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authorLaszlo Agocs <laszlo.agocs@theqtcompany.com>2016-04-28 15:49:26 +0200
committerLaszlo Agocs <laszlo.agocs@theqtcompany.com>2016-04-29 09:36:43 +0000
commit3169744ab415268a9b6ff544d1bd49031ef3c08a (patch)
tree18362e5a8dd62ab940e82a9f055be50c75432866 /src/quick/items/qquickgenericshadereffect.cpp
parentcb1033fd603a438041a16ba55547d77133ad1e79 (diff)
D3D12: Fix 'ShaderEffect in a ShaderEffectSource as property value'
Import (and clean up) the dropshadow from the shadereffects example. This is very useful since it tests a lot more paths and cases than the wobble. To overcome the issue of not having some of functionality available before the item is added to a window, make QQuickGenericShaderEffect smarter and enhance the documentation. The handling of vertical mirroring is revised. The GLSL and HLSL version of the dropshadow shaders produce correct, identical output now. Change-Id: I94800997bfba781140d80720eb6f340cda480747 Reviewed-by: Andy Nichols <andy.nichols@qt.io>
Diffstat (limited to 'src/quick/items/qquickgenericshadereffect.cpp')
-rw-r--r--src/quick/items/qquickgenericshadereffect.cpp48
1 files changed, 37 insertions, 11 deletions
diff --git a/src/quick/items/qquickgenericshadereffect.cpp b/src/quick/items/qquickgenericshadereffect.cpp
index ae34a65a2f..49ed25f799 100644
--- a/src/quick/items/qquickgenericshadereffect.cpp
+++ b/src/quick/items/qquickgenericshadereffect.cpp
@@ -61,6 +61,7 @@ QQuickGenericShaderEffect::QQuickGenericShaderEffect(QQuickShaderEffect *item, Q
, m_mgr(nullptr)
, m_dirty(0)
{
+ connect(m_item, SIGNAL(windowChanged(QQuickWindow*)), this, SLOT(itemWindowChanged(QQuickWindow*)));
}
QQuickGenericShaderEffect::~QQuickGenericShaderEffect()
@@ -76,7 +77,11 @@ QQuickGenericShaderEffect::~QQuickGenericShaderEffect()
void QQuickGenericShaderEffect::setFragmentShader(const QByteArray &src)
{
- if (m_fragShader.constData() == src.constData())
+ // Compare the actual values since they are often just filenames.
+ // Optimizing by comparing constData() is a bad idea since seemingly static
+ // strings in QML may in fact have different addresses when a binding
+ // triggers assigning the "same" value to the property.
+ if (m_fragShader == src)
return;
m_fragShader = src;
@@ -91,7 +96,7 @@ void QQuickGenericShaderEffect::setFragmentShader(const QByteArray &src)
void QQuickGenericShaderEffect::setVertexShader(const QByteArray &src)
{
- if (m_vertShader.constData() == src.constData())
+ if (m_vertShader == src)
return;
m_vertShader = src;
@@ -192,7 +197,7 @@ QQuickShaderEffect::Status QQuickGenericShaderEffect::status() const
{
QSGGuiThreadShaderEffectManager *mgr = shaderEffectManager();
if (!mgr)
- return QQuickShaderEffect::Error;
+ return QQuickShaderEffect::Uncompiled;
return QQuickShaderEffect::Status(mgr->status());
}
@@ -201,7 +206,7 @@ QQuickShaderEffect::ShaderType QQuickGenericShaderEffect::shaderType() const
{
QSGGuiThreadShaderEffectManager *mgr = shaderEffectManager();
if (!mgr)
- return QQuickShaderEffect::HLSL;
+ return QQuickShaderEffect::ShaderType(0);
return QQuickShaderEffect::ShaderType(mgr->shaderType());
}
@@ -210,7 +215,7 @@ QQuickShaderEffect::ShaderCompilationType QQuickGenericShaderEffect::shaderCompi
{
QSGGuiThreadShaderEffectManager *mgr = shaderEffectManager();
if (!mgr)
- return QQuickShaderEffect::OfflineCompilation;
+ return QQuickShaderEffect::ShaderCompilationType(0);
return QQuickShaderEffect::ShaderCompilationType(mgr->shaderCompilationType());
}
@@ -219,7 +224,7 @@ QQuickShaderEffect::ShaderSourceType QQuickGenericShaderEffect::shaderSourceType
{
QSGGuiThreadShaderEffectManager *mgr = shaderEffectManager();
if (!mgr)
- return QQuickShaderEffect::ShaderByteCode;
+ return QQuickShaderEffect::ShaderSourceType(0);
return QQuickShaderEffect::ShaderSourceType(mgr->shaderSourceType());
}
@@ -348,20 +353,41 @@ QSGGuiThreadShaderEffectManager *QQuickGenericShaderEffect::shaderEffectManager(
if (w && w->isSceneGraphInitialized()) {
m_mgr = QQuickWindowPrivate::get(w)->context->sceneGraphContext()->createGuiThreadShaderEffectManager();
if (m_mgr) {
- QObject::connect(m_mgr, SIGNAL(logAndStatusChanged()), m_item, SIGNAL(logChanged()));
- QObject::connect(m_mgr, SIGNAL(logAndStatusChanged()), m_item, SIGNAL(statusChanged()));
- QObject::connect(m_mgr, SIGNAL(textureChanged()), this, SLOT(markGeometryDirtyAndUpdateIfSupportsAtlas()));
+ connect(m_mgr, SIGNAL(logAndStatusChanged()), m_item, SIGNAL(logChanged()));
+ connect(m_mgr, SIGNAL(logAndStatusChanged()), m_item, SIGNAL(statusChanged()));
+ connect(m_mgr, SIGNAL(textureChanged()), this, SLOT(markGeometryDirtyAndUpdateIfSupportsAtlas()));
}
} else if (!w) {
- qWarning("ShaderEffect: Backend specifics cannot be queried until the item has a window");
+ // Wait until itemWindowChanged() gets called. Return null for now.
} else {
- qWarning("ShaderEffect: Backend specifics cannot be queried until the scenegraph has initialized");
+ // Have window, but no scenegraph -> ensure the signal is connected. Return null for now.
+ const_cast<QQuickGenericShaderEffect *>(this)->itemWindowChanged(w);
}
}
return m_mgr;
}
+void QQuickGenericShaderEffect::itemWindowChanged(QQuickWindow *w)
+{
+ if (w) {
+ if (w->isSceneGraphInitialized())
+ backendChanged();
+ else
+ connect(w, SIGNAL(sceneGraphInitialized()), this, SLOT(backendChanged()), Qt::UniqueConnection);
+ }
+}
+
+void QQuickGenericShaderEffect::backendChanged()
+{
+ disconnect(m_item->window(), SIGNAL(sceneGraphInitialized()), this, SLOT(backendChanged()));
+ emit m_item->logChanged();
+ emit m_item->statusChanged();
+ emit m_item->shaderTypeChanged();
+ emit m_item->shaderCompilationTypeChanged();
+ emit m_item->shaderSourceTypeChanged();
+}
+
void QQuickGenericShaderEffect::disconnectSignals(Shader shaderType)
{
for (auto &sm : m_signalMappers[shaderType]) {