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#include "qsgd3d12glyphcache_p.h"
#include "qsgd3d12engine_p.h"
QT_BEGIN_NAMESPACE
// Convert A8 glyphs to 32-bit in the engine. This is here to work around
// QTBUG-55330 for AMD cards.
// If removing, textmask.hlsl must be adjusted! (.a -> .r)
#define ALWAYS_32BIT
// NOTE: Avoid categorized logging. It is slow.
#define DECLARE_DEBUG_VAR(variable) \
static bool debug_ ## variable() \
{ static bool value = qgetenv("QSG_RENDERER_DEBUG").contains(QT_STRINGIFY(variable)); return value; }
DECLARE_DEBUG_VAR(render)
QSGD3D12GlyphCache::QSGD3D12GlyphCache(QSGD3D12Engine *engine, QFontEngine::GlyphFormat format, const QTransform &matrix)
: QTextureGlyphCache(format, matrix),
m_engine(engine)
{
}
QSGD3D12GlyphCache::~QSGD3D12GlyphCache()
{
if (m_id)
m_engine->releaseTexture(m_id);
}
void QSGD3D12GlyphCache::createTextureData(int width, int height)
{
width = qMax(128, width);
height = qMax(32, height);
m_id = m_engine->genTexture();
Q_ASSERT(m_id);
if (Q_UNLIKELY(debug_render()))
qDebug("new glyph cache texture %u of size %dx%d, fontengine format %d", m_id, width, height, m_format);
m_size = QSize(width, height);
const QImage::Format imageFormat =
m_format == QFontEngine::Format_A8 ? QImage::Format_Alpha8 : QImage::Format_ARGB32_Premultiplied;
m_engine->createTexture(m_id, m_size, imageFormat, QSGD3D12Engine::TextureWithAlpha
#ifdef ALWAYS_32BIT
| QSGD3D12Engine::TextureAlways32Bit
#endif
);
}
void QSGD3D12GlyphCache::resizeTextureData(int width, int height)
{
width = qMax(128, width);
height = qMax(32, height);
if (m_size.width() >= width && m_size.height() >= height)
return;
if (Q_UNLIKELY(debug_render()))
qDebug("glyph cache texture %u resize to %dx%d", m_id, width, height);
m_size = QSize(width, height);
m_engine->queueTextureResize(m_id, m_size);
}
void QSGD3D12GlyphCache::beginFillTexture()
{
Q_ASSERT(m_glyphImages.isEmpty() && m_glyphPos.isEmpty());
}
void QSGD3D12GlyphCache::fillTexture(const Coord &c, glyph_t glyph, QFixed subPixelPosition)
{
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 = 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) {
if (mask.format() == QImage::Format_RGB32) {
// We need to 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) {
QRgb *src = reinterpret_cast<QRgb *>(mask.scanLine(y));
for (int x = 0; x < maskWidth; ++x) {
const int r = qRed(src[x]);
const int g = qGreen(src[x]);
const int b = qBlue(src[x]);
int avg;
if (mask.format() == QImage::Format_RGB32)
avg = (r + g + b + 1) / 3; // "+1" for rounding.
else // Format_ARGB32_Premultiplied
avg = qAlpha(src[x]);
src[x] = qRgba(r, g, b, avg);
}
}
}
}
m_glyphImages.append(mask);
m_glyphPos.append(QPoint(c.x, c.y));
}
void QSGD3D12GlyphCache::endFillTexture()
{
if (m_glyphImages.isEmpty())
return;
Q_ASSERT(m_id);
m_engine->queueTextureUpload(m_id, m_glyphImages, m_glyphPos
#ifdef ALWAYS_32BIT
, QSGD3D12Engine::TextureUploadAlways32Bit
#endif
);
// Nothing else left to do, it is up to the text material to call
// useTexture() which will then add the texture dependency to the frame.
m_glyphImages.clear();
m_glyphPos.clear();
}
int QSGD3D12GlyphCache::glyphPadding() const
{
return 1;
}
int QSGD3D12GlyphCache::maxTextureWidth() const
{
return 16384;
}
int QSGD3D12GlyphCache::maxTextureHeight() const
{
return 16384;
}
void QSGD3D12GlyphCache::useTexture()
{
if (m_id)
m_engine->useTexture(m_id);
}
QSize QSGD3D12GlyphCache::currentSize() const
{
return m_size;
}
QT_END_NAMESPACE