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-rw-r--r--src/quick/handlers/qquickpinchhandler.cpp24
-rw-r--r--src/quick/items/context2d/qquickcontext2dtexture.cpp11
-rw-r--r--src/quick/items/qquickflickable.cpp15
-rw-r--r--src/quick/items/qquickitem.cpp5
-rw-r--r--src/quick/items/qquickitemview.cpp2
-rw-r--r--src/quick/items/qquickloader.cpp3
-rw-r--r--src/quick/items/qquickopenglshadereffectnode.cpp5
-rw-r--r--src/quick/items/qquicktextinput.cpp12
-rw-r--r--src/quick/items/qquicktextinput_p_p.h2
-rw-r--r--src/quick/scenegraph/coreapi/qsgbatchrenderer.cpp8
-rw-r--r--src/quick/scenegraph/qsgdefaultglyphnode_p.cpp46
-rw-r--r--src/quick/scenegraph/shaders_ng/24bittextmask.frag5
-rw-r--r--src/quick/scenegraph/shaders_ng/32bitcolortext.frag5
-rw-r--r--src/quick/scenegraph/shaders_ng/8bittextmask.frag3
-rw-r--r--src/quick/scenegraph/shaders_ng/8bittextmask_a.frag3
-rw-r--r--src/quick/scenegraph/shaders_ng/outlinedtext.frag5
-rw-r--r--src/quick/scenegraph/shaders_ng/outlinedtext.vert9
-rw-r--r--src/quick/scenegraph/shaders_ng/outlinedtext_a.frag5
-rw-r--r--src/quick/scenegraph/shaders_ng/styledtext.frag3
-rw-r--r--src/quick/scenegraph/shaders_ng/styledtext.vert7
-rw-r--r--src/quick/scenegraph/shaders_ng/styledtext_a.frag3
-rw-r--r--src/quick/scenegraph/shaders_ng/textmask.frag3
-rw-r--r--src/quick/scenegraph/shaders_ng/textmask.vert7
23 files changed, 125 insertions, 66 deletions
diff --git a/src/quick/handlers/qquickpinchhandler.cpp b/src/quick/handlers/qquickpinchhandler.cpp
index 5b30d08557..bf43d56a93 100644
--- a/src/quick/handlers/qquickpinchhandler.cpp
+++ b/src/quick/handlers/qquickpinchhandler.cpp
@@ -85,7 +85,14 @@ Q_LOGGING_CATEGORY(lcPinchHandler, "qt.quick.handler.pinch")
\image touchpoints-pinchhandler.png
- \sa PinchArea
+ \note The pinch begins when the number of fingers pressed is between
+ \l {MultiPointHandler::minimumPointCount}{minimumPointCount} and
+ \l {MultiPointHandler::maximumPointCount}{maximumPointCount}, inclusive.
+ Until then, PinchHandler tracks the positions of any pressed fingers,
+ but if it's a disallowed number, it does not scale or rotate
+ its \l target, and the \l active property remains \c false.
+
+ \sa PinchArea, QPointerEvent::pointCount()
*/
QQuickPinchHandler::QQuickPinchHandler(QQuickItem *parent)
@@ -249,19 +256,12 @@ bool QQuickPinchHandler::wantsPointerEvent(QQuickPointerEvent *event)
*/
/*!
- \qmlproperty int QtQuick::PinchHandler::minimumTouchPoints
-
- The pinch begins when this number of fingers are pressed.
- Until then, PinchHandler tracks the positions of any pressed fingers,
- but if it's an insufficient number, it does not scale or rotate
- its \l target, and the \l active property will remain false.
-*/
-
-/*!
\qmlproperty bool QtQuick::PinchHandler::active
- This property is true when all the constraints (epecially \l minimumTouchPoints)
- are satisfied and the \l target, if any, is being manipulated.
+ This property is \c true when all the constraints (epecially
+ \l {MultiPointHandler::minimumPointCount}{minimumPointCount} and
+ \l {MultiPointHandler::maximumPointCount}{maximumPointCount}) are satisfied
+ and the \l target, if any, is being manipulated.
*/
void QQuickPinchHandler::onActiveChanged()
diff --git a/src/quick/items/context2d/qquickcontext2dtexture.cpp b/src/quick/items/context2d/qquickcontext2dtexture.cpp
index 0ebd1a66c9..3f28620d90 100644
--- a/src/quick/items/context2d/qquickcontext2dtexture.cpp
+++ b/src/quick/items/context2d/qquickcontext2dtexture.cpp
@@ -165,8 +165,15 @@ void QQuickContext2DTexture::setItem(QQuickCanvasItem* item)
bool QQuickContext2DTexture::setCanvasWindow(const QRect& r)
{
- qreal canvasDevicePixelRatio = (m_item && m_item->window()) ?
- m_item->window()->effectiveDevicePixelRatio() : qApp->devicePixelRatio();
+ bool ok = false;
+ static qreal overriddenDevicePixelRatio =
+ !qEnvironmentVariableIsEmpty("QT_CANVAS_OVERRIDE_DEVICEPIXELRATIO") ?
+ qgetenv("QT_CANVAS_OVERRIDE_DEVICEPIXELRATIO").toFloat(&ok) : 0.0;
+ qreal canvasDevicePixelRatio = overriddenDevicePixelRatio;
+ if (overriddenDevicePixelRatio == 0.0) {
+ canvasDevicePixelRatio = (m_item && m_item->window()) ?
+ m_item->window()->effectiveDevicePixelRatio() : qApp->devicePixelRatio();
+ }
if (!qFuzzyCompare(m_canvasDevicePixelRatio, canvasDevicePixelRatio)) {
qCDebug(lcCanvas, "%s device pixel ratio %.1lf -> %.1lf",
(m_item->objectName().isEmpty() ? "Canvas" : qPrintable(m_item->objectName())),
diff --git a/src/quick/items/qquickflickable.cpp b/src/quick/items/qquickflickable.cpp
index 9a68be4c49..e12e85db64 100644
--- a/src/quick/items/qquickflickable.cpp
+++ b/src/quick/items/qquickflickable.cpp
@@ -2445,7 +2445,20 @@ bool QQuickFlickable::filterMouseEvent(QQuickItem *receiver, QMouseEvent *event)
bool QQuickFlickable::childMouseEventFilter(QQuickItem *i, QEvent *e)
{
Q_D(QQuickFlickable);
- if (!isVisible() || !isEnabled() || !isInteractive() || !d->wantsPointerEvent(e)) {
+ auto wantsPointerEvent_helper = [=]() {
+ bool wants = true;
+ if (e->type() >= QEvent::MouseButtonPress && e->type() <= QEvent::MouseMove) {
+ QMouseEvent *me = static_cast<QMouseEvent*>(e);
+ QPointF itemLocalPos = me->localPos();
+ me->setLocalPos(mapFromItem(i, itemLocalPos));
+ wants = d->wantsPointerEvent(e);
+ // re-localize event back to \a i before returning
+ me->setLocalPos(itemLocalPos);
+ }
+ return wants;
+ };
+
+ if (!isVisible() || !isEnabled() || !isInteractive() || !wantsPointerEvent_helper()) {
d->cancelInteraction();
return QQuickItem::childMouseEventFilter(i, e);
}
diff --git a/src/quick/items/qquickitem.cpp b/src/quick/items/qquickitem.cpp
index 64123c82c4..75f1457816 100644
--- a/src/quick/items/qquickitem.cpp
+++ b/src/quick/items/qquickitem.cpp
@@ -905,7 +905,7 @@ bool QQuickKeysAttached::isConnected(const char *signalName) const
*/
/*!
- \qmlproperty list<Object> QtQuick::Keys::forwardTo
+ \qmlproperty list<Item> QtQuick::Keys::forwardTo
This property provides a way to forward key presses, key releases, and keyboard input
coming from input methods to other items. This can be useful when you want
@@ -3717,6 +3717,9 @@ QList<QQuickItem *> QQuickItem::childItems() const
If clipping is enabled, an item will clip its own painting, as well
as the painting of its children, to its bounding rectangle.
+
+ \note Clipping can affect rendering performance. See \l {Clipping} for more
+ information.
*/
/*!
\property QQuickItem::clip
diff --git a/src/quick/items/qquickitemview.cpp b/src/quick/items/qquickitemview.cpp
index 010a0152e1..13e7b87049 100644
--- a/src/quick/items/qquickitemview.cpp
+++ b/src/quick/items/qquickitemview.cpp
@@ -2402,6 +2402,8 @@ void QQuickItemView::createdItem(int index, QObject* object)
d->repositionPackageItemAt(item, index);
else if (index == d->currentIndex)
d->updateCurrent(index);
+ } else if (index == d->currentIndex) {
+ d->updateCurrent(index);
}
}
diff --git a/src/quick/items/qquickloader.cpp b/src/quick/items/qquickloader.cpp
index cb4f79a3c2..7fbe66fdda 100644
--- a/src/quick/items/qquickloader.cpp
+++ b/src/quick/items/qquickloader.cpp
@@ -737,6 +737,9 @@ void QQuickLoaderPrivate::_q_sourceLoaded()
return;
}
+ if (!active)
+ return;
+
QQmlContext *creationContext = component->creationContext();
if (!creationContext) creationContext = qmlContext(q);
itemContext = new QQmlContext(creationContext);
diff --git a/src/quick/items/qquickopenglshadereffectnode.cpp b/src/quick/items/qquickopenglshadereffectnode.cpp
index 5721f116e8..bc50099903 100644
--- a/src/quick/items/qquickopenglshadereffectnode.cpp
+++ b/src/quick/items/qquickopenglshadereffectnode.cpp
@@ -120,10 +120,13 @@ void QQuickCustomMaterialShader::updateState(const RenderState &state, QSGMateri
: QQuickShaderEffect::Error);
}
+ if (newEffect != oldEffect)
+ m_initialized = false;
+
int textureProviderIndex = 0;
if (!m_initialized) {
for (int shaderType = 0; shaderType < QQuickOpenGLShaderEffectMaterialKey::ShaderTypeCount; ++shaderType) {
- Q_ASSERT(m_uniformLocs[shaderType].isEmpty());
+ m_uniformLocs[shaderType].clear();
m_uniformLocs[shaderType].reserve(material->uniforms[shaderType].size());
for (int i = 0; i < material->uniforms[shaderType].size(); ++i) {
const UniformData &d = material->uniforms[shaderType].at(i);
diff --git a/src/quick/items/qquicktextinput.cpp b/src/quick/items/qquicktextinput.cpp
index b4b64d59cc..bfdb107ef8 100644
--- a/src/quick/items/qquicktextinput.cpp
+++ b/src/quick/items/qquicktextinput.cpp
@@ -2105,7 +2105,7 @@ void QQuickTextInput::undo()
{
Q_D(QQuickTextInput);
if (!d->m_readOnly) {
- d->resetInputMethod();
+ d->cancelInput();
d->internalUndo();
d->finishChange(-1, true);
}
@@ -2121,7 +2121,7 @@ void QQuickTextInput::redo()
{
Q_D(QQuickTextInput);
if (!d->m_readOnly) {
- d->resetInputMethod();
+ d->cancelInput();
d->internalRedo();
d->finishChange();
}
@@ -2748,11 +2748,13 @@ void QQuickTextInputPrivate::init()
m_inputControl = new QInputControl(QInputControl::LineEdit, q);
}
-void QQuickTextInputPrivate::resetInputMethod()
+void QQuickTextInputPrivate::cancelInput()
{
+#if QT_CONFIG(im)
Q_Q(QQuickTextInput);
if (!m_readOnly && q->hasActiveFocus() && qGuiApp)
- QGuiApplication::inputMethod()->reset();
+ cancelPreedit();
+#endif // im
}
void QQuickTextInput::updateCursorRectangle(bool scroll)
@@ -4695,7 +4697,7 @@ void QQuickTextInput::ensureVisible(int position)
void QQuickTextInput::clear()
{
Q_D(QQuickTextInput);
- d->resetInputMethod();
+ d->cancelInput();
d->clear();
}
diff --git a/src/quick/items/qquicktextinput_p_p.h b/src/quick/items/qquicktextinput_p_p.h
index fa92e608b7..6c11ca0a0b 100644
--- a/src/quick/items/qquicktextinput_p_p.h
+++ b/src/quick/items/qquicktextinput_p_p.h
@@ -173,7 +173,7 @@ public:
}
void init();
- void resetInputMethod();
+ void cancelInput();
void startCreatingCursor();
void ensureVisible(int position, int preeditCursor = 0, int preeditLength = 0);
void updateHorizontalScroll();
diff --git a/src/quick/scenegraph/coreapi/qsgbatchrenderer.cpp b/src/quick/scenegraph/coreapi/qsgbatchrenderer.cpp
index a0a97c779a..ec65dce95b 100644
--- a/src/quick/scenegraph/coreapi/qsgbatchrenderer.cpp
+++ b/src/quick/scenegraph/coreapi/qsgbatchrenderer.cpp
@@ -4042,12 +4042,14 @@ void Renderer::renderBatches()
if (Q_LIKELY(renderAlpha)) {
for (int i=0; i<m_alphaBatches.size(); ++i) {
Batch *b = m_alphaBatches.at(i);
- if (b->merged)
+ if (b->merged) {
renderMergedBatch(b);
- else if (b->isRenderNode)
+ } else if (b->isRenderNode) {
+ m_current_projection_matrix = projectionMatrix();
renderRenderNode(b);
- else
+ } else {
renderUnmergedBatch(b);
+ }
}
}
diff --git a/src/quick/scenegraph/qsgdefaultglyphnode_p.cpp b/src/quick/scenegraph/qsgdefaultglyphnode_p.cpp
index 3c60f830de..0fd6581dc4 100644
--- a/src/quick/scenegraph/qsgdefaultglyphnode_p.cpp
+++ b/src/quick/scenegraph/qsgdefaultglyphnode_p.cpp
@@ -428,6 +428,18 @@ QSGTextMaskRhiShader::QSGTextMaskRhiShader(QFontEngine::GlyphFormat glyphFormat)
QStringLiteral(":/qt-project.org/scenegraph/shaders_ng/textmask.frag.qsb"));
}
+enum UbufOffset {
+ ModelViewMatrixOffset = 0,
+ ProjectionMatrixOffset = ModelViewMatrixOffset + 64,
+ ColorOffset = ProjectionMatrixOffset + 64,
+ TextureScaleOffset = ColorOffset + 16,
+ DprOffset = TextureScaleOffset + 8,
+
+ // + 1 float padding (vec4 must be aligned to 16)
+ StyleColorOffset = DprOffset + 4 + 4,
+ ShiftOffset = StyleColorOffset + 16
+};
+
bool QSGTextMaskRhiShader::updateUniformData(RenderState &state,
QSGMaterial *newMaterial, QSGMaterial *oldMaterial)
{
@@ -443,11 +455,14 @@ bool QSGTextMaskRhiShader::updateUniformData(RenderState &state,
bool changed = false;
QByteArray *buf = state.uniformData();
- Q_ASSERT(buf->size() >= 92);
+ Q_ASSERT(buf->size() >= DprOffset + 4);
if (state.isMatrixDirty()) {
- const QMatrix4x4 m = state.combinedMatrix();
- memcpy(buf->data(), m.constData(), 64);
+ const QMatrix4x4 mv = state.modelViewMatrix();
+ memcpy(buf->data() + ModelViewMatrixOffset, mv.constData(), 64);
+ const QMatrix4x4 p = state.projectionMatrix();
+ memcpy(buf->data() + ProjectionMatrixOffset, p.constData(), 64);
+
changed = true;
}
@@ -456,13 +471,13 @@ bool QSGTextMaskRhiShader::updateUniformData(RenderState &state,
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);
+ memcpy(buf->data() + TextureScaleOffset, &textureScale, 8);
changed = true;
}
if (!oldMat) {
float dpr = state.devicePixelRatio();
- memcpy(buf->data() + 64 + 16 + 8, &dpr, 4);
+ memcpy(buf->data() + DprOffset, &dpr, 4);
}
// move texture uploads/copies onto the renderer's soon-to-be-committed list
@@ -510,11 +525,11 @@ bool QSG8BitTextMaskRhiShader::updateUniformData(RenderState &state,
QSGTextMaskMaterial *oldMat = static_cast<QSGTextMaskMaterial *>(oldMaterial);
QByteArray *buf = state.uniformData();
- Q_ASSERT(buf->size() >= 80);
+ Q_ASSERT(buf->size() >= ColorOffset + 16);
if (oldMat == nullptr || mat->color() != oldMat->color() || state.isOpacityDirty()) {
const QVector4D color = qsg_premultiply(mat->color(), state.opacity());
- memcpy(buf->data() + 64, &color, 16);
+ memcpy(buf->data() + ColorOffset, &color, 16);
changed = true;
}
@@ -553,12 +568,12 @@ bool QSG24BitTextMaskRhiShader::updateUniformData(RenderState &state,
QSGTextMaskMaterial *oldMat = static_cast<QSGTextMaskMaterial *>(oldMaterial);
QByteArray *buf = state.uniformData();
- Q_ASSERT(buf->size() >= 92);
+ Q_ASSERT(buf->size() >= ColorOffset + 16);
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);
+ memcpy(buf->data() + ColorOffset, &color, 16);
changed = true;
}
@@ -608,12 +623,12 @@ bool QSG32BitColorTextRhiShader::updateUniformData(RenderState &state,
QSGTextMaskMaterial *oldMat = static_cast<QSGTextMaskMaterial *>(oldMaterial);
QByteArray *buf = state.uniformData();
- Q_ASSERT(buf->size() >= 92);
+ Q_ASSERT(buf->size() >= ColorOffset + 16);
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);
+ memcpy(buf->data() + ColorOffset, &color, 16);
changed = true;
}
@@ -649,20 +664,17 @@ bool QSGStyledTextRhiShader::updateUniformData(RenderState &state,
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;
+ Q_ASSERT(buf->size() >= ShiftOffset + 8);
if (oldMat == nullptr || mat->styleColor() != oldMat->styleColor() || state.isOpacityDirty()) {
const QVector4D styleColor = qsg_premultiply(mat->styleColor(), state.opacity());
- memcpy(buf->data() + startOffset, &styleColor, 16);
+ memcpy(buf->data() + StyleColorOffset, &styleColor, 16);
changed = true;
}
if (oldMat == nullptr || oldMat->styleShift() != mat->styleShift()) {
const QVector2D v = mat->styleShift();
- memcpy(buf->data() + startOffset + 16, &v, 8);
+ memcpy(buf->data() + ShiftOffset, &v, 8);
changed = true;
}
diff --git a/src/quick/scenegraph/shaders_ng/24bittextmask.frag b/src/quick/scenegraph/shaders_ng/24bittextmask.frag
index bc3826a924..ed8da4cd30 100644
--- a/src/quick/scenegraph/shaders_ng/24bittextmask.frag
+++ b/src/quick/scenegraph/shaders_ng/24bittextmask.frag
@@ -6,8 +6,9 @@ layout(location = 0) out vec4 fragColor;
layout(binding = 1) uniform sampler2D _qt_texture;
layout(std140, binding = 0) uniform buf {
- mat4 matrix;
- vec4 color; // only alpha is used, but must be vec4 due to layout compat
+ mat4 modelViewMatrix;
+ mat4 projectionMatrix;
+ vec4 color;
vec2 textureScale;
float dpr;
} ubuf;
diff --git a/src/quick/scenegraph/shaders_ng/32bitcolortext.frag b/src/quick/scenegraph/shaders_ng/32bitcolortext.frag
index 63e445f90b..4198a4d339 100644
--- a/src/quick/scenegraph/shaders_ng/32bitcolortext.frag
+++ b/src/quick/scenegraph/shaders_ng/32bitcolortext.frag
@@ -6,8 +6,9 @@ layout(location = 0) out vec4 fragColor;
layout(binding = 1) uniform sampler2D _qt_texture;
layout(std140, binding = 0) uniform buf {
- mat4 matrix;
- vec4 color; // only alpha is used, but must be vec4 due to layout compat
+ mat4 modelViewMatrix;
+ mat4 projectionMatrix;
+ vec4 color;
vec2 textureScale;
float dpr;
} ubuf;
diff --git a/src/quick/scenegraph/shaders_ng/8bittextmask.frag b/src/quick/scenegraph/shaders_ng/8bittextmask.frag
index 6304e821ff..a06743876d 100644
--- a/src/quick/scenegraph/shaders_ng/8bittextmask.frag
+++ b/src/quick/scenegraph/shaders_ng/8bittextmask.frag
@@ -6,7 +6,8 @@ layout(location = 0) out vec4 fragColor;
layout(binding = 1) uniform sampler2D _qt_texture;
layout(std140, binding = 0) uniform buf {
- mat4 matrix;
+ mat4 modelViewMatrix;
+ mat4 projectionMatrix;
vec4 color;
vec2 textureScale;
float dpr;
diff --git a/src/quick/scenegraph/shaders_ng/8bittextmask_a.frag b/src/quick/scenegraph/shaders_ng/8bittextmask_a.frag
index 0d0fa1cd3a..f725cbc5e7 100644
--- a/src/quick/scenegraph/shaders_ng/8bittextmask_a.frag
+++ b/src/quick/scenegraph/shaders_ng/8bittextmask_a.frag
@@ -6,7 +6,8 @@ layout(location = 0) out vec4 fragColor;
layout(binding = 1) uniform sampler2D _qt_texture;
layout(std140, binding = 0) uniform buf {
- mat4 matrix;
+ mat4 modelViewMatrix;
+ mat4 projectionMatrix;
vec4 color;
vec2 textureScale;
float dpr;
diff --git a/src/quick/scenegraph/shaders_ng/outlinedtext.frag b/src/quick/scenegraph/shaders_ng/outlinedtext.frag
index 947d161a50..e2f82d3845 100644
--- a/src/quick/scenegraph/shaders_ng/outlinedtext.frag
+++ b/src/quick/scenegraph/shaders_ng/outlinedtext.frag
@@ -11,11 +11,12 @@ layout(location = 0) out vec4 fragColor;
layout(binding = 1) uniform sampler2D _qt_texture;
layout(std140, binding = 0) uniform buf {
- // must match styledtext
- mat4 matrix;
+ mat4 modelViewMatrix;
+ mat4 projectionMatrix;
vec4 color;
vec2 textureScale;
float dpr;
+ // the above must stay compatible with textmask/8bittextmask
vec4 styleColor;
vec2 shift;
} ubuf;
diff --git a/src/quick/scenegraph/shaders_ng/outlinedtext.vert b/src/quick/scenegraph/shaders_ng/outlinedtext.vert
index 023f9dfdc2..4068e42f28 100644
--- a/src/quick/scenegraph/shaders_ng/outlinedtext.vert
+++ b/src/quick/scenegraph/shaders_ng/outlinedtext.vert
@@ -10,11 +10,12 @@ layout(location = 3) out vec2 sCoordLeft;
layout(location = 4) out vec2 sCoordRight;
layout(std140, binding = 0) uniform buf {
- // must match styledtext
- mat4 matrix;
+ mat4 modelViewMatrix;
+ mat4 projectionMatrix;
vec4 color;
vec2 textureScale;
float dpr;
+ // the above must stay compatible with textmask/8bittextmask
vec4 styleColor;
vec2 shift;
} ubuf;
@@ -28,6 +29,6 @@ void main()
sCoordDown = (tCoord - vec2(0.0, 1.0)) * ubuf.textureScale;
sCoordLeft = (tCoord - vec2(-1.0, 0.0)) * ubuf.textureScale;
sCoordRight = (tCoord - vec2(1.0, 0.0)) * ubuf.textureScale;
- vec3 dprSnapPos = floor(vCoord.xyz * ubuf.dpr + 0.5) / ubuf.dpr;
- gl_Position = ubuf.matrix * vec4(dprSnapPos, vCoord.w);
+ vec4 xformed = ubuf.modelViewMatrix * vCoord;
+ gl_Position = ubuf.projectionMatrix * vec4(floor(xformed.xyz * ubuf.dpr + 0.5) / ubuf.dpr, xformed.w);
}
diff --git a/src/quick/scenegraph/shaders_ng/outlinedtext_a.frag b/src/quick/scenegraph/shaders_ng/outlinedtext_a.frag
index 5b7bd9ca82..274d891a3c 100644
--- a/src/quick/scenegraph/shaders_ng/outlinedtext_a.frag
+++ b/src/quick/scenegraph/shaders_ng/outlinedtext_a.frag
@@ -11,11 +11,12 @@ layout(location = 0) out vec4 fragColor;
layout(binding = 1) uniform sampler2D _qt_texture;
layout(std140, binding = 0) uniform buf {
- // must match styledtext
- mat4 matrix;
+ mat4 modelViewMatrix;
+ mat4 projectionMatrix;
vec4 color;
vec2 textureScale;
float dpr;
+ // the above must stay compatible with textmask/8bittextmask
vec4 styleColor;
vec2 shift;
} ubuf;
diff --git a/src/quick/scenegraph/shaders_ng/styledtext.frag b/src/quick/scenegraph/shaders_ng/styledtext.frag
index 0b16396037..2e380dfeae 100644
--- a/src/quick/scenegraph/shaders_ng/styledtext.frag
+++ b/src/quick/scenegraph/shaders_ng/styledtext.frag
@@ -8,7 +8,8 @@ layout(location = 0) out vec4 fragColor;
layout(binding = 1) uniform sampler2D _qt_texture;
layout(std140, binding = 0) uniform buf {
- mat4 matrix;
+ mat4 modelViewMatrix;
+ mat4 projectionMatrix;
vec4 color;
vec2 textureScale;
float dpr;
diff --git a/src/quick/scenegraph/shaders_ng/styledtext.vert b/src/quick/scenegraph/shaders_ng/styledtext.vert
index beadf07c79..271dae8d8a 100644
--- a/src/quick/scenegraph/shaders_ng/styledtext.vert
+++ b/src/quick/scenegraph/shaders_ng/styledtext.vert
@@ -7,7 +7,8 @@ layout(location = 0) out vec2 sampleCoord;
layout(location = 1) out vec2 shiftedSampleCoord;
layout(std140, binding = 0) uniform buf {
- mat4 matrix;
+ mat4 modelViewMatrix;
+ mat4 projectionMatrix;
vec4 color;
vec2 textureScale;
float dpr;
@@ -22,6 +23,6 @@ void main()
{
sampleCoord = tCoord * ubuf.textureScale;
shiftedSampleCoord = (tCoord - ubuf.shift) * ubuf.textureScale;
- vec3 dprSnapPos = floor(vCoord.xyz * ubuf.dpr + 0.5) / ubuf.dpr;
- gl_Position = ubuf.matrix * vec4(dprSnapPos, vCoord.w);
+ vec4 xformed = ubuf.modelViewMatrix * vCoord;
+ gl_Position = ubuf.projectionMatrix * vec4(floor(xformed.xyz * ubuf.dpr + 0.5) / ubuf.dpr, xformed.w);
}
diff --git a/src/quick/scenegraph/shaders_ng/styledtext_a.frag b/src/quick/scenegraph/shaders_ng/styledtext_a.frag
index b673137895..62e162c851 100644
--- a/src/quick/scenegraph/shaders_ng/styledtext_a.frag
+++ b/src/quick/scenegraph/shaders_ng/styledtext_a.frag
@@ -8,7 +8,8 @@ layout(location = 0) out vec4 fragColor;
layout(binding = 1) uniform sampler2D _qt_texture;
layout(std140, binding = 0) uniform buf {
- mat4 matrix;
+ mat4 modelViewMatrix;
+ mat4 projectionMatrix;
vec4 color;
vec2 textureScale;
float dpr;
diff --git a/src/quick/scenegraph/shaders_ng/textmask.frag b/src/quick/scenegraph/shaders_ng/textmask.frag
index 518d5c965f..ed8da4cd30 100644
--- a/src/quick/scenegraph/shaders_ng/textmask.frag
+++ b/src/quick/scenegraph/shaders_ng/textmask.frag
@@ -6,7 +6,8 @@ layout(location = 0) out vec4 fragColor;
layout(binding = 1) uniform sampler2D _qt_texture;
layout(std140, binding = 0) uniform buf {
- mat4 matrix;
+ mat4 modelViewMatrix;
+ mat4 projectionMatrix;
vec4 color;
vec2 textureScale;
float dpr;
diff --git a/src/quick/scenegraph/shaders_ng/textmask.vert b/src/quick/scenegraph/shaders_ng/textmask.vert
index 9d80d5dadb..e0b3c01bce 100644
--- a/src/quick/scenegraph/shaders_ng/textmask.vert
+++ b/src/quick/scenegraph/shaders_ng/textmask.vert
@@ -6,7 +6,8 @@ layout(location = 1) in vec2 tCoord;
layout(location = 0) out vec2 sampleCoord;
layout(std140, binding = 0) uniform buf {
- mat4 matrix;
+ mat4 modelViewMatrix;
+ mat4 projectionMatrix;
vec4 color;
vec2 textureScale;
float dpr;
@@ -17,6 +18,6 @@ out gl_PerVertex { vec4 gl_Position; };
void main()
{
sampleCoord = tCoord * ubuf.textureScale;
- vec3 dprSnapPos = floor(vCoord.xyz * ubuf.dpr + 0.5) / ubuf.dpr;
- gl_Position = ubuf.matrix * vec4(dprSnapPos, vCoord.w);
+ vec4 xformed = ubuf.modelViewMatrix * vCoord;
+ gl_Position = ubuf.projectionMatrix * vec4(floor(xformed.xyz * ubuf.dpr + 0.5) / ubuf.dpr, xformed.w);
}