qt6windows7/tests/manual/qopenglcontext/qopenglcontextwindow.cpp
2023-10-29 23:33:08 +01:00

136 lines
4.4 KiB
C++

// Copyright (C) 2016 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only WITH Qt-GPL-exception-1.0
#include "qopenglcontextwindow.h"
#include <QtGui/QOpenGLFunctions>
#include <QtGui/QOffscreenSurface>
#include <QtGui/QGuiApplication>
#include <QtGui/QMatrix4x4>
#include <qpa/qplatformnativeinterface.h>
#include <QtEglSupport/private/qeglconvenience_p.h>
QOpenGLContextWindow::QOpenGLContextWindow()
: m_blitter(0)
{
setSurfaceType(OpenGLSurface);
m_context = new QOpenGLContext(this);
m_context->setFormat(requestedFormat());
m_context->create();
m_image = QImage(QStringLiteral("qticon64.png")).convertToFormat(QImage::Format_RGBA8888);
Q_ASSERT(!m_image.isNull());
create(); // to make sure format() returns something real
createForeignContext();
}
QOpenGLContextWindow::~QOpenGLContextWindow()
{
if (m_blitter) {
m_blitter->destroy(); // the dtor does not call this for some reason
delete m_blitter;
}
}
void QOpenGLContextWindow::render()
{
if (!m_context->makeCurrent(this))
qFatal("makeCurrent() failed");
QOpenGLFunctions *f = m_context->functions();
f->glViewport(0, 0, dWidth(), dHeight());
f->glClearColor(0, 0, 0, 1);
f->glClear(GL_COLOR_BUFFER_BIT);
if (!m_blitter) {
m_blitter = new QOpenGLTextureBlitter;
m_blitter->create();
}
// Draw the image. If nothing gets shown, then something went wrong with the context
// adoption or sharing was not successfully enabled.
m_blitter->bind();
QRectF r(0, 0, dWidth(), dHeight());
QMatrix4x4 target = QOpenGLTextureBlitter::targetTransform(QRectF(100, 100, 100, 100), r.toRect());
m_blitter->blit(m_textureId, target, QOpenGLTextureBlitter::OriginTopLeft);
m_blitter->release();
m_context->swapBuffers(this);
}
void QOpenGLContextWindow::exposeEvent(QExposeEvent *)
{
if (isExposed())
render();
}
void QOpenGLContextWindow::createForeignContext()
{
// Here a context will be created manually. This context will share with m_context's
// underlying native context. This way the texture, that belongs to the context
// created here, will be accessible from m_context too.
using namespace QNativeInterface;
auto *eglContext = m_context->nativeInterface<QEGLContext>();
if (!eglContext)
qFatal("Not running with EGL backend");
EGLContext shareCtx = eglContext->nativeContext();
Q_ASSERT(shareCtx != EGL_NO_CONTEXT);
EGLDisplay dpy = (EGLDisplay) qGuiApp->platformNativeInterface()->nativeResourceForWindow(
QByteArrayLiteral("egldisplay"), this);
Q_ASSERT(dpy != EGL_NO_DISPLAY);
QSurfaceFormat fmt = format();
EGLConfig config = q_configFromGLFormat(dpy, fmt);
QList<EGLint> contextAttrs;
contextAttrs.append(EGL_CONTEXT_CLIENT_VERSION);
contextAttrs.append(fmt.majorVersion());
contextAttrs.append(EGL_NONE);
switch (fmt.renderableType()) {
#ifdef EGL_VERSION_1_4
case QSurfaceFormat::OpenGL:
eglBindAPI(EGL_OPENGL_API);
break;
#endif // EGL_VERSION_1_4
default:
eglBindAPI(EGL_OPENGL_ES_API);
break;
}
EGLContext ctx = eglCreateContext(dpy, config, shareCtx, contextAttrs.constData());
Q_ASSERT(ctx != EGL_NO_CONTEXT);
// Wrap ctx into a QOpenGLContext.
QOpenGLContext *ctxWrap = QEGLContext::fromNative(ctx, dpy, m_context);
Q_ASSERT(ctxWrap->nativeInterface<QEGLContext>()->nativeContext() == ctx);
QOffscreenSurface surface;
surface.setFormat(fmt);
surface.create();
if (!ctxWrap->makeCurrent(&surface))
qFatal("Failed to make pbuffer surface current");
// Create the texture.
QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
GLuint textureId = 0;
f->glGenTextures(1, &textureId);
f->glBindTexture(GL_TEXTURE_2D, textureId);
f->glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
f->glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_image.width(), m_image.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE,
m_image.constBits());
Q_ASSERT(f->glGetError() == GL_NO_ERROR);
ctxWrap->doneCurrent();
delete ctxWrap; // ctx is not destroyed
eglDestroyContext(dpy, ctx); // resources like the texture stay alive until any context on the share list is alive
Q_ASSERT(eglGetError() == EGL_SUCCESS);
m_textureId = textureId;
}