Revision control
Copy as Markdown
// 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