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-rw-r--r--tests/manual/nodetypes/Effects.qml39
1 files changed, 37 insertions, 2 deletions
diff --git a/tests/manual/nodetypes/Effects.qml b/tests/manual/nodetypes/Effects.qml
index 0d16cd1c84..85e7ab7a15 100644
--- a/tests/manual/nodetypes/Effects.qml
+++ b/tests/manual/nodetypes/Effects.qml
@@ -69,6 +69,7 @@ Item {
NumberAnimation on time { loops: Animation.Infinite; from: 0; to: Math.PI * 2; duration: 600 }
property bool customVertexShader: false // the effect is fine with the default vs, but toggle this to test
+ property bool useHLSLSourceString: false // toggle to provide HLSL shaders as strings instead of bytecode in files
property string glslVertexShader:
"uniform highp mat4 qt_Matrix;" +
@@ -92,12 +93,43 @@ Item {
" gl_FragColor = texture2D(source, qt_TexCoord0 + amplitude * vec2(p.y, -p.x)) * qt_Opacity;" +
"}"
+ property string hlslVertexShader: "cbuffer ConstantBuffer : register(b0) {" +
+ " float4x4 qt_Matrix;" +
+ " float qt_Opacity; }" +
+ "struct PSInput {" +
+ " float4 position : SV_POSITION;" +
+ " float2 coord : TEXCOORD0; };" +
+ "PSInput main(float4 position : POSITION, float2 coord : TEXCOORD0) {" +
+ " PSInput result;" +
+ " result.position = mul(qt_Matrix, position);" +
+ " result.coord = coord;" +
+ " return result;" +
+ "}";
+
+ property string hlslPixelShader:"cbuffer ConstantBuffer : register(b0) {" +
+ " float4x4 qt_Matrix;" +
+ " float qt_Opacity;" +
+ " float amplitude;" +
+ " float frequency;" +
+ " float time; }" +
+ "Texture2D source : register(t0);" +
+ "SamplerState sourceSampler : register(s0);" +
+ "float4 main(float4 position : SV_POSITION, float2 coord : TEXCOORD0) : SV_TARGET" +
+ "{" +
+ " float2 p = sin(time + frequency * coord);" +
+ " return source.Sample(sourceSampler, coord + amplitude * float2(p.y, -p.x)) * qt_Opacity;" +
+ "}";
+
property string hlslVertexShaderByteCode: "qrc:/vs_wobble.cso"
property string hlslPixelShaderByteCode: "qrc:/ps_wobble.cso"
- vertexShader: customVertexShader ? (GraphicsInfo.shaderType === GraphicsInfo.HLSL ? hlslVertexShaderByteCode : (GraphicsInfo.shaderType === GraphicsInfo.GLSL ? glslVertexShader : "")) : ""
+ vertexShader: customVertexShader ? (GraphicsInfo.shaderType === GraphicsInfo.HLSL
+ ? (useHLSLSourceString ? hlslVertexShader : hlslVertexShaderByteCode)
+ : (GraphicsInfo.shaderType === GraphicsInfo.GLSL ? glslVertexShader : "")) : ""
- fragmentShader: GraphicsInfo.shaderType === GraphicsInfo.HLSL ? hlslPixelShaderByteCode : (GraphicsInfo.shaderType === GraphicsInfo.GLSL ? glslFragmentShader : "")
+ fragmentShader: GraphicsInfo.shaderType === GraphicsInfo.HLSL
+ ? (useHLSLSourceString ? hlslPixelShader : hlslPixelShaderByteCode)
+ : (GraphicsInfo.shaderType === GraphicsInfo.GLSL ? glslFragmentShader : "")
}
Image {
@@ -181,6 +213,9 @@ Item {
Text {
text: GraphicsInfo.shaderType + " " + GraphicsInfo.shaderCompilationType + " " + GraphicsInfo.shaderSourceType
}
+ Text {
+ text: eff.status + " " + eff.log
+ }
}
}
}