aboutsummaryrefslogtreecommitdiffstats
path: root/src/quick/scenegraph/coreapi/qsgmaterial.cpp
diff options
context:
space:
mode:
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/scenegraph/coreapi/qsgmaterial.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/scenegraph/coreapi/qsgmaterial.cpp')
-rw-r--r--src/quick/scenegraph/coreapi/qsgmaterial.cpp61
1 files changed, 59 insertions, 2 deletions
diff --git a/src/quick/scenegraph/coreapi/qsgmaterial.cpp b/src/quick/scenegraph/coreapi/qsgmaterial.cpp
index d186823958..686d1438b4 100644
--- a/src/quick/scenegraph/coreapi/qsgmaterial.cpp
+++ b/src/quick/scenegraph/coreapi/qsgmaterial.cpp
@@ -41,9 +41,21 @@
#include "qsgmaterial.h"
#include "qsgrenderer_p.h"
+#include "qsgmaterialshader_p.h"
+#include <private/qsgshadersourcebuilder_p.h>
QT_BEGIN_NAMESPACE
+const char *QSGMaterialShaderPrivate::loadShaderSource(QOpenGLShader::ShaderType type) const
+{
+ QStringList files = m_sourceFiles[type];
+ QSGShaderSourceBuilder builder;
+ Q_FOREACH (const QString &file, files)
+ builder.appendSourceFile(file);
+ m_sources[type] = builder.source();
+ return m_sources[type].constData();
+}
+
#ifndef QT_NO_DEBUG
static bool qsg_leak_check = !qgetenv("QML_LEAK_CHECK").isEmpty();
#endif
@@ -165,14 +177,21 @@ static bool qsg_leak_check = !qgetenv("QML_LEAK_CHECK").isEmpty();
Creates a new QSGMaterialShader.
*/
QSGMaterialShader::QSGMaterialShader()
+ : d_ptr(new QSGMaterialShaderPrivate)
+{
+}
+
+QSGMaterialShader::QSGMaterialShader(QSGMaterialShaderPrivate &dd)
+ : d_ptr(&dd)
{
- Q_UNUSED(m_reserved);
}
/*!
- \fn QSGMaterialShader::~QSGMaterialShader()
\internal
*/
+QSGMaterialShader::~QSGMaterialShader()
+{
+}
/*!
\fn char const *const *QSGMaterialShader::attributeNames() const
@@ -194,6 +213,11 @@ QSGMaterialShader::QSGMaterialShader()
The contents returned from this function should never change.
*/
+const char *QSGMaterialShader::vertexShader() const
+{
+ Q_D(const QSGMaterialShader);
+ return d->loadShaderSource(QOpenGLShader::Vertex);
+}
/*!
@@ -204,6 +228,11 @@ QSGMaterialShader::QSGMaterialShader()
The contents returned from this function should never change.
*/
+const char *QSGMaterialShader::fragmentShader() const
+{
+ Q_D(const QSGMaterialShader);
+ return d->loadShaderSource(QOpenGLShader::Fragment);
+}
/*!
@@ -274,7 +303,35 @@ void QSGMaterialShader::updateState(const RenderState & /* state */, QSGMaterial
{
}
+/*!
+ Sets the GLSL source file for the shader stage \a type to \a sourceFile. The
+ default implementation of the vertexShader() and fragmentShader() functions
+ will load the source files set by this function.
+
+ This function is useful when you have a single source file for a given shader
+ stage. If your shader consists of multiple source files then use
+ setShaderSourceFiles()
+
+ \sa setShaderSourceFiles(), vertexShader(), fragmentShader()
+ */
+void QSGMaterialShader::setShaderSourceFile(QOpenGLShader::ShaderType type, const QString &sourceFile)
+{
+ Q_D(QSGMaterialShader);
+ d->m_sourceFiles[type] = (QStringList() << sourceFile);
+}
+
+/*!
+ Sets the GLSL source files for the shader stage \a type to \a sourceFiles. The
+ default implementation of the vertexShader() and fragmentShader() functions
+ will load the source files set by this function in the order given.
+ \sa setShaderSourceFile(), vertexShader(), fragmentShader()
+ */
+void QSGMaterialShader::setShaderSourceFiles(QOpenGLShader::ShaderType type, const QStringList &sourceFiles)
+{
+ Q_D(QSGMaterialShader);
+ d->m_sourceFiles[type] = sourceFiles;
+}
/*!
This function is called when the shader is initialized to compile the