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* Store DXBC instead of HLSL source in the qsb filesLaszlo Agocs2020-05-2611-10/+13
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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>
* Upgrade qsb files to version 4Laszlo Agocs2020-01-2110-0/+0
| | | | | Change-Id: Ic1a1f5ff49c34d72495bc74083f37db118c935c1 Reviewed-by: Eirik Aavitsland <eirik.aavitsland@qt.io>
* Regenerate rhi shadersLaszlo Agocs2019-12-1110-0/+0
| | | | | | | | | | The generated GLSL code for version 150 is now slightly different (we now disable the unnecessary GL_ARB_shading_language_420pack to prevent failures on older OpenGL implementations and core profile contexts). Task-number: QTBUG-80690 Change-Id: I4c6242284c1239af9f12bd2fdac3c33707ac88e7 Reviewed-by: Johan Helsing <johan.helsing@qt.io>
* Make ImageParticle functional when rendering via the RHILaszlo Agocs2019-08-2213-0/+253
Involves a trivial (albeit time consuming) rework of the existing materials as well since their reliance on QSGSimpleMaterial makes them problematic to live side-by-side with the RHI variants. Change-Id: Ie12b7949904434b3a831588518c8268e917ce92f Reviewed-by: Christian Strømme <christian.stromme@qt.io>