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* RHI: QShaderDescription storage buffer qualifiers / run time strideBen Fletcher2022-12-111-0/+0
| | | | | | | | | | | | | | | | Add storage buffer memory qualifier and run time array stride information to QShaderDescription::StorageBlock. Memory qualifiers allow more informed selection of RHI resource buffer binding (bufferLoad / bufferStore / bufferLoadStore) function. Run time array stride (for last block member unsized array) allows packing of buffer data for transfer to / from GPU. Without this information, applications must infer or guess which packing rules (std430 / std140) are in use. Change-Id: I676d7e848afefd40d01cdd463c569b07022b683e Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
* rhi: metal: Add support for tessellationLaszlo Agocs2022-09-017-51/+0
| | | | | Change-Id: Ie8d226a6a959aa5e78284ea72505fd26aec1e671 Reviewed-by: Andy Nichols <andy.nichols@qt.io>
* rhi: Enable exposing separate image and sampler objects from the shaderLaszlo Agocs2022-01-032-0/+17
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Adds the following in a QShader/QShaderDescription: - a list of separate images - a list of separate samplers - a list of "combined_sampler_uniform_name" -> [ separate_texture_binding, separate_sampler_binding ] mappings (relevant for GLSL only) On the QShader (and qsb/QShaderBaker) level not having separate image (texture) and sampler objects exposed in the reflection info is not entirely future proof. Right now we benefit strongly from the fact that Vulkan/SPIR-V supports both combined and separate images/samplers, while for HLSL and MSL SPIRV-Cross translates combined image samplers to separate texture and sampler objects, but it is not given that relying on combined image samplers will always be possible in the long run; it is mostly a legacy OpenGL thing that just happens to be supported in Vulkan/SPIR-V due to some benefits with certain implementations/hw, but is not something present in any newer APIs. In addition, before this patch, attempting to run a shader with separate textures and samplers through qsb will just fail for GLSL, even though SPIRV-Cross does have the ability to generate a "fake" combined sampler for each separate texture+sampler combination. Take this into use. This also involves generating and exposing a combined_name->[separate_texture_binding,separate_sampler_binding] mapping table for GLSL, not unlike we have the native binding map for HLSL and MSL. A user (such as, the GL backend of QRhi) would then use this table to recognize what user-provided texture+sampler binding point numbers correspond to which auto-generated sampler2Ds in the GL program. Take the following example: layout(binding = 1) uniform texture2D sepTex; layout(binding = 2) uniform sampler sepSampler; layout(binding = 3) uniform sampler sepSampler2; Inn the reflection info (QShaderDescription) this (assuming a corresponding qtshadertools patch in place) now gives one entry in separateImages() and two in separateSamplers(). Assuming sepTex is used both with sepSampler and sepSampler2, the GLSL output and mapping table from QShaderBaker will have two auto-generated sampler2Ds (and no 'texture2D' or 'sampler'). One immediate benefit is that it is now possible to create a shader that relies only on separate images and samplers, feed it into qsb, generate all the possible targets, and then also feed the SPIR-V binary into a tool or library such as Tint (e.g. to generate WGSL) that canot deal with combined image samplers. Change-Id: I9b19847ea5854837b45d3a23edc788c48502aa15 Reviewed-by: Andy Nichols <andy.nichols@qt.io>
* Remove old CBOR-based format from QShaderLaszlo Agocs2020-08-111-0/+0
| | | | | | | | | We only support version 4 and 5 in Qt 6.0. 1 and 2 are already gone (due to being based on binary JSON), now we remove 3 as well. Task-number: QTBUG-81346 Change-Id: I3627dcc0587f1e36f11e93edf7172889e911d64e Reviewed-by: Andy Nichols <andy.nichols@qt.io>
* Remove old qsb versions from qshader autotestLaszlo Agocs2020-07-316-15/+0
| | | | | | | | | | Only keep 3, 4, and 5 because 3 is the lowest version where binary JSON is not used anymore. Change-Id: Id0319e8eceb845017ed493d0ef6902b53050d5a6 Reviewed-by: Sona Kurazyan <sona.kurazyan@qt.io> Reviewed-by: Edward Welbourne <edward.welbourne@qt.io> Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
* Move away from CBOR in QShaderDescription serializationLaszlo Agocs2020-01-131-0/+0
| | | | | | | | | | | | | | | | | | ...but keep support for deserializing for all older versions in order to play nice with existing .qsb files. The usage of binary JSON and then CBOR is a historical artifact: relying on the QJsonDocument (which we generate for purposes unrelated to binary serialization) was a convenient shortcut. However, writing to and reading from a QDataStream instead (which QShader already does) is trivial. In order not to be limited by potential CBOR requirements in the future, take it all into our own hands. Extend the qshader autotest accordingly. Task-number: QTBUG-81298 Change-Id: If0047b659bd6601ca47b5bbbce1b719630cde01e Reviewed-by: Paul Olav Tvete <paul.tvete@qt.io>
* rhi: Move to CBOR in QShader and expand the autotestLaszlo Agocs2019-10-296-0/+31
| | | | | | | | | | | | | | | | | | Binary JSON is said to become deprecated. Therefore, add support for CBOR. Binary JSON is still supported for deserialization, so all existing .qsb files will continue to work, as long as the binaryjson feature is enabled in the Qt build. Also makes QShaderDescription comparable. This is important for tests in particular. A nice side effect of using CBOR is that .qsb files become smaller. For a typical Qt Quick material shader this can mean a reduction of 300 bytes or more. Task-number: QTBUG-79576 Change-Id: I5547c0266e3e8128c9653e954e47487352267f71 Reviewed-by: Paul Olav Tvete <paul.tvete@qt.io>
* Introduce the Qt graphics abstraction as private QtGui helpersLaszlo Agocs2019-06-133-0/+18
Comes with backends for Vulkan, Metal, Direct3D 11.1, and OpenGL (ES). All APIs are private for now. Shader conditioning (i.e. generating a QRhiShader in memory or on disk from some shader source code) is done via the tools and APIs provided by qt-labs/qtshadertools. The OpenGL support follows the cross-platform tradition of requiring ES 2.0 only, while optionally using some (ES) 3.x features. It can operate in core profile contexts as well. Task-number: QTBUG-70287 Change-Id: I246f2e36d562e404012c05db2aa72487108aa7cc Reviewed-by: Lars Knoll <lars.knoll@qt.io>