram->SetMaskCoord(aTexCoord); mpProgram->SetAlphaCoord(aTexCoord); DrawTextureRect( rPosAry ); mpProgram->Clean(); } namespace { bool scaleTexture(const rtl::Reference< OpenGLContext > &xContext, OpenGLTexture& rOutTexture, const double& ixscale, const double& iyscale, OpenGLTexture& rTexture) { int nWidth = rTexture.GetWidth(); int nHeight = rTexture.GetHeight(); int nNewWidth = nWidth / ixscale; int nNewHeight = nHeight / iyscale; OString sUseReducedRegisterVariantDefine; if (xContext->getOpenGLCapabilitySwitch().mbLimitedShaderRegisters) sUseReducedRegisterVariantDefine = OString("#define USE_REDUCED_REGISTER_VARIANT\n"); OpenGLProgram* pProgram = xContext->UseProgram("textureVertexShader", "areaScaleFragmentShader", sUseReducedRegisterVariantDefine); if (pProgram == nullptr) return false; OpenGLTexture aScratchTex(nNewWidth, nNewHeight); OpenGLFramebuffer* pFramebuffer = xContext->AcquireFramebuffer(aScratchTex); pProgram->SetUniform1f("xscale", ixscale); pProgram->SetUniform1f("yscale", iyscale); pProgram->SetUniform1i("swidth", nWidth); pProgram->SetUniform1i("sheight", nHeight); // For converting between <0,nWidth-1> and <0.0,1.0> coordinate systems. pProgram->SetUniform1f("xsrcconvert", 1.0 / (nWidth - 1)); pProgram->SetUniform1f("ysrcconvert", 1.0 / (nHeight - 1)); pProgram->SetUniform1f("xdestconvert", 1.0 * (nNewWidth - 1)); pProgram->SetUniform1f("ydestconvert", 1.0 * (nNewHeight - 1)); pProgram->SetTexture("sampler", rTexture); pProgram->DrawTexture(rTexture); pProgram->Clean(); OpenGLContext::ReleaseFramebuffer(pFramebuffer); CHECK_GL_ERROR(); rOutTexture = aScratchTex; return true; } } void OpenGLSalGraphicsImpl::DrawTransformedTexture( OpenGLTexture& rTexture, OpenGLTexture& rMask, const basegfx::B2DPoint& rNull, const basegfx::B2DPoint& rX, const basegfx::B2DPoint& rY ) { OpenGLZone aZone; std::vector aVertices = { 0, GLfloat(rTexture.GetHeight()), 0, 0, GLfloat(rTexture.GetWidth()), 0, GLfloat(rTexture.GetWidth()), GLfloat(rTexture.GetHeight()) }; GLfloat aTexCoord[8]; const long nDestWidth = basegfx::fround(basegfx::B2DVector(rX - rNull).getLength()); const long nDestHeight = basegfx::fround(basegfx::B2DVector(rY - rNull).getLength()); // Invisibly small images shouldn't divide by zero. if( nDestHeight == 0 || nDestWidth == 0 ) return; // inverted scale ratios double ixscale = rTexture.GetWidth() / double(nDestWidth); double iyscale = rTexture.GetHeight() / double(nDestHeight); // If downscaling at a higher scale ratio, use the area scaling algorithm rather // than plain OpenGL's scaling (texture mapping), for better results. // See OpenGLSalBitmap::ImplScaleArea(). bool areaScaling = false; bool fastAreaScaling = false; OString sUseReducedRegisterVariantDefine; if (mpContext->getOpenGLCapabilitySwitch().mbLimitedShaderRegisters) sUseReducedRegisterVariantDefine = OString("#define USE_REDUCED_REGISTER_VARIANT\n"); OUString textureFragmentShader; if( ixscale >= 2 && iyscale >= 2 ) // scale ratio less than 50% { areaScaling = true; fastAreaScaling = ( ixscale == int( ixscale ) && iyscale == int( iyscale )); // The generic case has arrays only up to 16 ratio downscaling and is performed in 2 passes, // when the ratio is in the 16-100 range, which is hopefully enough in practice, but protect // against buffer overflows in case such an extreme case happens (and in such case the precision // of the generic algorithm probably doesn't matter anyway). if( ixscale > 100 || iyscale > 100 ) fastAreaScaling = true; if( fastAreaScaling ) textureFragmentShader = "areaScaleFastFragmentShader"; else textureFragmentShader = "areaScaleFragmentShader"; } OpenGLTexture aInTexture = rTexture; OpenGLTexture aInMask = rMask; // When using the area scaling algorithm we need to reduce the texture size in 2 passes // in order to not use a big array inside the fragment shader. if (areaScaling && !fastAreaScaling) { // Perform a first texture downscaling by an inverted scale ratio equal to // the square root of the whole inverted scale ratio. if (ixscale > 16 || iyscale > 16) { // The scissor area is set to the current window size in PreDraw, // so if we do not disable the scissor test, the texture produced // by the first downscaling is clipped to the current window size. mpContext->state().scissor().disable(); mpContext->state().stencil().disable(); // the square root of the whole inverted scale ratio double ixscalesqrt = std::floor(std::sqrt(ixscale)); double iyscalesqrt = std::floor(std::sqrt(iyscale)); ixscale /= ixscalesqrt; // second pass inverted x-scale factor iyscale /= iyscalesqrt; // second pass inverted y-scale factor scaleTexture(mpContext, aInTexture, ixscalesqrt, iyscalesqrt, rTexture); if (rMask) // we need to downscale the mask too { scaleTexture(mpContext, aInMask, ixscalesqrt, iyscalesqrt, rMask); } // We need to re-acquire the off-screen texture. CheckOffscreenTexture(); CHECK_GL_ERROR(); // Re-enable scissor and stencil tests if needed. if (mbUseScissor) mpContext->state().scissor().enable(); if (mbUseStencil) mpContext->state().stencil().enable(); } } if( aInMask ) { if( !UseProgram( "transformedTextureVertexShader", textureFragmentShader.isEmpty() ? "maskedTextureFragmentShader" : textureFragmentShader, "#define MASKED\n" + sUseReducedRegisterVariantDefine)) return; mpProgram->SetTexture( "mask", aInMask ); GLfloat aMaskCoord[8]; aInMask.GetWholeCoord(aMaskCoord); mpProgram->SetMaskCoord(aMaskCoord); aInMask.SetFilter( GL_LINEAR ); mpProgram->SetBlendMode( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); } else { if( !UseProgram( "transformedTextureVertexShader", textureFragmentShader.isEmpty() ? "textureFragmentShader" : textureFragmentShader, sUseReducedRegisterVariantDefine)) return; } if(areaScaling) { int nWidth = aInTexture.GetWidth(); int nHeight = aInTexture.GetHeight(); // From OpenGLSalBitmap::ImplScaleArea(). if (fastAreaScaling && nWidth && nHeight) { mpProgram->SetUniform1i( "xscale", ixscale ); mpProgram->SetUniform1i( "yscale", iyscale ); mpProgram->SetUniform1f( "xstep", 1.0 / nWidth ); mpProgram->SetUniform1f( "ystep", 1.0 / nHeight ); mpProgram->SetUniform1f( "ratio", 1.0 / ( ixscale * iyscale )); } else if (nHeight > 1 && nWidth > 1) { mpProgram->SetUniform1f( "xscale", ixscale ); mpProgram->SetUniform1f( "yscale", iyscale ); mpProgram->SetUniform1i( "swidth", nWidth ); mpProgram->SetUniform1i( "sheight", nHeight ); // For converting between <0,nWidth-1> and <0.0,1.0> coordinate systems. mpProgram->SetUniform1f( "xsrcconvert", 1.0 / ( nWidth - 1 )); mpProgram->SetUniform1f( "ysrcconvert", 1.0 / ( nHeight - 1 )); mpProgram->SetUniform1f( "xdestconvert", 1.0 * (( nWidth / ixscale ) - 1 )); mpProgram->SetUniform1f( "ydestconvert", 1.0 * (( nHeight / iyscale ) - 1 )); } } ApplyProgramMatrices(); mpProgram->SetUniform2f( "viewport", GetWidth(), GetHeight() ); // Here, in order to get the correct transformation we need to pass the original texture, // since it has been used for initializing the rectangle vertices. mpProgram->SetTransform( "transform", rTexture, rNull, rX, rY ); aInTexture.GetWholeCoord(aTexCoord); mpProgram->SetTexture("sampler", aInTexture); aInTexture.SetFilter(GL_LINEAR); mpProgram->SetTextureCoord( aTexCoord ); mpProgram->DrawArrays(GL_TRIANGLE_FAN, aVertices); CHECK_GL_ERROR(); mpProgram->Clean(); } void OpenGLSalGraphicsImpl::DrawAlphaTexture( OpenGLTexture& rTexture, const SalTwoRect& rPosAry, bool bInverted, bool bPremultiplied ) { OpenGLZone aZone; if (!UseProgram("combinedTextureVertexShader", "combinedTextureFragmentShader")) return; mpProgram->SetShaderType(TextureShaderType::Normal); mpProgram->SetIdentityTransform("transform"); mpProgram->SetTexture("texture", rTexture); mpProgram->SetBlendMode( bPremultiplied ? GL_ONE : GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); GLfloat aTexCoord[8]; rTexture.GetCoord(aTexCoord, rPosAry, bInverted); mpProgram->SetTextureCoord(aTexCoord); mpProgram->SetMaskCoord(aTexCoord); mpProgram->SetAlphaCoord(aTexCoord); DrawTextureRect( rPosAry ); mpProgram->Clean(); } void OpenGLSalGraphicsImpl::DrawTextureDiff( OpenGLTexture& rTexture, OpenGLTexture& rMask, const SalTwoRect& rPosAry, bool bInverted ) { OpenGLZone aZone; if (!UseProgram("combinedTextureVertexShader", "combinedTextureFragmentShader")) return; mpProgram->SetShaderType(TextureShaderType::Diff); mpProgram->SetIdentityTransform("transform"); mpProgram->SetTexture( "texture", rTexture ); mpProgram->SetTexture( "mask", rMask ); mpProgram->SetBlendMode( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); GLfloat aTexCoord[8]; rTexture.GetCoord(aTexCoord, rPosAry, bInverted); mpProgram->SetTextureCoord(aTexCoord); mpProgram->SetAlphaCoord(aTexCoord); GLfloat aMaskCoord[8]; rMask.GetCoord(aMaskCoord, rPosAry, bInverted); mpProgram->SetMaskCoord(aMaskCoord); DrawTextureRect( rPosAry ); mpProgram->Clean(); } void OpenGLSalGraphicsImpl::DrawTextureWithMask( OpenGLTexture& rTexture, OpenGLTexture& rMask, const SalTwoRect& rPosAry ) { OpenGLZone aZone; if (!UseProgram("combinedTextureVertexShader", "combinedTextureFragmentShader")) return; mpProgram->SetShaderType(TextureShaderType::Masked); mpProgram->SetIdentityTransform("transform"); mpProgram->SetTexture( "texture", rTexture ); mpProgram->SetTexture( "mask", rMask ); mpProgram->SetBlendMode( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); GLfloat aTexCoord[8]; rTexture.GetCoord(aTexCoord, rPosAry); mpProgram->SetTextureCoord(aTexCoord); mpProgram->SetAlphaCoord(aTexCoord); GLfloat aMaskCoord[8]; rMask.GetCoord(aMaskCoord, rPosAry); mpProgram->SetMaskCoord(aMaskCoord); DrawTextureRect(rPosAry); mpProgram->Clean(); } void OpenGLSalGraphicsImpl::DrawBlendedTexture( OpenGLTexture& rTexture, OpenGLTexture& rMask, OpenGLTexture& rAlpha, const SalTwoRect& rPosAry ) { OpenGLZone aZone; if (!UseProgram("combinedTextureVertexShader", "combinedTextureFragmentShader")) return; mpProgram->SetShaderType(TextureShaderType::Blend); mpProgram->SetTexture( "texture", rTexture ); mpProgram->SetTexture( "mask", rMask ); mpProgram->SetTexture( "alpha", rAlpha ); GLfloat aTexCoord[8]; rTexture.GetCoord(aTexCoord, rPosAry); mpProgram->SetTextureCoord(aTexCoord); GLfloat aAlphaCoord[8]; rAlpha.GetCoord(aAlphaCoord, rPosAry); mpProgram->SetAlphaCoord(aAlphaCoord); GLfloat aMaskCoord[8]; rMask.GetCoord(aMaskCoord, rPosAry); mpProgram->SetMaskCoord(aMaskCoord); mpProgram->SetBlendMode( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); DrawTextureRect( rPosAry ); mpProgram->Clean(); } void OpenGLSalGraphicsImpl::DrawMask( OpenGLTexture& rMask, SalColor nMaskColor, const SalTwoRect& rPosAry ) { OpenGLZone aZone; if (!UseProgram("combinedTextureVertexShader", "combinedTextureFragmentShader")) return; mpProgram->SetShaderType(TextureShaderType::MaskedColor); mpProgram->SetIdentityTransform("transform"); mpProgram->SetColor( "color", nMaskColor, 0 ); mpProgram->SetTexture("texture", rMask); GLfloat aTexCoord[8]; rMask.GetCoord(aTexCoord, rPosAry); mpProgram->SetTextureCoord(aTexCoord); mpProgram->SetMaskCoord(aTexCoord); mpProgram->SetAlphaCoord(aTexCoord); mpProgram->SetBlendMode( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); DrawTextureRect(rPosAry); mpProgram->Clean(); } void OpenGLSalGraphicsImpl::DeferredTextDraw(OpenGLTexture const & rTexture, SalColor aMaskColor, const SalTwoRect& rPosAry) { mpRenderList->addDrawTextureWithMaskColor(rTexture, aMaskColor, rPosAry); PostBatchDraw(); } bool OpenGLSalGraphicsImpl::FlushLinesOrTriangles(DrawShaderType eType, RenderParameters const & rParameters) { if (!UseProgram("combinedVertexShader", "combinedFragmentShader", "#define USE_VERTEX_COLORS")) return false; mpProgram->SetShaderType(eType); mpProgram->SetBlendMode(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); ApplyProgramMatrices(0.5f); vcl::VertexBufferObject vbo; vbo.upload(rParameters.maVertices); GLuint positionAttrib = SAL_MAX_UINT32; GLuint colorAttrib = SAL_MAX_UINT32; GLuint lineDataAttrib = SAL_MAX_UINT32; mpProgram->SetVertexAttrib(positionAttrib, "position", 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast(offsetof(Vertex, position))); mpProgram->SetVertexAttrib(colorAttrib, "vertex_color_in", 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast(offsetof(Vertex, color))); mpProgram->SetVertexAttrib(lineDataAttrib, "extrusion_vectors", 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast(offsetof(Vertex, lineData))); vcl::IndexBufferObject ibo; ibo.upload(rParameters.maIndices); ibo.bind(); mpProgram->DrawElements(GL_TRIANGLES, rParameters.maIndices.size()); CHECK_GL_ERROR(); mpProgram->Clean(); return true; } void OpenGLSalGraphicsImpl::FlushDeferredDrawing() { if (mpRenderList->empty()) return; VCL_GL_INFO("FlushDeferredDrawing: " << mpRenderList->getEntries().size()); InitializePreDrawState(XOROption::IMPLEMENT_XOR); OpenGLZone aZone; for (RenderEntry& rRenderEntry : mpRenderList->getEntries()) { if (rRenderEntry.hasTriangles()) { RenderParameters& rParameters = rRenderEntry.maTriangleParameters; VCL_GL_INFO("Flush Triangles: " << rParameters.maVertices.size()); FlushLinesOrTriangles(DrawShaderType::Normal, rParameters); } if (rRenderEntry.hasLines()) { RenderParameters& rParameters = rRenderEntry.maLineParameters; VCL_GL_INFO("Flush Lines: " << rParameters.maVertices.size()); FlushLinesOrTriangles(DrawShaderType::Line, rParameters); } if (rRenderEntry.hasTextures() && UseProgram("combinedTextureVertexShader", "combinedTextureFragmentShader", "#define USE_VERTEX_COLORS")) { mpProgram->SetShaderType(TextureShaderType::MaskedColor); mpProgram->SetIdentityTransform("transform"); mpProgram->SetBlendMode(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); for (auto& rPair : rRenderEntry.maTextureParametersMap) { RenderTextureParameters& rParameters = rPair.second; mpProgram->SetTexture("texture", rParameters.maTexture); ApplyProgramMatrices(); mpProgram->SetTextureCoord(rParameters.maTextureCoords.data()); mpProgram->SetMaskCoord(rParameters.maTextureCoords.data()); mpProgram->SetAlphaCoord(rParameters.maTextureCoords.data()); mpProgram->SetVertexColors(rParameters.maColors); mpProgram->DrawArrays(GL_TRIANGLES, rParameters.maVertices); CHECK_GL_ERROR(); } mpProgram->Clean(); } } mpRenderList->clear(); PostDraw(); VCL_GL_INFO("End FlushDeferredDrawing"); } void OpenGLSalGraphicsImpl::DrawLinearGradient( const Gradient& rGradient, const tools::Rectangle& rRect ) { OpenGLZone aZone; if( !UseProgram( "textureVertexShader", "linearGradientFragmentShader" ) ) return; Color aStartCol = rGradient.GetStartColor(); Color aEndCol = rGradient.GetEndColor(); long nFactor = rGradient.GetStartIntensity(); mpProgram->SetColorWithIntensity( "start_color", aStartCol, nFactor ); nFactor = rGradient.GetEndIntensity(); mpProgram->SetColorWithIntensity( "end_color", aEndCol, nFactor ); tools::Rectangle aBoundRect; Point aCenter; rGradient.GetBoundRect( rRect, aBoundRect, aCenter ); tools::Polygon aPoly( aBoundRect ); aPoly.Rotate( aCenter, rGradient.GetAngle() % 3600 ); GLfloat aTexCoord[8] = { 0, 1, 1, 1, 1, 0, 0, 0 }; GLfloat fMin = 1.0 - 100.0 / (100.0 - rGradient.GetBorder()); aTexCoord[5] = aTexCoord[7] = fMin; mpProgram->SetTextureCoord( aTexCoord ); DrawConvexPolygon( aPoly, true ); } void OpenGLSalGraphicsImpl::DrawAxialGradient( const Gradient& rGradient, const tools::Rectangle& rRect ) { OpenGLZone aZone; if( !UseProgram( "textureVertexShader", "linearGradientFragmentShader" ) ) return; Color aStartCol = rGradient.GetStartColor(); Color aEndCol = rGradient.GetEndColor(); long nFactor = rGradient.GetStartIntensity(); mpProgram->SetColorWithIntensity( "start_color", aStartCol, nFactor ); nFactor = rGradient.GetEndIntensity(); mpProgram->SetColorWithIntensity( "end_color", aEndCol, nFactor ); /** * Draw two rectangles with linear gradient. * * 1 *---* 2 * | /| * | / | Points 0 and 3 have start color * 0 |/__| 3 Points 1, 2, 4 and 5 have end color * |\ | * | \ | * | \| * 5 *---* 4 * */ tools::Rectangle aRect; Point aCenter; rGradient.GetBoundRect( rRect, aRect, aCenter ); // determine points 0 and 3 Point aPt0( aRect.Left(), (aRect.Top() + aRect.Bottom() + 1) / 2 ); Point aPt3( aRect.Right(), (aRect.Top() + aRect.Bottom() + 1) / 2 ); tools::Polygon aPoly( 7 ); aPoly.SetPoint( aPt0, 0 ); aPoly.SetPoint( aRect.TopLeft(), 1 ); aPoly.SetPoint( aRect.TopRight(), 2 ); aPoly.SetPoint( aPt3, 3 ); aPoly.SetPoint( aRect.BottomRight(), 4 ); aPoly.SetPoint( aRect.BottomLeft(), 5 ); aPoly.SetPoint( aPt0, 6 ); aPoly.Rotate( aCenter, rGradient.GetAngle() % 3600 ); GLfloat aTexCoord[12] = { 0, 1, 1, 0, 2, 0, 3, 1, 4, 0, 5, 0 }; GLfloat fMin = 1.0 - 100.0 / (100.0 - rGradient.GetBorder()); aTexCoord[3] = aTexCoord[5] = aTexCoord[9] = aTexCoord[11] = fMin; mpProgram->SetTextureCoord( aTexCoord ); DrawConvexPolygon( aPoly, true ); } void OpenGLSalGraphicsImpl::DrawRadialGradient( const Gradient& rGradient, const tools::Rectangle& rRect ) { OpenGLZone aZone; if( !UseProgram( "textureVertexShader", "radialGradientFragmentShader" ) ) return; Color aStartCol = rGradient.GetStartColor(); Color aEndCol = rGradient.GetEndColor(); long nFactor = rGradient.GetStartIntensity(); mpProgram->SetColorWithIntensity( "start_color", aStartCol, nFactor ); nFactor = rGradient.GetEndIntensity(); mpProgram->SetColorWithIntensity( "end_color", aEndCol, nFactor ); tools::Rectangle aRect; Point aCenter; rGradient.GetBoundRect( rRect, aRect, aCenter ); // adjust coordinates so that radius has distance equals to 1.0 double fRadius = aRect.GetWidth() / 2.0f; GLfloat fWidth = rRect.GetWidth() / fRadius; GLfloat fHeight = rRect.GetHeight() / fRadius; GLfloat aTexCoord[8] = { 0, 0, 0, fHeight, fWidth, fHeight, fWidth, 0 }; mpProgram->SetTextureCoord( aTexCoord ); mpProgram->SetUniform2f( "center", (aCenter.X() - rRect.Left()) / fRadius, (aCenter.Y() - rRect.Top()) / fRadius ); DrawRect( rRect ); } void OpenGLSalGraphicsImpl::drawPixel(long nX, long nY) { VCL_GL_INFO("::drawPixel: (" << nX << ", " << nY << ")"); mpRenderList->addDrawPixel(nX, nY, mnLineColor); PostBatchDraw(); } void OpenGLSalGraphicsImpl::drawPixel(long nX, long nY, SalColor nSalColor) { VCL_GL_INFO("::drawPixel: (" << nX << ", " << nY << ")"); mpRenderList->addDrawPixel(nX, nY, nSalColor); PostBatchDraw(); } void OpenGLSalGraphicsImpl::drawLine(long nX1, long nY1, long nX2, long nY2) { VCL_GL_INFO("::drawLine (" << nX1 << ", " << nY1 << ") (" << nX2 << ", " << nY2 << ")"); mpRenderList->addDrawLine(nX1, nY1, nX2, nY2, mnLineColor, mrParent.getAntiAliasB2DDraw()); PostBatchDraw(); } void OpenGLSalGraphicsImpl::drawRect( long nX, long nY, long nWidth, long nHeight ) { VCL_GL_INFO("::drawRect (" << nX << ", " << nY << ") [" << nWidth << ", " << nHeight << "]"); mpRenderList->addDrawRectangle(nX, nY, nWidth, nHeight, 0.0, mnLineColor, mnFillColor); PostBatchDraw(); } void OpenGLSalGraphicsImpl::drawPolyLine( sal_uInt32 nPoints, const SalPoint* pPtAry ) { VCL_GL_INFO("::drawPolyLine legacy -> redirecting to drawPolyLine"); basegfx::B2DPolygon aPoly; aPoly.append(basegfx::B2DPoint(pPtAry->mnX, pPtAry->mnY), nPoints); for (sal_uInt32 i = 1; i < nPoints; ++i) aPoly.setB2DPoint(i, basegfx::B2DPoint(pPtAry[i].mnX, pPtAry[i].mnY)); aPoly.setClosed(false); drawPolyLine(aPoly, 0.0, basegfx::B2DVector(1.0, 1.0), basegfx::B2DLineJoin::Miter, css::drawing::LineCap_BUTT, 15.0 * F_PI180 /*default*/); } void OpenGLSalGraphicsImpl::drawPolygon( sal_uInt32 nPoints, const SalPoint* pPtAry ) { VCL_GL_INFO("::drawPolygon legacy -> redirecting to drawPolyPolygon with transparency"); basegfx::B2DPolygon aPoly; aPoly.append(basegfx::B2DPoint(pPtAry->mnX, pPtAry->mnY), nPoints); for (sal_uInt32 i = 1; i < nPoints; ++i) aPoly.setB2DPoint(i, basegfx::B2DPoint(pPtAry[i].mnX, pPtAry[i].mnY)); drawPolyPolygon(basegfx::B2DPolyPolygon(aPoly), 0.0); } void OpenGLSalGraphicsImpl::drawPolyPolygon( sal_uInt32 nPoly, const sal_uInt32* pPointCounts, PCONSTSALPOINT* pPtAry ) { VCL_GL_INFO("::drawPolyPolygon legacy -> redirecting to drawPolyPolygon with transparency"); basegfx::B2DPolyPolygon aPolyPoly; for(sal_uInt32 nPolygon = 0; nPolygon < nPoly; ++nPolygon) { sal_uInt32 nPoints = pPointCounts[nPolygon]; if (nPoints) { PCONSTSALPOINT pPoints = pPtAry[nPolygon]; basegfx::B2DPolygon aPoly; aPoly.append( basegfx::B2DPoint(pPoints->mnX, pPoints->mnY), nPoints); for (sal_uInt32 i = 1; i < nPoints; ++i) aPoly.setB2DPoint(i, basegfx::B2DPoint( pPoints[i].mnX, pPoints[i].mnY)); aPolyPoly.append(aPoly); } } drawPolyPolygon(aPolyPoly, 0.0); } bool OpenGLSalGraphicsImpl::drawPolyPolygon(const basegfx::B2DPolyPolygon& rPolyPolygon, double fTransparency) { VCL_GL_INFO("::drawPolyPolygon " << rPolyPolygon.getB2DRange()); mpRenderList->addDrawPolyPolygon(rPolyPolygon, fTransparency, mnLineColor, mnFillColor, mrParent.getAntiAliasB2DDraw()); PostBatchDraw(); return true; } bool OpenGLSalGraphicsImpl::drawPolyLine(const basegfx::B2DPolygon& rPolygon, double fTransparency, const basegfx::B2DVector& rLineWidth, basegfx::B2DLineJoin eLineJoin, css::drawing::LineCap eLineCap, double fMiterMinimumAngle) { VCL_GL_INFO("::drawPolyLine " << rPolygon.getB2DRange()); mpRenderList->addDrawPolyLine(rPolygon, fTransparency, rLineWidth, eLineJoin, eLineCap, fMiterMinimumAngle, mnLineColor, mrParent.getAntiAliasB2DDraw()); PostBatchDraw(); return true; } bool OpenGLSalGraphicsImpl::drawPolyLineBezier( sal_uInt32 /*nPoints*/, const SalPoint* /*pPtAry*/, const PolyFlags* /*pFlgAry*/ ) { return false; } bool OpenGLSalGraphicsImpl::drawPolygonBezier( sal_uInt32 /*nPoints*/, const SalPoint* /*pPtAry*/, const PolyFlags* /*pFlgAry*/ ) { return false; } bool OpenGLSalGraphicsImpl::drawPolyPolygonBezier( sal_uInt32 /*nPoly*/, const sal_uInt32* /*pPoints*/, const SalPoint* const* /*pPtAry*/, const PolyFlags* const* /*pFlgAry*/ ) { return false; } // CopyArea --> No RasterOp, but ClipRegion void OpenGLSalGraphicsImpl::copyArea( long nDestX, long nDestY, long nSrcX, long nSrcY, long nSrcWidth, long nSrcHeight, bool /*bWindowInvalidate*/ ) { VCL_GL_INFO( "::copyArea " << nSrcX << "," << nSrcY << " >> " << nDestX << "," << nDestY << " (" << nSrcWidth << "," << nSrcHeight << ")" ); OpenGLTexture aTexture; SalTwoRect aPosAry(0, 0, nSrcWidth, nSrcHeight, nDestX, nDestY, nSrcWidth, nSrcHeight); PreDraw(); // TODO offscreen case aTexture = OpenGLTexture( nSrcX, GetHeight() - nSrcY - nSrcHeight, nSrcWidth, nSrcHeight ); DrawTexture( aTexture, aPosAry ); PostDraw(); } // CopyBits and DrawBitmap --> RasterOp and ClipRegion // CopyBits() --> pSrcGraphics == NULL, then CopyBits on same Graphics void OpenGLSalGraphicsImpl::DoCopyBits( const SalTwoRect& rPosAry, OpenGLSalGraphicsImpl& rImpl ) { VCL_GL_INFO( "::copyBits" ); rImpl.FlushDeferredDrawing(); if( !rImpl.maOffscreenTex ) { VCL_GL_INFO( "::copyBits - skipping copy of un-initialized framebuffer contents of size " << rImpl.GetWidth() << "x" << rImpl.GetHeight() ); return; } if( &rImpl == this && (rPosAry.mnSrcWidth == rPosAry.mnDestWidth) && (rPosAry.mnSrcHeight == rPosAry.mnDestHeight)) { // short circuit if there is nothing to do if( (rPosAry.mnSrcX == rPosAry.mnDestX) && (rPosAry.mnSrcY == rPosAry.mnDestY)) return; // use copyArea() if source and destination context are identical copyArea( rPosAry.mnDestX, rPosAry.mnDestY, rPosAry.mnSrcX, rPosAry.mnSrcY, rPosAry.mnSrcWidth, rPosAry.mnSrcHeight, false/*bWindowInvalidate*/ ); return; } PreDraw(); DrawTexture( rImpl.maOffscreenTex, rPosAry ); PostDraw(); } void OpenGLSalGraphicsImpl::drawBitmap( const SalTwoRect& rPosAry, const SalBitmap& rSalBitmap ) { // check that carefully only in the debug mode assert(dynamic_cast(&rSalBitmap)); OpenGLZone aZone; const OpenGLSalBitmap& rBitmap = static_cast(rSalBitmap); OpenGLTexture& rTexture = rBitmap.GetTexture(); VCL_GL_INFO( "::drawBitmap" ); PreDraw(); DrawTexture( rTexture, rPosAry ); PostDraw(); } void OpenGLSalGraphicsImpl::drawBitmap( const SalTwoRect& rPosAry, const SalBitmap& rSalBitmap, const SalBitmap& rMaskBitmap ) { VCL_GL_INFO("::drawBitmap with MASK -> redirect to ::drawAlphaBitmap"); drawAlphaBitmap(rPosAry, rSalBitmap, rMaskBitmap); } void OpenGLSalGraphicsImpl::drawMask( const SalTwoRect& rPosAry, const SalBitmap& rSalBitmap, SalColor nMaskColor ) { VCL_GL_INFO("::drawMask"); assert(dynamic_cast(&rSalBitmap)); const OpenGLSalBitmap& rBitmap = static_cast(rSalBitmap); mpRenderList->addDrawTextureWithMaskColor(rBitmap.GetTexture(), nMaskColor, rPosAry); PostBatchDraw(); } SalBitmap* OpenGLSalGraphicsImpl::getBitmap( long nX, long nY, long nWidth, long nHeight ) { FlushDeferredDrawing(); OpenGLZone aZone; OpenGLSalBitmap* pBitmap = new OpenGLSalBitmap; VCL_GL_INFO( "::getBitmap " << nX << "," << nY << " " << nWidth << "x" << nHeight ); //TODO really needed? PreDraw(); if( !pBitmap->Create( maOffscreenTex, nX, nY, nWidth, nHeight ) ) { delete pBitmap; pBitmap = nullptr; } PostDraw(); return pBitmap; } SalColor OpenGLSalGraphicsImpl::getPixel( long nX, long nY ) { FlushDeferredDrawing(); char pixel[3] = { 0, 0, 0 }; PreDraw( XOROption::IMPLEMENT_XOR ); nY = GetHeight() - nY - 1; glReadPixels( nX, nY, 1, 1, GL_RGB, GL_UNSIGNED_BYTE, pixel); CHECK_GL_ERROR(); PostDraw(); return MAKE_SALCOLOR( pixel[0], pixel[1], pixel[2] ); } // invert --> ClipRegion (only Windows or VirDevs) void OpenGLSalGraphicsImpl::invert( long nX, long nY, long nWidth, long nHeight, SalInvert nFlags) { PreDraw(); if( UseInvert( nFlags ) ) { if( nFlags & SalInvert::TrackFrame ) { // FIXME: could be more efficient. DrawRect( nX, nY, nWidth, 1 ); DrawRect( nX, nY + nHeight, nWidth, 1 ); DrawRect( nX, nY, 1, nHeight ); DrawRect( nX + nWidth, nY, 1, nHeight ); } else DrawRect( nX, nY, nWidth, nHeight ); } PostDraw(); } void OpenGLSalGraphicsImpl::invert( sal_uInt32 nPoints, const SalPoint* pPtAry, SalInvert nFlags ) { PreDraw(); if( UseInvert( nFlags ) ) DrawPolygon( nPoints, pPtAry ); PostDraw(); } bool OpenGLSalGraphicsImpl::drawEPS( long /*nX*/, long /*nY*/, long /*nWidth*/, long /*nHeight*/, void* /*pPtr*/, sal_uLong /*nSize*/ ) { return false; } bool OpenGLSalGraphicsImpl::blendBitmap( const SalTwoRect& rPosAry, const SalBitmap& rSalBitmap ) { assert(dynamic_cast(&rSalBitmap)); OpenGLZone aZone; const OpenGLSalBitmap& rBitmap = static_cast(rSalBitmap); OpenGLTexture& rTexture( rBitmap.GetTexture() ); VCL_GL_INFO( "::blendBitmap" ); PreDraw(); if (!UseProgram("combinedTextureVertexShader", "combinedTextureFragmentShader")) return true; mpProgram->SetShaderType(TextureShaderType::Normal); mpProgram->SetIdentityTransform("transform"); mpProgram->SetTexture("texture", rTexture); GLfloat aTexCoord[8]; rTexture.GetCoord(aTexCoord, rPosAry); mpProgram->SetTextureCoord(aTexCoord); mpProgram->SetMaskCoord(aTexCoord); mpProgram->SetAlphaCoord(aTexCoord); mpProgram->SetBlendMode(GL_ZERO, GL_SRC_COLOR); DrawTextureRect(rPosAry); mpProgram->Clean(); PostDraw(); return true; } bool OpenGLSalGraphicsImpl::blendAlphaBitmap( const SalTwoRect& rPosAry, const SalBitmap& rSalSrcBitmap, const SalBitmap& rSalMaskBitmap, const SalBitmap& rSalAlphaBitmap ) { assert(dynamic_cast(&rSalSrcBitmap)); assert(dynamic_cast(&rSalMaskBitmap)); assert(dynamic_cast(&rSalAlphaBitmap)); OpenGLZone aZone; const OpenGLSalBitmap& rSrcBitmap = static_cast(rSalSrcBitmap); const OpenGLSalBitmap& rMaskBitmap = static_cast(rSalMaskBitmap); const OpenGLSalBitmap& rAlphaBitmap = static_cast(rSalAlphaBitmap); OpenGLTexture& rTexture( rSrcBitmap.GetTexture() ); OpenGLTexture& rMask( rMaskBitmap.GetTexture() ); OpenGLTexture& rAlpha( rAlphaBitmap.GetTexture() ); VCL_GL_INFO( "::blendAlphaBitmap" ); PreDraw(); DrawBlendedTexture( rTexture, rMask, rAlpha, rPosAry ); PostDraw(); return true; } /** Render bitmap with alpha channel @param rSourceBitmap Source bitmap to blit @param rAlphaBitmap Alpha channel to use for blitting @return true, if the operation succeeded, and false otherwise. In this case, clients should try to emulate alpha compositing themselves */ bool OpenGLSalGraphicsImpl::drawAlphaBitmap( const SalTwoRect& rPosAry, const SalBitmap& rSalBitmap, const SalBitmap& rAlphaBitmap ) { assert(dynamic_cast(&rSalBitmap)); assert(dynamic_cast(&rAlphaBitmap)); OpenGLZone aZone; const OpenGLSalBitmap& rBitmap = static_cast(rSalBitmap); const OpenGLSalBitmap& rAlpha = static_cast(rAlphaBitmap); OpenGLTexture& rTexture(rBitmap.GetTexture()); OpenGLTexture& rAlphaTexture(rAlpha.GetTexture()); VCL_GL_INFO( "::drawAlphaBitmap" ); PreDraw(); if (rPosAry.mnSrcWidth != rPosAry.mnDestWidth || rPosAry.mnSrcHeight != rPosAry.mnDestHeight) { basegfx::B2DPoint aNull(rPosAry.mnDestX,rPosAry.mnDestY); basegfx::B2DPoint aX(rPosAry.mnDestX + rPosAry.mnDestWidth, rPosAry.mnDestY); basegfx::B2DPoint aY(rPosAry.mnDestX, rPosAry.mnDestY + rPosAry.mnDestHeight); DrawTransformedTexture(rTexture, rAlphaTexture, aNull, aX, aY); } else { DrawTextureWithMask( rTexture, rAlphaTexture, rPosAry ); } PostDraw(); return true; } /** draw transformed bitmap (maybe with alpha) where Null, X, Y define the coordinate system */ bool OpenGLSalGraphicsImpl::drawTransformedBitmap( const basegfx::B2DPoint& rNull, const basegfx::B2DPoint& rX, const basegfx::B2DPoint& rY, const SalBitmap& rSrcBitmap, const SalBitmap* pAlphaBitmap) { assert(dynamic_cast(&rSrcBitmap)); assert(!pAlphaBitmap || dynamic_cast(pAlphaBitmap)); OpenGLZone aZone; const OpenGLSalBitmap& rBitmap = static_cast(rSrcBitmap); const OpenGLSalBitmap* pMaskBitmap = static_cast(pAlphaBitmap); OpenGLTexture& rTexture( rBitmap.GetTexture() ); OpenGLTexture aMask; // no texture if( pMaskBitmap != nullptr ) aMask = pMaskBitmap->GetTexture(); VCL_GL_INFO( "::drawTransformedBitmap" ); PreDraw(); DrawTransformedTexture( rTexture, aMask, rNull, rX, rY ); PostDraw(); return true; } /** Render solid rectangle with given transparency @param nTransparency Transparency value (0-255) to use. 0 blits and opaque, 255 a fully transparent rectangle */ bool OpenGLSalGraphicsImpl::drawAlphaRect( long nX, long nY, long nWidth, long nHeight, sal_uInt8 nTransparency ) { VCL_GL_INFO("::drawAlphaRect (" << nX << ", " << nY << ") [" << nWidth << ", " << nHeight << "]"); mpRenderList->addDrawRectangle(nX, nY, nWidth, nHeight, double(nTransparency / 100.0), mnLineColor, mnFillColor); PostBatchDraw(); return true; } bool OpenGLSalGraphicsImpl::drawGradient(const tools::PolyPolygon& rPolyPoly, const Gradient& rGradient) { tools::Rectangle aBoundRect( rPolyPoly.GetBoundRect() ); VCL_GL_INFO("::drawGradient " << rPolyPoly.GetBoundRect()); if (aBoundRect.IsEmpty()) { VCL_GL_INFO("::drawGradient nothing to draw"); return true; } if (rGradient.GetStyle() != GradientStyle::Linear && rGradient.GetStyle() != GradientStyle::Axial && rGradient.GetStyle() != GradientStyle::Radial ) { VCL_GL_INFO("::drawGradient unsupported gradient type"); return false; } aBoundRect.Left()--; aBoundRect.Top()--; aBoundRect.Right()++; aBoundRect.Bottom()++; PreDraw( XOROption::IMPLEMENT_XOR ); #define FIXME_BROKEN_STENCIL_FOR_GRADIENTS 0 #if FIXME_BROKEN_STENCIL_FOR_GRADIENTS ImplSetClipBit( vcl::Region( rPolyPoly ), 0x02 ); if( mbUseStencil ) { mpContext->state().stencil().enable(); CHECK_GL_ERROR(); glStencilFunc( GL_EQUAL, 3, 0xFF ); CHECK_GL_ERROR(); } else { mpContext->state().stencil().enable(); CHECK_GL_ERROR(); glStencilFunc( GL_EQUAL, 2, 0xFF ); CHECK_GL_ERROR(); } #endif // if border >= 100%, draw solid rectangle with start color if (rGradient.GetBorder() >= 100.0) { VCL_GL_INFO("::drawGradient -> DrawRect (no gradient)"); Color aColor = rGradient.GetStartColor(); long nIntensity = rGradient.GetStartIntensity(); if (UseSolid(MAKE_SALCOLOR(aColor.GetRed() * nIntensity / 100.0, aColor.GetGreen()* nIntensity / 100.0, aColor.GetBlue() * nIntensity / 100.0))) { DrawRect(aBoundRect); } } else if (rGradient.GetStyle() == GradientStyle::Linear) { VCL_GL_INFO("::drawGradient -> DrawLinearGradient"); DrawLinearGradient(rGradient, aBoundRect); } else if (rGradient.GetStyle() == GradientStyle::Axial) { VCL_GL_INFO("::drawGradient -> DrawAxialGradient"); DrawAxialGradient(rGradient, aBoundRect); } else if (rGradient.GetStyle() == GradientStyle::Radial) { VCL_GL_INFO("::drawGradient -> DrawRadialGradient"); DrawRadialGradient(rGradient, aBoundRect); } #if FIXME_BROKEN_STENCIL_FOR_GRADIENTS if( !mbUseStencil ) { mpContext->state().stencil().disable(); CHECK_GL_ERROR(); } #endif PostDraw(); return true; } void OpenGLSalGraphicsImpl::flush() { FlushDeferredDrawing(); if( IsOffscreen() ) return; if( !Application::IsInExecute() ) { // otherwise nothing would trigger idle rendering doFlush(); } else if( !mpFlush->IsActive() ) mpFlush->Start(); } void OpenGLSalGraphicsImpl::doFlush() { FlushDeferredDrawing(); if (OpenGLContext::hasCurrent()) { mpContext->state().scissor().disable(); mpContext->state().stencil().disable(); } if( IsOffscreen() ) return; if( !maOffscreenTex ) { VCL_GL_INFO( "doFlush - odd no texture !" ); return; } if( mnDrawCountAtFlush == mnDrawCount ) { VCL_GL_INFO( "eliding redundant doFlush, no drawing since last!" ); return; } mnDrawCountAtFlush = mnDrawCount; OpenGLZone aZone; VCL_GL_INFO( "doFlush" ); if( !mpWindowContext.is() ) { // ensure everything is released from the old context. OpenGLContext::clearCurrent(); mpWindowContext = CreateWinContext(); VCL_GL_INFO( "late creation of window context" ); } assert( mpWindowContext.is() ); if( !mpWindowContext.is() ) { // failed to create a GL context for this window: // eg. mis-matching pixel formats, underlying window // resource lifecycle, etc. VCL_GL_INFO( "Failed to create window context" ); return; } // Interesting ! -> this destroys a context [ somehow ] ... mpWindowContext->makeCurrent(); CHECK_GL_ERROR(); VCL_GL_INFO( "doFlush - acquire default framebuffer" ); mpWindowContext->AcquireDefaultFramebuffer(); CHECK_GL_ERROR(); mpWindowContext->state().sync(); mpWindowContext->state().viewport(tools::Rectangle(Point(0, 0), Size(GetWidth(), GetHeight()))); mpWindowContext->state().scissor().disable(); mpWindowContext->state().stencil().disable(); #if OSL_DEBUG_LEVEL > 0 // random background glClear glClearColor((float)rand()/RAND_MAX, (float)rand()/RAND_MAX, (float)rand()/RAND_MAX, 1.0); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT ); CHECK_GL_ERROR(); #endif VCL_GL_INFO( "Texture height " << maOffscreenTex.GetHeight() << " vs. window height " << GetHeight() ); OpenGLFramebuffer* pFrameBuffer = mpWindowContext->AcquireFramebuffer(maOffscreenTex); CHECK_GL_ERROR(); if (pFrameBuffer) { OpenGLFramebuffer::Unbind(GL_DRAW_FRAMEBUFFER); pFrameBuffer->Bind(GL_READ_FRAMEBUFFER); glBlitFramebuffer(0, 0, GetWidth(), GetHeight(), 0, 0, GetWidth(), GetHeight(), GL_COLOR_BUFFER_BIT, GL_NEAREST); CHECK_GL_ERROR(); pFrameBuffer->Bind(); } static bool bNoSwap = getenv("SAL_GL_NO_SWAP"); if (!bNoSwap) mpWindowContext->swapBuffers(); VCL_GL_INFO( "doFlush - end." ); } /* vim:set shiftwidth=4 softtabstop=4 expandtab: */