/**************************************************************************** ** ** Copyright (C) 2021 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the QtQuick module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:COMM$ ** ** 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. ** ** $QT_END_LICENSE$ ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ****************************************************************************/ #include "qsgd3d12glyphcache_p.h" #include "qsgd3d12engine_p.h" QT_BEGIN_NAMESPACE // Convert A8 glyphs to 32-bit in the engine. This is here to work around // QTBUG-55330 for AMD cards. // If removing, textmask.hlsl must be adjusted! (.a -> .r) #define ALWAYS_32BIT // NOTE: Avoid categorized logging. It is slow. #define DECLARE_DEBUG_VAR(variable) \ static bool debug_ ## variable() \ { static bool value = qgetenv("QSG_RENDERER_DEBUG").contains(QT_STRINGIFY(variable)); return value; } DECLARE_DEBUG_VAR(render) QSGD3D12GlyphCache::QSGD3D12GlyphCache(QSGD3D12Engine *engine, QFontEngine::GlyphFormat format, const QTransform &matrix) : QTextureGlyphCache(format, matrix), m_engine(engine) { } QSGD3D12GlyphCache::~QSGD3D12GlyphCache() { if (m_id) m_engine->releaseTexture(m_id); } void QSGD3D12GlyphCache::createTextureData(int width, int height) { width = qMax(128, width); height = qMax(32, height); m_id = m_engine->genTexture(); Q_ASSERT(m_id); if (Q_UNLIKELY(debug_render())) qDebug("new glyph cache texture %u of size %dx%d, fontengine format %d", m_id, width, height, m_format); m_size = QSize(width, height); const QImage::Format imageFormat = m_format == QFontEngine::Format_A8 ? QImage::Format_Alpha8 : QImage::Format_ARGB32_Premultiplied; m_engine->createTexture(m_id, m_size, imageFormat, QSGD3D12Engine::TextureWithAlpha #ifdef ALWAYS_32BIT | QSGD3D12Engine::TextureAlways32Bit #endif ); } void QSGD3D12GlyphCache::resizeTextureData(int width, int height) { width = qMax(128, width); height = qMax(32, height); if (m_size.width() >= width && m_size.height() >= height) return; if (Q_UNLIKELY(debug_render())) qDebug("glyph cache texture %u resize to %dx%d", m_id, width, height); m_size = QSize(width, height); m_engine->queueTextureResize(m_id, m_size); } void QSGD3D12GlyphCache::beginFillTexture() { Q_ASSERT(m_glyphImages.isEmpty() && m_glyphPos.isEmpty()); } void QSGD3D12GlyphCache::fillTexture(const Coord &c, glyph_t glyph, QFixed subPixelPosition) { QImage mask = textureMapForGlyph(glyph, subPixelPosition); const int maskWidth = mask.width(); const int maskHeight = mask.height(); if (mask.format() == QImage::Format_Mono) { mask = mask.convertToFormat(QImage::Format_Indexed8); for (int y = 0; y < maskHeight; ++y) { uchar *src = mask.scanLine(y); for (int x = 0; x < maskWidth; ++x) src[x] = -src[x]; // convert 0 and 1 into 0 and 255 } } else if (mask.depth() == 32) { if (mask.format() == QImage::Format_RGB32) { // We need to make the alpha component equal to the average of the RGB values. // This is needed when drawing sub-pixel antialiased text on translucent targets. for (int y = 0; y < maskHeight; ++y) { QRgb *src = reinterpret_cast(mask.scanLine(y)); for (int x = 0; x < maskWidth; ++x) { const int r = qRed(src[x]); const int g = qGreen(src[x]); const int b = qBlue(src[x]); int avg; if (mask.format() == QImage::Format_RGB32) avg = (r + g + b + 1) / 3; // "+1" for rounding. else // Format_ARGB32_Premultiplied avg = qAlpha(src[x]); src[x] = qRgba(r, g, b, avg); } } } } m_glyphImages.append(mask); m_glyphPos.append(QPoint(c.x, c.y)); } void QSGD3D12GlyphCache::endFillTexture() { if (m_glyphImages.isEmpty()) return; Q_ASSERT(m_id); m_engine->queueTextureUpload(m_id, m_glyphImages, m_glyphPos #ifdef ALWAYS_32BIT , QSGD3D12Engine::TextureUploadAlways32Bit #endif ); // Nothing else left to do, it is up to the text material to call // useTexture() which will then add the texture dependency to the frame. m_glyphImages.clear(); m_glyphPos.clear(); } int QSGD3D12GlyphCache::glyphPadding() const { return 1; } int QSGD3D12GlyphCache::maxTextureWidth() const { return 16384; } int QSGD3D12GlyphCache::maxTextureHeight() const { return 16384; } void QSGD3D12GlyphCache::useTexture() { if (m_id) m_engine->useTexture(m_id); } QSize QSGD3D12GlyphCache::currentSize() const { return m_size; } QT_END_NAMESPACE