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authorGunnar Sletta <gunnar.sletta@jollamobile.com>2014-02-11 21:49:08 +0000
committerThe Qt Project <gerrit-noreply@qt-project.org>2014-02-13 08:52:17 +0100
commit586ebf6c55ed095c2627185d90153ccfdc51c3d2 (patch)
treeda8eb8e341912724f215a1119744926c6ddb81f3 /src/quick/scenegraph/qsgcontext.cpp
parent0b4e717f17bf98d46e315d9eb072f64b47efe7e6 (diff)
Enable program binary support through QSGRenderContext API.
Change-Id: I4eecff3c8a2c727d38d394305d248eddeef87e8e Reviewed-by: Michael Brasser <michael.brasser@live.com>
Diffstat (limited to 'src/quick/scenegraph/qsgcontext.cpp')
-rw-r--r--src/quick/scenegraph/qsgcontext.cpp34
1 files changed, 34 insertions, 0 deletions
diff --git a/src/quick/scenegraph/qsgcontext.cpp b/src/quick/scenegraph/qsgcontext.cpp
index 5135cc629c..f91dfc5304 100644
--- a/src/quick/scenegraph/qsgcontext.cpp
+++ b/src/quick/scenegraph/qsgcontext.cpp
@@ -649,4 +649,38 @@ void QSGRenderContext::textureFactoryDestroyed(QObject *o)
m_mutex.unlock();
}
+/*!
+ Compile \a shader, optionally using \a vertexCode and \a fragmentCode as
+ replacement for the source code supplied by \a shader.
+
+ If \a vertexCode or \a fragmentCode is supplied, the caller is responsible
+ for setting up attribute bindings.
+
+ \a material is supplied in case the implementation needs to take the
+ material flags into account.
+ */
+
+void QSGRenderContext::compile(QSGMaterialShader *shader, QSGMaterial *material, const char *vertexCode, const char *fragmentCode)
+{
+ Q_UNUSED(material);
+ if (vertexCode || fragmentCode) {
+ Q_ASSERT_X((material->flags() & QSGMaterial::CustomCompileStep) == 0,
+ "QSGRenderContext::compile()",
+ "materials with custom compile step cannot have custom vertex/fragment code");
+ QOpenGLShaderProgram *p = shader->program();
+ p->addShaderFromSourceCode(QOpenGLShader::Vertex, vertexCode ? vertexCode : shader->vertexShader());
+ p->addShaderFromSourceCode(QOpenGLShader::Fragment, fragmentCode ? fragmentCode : shader->fragmentShader());
+ p->link();
+ if (!p->isLinked())
+ qWarning() << "shader compilation failed:" << endl << p->log();
+ } else {
+ shader->compile();
+ }
+}
+
+void QSGRenderContext::initialize(QSGMaterialShader *shader)
+{
+ shader->initialize();
+}
+
QT_END_NAMESPACE