void QSGTextMaskMaterial::populate(const QPointF &p,
                                   const QVector<quint32> &glyphIndexes,
                                   const QVector<QPointF> &glyphPositions,
                                   QSGGeometry *geometry,
                                   QRectF *boundingRect,
                                   QPointF *baseLine,
                                   const QMargins &margins)
{
    Q_ASSERT(m_font.isValid());
    QVector<QFixedPoint> fixedPointPositions;
    for (int i=0; i<glyphPositions.size(); ++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; i<glyphIndexes.size(); ++i) {
         QFixed subPixelPosition;
         if (supportsSubPixelPositions)
             subPixelPosition = fontD->fontEngine->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;
    }
}
void QSGTextMaskMaterial::populate(const QPointF &p,
                                   const QVector<quint32> &glyphIndexes,
                                   const QVector<QPointF> &glyphPositions,
                                   QSGGeometry *geometry,
                                   QRectF *boundingRect,
                                   QPointF *baseLine,
                                   const QMargins &margins)
{
    Q_ASSERT(m_font.isValid());
    QVector<QFixedPoint> fixedPointPositions;
    for (int i=0; i<glyphPositions.size(); ++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->cacheType());

    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; i<glyphIndexes.size(); ++i) {
         QFixed subPixelPosition;
         if (supportsSubPixelPositions)
             subPixelPosition = fontD->fontEngine->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;
         int x = qFloor(glyphPosition.x()) + c.baseLineX - margin;
         int y = qFloor(glyphPosition.y()) - c.baseLineY - margin;

         *boundingRect |= QRectF(x + margin, y + margin, c.w, c.h);

         float cx1 = x - margins.left();
         float cx2 = x + c.w + margins.right();
         float cy1 = y - margins.top();
         float cy2 = y + c.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;
    }
}