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authorSean Harmer <sean.harmer@kdab.com>2013-10-26 18:48:56 +0100
committerThe Qt Project <gerrit-noreply@qt-project.org>2013-10-31 12:54:28 +0100
commit426f6aa672b94d8324321bc6c6d4f1a358eebedc (patch)
tree8af3e5b0aa2fdcdb7655672669f5ae277151cc3d /src/quick/items/qquickshadereffect.cpp
parent34c85bb56c92316a6ce1c79d25f9653fec14791c (diff)
Refactor shaders into seprate GLSL source files
The default implementation of QSGShaderMaterial::vertexShader() and fragmentShader() now loads the GLSL source from a list of source files that can be specified via the setShaderSourceFile() or setShaderSourceFiles() functions. Multiple shader source files for each shader stage are supported. Each source file will be read in the order specified and concatenated together before being compiled. The other places where Qt Quick 2 loads shader source code have been adapted to use the new QSGShaderSourceBuilder, which is also used internally by QSGMaterial. This puts Qt Quick 2 into a better state ready to support OpenGL core profile and to load different shaders based upon OpenGL version, profile, GPU vendor, platform, etc. Change-Id: I1a66213c2ce788413168eb48c7bc5317e61988a2 Reviewed-by: Gunnar Sletta <gunnar.sletta@digia.com>
Diffstat (limited to 'src/quick/items/qquickshadereffect.cpp')
-rw-r--r--src/quick/items/qquickshadereffect.cpp33
1 files changed, 11 insertions, 22 deletions
diff --git a/src/quick/items/qquickshadereffect.cpp b/src/quick/items/qquickshadereffect.cpp
index 354b9f751b..9c766a1622 100644
--- a/src/quick/items/qquickshadereffect.cpp
+++ b/src/quick/items/qquickshadereffect.cpp
@@ -43,6 +43,7 @@
#include <private/qquickshadereffectnode_p.h>
#include <QtQuick/qsgmaterial.h>
+#include <QtQuick/private/qsgshadersourcebuilder_p.h>
#include "qquickitem_p.h"
#include <QtQuick/private/qsgcontext_p.h>
@@ -57,24 +58,6 @@
QT_BEGIN_NAMESPACE
-static const char qt_default_vertex_code[] =
- "uniform highp mat4 qt_Matrix; \n"
- "attribute highp vec4 qt_Vertex; \n"
- "attribute highp vec2 qt_MultiTexCoord0; \n"
- "varying highp vec2 qt_TexCoord0; \n"
- "void main() { \n"
- " qt_TexCoord0 = qt_MultiTexCoord0; \n"
- " gl_Position = qt_Matrix * qt_Vertex; \n"
- "}";
-
-static const char qt_default_fragment_code[] =
- "varying highp vec2 qt_TexCoord0; \n"
- "uniform sampler2D source; \n"
- "uniform lowp float qt_Opacity; \n"
- "void main() { \n"
- " gl_FragColor = texture2D(source, qt_TexCoord0) * qt_Opacity; \n"
- "}";
-
static const char qt_position_attribute_name[] = "qt_Vertex";
static const char qt_texcoord_attribute_name[] = "qt_MultiTexCoord0";
@@ -979,10 +962,16 @@ QSGNode *QQuickShaderEffect::updatePaintNode(QSGNode *oldNode, UpdatePaintNodeDa
if (m_dirtyProgram) {
Key s = m_common.source;
- if (s.sourceCode[Key::FragmentShader].isEmpty())
- s.sourceCode[Key::FragmentShader] = qt_default_fragment_code;
- if (s.sourceCode[Key::VertexShader].isEmpty())
- s.sourceCode[Key::VertexShader] = qt_default_vertex_code;
+ QSGShaderSourceBuilder builder;
+ if (s.sourceCode[Key::FragmentShader].isEmpty()) {
+ builder.appendSourceFile(QStringLiteral(":/items/shaders/shadereffect.frag"));
+ s.sourceCode[Key::FragmentShader] = builder.source();
+ builder.clear();
+ }
+ if (s.sourceCode[Key::VertexShader].isEmpty()) {
+ builder.appendSourceFile(QStringLiteral(":/items/shaders/shadereffect.vert"));
+ s.sourceCode[Key::VertexShader] = builder.source();
+ }
s.className = metaObject()->className();
material->setProgramSource(s);