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* Fix pixelgrid snapping of native text on retina displays.Gunnar Sletta2014-10-231-1/+2
| | | | | | | | | | | Change 63e6c9ada82dc8f16e705cef5f89292784b7ace4 introduced snapping to the pixel grid in the vertex shader for native text, but this code was broken on retina displays because it assumed integer only positions. Fix it by including the retina scale factor into the rounding. Task-number: QTBUG-38702 Change-Id: I84492b02d64f263c9fe030790e04cf79b0dc4e2f Reviewed-by: Eskil Abrahamsen Blomfeldt <eskil.abrahamsen-blomfeldt@theqtcompany.com>
* Snap native glyphs to pixel grid in vertex shader.Gunnar Sletta2014-09-111-2/+2
| | | | | | | | | | | The implementation relied on the full matrix, but did not set the RequiresFullMatrix flag. Setting the flag would have serious negative performance impact as it prevents batching, so we solve it in the vertex shader instead. Task-number: QTBUG-38702 Change-Id: I0c245ea9e18b0b29dd9e3073a2648a7f4e061685 Reviewed-by: Eskil Abrahamsen Blomfeldt <eskil.abrahamsen-blomfeldt@digia.com>
* Refactor shaders into seprate GLSL source filesSean Harmer2013-10-311-0/+16
The default implementation of QSGShaderMaterial::vertexShader() and fragmentShader() now loads the GLSL source from a list of source files that can be specified via the setShaderSourceFile() or setShaderSourceFiles() functions. Multiple shader source files for each shader stage are supported. Each source file will be read in the order specified and concatenated together before being compiled. The other places where Qt Quick 2 loads shader source code have been adapted to use the new QSGShaderSourceBuilder, which is also used internally by QSGMaterial. This puts Qt Quick 2 into a better state ready to support OpenGL core profile and to load different shaders based upon OpenGL version, profile, GPU vendor, platform, etc. Change-Id: I1a66213c2ce788413168eb48c7bc5317e61988a2 Reviewed-by: Gunnar Sletta <gunnar.sletta@digia.com>