aboutsummaryrefslogtreecommitdiffstats
diff options
context:
space:
mode:
authorSean Harmer <sean.harmer@kdab.com>2013-10-19 14:21:31 +0100
committerThe Qt Project <gerrit-noreply@qt-project.org>2013-10-21 19:10:50 +0200
commitde31a57672ec461c2081f65e3631134ee45de887 (patch)
tree98678959c8af0bc36629c97ecf0c2ede77e05db2
parenta3f01331263eddbc502fb88734568ac38df5e316 (diff)
Don't use reserved keyword "texture" as uniform variable name
The "texture" keyword is a function name in OpenGL core profile. This commit is in preparation for making the Qt Quick 2 renderer and materials work with a core profile context. Change-Id: Iad243e64ab8db739fc46b85bb626bdb8b9ceb208 Reviewed-by: James Turner <james.turner@kdab.com> Reviewed-by: Gunnar Sletta <gunnar.sletta@digia.com>
-rw-r--r--src/particles/qquickimageparticle.cpp22
-rw-r--r--src/quick/items/qquickanimatedsprite.cpp4
-rw-r--r--src/quick/items/qquickspritesequence.cpp4
-rw-r--r--src/quick/scenegraph/qsgdefaultglyphnode_p.cpp36
-rw-r--r--src/quick/scenegraph/qsgdistancefieldglyphnode_p.cpp78
-rw-r--r--src/quick/scenegraph/qsgshareddistancefieldglyphcache.cpp2
6 files changed, 73 insertions, 73 deletions
diff --git a/src/particles/qquickimageparticle.cpp b/src/particles/qquickimageparticle.cpp
index c550ef8f20..fa828d7b63 100644
--- a/src/particles/qquickimageparticle.cpp
+++ b/src/particles/qquickimageparticle.cpp
@@ -204,7 +204,7 @@ static const char vertexShaderCode[] =
"}\n";
static const char fragmentShaderCode[] =
- "uniform sampler2D texture;\n"
+ "uniform sampler2D _qt_texture;\n"
"uniform lowp float qt_Opacity;\n"
"\n"
"#if defined(SPRITE)\n"
@@ -224,21 +224,21 @@ static const char fragmentShaderCode[] =
"\n"
"void main() {\n"
"#if defined(SPRITE)\n"
- " gl_FragColor = mix(texture2D(texture, fTexS.xy), texture2D(texture, fTexS.zw), tt.y)\n"
+ " gl_FragColor = mix(texture2D(_qt_texture, fTexS.xy), texture2D(_qt_texture, fTexS.zw), tt.y)\n"
" * fColor\n"
" * texture2D(colortable, tt)\n"
" * qt_Opacity;\n"
"#elif defined(TABLE)\n"
- " gl_FragColor = texture2D(texture, fTex)\n"
+ " gl_FragColor = texture2D(_qt_texture, fTex)\n"
" * fColor\n"
" * texture2D(colortable, tt)\n"
" * qt_Opacity;\n"
"#elif defined(DEFORM)\n"
- " gl_FragColor = (texture2D(texture, fTex)) * fColor * qt_Opacity;\n"
+ " gl_FragColor = (texture2D(_qt_texture, fTex)) * fColor * qt_Opacity;\n"
"#elif defined(COLOR)\n"
- " gl_FragColor = (texture2D(texture, gl_PointCoord)) * fColor * qt_Opacity;\n"
+ " gl_FragColor = (texture2D(_qt_texture, gl_PointCoord)) * fColor * qt_Opacity;\n"
"#else\n"
- " gl_FragColor = texture2D(texture, gl_PointCoord) * (fFade * qt_Opacity);\n"
+ " gl_FragColor = texture2D(_qt_texture, gl_PointCoord) * (fFade * qt_Opacity);\n"
"#endif\n"
"}\n";
@@ -296,7 +296,7 @@ public:
void initialize() {
QSGSimpleMaterialShader<TabledMaterialData>::initialize();
program()->bind();
- program()->setUniformValue("texture", 0);
+ program()->setUniformValue("_qt_texture", 0);
program()->setUniformValue("colortable", 1);
glFuncs = QOpenGLContext::currentContext()->functions();
m_timestamp_id = program()->uniformLocation("timestamp");
@@ -358,7 +358,7 @@ public:
void initialize() {
QSGSimpleMaterialShader<DeformableMaterialData>::initialize();
program()->bind();
- program()->setUniformValue("texture", 0);
+ program()->setUniformValue("_qt_texture", 0);
glFuncs = QOpenGLContext::currentContext()->functions();
m_timestamp_id = program()->uniformLocation("timestamp");
m_entry_id = program()->uniformLocation("entry");
@@ -409,7 +409,7 @@ public:
void initialize() {
QSGSimpleMaterialShader<SpriteMaterialData>::initialize();
program()->bind();
- program()->setUniformValue("texture", 0);
+ program()->setUniformValue("_qt_texture", 0);
program()->setUniformValue("colortable", 1);
glFuncs = QOpenGLContext::currentContext()->functions();
//Don't actually expose the animSheetSize in the shader, it's currently only used for CPU calculations.
@@ -488,7 +488,7 @@ public:
void initialize() {
QSGSimpleMaterialShader<ColoredMaterialData>::initialize();
program()->bind();
- program()->setUniformValue("texture", 0);
+ program()->setUniformValue("_qt_texture", 0);
glFuncs = QOpenGLContext::currentContext()->functions();
m_timestamp_id = program()->uniformLocation("timestamp");
m_entry_id = program()->uniformLocation("entry");
@@ -552,7 +552,7 @@ public:
void initialize() {
QSGSimpleMaterialShader<SimpleMaterialData>::initialize();
program()->bind();
- program()->setUniformValue("texture", 0);
+ program()->setUniformValue("_qt_texture", 0);
glFuncs = QOpenGLContext::currentContext()->functions();
m_timestamp_id = program()->uniformLocation("timestamp");
m_entry_id = program()->uniformLocation("entry");
diff --git a/src/quick/items/qquickanimatedsprite.cpp b/src/quick/items/qquickanimatedsprite.cpp
index 3a32169447..846de15581 100644
--- a/src/quick/items/qquickanimatedsprite.cpp
+++ b/src/quick/items/qquickanimatedsprite.cpp
@@ -80,14 +80,14 @@ static const char vertexShaderCode[] =
"}\n";
static const char fragmentShaderCode[] =
- "uniform sampler2D texture;\n"
+ "uniform sampler2D _qt_texture;\n"
"uniform lowp float qt_Opacity;\n"
"\n"
"varying highp vec4 fTexS;\n"
"varying lowp float progress;\n"
"\n"
"void main() {\n"
- " gl_FragColor = mix(texture2D(texture, fTexS.xy), texture2D(texture, fTexS.zw), progress) * qt_Opacity;\n"
+ " gl_FragColor = mix(texture2D(_qt_texture, fTexS.xy), texture2D(_qt_texture, fTexS.zw), progress) * qt_Opacity;\n"
"}\n";
class QQuickAnimatedSpriteMaterial : public QSGMaterial
diff --git a/src/quick/items/qquickspritesequence.cpp b/src/quick/items/qquickspritesequence.cpp
index 3b2b3269e2..3c1492e0b3 100644
--- a/src/quick/items/qquickspritesequence.cpp
+++ b/src/quick/items/qquickspritesequence.cpp
@@ -79,14 +79,14 @@ static const char vertexShaderCode[] =
"}\n";
static const char fragmentShaderCode[] =
- "uniform sampler2D texture;\n"
+ "uniform sampler2D _qt_texture;\n"
"uniform lowp float qt_Opacity;\n"
"\n"
"varying highp vec4 fTexS;\n"
"varying lowp float progress;\n"
"\n"
"void main() {\n"
- " gl_FragColor = mix(texture2D(texture, fTexS.xy), texture2D(texture, fTexS.zw), progress) * qt_Opacity;\n"
+ " gl_FragColor = mix(texture2D(_qt_texture, fTexS.xy), texture2D(_qt_texture, fTexS.zw), progress) * qt_Opacity;\n"
"}\n";
class QQuickSpriteSequenceMaterial : public QSGMaterial
diff --git a/src/quick/scenegraph/qsgdefaultglyphnode_p.cpp b/src/quick/scenegraph/qsgdefaultglyphnode_p.cpp
index 50009d7709..39d9832f58 100644
--- a/src/quick/scenegraph/qsgdefaultglyphnode_p.cpp
+++ b/src/quick/scenegraph/qsgdefaultglyphnode_p.cpp
@@ -101,10 +101,10 @@ const char *QSGTextMaskShader::vertexShader() const {
const char *QSGTextMaskShader::fragmentShader() const {
return
"varying highp vec2 sampleCoord; \n"
- "uniform sampler2D texture; \n"
+ "uniform sampler2D _qt_texture; \n"
"uniform lowp vec4 color; \n"
"void main() { \n"
- " lowp vec4 glyph = texture2D(texture, sampleCoord); \n"
+ " lowp vec4 glyph = texture2D(_qt_texture, sampleCoord); \n"
" gl_FragColor = vec4(glyph.rgb * color.a, glyph.a); \n"
"}";
}
@@ -389,14 +389,14 @@ const char *QSGStyledTextShader::fragmentShader() const
return
"varying highp vec2 sampleCoord; \n"
"varying highp vec2 shiftedSampleCoord; \n"
- "uniform sampler2D texture; \n"
+ "uniform sampler2D _qt_texture; \n"
"uniform lowp vec4 color; \n"
"uniform lowp vec4 styleColor; \n"
- "void main() { \n"
- " lowp float glyph = texture2D(texture, sampleCoord).a; \n"
- " lowp float style = clamp(texture2D(texture, shiftedSampleCoord).a - glyph, \n"
- " 0.0, 1.0); \n"
- " gl_FragColor = style * styleColor + glyph * color; \n"
+ "void main() { \n"
+ " lowp float glyph = texture2D(_qt_texture, sampleCoord).a; \n"
+ " lowp float style = clamp(texture2D(_qt_texture, shiftedSampleCoord).a - glyph, \n"
+ " 0.0, 1.0); \n"
+ " gl_FragColor = style * styleColor + glyph * color; \n"
"}";
}
@@ -444,18 +444,18 @@ const char *QSGOutlinedTextShader::fragmentShader() const
"varying highp vec2 sCoordDown; \n"
"varying highp vec2 sCoordLeft; \n"
"varying highp vec2 sCoordRight; \n"
- "uniform sampler2D texture; \n"
+ "uniform sampler2D _qt_texture; \n"
"uniform lowp vec4 color; \n"
"uniform lowp vec4 styleColor; \n"
- "void main() { \n"
- "lowp float glyph = texture2D(texture, sampleCoord).a; \n"
- " lowp float outline = clamp(clamp(texture2D(texture, sCoordUp).a + \n"
- " texture2D(texture, sCoordDown).a + \n"
- " texture2D(texture, sCoordLeft).a + \n"
- " texture2D(texture, sCoordRight).a, \n"
- " 0.0, 1.0) - glyph, \n"
- " 0.0, 1.0); \n"
- " gl_FragColor = outline * styleColor + glyph * color; \n"
+ "void main() { \n"
+ "lowp float glyph = texture2D(_qt_texture, sampleCoord).a; \n"
+ " lowp float outline = clamp(clamp(texture2D(_qt_texture, sCoordUp).a + \n"
+ " texture2D(_qt_texture, sCoordDown).a + \n"
+ " texture2D(_qt_texture, sCoordLeft).a + \n"
+ " texture2D(_qt_texture, sCoordRight).a, \n"
+ " 0.0, 1.0) - glyph, \n"
+ " 0.0, 1.0); \n"
+ " gl_FragColor = outline * styleColor + glyph * color; \n"
"}";
}
diff --git a/src/quick/scenegraph/qsgdistancefieldglyphnode_p.cpp b/src/quick/scenegraph/qsgdistancefieldglyphnode_p.cpp
index 0cf7abed2e..125243847a 100644
--- a/src/quick/scenegraph/qsgdistancefieldglyphnode_p.cpp
+++ b/src/quick/scenegraph/qsgdistancefieldglyphnode_p.cpp
@@ -96,15 +96,15 @@ const char *QSGDistanceFieldTextMaterialShader::vertexShader() const {
const char *QSGDistanceFieldTextMaterialShader::fragmentShader() const {
return
- "varying highp vec2 sampleCoord; \n"
- "uniform mediump sampler2D texture; \n"
- "uniform lowp vec4 color; \n"
- "uniform mediump float alphaMin; \n"
- "uniform mediump float alphaMax; \n"
- "void main() { \n"
- " gl_FragColor = color * smoothstep(alphaMin, \n"
- " alphaMax, \n"
- " texture2D(texture, sampleCoord).a); \n"
+ "varying highp vec2 sampleCoord; \n"
+ "uniform mediump sampler2D _qt_texture; \n"
+ "uniform lowp vec4 color; \n"
+ "uniform mediump float alphaMin; \n"
+ "uniform mediump float alphaMax; \n"
+ "void main() { \n"
+ " gl_FragColor = color * smoothstep(alphaMin, \n"
+ " alphaMax, \n"
+ " texture2D(_qt_texture, sampleCoord).a); \n"
"}";
}
@@ -366,7 +366,7 @@ protected:
const char *DistanceFieldOutlineTextMaterialShader::fragmentShader() const {
return
"varying highp vec2 sampleCoord; \n"
- "uniform sampler2D texture; \n"
+ "uniform sampler2D _qt_texture; \n"
"uniform lowp vec4 color; \n"
"uniform lowp vec4 styleColor; \n"
"uniform mediump float alphaMin; \n"
@@ -374,7 +374,7 @@ const char *DistanceFieldOutlineTextMaterialShader::fragmentShader() const {
"uniform mediump float outlineAlphaMax0; \n"
"uniform mediump float outlineAlphaMax1; \n"
"void main() { \n"
- " mediump float d = texture2D(texture, sampleCoord).a; \n"
+ " mediump float d = texture2D(_qt_texture, sampleCoord).a; \n"
" gl_FragColor = mix(styleColor, color, smoothstep(alphaMin, alphaMax, d)) \n"
" * smoothstep(outlineAlphaMax0, outlineAlphaMax1, d); \n"
"}";
@@ -514,19 +514,19 @@ const char *DistanceFieldShiftedStyleTextMaterialShader::vertexShader() const
const char *DistanceFieldShiftedStyleTextMaterialShader::fragmentShader() const {
return
- "varying highp vec2 sampleCoord; \n"
- "varying highp vec2 shiftedSampleCoord; \n"
- "uniform sampler2D texture; \n"
- "uniform lowp vec4 color; \n"
- "uniform lowp vec4 styleColor; \n"
- "uniform mediump float alphaMin; \n"
- "uniform mediump float alphaMax; \n"
- "void main() { \n"
- " highp float a = smoothstep(alphaMin, alphaMax, texture2D(texture, sampleCoord).a);\n"
- " highp vec4 shifted = styleColor * smoothstep(alphaMin, \n"
- " alphaMax, \n"
- " texture2D(texture, shiftedSampleCoord).a); \n"
- " gl_FragColor = mix(shifted, color, a); \n"
+ "varying highp vec2 sampleCoord; \n"
+ "varying highp vec2 shiftedSampleCoord; \n"
+ "uniform sampler2D _qt_texture; \n"
+ "uniform lowp vec4 color; \n"
+ "uniform lowp vec4 styleColor; \n"
+ "uniform mediump float alphaMin; \n"
+ "uniform mediump float alphaMax; \n"
+ "void main() { \n"
+ " highp float a = smoothstep(alphaMin, alphaMax, texture2D(_qt_texture, sampleCoord).a); \n"
+ " highp vec4 shifted = styleColor * smoothstep(alphaMin, \n"
+ " alphaMax, \n"
+ " texture2D(_qt_texture, shiftedSampleCoord).a); \n"
+ " gl_FragColor = mix(shifted, color, a); \n"
"}";
}
@@ -607,17 +607,17 @@ const char *QSGHiQSubPixelDistanceFieldTextMaterialShader::fragmentShader() cons
"varying highp vec3 sampleNearLeft; \n"
"varying highp vec3 sampleNearRight; \n"
"varying highp vec3 sampleFarRight; \n"
- "uniform sampler2D texture; \n"
+ "uniform sampler2D _qt_texture; \n"
"uniform lowp vec4 color; \n"
"uniform mediump float alphaMin; \n"
"uniform mediump float alphaMax; \n"
"void main() { \n"
" highp vec4 n; \n"
- " n.x = texture2DProj(texture, sampleFarLeft).a; \n"
- " n.y = texture2DProj(texture, sampleNearLeft).a; \n"
- " highp float c = texture2D(texture, sampleCoord).a; \n"
- " n.z = texture2DProj(texture, sampleNearRight).a; \n"
- " n.w = texture2DProj(texture, sampleFarRight).a; \n"
+ " n.x = texture2DProj(_qt_texture, sampleFarLeft).a; \n"
+ " n.y = texture2DProj(_qt_texture, sampleNearLeft).a; \n"
+ " highp float c = texture2D(_qt_texture, sampleCoord).a; \n"
+ " n.z = texture2DProj(_qt_texture, sampleNearRight).a; \n"
+ " n.w = texture2DProj(_qt_texture, sampleFarRight).a; \n"
#if 0
// Blurrier, faster.
" n = smoothstep(alphaMin, alphaMax, n); \n"
@@ -638,18 +638,18 @@ const char *QSGHiQSubPixelDistanceFieldTextMaterialShader::fragmentShader() cons
// return
// "#extension GL_OES_standard_derivatives: enable \n"
// "varying highp vec2 sampleCoord; \n"
-// "uniform sampler2D texture; \n"
+// "uniform sampler2D _qt_texture; \n"
// "uniform lowp vec4 color; \n"
// "uniform highp float alphaMin; \n"
// "uniform highp float alphaMax; \n"
// "void main() { \n"
// " highp vec2 delta = dFdx(sampleCoord); \n"
// " highp vec4 n; \n"
-// " n.x = texture2D(texture, sampleCoord - 0.667 * delta).a; \n"
-// " n.y = texture2D(texture, sampleCoord - 0.333 * delta).a; \n"
-// " highp float c = texture2D(texture, sampleCoord).a; \n"
-// " n.z = texture2D(texture, sampleCoord + 0.333 * delta).a; \n"
-// " n.w = texture2D(texture, sampleCoord + 0.667 * delta).a; \n"
+// " n.x = texture2D(_qt_texture, sampleCoord - 0.667 * delta).a; \n"
+// " n.y = texture2D(_qt_texture, sampleCoord - 0.333 * delta).a; \n"
+// " highp float c = texture2D(_qt_texture, sampleCoord).a; \n"
+// " n.z = texture2D(_qt_texture, sampleCoord + 0.333 * delta).a; \n"
+// " n.w = texture2D(_qt_texture, sampleCoord + 0.667 * delta).a; \n"
// " n = smoothstep(alphaMin, alphaMax, n); \n"
// " c = smoothstep(alphaMin, alphaMax, c); \n"
// " gl_FragColor = vec4(0.333 * (n.xyz + n.yzw + c), c) * color.w; \n"
@@ -746,14 +746,14 @@ const char *QSGLoQSubPixelDistanceFieldTextMaterialShader::fragmentShader() cons
return
"varying highp vec3 sampleNearLeft; \n"
"varying highp vec3 sampleNearRight; \n"
- "uniform sampler2D texture; \n"
+ "uniform sampler2D _qt_texture; \n"
"uniform lowp vec4 color; \n"
"uniform mediump float alphaMin; \n"
"uniform mediump float alphaMax; \n"
"void main() { \n"
" highp vec2 n; \n"
- " n.x = texture2DProj(texture, sampleNearLeft).a; \n"
- " n.y = texture2DProj(texture, sampleNearRight).a; \n"
+ " n.x = texture2DProj(_qt_texture, sampleNearLeft).a; \n"
+ " n.y = texture2DProj(_qt_texture, sampleNearRight).a; \n"
" n = smoothstep(alphaMin, alphaMax, n); \n"
" highp float c = 0.5 * (n.x + n.y); \n"
" gl_FragColor = vec4(n.x, c, n.y, c) * color.w; \n"
diff --git a/src/quick/scenegraph/qsgshareddistancefieldglyphcache.cpp b/src/quick/scenegraph/qsgshareddistancefieldglyphcache.cpp
index fb9eebf403..34a884348d 100644
--- a/src/quick/scenegraph/qsgshareddistancefieldglyphcache.cpp
+++ b/src/quick/scenegraph/qsgshareddistancefieldglyphcache.cpp
@@ -531,7 +531,7 @@ void QSGSharedDistanceFieldGlyphCache::saveTexture(GLuint textureId, int width,
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
- int textureUniformLocation = glGetUniformLocation(shaderProgram, "texture");
+ int textureUniformLocation = glGetUniformLocation(shaderProgram, "_qt_texture");
glUniform1i(textureUniformLocation, 0);
}