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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/qquickshadereffect.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/qquickshadereffect.cpp')
-rw-r--r--src/quick/items/qquickshadereffect.cpp67
1 files changed, 55 insertions, 12 deletions
diff --git a/src/quick/items/qquickshadereffect.cpp b/src/quick/items/qquickshadereffect.cpp
index 36fc7ef3c8..560c49fb7c 100644
--- a/src/quick/items/qquickshadereffect.cpp
+++ b/src/quick/items/qquickshadereffect.cpp
@@ -321,6 +321,12 @@ QT_BEGIN_NAMESPACE
\endcode
\endtable
+ \note With OpenGL the \c y coordinate runs from bottom to top whereas with
+ Direct 3D it goes top to bottom. For shader effect sources Qt Quick hides
+ the difference by treating QtQuick::ShaderEffectSource::textureMirroring as
+ appropriate, meaning texture coordinates in HLSL version of the shaders
+ will not need any adjustments compared to the equivalent GLSL code.
+
\section1 ShaderEffect and Item Layers
The ShaderEffect type can be combined with \l {Item Layers} {layered items}.
@@ -644,12 +650,23 @@ QQuickShaderEffect::Status QQuickShaderEffect::status() const
}
/*!
- \qmlproperty QtQuick::ShaderEffect::ShaderType QtQuick::ShaderEffect::shaderType
+ \qmlproperty enumeration QtQuick::ShaderEffect::shaderType
This property contains the shading language supported by the current Qt
Quick backend the application is using.
- With OpenGL the value is GLSL.
+ \list
+ \li ShaderEffect.UnknownShadingLanguage - Not yet known due to no window and scenegraph associated
+ \li ShaderEffect.GLSL - GLSL or GLSL ES
+ \li ShaderEffect.HLSL - HLSL
+ \endlist
+
+ \note The value is only up-to-date once the item is associated with a
+ window and the window's scenegraph has initialized. Bindings relying on the
+ value have to keep this in mind since the value may change from
+ ShaderEffect.UnknownShadingLanguage to the actual value after component
+ initialization is complete. This is particularly relevant for ShaderEffect
+ items inside ShaderEffectSource items set as property values.
\since 5.8
\since QtQuick 2.8
@@ -667,14 +684,26 @@ QQuickShaderEffect::ShaderType QQuickShaderEffect::shaderType() const
}
/*!
- \qmlproperty QtQuick::ShaderEffect::ShaderCompilationType QtQuick::ShaderEffect::shaderCompilationType
+ \qmlproperty enumeration QtQuick::ShaderEffect::shaderCompilationType
This property contains a bitmask of the shader compilation approaches
supported by the current Qt Quick backend the application is using.
- With OpenGL the value is RuntimeCompilation, which corresponds to the
- traditional way of using ShaderEffect. Non-OpenGL backends are expected to
- focus more on OfflineCompilation, however.
+ \list
+ \li ShaderEffect.RuntimeCompilation
+ \li ShaderEffect.OfflineCompilation
+ \endlist
+
+ With OpenGL the value is ShaderEffect.RuntimeCompilation, which corresponds
+ to the traditional way of using ShaderEffect. Non-OpenGL backends are
+ expected to focus more on ShaderEffect.OfflineCompilation, however.
+
+ \note The value is only up-to-date once the item is associated with a
+ window and the window's scenegraph has initialized. Bindings relying on the
+ value have to keep this in mind since the value may change from \c 0 to the
+ actual bitmask after component initialization is complete. This is
+ particularly relevant for ShaderEffect items inside ShaderEffectSource
+ items set as property values.
\since 5.8
\since QtQuick 2.8
@@ -692,16 +721,30 @@ QQuickShaderEffect::ShaderCompilationType QQuickShaderEffect::shaderCompilationT
}
/*!
- \qmlproperty QtQuick::ShaderEffect::ShaderSourceType QtQuick::ShaderEffect::shaderSourceType
+ \qmlproperty enumeration QtQuick::ShaderEffect::shaderSourceType
This property contains a bitmask of the supported ways of providing shader
sources.
- With OpenGL the value is ShaderSourceString, which corresponds to the
- traditional way of inlining GLSL source code into QML. Other, non-OpenGL Qt
- Quick backends may however decide not to support inlined shader sources, or
- even shader sources at all. In this case shaders are expected to be
- pre-compiled into formats like SPIR-V or D3D shader bytecode.
+ \list
+ \li ShaderEffect.ShaderSourceString
+ \li ShaderEffect.ShaderSourceFile
+ \li ShaderEffect.ShaderByteCode
+ \endlist
+
+ With OpenGL the value is ShaderEffect.ShaderSourceString, which corresponds
+ to the traditional way of inlining GLSL source code into QML. Other,
+ non-OpenGL Qt Quick backends may however decide not to support inlined
+ shader sources, or even shader sources at all. In this case shaders are
+ expected to be pre-compiled into formats like SPIR-V or D3D shader
+ bytecode.
+
+ \note The value is only up-to-date once the item is associated with a
+ window and the window's scenegraph has initialized. Bindings relying on the
+ value have to keep this in mind since the value may change from \c 0 to the
+ actual bitmask after component initialization is complete. This is
+ particularly relevant for ShaderEffect items inside ShaderEffectSource
+ items set as property values.
\since 5.8
\since QtQuick 2.8