/**************************************************************************** ** ** 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 "qsgadaptationlayer_p.h" #include #include #include #include #include #include #include #include #include #include QT_BEGIN_NAMESPACE static QElapsedTimer qsg_render_timer; QSGDistanceFieldGlyphCache::Texture QSGDistanceFieldGlyphCache::s_emptyTexture; QSGDistanceFieldGlyphCache::QSGDistanceFieldGlyphCache(QSGDistanceFieldGlyphCacheManager *man, QOpenGLContext *c, const QRawFont &font) : m_manager(man) , m_pendingGlyphs(64) { Q_ASSERT(font.isValid()); QRawFontPrivate *fontD = QRawFontPrivate::get(font); m_glyphCount = fontD->fontEngine->glyphCount(); m_doubleGlyphResolution = qt_fontHasNarrowOutlines(font) && m_glyphCount < QT_DISTANCEFIELD_HIGHGLYPHCOUNT(); m_referenceFont = font; // we set the same pixel size as used by the distance field internally. // this allows us to call pathForGlyph once and reuse the result. m_referenceFont.setPixelSize(QT_DISTANCEFIELD_BASEFONTSIZE(m_doubleGlyphResolution) * QT_DISTANCEFIELD_SCALE(m_doubleGlyphResolution)); Q_ASSERT(m_referenceFont.isValid()); #if QT_CONFIG(opengl) m_coreProfile = (c->format().profile() == QSurfaceFormat::CoreProfile); #else Q_UNUSED(c) #endif } QSGDistanceFieldGlyphCache::~QSGDistanceFieldGlyphCache() { } QSGDistanceFieldGlyphCache::GlyphData &QSGDistanceFieldGlyphCache::glyphData(glyph_t glyph) { QHash::iterator data = m_glyphsData.find(glyph); if (data == m_glyphsData.end()) { GlyphData gd; gd.texture = &s_emptyTexture; gd.path = m_referenceFont.pathForGlyph(glyph); // need bounding rect in base font size scale qreal scaleFactor = qreal(1) / QT_DISTANCEFIELD_SCALE(m_doubleGlyphResolution); QTransform scaleDown; scaleDown.scale(scaleFactor, scaleFactor); gd.boundingRect = scaleDown.mapRect(gd.path.boundingRect()); data = m_glyphsData.insert(glyph, gd); } return data.value(); } QSGDistanceFieldGlyphCache::Metrics QSGDistanceFieldGlyphCache::glyphMetrics(glyph_t glyph, qreal pixelSize) { GlyphData &gd = glyphData(glyph); qreal scale = fontScale(pixelSize); Metrics m; m.width = gd.boundingRect.width() * scale; m.height = gd.boundingRect.height() * scale; m.baselineX = gd.boundingRect.x() * scale; m.baselineY = -gd.boundingRect.y() * scale; return m; } void QSGDistanceFieldGlyphCache::populate(const QVector &glyphs) { QSet referencedGlyphs; QSet newGlyphs; int count = glyphs.count(); for (int i = 0; i < count; ++i) { glyph_t glyphIndex = glyphs.at(i); if ((int) glyphIndex >= glyphCount() && glyphCount() > 0) { qWarning("Warning: distance-field glyph is not available with index %d", glyphIndex); continue; } GlyphData &gd = glyphData(glyphIndex); ++gd.ref; referencedGlyphs.insert(glyphIndex); if (gd.texCoord.isValid() || m_populatingGlyphs.contains(glyphIndex)) continue; m_populatingGlyphs.insert(glyphIndex); if (gd.boundingRect.isEmpty()) { gd.texCoord.width = 0; gd.texCoord.height = 0; } else { newGlyphs.insert(glyphIndex); } } referenceGlyphs(referencedGlyphs); if (!newGlyphs.isEmpty()) requestGlyphs(newGlyphs); } void QSGDistanceFieldGlyphCache::release(const QVector &glyphs) { QSet unusedGlyphs; int count = glyphs.count(); for (int i = 0; i < count; ++i) { glyph_t glyphIndex = glyphs.at(i); GlyphData &gd = glyphData(glyphIndex); if (--gd.ref == 0 && !gd.texCoord.isNull()) unusedGlyphs.insert(glyphIndex); } releaseGlyphs(unusedGlyphs); } void QSGDistanceFieldGlyphCache::update() { m_populatingGlyphs.clear(); if (m_pendingGlyphs.isEmpty()) return; bool profileFrames = QSG_LOG_TIME_GLYPH().isDebugEnabled(); if (profileFrames) qsg_render_timer.start(); Q_QUICK_SG_PROFILE_START(QQuickProfiler::SceneGraphAdaptationLayerFrame); QList distanceFields; const int pendingGlyphsSize = m_pendingGlyphs.size(); distanceFields.reserve(pendingGlyphsSize); for (int i = 0; i < pendingGlyphsSize; ++i) { GlyphData &gd = glyphData(m_pendingGlyphs.at(i)); distanceFields.append(QDistanceField(gd.path, m_pendingGlyphs.at(i), m_doubleGlyphResolution)); gd.path = QPainterPath(); // no longer needed, so release memory used by the painter path } qint64 renderTime = 0; int count = m_pendingGlyphs.size(); if (profileFrames) renderTime = qsg_render_timer.nsecsElapsed(); Q_QUICK_SG_PROFILE_RECORD(QQuickProfiler::SceneGraphAdaptationLayerFrame, QQuickProfiler::SceneGraphAdaptationLayerGlyphRender); m_pendingGlyphs.reset(); storeGlyphs(distanceFields); #if defined(QSG_DISTANCEFIELD_CACHE_DEBUG) for (Texture texture : qAsConst(m_textures)) saveTexture(texture.textureId, texture.size.width(), texture.size.height()); #endif if (QSG_LOG_TIME_GLYPH().isDebugEnabled()) { quint64 now = qsg_render_timer.elapsed(); qCDebug(QSG_LOG_TIME_GLYPH, "distancefield: %d glyphs prepared in %dms, rendering=%d, upload=%d", count, (int) now, int(renderTime / 1000000), int((now - (renderTime / 1000000)))); } Q_QUICK_SG_PROFILE_END_WITH_PAYLOAD(QQuickProfiler::SceneGraphAdaptationLayerFrame, QQuickProfiler::SceneGraphAdaptationLayerGlyphStore, (qint64)count); } void QSGDistanceFieldGlyphCache::setGlyphsPosition(const QList &glyphs) { QVector invalidatedGlyphs; int count = glyphs.count(); for (int i = 0; i < count; ++i) { GlyphPosition glyph = glyphs.at(i); GlyphData &gd = glyphData(glyph.glyph); if (!gd.texCoord.isNull()) invalidatedGlyphs.append(glyph.glyph); gd.texCoord.xMargin = QT_DISTANCEFIELD_RADIUS(m_doubleGlyphResolution) / qreal(QT_DISTANCEFIELD_SCALE(m_doubleGlyphResolution)); gd.texCoord.yMargin = QT_DISTANCEFIELD_RADIUS(m_doubleGlyphResolution) / qreal(QT_DISTANCEFIELD_SCALE(m_doubleGlyphResolution)); gd.texCoord.x = glyph.position.x(); gd.texCoord.y = glyph.position.y(); gd.texCoord.width = gd.boundingRect.width(); gd.texCoord.height = gd.boundingRect.height(); } if (!invalidatedGlyphs.isEmpty()) { QLinkedList::iterator it = m_registeredNodes.begin(); while (it != m_registeredNodes.end()) { (*it)->invalidateGlyphs(invalidatedGlyphs); ++it; } } } void QSGDistanceFieldGlyphCache::registerOwnerElement(QQuickItem *ownerElement) { Q_UNUSED(ownerElement); } void QSGDistanceFieldGlyphCache::unregisterOwnerElement(QQuickItem *ownerElement) { Q_UNUSED(ownerElement); } void QSGDistanceFieldGlyphCache::processPendingGlyphs() { /* Intentionally empty */ } void QSGDistanceFieldGlyphCache::setGlyphsTexture(const QVector &glyphs, const Texture &tex) { int i = m_textures.indexOf(tex); if (i == -1) { m_textures.append(tex); i = m_textures.size() - 1; } else { m_textures[i].size = tex.size; } Texture *texture = &(m_textures[i]); QVector invalidatedGlyphs; int count = glyphs.count(); for (int j = 0; j < count; ++j) { glyph_t glyphIndex = glyphs.at(j); GlyphData &gd = glyphData(glyphIndex); if (gd.texture != &s_emptyTexture) invalidatedGlyphs.append(glyphIndex); gd.texture = texture; } if (!invalidatedGlyphs.isEmpty()) { QLinkedList::iterator it = m_registeredNodes.begin(); while (it != m_registeredNodes.end()) { (*it)->invalidateGlyphs(invalidatedGlyphs); ++it; } } } void QSGDistanceFieldGlyphCache::markGlyphsToRender(const QVector &glyphs) { int count = glyphs.count(); for (int i = 0; i < count; ++i) m_pendingGlyphs.add(glyphs.at(i)); } void QSGDistanceFieldGlyphCache::updateTexture(uint oldTex, uint newTex, const QSize &newTexSize) { int count = m_textures.count(); for (int i = 0; i < count; ++i) { Texture &tex = m_textures[i]; if (tex.textureId == oldTex) { tex.textureId = newTex; tex.size = newTexSize; return; } } } #if defined(QSG_DISTANCEFIELD_CACHE_DEBUG) #include void QSGDistanceFieldGlyphCache::saveTexture(GLuint textureId, int width, int height) const { QOpenGLFunctions *functions = QOpenGLContext::currentContext()->functions(); GLuint fboId; functions->glGenFramebuffers(1, &fboId); GLuint tmpTexture = 0; functions->glGenTextures(1, &tmpTexture); functions->glBindTexture(GL_TEXTURE_2D, tmpTexture); functions->glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); functions->glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); functions->glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); functions->glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); functions->glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); functions->glBindTexture(GL_TEXTURE_2D, 0); functions->glBindFramebuffer(GL_FRAMEBUFFER_EXT, fboId); functions->glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, tmpTexture, 0); functions->glActiveTexture(GL_TEXTURE0); functions->glBindTexture(GL_TEXTURE_2D, textureId); functions->glDisable(GL_STENCIL_TEST); functions->glDisable(GL_DEPTH_TEST); functions->glDisable(GL_SCISSOR_TEST); functions->glDisable(GL_BLEND); GLfloat textureCoordinateArray[8]; textureCoordinateArray[0] = 0.0f; textureCoordinateArray[1] = 0.0f; textureCoordinateArray[2] = 1.0f; textureCoordinateArray[3] = 0.0f; textureCoordinateArray[4] = 1.0f; textureCoordinateArray[5] = 1.0f; textureCoordinateArray[6] = 0.0f; textureCoordinateArray[7] = 1.0f; GLfloat vertexCoordinateArray[8]; vertexCoordinateArray[0] = -1.0f; vertexCoordinateArray[1] = -1.0f; vertexCoordinateArray[2] = 1.0f; vertexCoordinateArray[3] = -1.0f; vertexCoordinateArray[4] = 1.0f; vertexCoordinateArray[5] = 1.0f; vertexCoordinateArray[6] = -1.0f; vertexCoordinateArray[7] = 1.0f; functions->glViewport(0, 0, width, height); functions->glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, vertexCoordinateArray); functions->glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, textureCoordinateArray); { static const char *vertexShaderSource = "attribute vec4 vertexCoordsArray; \n" "attribute vec2 textureCoordArray; \n" "varying vec2 textureCoords; \n" "void main(void) \n" "{ \n" " gl_Position = vertexCoordsArray; \n" " textureCoords = textureCoordArray; \n" "} \n"; static const char *fragmentShaderSource = "varying vec2 textureCoords; \n" "uniform sampler2D texture; \n" "void main() \n" "{ \n" " gl_FragColor = texture2D(texture, textureCoords); \n" "} \n"; GLuint vertexShader = functions->glCreateShader(GL_VERTEX_SHADER); GLuint fragmentShader = functions->glCreateShader(GL_FRAGMENT_SHADER); if (vertexShader == 0 || fragmentShader == 0) { GLenum error = functions->glGetError(); qWarning("QSGDistanceFieldGlyphCache::saveTexture: Failed to create shaders. (GL error: %x)", error); return; } functions->glShaderSource(vertexShader, 1, &vertexShaderSource, NULL); functions->glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL); functions->glCompileShader(vertexShader); GLint len = 1; functions->glGetShaderiv(vertexShader, GL_INFO_LOG_LENGTH, &len); char infoLog[2048]; functions->glGetShaderInfoLog(vertexShader, 2048, NULL, infoLog); if (qstrlen(infoLog) > 0) qWarning("Problems compiling vertex shader:\n %s", infoLog); functions->glCompileShader(fragmentShader); functions->glGetShaderInfoLog(fragmentShader, 2048, NULL, infoLog); if (qstrlen(infoLog) > 0) qWarning("Problems compiling fragment shader:\n %s", infoLog); GLuint shaderProgram = functions->glCreateProgram(); functions->glAttachShader(shaderProgram, vertexShader); functions->glAttachShader(shaderProgram, fragmentShader); functions->glBindAttribLocation(shaderProgram, 0, "vertexCoordsArray"); functions->glBindAttribLocation(shaderProgram, 1, "textureCoordArray"); functions->glLinkProgram(shaderProgram); functions->glGetProgramInfoLog(shaderProgram, 2048, NULL, infoLog); if (qstrlen(infoLog) > 0) qWarning("Problems linking shaders:\n %s", infoLog); functions->glUseProgram(shaderProgram); functions->glEnableVertexAttribArray(0); functions->glEnableVertexAttribArray(1); int textureUniformLocation = functions->glGetUniformLocation(shaderProgram, "texture"); functions->glUniform1i(textureUniformLocation, 0); } functions->glDrawArrays(GL_TRIANGLE_FAN, 0, 4); { GLenum error = functions->glGetError(); if (error != GL_NO_ERROR) qWarning("glDrawArrays reported error 0x%x", error); } uchar *data = new uchar[width * height * 4]; functions->glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, data); QImage image(data, width, height, QImage::Format_ARGB32); QByteArray fileName = m_referenceFont.familyName().toLatin1() + '_' + QByteArray::number(textureId); fileName = fileName.replace('/', '_').replace(' ', '_') + ".png"; image.save(QString::fromLocal8Bit(fileName)); { GLenum error = functions->glGetError(); if (error != GL_NO_ERROR) qWarning("glReadPixels reported error 0x%x", error); } functions->glDisableVertexAttribArray(0); functions->glDisableVertexAttribArray(1); functions->glDeleteFramebuffers(1, &fboId); functions->glDeleteTextures(1, &tmpTexture); delete[] data; } #endif void QSGNodeVisitorEx::visitChildren(QSGNode *node) { for (QSGNode *child = node->firstChild(); child; child = child->nextSibling()) { switch (child->type()) { case QSGNode::ClipNodeType: { QSGClipNode *c = static_cast(child); if (visit(c)) visitChildren(c); endVisit(c); break; } case QSGNode::TransformNodeType: { QSGTransformNode *c = static_cast(child); if (visit(c)) visitChildren(c); endVisit(c); break; } case QSGNode::OpacityNodeType: { QSGOpacityNode *c = static_cast(child); if (visit(c)) visitChildren(c); endVisit(c); break; } case QSGNode::GeometryNodeType: { if (child->flags() & QSGNode::IsVisitableNode) { QSGVisitableNode *v = static_cast(child); v->accept(this); } else { QSGGeometryNode *c = static_cast(child); if (visit(c)) visitChildren(c); endVisit(c); } break; } case QSGNode::RootNodeType: { QSGRootNode *root = static_cast(child); if (visit(root)) visitChildren(root); endVisit(root); break; } case QSGNode::BasicNodeType: { visitChildren(child); break; } case QSGNode::RenderNodeType: { QSGRenderNode *r = static_cast(child); if (visit(r)) visitChildren(r); endVisit(r); break; } default: Q_UNREACHABLE(); break; } } } #ifndef QT_NO_DEBUG_STREAM QDebug operator<<(QDebug debug, const QSGGuiThreadShaderEffectManager::ShaderInfo::InputParameter &p) { QDebugStateSaver saver(debug); debug.space(); debug << p.semanticName << "semindex" << p.semanticIndex; return debug; } QDebug operator<<(QDebug debug, const QSGGuiThreadShaderEffectManager::ShaderInfo::Variable &v) { QDebugStateSaver saver(debug); debug.space(); debug << v.name; switch (v.type) { case QSGGuiThreadShaderEffectManager::ShaderInfo::Constant: debug << "cvar" << "offset" << v.offset << "size" << v.size; break; case QSGGuiThreadShaderEffectManager::ShaderInfo::Sampler: debug << "sampler" << "bindpoint" << v.bindPoint; break; case QSGGuiThreadShaderEffectManager::ShaderInfo::Texture: debug << "texture" << "bindpoint" << v.bindPoint; break; default: break; } return debug; } QDebug operator<<(QDebug debug, const QSGShaderEffectNode::VariableData &vd) { QDebugStateSaver saver(debug); debug.space(); debug << vd.specialType; return debug; } #endif QT_END_NAMESPACE #include "moc_qsgadaptationlayer_p.cpp"