diff options
author | Sean Harmer <sean.harmer@kdab.com> | 2013-10-26 18:48:56 +0100 |
---|---|---|
committer | The Qt Project <gerrit-noreply@qt-project.org> | 2013-10-31 12:54:28 +0100 |
commit | 426f6aa672b94d8324321bc6c6d4f1a358eebedc (patch) | |
tree | 8af3e5b0aa2fdcdb7655672669f5ae277151cc3d /src/quick/items | |
parent | 34c85bb56c92316a6ce1c79d25f9653fec14791c (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')
-rw-r--r-- | src/quick/items/items.pri | 11 | ||||
-rw-r--r-- | src/quick/items/items.qrc | 10 | ||||
-rw-r--r-- | src/quick/items/qquickanimatedsprite.cpp | 41 | ||||
-rw-r--r-- | src/quick/items/qquickshadereffect.cpp | 33 | ||||
-rw-r--r-- | src/quick/items/qquickshadereffectnode.cpp | 16 | ||||
-rw-r--r-- | src/quick/items/qquickspritesequence.cpp | 41 | ||||
-rw-r--r-- | src/quick/items/shaders/shadereffect.frag | 9 | ||||
-rw-r--r-- | src/quick/items/shaders/shadereffect.vert | 12 | ||||
-rw-r--r-- | src/quick/items/shaders/shadereffectfallback.frag | 4 | ||||
-rw-r--r-- | src/quick/items/shaders/shadereffectfallback.vert | 8 | ||||
-rw-r--r-- | src/quick/items/shaders/sprite.frag | 12 | ||||
-rw-r--r-- | src/quick/items/shaders/sprite.vert | 23 |
12 files changed, 113 insertions, 107 deletions
diff --git a/src/quick/items/items.pri b/src/quick/items/items.pri index cbdc5fd80f..d0ebbcfcdb 100644 --- a/src/quick/items/items.pri +++ b/src/quick/items/items.pri @@ -139,6 +139,15 @@ HEADERS += \ $$PWD/qquickshadereffectnode_p.h \ $$PWD/qquickshadereffectsource_p.h \ -include(context2d/context2d.pri) +OTHER_FILES += \ + $$PWD/shaders/sprite.vert \ + $$PWD/shaders/sprite.frag \ + $$PWD/shaders/shadereffect.vert \ + $$PWD/shaders/shadereffect.frag \ + $$PWD/shaders/shadereffectfallback.vert \ + $$PWD/shaders/shadereffectfallback.frag +RESOURCES += \ + $$PWD/items.qrc +include(context2d/context2d.pri) diff --git a/src/quick/items/items.qrc b/src/quick/items/items.qrc new file mode 100644 index 0000000000..837cffb65a --- /dev/null +++ b/src/quick/items/items.qrc @@ -0,0 +1,10 @@ +<RCC> + <qresource prefix="/items"> + <file>shaders/sprite.frag</file> + <file>shaders/sprite.vert</file> + <file>shaders/shadereffect.vert</file> + <file>shaders/shadereffect.frag</file> + <file>shaders/shadereffectfallback.frag</file> + <file>shaders/shadereffectfallback.vert</file> + </qresource> +</RCC> diff --git a/src/quick/items/qquickanimatedsprite.cpp b/src/quick/items/qquickanimatedsprite.cpp index c90adc24a5..4c16a1e9e2 100644 --- a/src/quick/items/qquickanimatedsprite.cpp +++ b/src/quick/items/qquickanimatedsprite.cpp @@ -57,39 +57,6 @@ QT_BEGIN_NAMESPACE -static const char vertexShaderCode[] = - "attribute highp vec2 vPos;\n" - "attribute highp vec2 vTex;\n" - "uniform highp vec3 animData;// w,h(premultiplied of anim), interpolation progress\n" - "uniform highp vec4 animPos;//x,y, x,y (two frames for interpolation)\n" - "\n" - "uniform highp mat4 qt_Matrix;\n" - "\n" - "varying highp vec4 fTexS;\n" - "varying lowp float progress;\n" - "\n" - "\n" - "void main() {\n" - " progress = animData.z;\n" - " //Calculate frame location in texture\n" - " fTexS.xy = animPos.xy + vTex.xy * animData.xy;\n" - " //Next frame is also passed, for interpolation\n" - " fTexS.zw = animPos.zw + vTex.xy * animData.xy;\n" - "\n" - " gl_Position = qt_Matrix * vec4(vPos.x, vPos.y, 0, 1);\n" - "}\n"; - -static const char fragmentShaderCode[] = - "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(_qt_texture, fTexS.xy), texture2D(_qt_texture, fTexS.zw), progress) * qt_Opacity;\n" - "}\n"; - class QQuickAnimatedSpriteMaterial : public QSGMaterial { public: @@ -134,8 +101,11 @@ QQuickAnimatedSpriteMaterial::~QQuickAnimatedSpriteMaterial() class AnimatedSpriteMaterialData : public QSGMaterialShader { public: - AnimatedSpriteMaterialData(const char * /* vertexFile */ = 0, const char * /* fragmentFile */ = 0) + AnimatedSpriteMaterialData() + : QSGMaterialShader() { + setShaderSourceFile(QOpenGLShader::Vertex, QStringLiteral(":/items/shaders/sprite.vert")); + setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/items/shaders/sprite.frag")); } virtual void updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *) @@ -158,9 +128,6 @@ public: m_animPos_id = program()->uniformLocation("animPos"); } - virtual const char *vertexShader() const { return vertexShaderCode; } - virtual const char *fragmentShader() const { return fragmentShaderCode; } - virtual char const *const *attributeNames() const { static const char *attr[] = { "vPos", 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); diff --git a/src/quick/items/qquickshadereffectnode.cpp b/src/quick/items/qquickshadereffectnode.cpp index b84d251de5..8788fa8362 100644 --- a/src/quick/items/qquickshadereffectnode.cpp +++ b/src/quick/items/qquickshadereffectnode.cpp @@ -45,6 +45,7 @@ #include "qquickshadereffect_p.h" #include <QtQuick/qsgtextureprovider.h> #include <QtQuick/private/qsgrenderer_p.h> +#include <QtQuick/private/qsgshadersourcebuilder_p.h> QT_BEGIN_NAMESPACE @@ -276,20 +277,15 @@ void QQuickCustomMaterialShader::compile() m_log += program()->log(); } - static const char fallbackVertexShader[] = - "uniform highp mat4 qt_Matrix;" - "attribute highp vec4 v;" - "void main() { gl_Position = qt_Matrix * v; }"; - static const char fallbackFragmentShader[] = - "void main() { gl_FragColor = vec4(1., 0., 1., 1.); }"; - if (!m_compiled) { qWarning("QQuickCustomMaterialShader: Shader compilation failed:"); qWarning() << program()->log(); - program()->removeAllShaders(); - program()->addShaderFromSourceCode(QOpenGLShader::Vertex, fallbackVertexShader); - program()->addShaderFromSourceCode(QOpenGLShader::Fragment, fallbackFragmentShader); + QSGShaderSourceBuilder::initializeProgramFromFiles( + program(), + QStringLiteral(":/items/shaders/shadereffectfallback.vert"), + QStringLiteral(":/items/shaders/shadereffectfallback.frag")); + #ifndef QT_NO_DEBUG for (int i = 0; i < attrCount; ++i) { #else diff --git a/src/quick/items/qquickspritesequence.cpp b/src/quick/items/qquickspritesequence.cpp index 8a6789bb9f..28f1397cc9 100644 --- a/src/quick/items/qquickspritesequence.cpp +++ b/src/quick/items/qquickspritesequence.cpp @@ -56,39 +56,6 @@ QT_BEGIN_NAMESPACE -static const char vertexShaderCode[] = - "attribute highp vec2 vPos;\n" - "attribute highp vec2 vTex;\n" - "uniform highp vec3 animData;// w,h(premultiplied of anim), interpolation progress\n" - "uniform highp vec4 animPos;//x,y, x,y (two frames for interpolation)\n" - "\n" - "uniform highp mat4 qt_Matrix;\n" - "\n" - "varying highp vec4 fTexS;\n" - "varying lowp float progress;\n" - "\n" - "\n" - "void main() {\n" - " progress = animData.z;\n" - " //Calculate frame location in texture\n" - " fTexS.xy = animPos.xy + vTex.xy * animData.xy;\n" - " //Next frame is also passed, for interpolation\n" - " fTexS.zw = animPos.zw + vTex.xy * animData.xy;\n" - "\n" - " gl_Position = qt_Matrix * vec4(vPos.x, vPos.y, 0, 1);\n" - "}\n"; - -static const char fragmentShaderCode[] = - "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(_qt_texture, fTexS.xy), texture2D(_qt_texture, fTexS.zw), progress) * qt_Opacity;\n" - "}\n"; - class QQuickSpriteSequenceMaterial : public QSGMaterial { public: @@ -133,8 +100,11 @@ QQuickSpriteSequenceMaterial::~QQuickSpriteSequenceMaterial() class SpriteSequenceMaterialData : public QSGMaterialShader { public: - SpriteSequenceMaterialData(const char * /* vertexFile */ = 0, const char * /* fragmentFile */ = 0) + SpriteSequenceMaterialData() + : QSGMaterialShader() { + setShaderSourceFile(QOpenGLShader::Vertex, QStringLiteral(":/items/shaders/sprite.vert")); + setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/items/shaders/sprite.frag")); } virtual void updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *) @@ -157,9 +127,6 @@ public: m_animPos_id = program()->uniformLocation("animPos"); } - virtual const char *vertexShader() const { return vertexShaderCode; } - virtual const char *fragmentShader() const { return fragmentShaderCode; } - virtual char const *const *attributeNames() const { static const char *attr[] = { "vPos", diff --git a/src/quick/items/shaders/shadereffect.frag b/src/quick/items/shaders/shadereffect.frag new file mode 100644 index 0000000000..c1c15ecb0c --- /dev/null +++ b/src/quick/items/shaders/shadereffect.frag @@ -0,0 +1,9 @@ +varying highp vec2 qt_TexCoord0; + +uniform sampler2D source; +uniform lowp float qt_Opacity; + +void main() +{ + gl_FragColor = texture2D(source, qt_TexCoord0) * qt_Opacity; +}
\ No newline at end of file diff --git a/src/quick/items/shaders/shadereffect.vert b/src/quick/items/shaders/shadereffect.vert new file mode 100644 index 0000000000..ae1e84a50c --- /dev/null +++ b/src/quick/items/shaders/shadereffect.vert @@ -0,0 +1,12 @@ +uniform highp mat4 qt_Matrix; + +attribute highp vec4 qt_Vertex; +attribute highp vec2 qt_MultiTexCoord0; + +varying highp vec2 qt_TexCoord0; + +void main() +{ + qt_TexCoord0 = qt_MultiTexCoord0; + gl_Position = qt_Matrix * qt_Vertex; +}
\ No newline at end of file diff --git a/src/quick/items/shaders/shadereffectfallback.frag b/src/quick/items/shaders/shadereffectfallback.frag new file mode 100644 index 0000000000..d279e54083 --- /dev/null +++ b/src/quick/items/shaders/shadereffectfallback.frag @@ -0,0 +1,4 @@ +void main() +{ + gl_FragColor = vec4(1., 0., 1., 1.); +}
\ No newline at end of file diff --git a/src/quick/items/shaders/shadereffectfallback.vert b/src/quick/items/shaders/shadereffectfallback.vert new file mode 100644 index 0000000000..0a11a1d340 --- /dev/null +++ b/src/quick/items/shaders/shadereffectfallback.vert @@ -0,0 +1,8 @@ +uniform highp mat4 qt_Matrix; + +attribute highp vec4 v; + +void main() +{ + gl_Position = qt_Matrix * v; +}
\ No newline at end of file diff --git a/src/quick/items/shaders/sprite.frag b/src/quick/items/shaders/sprite.frag new file mode 100644 index 0000000000..e1fcb0f006 --- /dev/null +++ b/src/quick/items/shaders/sprite.frag @@ -0,0 +1,12 @@ +uniform sampler2D _qt_texture; +uniform lowp float qt_Opacity; + +varying highp vec4 fTexS; +varying lowp float progress; + +void main() +{ + gl_FragColor = mix(texture2D(_qt_texture, fTexS.xy), + texture2D(_qt_texture, fTexS.zw), + progress) * qt_Opacity; +}
\ No newline at end of file diff --git a/src/quick/items/shaders/sprite.vert b/src/quick/items/shaders/sprite.vert new file mode 100644 index 0000000000..fc826f60b4 --- /dev/null +++ b/src/quick/items/shaders/sprite.vert @@ -0,0 +1,23 @@ +attribute highp vec2 vPos; +attribute highp vec2 vTex; + +uniform highp vec3 animData;// w,h(premultiplied of anim), interpolation progress +uniform highp vec4 animPos;//x,y, x,y (two frames for interpolation) + +uniform highp mat4 qt_Matrix; + +varying highp vec4 fTexS; +varying lowp float progress; + +void main() +{ + progress = animData.z; + + // Calculate frame location in texture + fTexS.xy = animPos.xy + vTex.xy * animData.xy; + + // Next frame is also passed, for interpolation + fTexS.zw = animPos.zw + vTex.xy * animData.xy; + + gl_Position = qt_Matrix * vec4(vPos.x, vPos.y, 0, 1); +}
\ No newline at end of file |