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-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 dd00f75fae..9f58876def 100644
--- a/src/quick/scenegraph/qsgcontext.cpp
+++ b/src/quick/scenegraph/qsgcontext.cpp
@@ -631,4 +631,38 @@ 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