diff options
author | Laszlo Agocs <laszlo.agocs@qt.io> | 2019-04-23 09:40:59 +0200 |
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committer | Laszlo Agocs <laszlo.agocs@qt.io> | 2019-07-04 10:44:26 +0200 |
commit | 341ab7708049b1a3f559b76f16393e688951a938 (patch) | |
tree | 0203da53d1adf5025fa85ecc38e0e37bce35c46f /src/quickshapes/shaders_ng | |
parent | 1f01b44d20471a7f4a5029a4c0049e8296749fef (diff) |
Add the graphics api independent scenegraph port
Opt in via environment variables:
QSG_RHI=1 -> enable using QRhi instead of GL
QSG_RHI_BACKEND -> set to vulkan, metal, d3d11, gl to override the default
(the default is d3d11 on Windows, metal on Mac, gl elsewhere)
Or force a given rhi backend via the existing
QQuickWindow::setSceneGraphBackend().
Otherwise the default behavior is the same as before, the rhi code path
is never active by default.
-no-opengl builds are supported in the sense that they work and default
to the software backend. However, the rhi code path cannot currently be
used in such builds, even though QRhi from qtbase is fully functional
with Vulkan, D3D, or Metal even when qtbase was configured with
-no-opengl. This cannot be utilized by Quick atm due to OpenGL usage
being all over the place in the sources corresponding to the default
backend, and those host the rhi code path as well. This will be cleaned up
hopefully in Qt 6, with the removal all direct OpenGL usage.
Other env.vars.:
QSG_RHI_DEBUG_LAYER=1 -> enable D3D debug or Vulkan validation layer
(assuming the system is set up for this)
QSG_RHI_SHADEREFFECT_DEBUG=1 -> print stuff from ShaderEffect
QSG_SAMPLES=1,2,4,... -> MSAA sample count (but QSurfaceFormat works too)
QT_D3D_ADAPTER_INDEX=0,1,... -> D3D adapter index
QT_VK_PHYSICAL_DEVICE_INDEX=0,1,... -> Vulkan physical device index
QSG_RHI_UINT32_INDEX=1 -> always use uint index data (both
merged/unmerged, convert when needed - with some rhi backends this is
implicit)
QSG_RENDER_LOOP -> to override the render loop as usual. The default
with RHI is threaded for Metal, threaded for Vulkan on Windows, basic
for Vulkan on Linux and Android (to be checked later), while the existing
rules apply for OpenGL.
Not supported when running with QRhi:
- particles
- compressed atlases (though this is transparent to the apps)
- QSGRenderNode
- QQuickRenderControl
- QQuickFramebufferObject
- certain QQuickWindow functionality that depends directly on OpenGL
- anisotropic filtering for textures
- native text may lack some gamma correction
- QSGEngine applicability unclear
- some QML profiler logs may be incorrect or irrelevant
Change-Id: I7822e99ad79e342e4166275da6e9e66498d76521
Reviewed-by: Lars Knoll <lars.knoll@qt.io>
Diffstat (limited to 'src/quickshapes/shaders_ng')
-rwxr-xr-x | src/quickshapes/shaders_ng/compile.bat | 45 | ||||
-rw-r--r-- | src/quickshapes/shaders_ng/conicalgradient.frag | 25 | ||||
-rw-r--r-- | src/quickshapes/shaders_ng/conicalgradient.frag.qsb | bin | 0 -> 2228 bytes | |||
-rw-r--r-- | src/quickshapes/shaders_ng/conicalgradient.vert | 21 | ||||
-rw-r--r-- | src/quickshapes/shaders_ng/conicalgradient.vert.qsb | bin | 0 -> 1994 bytes | |||
-rw-r--r-- | src/quickshapes/shaders_ng/lineargradient.frag | 18 | ||||
-rw-r--r-- | src/quickshapes/shaders_ng/lineargradient.frag.qsb | bin | 0 -> 1762 bytes | |||
-rw-r--r-- | src/quickshapes/shaders_ng/lineargradient.vert | 22 | ||||
-rw-r--r-- | src/quickshapes/shaders_ng/lineargradient.vert.qsb | bin | 0 -> 2225 bytes | |||
-rw-r--r-- | src/quickshapes/shaders_ng/radialgradient.frag | 32 | ||||
-rw-r--r-- | src/quickshapes/shaders_ng/radialgradient.frag.qsb | bin | 0 -> 2931 bytes | |||
-rw-r--r-- | src/quickshapes/shaders_ng/radialgradient.vert | 23 | ||||
-rw-r--r-- | src/quickshapes/shaders_ng/radialgradient.vert.qsb | bin | 0 -> 2115 bytes |
13 files changed, 186 insertions, 0 deletions
diff --git a/src/quickshapes/shaders_ng/compile.bat b/src/quickshapes/shaders_ng/compile.bat new file mode 100755 index 0000000000..860dc7a07a --- /dev/null +++ b/src/quickshapes/shaders_ng/compile.bat @@ -0,0 +1,45 @@ +::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: +:: +:: Copyright (C) 2019 The Qt Company Ltd. +:: Contact: https://www.qt.io/licensing/ +:: +:: This file is part of the QtQuick module of the Qt Toolkit. +:: +:: $QT_BEGIN_LICENSE:LGPL$ +:: Commercial License Usage +:: Licensees holding valid commercial Qt licenses may use this file in +:: accordance with the commercial license agreement provided with the +:: Software or, alternatively, in accordance with the terms contained in +:: a written agreement between you and The Qt Company. For licensing terms +:: and conditions see https://www.qt.io/terms-conditions. For further +:: information use the contact form at https://www.qt.io/contact-us. +:: +:: GNU Lesser General Public License Usage +:: Alternatively, this file may be used under the terms of the GNU Lesser +:: General Public License version 3 as published by the Free Software +:: Foundation and appearing in the file LICENSE.LGPL3 included in the +:: packaging of this file. Please review the following information to +:: ensure the GNU Lesser General Public License version 3 requirements +:: will be met: https://www.gnu.org/licenses/lgpl-3.0.html. +:: +:: GNU General Public License Usage +:: Alternatively, this file may be used under the terms of the GNU +:: General Public License version 2.0 or (at your option) the GNU General +:: Public license version 3 or any later version approved by the KDE Free +:: Qt Foundation. The licenses are as published by the Free Software +:: Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3 +:: included in the packaging of this file. Please review the following +:: information to ensure the GNU General Public License requirements will +:: be met: https://www.gnu.org/licenses/gpl-2.0.html and +:: https://www.gnu.org/licenses/gpl-3.0.html. +:: +:: $QT_END_LICENSE$ +:: +::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: + +qsb -b --glsl "150,120,100 es" --hlsl 50 --msl 12 -o lineargradient.vert.qsb lineargradient.vert +qsb --glsl "150,120,100 es" --hlsl 50 --msl 12 -o lineargradient.frag.qsb lineargradient.frag +qsb -b --glsl "150,120,100 es" --hlsl 50 --msl 12 -o radialgradient.vert.qsb radialgradient.vert +qsb --glsl "150,120,100 es" --hlsl 50 --msl 12 -o radialgradient.frag.qsb radialgradient.frag +qsb -b --glsl "150,120,100 es" --hlsl 50 --msl 12 -o conicalgradient.vert.qsb conicalgradient.vert +qsb --glsl "150,120,100 es" --hlsl 50 --msl 12 -o conicalgradient.frag.qsb conicalgradient.frag diff --git a/src/quickshapes/shaders_ng/conicalgradient.frag b/src/quickshapes/shaders_ng/conicalgradient.frag new file mode 100644 index 0000000000..0b1e01bae2 --- /dev/null +++ b/src/quickshapes/shaders_ng/conicalgradient.frag @@ -0,0 +1,25 @@ +#version 440 + +layout(location = 0) in vec2 coord; +layout(location = 0) out vec4 fragColor; + +layout(binding = 1) uniform sampler2D gradTabTexture; + +layout(std140, binding = 0) uniform buf { + mat4 matrix; + vec2 translationPoint; + float angle; + float opacity; +} ubuf; + +#define INVERSE_2PI 0.1591549430918953358 + +void main() +{ + float t; + if (abs(coord.y) == abs(coord.x)) + t = (atan(-coord.y + 0.002, coord.x) + ubuf.angle) * INVERSE_2PI; + else + t = (atan(-coord.y, coord.x) + ubuf.angle) * INVERSE_2PI; + fragColor = texture(gradTabTexture, vec2(t - floor(t), 0.5)) * ubuf.opacity; +} diff --git a/src/quickshapes/shaders_ng/conicalgradient.frag.qsb b/src/quickshapes/shaders_ng/conicalgradient.frag.qsb Binary files differnew file mode 100644 index 0000000000..9aa59ca651 --- /dev/null +++ b/src/quickshapes/shaders_ng/conicalgradient.frag.qsb diff --git a/src/quickshapes/shaders_ng/conicalgradient.vert b/src/quickshapes/shaders_ng/conicalgradient.vert new file mode 100644 index 0000000000..3db027294b --- /dev/null +++ b/src/quickshapes/shaders_ng/conicalgradient.vert @@ -0,0 +1,21 @@ +#version 440 + +layout(location = 0) in vec4 vertexCoord; +layout(location = 1) in vec4 vertexColor; + +layout(location = 0) out vec2 coord; + +layout(std140, binding = 0) uniform buf { + mat4 matrix; + vec2 translationPoint; + float angle; + float opacity; +} ubuf; + +out gl_PerVertex { vec4 gl_Position; }; + +void main() +{ + coord = vertexCoord.xy - ubuf.translationPoint; + gl_Position = ubuf.matrix * vertexCoord; +} diff --git a/src/quickshapes/shaders_ng/conicalgradient.vert.qsb b/src/quickshapes/shaders_ng/conicalgradient.vert.qsb Binary files differnew file mode 100644 index 0000000000..7f5985ef64 --- /dev/null +++ b/src/quickshapes/shaders_ng/conicalgradient.vert.qsb diff --git a/src/quickshapes/shaders_ng/lineargradient.frag b/src/quickshapes/shaders_ng/lineargradient.frag new file mode 100644 index 0000000000..16894fc764 --- /dev/null +++ b/src/quickshapes/shaders_ng/lineargradient.frag @@ -0,0 +1,18 @@ +#version 440 + +layout(location = 0) in float gradTabIndex; +layout(location = 0) out vec4 fragColor; + +layout(binding = 1) uniform sampler2D gradTabTexture; + +layout(std140, binding = 0) uniform buf { + mat4 matrix; + vec2 gradStart; + vec2 gradEnd; + float opacity; +} ubuf; + +void main() +{ + fragColor = texture(gradTabTexture, vec2(gradTabIndex, 0.5)) * ubuf.opacity; +} diff --git a/src/quickshapes/shaders_ng/lineargradient.frag.qsb b/src/quickshapes/shaders_ng/lineargradient.frag.qsb Binary files differnew file mode 100644 index 0000000000..470de007b5 --- /dev/null +++ b/src/quickshapes/shaders_ng/lineargradient.frag.qsb diff --git a/src/quickshapes/shaders_ng/lineargradient.vert b/src/quickshapes/shaders_ng/lineargradient.vert new file mode 100644 index 0000000000..b4eb868186 --- /dev/null +++ b/src/quickshapes/shaders_ng/lineargradient.vert @@ -0,0 +1,22 @@ +#version 440 + +layout(location = 0) in vec4 vertexCoord; +layout(location = 1) in vec4 vertexColor; + +layout(location = 0) out float gradTabIndex; + +layout(std140, binding = 0) uniform buf { + mat4 matrix; + vec2 gradStart; + vec2 gradEnd; + float opacity; +} ubuf; + +out gl_PerVertex { vec4 gl_Position; }; + +void main() +{ + vec2 gradVec = ubuf.gradEnd - ubuf.gradStart; + gradTabIndex = dot(gradVec, vertexCoord.xy - ubuf.gradStart) / (gradVec.x * gradVec.x + gradVec.y * gradVec.y); + gl_Position = ubuf.matrix * vertexCoord; +} diff --git a/src/quickshapes/shaders_ng/lineargradient.vert.qsb b/src/quickshapes/shaders_ng/lineargradient.vert.qsb Binary files differnew file mode 100644 index 0000000000..8d054efbb4 --- /dev/null +++ b/src/quickshapes/shaders_ng/lineargradient.vert.qsb diff --git a/src/quickshapes/shaders_ng/radialgradient.frag b/src/quickshapes/shaders_ng/radialgradient.frag new file mode 100644 index 0000000000..411e589295 --- /dev/null +++ b/src/quickshapes/shaders_ng/radialgradient.frag @@ -0,0 +1,32 @@ +#version 440 + +layout(location = 0) in vec2 coord; +layout(location = 0) out vec4 fragColor; + +layout(binding = 1) uniform sampler2D gradTabTexture; + +layout(std140, binding = 0) uniform buf { + mat4 matrix; + vec2 translationPoint; + vec2 focalToCenter; + float centerRadius; + float focalRadius; + float opacity; +} ubuf; + +void main() +{ + float rd = ubuf.centerRadius - ubuf.focalRadius; + float b = 2.0 * (rd * ubuf.focalRadius + dot(coord, ubuf.focalToCenter)); + float fmp2_m_radius2 = -ubuf.focalToCenter.x * ubuf.focalToCenter.x - ubuf.focalToCenter.y * ubuf.focalToCenter.y + rd * rd; + float inverse_2_fmp2_m_radius2 = 1.0 / (2.0 * fmp2_m_radius2); + float det = b * b - 4.0 * fmp2_m_radius2 * ((ubuf.focalRadius * ubuf.focalRadius) - dot(coord, coord)); + vec4 result = vec4(0.0); + if (det >= 0.0) { + float detSqrt = sqrt(det); + float w = max((-b - detSqrt) * inverse_2_fmp2_m_radius2, (-b + detSqrt) * inverse_2_fmp2_m_radius2); + if (ubuf.focalRadius + w * (ubuf.centerRadius - ubuf.focalRadius) >= 0.0) + result = texture(gradTabTexture, vec2(w, 0.5)) * ubuf.opacity; + } + fragColor = result; +} diff --git a/src/quickshapes/shaders_ng/radialgradient.frag.qsb b/src/quickshapes/shaders_ng/radialgradient.frag.qsb Binary files differnew file mode 100644 index 0000000000..166eb2f92d --- /dev/null +++ b/src/quickshapes/shaders_ng/radialgradient.frag.qsb diff --git a/src/quickshapes/shaders_ng/radialgradient.vert b/src/quickshapes/shaders_ng/radialgradient.vert new file mode 100644 index 0000000000..08f15c4f8c --- /dev/null +++ b/src/quickshapes/shaders_ng/radialgradient.vert @@ -0,0 +1,23 @@ +#version 440 + +layout(location = 0) in vec4 vertexCoord; +layout(location = 1) in vec4 vertexColor; + +layout(location = 0) out vec2 coord; + +layout(std140, binding = 0) uniform buf { + mat4 matrix; + vec2 translationPoint; + vec2 focalToCenter; + float centerRadius; + float focalRadius; + float opacity; +} ubuf; + +out gl_PerVertex { vec4 gl_Position; }; + +void main() +{ + coord = vertexCoord.xy - ubuf.translationPoint; + gl_Position = ubuf.matrix * vertexCoord; +} diff --git a/src/quickshapes/shaders_ng/radialgradient.vert.qsb b/src/quickshapes/shaders_ng/radialgradient.vert.qsb Binary files differnew file mode 100644 index 0000000000..293e23947a --- /dev/null +++ b/src/quickshapes/shaders_ng/radialgradient.vert.qsb |