Store shadows in GL_R8 textures when possible

remotes/origin/Plasma/5.2
Fredrik Höglund 11 years ago
parent 35110d72c6
commit 2cebf523aa
  1. 28
      scene_opengl.cpp

@ -2250,9 +2250,37 @@ bool SceneOpenGLShadow::prepareBackend()
p.drawPixmap(bottomLeft.width() + bottom.width(), topRight.height() + right.height(), shadowPixmap(ShadowElementBottomRight));
p.end();
// Check if the image is alpha-only in practice, and if so convert it to an 8-bpp format
if (!GLPlatform::instance()->isGLES() && GLTexture::supportsSwizzle()) {
QImage alphaImage(image.size(), QImage::Format_Indexed8); // Change to Format_Alpha8 w/ Qt 5.5
bool alphaOnly = true;
for (ptrdiff_t y = 0; alphaOnly && y < image.height(); y++) {
const uint32_t * const src = reinterpret_cast<const uint32_t *>(image.scanLine(y));
uint8_t * const dst = reinterpret_cast<uint8_t *>(alphaImage.scanLine(y));
for (ptrdiff_t x = 0; x < image.width(); x++) {
if (src[x] & 0x00ffffff)
alphaOnly = false;
dst[x] = qAlpha(src[x]);
}
}
if (alphaOnly) {
image = alphaImage;
}
}
effects->makeOpenGLContextCurrent();
m_texture = QSharedPointer<GLTexture>::create(image);
if (m_texture->internalFormat() == GL_R8) {
// Swizzle red to alpha and all other channels to zero
m_texture->bind();
m_texture->setSwizzle(GL_ZERO, GL_ZERO, GL_ZERO, GL_RED);
}
return true;
}

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