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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 "qsgdefaultglyphnode_p_p.h"
++ #include <private/qsgmaterialshader_p.h>
++
++ #include <QtGui/private/qguiapplication_p.h>
++ #include <qpa/qplatformintegration.h>
++ #include <private/qfontengine_p.h>
++
++ #include <QtQuick/qquickwindow.h>
++ #include <QtQuick/private/qsgtexture_p.h>
++ #include <QtQuick/private/qsgdefaultrendercontext_p.h>
++
++ #include <private/qrawfont_p.h>
++ #include <QtCore/qmath.h>
++
++ QT_BEGIN_NAMESPACE
++
++ 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);
++ }
++
++ class QSGTextMaskRhiShader : public QSGMaterialShader
++ {
++ public:
++ QSGTextMaskRhiShader(QFontEngine::GlyphFormat glyphFormat, int viewCount);
++
++ bool updateUniformData(RenderState &state,
++ QSGMaterial *newMaterial, QSGMaterial *oldMaterial) override;
++ void updateSampledImage(RenderState &state, int binding, QSGTexture **texture,
++ QSGMaterial *newMaterial, QSGMaterial *oldMaterial) override;
++
++ protected:
++ QFontEngine::GlyphFormat m_glyphFormat;
++ quint32 m_currentUbufOffset;
++ };
++
++ QSGTextMaskRhiShader::QSGTextMaskRhiShader(QFontEngine::GlyphFormat glyphFormat, int viewCount)
++ : m_glyphFormat(glyphFormat)
++ {
++ setShaderFileName(VertexStage, QStringLiteral(":/qt-project.org/scenegraph/shaders_ng/textmask.vert.qsb"), viewCount);
++ setShaderFileName(FragmentStage, QStringLiteral(":/qt-project.org/scenegraph/shaders_ng/textmask.frag.qsb"), viewCount);
++ }
++
++ // uniform block layout:
++ // mat4 modelViewMatrix
++ // mat4 projectionMatrix or mat4 projectionMatrix[QSHADER_VIEW_COUNT]
++ // vec2 textureScale
++ // float dpr
++ // vec4 color
++ // [styled/outline only]
++ // vec4 styleColor
++ // vec2 shift
++
++ bool QSGTextMaskRhiShader::updateUniformData(RenderState &state,
++ QSGMaterial *newMaterial, QSGMaterial *oldMaterial)
++ {
++ Q_ASSERT(oldMaterial == nullptr || newMaterial->type() == oldMaterial->type());
++ QSGTextMaskMaterial *mat = static_cast<QSGTextMaskMaterial *>(newMaterial);
++ QSGTextMaskMaterial *oldMat = static_cast<QSGTextMaskMaterial *>(oldMaterial);
++
++ // updateUniformData() is called before updateSampledImage() by the
++ // renderer. Hence updating the glyph cache stuff here.
++ const bool updated = mat->ensureUpToDate();
++ Q_ASSERT(mat->texture());
++ Q_ASSERT(oldMat == nullptr || oldMat->texture());
++
++ bool changed = false;
++ QByteArray *buf = state.uniformData();
++ const int projectionMatrixCount = qMin(state.projectionMatrixCount(), newMaterial->viewCount());
++
++ quint32 offset = 0; // ModelViewMatrix
++ if (state.isMatrixDirty()) {
++ const QMatrix4x4 mv = state.modelViewMatrix();
++ memcpy(buf->data() + offset, mv.constData(), 64);
++ changed = true;
++ }
++ offset += 64; // now at ProjectionMatrix or ProjectionMatrix[0]
++
++ for (int viewIndex = 0; viewIndex < projectionMatrixCount; ++viewIndex) {
++ if (state.isMatrixDirty()) {
++ const QMatrix4x4 p = state.projectionMatrix(viewIndex);
++ memcpy(buf->data() + offset, p.constData(), 64);
++ changed = true;
++ }
++ offset += 64;
++ }
++
++ // offset is now at TextureScale
++ QRhiTexture *oldRtex = oldMat ? oldMat->texture()->rhiTexture() : nullptr;
++ QRhiTexture *newRtex = mat->texture()->rhiTexture();
++ if (updated || !oldMat || oldRtex != newRtex) {
++ const QVector2D textureScale = QVector2D(1.0f / mat->rhiGlyphCache()->width(),
++ 1.0f / mat->rhiGlyphCache()->height());
++ memcpy(buf->data() + offset, &textureScale, 8);
++ changed = true;
++ }
++ offset += 8; // now at Dpr
++
++ if (!oldMat) {
++ float dpr = state.devicePixelRatio();
++ memcpy(buf->data() + offset, &dpr, 4);
++ }
++ offset += 4 + 4; // now at Color (with padding to ensure vec4 alignment)
++
++ // move texture uploads/copies onto the renderer's soon-to-be-committed list
++ mat->rhiGlyphCache()->commitResourceUpdates(state.resourceUpdateBatch());
++
++ m_currentUbufOffset = offset;
++ return changed;
++ }
++
++ void QSGTextMaskRhiShader::updateSampledImage(RenderState &state, int binding, QSGTexture **texture,
++ QSGMaterial *newMaterial, QSGMaterial *)
++ {
++ Q_UNUSED(state);
++ if (binding != 1)
++ return;
++
++ QSGTextMaskMaterial *mat = static_cast<QSGTextMaskMaterial *>(newMaterial);
++ QSGTexture *t = mat->texture();
++ t->setFiltering(QSGTexture::Nearest);
++ *texture = t;
++ }
++
++ class QSG8BitTextMaskRhiShader : public QSGTextMaskRhiShader
++ {
++ public:
++ QSG8BitTextMaskRhiShader(QFontEngine::GlyphFormat glyphFormat, int viewCount, bool alphaTexture)
++ : QSGTextMaskRhiShader(glyphFormat, viewCount)
++ {
++ if (alphaTexture)
++ setShaderFileName(FragmentStage, QStringLiteral(":/qt-project.org/scenegraph/shaders_ng/8bittextmask_a.frag.qsb"), viewCount);
++ else
++ setShaderFileName(FragmentStage, QStringLiteral(":/qt-project.org/scenegraph/shaders_ng/8bittextmask.frag.qsb"), viewCount);
++ }
++
++ bool updateUniformData(RenderState &state, QSGMaterial *newMaterial, QSGMaterial *oldMaterial) override;
++ };
++
++ bool QSG8BitTextMaskRhiShader::updateUniformData(RenderState &state,
++ QSGMaterial *newMaterial, QSGMaterial *oldMaterial)
++ {
++ bool changed = QSGTextMaskRhiShader::updateUniformData(state, newMaterial, oldMaterial);
++
++ QSGTextMaskMaterial *mat = static_cast<QSGTextMaskMaterial *>(newMaterial);
++ QSGTextMaskMaterial *oldMat = static_cast<QSGTextMaskMaterial *>(oldMaterial);
++
++ QByteArray *buf = state.uniformData();
++
++ if (oldMat == nullptr || mat->color() != oldMat->color() || state.isOpacityDirty()) {
++ const QVector4D color = qsg_premultiply(mat->color(), state.opacity());
++ memcpy(buf->data() + m_currentUbufOffset, &color, 16);
++ changed = true;
++ }
++ m_currentUbufOffset += 16; // now at StyleColor
++
++ return changed;
++ }
++
++ class QSG24BitTextMaskRhiShader : public QSGTextMaskRhiShader
++ {
++ public:
++ QSG24BitTextMaskRhiShader(QFontEngine::GlyphFormat glyphFormat, int viewCount)
++ : QSGTextMaskRhiShader(glyphFormat, viewCount)
++ {
++ setFlag(UpdatesGraphicsPipelineState, true);
++ setShaderFileName(FragmentStage, QStringLiteral(":/qt-project.org/scenegraph/shaders_ng/24bittextmask.frag.qsb"), viewCount);
++ }
++
++ bool updateUniformData(RenderState &state, QSGMaterial *newMaterial, QSGMaterial *oldMaterial) override;
++ bool updateGraphicsPipelineState(RenderState &state, GraphicsPipelineState *ps,
++ QSGMaterial *newMaterial, QSGMaterial *oldMaterial) override;
++ };
++
++ bool QSG24BitTextMaskRhiShader::updateUniformData(RenderState &state,
++ QSGMaterial *newMaterial, QSGMaterial *oldMaterial)
++ {
++ bool changed = QSGTextMaskRhiShader::updateUniformData(state, newMaterial, oldMaterial);
++
++ QSGTextMaskMaterial *mat = static_cast<QSGTextMaskMaterial *>(newMaterial);
++ QSGTextMaskMaterial *oldMat = static_cast<QSGTextMaskMaterial *>(oldMaterial);
++
++ QByteArray *buf = state.uniformData();
++
++ if (oldMat == nullptr || mat->color() != oldMat->color() || state.isOpacityDirty()) {
++ // shader takes vec4 but uses alpha only; coloring happens via the blend constant
++ const QVector4D color = qsg_premultiply(mat->color(), state.opacity());
++ memcpy(buf->data() + m_currentUbufOffset, &color, 16);
++ changed = true;
++ }
++ m_currentUbufOffset += 16; // now at StyleColor
++
++ return changed;
++ }
++
++ bool QSG24BitTextMaskRhiShader::updateGraphicsPipelineState(RenderState &state, GraphicsPipelineState *ps,
++ QSGMaterial *newMaterial, QSGMaterial *oldMaterial)
++ {
++ Q_UNUSED(state);
++ Q_UNUSED(oldMaterial);
++ QSGTextMaskMaterial *mat = static_cast<QSGTextMaskMaterial *>(newMaterial);
++
++ ps->blendEnable = true;
++ ps->srcColor = GraphicsPipelineState::ConstantColor;
++ ps->dstColor = GraphicsPipelineState::OneMinusSrcColor;
++
++ QVector4D color = mat->color();
++
++ // this is dynamic state but it's - magic! - taken care of by the renderer
++ ps->blendConstant = QColor::fromRgbF(color.x(), color.y(), color.z());
++
++ return true;
++ }
++
++ class QSG32BitColorTextRhiShader : public QSGTextMaskRhiShader
++ {
++ public:
++ QSG32BitColorTextRhiShader(QFontEngine::GlyphFormat glyphFormat, int viewCount)
++ : QSGTextMaskRhiShader(glyphFormat, viewCount)
++ {
++ setShaderFileName(FragmentStage, QStringLiteral(":/qt-project.org/scenegraph/shaders_ng/32bitcolortext.frag.qsb"), viewCount);
++ }
++
++ bool updateUniformData(RenderState &state, QSGMaterial *newMaterial, QSGMaterial *oldMaterial) override;
++ };
++
++ bool QSG32BitColorTextRhiShader::updateUniformData(RenderState &state,
++ QSGMaterial *newMaterial, QSGMaterial *oldMaterial)
++ {
++ bool changed = QSGTextMaskRhiShader::updateUniformData(state, newMaterial, oldMaterial);
++
++ QSGTextMaskMaterial *mat = static_cast<QSGTextMaskMaterial *>(newMaterial);
++ QSGTextMaskMaterial *oldMat = static_cast<QSGTextMaskMaterial *>(oldMaterial);
++
++ QByteArray *buf = state.uniformData();
++
++ if (oldMat == nullptr || mat->color() != oldMat->color() || state.isOpacityDirty()) {
++ // shader takes vec4 but uses alpha only
++ const QVector4D color(0, 0, 0, mat->color().w() * state.opacity());
++ memcpy(buf->data() + m_currentUbufOffset, &color, 16);
++ changed = true;
++ }
++ m_currentUbufOffset += 16; // now at StyleColor
++
++ return changed;
++ }
++
++ class QSGStyledTextRhiShader : public QSG8BitTextMaskRhiShader
++ {
++ public:
++ QSGStyledTextRhiShader(QFontEngine::GlyphFormat glyphFormat, int viewCount, bool alphaTexture)
++ : QSG8BitTextMaskRhiShader(glyphFormat, viewCount, alphaTexture)
++ {
++ setShaderFileName(VertexStage, QStringLiteral(":/qt-project.org/scenegraph/shaders_ng/styledtext.vert.qsb"), viewCount);
++ if (alphaTexture)
++ setShaderFileName(FragmentStage, QStringLiteral(":/qt-project.org/scenegraph/shaders_ng/styledtext_a.frag.qsb"), viewCount);
++ else
++ setShaderFileName(FragmentStage, QStringLiteral(":/qt-project.org/scenegraph/shaders_ng/styledtext.frag.qsb"), viewCount);
++ }
++
++ bool updateUniformData(RenderState &state,
++ QSGMaterial *newMaterial, QSGMaterial *oldMaterial) override;
++ };
++
++ bool QSGStyledTextRhiShader::updateUniformData(RenderState &state,
++ QSGMaterial *newMaterial, QSGMaterial *oldMaterial)
++ {
++ bool changed = QSG8BitTextMaskRhiShader::updateUniformData(state, newMaterial, oldMaterial);
++
++ QSGStyledTextMaterial *mat = static_cast<QSGStyledTextMaterial *>(newMaterial);
++ QSGStyledTextMaterial *oldMat = static_cast<QSGStyledTextMaterial *>(oldMaterial);
++
++ QByteArray *buf = state.uniformData();
++
++ if (oldMat == nullptr || mat->styleColor() != oldMat->styleColor() || state.isOpacityDirty()) {
++ const QVector4D styleColor = qsg_premultiply(mat->styleColor(), state.opacity());
++ memcpy(buf->data() + m_currentUbufOffset, &styleColor, 16);
++ changed = true;
++ }
++ m_currentUbufOffset += 16; // now at StyleShift
++
++ if (oldMat == nullptr || oldMat->styleShift() != mat->styleShift()) {
++ const QVector2D v = mat->styleShift();
++ memcpy(buf->data() + m_currentUbufOffset, &v, 8);
++ changed = true;
++ }
++
++ return changed;
++ }
++
++ class QSGOutlinedTextRhiShader : public QSGStyledTextRhiShader
++ {
++ public:
++ QSGOutlinedTextRhiShader(QFontEngine::GlyphFormat glyphFormat, int viewCount, bool alphaTexture)
++ : QSGStyledTextRhiShader(glyphFormat, viewCount, alphaTexture)
++ {
++ setShaderFileName(VertexStage, QStringLiteral(":/qt-project.org/scenegraph/shaders_ng/outlinedtext.vert.qsb"), viewCount);
++ if (alphaTexture)
++ setShaderFileName(FragmentStage, QStringLiteral(":/qt-project.org/scenegraph/shaders_ng/outlinedtext_a.frag.qsb"), viewCount);
++ else
++ setShaderFileName(FragmentStage, QStringLiteral(":/qt-project.org/scenegraph/shaders_ng/outlinedtext.frag.qsb"), viewCount);
++ }
++ };
++
++
++ // ***** common material stuff
++
++ QSGTextMaskMaterial::QSGTextMaskMaterial(QSGRenderContext *rc, const QVector4D &color, const QRawFont &font, QFontEngine::GlyphFormat glyphFormat)
++ : m_rc(qobject_cast<QSGDefaultRenderContext *>(rc))
++ , m_texture(nullptr)
++ , m_glyphCache(nullptr)
++ , m_font(font)
++ , m_color(color)
++ {
++ init(glyphFormat);
++ }
++
++ QSGTextMaskMaterial::~QSGTextMaskMaterial()
++ {
++ if (m_retainedFontEngine != nullptr)
++ m_rc->unregisterFontengineForCleanup(m_retainedFontEngine);
++ delete m_texture;
++ }
++
++ void QSGTextMaskMaterial::setColor(const QVector4D &color)
++ {
++ if (m_color == color)
++ return;
++
++ m_color = color;
++
++ // If it is an RGB cache, then the pen color is actually part of the cache key
++ // so it has to be updated
++ if (m_glyphCache != nullptr && m_glyphCache->glyphFormat() == QFontEngine::Format_ARGB)
++ updateCache(QFontEngine::Format_ARGB);
++ }
++
++ void QSGTextMaskMaterial::init(QFontEngine::GlyphFormat glyphFormat)
++ {
++ Q_ASSERT(m_font.isValid());
++
++ setFlag(Blending, true);
++
++ Q_ASSERT(m_rc);
++ m_rhi = m_rc->rhi();
++
++ updateCache(glyphFormat);
++ }
++
++ void QSGTextMaskMaterial::updateCache(QFontEngine::GlyphFormat glyphFormat)
++ {
++ // 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;
++ void *cacheKey;
++ Q_ASSERT(m_rhi);
++ Q_ASSERT(m_rc);
++ cacheKey = m_rc;
++ // Get the dpr the modern way. This value retrieved via the
++ // rendercontext matches what RenderState::devicePixelRatio()
++ // exposes to the material shaders later on.
++ devicePixelRatio = m_rc->currentDevicePixelRatio();
++
++ QTransform glyphCacheTransform = QTransform::fromScale(devicePixelRatio, devicePixelRatio);
++ if (!fontEngine->supportsTransformation(glyphCacheTransform))
++ glyphCacheTransform = QTransform();
++
++ QColor color = glyphFormat == QFontEngine::Format_ARGB ? QColor::fromRgbF(m_color.x(), m_color.y(), m_color.z(), m_color.w()) : QColor();
++ m_glyphCache = fontEngine->glyphCache(cacheKey, glyphFormat, glyphCacheTransform, color);
++ if (!m_glyphCache || int(m_glyphCache->glyphFormat()) != glyphFormat) {
++ m_glyphCache = new QSGRhiTextureGlyphCache(m_rc, glyphFormat, glyphCacheTransform, color);
++ fontEngine->setGlyphCache(cacheKey, m_glyphCache.data());
++ if (m_retainedFontEngine != nullptr)
++ m_rc->unregisterFontengineForCleanup(m_retainedFontEngine);
++
++ // Note: This is reference counted by the render context, so it will stay alive until
++ // we release that reference
++ m_retainedFontEngine = fontEngine;
++ m_rc->registerFontengineForCleanup(fontEngine);
++ }
++ }
++ }
++
++ void QSGTextMaskMaterial::populate(const QPointF &p,
++ const QList<quint32> &glyphIndexes,
++ const QList<QPointF> &glyphPositions,
++ QSGGeometry *geometry,
++ QRectF *boundingRect,
++ QPointF *baseLine,
++ const QMargins &margins)
++ {
++ Q_ASSERT(m_font.isValid());
++ QPointF position(p.x(), p.y() - m_font.ascent());
++ QList<QFixedPoint> fixedPointPositions;
++ const int glyphPositionsSize = glyphPositions.size();
++ fixedPointPositions.reserve(glyphPositionsSize);
++ for (int i=0; i < glyphPositionsSize; ++i)
++ fixedPointPositions.append(QFixedPoint::fromPointF(position + glyphPositions.at(i)));
++
++ QTextureGlyphCache *cache = glyphCache();
++
++ QRawFontPrivate *fontD = QRawFontPrivate::get(m_font);
++ cache->populate(fontD->fontEngine,
++ glyphIndexes.size(),
++ glyphIndexes.constData(),
++ fixedPointPositions.data(),
++ QPainter::RenderHints(),
++ true);
++ 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;
++ qreal scaledMargin = margin * glyphCacheInverseScaleX;
++
++ Q_ASSERT(geometry->indexType() == QSGGeometry::UnsignedShortType);
++ geometry->allocate(glyphIndexes.size() * 4, glyphIndexes.size() * 6);
++ QVector4D *vp = (QVector4D *)geometry->vertexDataAsTexturedPoint2D();
++ Q_ASSERT(geometry->sizeOfVertex() == sizeof(QVector4D));
++ ushort *ip = geometry->indexDataAsUShort();
++
++ bool supportsSubPixelPositions = fontD->fontEngine->supportsHorizontalSubPixelPositions();
++ for (int i=0; i<glyphIndexes.size(); ++i) {
++ QPointF glyphPosition = glyphPositions.at(i) + position;
++ QFixedPoint fixedPointPosition = fixedPointPositions.at(i);
++
++ QFixed subPixelPosition;
++ if (supportsSubPixelPositions)
++ subPixelPosition = fontD->fontEngine->subPixelPositionForX(QFixed::fromReal(fixedPointPosition.x.toReal() * glyphCacheScaleX));
++
++ QTextureGlyphCache::GlyphAndSubPixelPosition glyph(glyphIndexes.at(i),
++ QFixedPoint(subPixelPosition, 0));
++ const QTextureGlyphCache::Coord &c = cache->coords.value(glyph);
++
++ // 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) - scaledMargin;
++ qreal y = (qRound(glyphPosition.y() * glyphCacheScaleY) * glyphCacheInverseScaleY) -
++ (c.baseLineY * glyphCacheInverseScaleY) - scaledMargin;
++
++ qreal w = c.w * glyphCacheInverseScaleX;
++ qreal h = c.h * glyphCacheInverseScaleY;
++
++ *boundingRect |= QRectF(x + scaledMargin, y + scaledMargin, 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;
++ }
++ }
++
++ QTextureGlyphCache *QSGTextMaskMaterial::glyphCache() const
++ {
++ return static_cast<QTextureGlyphCache *>(m_glyphCache.data());
++ }
++
++ QSGRhiTextureGlyphCache *QSGTextMaskMaterial::rhiGlyphCache() const
++ {
++ return static_cast<QSGRhiTextureGlyphCache *>(glyphCache());
++ }
++
++ QSGMaterialShader *QSGTextMaskMaterial::createShader(QSGRendererInterface::RenderMode renderMode) const
++ {
++ Q_UNUSED(renderMode);
++ QSGRhiTextureGlyphCache *gc = rhiGlyphCache();
++ const QFontEngine::GlyphFormat glyphFormat = gc->glyphFormat();
++ switch (glyphFormat) {
++ case QFontEngine::Format_ARGB:
++ return new QSG32BitColorTextRhiShader(glyphFormat, viewCount());
++ case QFontEngine::Format_A32:
++ return new QSG24BitTextMaskRhiShader(glyphFormat, viewCount());
++ case QFontEngine::Format_A8:
++ default:
++ return new QSG8BitTextMaskRhiShader(glyphFormat, viewCount(), gc->eightBitFormatIsAlphaSwizzled());
++ }
++ }
++
++ 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<const QSGTextMaskMaterial *>(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()
++ {
++ QSGRhiTextureGlyphCache *gc = rhiGlyphCache();
++ QSize glyphCacheSize(gc->width(), gc->height());
++ if (glyphCacheSize != m_size) {
++ if (m_texture)
++ delete m_texture;
++ m_texture = new QSGPlainTexture;
++ m_texture->setTexture(gc->texture());
++ m_texture->setTextureSize(QSize(gc->width(), gc->height()));
++ m_texture->setOwnsTexture(false);
++ m_size = glyphCacheSize;
++ return true;
++ }
++ return false;
++ }
++
++
++ QSGStyledTextMaterial::QSGStyledTextMaterial(QSGRenderContext *rc, const QRawFont &font)
++ : QSGTextMaskMaterial(rc, QVector4D(), font, QFontEngine::Format_A8)
++ {
++ }
++
++ QSGMaterialType *QSGStyledTextMaterial::type() const
++ {
++ static QSGMaterialType type;
++ return &type;
++ }
++
++ QSGMaterialShader *QSGStyledTextMaterial::createShader(QSGRendererInterface::RenderMode renderMode) const
++ {
++ Q_UNUSED(renderMode);
++ QSGRhiTextureGlyphCache *gc = rhiGlyphCache();
++ return new QSGStyledTextRhiShader(gc->glyphFormat(), viewCount(), gc->eightBitFormatIsAlphaSwizzled());
++ }
++
++ int QSGStyledTextMaterial::compare(const QSGMaterial *o) const
++ {
++ const QSGStyledTextMaterial *other = static_cast<const QSGStyledTextMaterial *>(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(QSGRenderContext *rc, const QRawFont &font)
++ : QSGStyledTextMaterial(rc, font)
++ {
++ }
++
++ QSGMaterialType *QSGOutlinedTextMaterial::type() const
++ {
++ static QSGMaterialType type;
++ return &type;
++ }
++
++ QSGMaterialShader *QSGOutlinedTextMaterial::createShader(QSGRendererInterface::RenderMode renderMode) const
++ {
++ Q_UNUSED(renderMode);
++ QSGRhiTextureGlyphCache *gc = rhiGlyphCache();
++ return new QSGOutlinedTextRhiShader(gc->glyphFormat(), viewCount(), gc->eightBitFormatIsAlphaSwizzled());
++ }
++
++ QT_END_NAMESPACE