From 1e18a4f985f6ec4a0191a2e0cc087b13d29b1719 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?S=C3=A9rgio=20Martins?= Date: Tue, 28 Jun 2016 11:34:59 +0100 Subject: macOS: Use sRGB when doing native font rendering into FBO Otherwise text appears too dark. A similar bug was fixed in the past for QQuickWidget (which also uses FBO). Now this fixes it for ShaderEffectSource and QQuickItem::grabImage() too. Change-Id: Ia0e176372b9ba8282972f8d60f87f02747291ffe Task-Id: QTBUG-52906 Reviewed-by: Sean Harmer --- src/quick/scenegraph/qsgdefaultlayer.cpp | 31 +++++++++++++++++++++++++++---- 1 file changed, 27 insertions(+), 4 deletions(-) (limited to 'src/quick/scenegraph') diff --git a/src/quick/scenegraph/qsgdefaultlayer.cpp b/src/quick/scenegraph/qsgdefaultlayer.cpp index fa69f911dd..99735564ef 100644 --- a/src/quick/scenegraph/qsgdefaultlayer.cpp +++ b/src/quick/scenegraph/qsgdefaultlayer.cpp @@ -42,6 +42,29 @@ DEFINE_BOOL_CONFIG_OPTION(qmlFboOverlay, QML_FBO_OVERLAY) #endif DEFINE_BOOL_CONFIG_OPTION(qmlFboFlushBeforeDetach, QML_FBO_FLUSH_BEFORE_DETACH) + + +static QOpenGLFramebufferObject *createFramebuffer(const QSize &size, + QOpenGLFramebufferObjectFormat format) +{ +#ifdef Q_OS_MACOS + QOpenGLContext *context = QOpenGLContext::currentContext(); + if (context->hasExtension("GL_ARB_framebuffer_sRGB") + && context->hasExtension("GL_EXT_texture_sRGB") + && context->hasExtension("GL_EXT_texture_sRGB_decode")) + format.setInternalTextureFormat(GL_SRGB8_ALPHA8_EXT); +#endif + QOpenGLFramebufferObject *fbo = new QOpenGLFramebufferObject(size, format); +#ifdef Q_OS_MACOS + if (format.internalTextureFormat() == GL_SRGB8_ALPHA8_EXT) { + QOpenGLFunctions *funcs = context->functions(); + funcs->glBindTexture(GL_TEXTURE_2D, fbo->texture()); + funcs->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SRGB_DECODE_EXT, GL_SKIP_DECODE_EXT); + } +#endif + return fbo; +} + namespace { class BindableFbo : public QSGBindable @@ -324,7 +347,7 @@ void QSGDefaultLayer::grab() format.setInternalTextureFormat(m_format); format.setSamples(m_context->openglContext()->format().samples()); - m_secondaryFbo = new QOpenGLFramebufferObject(m_size, format); + m_secondaryFbo = createFramebuffer(m_size, format); m_depthStencilBuffer = m_context->depthStencilBufferForFbo(m_secondaryFbo); } else { QOpenGLFramebufferObjectFormat format; @@ -333,14 +356,14 @@ void QSGDefaultLayer::grab() if (m_recursive) { deleteFboLater = true; delete m_secondaryFbo; - m_secondaryFbo = new QOpenGLFramebufferObject(m_size, format); + m_secondaryFbo = createFramebuffer(m_size, format); funcs->glBindTexture(GL_TEXTURE_2D, m_secondaryFbo->texture()); updateBindOptions(true); m_depthStencilBuffer = m_context->depthStencilBufferForFbo(m_secondaryFbo); } else { delete m_fbo; delete m_secondaryFbo; - m_fbo = new QOpenGLFramebufferObject(m_size, format); + m_fbo = createFramebuffer(m_size, format); m_secondaryFbo = 0; funcs->glBindTexture(GL_TEXTURE_2D, m_fbo->texture()); updateBindOptions(true); @@ -354,7 +377,7 @@ void QSGDefaultLayer::grab() Q_ASSERT(m_fbo); Q_ASSERT(!m_multisampling); - m_secondaryFbo = new QOpenGLFramebufferObject(m_size, m_fbo->format()); + m_secondaryFbo = createFramebuffer(m_size, m_fbo->format()); funcs->glBindTexture(GL_TEXTURE_2D, m_secondaryFbo->texture()); updateBindOptions(true); } -- cgit v1.2.3