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authorLaszlo Agocs <laszlo.agocs@qt.io>2020-05-25 18:31:39 +0200
committerLaszlo Agocs <laszlo.agocs@qt.io>2020-05-26 13:49:52 +0200
commitfe42d2ea631b82974dbccbe65c6f039b837c9150 (patch)
tree0e4b7d94d169693acac72d7739744e304b0abd77 /src/quick/scenegraph/shaders_ng/distancefieldshiftedtext.vert.qsb
parent90e645c7ac1d754efa90fa7be6555baa33f545e6 (diff)
Store DXBC instead of HLSL source in the qsb files
Add the -c argument when invoking qsb. The scripts are batch files already so they imply being run on Windows. With a standard VS prompt one gets fxc in the PATH too so we can let qsb invoke it. The result is that the built-in materials' qsb files do not contain HLSL source code anymore, rather they have the intermediate format with bytecode (conceptually this is like SPIR-V). So at run time there are no calls to d3dCompile() anymore when these shaders are involved. What does this mean in practice? With a few select examples: shapes, opening the Gallery view - before: 80 ms spent on HLSL source compilation - after: 0 ms. imageparticle, opening the first 3 views - before: 166 ms spent on HLSL source compilation - after: 0 ms shadereffects - before: 77 ms spent on HLSL source compilation - after: 29 ms (because this has custom shaders that still ship HLSL source) Long term this can hopefully be folded into qsb's to-be-implemented build system integration, so that it can automatically invoke the appropriate shader compiler on Windows and macOS. But for now we just do it manually and check in the regenerated .qsb files. Fixes: QTBUG-84268 Change-Id: Ibe2f80f99b3e52d5eb5eb808ea103cc766d22c04 Reviewed-by: Andy Nichols <andy.nichols@qt.io>
Diffstat (limited to 'src/quick/scenegraph/shaders_ng/distancefieldshiftedtext.vert.qsb')
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diff --git a/src/quick/scenegraph/shaders_ng/distancefieldshiftedtext.vert.qsb b/src/quick/scenegraph/shaders_ng/distancefieldshiftedtext.vert.qsb
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