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#include "qsgdefaultglyphnode_p_p.h"
#include <private/qsgmaterialshader_p.h>
#include <qopenglshaderprogram.h>
#include <qopenglframebufferobject.h>
#include <QtGui/private/qguiapplication_p.h>
#include <qpa/qplatformintegration.h>
#include <private/qfontengine_p.h>
#include <private/qopenglextensions_p.h>
#include <QtQuick/qquickwindow.h>
#include <QtQuick/private/qsgtexture_p.h>
#include <QtQuick/private/qsgdefaultrendercontext_p.h>
#include <private/qrawfont_p.h>
#include <QtCore/qmath.h>
QT_BEGIN_NAMESPACE
#ifndef GL_FRAMEBUFFER_SRGB
#define GL_FRAMEBUFFER_SRGB 0x8DB9
#endif
#ifndef GL_FRAMEBUFFER_SRGB_CAPABLE
#define GL_FRAMEBUFFER_SRGB_CAPABLE 0x8DBA
#endif
static inline QVector4D qsg_premultiply(const QVector4D &c, float globalOpacity)
{
float o = c.w() * globalOpacity;
return QVector4D(c.x() * o, c.y() * o, c.z() * o, o);
}
static inline qreal qt_sRGB_to_linear_RGB(qreal f)
{
return f > 0.04045 ? qPow((f + 0.055) / 1.055, 2.4) : f / 12.92;
}
static inline QVector4D qt_sRGB_to_linear_RGB(const QVector4D &color)
{
return QVector4D(qt_sRGB_to_linear_RGB(color.x()),
qt_sRGB_to_linear_RGB(color.y()),
qt_sRGB_to_linear_RGB(color.z()),
color.w());
}
static inline qreal fontSmoothingGamma()
{
static qreal fontSmoothingGamma = QGuiApplicationPrivate::platformIntegration()->styleHint(QPlatformIntegration::FontSmoothingGamma).toReal();
return fontSmoothingGamma;
}
// ***** legacy (GL) material shader implementations
static inline qreal qsg_device_pixel_ratio(QOpenGLContext *ctx)
{
qreal devicePixelRatio = 1;
if (ctx->surface()->surfaceClass() == QSurface::Window) {
QWindow *w = static_cast<QWindow *>(ctx->surface());
if (QQuickWindow *qw = qobject_cast<QQuickWindow *>(w))
devicePixelRatio = qw->effectiveDevicePixelRatio();
else
devicePixelRatio = w->devicePixelRatio();
} else {
devicePixelRatio = ctx->screen() ? ctx->screen()->devicePixelRatio() : qGuiApp->devicePixelRatio();
}
return devicePixelRatio;
}
class QSGTextMaskShader : public QSGMaterialShader
{
public:
QSGTextMaskShader(QFontEngine::GlyphFormat glyphFormat);
void updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect) override;
char const *const *attributeNames() const override;
protected:
void initialize() override;
int m_matrix_id;
int m_color_id;
int m_textureScale_id;
float m_devicePixelRatio;
QFontEngine::GlyphFormat m_glyphFormat;
};
char const *const *QSGTextMaskShader::attributeNames() const
{
static char const *const attr[] = { "vCoord", "tCoord", nullptr };
return attr;
}
QSGTextMaskShader::QSGTextMaskShader(QFontEngine::GlyphFormat glyphFormat)
: QSGMaterialShader(*new QSGMaterialShaderPrivate)
, m_matrix_id(-1)
, m_color_id(-1)
, m_textureScale_id(-1)
, m_glyphFormat(glyphFormat)
{
setShaderSourceFile(QOpenGLShader::Vertex, QStringLiteral(":/qt-project.org/scenegraph/shaders/textmask.vert"));
setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/qt-project.org/scenegraph/shaders/textmask.frag"));
}
void QSGTextMaskShader::initialize()
{
m_matrix_id = program()->uniformLocation("matrix");
m_color_id = program()->uniformLocation("color");
m_textureScale_id = program()->uniformLocation("textureScale");
m_devicePixelRatio = (float) qsg_device_pixel_ratio(QOpenGLContext::currentContext());
program()->setUniformValue("dpr", m_devicePixelRatio);
}
void QSGTextMaskShader::updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect)
{
QSGTextMaskMaterial *material = static_cast<QSGTextMaskMaterial *>(newEffect);
QSGTextMaskMaterial *oldMaterial = static_cast<QSGTextMaskMaterial *>(oldEffect);
Q_ASSERT(oldEffect == nullptr || newEffect->type() == oldEffect->type());
bool updated = material->ensureUpToDate();
Q_ASSERT(material->texture());
Q_ASSERT(oldMaterial == nullptr || oldMaterial->texture());
if (updated
|| oldMaterial == nullptr
|| oldMaterial->texture()->textureId() != material->texture()->textureId()) {
program()->setUniformValue(m_textureScale_id, QVector2D(1.0 / material->openglGlyphCache()->width(),
1.0 / material->openglGlyphCache()->height()));
QOpenGLFunctions *funcs = QOpenGLContext::currentContext()->functions();
funcs->glBindTexture(GL_TEXTURE_2D, material->texture()->textureId());
// Set the mag/min filters to be nearest. We only need to do this when the texture
// has been recreated.
if (updated) {
funcs->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
funcs->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
}
float devicePixelRatio = (float) qsg_device_pixel_ratio(QOpenGLContext::currentContext());
if (m_devicePixelRatio != devicePixelRatio) {
m_devicePixelRatio = devicePixelRatio;
program()->setUniformValue("dpr", m_devicePixelRatio);
}
if (state.isMatrixDirty())
program()->setUniformValue(m_matrix_id, state.combinedMatrix());
}
class QSG8BitTextMaskShader : public QSGTextMaskShader
{
public:
QSG8BitTextMaskShader(QFontEngine::GlyphFormat glyphFormat)
: QSGTextMaskShader(glyphFormat)
{
setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/qt-project.org/scenegraph/shaders/8bittextmask.frag"));
}
void updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect) override;
};
void QSG8BitTextMaskShader::updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect)
{
QSGTextMaskShader::updateState(state, newEffect, oldEffect);
QSGTextMaskMaterial *material = static_cast<QSGTextMaskMaterial *>(newEffect);
QSGTextMaskMaterial *oldMaterial = static_cast<QSGTextMaskMaterial *>(oldEffect);
if (oldMaterial == nullptr || material->color() != oldMaterial->color() || state.isOpacityDirty()) {
QVector4D color = qsg_premultiply(material->color(), state.opacity());
program()->setUniformValue(m_color_id, color);
}
}
class QSG24BitTextMaskShader : public QSGTextMaskShader
{
public:
QSG24BitTextMaskShader(QFontEngine::GlyphFormat glyphFormat)
: QSGTextMaskShader(glyphFormat)
, m_useSRGB(false)
{
setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/qt-project.org/scenegraph/shaders/24bittextmask.frag"));
}
void updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect) override;
void initialize() override;
void activate() override;
void deactivate() override;
bool useSRGB() const;
uint m_useSRGB : 1;
};
void QSG24BitTextMaskShader::initialize()
{
QSGTextMaskShader::initialize();
// 0.25 was found to be acceptable error margin by experimentation. On Mac, the gamma is 2.0,
// but using sRGB looks okay.
if (QOpenGLContext::currentContext()->hasExtension(QByteArrayLiteral("GL_ARB_framebuffer_sRGB"))
&& m_glyphFormat == QFontEngine::Format_A32
&& qAbs(fontSmoothingGamma() - 2.2) < 0.25) {
QOpenGLFunctions *funcs = QOpenGLContext::currentContext()->functions();
GLint srgbCapable = 0;
funcs->glGetIntegerv(GL_FRAMEBUFFER_SRGB_CAPABLE, &srgbCapable);
if (srgbCapable)
m_useSRGB = true;
}
}
bool QSG24BitTextMaskShader::useSRGB() const
{
#ifdef Q_OS_MACOS
if (!m_useSRGB)
return false;
// m_useSRGB is true, but if some QOGLFBO was bound check it's texture format:
QOpenGLContext *ctx = QOpenGLContext::currentContext();
QOpenGLFramebufferObject *qfbo = QOpenGLContextPrivate::get(ctx)->qgl_current_fbo;
bool fboInvalid = QOpenGLContextPrivate::get(ctx)->qgl_current_fbo_invalid;
return !qfbo || fboInvalid || qfbo->format().internalTextureFormat() == GL_SRGB8_ALPHA8_EXT;
#else
return m_useSRGB;
#endif
}
void QSG24BitTextMaskShader::activate()
{
QOpenGLFunctions *funcs = QOpenGLContext::currentContext()->functions();
funcs->glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR);
if (useSRGB())
funcs->glEnable(GL_FRAMEBUFFER_SRGB);
}
void QSG24BitTextMaskShader::deactivate()
{
QOpenGLFunctions *funcs = QOpenGLContext::currentContext()->functions();
funcs->glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
if (useSRGB())
funcs->glDisable(GL_FRAMEBUFFER_SRGB);
}
void QSG24BitTextMaskShader::updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect)
{
QSGTextMaskShader::updateState(state, newEffect, oldEffect);
QSGTextMaskMaterial *material = static_cast<QSGTextMaskMaterial *>(newEffect);
QSGTextMaskMaterial *oldMaterial = static_cast<QSGTextMaskMaterial *>(oldEffect);
if (oldMaterial == nullptr || material->color() != oldMaterial->color() || state.isOpacityDirty()) {
QVector4D color = material->color();
if (useSRGB())
color = qt_sRGB_to_linear_RGB(color);
QOpenGLContext::currentContext()->functions()->glBlendColor(color.x(), color.y(), color.z(), color.w());
color = qsg_premultiply(color, state.opacity());
program()->setUniformValue(m_color_id, color.w());
}
}
class QSG32BitColorTextShader : public QSGTextMaskShader
{
public:
QSG32BitColorTextShader(QFontEngine::GlyphFormat glyphFormat)
: QSGTextMaskShader(glyphFormat)
{
setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/qt-project.org/scenegraph/shaders/32bitcolortext.frag"));
}
void updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect) override;
};
void QSG32BitColorTextShader::updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect)
{
QSGTextMaskShader::updateState(state, newEffect, oldEffect);
QSGTextMaskMaterial *material = static_cast<QSGTextMaskMaterial *>(newEffect);
QSGTextMaskMaterial *oldMaterial = static_cast<QSGTextMaskMaterial *>(oldEffect);
if (oldMaterial == nullptr || material->color() != oldMaterial->color() || state.isOpacityDirty()) {
float opacity = material->color().w() * state.opacity();
program()->setUniformValue(m_color_id, opacity);
}
}
class QSGStyledTextShader : public QSG8BitTextMaskShader
{
public:
QSGStyledTextShader(QFontEngine::GlyphFormat glyphFormat)
: QSG8BitTextMaskShader(glyphFormat)
{
setShaderSourceFile(QOpenGLShader::Vertex, QStringLiteral(":/qt-project.org/scenegraph/shaders/styledtext.vert"));
setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/qt-project.org/scenegraph/shaders/styledtext.frag"));
}
void updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect) override;
private:
void initialize() override;
int m_shift_id;
int m_styleColor_id;
};
void QSGStyledTextShader::initialize()
{
QSG8BitTextMaskShader::initialize();
m_shift_id = program()->uniformLocation("shift");
m_styleColor_id = program()->uniformLocation("styleColor");
}
void QSGStyledTextShader::updateState(const RenderState &state,
QSGMaterial *newEffect,
QSGMaterial *oldEffect)
{
Q_ASSERT(oldEffect == nullptr || newEffect->type() == oldEffect->type());
QSGStyledTextMaterial *material = static_cast<QSGStyledTextMaterial *>(newEffect);
QSGStyledTextMaterial *oldMaterial = static_cast<QSGStyledTextMaterial *>(oldEffect);
if (oldMaterial == nullptr || oldMaterial->styleShift() != material->styleShift())
program()->setUniformValue(m_shift_id, material->styleShift());
if (oldMaterial == nullptr || material->color() != oldMaterial->color() || state.isOpacityDirty()) {
QVector4D color = qsg_premultiply(material->color(), state.opacity());
program()->setUniformValue(m_color_id, color);
}
if (oldMaterial == nullptr || material->styleColor() != oldMaterial->styleColor() || state.isOpacityDirty()) {
QVector4D styleColor = qsg_premultiply(material->styleColor(), state.opacity());
program()->setUniformValue(m_styleColor_id, styleColor);
}
bool updated = material->ensureUpToDate();
Q_ASSERT(material->texture());
Q_ASSERT(oldMaterial == nullptr || oldMaterial->texture());
if (updated
|| oldMaterial == nullptr
|| oldMaterial->texture()->textureId() != material->texture()->textureId()) {
program()->setUniformValue(m_textureScale_id, QVector2D(1.0 / material->openglGlyphCache()->width(),
1.0 / material->openglGlyphCache()->height()));
QOpenGLFunctions *funcs = QOpenGLContext::currentContext()->functions();
funcs->glBindTexture(GL_TEXTURE_2D, material->texture()->textureId());
// Set the mag/min filters to be nearest. We only need to do this when the texture
// has been recreated.
if (updated) {
funcs->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
funcs->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
}
if (state.isMatrixDirty())
program()->setUniformValue(m_matrix_id, state.combinedMatrix());
}
class QSGOutlinedTextShader : public QSGStyledTextShader
{
public:
QSGOutlinedTextShader(QFontEngine::GlyphFormat glyphFormat)
: QSGStyledTextShader(glyphFormat)
{
setShaderSourceFile(QOpenGLShader::Vertex, QStringLiteral(":/qt-project.org/scenegraph/shaders/outlinedtext.vert"));
setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/qt-project.org/scenegraph/shaders/outlinedtext.frag"));
}
};
// ***** RHI shader implementations
class QSGTextMaskRhiShader : public QSGMaterialRhiShader
{
public:
QSGTextMaskRhiShader(QFontEngine::GlyphFormat glyphFormat);
bool updateUniformData(RenderState &state,
QSGMaterial *newMaterial, QSGMaterial *oldMaterial) override;
void updateSampledImage(RenderState &state, int binding, QSGTexture **texture,
QSGMaterial *newMaterial, QSGMaterial *oldMaterial) override;
protected:
QFontEngine::GlyphFormat m_glyphFormat;
};
QSGTextMaskRhiShader::QSGTextMaskRhiShader(QFontEngine::GlyphFormat glyphFormat)
: m_glyphFormat(glyphFormat)
{
setShaderFileName(VertexStage,
QStringLiteral(":/qt-project.org/scenegraph/shaders_ng/textmask.vert.qsb"));
setShaderFileName(FragmentStage,
QStringLiteral(":/qt-project.org/scenegraph/shaders_ng/textmask.frag.qsb"));
}
bool QSGTextMaskRhiShader::updateUniformData(RenderState &state,
QSGMaterial *newMaterial, QSGMaterial *oldMaterial)
{
Q_ASSERT(oldMaterial == nullptr || newMaterial->type() == oldMaterial->type());
QSGTextMaskMaterial *mat = static_cast<QSGTextMaskMaterial *>(newMaterial);
QSGTextMaskMaterial *oldMat = static_cast<QSGTextMaskMaterial *>(oldMaterial);
// updateUniformData() is called before updateSampledImage() by the
// renderer. Hence updating the glyph cache stuff here.
const bool updated = mat->ensureUpToDate();
Q_ASSERT(mat->texture());
Q_ASSERT(oldMat == nullptr || oldMat->texture());
bool changed = false;
QByteArray *buf = state.uniformData();
Q_ASSERT(buf->size() >= 92);
if (state.isMatrixDirty()) {
const QMatrix4x4 m = state.combinedMatrix();
memcpy(buf->data(), m.constData(), 64);
changed = true;
}
QRhiTexture *oldRtex = oldMat ? QSGTexturePrivate::get(oldMat->texture())->rhiTexture() : nullptr;
QRhiTexture *newRtex = QSGTexturePrivate::get(mat->texture())->rhiTexture();
if (updated || !oldMat || oldRtex != newRtex) {
const QVector2D textureScale = QVector2D(1.0f / mat->rhiGlyphCache()->width(),
1.0f / mat->rhiGlyphCache()->height());
memcpy(buf->data() + 64 + 16, &textureScale, 8);
changed = true;
}
if (!oldMat) {
float dpr = state.devicePixelRatio();
memcpy(buf->data() + 64 + 16 + 8, &dpr, 4);
}
// move texture uploads/copies onto the renderer's soon-to-be-committed list
mat->rhiGlyphCache()->commitResourceUpdates(state.resourceUpdateBatch());
return changed;
}
void QSGTextMaskRhiShader::updateSampledImage(RenderState &state, int binding, QSGTexture **texture,
QSGMaterial *newMaterial, QSGMaterial *)
{
Q_UNUSED(state);
if (binding != 1)
return;
QSGTextMaskMaterial *mat = static_cast<QSGTextMaskMaterial *>(newMaterial);
QSGTexture *t = mat->texture();
t->setFiltering(QSGTexture::Nearest);
*texture = t;
}
class QSG8BitTextMaskRhiShader : public QSGTextMaskRhiShader
{
public:
QSG8BitTextMaskRhiShader(QFontEngine::GlyphFormat glyphFormat, bool alphaTexture)
: QSGTextMaskRhiShader(glyphFormat)
{
if (alphaTexture)
setShaderFileName(FragmentStage,
QStringLiteral(":/qt-project.org/scenegraph/shaders_ng/8bittextmask_a.frag.qsb"));
else
setShaderFileName(FragmentStage,
QStringLiteral(":/qt-project.org/scenegraph/shaders_ng/8bittextmask.frag.qsb"));
}
bool updateUniformData(RenderState &state, QSGMaterial *newMaterial, QSGMaterial *oldMaterial) override;
};
bool QSG8BitTextMaskRhiShader::updateUniformData(RenderState &state,
QSGMaterial *newMaterial, QSGMaterial *oldMaterial)
{
bool changed = QSGTextMaskRhiShader::updateUniformData(state, newMaterial, oldMaterial);
QSGTextMaskMaterial *mat = static_cast<QSGTextMaskMaterial *>(newMaterial);
QSGTextMaskMaterial *oldMat = static_cast<QSGTextMaskMaterial *>(oldMaterial);
QByteArray *buf = state.uniformData();
Q_ASSERT(buf->size() >= 80);
if (oldMat == nullptr || mat->color() != oldMat->color() || state.isOpacityDirty()) {
const QVector4D color = qsg_premultiply(mat->color(), state.opacity());
memcpy(buf->data() + 64, &color, 16);
changed = true;
}
return changed;
}
class QSG24BitTextMaskRhiShader : public QSGTextMaskRhiShader
{
public:
QSG24BitTextMaskRhiShader(QFontEngine::GlyphFormat glyphFormat)
: QSGTextMaskRhiShader(glyphFormat)
{
setFlag(UpdatesGraphicsPipelineState, true);
setShaderFileName(FragmentStage,
QStringLiteral(":/qt-project.org/scenegraph/shaders_ng/24bittextmask.frag.qsb"));
}
bool updateUniformData(RenderState &state, QSGMaterial *newMaterial, QSGMaterial *oldMaterial) override;
bool updateGraphicsPipelineState(RenderState &state, GraphicsPipelineState *ps,
QSGMaterial *newMaterial, QSGMaterial *oldMaterial) override;
};
// ### gamma correction (sRGB) Unsurprisingly, the GL approach is not portable
// to anything else - it just does not work that way, there is no opt-in/out
// switch and magic winsys-provided maybe-sRGB buffers. When requesting an sRGB
// QRhiSwapChain (which we do not do), it is full sRGB, with the sRGB
// framebuffer update and blending always on... Could we do gamma correction in
// the shader for text? (but that's bad for blending?)
bool QSG24BitTextMaskRhiShader::updateUniformData(RenderState &state,
QSGMaterial *newMaterial, QSGMaterial *oldMaterial)
{
bool changed = QSGTextMaskRhiShader::updateUniformData(state, newMaterial, oldMaterial);
QSGTextMaskMaterial *mat = static_cast<QSGTextMaskMaterial *>(newMaterial);
QSGTextMaskMaterial *oldMat = static_cast<QSGTextMaskMaterial *>(oldMaterial);
QByteArray *buf = state.uniformData();
Q_ASSERT(buf->size() >= 92);
if (oldMat == nullptr || mat->color() != oldMat->color() || state.isOpacityDirty()) {
// shader takes vec4 but uses alpha only; coloring happens via the blend constant
const QVector4D color = qsg_premultiply(mat->color(), state.opacity());
memcpy(buf->data() + 64, &color, 16);
changed = true;
}
return changed;
}
bool QSG24BitTextMaskRhiShader::updateGraphicsPipelineState(RenderState &state, GraphicsPipelineState *ps,
QSGMaterial *newMaterial, QSGMaterial *oldMaterial)
{
Q_UNUSED(state);
Q_UNUSED(oldMaterial);
QSGTextMaskMaterial *mat = static_cast<QSGTextMaskMaterial *>(newMaterial);
ps->blendEnable = true;
ps->srcColor = GraphicsPipelineState::ConstantColor;
ps->dstColor = GraphicsPipelineState::OneMinusSrcColor;
QVector4D color = qsg_premultiply(mat->color(), state.opacity());
// if (useSRGB())
// color = qt_sRGB_to_linear_RGB(color);
// this is dynamic state but it's - magic! - taken care of by the renderer
ps->blendConstant = QColor::fromRgbF(color.x(), color.y(), color.z(), color.w());
return true;
}
class QSG32BitColorTextRhiShader : public QSGTextMaskRhiShader
{
public:
QSG32BitColorTextRhiShader(QFontEngine::GlyphFormat glyphFormat)
: QSGTextMaskRhiShader(glyphFormat)
{
setShaderFileName(FragmentStage,
QStringLiteral(":/qt-project.org/scenegraph/shaders_ng/32bitcolortext.frag.qsb"));
}
bool updateUniformData(RenderState &state, QSGMaterial *newMaterial, QSGMaterial *oldMaterial) override;
};
bool QSG32BitColorTextRhiShader::updateUniformData(RenderState &state,
QSGMaterial *newMaterial, QSGMaterial *oldMaterial)
{
bool changed = QSGTextMaskRhiShader::updateUniformData(state, newMaterial, oldMaterial);
QSGTextMaskMaterial *mat = static_cast<QSGTextMaskMaterial *>(newMaterial);
QSGTextMaskMaterial *oldMat = static_cast<QSGTextMaskMaterial *>(oldMaterial);
QByteArray *buf = state.uniformData();
Q_ASSERT(buf->size() >= 92);
if (oldMat == nullptr || mat->color() != oldMat->color() || state.isOpacityDirty()) {
// shader takes vec4 but uses alpha only
const QVector4D color(0, 0, 0, mat->color().w() * state.opacity());
memcpy(buf->data() + 64, &color, 16);
changed = true;
}
return changed;
}
class QSGStyledTextRhiShader : public QSG8BitTextMaskRhiShader
{
public:
QSGStyledTextRhiShader(QFontEngine::GlyphFormat glyphFormat, bool alphaTexture)
: QSG8BitTextMaskRhiShader(glyphFormat, alphaTexture)
{
setShaderFileName(VertexStage,
QStringLiteral(":/qt-project.org/scenegraph/shaders_ng/styledtext.vert.qsb"));
if (alphaTexture)
setShaderFileName(FragmentStage,
QStringLiteral(":/qt-project.org/scenegraph/shaders_ng/styledtext_a.frag.qsb"));
else
setShaderFileName(FragmentStage,
QStringLiteral(":/qt-project.org/scenegraph/shaders_ng/styledtext.frag.qsb"));
}
bool updateUniformData(RenderState &state,
QSGMaterial *newMaterial, QSGMaterial *oldMaterial) override;
};
bool QSGStyledTextRhiShader::updateUniformData(RenderState &state,
QSGMaterial *newMaterial, QSGMaterial *oldMaterial)
{
bool changed = QSG8BitTextMaskRhiShader::updateUniformData(state, newMaterial, oldMaterial);
QSGStyledTextMaterial *mat = static_cast<QSGStyledTextMaterial *>(newMaterial);
QSGStyledTextMaterial *oldMat = static_cast<QSGStyledTextMaterial *>(oldMaterial);
QByteArray *buf = state.uniformData();
Q_ASSERT(buf->size() >= 120);
// matrix..dpr + 1 float padding (vec4 must be aligned to 16)
const int startOffset = 64 + 16 + 8 + 4 + 4;
if (oldMat == nullptr || mat->styleColor() != oldMat->styleColor() || state.isOpacityDirty()) {
const QVector4D styleColor = qsg_premultiply(mat->styleColor(), state.opacity());
memcpy(buf->data() + startOffset, &styleColor, 16);
changed = true;
}
if (oldMat == nullptr || oldMat->styleShift() != mat->styleShift()) {
const QVector2D v = mat->styleShift();
memcpy(buf->data() + startOffset + 16, &v, 8);
changed = true;
}
return changed;
}
class QSGOutlinedTextRhiShader : public QSGStyledTextRhiShader
{
public:
QSGOutlinedTextRhiShader(QFontEngine::GlyphFormat glyphFormat, bool alphaTexture)
: QSGStyledTextRhiShader(glyphFormat, alphaTexture)
{
setShaderFileName(VertexStage,
QStringLiteral(":/qt-project.org/scenegraph/shaders_ng/outlinedtext.vert.qsb"));
if (alphaTexture)
setShaderFileName(FragmentStage,
QStringLiteral(":/qt-project.org/scenegraph/shaders_ng/outlinedtext_a.frag.qsb"));
else
setShaderFileName(FragmentStage,
QStringLiteral(":/qt-project.org/scenegraph/shaders_ng/outlinedtext.frag.qsb"));
}
};
// ***** common material stuff
QSGTextMaskMaterial::QSGTextMaskMaterial(QSGRenderContext *rc, const QVector4D &color, const QRawFont &font, QFontEngine::GlyphFormat glyphFormat)
: m_rc(qobject_cast<QSGDefaultRenderContext *>(rc))
, m_texture(nullptr)
, m_glyphCache(nullptr)
, m_font(font)
, m_color(color)
{
init(glyphFormat);
}
QSGTextMaskMaterial::~QSGTextMaskMaterial()
{
delete m_texture;
}
void QSGTextMaskMaterial::setColor(const QVector4D &color)
{
if (m_color == color)
return;
m_color = color;
// If it is an RGB cache, then the pen color is actually part of the cache key
// so it has to be updated
if (m_glyphCache != nullptr && m_glyphCache->glyphFormat() == QFontEngine::Format_ARGB)
updateCache(QFontEngine::Format_ARGB);
}
void QSGTextMaskMaterial::init(QFontEngine::GlyphFormat glyphFormat)
{
Q_ASSERT(m_font.isValid());
setFlag(SupportsRhiShader, true);
setFlag(Blending, true);
Q_ASSERT(m_rc);
m_rhi = m_rc->rhi();
updateCache(glyphFormat);
}
void QSGTextMaskMaterial::updateCache(QFontEngine::GlyphFormat glyphFormat)
{
// The following piece of code will read/write to the font engine's caches,
// potentially from different threads. However, this is safe because this
// code is only called from QQuickItem::updatePaintNode() which is called
// only when the GUI is blocked, and multiple threads will call it in
// sequence. See also QSGRenderContext::invalidate
QRawFontPrivate *fontD = QRawFontPrivate::get(m_font);
if (QFontEngine *fontEngine = fontD->fontEngine) {
if (glyphFormat == QFontEngine::Format_None) {
glyphFormat = fontEngine->glyphFormat != QFontEngine::Format_None
? fontEngine->glyphFormat
: QFontEngine::Format_A32;
}
QOpenGLContext *ctx = nullptr;
qreal devicePixelRatio;
void *cacheKey;
if (m_rhi) {
cacheKey = m_rhi;
// Get the dpr the modern way. This value retrieved via the
// rendercontext matches what RenderState::devicePixelRatio()
// exposes to the material shaders later on.
devicePixelRatio = m_rc->currentDevicePixelRatio();
} else {
ctx = const_cast<QOpenGLContext *>(QOpenGLContext::currentContext());
Q_ASSERT(ctx != nullptr);
cacheKey = ctx;
devicePixelRatio = qsg_device_pixel_ratio(ctx); // this is technically incorrect, see other branch above
}
QTransform glyphCacheTransform = QTransform::fromScale(devicePixelRatio, devicePixelRatio);
if (!fontEngine->supportsTransformation(glyphCacheTransform))
glyphCacheTransform = QTransform();
QColor color = glyphFormat == QFontEngine::Format_ARGB ? QColor::fromRgbF(m_color.x(), m_color.y(), m_color.z(), m_color.w()) : QColor();
m_glyphCache = fontEngine->glyphCache(cacheKey, glyphFormat, glyphCacheTransform, color);
if (!m_glyphCache || int(m_glyphCache->glyphFormat()) != glyphFormat) {
if (m_rhi)
m_glyphCache = new QSGRhiTextureGlyphCache(m_rhi, glyphFormat, glyphCacheTransform, color);
else
m_glyphCache = new QOpenGLTextureGlyphCache(glyphFormat, glyphCacheTransform, color);
fontEngine->setGlyphCache(cacheKey, m_glyphCache.data());
m_rc->registerFontengineForCleanup(fontEngine);
}
}
}
void QSGTextMaskMaterial::populate(const QPointF &p,
const QVector<quint32> &glyphIndexes,
const QVector<QPointF> &glyphPositions,
QSGGeometry *geometry,
QRectF *boundingRect,
QPointF *baseLine,
const QMargins &margins)
{
Q_ASSERT(m_font.isValid());
QVector<QFixedPoint> fixedPointPositions;
const int glyphPositionsSize = glyphPositions.size();
fixedPointPositions.reserve(glyphPositionsSize);
for (int i=0; i < glyphPositionsSize; ++i)
fixedPointPositions.append(QFixedPoint::fromPointF(glyphPositions.at(i)));
QTextureGlyphCache *cache = glyphCache();
QRawFontPrivate *fontD = QRawFontPrivate::get(m_font);
cache->populate(fontD->fontEngine, glyphIndexes.size(), glyphIndexes.constData(),
fixedPointPositions.data());
cache->fillInPendingGlyphs();
int margin = fontD->fontEngine->glyphMargin(cache->glyphFormat());
qreal glyphCacheScaleX = cache->transform().m11();
qreal glyphCacheScaleY = cache->transform().m22();
qreal glyphCacheInverseScaleX = 1.0 / glyphCacheScaleX;
qreal glyphCacheInverseScaleY = 1.0 / glyphCacheScaleY;
Q_ASSERT(geometry->indexType() == GL_UNSIGNED_SHORT);
geometry->allocate(glyphIndexes.size() * 4, glyphIndexes.size() * 6);
QVector4D *vp = (QVector4D *)geometry->vertexDataAsTexturedPoint2D();
Q_ASSERT(geometry->sizeOfVertex() == sizeof(QVector4D));
ushort *ip = geometry->indexDataAsUShort();
QPointF position(p.x(), p.y() - m_font.ascent());
bool supportsSubPixelPositions = fontD->fontEngine->supportsSubPixelPositions();
for (int i=0; i<glyphIndexes.size(); ++i) {
QFixed subPixelPosition;
if (supportsSubPixelPositions)
subPixelPosition = fontD->fontEngine->subPixelPositionForX(QFixed::fromReal(glyphPositions.at(i).x()));
QTextureGlyphCache::GlyphAndSubPixelPosition glyph(glyphIndexes.at(i), subPixelPosition);
const QTextureGlyphCache::Coord &c = cache->coords.value(glyph);
QPointF glyphPosition = glyphPositions.at(i) + position;
// On a retina screen the glyph positions are not pre-scaled (as opposed to
// eg. the raster paint engine). To ensure that we get the same behavior as
// the raster engine (and CoreText itself) when it comes to rounding of the
// coordinates, we need to apply the scale factor before rounding, and then
// apply the inverse scale to get back to the coordinate system of the node.
qreal x = (qFloor(glyphPosition.x() * glyphCacheScaleX) * glyphCacheInverseScaleX) +
(c.baseLineX * glyphCacheInverseScaleX) - margin;
qreal y = (qRound(glyphPosition.y() * glyphCacheScaleY) * glyphCacheInverseScaleY) -
(c.baseLineY * glyphCacheInverseScaleY) - margin;
qreal w = c.w * glyphCacheInverseScaleX;
qreal h = c.h * glyphCacheInverseScaleY;
*boundingRect |= QRectF(x + margin, y + margin, w, h);
float cx1 = x - margins.left();
float cx2 = x + w + margins.right();
float cy1 = y - margins.top();
float cy2 = y + h + margins.bottom();
float tx1 = c.x - margins.left();
float tx2 = c.x + c.w + margins.right();
float ty1 = c.y - margins.top();
float ty2 = c.y + c.h + margins.bottom();
if (baseLine->isNull())
*baseLine = glyphPosition;
vp[4 * i + 0] = QVector4D(cx1, cy1, tx1, ty1);
vp[4 * i + 1] = QVector4D(cx2, cy1, tx2, ty1);
vp[4 * i + 2] = QVector4D(cx1, cy2, tx1, ty2);
vp[4 * i + 3] = QVector4D(cx2, cy2, tx2, ty2);
int o = i * 4;
ip[6 * i + 0] = o + 0;
ip[6 * i + 1] = o + 2;
ip[6 * i + 2] = o + 3;
ip[6 * i + 3] = o + 3;
ip[6 * i + 4] = o + 1;
ip[6 * i + 5] = o + 0;
}
}
QSGMaterialType *QSGTextMaskMaterial::type() const
{
static QSGMaterialType argb, rgb, gray;
switch (glyphCache()->glyphFormat()) {
case QFontEngine::Format_ARGB:
return &argb;
case QFontEngine::Format_A32:
return &rgb;
case QFontEngine::Format_A8:
default:
return &gray;
}
}
QTextureGlyphCache *QSGTextMaskMaterial::glyphCache() const
{
return static_cast<QTextureGlyphCache *>(m_glyphCache.data());
}
QOpenGLTextureGlyphCache *QSGTextMaskMaterial::openglGlyphCache() const
{
return static_cast<QOpenGLTextureGlyphCache *>(glyphCache());
}
QSGRhiTextureGlyphCache *QSGTextMaskMaterial::rhiGlyphCache() const
{
return static_cast<QSGRhiTextureGlyphCache *>(glyphCache());
}
QSGMaterialShader *QSGTextMaskMaterial::createShader() const
{
if (flags().testFlag(RhiShaderWanted)) {
QSGRhiTextureGlyphCache *gc = rhiGlyphCache();
const QFontEngine::GlyphFormat glyphFormat = gc->glyphFormat();
switch (glyphFormat) {
case QFontEngine::Format_ARGB:
return new QSG32BitColorTextRhiShader(glyphFormat);
case QFontEngine::Format_A32:
return new QSG24BitTextMaskRhiShader(glyphFormat);
case QFontEngine::Format_A8:
default:
return new QSG8BitTextMaskRhiShader(glyphFormat, gc->eightBitFormatIsAlphaSwizzled());
}
} else {
switch (QFontEngine::GlyphFormat glyphFormat = glyphCache()->glyphFormat()) {
case QFontEngine::Format_ARGB:
return new QSG32BitColorTextShader(glyphFormat);
case QFontEngine::Format_A32:
return new QSG24BitTextMaskShader(glyphFormat);
case QFontEngine::Format_A8:
default:
return new QSG8BitTextMaskShader(glyphFormat);
}
}
}
static inline int qsg_colorDiff(const QVector4D &a, const QVector4D &b)
{
if (a.x() != b.x())
return a.x() > b.x() ? 1 : -1;
if (a.y() != b.y())
return a.y() > b.y() ? 1 : -1;
if (a.z() != b.z())
return a.z() > b.z() ? 1 : -1;
if (a.w() != b.w())
return a.w() > b.w() ? 1 : -1;
return 0;
}
int QSGTextMaskMaterial::compare(const QSGMaterial *o) const
{
Q_ASSERT(o && type() == o->type());
const QSGTextMaskMaterial *other = static_cast<const QSGTextMaskMaterial *>(o);
if (m_glyphCache != other->m_glyphCache)
return m_glyphCache.data() < other->m_glyphCache.data() ? -1 : 1;
return qsg_colorDiff(m_color, other->m_color);
}
bool QSGTextMaskMaterial::ensureUpToDate()
{
if (m_rhi) {
QSGRhiTextureGlyphCache *gc = rhiGlyphCache();
QSize glyphCacheSize(gc->width(), gc->height());
if (glyphCacheSize != m_size) {
if (m_texture)
delete m_texture;
m_texture = new QSGPlainTexture;
m_texture->setTexture(gc->texture());
m_texture->setTextureSize(QSize(gc->width(), gc->height()));
m_texture->setOwnsTexture(false);
m_size = glyphCacheSize;
return true;
}
return false;
} else {
QSize glyphCacheSize(openglGlyphCache()->width(), openglGlyphCache()->height());
if (glyphCacheSize != m_size) {
if (m_texture)
delete m_texture;
m_texture = new QSGPlainTexture();
m_texture->setTextureId(openglGlyphCache()->texture());
m_texture->setTextureSize(QSize(openglGlyphCache()->width(), openglGlyphCache()->height()));
m_texture->setOwnsTexture(false);
m_size = glyphCacheSize;
return true;
}
return false;
}
}
QSGStyledTextMaterial::QSGStyledTextMaterial(QSGRenderContext *rc, const QRawFont &font)
: QSGTextMaskMaterial(rc, QVector4D(), font, QFontEngine::Format_A8)
{
}
QSGMaterialType *QSGStyledTextMaterial::type() const
{
static QSGMaterialType type;
return &type;
}
QSGMaterialShader *QSGStyledTextMaterial::createShader() const
{
if (flags().testFlag(RhiShaderWanted)) {
QSGRhiTextureGlyphCache *gc = rhiGlyphCache();
return new QSGStyledTextRhiShader(gc->glyphFormat(), gc->eightBitFormatIsAlphaSwizzled());
} else {
return new QSGStyledTextShader(glyphCache()->glyphFormat());
}
}
int QSGStyledTextMaterial::compare(const QSGMaterial *o) const
{
const QSGStyledTextMaterial *other = static_cast<const QSGStyledTextMaterial *>(o);
if (m_styleShift != other->m_styleShift)
return m_styleShift.y() - other->m_styleShift.y();
int diff = qsg_colorDiff(m_styleColor, other->m_styleColor);
if (diff == 0)
return QSGTextMaskMaterial::compare(o);
return diff;
}
QSGOutlinedTextMaterial::QSGOutlinedTextMaterial(QSGRenderContext *rc, const QRawFont &font)
: QSGStyledTextMaterial(rc, font)
{
}
QSGMaterialType *QSGOutlinedTextMaterial::type() const
{
static QSGMaterialType type;
return &type;
}
QSGMaterialShader *QSGOutlinedTextMaterial::createShader() const
{
if (flags().testFlag(RhiShaderWanted)) {
QSGRhiTextureGlyphCache *gc = rhiGlyphCache();
return new QSGOutlinedTextRhiShader(gc->glyphFormat(), gc->eightBitFormatIsAlphaSwizzled());
} else {
return new QSGOutlinedTextShader(glyphCache()->glyphFormat());
}
}
QT_END_NAMESPACE