// Copyright (C) 2016 The Qt Company Ltd. // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only #include "qsgdefaultglyphnode_p_p.h" #include #include #include #include #include #include #include #include #include QT_BEGIN_NAMESPACE 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); } class QSGTextMaskRhiShader : public QSGMaterialShader { public: QSGTextMaskRhiShader(QFontEngine::GlyphFormat glyphFormat, int viewCount); 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; quint32 m_currentUbufOffset; }; QSGTextMaskRhiShader::QSGTextMaskRhiShader(QFontEngine::GlyphFormat glyphFormat, int viewCount) : m_glyphFormat(glyphFormat) { setShaderFileName(VertexStage, QStringLiteral(":/qt-project.org/scenegraph/shaders_ng/textmask.vert.qsb"), viewCount); setShaderFileName(FragmentStage, QStringLiteral(":/qt-project.org/scenegraph/shaders_ng/textmask.frag.qsb"), viewCount); } // uniform block layout: // mat4 modelViewMatrix // mat4 projectionMatrix or mat4 projectionMatrix[QSHADER_VIEW_COUNT] // vec2 textureScale // float dpr // vec4 color // [styled/outline only] // vec4 styleColor // vec2 shift bool QSGTextMaskRhiShader::updateUniformData(RenderState &state, QSGMaterial *newMaterial, QSGMaterial *oldMaterial) { Q_ASSERT(oldMaterial == nullptr || newMaterial->type() == oldMaterial->type()); QSGTextMaskMaterial *mat = static_cast(newMaterial); QSGTextMaskMaterial *oldMat = static_cast(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(); const int projectionMatrixCount = qMin(state.projectionMatrixCount(), newMaterial->viewCount()); quint32 offset = 0; // ModelViewMatrix if (state.isMatrixDirty()) { const QMatrix4x4 mv = state.modelViewMatrix(); memcpy(buf->data() + offset, mv.constData(), 64); changed = true; } offset += 64; // now at ProjectionMatrix or ProjectionMatrix[0] for (int viewIndex = 0; viewIndex < projectionMatrixCount; ++viewIndex) { if (state.isMatrixDirty()) { const QMatrix4x4 p = state.projectionMatrix(viewIndex); memcpy(buf->data() + offset, p.constData(), 64); changed = true; } offset += 64; } // offset is now at TextureScale QRhiTexture *oldRtex = oldMat ? oldMat->texture()->rhiTexture() : nullptr; QRhiTexture *newRtex = 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() + offset, &textureScale, 8); changed = true; } offset += 8; // now at Dpr if (!oldMat) { float dpr = state.devicePixelRatio(); memcpy(buf->data() + offset, &dpr, 4); } offset += 4 + 4; // now at Color (with padding to ensure vec4 alignment) // move texture uploads/copies onto the renderer's soon-to-be-committed list mat->rhiGlyphCache()->commitResourceUpdates(state.resourceUpdateBatch()); m_currentUbufOffset = offset; 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(newMaterial); QSGTexture *t = mat->texture(); t->setFiltering(QSGTexture::Nearest); *texture = t; } class QSG8BitTextMaskRhiShader : public QSGTextMaskRhiShader { public: QSG8BitTextMaskRhiShader(QFontEngine::GlyphFormat glyphFormat, int viewCount, bool alphaTexture) : QSGTextMaskRhiShader(glyphFormat, viewCount) { if (alphaTexture) setShaderFileName(FragmentStage, QStringLiteral(":/qt-project.org/scenegraph/shaders_ng/8bittextmask_a.frag.qsb"), viewCount); else setShaderFileName(FragmentStage, QStringLiteral(":/qt-project.org/scenegraph/shaders_ng/8bittextmask.frag.qsb"), viewCount); } 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(newMaterial); QSGTextMaskMaterial *oldMat = static_cast(oldMaterial); QByteArray *buf = state.uniformData(); if (oldMat == nullptr || mat->color() != oldMat->color() || state.isOpacityDirty()) { const QVector4D color = qsg_premultiply(mat->color(), state.opacity()); memcpy(buf->data() + m_currentUbufOffset, &color, 16); changed = true; } m_currentUbufOffset += 16; // now at StyleColor return changed; } class QSG24BitTextMaskRhiShader : public QSGTextMaskRhiShader { public: QSG24BitTextMaskRhiShader(QFontEngine::GlyphFormat glyphFormat, int viewCount) : QSGTextMaskRhiShader(glyphFormat, viewCount) { setFlag(UpdatesGraphicsPipelineState, true); setShaderFileName(FragmentStage, QStringLiteral(":/qt-project.org/scenegraph/shaders_ng/24bittextmask.frag.qsb"), viewCount); } bool updateUniformData(RenderState &state, QSGMaterial *newMaterial, QSGMaterial *oldMaterial) override; bool updateGraphicsPipelineState(RenderState &state, GraphicsPipelineState *ps, QSGMaterial *newMaterial, QSGMaterial *oldMaterial) override; }; bool QSG24BitTextMaskRhiShader::updateUniformData(RenderState &state, QSGMaterial *newMaterial, QSGMaterial *oldMaterial) { bool changed = QSGTextMaskRhiShader::updateUniformData(state, newMaterial, oldMaterial); QSGTextMaskMaterial *mat = static_cast(newMaterial); QSGTextMaskMaterial *oldMat = static_cast(oldMaterial); QByteArray *buf = state.uniformData(); 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() + m_currentUbufOffset, &color, 16); changed = true; } m_currentUbufOffset += 16; // now at StyleColor return changed; } bool QSG24BitTextMaskRhiShader::updateGraphicsPipelineState(RenderState &state, GraphicsPipelineState *ps, QSGMaterial *newMaterial, QSGMaterial *oldMaterial) { Q_UNUSED(state); Q_UNUSED(oldMaterial); QSGTextMaskMaterial *mat = static_cast(newMaterial); ps->blendEnable = true; ps->srcColor = GraphicsPipelineState::ConstantColor; ps->dstColor = GraphicsPipelineState::OneMinusSrcColor; QVector4D color = mat->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()); return true; } class QSG32BitColorTextRhiShader : public QSGTextMaskRhiShader { public: QSG32BitColorTextRhiShader(QFontEngine::GlyphFormat glyphFormat, int viewCount) : QSGTextMaskRhiShader(glyphFormat, viewCount) { setShaderFileName(FragmentStage, QStringLiteral(":/qt-project.org/scenegraph/shaders_ng/32bitcolortext.frag.qsb"), viewCount); } 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(newMaterial); QSGTextMaskMaterial *oldMat = static_cast(oldMaterial); QByteArray *buf = state.uniformData(); 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() + m_currentUbufOffset, &color, 16); changed = true; } m_currentUbufOffset += 16; // now at StyleColor return changed; } class QSGStyledTextRhiShader : public QSG8BitTextMaskRhiShader { public: QSGStyledTextRhiShader(QFontEngine::GlyphFormat glyphFormat, int viewCount, bool alphaTexture) : QSG8BitTextMaskRhiShader(glyphFormat, viewCount, alphaTexture) { setShaderFileName(VertexStage, QStringLiteral(":/qt-project.org/scenegraph/shaders_ng/styledtext.vert.qsb"), viewCount); if (alphaTexture) setShaderFileName(FragmentStage, QStringLiteral(":/qt-project.org/scenegraph/shaders_ng/styledtext_a.frag.qsb"), viewCount); else setShaderFileName(FragmentStage, QStringLiteral(":/qt-project.org/scenegraph/shaders_ng/styledtext.frag.qsb"), viewCount); } 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(newMaterial); QSGStyledTextMaterial *oldMat = static_cast(oldMaterial); QByteArray *buf = state.uniformData(); if (oldMat == nullptr || mat->styleColor() != oldMat->styleColor() || state.isOpacityDirty()) { const QVector4D styleColor = qsg_premultiply(mat->styleColor(), state.opacity()); memcpy(buf->data() + m_currentUbufOffset, &styleColor, 16); changed = true; } m_currentUbufOffset += 16; // now at StyleShift if (oldMat == nullptr || oldMat->styleShift() != mat->styleShift()) { const QVector2D v = mat->styleShift(); memcpy(buf->data() + m_currentUbufOffset, &v, 8); changed = true; } return changed; } class QSGOutlinedTextRhiShader : public QSGStyledTextRhiShader { public: QSGOutlinedTextRhiShader(QFontEngine::GlyphFormat glyphFormat, int viewCount, bool alphaTexture) : QSGStyledTextRhiShader(glyphFormat, viewCount, alphaTexture) { setShaderFileName(VertexStage, QStringLiteral(":/qt-project.org/scenegraph/shaders_ng/outlinedtext.vert.qsb"), viewCount); if (alphaTexture) setShaderFileName(FragmentStage, QStringLiteral(":/qt-project.org/scenegraph/shaders_ng/outlinedtext_a.frag.qsb"), viewCount); else setShaderFileName(FragmentStage, QStringLiteral(":/qt-project.org/scenegraph/shaders_ng/outlinedtext.frag.qsb"), viewCount); } }; // ***** common material stuff QSGTextMaskMaterial::QSGTextMaskMaterial(QSGRenderContext *rc, const QVector4D &color, const QRawFont &font, QFontEngine::GlyphFormat glyphFormat) : m_rc(qobject_cast(rc)) , m_texture(nullptr) , m_glyphCache(nullptr) , m_font(font) , m_color(color) { init(glyphFormat); } QSGTextMaskMaterial::~QSGTextMaskMaterial() { if (m_retainedFontEngine != nullptr) m_rc->unregisterFontengineForCleanup(m_retainedFontEngine); 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(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; } qreal devicePixelRatio; void *cacheKey; Q_ASSERT(m_rhi); Q_ASSERT(m_rc); cacheKey = m_rc; // 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(); 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) { m_glyphCache = new QSGRhiTextureGlyphCache(m_rc, glyphFormat, glyphCacheTransform, color); fontEngine->setGlyphCache(cacheKey, m_glyphCache.data()); if (m_retainedFontEngine != nullptr) m_rc->unregisterFontengineForCleanup(m_retainedFontEngine); // Note: This is reference counted by the render context, so it will stay alive until // we release that reference m_retainedFontEngine = fontEngine; m_rc->registerFontengineForCleanup(fontEngine); } } } void QSGTextMaskMaterial::populate(const QPointF &p, const QVector &glyphIndexes, const QVector &glyphPositions, QSGGeometry *geometry, QRectF *boundingRect, QPointF *baseLine, const QMargins &margins) { Q_ASSERT(m_font.isValid()); QPointF position(p.x(), p.y() - m_font.ascent()); QVector fixedPointPositions; const int glyphPositionsSize = glyphPositions.size(); fixedPointPositions.reserve(glyphPositionsSize); for (int i=0; i < glyphPositionsSize; ++i) fixedPointPositions.append(QFixedPoint::fromPointF(position + glyphPositions.at(i))); QTextureGlyphCache *cache = glyphCache(); QRawFontPrivate *fontD = QRawFontPrivate::get(m_font); cache->populate(fontD->fontEngine, glyphIndexes.size(), glyphIndexes.constData(), fixedPointPositions.data(), QPainter::RenderHints(), true); 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; qreal scaledMargin = margin * glyphCacheInverseScaleX; Q_ASSERT(geometry->indexType() == QSGGeometry::UnsignedShortType); geometry->allocate(glyphIndexes.size() * 4, glyphIndexes.size() * 6); QVector4D *vp = (QVector4D *)geometry->vertexDataAsTexturedPoint2D(); Q_ASSERT(geometry->sizeOfVertex() == sizeof(QVector4D)); ushort *ip = geometry->indexDataAsUShort(); bool supportsSubPixelPositions = fontD->fontEngine->supportsHorizontalSubPixelPositions(); for (int i=0; ifontEngine->subPixelPositionForX(QFixed::fromReal(fixedPointPosition.x.toReal() * glyphCacheScaleX)); QTextureGlyphCache::GlyphAndSubPixelPosition glyph(glyphIndexes.at(i), QFixedPoint(subPixelPosition, 0)); const QTextureGlyphCache::Coord &c = cache->coords.value(glyph); // 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) - scaledMargin; qreal y = (qRound(glyphPosition.y() * glyphCacheScaleY) * glyphCacheInverseScaleY) - (c.baseLineY * glyphCacheInverseScaleY) - scaledMargin; qreal w = c.w * glyphCacheInverseScaleX; qreal h = c.h * glyphCacheInverseScaleY; *boundingRect |= QRectF(x + scaledMargin, y + scaledMargin, 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(m_glyphCache.data()); } QSGRhiTextureGlyphCache *QSGTextMaskMaterial::rhiGlyphCache() const { return static_cast(glyphCache()); } QSGMaterialShader *QSGTextMaskMaterial::createShader(QSGRendererInterface::RenderMode renderMode) const { Q_UNUSED(renderMode); QSGRhiTextureGlyphCache *gc = rhiGlyphCache(); const QFontEngine::GlyphFormat glyphFormat = gc->glyphFormat(); switch (glyphFormat) { case QFontEngine::Format_ARGB: return new QSG32BitColorTextRhiShader(glyphFormat, viewCount()); case QFontEngine::Format_A32: return new QSG24BitTextMaskRhiShader(glyphFormat, viewCount()); case QFontEngine::Format_A8: default: return new QSG8BitTextMaskRhiShader(glyphFormat, viewCount(), gc->eightBitFormatIsAlphaSwizzled()); } } 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(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() { 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; } 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(QSGRendererInterface::RenderMode renderMode) const { Q_UNUSED(renderMode); QSGRhiTextureGlyphCache *gc = rhiGlyphCache(); return new QSGStyledTextRhiShader(gc->glyphFormat(), viewCount(), gc->eightBitFormatIsAlphaSwizzled()); } int QSGStyledTextMaterial::compare(const QSGMaterial *o) const { const QSGStyledTextMaterial *other = static_cast(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(QSGRendererInterface::RenderMode renderMode) const { Q_UNUSED(renderMode); QSGRhiTextureGlyphCache *gc = rhiGlyphCache(); return new QSGOutlinedTextRhiShader(gc->glyphFormat(), viewCount(), gc->eightBitFormatIsAlphaSwizzled()); } QT_END_NAMESPACE