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authorKim Motoyoshi Kalland <kim.kalland@nokia.com>2009-08-11 11:13:25 (GMT)
committerKim Motoyoshi Kalland <kim.kalland@nokia.com>2009-08-11 13:16:22 (GMT)
commitca28af7c530e60f55556aa7efc6fe19660be53b1 (patch)
tree799f2d46fb03bc3f62bbdcd0e4ede233d04d2525
parentcd649261f902c96c065d44591f6ee76a9b2be5dc (diff)
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Fixed uploading of glyphs to the glyph cache in the GL2 engine.
Upload the glyph one scanline at a time to work around what probably is a driver bug. This replaces a previous fix 6d0290b2202d4fc084595ba678c2a2d984392e72. Reviewed-by: Tom
-rw-r--r--src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp20
1 files changed, 15 insertions, 5 deletions
diff --git a/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp b/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp
index a3475c7..3f14fdf 100644
--- a/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp
+++ b/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp
@@ -261,11 +261,21 @@ void QGLTextureGlyphCache::fillTexture(const Coord &c, glyph_t glyph)
if (mask.format() == QImage::Format_RGB32) {
glTexSubImage2D(GL_TEXTURE_2D, 0, c.x, m_height - c.y, maskWidth, maskHeight, GL_BGRA, GL_UNSIGNED_BYTE, mask.bits());
} else {
- // If the width of the uploaded data is not a multiple of four bytes, we get some garbage
- // in the glyph cache, probably because of a driver bug.
- // Convert to ARGB32 to get a multiple of 4 bytes per line.
- mask = mask.convertToFormat(QImage::Format_ARGB32);
- glTexSubImage2D(GL_TEXTURE_2D, 0, c.x, c.y, maskWidth, maskHeight, GL_BGRA, GL_UNSIGNED_BYTE, mask.bits());
+#ifdef QT_OPENGL_ES2
+ glTexSubImage2D(GL_TEXTURE_2D, 0, c.x, c.y, maskWidth, maskHeight, GL_ALPHA, GL_UNSIGNED_BYTE, mask.bits());
+#else
+ // glTexSubImage2D() might cause some garbage to appear in the texture if the mask width is
+ // not a multiple of four bytes. The bug appeared on a computer with 32-bit Windows Vista
+ // and nVidia GeForce 8500GT. GL_UNPACK_ALIGNMENT is set to four bytes, 'mask' has a
+ // multiple of four bytes per line, and most of the glyph shows up correctly in the
+ // texture, which makes me think that this is a driver bug.
+ // One workaround is to make sure the mask width is a multiple of four bytes, for instance
+ // by converting it to a format with four bytes per pixel. Another is to copy one line at a
+ // time.
+
+ for (uint i = 0; i < maskHeight; ++i)
+ glTexSubImage2D(GL_TEXTURE_2D, 0, c.x, c.y + i, maskWidth, 1, GL_ALPHA, GL_UNSIGNED_BYTE, mask.scanLine(i));
+#endif
}
}