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diff --git a/src/plugins/scenegraph/d3d12/qsgd3d12builtinmaterials.cpp b/src/plugins/scenegraph/d3d12/qsgd3d12builtinmaterials.cpp
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+++ b/src/plugins/scenegraph/d3d12/qsgd3d12builtinmaterials.cpp
@@ -0,0 +1,737 @@
+/****************************************************************************
+**
+** Copyright (C) 2016 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the QtQuick module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** 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.
+**
+** 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
+** be met: https://www.gnu.org/licenses/gpl-2.0.html and
+** https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "qsgd3d12builtinmaterials_p.h"
+#include "qsgd3d12rendercontext_p.h"
+#include <QQuickWindow>
+#include <QtCore/qmath.h>
+#include <QtGui/private/qfixed_p.h>
+
+#include "vs_vertexcolor.hlslh"
+#include "ps_vertexcolor.hlslh"
+#include "vs_flatcolor.hlslh"
+#include "ps_flatcolor.hlslh"
+#include "vs_smoothcolor.hlslh"
+#include "ps_smoothcolor.hlslh"
+#include "vs_texture.hlslh"
+#include "ps_texture.hlslh"
+#include "vs_smoothtexture.hlslh"
+#include "ps_smoothtexture.hlslh"
+#include "vs_textmask.hlslh"
+#include "ps_textmask24.hlslh"
+#include "ps_textmask32.hlslh"
+#include "ps_textmask8.hlslh"
+#include "vs_styledtext.hlslh"
+#include "ps_styledtext.hlslh"
+#include "vs_outlinedtext.hlslh"
+#include "ps_outlinedtext.hlslh"
+
+QT_BEGIN_NAMESPACE
+
+// NB! In HLSL constant buffer data is packed into 4-byte boundaries and, more
+// importantly, it is packed so that it does not cross a 16-byte (float4)
+// boundary. Hence the need for padding in some cases.
+
+static inline QVector4D qsg_premultiply(const QVector4D &c, float globalOpacity)
+{
+ const float o = c.w() * globalOpacity;
+ return QVector4D(c.x() * o, c.y() * o, c.z() * o, o);
+}
+
+static inline QVector4D qsg_premultiply(const QColor &c, float globalOpacity)
+{
+ const float o = c.alphaF() * globalOpacity;
+ return QVector4D(c.redF() * o, c.greenF() * o, c.blueF() * o, o);
+}
+
+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;
+}
+
+QSGMaterialType QSGD3D12VertexColorMaterial::mtype;
+
+QSGMaterialType *QSGD3D12VertexColorMaterial::type() const
+{
+ return &QSGD3D12VertexColorMaterial::mtype;
+}
+
+int QSGD3D12VertexColorMaterial::compare(const QSGMaterial *other) const
+{
+ Q_UNUSED(other);
+ Q_ASSERT(other && type() == other->type());
+ // As the vertex color material has all its state in the vertex attributes
+ // defined by the geometry, all such materials will be equal.
+ return 0;
+}
+
+static const int VERTEX_COLOR_CB_SIZE_0 = 16 * sizeof(float); // float4x4
+static const int VERTEX_COLOR_CB_SIZE_1 = sizeof(float); // float
+static const int VERTEX_COLOR_CB_SIZE = VERTEX_COLOR_CB_SIZE_0 + VERTEX_COLOR_CB_SIZE_1;
+
+int QSGD3D12VertexColorMaterial::constantBufferSize() const
+{
+ return QSGD3D12Engine::alignedConstantBufferSize(VERTEX_COLOR_CB_SIZE);
+}
+
+void QSGD3D12VertexColorMaterial::preparePipeline(QSGD3D12PipelineState *pipelineState)
+{
+ pipelineState->shaders.vs = g_VS_VertexColor;
+ pipelineState->shaders.vsSize = sizeof(g_VS_VertexColor);
+ pipelineState->shaders.ps = g_PS_VertexColor;
+ pipelineState->shaders.psSize = sizeof(g_PS_VertexColor);
+}
+
+QSGD3D12Material::UpdateResults QSGD3D12VertexColorMaterial::updatePipeline(const QSGD3D12MaterialRenderState &state,
+ QSGD3D12PipelineState *,
+ ExtraState *,
+ quint8 *constantBuffer)
+{
+ QSGD3D12Material::UpdateResults r = 0;
+ quint8 *p = constantBuffer;
+
+ if (state.isMatrixDirty()) {
+ memcpy(p, state.combinedMatrix().constData(), VERTEX_COLOR_CB_SIZE_0);
+ r |= UpdatedConstantBuffer;
+ }
+ p += VERTEX_COLOR_CB_SIZE_0;
+
+ if (state.isOpacityDirty()) {
+ const float opacity = state.opacity();
+ memcpy(p, &opacity, VERTEX_COLOR_CB_SIZE_1);
+ r |= UpdatedConstantBuffer;
+ }
+
+ return r;
+}
+
+QSGD3D12FlatColorMaterial::QSGD3D12FlatColorMaterial()
+ : m_color(QColor(255, 255, 255))
+{
+}
+
+QSGMaterialType QSGD3D12FlatColorMaterial::mtype;
+
+QSGMaterialType *QSGD3D12FlatColorMaterial::type() const
+{
+ return &QSGD3D12FlatColorMaterial::mtype;
+}
+
+int QSGD3D12FlatColorMaterial::compare(const QSGMaterial *other) const
+{
+ Q_ASSERT(other && type() == other->type());
+ const QSGD3D12FlatColorMaterial *o = static_cast<const QSGD3D12FlatColorMaterial *>(other);
+ return m_color.rgba() - o->color().rgba();
+}
+
+static const int FLAT_COLOR_CB_SIZE_0 = 16 * sizeof(float); // float4x4
+static const int FLAT_COLOR_CB_SIZE_1 = 4 * sizeof(float); // float4
+static const int FLAT_COLOR_CB_SIZE = FLAT_COLOR_CB_SIZE_0 + FLAT_COLOR_CB_SIZE_1;
+
+int QSGD3D12FlatColorMaterial::constantBufferSize() const
+{
+ return QSGD3D12Engine::alignedConstantBufferSize(FLAT_COLOR_CB_SIZE);
+}
+
+void QSGD3D12FlatColorMaterial::preparePipeline(QSGD3D12PipelineState *pipelineState)
+{
+ pipelineState->shaders.vs = g_VS_FlatColor;
+ pipelineState->shaders.vsSize = sizeof(g_VS_FlatColor);
+ pipelineState->shaders.ps = g_PS_FlatColor;
+ pipelineState->shaders.psSize = sizeof(g_PS_FlatColor);
+}
+
+QSGD3D12Material::UpdateResults QSGD3D12FlatColorMaterial::updatePipeline(const QSGD3D12MaterialRenderState &state,
+ QSGD3D12PipelineState *,
+ ExtraState *,
+ quint8 *constantBuffer)
+{
+ QSGD3D12Material::UpdateResults r = 0;
+ quint8 *p = constantBuffer;
+
+ if (state.isMatrixDirty()) {
+ memcpy(p, state.combinedMatrix().constData(), FLAT_COLOR_CB_SIZE_0);
+ r |= UpdatedConstantBuffer;
+ }
+ p += FLAT_COLOR_CB_SIZE_0;
+
+ const QVector4D color = qsg_premultiply(m_color, state.opacity());
+ const float f[] = { color.x(), color.y(), color.z(), color.w() };
+ if (state.isOpacityDirty() || memcmp(p, f, FLAT_COLOR_CB_SIZE_1)) {
+ memcpy(p, f, FLAT_COLOR_CB_SIZE_1);
+ r |= UpdatedConstantBuffer;
+ }
+
+ return r;
+}
+
+void QSGD3D12FlatColorMaterial::setColor(const QColor &color)
+{
+ m_color = color;
+ setFlag(Blending, m_color.alpha() != 0xFF);
+}
+
+QSGD3D12SmoothColorMaterial::QSGD3D12SmoothColorMaterial()
+{
+ setFlag(RequiresFullMatrixExceptTranslate, true);
+ setFlag(Blending, true);
+}
+
+QSGMaterialType QSGD3D12SmoothColorMaterial::mtype;
+
+QSGMaterialType *QSGD3D12SmoothColorMaterial::type() const
+{
+ return &QSGD3D12SmoothColorMaterial::mtype;
+}
+
+int QSGD3D12SmoothColorMaterial::compare(const QSGMaterial *other) const
+{
+ Q_UNUSED(other);
+ Q_ASSERT(other && type() == other->type());
+ return 0;
+}
+
+static const int SMOOTH_COLOR_CB_SIZE_0 = 16 * sizeof(float); // float4x4
+static const int SMOOTH_COLOR_CB_SIZE_1 = sizeof(float); // float
+static const int SMOOTH_COLOR_CB_SIZE_2 = 2 * sizeof(float); // float2
+static const int SMOOTH_COLOR_CB_SIZE = SMOOTH_COLOR_CB_SIZE_0 + SMOOTH_COLOR_CB_SIZE_1 + SMOOTH_COLOR_CB_SIZE_2;
+
+int QSGD3D12SmoothColorMaterial::constantBufferSize() const
+{
+ return QSGD3D12Engine::alignedConstantBufferSize(SMOOTH_COLOR_CB_SIZE);
+}
+
+void QSGD3D12SmoothColorMaterial::preparePipeline(QSGD3D12PipelineState *pipelineState)
+{
+ pipelineState->shaders.vs = g_VS_SmoothColor;
+ pipelineState->shaders.vsSize = sizeof(g_VS_SmoothColor);
+ pipelineState->shaders.ps = g_PS_SmoothColor;
+ pipelineState->shaders.psSize = sizeof(g_PS_SmoothColor);
+}
+
+QSGD3D12Material::UpdateResults QSGD3D12SmoothColorMaterial::updatePipeline(const QSGD3D12MaterialRenderState &state,
+ QSGD3D12PipelineState *,
+ ExtraState *,
+ quint8 *constantBuffer)
+{
+ QSGD3D12Material::UpdateResults r = 0;
+ quint8 *p = constantBuffer;
+
+ if (state.isMatrixDirty()) {
+ memcpy(p, state.combinedMatrix().constData(), SMOOTH_COLOR_CB_SIZE_0);
+ r |= UpdatedConstantBuffer;
+ }
+ p += SMOOTH_COLOR_CB_SIZE_0;
+
+ if (state.isOpacityDirty()) {
+ const float opacity = state.opacity();
+ memcpy(p, &opacity, SMOOTH_COLOR_CB_SIZE_1);
+ r |= UpdatedConstantBuffer;
+ }
+ p += SMOOTH_COLOR_CB_SIZE_1;
+
+ if (state.isMatrixDirty()) {
+ const QRect viewport = state.viewportRect();
+ const float v[] = { 2.0f / viewport.width(), 2.0f / viewport.height() };
+ memcpy(p, v, SMOOTH_COLOR_CB_SIZE_2);
+ r |= UpdatedConstantBuffer;
+ }
+
+ return r;
+}
+
+QSGMaterialType QSGD3D12TextureMaterial::mtype;
+
+QSGMaterialType *QSGD3D12TextureMaterial::type() const
+{
+ return &QSGD3D12TextureMaterial::mtype;
+}
+
+int QSGD3D12TextureMaterial::compare(const QSGMaterial *other) const
+{
+ Q_ASSERT(other && type() == other->type());
+ const QSGD3D12TextureMaterial *o = static_cast<const QSGD3D12TextureMaterial *>(other);
+ if (int diff = m_texture->textureId() - o->texture()->textureId())
+ return diff;
+ return int(m_filtering) - int(o->m_filtering);
+}
+
+static const int TEXTURE_CB_SIZE_0 = 16 * sizeof(float); // float4x4
+static const int TEXTURE_CB_SIZE_1 = sizeof(float); // float
+static const int TEXTURE_CB_SIZE = TEXTURE_CB_SIZE_0 + TEXTURE_CB_SIZE_1;
+
+int QSGD3D12TextureMaterial::constantBufferSize() const
+{
+ return QSGD3D12Engine::alignedConstantBufferSize(TEXTURE_CB_SIZE);
+}
+
+void QSGD3D12TextureMaterial::preparePipeline(QSGD3D12PipelineState *pipelineState)
+{
+ pipelineState->shaders.vs = g_VS_Texture;
+ pipelineState->shaders.vsSize = sizeof(g_VS_Texture);
+ pipelineState->shaders.ps = g_PS_Texture;
+ pipelineState->shaders.psSize = sizeof(g_PS_Texture);
+
+ pipelineState->shaders.rootSig.textureViewCount = 1;
+}
+
+QSGD3D12Material::UpdateResults QSGD3D12TextureMaterial::updatePipeline(const QSGD3D12MaterialRenderState &state,
+ QSGD3D12PipelineState *pipelineState,
+ ExtraState *,
+ quint8 *constantBuffer)
+{
+ QSGD3D12Material::UpdateResults r = 0;
+ quint8 *p = constantBuffer;
+
+ if (state.isMatrixDirty()) {
+ memcpy(p, state.combinedMatrix().constData(), TEXTURE_CB_SIZE_0);
+ r |= UpdatedConstantBuffer;
+ }
+ p += TEXTURE_CB_SIZE_0;
+
+ if (state.isOpacityDirty()) {
+ const float opacity = state.opacity();
+ memcpy(p, &opacity, TEXTURE_CB_SIZE_1);
+ r |= UpdatedConstantBuffer;
+ }
+
+ Q_ASSERT(m_texture);
+ m_texture->setFiltering(m_filtering);
+ m_texture->setMipmapFiltering(m_mipmap_filtering);
+ m_texture->setHorizontalWrapMode(m_horizontal_wrap);
+ m_texture->setVerticalWrapMode(m_vertical_wrap);
+
+ QSGD3D12TextureView &tv(pipelineState->shaders.rootSig.textureViews[0]);
+ if (m_filtering == QSGTexture::Linear)
+ tv.filter = m_mipmap_filtering == QSGTexture::Linear
+ ? QSGD3D12TextureView::FilterLinear : QSGD3D12TextureView::FilterMinMagLinearMipNearest;
+ else
+ tv.filter = m_mipmap_filtering == QSGTexture::Linear
+ ? QSGD3D12TextureView::FilterMinMagNearestMipLinear : QSGD3D12TextureView::FilterNearest;
+ tv.addressModeHoriz = m_horizontal_wrap == QSGTexture::ClampToEdge ? QSGD3D12TextureView::AddressClamp : QSGD3D12TextureView::AddressWrap;
+ tv.addressModeVert = m_vertical_wrap == QSGTexture::ClampToEdge ? QSGD3D12TextureView::AddressClamp : QSGD3D12TextureView::AddressWrap;
+
+ m_texture->bind();
+
+ return r;
+}
+
+void QSGD3D12TextureMaterial::setTexture(QSGTexture *texture)
+{
+ m_texture = texture;
+ setFlag(Blending, m_texture ? m_texture->hasAlphaChannel() : false);
+}
+
+QSGD3D12SmoothTextureMaterial::QSGD3D12SmoothTextureMaterial()
+{
+ setFlag(RequiresFullMatrixExceptTranslate, true);
+ setFlag(Blending, true);
+}
+
+QSGMaterialType QSGD3D12SmoothTextureMaterial::mtype;
+
+QSGMaterialType *QSGD3D12SmoothTextureMaterial::type() const
+{
+ return &QSGD3D12SmoothTextureMaterial::mtype;
+}
+
+int QSGD3D12SmoothTextureMaterial::compare(const QSGMaterial *other) const
+{
+ Q_ASSERT(other && type() == other->type());
+ const QSGD3D12SmoothTextureMaterial *o = static_cast<const QSGD3D12SmoothTextureMaterial *>(other);
+ if (int diff = m_texture->textureId() - o->texture()->textureId())
+ return diff;
+ return int(m_filtering) - int(o->m_filtering);
+}
+
+static const int SMOOTH_TEXTURE_CB_SIZE_0 = 16 * sizeof(float); // float4x4
+static const int SMOOTH_TEXTURE_CB_SIZE_1 = sizeof(float); // float
+static const int SMOOTH_TEXTURE_CB_SIZE_2 = 2 * sizeof(float); // float2
+static const int SMOOTH_TEXTURE_CB_SIZE = SMOOTH_TEXTURE_CB_SIZE_0 + SMOOTH_TEXTURE_CB_SIZE_1 + SMOOTH_TEXTURE_CB_SIZE_2;
+
+int QSGD3D12SmoothTextureMaterial::constantBufferSize() const
+{
+ return QSGD3D12Engine::alignedConstantBufferSize(SMOOTH_TEXTURE_CB_SIZE);
+}
+
+void QSGD3D12SmoothTextureMaterial::preparePipeline(QSGD3D12PipelineState *pipelineState)
+{
+ pipelineState->shaders.vs = g_VS_SmoothTexture;
+ pipelineState->shaders.vsSize = sizeof(g_VS_SmoothTexture);
+ pipelineState->shaders.ps = g_PS_SmoothTexture;
+ pipelineState->shaders.psSize = sizeof(g_PS_SmoothTexture);
+
+ pipelineState->shaders.rootSig.textureViewCount = 1;
+}
+
+QSGD3D12Material::UpdateResults QSGD3D12SmoothTextureMaterial::updatePipeline(const QSGD3D12MaterialRenderState &state,
+ QSGD3D12PipelineState *pipelineState,
+ ExtraState *,
+ quint8 *constantBuffer)
+{
+ QSGD3D12Material::UpdateResults r = 0;
+ quint8 *p = constantBuffer;
+
+ if (state.isMatrixDirty()) {
+ memcpy(p, state.combinedMatrix().constData(), SMOOTH_TEXTURE_CB_SIZE_0);
+ r |= UpdatedConstantBuffer;
+ }
+ p += SMOOTH_TEXTURE_CB_SIZE_0;
+
+ if (state.isOpacityDirty()) {
+ const float opacity = state.opacity();
+ memcpy(p, &opacity, SMOOTH_TEXTURE_CB_SIZE_1);
+ r |= UpdatedConstantBuffer;
+ }
+ p += SMOOTH_TEXTURE_CB_SIZE_1;
+
+ if (state.isMatrixDirty()) {
+ const QRect viewport = state.viewportRect();
+ const float v[] = { 2.0f / viewport.width(), 2.0f / viewport.height() };
+ memcpy(p, v, SMOOTH_TEXTURE_CB_SIZE_2);
+ r |= UpdatedConstantBuffer;
+ }
+
+ Q_ASSERT(m_texture);
+ m_texture->setFiltering(m_filtering);
+ m_texture->setMipmapFiltering(m_mipmap_filtering);
+ m_texture->setHorizontalWrapMode(m_horizontal_wrap);
+ m_texture->setVerticalWrapMode(m_vertical_wrap);
+
+ QSGD3D12TextureView &tv(pipelineState->shaders.rootSig.textureViews[0]);
+ if (m_filtering == QSGTexture::Linear)
+ tv.filter = m_mipmap_filtering == QSGTexture::Linear
+ ? QSGD3D12TextureView::FilterLinear : QSGD3D12TextureView::FilterMinMagLinearMipNearest;
+ else
+ tv.filter = m_mipmap_filtering == QSGTexture::Linear
+ ? QSGD3D12TextureView::FilterMinMagNearestMipLinear : QSGD3D12TextureView::FilterNearest;
+ tv.addressModeHoriz = m_horizontal_wrap == QSGTexture::ClampToEdge ? QSGD3D12TextureView::AddressClamp : QSGD3D12TextureView::AddressWrap;
+ tv.addressModeVert = m_vertical_wrap == QSGTexture::ClampToEdge ? QSGD3D12TextureView::AddressClamp : QSGD3D12TextureView::AddressWrap;
+
+ m_texture->bind();
+
+ return r;
+}
+
+QSGD3D12TextMaterial::QSGD3D12TextMaterial(StyleType styleType, QSGD3D12RenderContext *rc,
+ const QRawFont &font, QFontEngine::GlyphFormat glyphFormat)
+ : m_styleType(styleType),
+ m_font(font),
+ m_rc(rc)
+{
+ setFlag(Blending, true);
+
+ 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;
+
+ QSGD3D12Engine *d3dengine = rc->engine();
+ const float devicePixelRatio = d3dengine->windowDevicePixelRatio();
+ QTransform glyphCacheTransform = QTransform::fromScale(devicePixelRatio, devicePixelRatio);
+ if (!fontEngine->supportsTransformation(glyphCacheTransform))
+ glyphCacheTransform = QTransform();
+
+ m_glyphCache = fontEngine->glyphCache(d3dengine, glyphFormat, glyphCacheTransform);
+ if (!m_glyphCache || int(m_glyphCache->glyphFormat()) != glyphFormat) {
+ m_glyphCache = new QSGD3D12GlyphCache(d3dengine, glyphFormat, glyphCacheTransform);
+ fontEngine->setGlyphCache(d3dengine, m_glyphCache.data());
+ rc->registerFontengineForCleanup(fontEngine);
+ }
+ }
+}
+
+QSGMaterialType QSGD3D12TextMaterial::mtype[QSGD3D12TextMaterial::NTextMaterialTypes];
+
+QSGMaterialType *QSGD3D12TextMaterial::type() const
+{
+ // Format_A32 has special blend settings and therefore two materials with
+ // the same style but different formats where one is A32 are treated as
+ // different. This way the renderer can manage the pipeline state properly.
+ const int matStyle = m_styleType * 2;
+ const int matFormat = glyphCache()->glyphFormat() != QFontEngine::Format_A32 ? 0 : 1;
+ return &QSGD3D12TextMaterial::mtype[matStyle + matFormat];
+}
+
+int QSGD3D12TextMaterial::compare(const QSGMaterial *other) const
+{
+ Q_ASSERT(other && type() == other->type());
+ const QSGD3D12TextMaterial *o = static_cast<const QSGD3D12TextMaterial *>(other);
+ if (m_styleType != o->m_styleType)
+ return m_styleType - o->m_styleType;
+ if (m_glyphCache != o->m_glyphCache)
+ return m_glyphCache.data() < o->m_glyphCache.data() ? -1 : 1;
+ if (m_styleShift != o->m_styleShift)
+ return m_styleShift.y() - o->m_styleShift.y();
+ int styleColorDiff = qsg_colorDiff(m_styleColor, o->m_styleColor);
+ if (styleColorDiff)
+ return styleColorDiff;
+ return qsg_colorDiff(m_color, o->m_color);
+}
+
+static const int TEXT_CB_SIZE_0 = 16 * sizeof(float); // float4x4 mvp
+static const int TEXT_CB_SIZE_1 = 2 * sizeof(float); // float2 textureScale
+static const int TEXT_CB_SIZE_2 = sizeof(float); // float dpr
+static const int TEXT_CB_SIZE_3 = sizeof(float); // float color
+static const int TEXT_CB_SIZE_4 = 4 * sizeof(float); // float4 colorVec
+static const int TEXT_CB_SIZE_5 = 2 * sizeof(float); // float2 shift
+static const int TEXT_CB_SIZE_5_PADDING = 2 * sizeof(float); // float2 padding (the next float4 would cross the 16-byte boundary)
+static const int TEXT_CB_SIZE_6 = 4 * sizeof(float); // float4 styleColor
+static const int TEXT_CB_SIZE = TEXT_CB_SIZE_0 + TEXT_CB_SIZE_1 + TEXT_CB_SIZE_2 + TEXT_CB_SIZE_3
+ + TEXT_CB_SIZE_4 + TEXT_CB_SIZE_5 + TEXT_CB_SIZE_5_PADDING + TEXT_CB_SIZE_6;
+
+int QSGD3D12TextMaterial::constantBufferSize() const
+{
+ return QSGD3D12Engine::alignedConstantBufferSize(TEXT_CB_SIZE);
+}
+
+void QSGD3D12TextMaterial::preparePipeline(QSGD3D12PipelineState *pipelineState)
+{
+ if (m_styleType == Normal) {
+ pipelineState->shaders.vs = g_VS_TextMask;
+ pipelineState->shaders.vsSize = sizeof(g_VS_TextMask);
+ switch (glyphCache()->glyphFormat()) {
+ case QFontEngine::Format_A32:
+ pipelineState->shaders.ps = g_PS_TextMask24;
+ pipelineState->shaders.psSize = sizeof(g_PS_TextMask24);
+ break;
+ case QFontEngine::Format_ARGB:
+ pipelineState->shaders.ps = g_PS_TextMask32;
+ pipelineState->shaders.psSize = sizeof(g_PS_TextMask32);
+ break;
+ default:
+ pipelineState->shaders.ps = g_PS_TextMask8;
+ pipelineState->shaders.psSize = sizeof(g_PS_TextMask8);
+ break;
+ }
+ } else if (m_styleType == Outlined) {
+ pipelineState->shaders.vs = g_VS_OutlinedText;
+ pipelineState->shaders.vsSize = sizeof(g_VS_OutlinedText);
+ pipelineState->shaders.ps = g_PS_OutlinedText;
+ pipelineState->shaders.psSize = sizeof(g_PS_OutlinedText);
+ } else {
+ pipelineState->shaders.vs = g_VS_StyledText;
+ pipelineState->shaders.vsSize = sizeof(g_VS_StyledText);
+ pipelineState->shaders.ps = g_PS_StyledText;
+ pipelineState->shaders.psSize = sizeof(g_PS_StyledText);
+ }
+
+ pipelineState->shaders.rootSig.textureViewCount = 1;
+}
+
+QSGD3D12Material::UpdateResults QSGD3D12TextMaterial::updatePipeline(const QSGD3D12MaterialRenderState &state,
+ QSGD3D12PipelineState *pipelineState,
+ ExtraState *extraState,
+ quint8 *constantBuffer)
+{
+ QSGD3D12Material::UpdateResults r = 0;
+ quint8 *p = constantBuffer;
+
+ if (glyphCache()->glyphFormat() == QFontEngine::Format_A32) {
+ // can freely change the state due to the way type() works
+ pipelineState->blend = QSGD3D12PipelineState::BlendColor;
+ extraState->blendFactor = m_color;
+ r |= UpdatedBlendFactor; // must be set always as this affects the command list
+ }
+
+ if (state.isMatrixDirty()) {
+ memcpy(p, state.combinedMatrix().constData(), TEXT_CB_SIZE_0);
+ r |= UpdatedConstantBuffer;
+ }
+ p += TEXT_CB_SIZE_0;
+
+ const QSize sz = glyphCache()->currentSize();
+ const float textureScale[] = { 1.0f / sz.width(), 1.0f / sz.height() };
+ if (state.isCachedMaterialDataDirty() || memcmp(p, textureScale, TEXT_CB_SIZE_1)) {
+ memcpy(p, textureScale, TEXT_CB_SIZE_1);
+ r |= UpdatedConstantBuffer;
+ }
+ p += TEXT_CB_SIZE_1;
+
+ const float dpr = m_rc->engine()->windowDevicePixelRatio();
+ if (state.isCachedMaterialDataDirty() || memcmp(p, &dpr, TEXT_CB_SIZE_2)) {
+ memcpy(p, &dpr, TEXT_CB_SIZE_2);
+ r |= UpdatedConstantBuffer;
+ }
+ p += TEXT_CB_SIZE_2;
+
+ if (glyphCache()->glyphFormat() == QFontEngine::Format_A32) {
+ const QVector4D color = qsg_premultiply(m_color, state.opacity());
+ const float alpha = color.w();
+ if (state.isOpacityDirty() || memcmp(p, &alpha, TEXT_CB_SIZE_3)) {
+ memcpy(p, &alpha, TEXT_CB_SIZE_3);
+ r |= UpdatedConstantBuffer;
+ }
+ } else if (glyphCache()->glyphFormat() == QFontEngine::Format_ARGB) {
+ const float opacity = m_color.w() * state.opacity();
+ if (state.isOpacityDirty() || memcmp(p, &opacity, TEXT_CB_SIZE_3)) {
+ memcpy(p, &opacity, TEXT_CB_SIZE_3);
+ r |= UpdatedConstantBuffer;
+ }
+ } else {
+ const QVector4D color = qsg_premultiply(m_color, state.opacity());
+ const float f[] = { color.x(), color.y(), color.z(), color.w() };
+ if (state.isOpacityDirty() || memcmp(p, f, TEXT_CB_SIZE_4)) {
+ memcpy(p + TEXT_CB_SIZE_3, f, TEXT_CB_SIZE_4);
+ r |= UpdatedConstantBuffer;
+ }
+ }
+ p += TEXT_CB_SIZE_3 + TEXT_CB_SIZE_4;
+
+ if (m_styleType == Styled) {
+ const float f[] = { m_styleShift.x(), m_styleShift.y() };
+ if (state.isCachedMaterialDataDirty() || memcmp(p, f, TEXT_CB_SIZE_5)) {
+ memcpy(p, f, TEXT_CB_SIZE_5);
+ r |= UpdatedConstantBuffer;
+ }
+ }
+ p += TEXT_CB_SIZE_5 + TEXT_CB_SIZE_5_PADDING;
+
+ if (m_styleType == Styled || m_styleType == Outlined) {
+ const QVector4D color = qsg_premultiply(m_styleColor, state.opacity());
+ const float f[] = { color.x(), color.y(), color.z(), color.w() };
+ if (state.isOpacityDirty() || memcmp(p, f, TEXT_CB_SIZE_6)) {
+ memcpy(p, f, TEXT_CB_SIZE_6);
+ r |= UpdatedConstantBuffer;
+ }
+ }
+
+ QSGD3D12TextureView &tv(pipelineState->shaders.rootSig.textureViews[0]);
+ tv.filter = QSGD3D12TextureView::FilterNearest;
+ tv.addressModeHoriz = QSGD3D12TextureView::AddressClamp;
+ tv.addressModeVert = QSGD3D12TextureView::AddressClamp;
+
+ glyphCache()->useTexture();
+
+ return r;
+}
+
+void QSGD3D12TextMaterial::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)));
+
+ QSGD3D12GlyphCache *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());
+
+ float glyphCacheScaleX = cache->transform().m11();
+ float glyphCacheScaleY = cache->transform().m22();
+ float glyphCacheInverseScaleX = 1.0 / glyphCacheScaleX;
+ float glyphCacheInverseScaleY = 1.0 / glyphCacheScaleY;
+
+ Q_ASSERT(geometry->indexType() == QSGGeometry::UnsignedShortType);
+ geometry->allocate(glyphIndexes.size() * 4, glyphIndexes.size() * 6);
+ QVector4D *vp = reinterpret_cast<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;
+ float x = (qFloor(glyphPosition.x() * glyphCacheScaleX) * glyphCacheInverseScaleX)
+ + (c.baseLineX * glyphCacheInverseScaleX) - margin;
+ float y = (qRound(glyphPosition.y() * glyphCacheScaleY) * glyphCacheInverseScaleY)
+ - (c.baseLineY * glyphCacheInverseScaleY) - margin;
+
+ float w = c.w * glyphCacheInverseScaleX;
+ float 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;
+ }
+}
+
+QT_END_NAMESPACE