/**************************************************************************** ** ** 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 "qsgdefaultglyphnode_p_p.h" #include #include #include #include #include #include #include #include #include #include #include #include QT_BEGIN_NAMESPACE #ifndef GL_FRAMEBUFFER_SRGB #define GL_FRAMEBUFFER_SRGB 0x8DB9 #endif #ifndef GL_FRAMEBUFFER_SRGB_CAPABLE #define GL_FRAMEBUFFER_SRGB_CAPABLE 0x8DBA #endif static inline QVector4D qsg_premultiply(const QVector4D &c, float globalOpacity) { float o = c.w() * globalOpacity; return QVector4D(c.x() * o, c.y() * o, c.z() * o, o); } static inline int qsg_device_pixel_ratio(QOpenGLContext *ctx) { int devicePixelRatio = 1; if (ctx->surface()->surfaceClass() == QSurface::Window) { QWindow *w = static_cast(ctx->surface()); if (QQuickWindow *qw = qobject_cast(w)) devicePixelRatio = qw->effectiveDevicePixelRatio(); else devicePixelRatio = w->devicePixelRatio(); } else { devicePixelRatio = ctx->screen() ? ctx->screen()->devicePixelRatio() : qGuiApp->devicePixelRatio(); } return devicePixelRatio; } class QSGTextMaskShader : public QSGMaterialShader { public: QSGTextMaskShader(QFontEngine::GlyphFormat glyphFormat); virtual void updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect); virtual char const *const *attributeNames() const; protected: virtual void initialize(); int m_matrix_id; int m_color_id; int m_textureScale_id; float m_devicePixelRatio; QFontEngine::GlyphFormat m_glyphFormat; }; char const *const *QSGTextMaskShader::attributeNames() const { static char const *const attr[] = { "vCoord", "tCoord", 0 }; return attr; } QSGTextMaskShader::QSGTextMaskShader(QFontEngine::GlyphFormat glyphFormat) : QSGMaterialShader(*new QSGMaterialShaderPrivate) , m_matrix_id(-1) , m_color_id(-1) , m_textureScale_id(-1) , m_glyphFormat(glyphFormat) { setShaderSourceFile(QOpenGLShader::Vertex, QStringLiteral(":/qt-project.org/scenegraph/shaders/textmask.vert")); setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/qt-project.org/scenegraph/shaders/textmask.frag")); } static inline qreal fontSmoothingGamma() { static qreal fontSmoothingGamma = QGuiApplicationPrivate::platformIntegration()->styleHint(QPlatformIntegration::FontSmoothingGamma).toReal(); return fontSmoothingGamma; } void QSGTextMaskShader::initialize() { m_matrix_id = program()->uniformLocation("matrix"); m_color_id = program()->uniformLocation("color"); m_textureScale_id = program()->uniformLocation("textureScale"); m_devicePixelRatio = (float) qsg_device_pixel_ratio(QOpenGLContext::currentContext()); program()->setUniformValue("dpr", m_devicePixelRatio); } void QSGTextMaskShader::updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect) { QSGTextMaskMaterial *material = static_cast(newEffect); QSGTextMaskMaterial *oldMaterial = static_cast(oldEffect); Q_ASSERT(oldEffect == 0 || newEffect->type() == oldEffect->type()); bool updated = material->ensureUpToDate(); Q_ASSERT(material->texture()); Q_ASSERT(oldMaterial == 0 || oldMaterial->texture()); if (updated || oldMaterial == 0 || oldMaterial->texture()->textureId() != material->texture()->textureId()) { program()->setUniformValue(m_textureScale_id, QVector2D(1.0 / material->cacheTextureWidth(), 1.0 / material->cacheTextureHeight())); QOpenGLFunctions *funcs = QOpenGLContext::currentContext()->functions(); funcs->glBindTexture(GL_TEXTURE_2D, material->texture()->textureId()); // Set the mag/min filters to be nearest. We only need to do this when the texture // has been recreated. if (updated) { funcs->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); funcs->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); } } float devicePixelRatio = (float) qsg_device_pixel_ratio(QOpenGLContext::currentContext()); if (m_devicePixelRatio != devicePixelRatio) { m_devicePixelRatio = devicePixelRatio; program()->setUniformValue("dpr", m_devicePixelRatio); } if (state.isMatrixDirty()) program()->setUniformValue(m_matrix_id, state.combinedMatrix()); } class QSG8BitTextMaskShader : public QSGTextMaskShader { public: QSG8BitTextMaskShader(QFontEngine::GlyphFormat glyphFormat) : QSGTextMaskShader(glyphFormat) { setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/qt-project.org/scenegraph/shaders/8bittextmask.frag")); } virtual void updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect); }; void QSG8BitTextMaskShader::updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect) { QSGTextMaskShader::updateState(state, newEffect, oldEffect); QSGTextMaskMaterial *material = static_cast(newEffect); QSGTextMaskMaterial *oldMaterial = static_cast(oldEffect); if (oldMaterial == 0 || material->color() != oldMaterial->color() || state.isOpacityDirty()) { QVector4D color = qsg_premultiply(material->color(), state.opacity()); program()->setUniformValue(m_color_id, color); } } class QSG24BitTextMaskShader : public QSGTextMaskShader { public: QSG24BitTextMaskShader(QFontEngine::GlyphFormat glyphFormat) : QSGTextMaskShader(glyphFormat) , m_useSRGB(false) { setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/qt-project.org/scenegraph/shaders/24bittextmask.frag")); } virtual void updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect); virtual void initialize(); void activate(); void deactivate(); bool useSRGB() const; uint m_useSRGB : 1; }; void QSG24BitTextMaskShader::initialize() { QSGTextMaskShader::initialize(); // 0.25 was found to be acceptable error margin by experimentation. On Mac, the gamma is 2.0, // but using sRGB looks okay. if (QOpenGLContext::currentContext()->hasExtension(QByteArrayLiteral("GL_ARB_framebuffer_sRGB")) && m_glyphFormat == QFontEngine::Format_A32 && qAbs(fontSmoothingGamma() - 2.2) < 0.25) { QOpenGLFunctions *funcs = QOpenGLContext::currentContext()->functions(); GLint srgbCapable = 0; funcs->glGetIntegerv(GL_FRAMEBUFFER_SRGB_CAPABLE, &srgbCapable); if (srgbCapable) m_useSRGB = true; } } bool QSG24BitTextMaskShader::useSRGB() const { #ifdef Q_OS_MACOS if (!m_useSRGB) return false; // m_useSRGB is true, but if some QOGLFBO was bound check it's texture format: QOpenGLContext *ctx = QOpenGLContext::currentContext(); QOpenGLFramebufferObject *qfbo = QOpenGLContextPrivate::get(ctx)->qgl_current_fbo; bool fboInvalid = QOpenGLContextPrivate::get(ctx)->qgl_current_fbo_invalid; return !qfbo || fboInvalid || qfbo->format().internalTextureFormat() == GL_SRGB8_ALPHA8_EXT; #else return m_useSRGB; #endif } void QSG24BitTextMaskShader::activate() { QOpenGLFunctions *funcs = QOpenGLContext::currentContext()->functions(); funcs->glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR); if (useSRGB()) funcs->glEnable(GL_FRAMEBUFFER_SRGB); } void QSG24BitTextMaskShader::deactivate() { QOpenGLFunctions *funcs = QOpenGLContext::currentContext()->functions(); funcs->glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); if (useSRGB()) funcs->glDisable(GL_FRAMEBUFFER_SRGB); } static inline qreal qt_sRGB_to_linear_RGB(qreal f) { return f > 0.04045 ? qPow((f + 0.055) / 1.055, 2.4) : f / 12.92; } static inline QVector4D qt_sRGB_to_linear_RGB(const QVector4D &color) { return QVector4D(qt_sRGB_to_linear_RGB(color.x()), qt_sRGB_to_linear_RGB(color.y()), qt_sRGB_to_linear_RGB(color.z()), color.w()); } void QSG24BitTextMaskShader::updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect) { QSGTextMaskShader::updateState(state, newEffect, oldEffect); QSGTextMaskMaterial *material = static_cast(newEffect); QSGTextMaskMaterial *oldMaterial = static_cast(oldEffect); if (oldMaterial == 0 || material->color() != oldMaterial->color() || state.isOpacityDirty()) { QVector4D color = material->color(); if (useSRGB()) color = qt_sRGB_to_linear_RGB(color); QOpenGLContext::currentContext()->functions()->glBlendColor(color.x(), color.y(), color.z(), color.w()); color = qsg_premultiply(color, state.opacity()); program()->setUniformValue(m_color_id, color.w()); } } class QSG32BitColorTextShader : public QSGTextMaskShader { public: QSG32BitColorTextShader(QFontEngine::GlyphFormat glyphFormat) : QSGTextMaskShader(glyphFormat) { setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/qt-project.org/scenegraph/shaders/32bitcolortext.frag")); } void updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect) Q_DECL_OVERRIDE; }; void QSG32BitColorTextShader::updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect) { QSGTextMaskShader::updateState(state, newEffect, oldEffect); QSGTextMaskMaterial *material = static_cast(newEffect); QSGTextMaskMaterial *oldMaterial = static_cast(oldEffect); if (oldMaterial == Q_NULLPTR || material->color() != oldMaterial->color() || state.isOpacityDirty()) { float opacity = material->color().w() * state.opacity(); program()->setUniformValue(m_color_id, opacity); } } class QSGStyledTextShader : public QSG8BitTextMaskShader { public: QSGStyledTextShader(QFontEngine::GlyphFormat glyphFormat) : QSG8BitTextMaskShader(glyphFormat) { setShaderSourceFile(QOpenGLShader::Vertex, QStringLiteral(":/qt-project.org/scenegraph/shaders/styledtext.vert")); setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/qt-project.org/scenegraph/shaders/styledtext.frag")); } virtual void updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect); private: virtual void initialize(); int m_shift_id; int m_styleColor_id; }; void QSGStyledTextShader::initialize() { QSG8BitTextMaskShader::initialize(); m_shift_id = program()->uniformLocation("shift"); m_styleColor_id = program()->uniformLocation("styleColor"); } void QSGStyledTextShader::updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect) { Q_ASSERT(oldEffect == 0 || newEffect->type() == oldEffect->type()); QSGStyledTextMaterial *material = static_cast(newEffect); QSGStyledTextMaterial *oldMaterial = static_cast(oldEffect); if (oldMaterial == 0 || oldMaterial->styleShift() != material->styleShift()) program()->setUniformValue(m_shift_id, material->styleShift()); if (oldMaterial == 0 || material->color() != oldMaterial->color() || state.isOpacityDirty()) { QVector4D color = qsg_premultiply(material->color(), state.opacity()); program()->setUniformValue(m_color_id, color); } if (oldMaterial == 0 || material->styleColor() != oldMaterial->styleColor() || state.isOpacityDirty()) { QVector4D styleColor = qsg_premultiply(material->styleColor(), state.opacity()); program()->setUniformValue(m_styleColor_id, styleColor); } bool updated = material->ensureUpToDate(); Q_ASSERT(material->texture()); Q_ASSERT(oldMaterial == 0 || oldMaterial->texture()); if (updated || oldMaterial == 0 || oldMaterial->texture()->textureId() != material->texture()->textureId()) { program()->setUniformValue(m_textureScale_id, QVector2D(1.0 / material->cacheTextureWidth(), 1.0 / material->cacheTextureHeight())); QOpenGLFunctions *funcs = QOpenGLContext::currentContext()->functions(); funcs->glBindTexture(GL_TEXTURE_2D, material->texture()->textureId()); // Set the mag/min filters to be linear. We only need to do this when the texture // has been recreated. if (updated) { funcs->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); funcs->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); } } if (state.isMatrixDirty()) program()->setUniformValue(m_matrix_id, state.combinedMatrix()); } class QSGOutlinedTextShader : public QSGStyledTextShader { public: QSGOutlinedTextShader(QFontEngine::GlyphFormat glyphFormat) : QSGStyledTextShader(glyphFormat) { setShaderSourceFile(QOpenGLShader::Vertex, QStringLiteral(":/qt-project.org/scenegraph/shaders/outlinedtext.vert")); setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/qt-project.org/scenegraph/shaders/outlinedtext.frag")); } }; QSGTextMaskMaterial::QSGTextMaskMaterial(const QRawFont &font, QFontEngine::GlyphFormat glyphFormat) : m_texture(0) , m_glyphCache(0) , m_font(font) { init(glyphFormat); } QSGTextMaskMaterial::~QSGTextMaskMaterial() { delete m_texture; } void QSGTextMaskMaterial::init(QFontEngine::GlyphFormat glyphFormat) { Q_ASSERT(m_font.isValid()); setFlag(Blending, true); QOpenGLContext *ctx = const_cast(QOpenGLContext::currentContext()); Q_ASSERT(ctx != 0); // The following piece of code will read/write to the font engine's caches, // potentially from different threads. However, this is safe because this // code is only called from QQuickItem::updatePaintNode() which is called // only when the GUI is blocked, and multiple threads will call it in // sequence. See also QSGRenderContext::invalidate QRawFontPrivate *fontD = QRawFontPrivate::get(m_font); if (QFontEngine *fontEngine = fontD->fontEngine) { if (glyphFormat == QFontEngine::Format_None) { glyphFormat = fontEngine->glyphFormat != QFontEngine::Format_None ? fontEngine->glyphFormat : QFontEngine::Format_A32; } qreal devicePixelRatio = qsg_device_pixel_ratio(ctx); QTransform glyphCacheTransform = QTransform::fromScale(devicePixelRatio, devicePixelRatio); if (!fontEngine->supportsTransformation(glyphCacheTransform)) glyphCacheTransform = QTransform(); m_glyphCache = fontEngine->glyphCache(ctx, glyphFormat, glyphCacheTransform); if (!m_glyphCache || int(m_glyphCache->glyphFormat()) != glyphFormat) { m_glyphCache = new QOpenGLTextureGlyphCache(glyphFormat, glyphCacheTransform); fontEngine->setGlyphCache(ctx, m_glyphCache.data()); auto sg = QSGDefaultRenderContext::from(ctx); Q_ASSERT(sg); sg->registerFontengineForCleanup(fontEngine); } } } void QSGTextMaskMaterial::populate(const QPointF &p, const QVector &glyphIndexes, const QVector &glyphPositions, QSGGeometry *geometry, QRectF *boundingRect, QPointF *baseLine, const QMargins &margins) { Q_ASSERT(m_font.isValid()); QVector fixedPointPositions; const int glyphPositionsSize = glyphPositions.size(); fixedPointPositions.reserve(glyphPositionsSize); for (int i=0; i < glyphPositionsSize; ++i) fixedPointPositions.append(QFixedPoint::fromPointF(glyphPositions.at(i))); QTextureGlyphCache *cache = glyphCache(); QRawFontPrivate *fontD = QRawFontPrivate::get(m_font); cache->populate(fontD->fontEngine, glyphIndexes.size(), glyphIndexes.constData(), fixedPointPositions.data()); cache->fillInPendingGlyphs(); int margin = fontD->fontEngine->glyphMargin(cache->glyphFormat()); qreal glyphCacheScaleX = cache->transform().m11(); qreal glyphCacheScaleY = cache->transform().m22(); qreal glyphCacheInverseScaleX = 1.0 / glyphCacheScaleX; qreal glyphCacheInverseScaleY = 1.0 / glyphCacheScaleY; Q_ASSERT(geometry->indexType() == GL_UNSIGNED_SHORT); geometry->allocate(glyphIndexes.size() * 4, glyphIndexes.size() * 6); QVector4D *vp = (QVector4D *)geometry->vertexDataAsTexturedPoint2D(); Q_ASSERT(geometry->sizeOfVertex() == sizeof(QVector4D)); ushort *ip = geometry->indexDataAsUShort(); QPointF position(p.x(), p.y() - m_font.ascent()); bool supportsSubPixelPositions = fontD->fontEngine->supportsSubPixelPositions(); for (int i=0; ifontEngine->subPixelPositionForX(QFixed::fromReal(glyphPositions.at(i).x())); QTextureGlyphCache::GlyphAndSubPixelPosition glyph(glyphIndexes.at(i), subPixelPosition); const QTextureGlyphCache::Coord &c = cache->coords.value(glyph); QPointF glyphPosition = glyphPositions.at(i) + position; // On a retina screen the glyph positions are not pre-scaled (as opposed to // eg. the raster paint engine). To ensure that we get the same behavior as // the raster engine (and CoreText itself) when it comes to rounding of the // coordinates, we need to apply the scale factor before rounding, and then // apply the inverse scale to get back to the coordinate system of the node. qreal x = (qFloor(glyphPosition.x() * glyphCacheScaleX) * glyphCacheInverseScaleX) + (c.baseLineX * glyphCacheInverseScaleX) - margin; qreal y = (qRound(glyphPosition.y() * glyphCacheScaleY) * glyphCacheInverseScaleY) - (c.baseLineY * glyphCacheInverseScaleY) - margin; qreal w = c.w * glyphCacheInverseScaleX; qreal h = c.h * glyphCacheInverseScaleY; *boundingRect |= QRectF(x + margin, y + margin, w, h); float cx1 = x - margins.left(); float cx2 = x + w + margins.right(); float cy1 = y - margins.top(); float cy2 = y + h + margins.bottom(); float tx1 = c.x - margins.left(); float tx2 = c.x + c.w + margins.right(); float ty1 = c.y - margins.top(); float ty2 = c.y + c.h + margins.bottom(); if (baseLine->isNull()) *baseLine = glyphPosition; vp[4 * i + 0] = QVector4D(cx1, cy1, tx1, ty1); vp[4 * i + 1] = QVector4D(cx2, cy1, tx2, ty1); vp[4 * i + 2] = QVector4D(cx1, cy2, tx1, ty2); vp[4 * i + 3] = QVector4D(cx2, cy2, tx2, ty2); int o = i * 4; ip[6 * i + 0] = o + 0; ip[6 * i + 1] = o + 2; ip[6 * i + 2] = o + 3; ip[6 * i + 3] = o + 3; ip[6 * i + 4] = o + 1; ip[6 * i + 5] = o + 0; } } QSGMaterialType *QSGTextMaskMaterial::type() const { static QSGMaterialType argb, rgb, gray; switch (glyphCache()->glyphFormat()) { case QFontEngine::Format_ARGB: return &argb; case QFontEngine::Format_A32: return &rgb; case QFontEngine::Format_A8: default: return &gray; } } QOpenGLTextureGlyphCache *QSGTextMaskMaterial::glyphCache() const { return static_cast(m_glyphCache.data()); } QSGMaterialShader *QSGTextMaskMaterial::createShader() const { switch (QFontEngine::GlyphFormat glyphFormat = glyphCache()->glyphFormat()) { case QFontEngine::Format_ARGB: return new QSG32BitColorTextShader(glyphFormat); case QFontEngine::Format_A32: return new QSG24BitTextMaskShader(glyphFormat); case QFontEngine::Format_A8: default: return new QSG8BitTextMaskShader(glyphFormat); } } static inline int qsg_colorDiff(const QVector4D &a, const QVector4D &b) { if (a.x() != b.x()) return a.x() > b.x() ? 1 : -1; if (a.y() != b.y()) return a.y() > b.y() ? 1 : -1; if (a.z() != b.z()) return a.z() > b.z() ? 1 : -1; if (a.w() != b.w()) return a.w() > b.w() ? 1 : -1; return 0; } int QSGTextMaskMaterial::compare(const QSGMaterial *o) const { Q_ASSERT(o && type() == o->type()); const QSGTextMaskMaterial *other = static_cast(o); if (m_glyphCache != other->m_glyphCache) return m_glyphCache.data() < other->m_glyphCache.data() ? -1 : 1; return qsg_colorDiff(m_color, other->m_color); } bool QSGTextMaskMaterial::ensureUpToDate() { QSize glyphCacheSize(glyphCache()->width(), glyphCache()->height()); if (glyphCacheSize != m_size) { if (m_texture) delete m_texture; m_texture = new QSGPlainTexture(); m_texture->setTextureId(glyphCache()->texture()); m_texture->setTextureSize(QSize(glyphCache()->width(), glyphCache()->height())); m_texture->setOwnsTexture(false); m_size = glyphCacheSize; return true; } else { return false; } } int QSGTextMaskMaterial::cacheTextureWidth() const { return glyphCache()->width(); } int QSGTextMaskMaterial::cacheTextureHeight() const { return glyphCache()->height(); } QSGStyledTextMaterial::QSGStyledTextMaterial(const QRawFont &font) : QSGTextMaskMaterial(font, QFontEngine::Format_A8) { } QSGMaterialType *QSGStyledTextMaterial::type() const { static QSGMaterialType type; return &type; } QSGMaterialShader *QSGStyledTextMaterial::createShader() const { return new QSGStyledTextShader(glyphCache()->glyphFormat()); } int QSGStyledTextMaterial::compare(const QSGMaterial *o) const { const QSGStyledTextMaterial *other = static_cast(o); if (m_styleShift != other->m_styleShift) return m_styleShift.y() - other->m_styleShift.y(); int diff = qsg_colorDiff(m_styleColor, other->m_styleColor); if (diff == 0) return QSGTextMaskMaterial::compare(o); return diff; } QSGOutlinedTextMaterial::QSGOutlinedTextMaterial(const QRawFont &font) : QSGStyledTextMaterial(font) { } QSGMaterialType *QSGOutlinedTextMaterial::type() const { static QSGMaterialType type; return &type; } QSGMaterialShader *QSGOutlinedTextMaterial::createShader() const { return new QSGOutlinedTextShader(glyphCache()->glyphFormat()); } QT_END_NAMESPACE