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authorLaszlo Agocs <laszlo.agocs@qt.io>2019-04-23 09:40:59 +0200
committerLaszlo Agocs <laszlo.agocs@qt.io>2019-07-04 10:44:26 +0200
commit341ab7708049b1a3f559b76f16393e688951a938 (patch)
tree0203da53d1adf5025fa85ecc38e0e37bce35c46f /src/quick/scenegraph/qsgdefaultglyphnode_p.cpp
parent1f01b44d20471a7f4a5029a4c0049e8296749fef (diff)
Add the graphics api independent scenegraph port
Opt in via environment variables: QSG_RHI=1 -> enable using QRhi instead of GL QSG_RHI_BACKEND -> set to vulkan, metal, d3d11, gl to override the default (the default is d3d11 on Windows, metal on Mac, gl elsewhere) Or force a given rhi backend via the existing QQuickWindow::setSceneGraphBackend(). Otherwise the default behavior is the same as before, the rhi code path is never active by default. -no-opengl builds are supported in the sense that they work and default to the software backend. However, the rhi code path cannot currently be used in such builds, even though QRhi from qtbase is fully functional with Vulkan, D3D, or Metal even when qtbase was configured with -no-opengl. This cannot be utilized by Quick atm due to OpenGL usage being all over the place in the sources corresponding to the default backend, and those host the rhi code path as well. This will be cleaned up hopefully in Qt 6, with the removal all direct OpenGL usage. Other env.vars.: QSG_RHI_DEBUG_LAYER=1 -> enable D3D debug or Vulkan validation layer (assuming the system is set up for this) QSG_RHI_SHADEREFFECT_DEBUG=1 -> print stuff from ShaderEffect QSG_SAMPLES=1,2,4,... -> MSAA sample count (but QSurfaceFormat works too) QT_D3D_ADAPTER_INDEX=0,1,... -> D3D adapter index QT_VK_PHYSICAL_DEVICE_INDEX=0,1,... -> Vulkan physical device index QSG_RHI_UINT32_INDEX=1 -> always use uint index data (both merged/unmerged, convert when needed - with some rhi backends this is implicit) QSG_RENDER_LOOP -> to override the render loop as usual. The default with RHI is threaded for Metal, threaded for Vulkan on Windows, basic for Vulkan on Linux and Android (to be checked later), while the existing rules apply for OpenGL. Not supported when running with QRhi: - particles - compressed atlases (though this is transparent to the apps) - QSGRenderNode - QQuickRenderControl - QQuickFramebufferObject - certain QQuickWindow functionality that depends directly on OpenGL - anisotropic filtering for textures - native text may lack some gamma correction - QSGEngine applicability unclear - some QML profiler logs may be incorrect or irrelevant Change-Id: I7822e99ad79e342e4166275da6e9e66498d76521 Reviewed-by: Lars Knoll <lars.knoll@qt.io>
Diffstat (limited to 'src/quick/scenegraph/qsgdefaultglyphnode_p.cpp')
-rw-r--r--src/quick/scenegraph/qsgdefaultglyphnode_p.cpp490
1 files changed, 417 insertions, 73 deletions
diff --git a/src/quick/scenegraph/qsgdefaultglyphnode_p.cpp b/src/quick/scenegraph/qsgdefaultglyphnode_p.cpp
index ce706d76f7..8ce469b39b 100644
--- a/src/quick/scenegraph/qsgdefaultglyphnode_p.cpp
+++ b/src/quick/scenegraph/qsgdefaultglyphnode_p.cpp
@@ -71,6 +71,28 @@ static inline QVector4D qsg_premultiply(const QVector4D &c, float 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;
@@ -122,12 +144,6 @@ QSGTextMaskShader::QSGTextMaskShader(QFontEngine::GlyphFormat glyphFormat)
setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/qt-project.org/scenegraph/shaders/textmask.frag"));
}
-static inline qreal fontSmoothingGamma()
-{
- static qreal fontSmoothingGamma = QGuiApplicationPrivate::platformIntegration()->styleHint(QPlatformIntegration::FontSmoothingGamma).toReal();
- return fontSmoothingGamma;
-}
-
void QSGTextMaskShader::initialize()
{
m_matrix_id = program()->uniformLocation("matrix");
@@ -149,8 +165,8 @@ void QSGTextMaskShader::updateState(const RenderState &state, QSGMaterial *newEf
if (updated
|| oldMaterial == nullptr
|| oldMaterial->texture()->textureId() != material->texture()->textureId()) {
- program()->setUniformValue(m_textureScale_id, QVector2D(1.0 / material->cacheTextureWidth(),
- 1.0 / material->cacheTextureHeight()));
+ 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());
@@ -263,19 +279,6 @@ void QSG24BitTextMaskShader::deactivate()
funcs->glDisable(GL_FRAMEBUFFER_SRGB);
}
-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());
-}
-
void QSG24BitTextMaskShader::updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect)
{
QSGTextMaskShader::updateState(state, newEffect, oldEffect);
@@ -371,12 +374,12 @@ void QSGStyledTextShader::updateState(const RenderState &state,
if (updated
|| oldMaterial == nullptr
|| oldMaterial->texture()->textureId() != material->texture()->textureId()) {
- program()->setUniformValue(m_textureScale_id, QVector2D(1.0 / material->cacheTextureWidth(),
- 1.0 / material->cacheTextureHeight()));
+ 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 linear. We only need to do this when the texture
+ // 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);
@@ -399,8 +402,294 @@ public:
}
};
-QSGTextMaskMaterial::QSGTextMaskMaterial(const QRawFont &font, QFontEngine::GlyphFormat glyphFormat)
- : m_texture(nullptr)
+
+// ***** RHI shader implementations
+
+class QSGTextMaskRhiShader : public QSGMaterialRhiShader
+{
+public:
+ QSGTextMaskRhiShader(QFontEngine::GlyphFormat glyphFormat);
+
+ bool updateUniformData(const RenderState &state,
+ QSGMaterial *newMaterial, QSGMaterial *oldMaterial) override;
+ void updateSampledImage(const 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(const 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;
+ }
+
+ if (updated || !oldMat || oldMat->texture()->rhiTexture() != mat->texture()->rhiTexture()) {
+ 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(const 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(const RenderState &state, QSGMaterial *newMaterial, QSGMaterial *oldMaterial) override;
+};
+
+bool QSG8BitTextMaskRhiShader::updateUniformData(const 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(const RenderState &state, QSGMaterial *newMaterial, QSGMaterial *oldMaterial) override;
+ bool updateGraphicsPipelineState(const 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(const 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(const 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(const RenderState &state, QSGMaterial *newMaterial, QSGMaterial *oldMaterial) override;
+};
+
+bool QSG32BitColorTextRhiShader::updateUniformData(const 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(const RenderState &state,
+ QSGMaterial *newMaterial, QSGMaterial *oldMaterial) override;
+};
+
+bool QSGStyledTextRhiShader::updateUniformData(const 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 QRawFont &font, QFontEngine::GlyphFormat glyphFormat)
+ : m_rc(qobject_cast<QSGDefaultRenderContext *>(rc))
+ , m_texture(nullptr)
, m_glyphCache(nullptr)
, m_font(font)
{
@@ -416,10 +705,11 @@ void QSGTextMaskMaterial::init(QFontEngine::GlyphFormat glyphFormat)
{
Q_ASSERT(m_font.isValid());
+ setFlag(SupportsRhiShader, true);
setFlag(Blending, true);
- QOpenGLContext *ctx = const_cast<QOpenGLContext *>(QOpenGLContext::currentContext());
- Q_ASSERT(ctx != nullptr);
+ Q_ASSERT(m_rc);
+ m_rhi = m_rc->rhi();
// The following piece of code will read/write to the font engine's caches,
// potentially from different threads. However, this is safe because this
@@ -435,20 +725,36 @@ void QSGTextMaskMaterial::init(QFontEngine::GlyphFormat glyphFormat)
: QFontEngine::Format_A32;
}
- qreal devicePixelRatio = qsg_device_pixel_ratio(ctx);
-
+ QOpenGLContext *ctx = nullptr;
+ qreal devicePixelRatio;
+ void *cacheKey;
+ if (m_rhi) {
+ cacheKey = m_rhi;
+ // ### no idea what the QWindow is (esp. since we are not even
+ // rendering at this point), and anyway is the original logic correct
+ // even...
+ devicePixelRatio = qGuiApp->devicePixelRatio();
+ } else {
+ ctx = const_cast<QOpenGLContext *>(QOpenGLContext::currentContext());
+ Q_ASSERT(ctx != nullptr);
+ cacheKey = ctx;
+ devicePixelRatio = qsg_device_pixel_ratio(ctx);
+ }
QTransform glyphCacheTransform = QTransform::fromScale(devicePixelRatio, devicePixelRatio);
if (!fontEngine->supportsTransformation(glyphCacheTransform))
glyphCacheTransform = QTransform();
- m_glyphCache = fontEngine->glyphCache(ctx, glyphFormat, glyphCacheTransform);
+ m_glyphCache = fontEngine->glyphCache(cacheKey, glyphFormat, glyphCacheTransform);
+
if (!m_glyphCache || int(m_glyphCache->glyphFormat()) != glyphFormat) {
- m_glyphCache = new QOpenGLTextureGlyphCache(glyphFormat, glyphCacheTransform);
- fontEngine->setGlyphCache(ctx, m_glyphCache.data());
- auto sg = QSGDefaultRenderContext::from(ctx);
- Q_ASSERT(sg);
- sg->registerFontengineForCleanup(fontEngine);
+ if (m_rhi)
+ m_glyphCache = new QSGRhiTextureGlyphCache(m_rhi, glyphFormat, glyphCacheTransform);
+ else
+ m_glyphCache = new QOpenGLTextureGlyphCache(glyphFormat, glyphCacheTransform);
+
+ fontEngine->setGlyphCache(cacheKey, m_glyphCache.data());
+ m_rc->registerFontengineForCleanup(fontEngine);
}
}
}
@@ -558,21 +864,45 @@ QSGMaterialType *QSGTextMaskMaterial::type() const
}
}
-QOpenGLTextureGlyphCache *QSGTextMaskMaterial::glyphCache() const
+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<QOpenGLTextureGlyphCache*>(m_glyphCache.data());
+ return static_cast<QSGRhiTextureGlyphCache *>(glyphCache());
}
QSGMaterialShader *QSGTextMaskMaterial::createShader() const
{
- 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);
+ 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);
+ }
}
}
@@ -600,36 +930,40 @@ int QSGTextMaskMaterial::compare(const QSGMaterial *o) const
bool QSGTextMaskMaterial::ensureUpToDate()
{
- QSize glyphCacheSize(glyphCache()->width(), glyphCache()->height());
- if (glyphCacheSize != m_size) {
- if (m_texture)
- delete m_texture;
- m_texture = new QSGPlainTexture();
- m_texture->setTextureId(glyphCache()->texture());
- m_texture->setTextureSize(QSize(glyphCache()->width(), glyphCache()->height()));
- m_texture->setOwnsTexture(false);
-
- m_size = glyphCacheSize;
+ 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;
- return true;
} 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;
}
}
-int QSGTextMaskMaterial::cacheTextureWidth() const
-{
- return glyphCache()->width();
-}
-int QSGTextMaskMaterial::cacheTextureHeight() const
-{
- return glyphCache()->height();
-}
-
-
-QSGStyledTextMaterial::QSGStyledTextMaterial(const QRawFont &font)
- : QSGTextMaskMaterial(font, QFontEngine::Format_A8)
+QSGStyledTextMaterial::QSGStyledTextMaterial(QSGRenderContext *rc, const QRawFont &font)
+ : QSGTextMaskMaterial(rc, font, QFontEngine::Format_A8)
{
}
@@ -641,7 +975,12 @@ QSGMaterialType *QSGStyledTextMaterial::type() const
QSGMaterialShader *QSGStyledTextMaterial::createShader() const
{
- return new QSGStyledTextShader(glyphCache()->glyphFormat());
+ 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
@@ -658,8 +997,8 @@ int QSGStyledTextMaterial::compare(const QSGMaterial *o) const
}
-QSGOutlinedTextMaterial::QSGOutlinedTextMaterial(const QRawFont &font)
- : QSGStyledTextMaterial(font)
+QSGOutlinedTextMaterial::QSGOutlinedTextMaterial(QSGRenderContext *rc, const QRawFont &font)
+ : QSGStyledTextMaterial(rc, font)
{
}
@@ -671,7 +1010,12 @@ QSGMaterialType *QSGOutlinedTextMaterial::type() const
QSGMaterialShader *QSGOutlinedTextMaterial::createShader() const
{
- return new QSGOutlinedTextShader(glyphCache()->glyphFormat());
+ if (flags().testFlag(RhiShaderWanted)) {
+ QSGRhiTextureGlyphCache *gc = rhiGlyphCache();
+ return new QSGOutlinedTextRhiShader(gc->glyphFormat(), gc->eightBitFormatIsAlphaSwizzled());
+ } else {
+ return new QSGOutlinedTextShader(glyphCache()->glyphFormat());
+ }
}
QT_END_NAMESPACE