blob: d5ce4efd1a8f59da42cc00435a98eb13662be317 [file] [log] [blame]
/****************************************************************************
**
** Copyright (C) 2016 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of the QtOpenGL module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
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** General Public License version 3 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPL3 included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 3 requirements
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** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 2.0 or (at your option) the GNU General
** Public license version 3 or any later version approved by the KDE Free
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** included in the packaging of this file. Please review the following
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****************************************************************************/
#include "qtextureglyphcache_gl_p.h"
#include "qpaintengineex_opengl2_p.h"
#include "qglfunctions.h"
#include "private/qglengineshadersource_p.h"
QT_BEGIN_NAMESPACE
static int next_qgltextureglyphcache_serial_number()
{
static QBasicAtomicInt serial = Q_BASIC_ATOMIC_INITIALIZER(0);
return 1 + serial.fetchAndAddRelaxed(1);
}
QGLTextureGlyphCache::QGLTextureGlyphCache(QFontEngine::GlyphFormat format, const QTransform &matrix)
: QImageTextureGlyphCache(format, matrix)
, m_textureResource(0)
, pex(0)
, m_blitProgram(0)
, m_filterMode(Nearest)
, m_serialNumber(next_qgltextureglyphcache_serial_number())
{
#ifdef QT_GL_TEXTURE_GLYPH_CACHE_DEBUG
qDebug(" -> QGLTextureGlyphCache() %p for context %p.", this, QOpenGLContext::currentContext());
#endif
m_vertexCoordinateArray[0] = -1.0f;
m_vertexCoordinateArray[1] = -1.0f;
m_vertexCoordinateArray[2] = 1.0f;
m_vertexCoordinateArray[3] = -1.0f;
m_vertexCoordinateArray[4] = 1.0f;
m_vertexCoordinateArray[5] = 1.0f;
m_vertexCoordinateArray[6] = -1.0f;
m_vertexCoordinateArray[7] = 1.0f;
m_textureCoordinateArray[0] = 0.0f;
m_textureCoordinateArray[1] = 0.0f;
m_textureCoordinateArray[2] = 1.0f;
m_textureCoordinateArray[3] = 0.0f;
m_textureCoordinateArray[4] = 1.0f;
m_textureCoordinateArray[5] = 1.0f;
m_textureCoordinateArray[6] = 0.0f;
m_textureCoordinateArray[7] = 1.0f;
}
QGLTextureGlyphCache::~QGLTextureGlyphCache()
{
#ifdef QT_GL_TEXTURE_GLYPH_CACHE_DEBUG
qDebug(" -> ~QGLTextureGlyphCache() %p.", this);
#endif
delete m_blitProgram;
if (m_textureResource)
m_textureResource->free();
}
void QGLTextureGlyphCache::createTextureData(int width, int height)
{
QGLContext *ctx = const_cast<QGLContext *>(QGLContext::currentContext());
if (ctx == 0) {
qWarning("QGLTextureGlyphCache::createTextureData: Called with no context");
return;
}
QOpenGLFunctions *funcs = ctx->contextHandle()->functions();
// create in QImageTextureGlyphCache baseclass is meant to be called
// only to create the initial image and does not preserve the content,
// so we don't call when this function is called from resize.
if ((!QGLFramebufferObject::hasOpenGLFramebufferObjects() || ctx->d_ptr->workaround_brokenFBOReadBack) && image().isNull())
QImageTextureGlyphCache::createTextureData(width, height);
// Make the lower glyph texture size 16 x 16.
if (width < 16)
width = 16;
if (height < 16)
height = 16;
if (m_textureResource && !m_textureResource->m_texture) {
delete m_textureResource;
m_textureResource = 0;
}
if (!m_textureResource)
m_textureResource = new QGLGlyphTexture(ctx);
funcs->glGenTextures(1, &m_textureResource->m_texture);
funcs->glBindTexture(GL_TEXTURE_2D, m_textureResource->m_texture);
m_textureResource->m_width = width;
m_textureResource->m_height = height;
if (m_format == QFontEngine::Format_A32) {
QVarLengthArray<uchar> data(width * height * 4);
for (int i = 0; i < data.size(); ++i)
data[i] = 0;
funcs->glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, &data[0]);
} else {
QVarLengthArray<uchar> data(width * height);
for (int i = 0; i < data.size(); ++i)
data[i] = 0;
funcs->glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, width, height, 0, GL_ALPHA, GL_UNSIGNED_BYTE, &data[0]);
}
funcs->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
funcs->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
funcs->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
funcs->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
m_filterMode = Nearest;
}
void QGLTextureGlyphCache::resizeTextureData(int width, int height)
{
QGLContext *ctx = const_cast<QGLContext *>(QGLContext::currentContext());
if (ctx == 0) {
qWarning("QGLTextureGlyphCache::resizeTextureData: Called with no context");
return;
}
QOpenGLFunctions *funcs = ctx->contextHandle()->functions();
int oldWidth = m_textureResource->m_width;
int oldHeight = m_textureResource->m_height;
// Make the lower glyph texture size 16 x 16.
if (width < 16)
width = 16;
if (height < 16)
height = 16;
GLuint oldTexture = m_textureResource->m_texture;
createTextureData(width, height);
if (!QGLFramebufferObject::hasOpenGLFramebufferObjects() || ctx->d_ptr->workaround_brokenFBOReadBack) {
QImageTextureGlyphCache::resizeTextureData(width, height);
Q_ASSERT(image().depth() == 8);
funcs->glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, oldHeight, GL_ALPHA, GL_UNSIGNED_BYTE, image().constBits());
funcs->glDeleteTextures(1, &oldTexture);
return;
}
// ### the QTextureGlyphCache API needs to be reworked to allow
// ### resizeTextureData to fail
ctx->d_ptr->refreshCurrentFbo();
funcs->glBindFramebuffer(GL_FRAMEBUFFER, m_textureResource->m_fbo);
GLuint tmp_texture;
funcs->glGenTextures(1, &tmp_texture);
funcs->glBindTexture(GL_TEXTURE_2D, tmp_texture);
funcs->glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, oldWidth, oldHeight, 0,
GL_RGBA, GL_UNSIGNED_BYTE, NULL);
funcs->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
funcs->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
funcs->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
funcs->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
m_filterMode = Nearest;
funcs->glBindTexture(GL_TEXTURE_2D, 0);
funcs->glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, tmp_texture, 0);
funcs->glActiveTexture(GL_TEXTURE0 + QT_IMAGE_TEXTURE_UNIT);
funcs->glBindTexture(GL_TEXTURE_2D, oldTexture);
if (pex != 0)
pex->transferMode(BrushDrawingMode);
funcs->glDisable(GL_STENCIL_TEST);
funcs->glDisable(GL_DEPTH_TEST);
funcs->glDisable(GL_SCISSOR_TEST);
funcs->glDisable(GL_BLEND);
funcs->glViewport(0, 0, oldWidth, oldHeight);
QGLShaderProgram *blitProgram = 0;
if (pex == 0) {
if (m_blitProgram == 0) {
m_blitProgram = new QGLShaderProgram(ctx);
{
QString source;
source.append(QLatin1String(qglslMainWithTexCoordsVertexShader));
source.append(QLatin1String(qglslUntransformedPositionVertexShader));
QGLShader *vertexShader = new QGLShader(QGLShader::Vertex, m_blitProgram);
vertexShader->compileSourceCode(source);
m_blitProgram->addShader(vertexShader);
}
{
QString source;
source.append(QLatin1String(qglslMainFragmentShader));
source.append(QLatin1String(qglslImageSrcFragmentShader));
QGLShader *fragmentShader = new QGLShader(QGLShader::Fragment, m_blitProgram);
fragmentShader->compileSourceCode(source);
m_blitProgram->addShader(fragmentShader);
}
m_blitProgram->bindAttributeLocation("vertexCoordsArray", QT_VERTEX_COORDS_ATTR);
m_blitProgram->bindAttributeLocation("textureCoordArray", QT_TEXTURE_COORDS_ATTR);
m_blitProgram->link();
}
funcs->glVertexAttribPointer(QT_VERTEX_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, m_vertexCoordinateArray);
funcs->glVertexAttribPointer(QT_TEXTURE_COORDS_ATTR, 2, GL_FLOAT, GL_FALSE, 0, m_textureCoordinateArray);
m_blitProgram->bind();
m_blitProgram->enableAttributeArray(int(QT_VERTEX_COORDS_ATTR));
m_blitProgram->enableAttributeArray(int(QT_TEXTURE_COORDS_ATTR));
m_blitProgram->disableAttributeArray(int(QT_OPACITY_ATTR));
blitProgram = m_blitProgram;
} else {
pex->setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, m_vertexCoordinateArray);
pex->setVertexAttributePointer(QT_TEXTURE_COORDS_ATTR, m_textureCoordinateArray);
pex->shaderManager->useBlitProgram();
blitProgram = pex->shaderManager->blitProgram();
}
blitProgram->setUniformValue("imageTexture", QT_IMAGE_TEXTURE_UNIT);
funcs->glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
funcs->glBindTexture(GL_TEXTURE_2D, m_textureResource->m_texture);
funcs->glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, oldWidth, oldHeight);
funcs->glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_RENDERBUFFER, 0);
funcs->glDeleteTextures(1, &tmp_texture);
funcs->glDeleteTextures(1, &oldTexture);
funcs->glBindFramebuffer(GL_FRAMEBUFFER, ctx->d_ptr->current_fbo);
if (pex != 0) {
funcs->glViewport(0, 0, pex->width, pex->height);
pex->updateClipScissorTest();
}
}
void QGLTextureGlyphCache::fillTexture(const Coord &c, glyph_t glyph, QFixed subPixelPosition)
{
QGLContext *ctx = const_cast<QGLContext *>(QGLContext::currentContext());
if (ctx == 0) {
qWarning("QGLTextureGlyphCache::fillTexture: Called with no context");
return;
}
QOpenGLFunctions *funcs = ctx->contextHandle()->functions();
if (!QGLFramebufferObject::hasOpenGLFramebufferObjects() || ctx->d_ptr->workaround_brokenFBOReadBack) {
QImageTextureGlyphCache::fillTexture(c, glyph, subPixelPosition);
funcs->glBindTexture(GL_TEXTURE_2D, m_textureResource->m_texture);
const QImage &texture = image();
const uchar *bits = texture.constBits();
bits += c.y * texture.bytesPerLine() + c.x;
for (int i=0; i<c.h; ++i) {
funcs->glTexSubImage2D(GL_TEXTURE_2D, 0, c.x, c.y + i, c.w, 1, GL_ALPHA, GL_UNSIGNED_BYTE, bits);
bits += texture.bytesPerLine();
}
return;
}
QImage mask = textureMapForGlyph(glyph, subPixelPosition);
const int maskWidth = mask.width();
const int maskHeight = mask.height();
if (mask.format() == QImage::Format_Mono) {
mask = mask.convertToFormat(QImage::Format_Indexed8);
for (int y = 0; y < maskHeight; ++y) {
uchar *src = (uchar *) mask.scanLine(y);
for (int x = 0; x < maskWidth; ++x)
src[x] = -src[x]; // convert 0 and 1 into 0 and 255
}
} else if (mask.depth() == 32) {
// Make the alpha component equal to the average of the RGB values.
// This is needed when drawing sub-pixel antialiased text on translucent targets.
for (int y = 0; y < maskHeight; ++y) {
quint32 *src = (quint32 *) mask.scanLine(y);
for (int x = 0; x < maskWidth; ++x) {
int r = qRed(src[x]);
int g = qGreen(src[x]);
int b = qBlue(src[x]);
int avg;
if (mask.format() == QImage::Format_RGB32)
avg = (r + g + b + 1) / 3; // "+1" for rounding.
else // Format_ARGB_Premultiplied
avg = qAlpha(src[x]);
if (ctx->contextHandle()->isOpenGLES()) {
// swizzle the bits to accommodate for the GL_RGBA upload.
src[x] = (avg << 24) | (r << 0) | (g << 8) | (b << 16);
} else {
src[x] = (src[x] & 0x00ffffff) | (avg << 24);
}
}
}
}
funcs->glBindTexture(GL_TEXTURE_2D, m_textureResource->m_texture);
if (mask.depth() == 32) {
GLenum format = GL_RGBA;
#if !defined(QT_OPENGL_ES_2)
if (!ctx->contextHandle()->isOpenGLES())
format = GL_BGRA;
#endif
funcs->glTexSubImage2D(GL_TEXTURE_2D, 0, c.x, c.y, maskWidth, maskHeight, format, GL_UNSIGNED_BYTE, mask.bits());
} else {
// glTexSubImage2D() might cause some garbage to appear in the texture if the mask width is
// not a multiple of four bytes. The bug appeared on a computer with 32-bit Windows Vista
// and nVidia GeForce 8500GT. GL_UNPACK_ALIGNMENT is set to four bytes, 'mask' has a
// multiple of four bytes per line, and most of the glyph shows up correctly in the
// texture, which makes me think that this is a driver bug.
// One workaround is to make sure the mask width is a multiple of four bytes, for instance
// by converting it to a format with four bytes per pixel. Another is to copy one line at a
// time.
if (!ctx->d_ptr->workaround_brokenAlphaTexSubImage_init) {
// don't know which driver versions exhibit this bug, so be conservative for now
const QByteArray vendorString(reinterpret_cast<const char*>(funcs->glGetString(GL_VENDOR)));
ctx->d_ptr->workaround_brokenAlphaTexSubImage = vendorString.indexOf("NVIDIA") >= 0;
ctx->d_ptr->workaround_brokenAlphaTexSubImage_init = true;
}
if (ctx->d_ptr->workaround_brokenAlphaTexSubImage) {
for (int i = 0; i < maskHeight; ++i)
funcs->glTexSubImage2D(GL_TEXTURE_2D, 0, c.x, c.y + i, maskWidth, 1, GL_ALPHA, GL_UNSIGNED_BYTE, mask.scanLine(i));
} else {
funcs->glTexSubImage2D(GL_TEXTURE_2D, 0, c.x, c.y, maskWidth, maskHeight, GL_ALPHA, GL_UNSIGNED_BYTE, mask.bits());
}
}
}
int QGLTextureGlyphCache::glyphPadding() const
{
return 1;
}
int QGLTextureGlyphCache::maxTextureWidth() const
{
QGLContext *ctx = const_cast<QGLContext *>(QGLContext::currentContext());
if (ctx == 0)
return QImageTextureGlyphCache::maxTextureWidth();
else
return ctx->d_ptr->maxTextureSize();
}
int QGLTextureGlyphCache::maxTextureHeight() const
{
QGLContext *ctx = const_cast<QGLContext *>(QGLContext::currentContext());
if (ctx == 0)
return QImageTextureGlyphCache::maxTextureHeight();
if (ctx->d_ptr->workaround_brokenTexSubImage)
return qMin(1024, ctx->d_ptr->maxTextureSize());
else
return ctx->d_ptr->maxTextureSize();
}
void QGLTextureGlyphCache::clear()
{
m_textureResource->free();
m_textureResource = 0;
m_w = 0;
m_h = 0;
m_cx = 0;
m_cy = 0;
m_currentRowHeight = 0;
coords.clear();
}
QT_END_NAMESPACE