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/****************************************************************************
**
** Copyright (C) 2018 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of the QtQuick module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
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** Alternatively, this file may be used under the terms of the GNU Lesser
** 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
** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
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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
** Qt Foundation. The licenses are as published by the Free Software
** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
** included in the packaging of this file. Please review the following
** information to ensure the GNU General Public License requirements will
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** $QT_END_LICENSE$
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****************************************************************************/
#include "qsgadaptationlayer_p.h"
#include <qmath.h>
#include <QtQuick/private/qsgdistancefieldglyphnode_p.h>
#include <QtQuick/private/qsgcontext_p.h>
#include <private/qrawfont_p.h>
#include <QtGui/qguiapplication.h>
#include <qdir.h>
#include <qsgrendernode.h>
#include <private/qquickprofiler_p.h>
#include <QElapsedTimer>
QT_BEGIN_NAMESPACE
static QElapsedTimer qsg_render_timer;
QSGDistanceFieldGlyphCache::Texture QSGDistanceFieldGlyphCache::s_emptyTexture;
QSGDistanceFieldGlyphCache::QSGDistanceFieldGlyphCache(const QRawFont &font)
: m_pendingGlyphs(64)
{
Q_ASSERT(font.isValid());
QRawFontPrivate *fontD = QRawFontPrivate::get(font);
m_glyphCount = fontD->fontEngine->glyphCount();
m_doubleGlyphResolution = qt_fontHasNarrowOutlines(font) && m_glyphCount < QT_DISTANCEFIELD_HIGHGLYPHCOUNT();
m_referenceFont = font;
// we set the same pixel size as used by the distance field internally.
// this allows us to call pathForGlyph once and reuse the result.
m_referenceFont.setPixelSize(QT_DISTANCEFIELD_BASEFONTSIZE(m_doubleGlyphResolution) * QT_DISTANCEFIELD_SCALE(m_doubleGlyphResolution));
Q_ASSERT(m_referenceFont.isValid());
}
QSGDistanceFieldGlyphCache::~QSGDistanceFieldGlyphCache()
{
}
QSGDistanceFieldGlyphCache::GlyphData &QSGDistanceFieldGlyphCache::emptyData(glyph_t glyph)
{
GlyphData gd;
gd.texture = &s_emptyTexture;
QHash<glyph_t, GlyphData>::iterator it = m_glyphsData.insert(glyph, gd);
return it.value();
}
QSGDistanceFieldGlyphCache::GlyphData &QSGDistanceFieldGlyphCache::glyphData(glyph_t glyph)
{
QHash<glyph_t, GlyphData>::iterator data = m_glyphsData.find(glyph);
if (data == m_glyphsData.end()) {
GlyphData &gd = emptyData(glyph);
gd.path = m_referenceFont.pathForGlyph(glyph);
// need bounding rect in base font size scale
qreal scaleFactor = qreal(1) / QT_DISTANCEFIELD_SCALE(m_doubleGlyphResolution);
QTransform scaleDown;
scaleDown.scale(scaleFactor, scaleFactor);
gd.boundingRect = scaleDown.mapRect(gd.path.boundingRect());
return gd;
}
return data.value();
}
QSGDistanceFieldGlyphCache::Metrics QSGDistanceFieldGlyphCache::glyphMetrics(glyph_t glyph, qreal pixelSize)
{
GlyphData &gd = glyphData(glyph);
qreal scale = fontScale(pixelSize);
Metrics m;
m.width = gd.boundingRect.width() * scale;
m.height = gd.boundingRect.height() * scale;
m.baselineX = gd.boundingRect.x() * scale;
m.baselineY = -gd.boundingRect.y() * scale;
return m;
}
void QSGDistanceFieldGlyphCache::populate(const QVector<glyph_t> &glyphs)
{
QSet<glyph_t> referencedGlyphs;
QSet<glyph_t> newGlyphs;
int count = glyphs.count();
for (int i = 0; i < count; ++i) {
glyph_t glyphIndex = glyphs.at(i);
if ((int) glyphIndex >= glyphCount() && glyphCount() > 0) {
qWarning("Warning: distance-field glyph is not available with index %d", glyphIndex);
continue;
}
GlyphData &gd = glyphData(glyphIndex);
++gd.ref;
referencedGlyphs.insert(glyphIndex);
if (gd.texCoord.isValid() || m_populatingGlyphs.contains(glyphIndex))
continue;
m_populatingGlyphs.insert(glyphIndex);
if (gd.boundingRect.isEmpty()) {
gd.texCoord.width = 0;
gd.texCoord.height = 0;
} else {
newGlyphs.insert(glyphIndex);
}
}
referenceGlyphs(referencedGlyphs);
if (!newGlyphs.isEmpty())
requestGlyphs(newGlyphs);
}
void QSGDistanceFieldGlyphCache::release(const QVector<glyph_t> &glyphs)
{
QSet<glyph_t> unusedGlyphs;
int count = glyphs.count();
for (int i = 0; i < count; ++i) {
glyph_t glyphIndex = glyphs.at(i);
GlyphData &gd = glyphData(glyphIndex);
if (--gd.ref == 0 && !gd.texCoord.isNull())
unusedGlyphs.insert(glyphIndex);
}
releaseGlyphs(unusedGlyphs);
}
void QSGDistanceFieldGlyphCache::update()
{
m_populatingGlyphs.clear();
if (m_pendingGlyphs.isEmpty())
return;
bool profileFrames = QSG_LOG_TIME_GLYPH().isDebugEnabled();
if (profileFrames)
qsg_render_timer.start();
Q_QUICK_SG_PROFILE_START(QQuickProfiler::SceneGraphAdaptationLayerFrame);
QList<QDistanceField> distanceFields;
const int pendingGlyphsSize = m_pendingGlyphs.size();
distanceFields.reserve(pendingGlyphsSize);
for (int i = 0; i < pendingGlyphsSize; ++i) {
GlyphData &gd = glyphData(m_pendingGlyphs.at(i));
distanceFields.append(QDistanceField(gd.path,
m_pendingGlyphs.at(i),
m_doubleGlyphResolution));
gd.path = QPainterPath(); // no longer needed, so release memory used by the painter path
}
qint64 renderTime = 0;
int count = m_pendingGlyphs.size();
if (profileFrames)
renderTime = qsg_render_timer.nsecsElapsed();
Q_QUICK_SG_PROFILE_RECORD(QQuickProfiler::SceneGraphAdaptationLayerFrame,
QQuickProfiler::SceneGraphAdaptationLayerGlyphRender);
m_pendingGlyphs.reset();
storeGlyphs(distanceFields);
#if defined(QSG_DISTANCEFIELD_CACHE_DEBUG)
for (Texture texture : qAsConst(m_textures))
saveTexture(texture.textureId, texture.size.width(), texture.size.height());
#endif
if (QSG_LOG_TIME_GLYPH().isDebugEnabled()) {
quint64 now = qsg_render_timer.elapsed();
qCDebug(QSG_LOG_TIME_GLYPH,
"distancefield: %d glyphs prepared in %dms, rendering=%d, upload=%d",
count,
(int) now,
int(renderTime / 1000000),
int((now - (renderTime / 1000000))));
}
Q_QUICK_SG_PROFILE_END_WITH_PAYLOAD(QQuickProfiler::SceneGraphAdaptationLayerFrame,
QQuickProfiler::SceneGraphAdaptationLayerGlyphStore,
(qint64)count);
}
void QSGDistanceFieldGlyphCache::setGlyphsPosition(const QList<GlyphPosition> &glyphs)
{
QVector<quint32> invalidatedGlyphs;
int count = glyphs.count();
for (int i = 0; i < count; ++i) {
GlyphPosition glyph = glyphs.at(i);
GlyphData &gd = glyphData(glyph.glyph);
if (!gd.texCoord.isNull())
invalidatedGlyphs.append(glyph.glyph);
gd.texCoord.xMargin = QT_DISTANCEFIELD_RADIUS(m_doubleGlyphResolution) / qreal(QT_DISTANCEFIELD_SCALE(m_doubleGlyphResolution));
gd.texCoord.yMargin = QT_DISTANCEFIELD_RADIUS(m_doubleGlyphResolution) / qreal(QT_DISTANCEFIELD_SCALE(m_doubleGlyphResolution));
gd.texCoord.x = glyph.position.x();
gd.texCoord.y = glyph.position.y();
gd.texCoord.width = gd.boundingRect.width();
gd.texCoord.height = gd.boundingRect.height();
}
if (!invalidatedGlyphs.isEmpty()) {
for (QSGDistanceFieldGlyphConsumerList::iterator iter = m_registeredNodes.begin(); iter != m_registeredNodes.end(); ++iter) {
iter->invalidateGlyphs(invalidatedGlyphs);
}
}
}
void QSGDistanceFieldGlyphCache::registerOwnerElement(QQuickItem *ownerElement)
{
Q_UNUSED(ownerElement);
}
void QSGDistanceFieldGlyphCache::unregisterOwnerElement(QQuickItem *ownerElement)
{
Q_UNUSED(ownerElement);
}
void QSGDistanceFieldGlyphCache::processPendingGlyphs()
{
/* Intentionally empty */
}
void QSGDistanceFieldGlyphCache::setGlyphsTexture(const QVector<glyph_t> &glyphs, const Texture &tex)
{
int i = m_textures.indexOf(tex);
if (i == -1) {
m_textures.append(tex);
i = m_textures.size() - 1;
} else {
m_textures[i].size = tex.size;
}
Texture *texture = &(m_textures[i]);
QVector<quint32> invalidatedGlyphs;
int count = glyphs.count();
for (int j = 0; j < count; ++j) {
glyph_t glyphIndex = glyphs.at(j);
GlyphData &gd = glyphData(glyphIndex);
if (gd.texture != &s_emptyTexture)
invalidatedGlyphs.append(glyphIndex);
gd.texture = texture;
}
if (!invalidatedGlyphs.isEmpty()) {
for (QSGDistanceFieldGlyphConsumerList::iterator iter = m_registeredNodes.begin(); iter != m_registeredNodes.end(); ++iter) {
iter->invalidateGlyphs(invalidatedGlyphs);
}
}
}
void QSGDistanceFieldGlyphCache::markGlyphsToRender(const QVector<glyph_t> &glyphs)
{
int count = glyphs.count();
for (int i = 0; i < count; ++i)
m_pendingGlyphs.add(glyphs.at(i));
}
void QSGDistanceFieldGlyphCache::updateTexture(uint oldTex, uint newTex, const QSize &newTexSize)
{
int count = m_textures.count();
for (int i = 0; i < count; ++i) {
Texture &tex = m_textures[i];
if (tex.textureId == oldTex) {
tex.textureId = newTex;
tex.size = newTexSize;
return;
}
}
}
void QSGDistanceFieldGlyphCache::updateRhiTexture(QRhiTexture *oldTex, QRhiTexture *newTex, const QSize &newTexSize)
{
int count = m_textures.count();
for (int i = 0; i < count; ++i) {
Texture &tex = m_textures[i];
if (tex.texture == oldTex) {
tex.texture = newTex;
tex.size = newTexSize;
return;
}
}
}
#if defined(QSG_DISTANCEFIELD_CACHE_DEBUG)
#include <QtGui/qopenglfunctions.h>
void QSGDistanceFieldGlyphCache::saveTexture(GLuint textureId, int width, int height) const
{
QOpenGLFunctions *functions = QOpenGLContext::currentContext()->functions();
GLuint fboId;
functions->glGenFramebuffers(1, &fboId);
GLuint tmpTexture = 0;
functions->glGenTextures(1, &tmpTexture);
functions->glBindTexture(GL_TEXTURE_2D, tmpTexture);
functions->glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
functions->glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
functions->glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
functions->glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
functions->glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
functions->glBindTexture(GL_TEXTURE_2D, 0);
functions->glBindFramebuffer(GL_FRAMEBUFFER_EXT, fboId);
functions->glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D,
tmpTexture, 0);
functions->glActiveTexture(GL_TEXTURE0);
functions->glBindTexture(GL_TEXTURE_2D, textureId);
functions->glDisable(GL_STENCIL_TEST);
functions->glDisable(GL_DEPTH_TEST);
functions->glDisable(GL_SCISSOR_TEST);
functions->glDisable(GL_BLEND);
GLfloat textureCoordinateArray[8];
textureCoordinateArray[0] = 0.0f;
textureCoordinateArray[1] = 0.0f;
textureCoordinateArray[2] = 1.0f;
textureCoordinateArray[3] = 0.0f;
textureCoordinateArray[4] = 1.0f;
textureCoordinateArray[5] = 1.0f;
textureCoordinateArray[6] = 0.0f;
textureCoordinateArray[7] = 1.0f;
GLfloat vertexCoordinateArray[8];
vertexCoordinateArray[0] = -1.0f;
vertexCoordinateArray[1] = -1.0f;
vertexCoordinateArray[2] = 1.0f;
vertexCoordinateArray[3] = -1.0f;
vertexCoordinateArray[4] = 1.0f;
vertexCoordinateArray[5] = 1.0f;
vertexCoordinateArray[6] = -1.0f;
vertexCoordinateArray[7] = 1.0f;
functions->glViewport(0, 0, width, height);
functions->glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, vertexCoordinateArray);
functions->glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, textureCoordinateArray);
{
static const char *vertexShaderSource =
"attribute vec4 vertexCoordsArray; \n"
"attribute vec2 textureCoordArray; \n"
"varying vec2 textureCoords; \n"
"void main(void) \n"
"{ \n"
" gl_Position = vertexCoordsArray; \n"
" textureCoords = textureCoordArray; \n"
"} \n";
static const char *fragmentShaderSource =
"varying vec2 textureCoords; \n"
"uniform sampler2D texture; \n"
"void main() \n"
"{ \n"
" gl_FragColor = texture2D(texture, textureCoords); \n"
"} \n";
GLuint vertexShader = functions->glCreateShader(GL_VERTEX_SHADER);
GLuint fragmentShader = functions->glCreateShader(GL_FRAGMENT_SHADER);
if (vertexShader == 0 || fragmentShader == 0) {
GLenum error = functions->glGetError();
qWarning("QSGDistanceFieldGlyphCache::saveTexture: Failed to create shaders. (GL error: %x)",
error);
return;
}
functions->glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
functions->glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
functions->glCompileShader(vertexShader);
GLint len = 1;
functions->glGetShaderiv(vertexShader, GL_INFO_LOG_LENGTH, &len);
char infoLog[2048];
functions->glGetShaderInfoLog(vertexShader, 2048, NULL, infoLog);
if (qstrlen(infoLog) > 0)
qWarning("Problems compiling vertex shader:\n %s", infoLog);
functions->glCompileShader(fragmentShader);
functions->glGetShaderInfoLog(fragmentShader, 2048, NULL, infoLog);
if (qstrlen(infoLog) > 0)
qWarning("Problems compiling fragment shader:\n %s", infoLog);
GLuint shaderProgram = functions->glCreateProgram();
functions->glAttachShader(shaderProgram, vertexShader);
functions->glAttachShader(shaderProgram, fragmentShader);
functions->glBindAttribLocation(shaderProgram, 0, "vertexCoordsArray");
functions->glBindAttribLocation(shaderProgram, 1, "textureCoordArray");
functions->glLinkProgram(shaderProgram);
functions->glGetProgramInfoLog(shaderProgram, 2048, NULL, infoLog);
if (qstrlen(infoLog) > 0)
qWarning("Problems linking shaders:\n %s", infoLog);
functions->glUseProgram(shaderProgram);
functions->glEnableVertexAttribArray(0);
functions->glEnableVertexAttribArray(1);
int textureUniformLocation = functions->glGetUniformLocation(shaderProgram, "texture");
functions->glUniform1i(textureUniformLocation, 0);
}
functions->glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
{
GLenum error = functions->glGetError();
if (error != GL_NO_ERROR)
qWarning("glDrawArrays reported error 0x%x", error);
}
uchar *data = new uchar[width * height * 4];
functions->glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, data);
QImage image(data, width, height, QImage::Format_ARGB32);
QByteArray fileName = m_referenceFont.familyName().toLatin1() + '_' + QByteArray::number(textureId);
fileName = fileName.replace('/', '_').replace(' ', '_') + ".png";
image.save(QString::fromLocal8Bit(fileName));
{
GLenum error = functions->glGetError();
if (error != GL_NO_ERROR)
qWarning("glReadPixels reported error 0x%x", error);
}
functions->glDisableVertexAttribArray(0);
functions->glDisableVertexAttribArray(1);
functions->glDeleteFramebuffers(1, &fboId);
functions->glDeleteTextures(1, &tmpTexture);
delete[] data;
}
#endif
void QSGNodeVisitorEx::visitChildren(QSGNode *node)
{
for (QSGNode *child = node->firstChild(); child; child = child->nextSibling()) {
switch (child->type()) {
case QSGNode::ClipNodeType: {
QSGClipNode *c = static_cast<QSGClipNode*>(child);
if (visit(c))
visitChildren(c);
endVisit(c);
break;
}
case QSGNode::TransformNodeType: {
QSGTransformNode *c = static_cast<QSGTransformNode*>(child);
if (visit(c))
visitChildren(c);
endVisit(c);
break;
}
case QSGNode::OpacityNodeType: {
QSGOpacityNode *c = static_cast<QSGOpacityNode*>(child);
if (visit(c))
visitChildren(c);
endVisit(c);
break;
}
case QSGNode::GeometryNodeType: {
if (child->flags() & QSGNode::IsVisitableNode) {
QSGVisitableNode *v = static_cast<QSGVisitableNode*>(child);
v->accept(this);
} else {
QSGGeometryNode *c = static_cast<QSGGeometryNode*>(child);
if (visit(c))
visitChildren(c);
endVisit(c);
}
break;
}
case QSGNode::RootNodeType: {
QSGRootNode *root = static_cast<QSGRootNode*>(child);
if (visit(root))
visitChildren(root);
endVisit(root);
break;
}
case QSGNode::BasicNodeType: {
visitChildren(child);
break;
}
case QSGNode::RenderNodeType: {
QSGRenderNode *r = static_cast<QSGRenderNode*>(child);
if (visit(r))
visitChildren(r);
endVisit(r);
break;
}
default:
Q_UNREACHABLE();
break;
}
}
}
#ifndef QT_NO_DEBUG_STREAM
QDebug operator<<(QDebug debug, const QSGGuiThreadShaderEffectManager::ShaderInfo::Variable &v)
{
QDebugStateSaver saver(debug);
debug.space();
debug << v.name;
switch (v.type) {
case QSGGuiThreadShaderEffectManager::ShaderInfo::Constant:
debug << "cvar" << "offset" << v.offset << "size" << v.size;
break;
case QSGGuiThreadShaderEffectManager::ShaderInfo::Sampler:
debug << "sampler" << "bindpoint" << v.bindPoint;
break;
case QSGGuiThreadShaderEffectManager::ShaderInfo::Texture:
debug << "texture" << "bindpoint" << v.bindPoint;
break;
default:
break;
}
return debug;
}
QDebug operator<<(QDebug debug, const QSGShaderEffectNode::VariableData &vd)
{
QDebugStateSaver saver(debug);
debug.space();
debug << vd.specialType;
return debug;
}
#endif
/*!
\internal
*/
QSGLayer::QSGLayer(QSGTexturePrivate &dd)
: QSGDynamicTexture(dd)
{
}
QT_END_NAMESPACE
#include "moc_qsgadaptationlayer_p.cpp"