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++ // Copyright (C) 2016 The Qt Company Ltd.
++ // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only
++ // Qt-Security score:significant reason:default
++
++ #include "qsgbasicinternalimagenode_p.h"
++
++ #include <QtCore/qvarlengtharray.h>
++ #include <QtCore/qmath.h>
++
++ QT_BEGIN_NAMESPACE
++
++ namespace
++ {
++ struct SmoothImageVertex
++ {
++ float x, y, u, v;
++ float dx, dy, du, dv;
++ };
++
++ const QSGGeometry::AttributeSet &smoothImageAttributeSet()
++ {
++ static QSGGeometry::Attribute data[] = {
++ QSGGeometry::Attribute::createWithAttributeType(0, 2, QSGGeometry::FloatType, QSGGeometry::PositionAttribute),
++ QSGGeometry::Attribute::createWithAttributeType(1, 2, QSGGeometry::FloatType, QSGGeometry::TexCoordAttribute),
++ QSGGeometry::Attribute::createWithAttributeType(2, 2, QSGGeometry::FloatType, QSGGeometry::TexCoord1Attribute),
++ QSGGeometry::Attribute::createWithAttributeType(3, 2, QSGGeometry::FloatType, QSGGeometry::TexCoord2Attribute)
++ };
++ static QSGGeometry::AttributeSet attrs = { 4, sizeof(SmoothImageVertex), data };
++ return attrs;
++ }
++ }
++
++ QSGBasicInternalImageNode::QSGBasicInternalImageNode()
++ : m_innerSourceRect(0, 0, 1, 1)
++ , m_subSourceRect(0, 0, 1, 1)
++ , m_antialiasing(false)
++ , m_mirrorHorizontally(false)
++ , m_mirrorVertically(false)
++ , m_dirtyGeometry(false)
++ , m_geometry(QSGGeometry::defaultAttributes_TexturedPoint2D(), 4)
++ , m_dynamicTexture(nullptr)
++ {
++ setGeometry(&m_geometry);
++
++ #ifdef QSG_RUNTIME_DESCRIPTION
++ qsgnode_set_description(this, QLatin1String("internalimage"));
++ #endif
++ }
++
++ void QSGBasicInternalImageNode::setTargetRect(const QRectF &rect)
++ {
++ if (rect == m_targetRect)
++ return;
++ m_targetRect = rect;
++ m_dirtyGeometry = true;
++ }
++
++ void QSGBasicInternalImageNode::setInnerTargetRect(const QRectF &rect)
++ {
++ if (rect == m_innerTargetRect)
++ return;
++ m_innerTargetRect = rect;
++ m_dirtyGeometry = true;
++ }
++
++ void QSGBasicInternalImageNode::setInnerSourceRect(const QRectF &rect)
++ {
++ if (rect == m_innerSourceRect)
++ return;
++ m_innerSourceRect = rect;
++ m_dirtyGeometry = true;
++ }
++
++ void QSGBasicInternalImageNode::setSubSourceRect(const QRectF &rect)
++ {
++ if (rect == m_subSourceRect)
++ return;
++ m_subSourceRect = rect;
++ m_dirtyGeometry = true;
++ }
++
++ void QSGBasicInternalImageNode::setTexture(QSGTexture *texture)
++ {
++ Q_ASSERT(texture);
++
++ setMaterialTexture(texture);
++ updateMaterialBlending();
++
++ markDirty(DirtyMaterial);
++
++ // Because the texture can be a different part of the atlas, we need to update it...
++ m_dirtyGeometry = true;
++ }
++
++ void QSGBasicInternalImageNode::setAntialiasing(bool antialiasing)
++ {
++ if (antialiasing == m_antialiasing)
++ return;
++ m_antialiasing = antialiasing;
++ if (m_antialiasing) {
++ setGeometry(new QSGGeometry(smoothImageAttributeSet(), 0));
++ setFlag(OwnsGeometry, true);
++ } else {
++ setGeometry(&m_geometry);
++ setFlag(OwnsGeometry, false);
++ }
++ updateMaterialAntialiasing();
++ m_dirtyGeometry = true;
++ }
++
++ void QSGBasicInternalImageNode::setMirror(bool mirrorHorizontally, bool mirrorVertically)
++ {
++ if (mirrorHorizontally == m_mirrorHorizontally && mirrorVertically == m_mirrorVertically)
++ return;
++ m_mirrorHorizontally = mirrorHorizontally;
++ m_mirrorVertically = mirrorVertically;
++ m_dirtyGeometry = true;
++ }
++
++
++ void QSGBasicInternalImageNode::update()
++ {
++ if (m_dirtyGeometry)
++ updateGeometry();
++ }
++
++ void QSGBasicInternalImageNode::preprocess()
++ {
++ bool doDirty = false;
++ QSGDynamicTexture *t = qobject_cast<QSGDynamicTexture *>(materialTexture());
++ if (t) {
++ doDirty = t->updateTexture();
++ if (doDirty) {
++ // The geometry may need updating. This is expensive however, so do
++ // it only when something relevant has changed.
++ if (t != m_dynamicTexture
++ || t->textureSize() != m_dynamicTextureSize
++ || t->normalizedTextureSubRect() != m_dynamicTextureSubRect) {
++ updateGeometry();
++ m_dynamicTextureSize = t->textureSize();
++ m_dynamicTextureSubRect = t->normalizedTextureSubRect();
++ }
++ }
++ }
++ m_dynamicTexture = t;
++
++ if (updateMaterialBlending())
++ doDirty = true;
++
++ if (doDirty)
++ markDirty(DirtyMaterial);
++ }
++
++ namespace {
++ struct X { float x, tx; };
++ struct Y { float y, ty; };
++ }
++
++ static inline void appendQuad(int indexType, void **indexData,
++ int topLeft, int topRight,
++ int bottomLeft, int bottomRight)
++ {
++ if (indexType == QSGGeometry::UnsignedIntType) {
++ quint32 *indices = static_cast<quint32 *>(*indexData);
++ *indices++ = topLeft;
++ *indices++ = bottomLeft;
++ *indices++ = bottomRight;
++ *indices++ = bottomRight;
++ *indices++ = topRight;
++ *indices++ = topLeft;
++ *indexData = indices;
++ } else {
++ Q_ASSERT(indexType == QSGGeometry::UnsignedShortType);
++ quint16 *indices = static_cast<quint16 *>(*indexData);
++ *indices++ = topLeft;
++ *indices++ = bottomLeft;
++ *indices++ = bottomRight;
++ *indices++ = bottomRight;
++ *indices++ = topRight;
++ *indices++ = topLeft;
++ *indexData = indices;
++ }
++ }
++
++ QSGGeometry *QSGBasicInternalImageNode::updateGeometry(const QRectF &targetRect,
++ const QRectF &innerTargetRect,
++ const QRectF &sourceRect,
++ const QRectF &innerSourceRect,
++ const QRectF &subSourceRect,
++ QSGGeometry *geometry,
++ bool mirrorHorizontally,
++ bool mirrorVertically,
++ bool antialiasing)
++ {
++ int floorLeft = qFloor(subSourceRect.left());
++ int ceilRight = qCeil(subSourceRect.right());
++ int floorTop = qFloor(subSourceRect.top());
++ int ceilBottom = qCeil(subSourceRect.bottom());
++ int hTiles = ceilRight - floorLeft;
++ int vTiles = ceilBottom - floorTop;
++
++ int hCells = hTiles;
++ int vCells = vTiles;
++ if (innerTargetRect.width() == 0)
++ hCells = 0;
++ if (innerTargetRect.left() != targetRect.left())
++ ++hCells;
++ if (innerTargetRect.right() != targetRect.right())
++ ++hCells;
++ if (innerTargetRect.height() == 0)
++ vCells = 0;
++ if (innerTargetRect.top() != targetRect.top())
++ ++vCells;
++ if (innerTargetRect.bottom() != targetRect.bottom())
++ ++vCells;
++
++ QVarLengthArray<X, 32> xData(2 * hCells);
++ QVarLengthArray<Y, 32> yData(2 * vCells);
++ X *xs = xData.data();
++ Y *ys = yData.data();
++
++ if (innerTargetRect.left() != targetRect.left()) {
++ xs[0].x = targetRect.left();
++ xs[0].tx = sourceRect.left();
++ xs[1].x = innerTargetRect.left();
++ xs[1].tx = innerSourceRect.left();
++ xs += 2;
++ }
++ if (innerTargetRect.width() != 0 && hTiles > 0) {
++ xs[0].x = innerTargetRect.left();
++ xs[0].tx = innerSourceRect.x() + (subSourceRect.left() - floorLeft) * innerSourceRect.width();
++ ++xs;
++ float b = innerTargetRect.width() / subSourceRect.width();
++ float a = innerTargetRect.x() - subSourceRect.x() * b;
++ for (int i = floorLeft + 1; i <= ceilRight - 1; ++i) {
++ xs[0].x = xs[1].x = a + b * i;
++ xs[0].tx = innerSourceRect.right();
++ xs[1].tx = innerSourceRect.left();
++ xs += 2;
++ }
++ xs[0].x = innerTargetRect.right();
++ xs[0].tx = innerSourceRect.x() + (subSourceRect.right() - ceilRight + 1) * innerSourceRect.width();
++ ++xs;
++ }
++ if (innerTargetRect.right() != targetRect.right()) {
++ xs[0].x = innerTargetRect.right();
++ xs[0].tx = innerSourceRect.right();
++ xs[1].x = targetRect.right();
++ xs[1].tx = sourceRect.right();
++ xs += 2;
++ }
++ Q_ASSERT(xs == xData.data() + xData.size());
++ if (mirrorHorizontally) {
++ float leftPlusRight = targetRect.left() + targetRect.right();
++ int count = xData.size();
++ xs = xData.data();
++ for (int i = 0; i < (count >> 1); ++i)
++ qSwap(xs[i], xs[count - 1 - i]);
++ for (int i = 0; i < count; ++i)
++ xs[i].x = leftPlusRight - xs[i].x;
++ }
++
++ if (innerTargetRect.top() != targetRect.top()) {
++ ys[0].y = targetRect.top();
++ ys[0].ty = sourceRect.top();
++ ys[1].y = innerTargetRect.top();
++ ys[1].ty = innerSourceRect.top();
++ ys += 2;
++ }
++ if (innerTargetRect.height() != 0 && vTiles > 0) {
++ ys[0].y = innerTargetRect.top();
++ ys[0].ty = innerSourceRect.y() + (subSourceRect.top() - floorTop) * innerSourceRect.height();
++ ++ys;
++ float b = innerTargetRect.height() / subSourceRect.height();
++ float a = innerTargetRect.y() - subSourceRect.y() * b;
++ for (int i = floorTop + 1; i <= ceilBottom - 1; ++i) {
++ ys[0].y = ys[1].y = a + b * i;
++ ys[0].ty = innerSourceRect.bottom();
++ ys[1].ty = innerSourceRect.top();
++ ys += 2;
++ }
++ ys[0].y = innerTargetRect.bottom();
++ ys[0].ty = innerSourceRect.y() + (subSourceRect.bottom() - ceilBottom + 1) * innerSourceRect.height();
++ ++ys;
++ }
++ if (innerTargetRect.bottom() != targetRect.bottom()) {
++ ys[0].y = innerTargetRect.bottom();
++ ys[0].ty = innerSourceRect.bottom();
++ ys[1].y = targetRect.bottom();
++ ys[1].ty = sourceRect.bottom();
++ ys += 2;
++ }
++ Q_ASSERT(ys == yData.data() + yData.size());
++ if (mirrorVertically) {
++ float topPlusBottom = targetRect.top() + targetRect.bottom();
++ int count = yData.size();
++ ys = yData.data();
++ for (int i = 0; i < (count >> 1); ++i)
++ qSwap(ys[i], ys[count - 1 - i]);
++ for (int i = 0; i < count; ++i)
++ ys[i].y = topPlusBottom - ys[i].y;
++ }
++
++ QSGGeometry::Type indexType = QSGGeometry::UnsignedShortType;
++ // We can handled up to 0xffff indices, but keep the limit lower here to
++ // merge better in the batch renderer.
++ if (hCells * vCells * 4 > 0x7fff)
++ indexType = QSGGeometry::UnsignedIntType;
++
++ if (antialiasing) {
++ if (!geometry || geometry->indexType() != indexType) {
++ geometry = new QSGGeometry(smoothImageAttributeSet(),
++ hCells * vCells * 4 + (hCells + vCells - 1) * 4,
++ hCells * vCells * 6 + (hCells + vCells) * 12,
++ indexType);
++ } else {
++ geometry->allocate(hCells * vCells * 4 + (hCells + vCells - 1) * 4,
++ hCells * vCells * 6 + (hCells + vCells) * 12);
++ }
++ QSGGeometry *g = geometry;
++ Q_ASSERT(g);
++
++ g->setDrawingMode(QSGGeometry::DrawTriangles);
++ auto *vertices = reinterpret_cast<SmoothImageVertex *>(g->vertexData());
++ memset(vertices, 0, g->vertexCount() * g->sizeOfVertex());
++ void *indexData = g->indexData();
++
++ // The deltas are how much the fuzziness can reach into the image.
++ // Only the border vertices are moved by the vertex shader, so the fuzziness
++ // can't reach further into the image than the closest interior vertices.
++ float leftDx = xData.at(1).x - xData.at(0).x;
++ float rightDx = xData.at(xData.size() - 1).x - xData.at(xData.size() - 2).x;
++ float topDy = yData.at(1).y - yData.at(0).y;
++ float bottomDy = yData.at(yData.size() - 1).y - yData.at(yData.size() - 2).y;
++
++ float leftDu = xData.at(1).tx - xData.at(0).tx;
++ float rightDu = xData.at(xData.size() - 1).tx - xData.at(xData.size() - 2).tx;
++ float topDv = yData.at(1).ty - yData.at(0).ty;
++ float bottomDv = yData.at(yData.size() - 1).ty - yData.at(yData.size() - 2).ty;
++
++ if (hCells == 1) {
++ leftDx = rightDx *= 0.5f;
++ leftDu = rightDu *= 0.5f;
++ }
++ if (vCells == 1) {
++ topDy = bottomDy *= 0.5f;
++ topDv = bottomDv *= 0.5f;
++ }
++
++ // This delta is how much the fuzziness can reach out from the image.
++ float delta = float(qAbs(targetRect.width()) < qAbs(targetRect.height())
++ ? targetRect.width() : targetRect.height()) * 0.5f;
++
++ int index = 0;
++ ys = yData.data();
++ for (int j = 0; j < vCells; ++j, ys += 2) {
++ xs = xData.data();
++ bool isTop = j == 0;
++ bool isBottom = j == vCells - 1;
++ for (int i = 0; i < hCells; ++i, xs += 2) {
++ bool isLeft = i == 0;
++ bool isRight = i == hCells - 1;
++
++ SmoothImageVertex *v = vertices + index;
++
++ int topLeft = index;
++ for (int k = (isTop || isLeft ? 2 : 1); k--; ++v, ++index) {
++ v->x = xs[0].x;
++ v->u = xs[0].tx;
++ v->y = ys[0].y;
++ v->v = ys[0].ty;
++ }
++
++ int topRight = index;
++ for (int k = (isTop || isRight ? 2 : 1); k--; ++v, ++index) {
++ v->x = xs[1].x;
++ v->u = xs[1].tx;
++ v->y = ys[0].y;
++ v->v = ys[0].ty;
++ }
++
++ int bottomLeft = index;
++ for (int k = (isBottom || isLeft ? 2 : 1); k--; ++v, ++index) {
++ v->x = xs[0].x;
++ v->u = xs[0].tx;
++ v->y = ys[1].y;
++ v->v = ys[1].ty;
++ }
++
++ int bottomRight = index;
++ for (int k = (isBottom || isRight ? 2 : 1); k--; ++v, ++index) {
++ v->x = xs[1].x;
++ v->u = xs[1].tx;
++ v->y = ys[1].y;
++ v->v = ys[1].ty;
++ }
++
++ appendQuad(g->indexType(), &indexData, topLeft, topRight, bottomLeft, bottomRight);
++
++ if (isTop) {
++ vertices[topLeft].dy = vertices[topRight].dy = topDy;
++ vertices[topLeft].dv = vertices[topRight].dv = topDv;
++ vertices[topLeft + 1].dy = vertices[topRight + 1].dy = -delta;
++ appendQuad(g->indexType(), &indexData, topLeft + 1, topRight + 1, topLeft, topRight);
++ }
++
++ if (isBottom) {
++ vertices[bottomLeft].dy = vertices[bottomRight].dy = -bottomDy;
++ vertices[bottomLeft].dv = vertices[bottomRight].dv = -bottomDv;
++ vertices[bottomLeft + 1].dy = vertices[bottomRight + 1].dy = delta;
++ appendQuad(g->indexType(), &indexData, bottomLeft, bottomRight, bottomLeft + 1, bottomRight + 1);
++ }
++
++ if (isLeft) {
++ vertices[topLeft].dx = vertices[bottomLeft].dx = leftDx;
++ vertices[topLeft].du = vertices[bottomLeft].du = leftDu;
++ vertices[topLeft + 1].dx = vertices[bottomLeft + 1].dx = -delta;
++ appendQuad(g->indexType(), &indexData, topLeft + 1, topLeft, bottomLeft + 1, bottomLeft);
++ }
++
++ if (isRight) {
++ vertices[topRight].dx = vertices[bottomRight].dx = -rightDx;
++ vertices[topRight].du = vertices[bottomRight].du = -rightDu;
++ vertices[topRight + 1].dx = vertices[bottomRight + 1].dx = delta;
++ appendQuad(g->indexType(), &indexData, topRight, topRight + 1, bottomRight, bottomRight + 1);
++ }
++ }
++ }
++
++ Q_ASSERT(index == g->vertexCount());
++ } else {
++ if (!geometry || geometry->indexType() != indexType) {
++ geometry = new QSGGeometry(QSGGeometry::defaultAttributes_TexturedPoint2D(),
++ hCells * vCells * 4, hCells * vCells * 6,
++ indexType);
++ } else {
++ geometry->allocate(hCells * vCells * 4, hCells * vCells * 6);
++ }
++ geometry->setDrawingMode(QSGGeometry::DrawTriangles);
++ QSGGeometry::TexturedPoint2D *vertices = geometry->vertexDataAsTexturedPoint2D();
++ ys = yData.data();
++ for (int j = 0; j < vCells; ++j, ys += 2) {
++ xs = xData.data();
++ for (int i = 0; i < hCells; ++i, xs += 2) {
++ vertices[0].x = vertices[2].x = xs[0].x;
++ vertices[0].tx = vertices[2].tx = xs[0].tx;
++ vertices[1].x = vertices[3].x = xs[1].x;
++ vertices[1].tx = vertices[3].tx = xs[1].tx;
++
++ vertices[0].y = vertices[1].y = ys[0].y;
++ vertices[0].ty = vertices[1].ty = ys[0].ty;
++ vertices[2].y = vertices[3].y = ys[1].y;
++ vertices[2].ty = vertices[3].ty = ys[1].ty;
++
++ vertices += 4;
++ }
++ }
++ void *indexData = geometry->indexData();
++ for (int i = 0; i < 4 * vCells * hCells; i += 4)
++ appendQuad(geometry->indexType(), &indexData, i, i + 1, i + 2, i + 3);
++ }
++ return geometry;
++ }
++
++ void QSGBasicInternalImageNode::updateGeometry()
++ {
++ Q_ASSERT(!m_targetRect.isEmpty());
++ const QSGTexture *t = materialTexture();
++ if (!t) {
++ QSGGeometry *g = geometry();
++ g->allocate(4);
++ g->setDrawingMode(QSGGeometry::DrawTriangleStrip);
++ memset(g->vertexData(), 0, g->sizeOfVertex() * 4);
++ } else {
++ QRectF sourceRect = t->normalizedTextureSubRect();
++
++ QRectF innerSourceRect(sourceRect.x() + m_innerSourceRect.x() * sourceRect.width(),
++ sourceRect.y() + m_innerSourceRect.y() * sourceRect.height(),
++ m_innerSourceRect.width() * sourceRect.width(),
++ m_innerSourceRect.height() * sourceRect.height());
++
++ bool hasMargins = m_targetRect != m_innerTargetRect;
++
++ int floorLeft = qFloor(m_subSourceRect.left());
++ int ceilRight = qCeil(m_subSourceRect.right());
++ int floorTop = qFloor(m_subSourceRect.top());
++ int ceilBottom = qCeil(m_subSourceRect.bottom());
++ int hTiles = ceilRight - floorLeft;
++ int vTiles = ceilBottom - floorTop;
++
++ bool hasTiles = hTiles > 1 || vTiles > 1;
++ bool fullTexture = innerSourceRect == QRectF(0, 0, 1, 1);
++
++ // An image can be rendered as a single quad if:
++ // - There are no margins, and either:
++ // - the image isn't repeated
++ // - the source rectangle fills the entire texture so that texture wrapping can be used,
++ // and NPOT is supported
++ if (!hasMargins && (!hasTiles || (fullTexture && supportsWrap(t->textureSize())))) {
++ QRectF sr;
++ if (!fullTexture) {
++ sr = QRectF(innerSourceRect.x() + (m_subSourceRect.left() - floorLeft) * innerSourceRect.width(),
++ innerSourceRect.y() + (m_subSourceRect.top() - floorTop) * innerSourceRect.height(),
++ m_subSourceRect.width() * innerSourceRect.width(),
++ m_subSourceRect.height() * innerSourceRect.height());
++ } else {
++ sr = QRectF(m_subSourceRect.left() - floorLeft, m_subSourceRect.top() - floorTop,
++ m_subSourceRect.width(), m_subSourceRect.height());
++ }
++ if (m_mirrorHorizontally) {
++ qreal oldLeft = sr.left();
++ sr.setLeft(sr.right());
++ sr.setRight(oldLeft);
++ }
++ if (m_mirrorVertically) {
++ qreal oldTop = sr.top();
++ sr.setTop(sr.bottom());
++ sr.setBottom(oldTop);
++ }
++
++ if (m_antialiasing) {
++ QSGGeometry *g = geometry();
++ Q_ASSERT(g != &m_geometry);
++ if (g->indexType() != QSGGeometry::UnsignedShortType) {
++ setGeometry(new QSGGeometry(smoothImageAttributeSet(), 0));
++ g = geometry();
++ }
++ g->allocate(8, 14);
++ g->setDrawingMode(QSGGeometry::DrawTriangleStrip);
++ auto *vertices = reinterpret_cast<SmoothImageVertex *>(g->vertexData());
++ float delta = float(qAbs(m_targetRect.width()) < qAbs(m_targetRect.height())
++ ? m_targetRect.width() : m_targetRect.height()) * 0.5f;
++ float sx = float(sr.width() / m_targetRect.width());
++ float sy = float(sr.height() / m_targetRect.height());
++ for (int d = -1; d <= 1; d += 2) {
++ for (int j = 0; j < 2; ++j) {
++ for (int i = 0; i < 2; ++i, ++vertices) {
++ vertices->x = m_targetRect.x() + i * m_targetRect.width();
++ vertices->y = m_targetRect.y() + j * m_targetRect.height();
++ vertices->u = sr.x() + i * sr.width();
++ vertices->v = sr.y() + j * sr.height();
++ vertices->dx = (i == 0 ? delta : -delta) * d;
++ vertices->dy = (j == 0 ? delta : -delta) * d;
++ vertices->du = (d < 0 ? 0 : vertices->dx * sx);
++ vertices->dv = (d < 0 ? 0 : vertices->dy * sy);
++ }
++ }
++ }
++ Q_ASSERT(vertices - g->vertexCount() == g->vertexData());
++ static const quint16 indices[] = {
++ 0, 4, 1, 5, 3, 7, 2, 6, 0, 4,
++ 4, 6, 5, 7
++ };
++ Q_ASSERT(g->sizeOfIndex() * g->indexCount() == sizeof(indices));
++ memcpy(g->indexDataAsUShort(), indices, sizeof(indices));
++ } else {
++ m_geometry.allocate(4);
++ m_geometry.setDrawingMode(QSGGeometry::DrawTriangleStrip);
++ QSGGeometry::updateTexturedRectGeometry(&m_geometry, m_targetRect, sr);
++ }
++ } else {
++ QSGGeometry *g = geometry();
++ g = updateGeometry(m_targetRect, m_innerTargetRect,
++ sourceRect, innerSourceRect, m_subSourceRect,
++ g, m_mirrorHorizontally, m_mirrorVertically, m_antialiasing);
++ if (g != geometry()) {
++ setGeometry(g);
++ setFlag(OwnsGeometry, true);
++ }
++ }
++ }
++ markDirty(DirtyGeometry);
++ m_dirtyGeometry = false;
++ }
++
++ QT_END_NAMESPACE