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authorMarcus Comstedt <marcus@mc.pp.se>2022-07-24 23:15:42 +0200
committerMarcus Comstedt <marcus@mc.pp.se>2022-08-04 21:50:12 +0200
commitd2fcccd3f1c5e3729c280a6f0a3e12dc9835477b (patch)
tree55ba648003c1d38ee4939b1c97dd4d700b09e4c9 /src/gui/painting/qbackingstoredefaultcompositor.cpp
parentdcaa05f6977b71903ab36530fdad913741683f76 (diff)
Fix composition of render-to-texture widgets on big endian
Converting from QImage::Format_ARGB32 to QRhiTexture::RGBA8 requires texture swizzling also on big endian. But unlike on little endian it is not a red/blue swap that is needed, but a rather rotation of the alpha channel from the first component to the last. Add a new swizzling mode to the backingstorecompose fragment shader, and rename the uniform to reflect that it no longer covers only red/blue swapping. Pick-to: 6.4 Change-Id: I001d275abdc88faaadea16e396ebe032b34e83f0 Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
Diffstat (limited to 'src/gui/painting/qbackingstoredefaultcompositor.cpp')
-rw-r--r--src/gui/painting/qbackingstoredefaultcompositor.cpp18
1 files changed, 10 insertions, 8 deletions
diff --git a/src/gui/painting/qbackingstoredefaultcompositor.cpp b/src/gui/painting/qbackingstoredefaultcompositor.cpp
index bb5fe58aa8..913afed846 100644
--- a/src/gui/painting/qbackingstoredefaultcompositor.cpp
+++ b/src/gui/painting/qbackingstoredefaultcompositor.cpp
@@ -71,9 +71,7 @@ QRhiTexture *QBackingStoreDefaultCompositor::toTexture(const QImage &sourceImage
Q_FALLTHROUGH();
case QImage::Format_RGB32:
case QImage::Format_ARGB32:
-#if Q_BYTE_ORDER == Q_LITTLE_ENDIAN
*flags |= QPlatformBackingStore::TextureSwizzle;
-#endif
break;
case QImage::Format_RGBA8888_Premultiplied:
*flags |= QPlatformBackingStore::TexturePremultiplied;
@@ -378,14 +376,14 @@ void QBackingStoreDefaultCompositor::updatePerQuadData(PerQuadData *d, QRhiTextu
}
void QBackingStoreDefaultCompositor::updateUniforms(PerQuadData *d, QRhiResourceUpdateBatch *resourceUpdates,
- const QMatrix4x4 &target, const QMatrix3x3 &source, bool needsRedBlueSwap)
+ const QMatrix4x4 &target, const QMatrix3x3 &source, UpdateUniformOption option)
{
resourceUpdates->updateDynamicBuffer(d->ubuf, 0, 64, target.constData());
updateMatrix3x3(resourceUpdates, d->ubuf, source);
float opacity = 1.0f;
resourceUpdates->updateDynamicBuffer(d->ubuf, 112, 4, &opacity);
- qint32 swapRedBlue = needsRedBlueSwap ? 1 : 0;
- resourceUpdates->updateDynamicBuffer(d->ubuf, 116, 4, &swapRedBlue);
+ qint32 textureSwizzle = static_cast<qint32>(option);
+ resourceUpdates->updateDynamicBuffer(d->ubuf, 116, 4, &textureSwizzle);
}
void QBackingStoreDefaultCompositor::ensureResources(QRhiSwapChain *swapchain, QRhiResourceUpdateBatch *resourceUpdates)
@@ -491,7 +489,11 @@ QPlatformBackingStore::FlushResult QBackingStoreDefaultCompositor::flush(QPlatfo
ensureResources(swapchain, resourceUpdates);
- const bool needsRedBlueSwap = (flags & QPlatformBackingStore::TextureSwizzle) != 0;
+#if Q_BYTE_ORDER == Q_LITTLE_ENDIAN
+ const UpdateUniformOption uniformOption = (flags & QPlatformBackingStore::TextureSwizzle) != 0? NeedsRedBlueSwap : NoOption;
+#else
+ const UpdateUniformOption uniformOption = (flags & QPlatformBackingStore::TextureSwizzle) != 0? NeedsAlphaRotate : NoOption;
+#endif
const bool premultiplied = (flags & QPlatformBackingStore::TexturePremultiplied) != 0;
SourceTransformOrigin origin = SourceTransformOrigin::TopLeft;
if (flags & QPlatformBackingStore::TextureFlip)
@@ -512,7 +514,7 @@ QPlatformBackingStore::FlushResult QBackingStoreDefaultCompositor::flush(QPlatfo
QMatrix4x4 target; // identity
if (invertTargetY)
target.data()[5] = -1.0f;
- updateUniforms(&m_widgetQuadData, resourceUpdates, target, source, needsRedBlueSwap);
+ updateUniforms(&m_widgetQuadData, resourceUpdates, target, source, uniformOption);
}
const int textureWidgetCount = textures->count();
@@ -538,7 +540,7 @@ QPlatformBackingStore::FlushResult QBackingStoreDefaultCompositor::flush(QPlatfo
m_textureQuadData[i] = createPerQuadData(t);
else
updatePerQuadData(&m_textureQuadData[i], t);
- updateUniforms(&m_textureQuadData[i], resourceUpdates, target, source, false);
+ updateUniforms(&m_textureQuadData[i], resourceUpdates, target, source, NoOption);
} else {
m_textureQuadData[i].reset();
}