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-rw-r--r--src/quick/items/qquickshadereffect.cpp162
1 files changed, 158 insertions, 4 deletions
diff --git a/src/quick/items/qquickshadereffect.cpp b/src/quick/items/qquickshadereffect.cpp
index 5365ab071e..debe00cbcb 100644
--- a/src/quick/items/qquickshadereffect.cpp
+++ b/src/quick/items/qquickshadereffect.cpp
@@ -100,14 +100,18 @@ QT_BEGIN_NAMESPACE
The following inputs are predefined:
\list
- \li vec4 qt_Vertex - vertex position, the top-left vertex has
+ \li vec4 qt_Vertex with location 0 - vertex position, the top-left vertex has
position (0, 0), the bottom-right (\l{Item::width}{width},
\l{Item::height}{height}).
- \li vec2 qt_MultiTexCoord0 - texture coordinate, the top-left
+ \li vec2 qt_MultiTexCoord0 with location 1 - texture coordinate, the top-left
coordinate is (0, 0), the bottom-right (1, 1). If \l supportsAtlasTextures
is true, coordinates will be based on position in the atlas instead.
\endlist
+ \note It is only the vertex input location that matters in practice. The
+ names are freely changeable, while the location must always be \c 0 for
+ vertex position, \c 1 for texture coordinates.
+
The following uniforms are predefined:
\list
@@ -123,6 +127,9 @@ QT_BEGIN_NAMESPACE
\note The uniform block layout qualifier must always be \c std140.
+ \note Unlike vertex inputs, the predefined names (qt_Matrix, qt_Opacity)
+ must not be changed.
+
In addition, any property that can be mapped to a GLSL type can be made
available to the shaders. The following list shows how properties are
mapped:
@@ -215,7 +222,6 @@ QT_BEGIN_NAMESPACE
mat4 qt_Matrix;
float qt_Opacity;
};
- out gl_PerVertex { vec4 gl_Position; };
void main() {
coord = qt_MultiTexCoord0;
gl_Position = qt_Matrix * qt_Vertex;
@@ -354,7 +360,155 @@ QT_BEGIN_NAMESPACE
corner. For non-linear vertex transformations, like page curl, you can
specify a fine grid of vertices by specifying a \l mesh resolution.
- \sa {Item Layers}
+ \section1 Migrating From Qt 5
+
+ For Qt 5 applications with ShaderEffect items the migration to Qt 6 involves:
+ \list
+ \li Moving the shader code to separate \c{.vert} and \c{.frag} files,
+ \li updating the shaders to Vulkan-compatible GLSL,
+ \li running the \c qsb tool on them,
+ \li including the resulting \c{.qsb} files in the executable with the Qt resource system,
+ \li and referencing the file in the \l vertexShader and \l fragmentShader properties.
+ \endlist
+
+ As described in the \l{Qt Shader Tools} module some of these steps can be
+ automated by letting CMake invoke the \c qsb tool at build time. See \l{Qt
+ Shader Tools Build System Integration} for more information and examples.
+
+ When it comes to updating the shader code, below is an overview of the
+ commonly required changes.
+
+ \table
+ \header
+ \li Vertex shader in Qt 5
+ \li Vertex shader in Qt 6
+ \row
+ \li \badcode
+ attribute highp vec4 qt_Vertex;
+ attribute highp vec2 qt_MultiTexCoord0;
+ varying highp vec2 coord;
+ uniform highp mat4 qt_Matrix;
+ void main() {
+ coord = qt_MultiTexCoord0;
+ gl_Position = qt_Matrix * qt_Vertex;
+ }
+ \endcode
+ \li \badcode
+ #version 440
+ layout(location = 0) in vec4 qt_Vertex;
+ layout(location = 1) in vec2 qt_MultiTexCoord0;
+ layout(location = 0) out vec2 coord;
+ layout(std140, binding = 0) uniform buf {
+ mat4 qt_Matrix;
+ float qt_Opacity;
+ };
+ void main() {
+ coord = qt_MultiTexCoord0;
+ gl_Position = qt_Matrix * qt_Vertex;
+ }
+ \endcode
+ \endtable
+
+ The conversion process mostly involves updating the code to be compatible
+ with
+ \l{https://github.com/KhronosGroup/GLSL/blob/master/extensions/khr/GL_KHR_vulkan_glsl.txt}{GL_KHR_vulkan_glsl}.
+ It is worth noting that Qt Quick uses a subset of the features provided by
+ GLSL and Vulkan, and therefore the conversion process for typical
+ ShaderEffect shaders is usually straightforward.
+
+ \list
+
+ \li The \c version directive should state \c 440 or \c 450, although
+ specifying other GLSL version may work too, because the
+ \l{https://github.com/KhronosGroup/GLSL/blob/master/extensions/khr/GL_KHR_vulkan_glsl.txt}{GL_KHR_vulkan_glsl}
+ extension is written for GLSL 140 and higher.
+
+ \li Inputs and outputs must use the modern GLSL \c in and \c out keywords.
+ In addition, specifying a location is required. The input and output
+ location namespaces are separate, and therefore assigning locations
+ starting from 0 for both is safe.
+
+ \li When it comes to vertex shader inputs, the only possibilities with
+ ShaderEffect are location \c 0 for vertex position (traditionally named \c
+ qt_Vertex) and location \c 1 for texture coordinates (traditionally named
+ \c qt_MultiTexCoord0).
+
+ \li The vertex shader outputs and fragment shader inputs are up to the
+ shader code to define. The fragment shader must have a \c vec4 output at
+ location 0 (typically called \c fragColor).
+
+ \li Uniform variables outside a uniform block are not legal. Rather,
+ uniform data must be declared in a uniform block with binding point \c 0.
+
+ \li The uniform block is expected to use the std140 qualifier.
+
+ \li At run time, the vertex and fragment shader will get the same uniform
+ buffer bound to binding point 0. Therefore, as a general rule, the uniform
+ block declarations must be identical between the shaders. This also
+ includes members that are not used in one of the shaders. The member names
+ must match, because with some graphics APIs the uniform block is converted
+ to a traditional struct uniform, transparently to the application.
+
+ \li When providing one of the shaders only, watch out for the fact that the
+ built-in shaders expect \c qt_Matrix and \c qt_Opacity at the top of the
+ uniform block. (more precisely, at offset 0 and 64, respectively) As a
+ general rule, always include these as the first and second members in the
+ block.
+
+ \li In the example the uniform block specifies the block name \c buf. This
+ name can be changed freely, but must match between the shaders. Using an
+ instance name, such as \c{layout(...) uniform buf { ... } instance_name;}
+ is optional. When specified, all accesses to the members must be qualified
+ with instance_name.
+
+ \endlist
+
+ \table
+ \header
+ \li Fragment shader in Qt 5
+ \li Fragment shader in Qt 6
+ \row
+ \li \badcode
+ varying highp vec2 coord;
+ uniform lowp float qt_Opacity;
+ uniform sampler2D src;
+ void main() {
+ lowp vec4 tex = texture2D(src, coord);
+ gl_FragColor = vec4(vec3(dot(tex.rgb,
+ vec3(0.344, 0.5, 0.156))),
+ tex.a) * qt_Opacity;
+ }
+ \endcode
+ \li \badcode
+ #version 440
+ layout(location = 0) in vec2 coord;
+ layout(location = 0) out vec4 fragColor;
+ layout(std140, binding = 0) uniform buf {
+ mat4 qt_Matrix;
+ float qt_Opacity;
+ };
+ layout(binding = 1) uniform sampler2D src;
+ void main() {
+ vec4 tex = texture(src, coord);
+ fragColor = vec4(vec3(dot(tex.rgb,
+ vec3(0.344, 0.5, 0.156))),
+ tex.a) * qt_Opacity;
+ }
+ \endcode
+ \endtable
+
+ \list
+
+ \li Precision qualifiers (\c lowp, \c mediump, \c highp) are not currently used.
+
+ \li Calling built-in GLSL functions must follow the modern GLSL names, most
+ prominently, \c{texture()} instead of \c{texture2D()}.
+
+ \li Samplers must use binding points starting from 1.
+
+ \endlist
+
+ \sa {Item Layers}, {QSB Manual}, {Qt Shader Tools Build System Integration}
*/