| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
|
|
|
|
| |
Now that both OpenGL and D3D supports files, it is trivial to add support
for file selectors. This means that one can add for example a
shaders/wobble.frag with GLSL source code and a
shaders/+hlsl/wobble.frag with D3D bytecode, while simply writing
fragmentShader: "file:shaders/wobble.frag" in QML. The rest is automatic.
Change-Id: Iaf71a6998bbd31050bc6c2b2f33b03d27c59fb6c
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Let's revise our policy of offline/bytecode only shaders. ShaderEffect
benefits greatly from having runtime compilation support for HLSL
source strings, especially when dynamically constructing shader strings.
There is no reason not to support both approaches since we rely on d3dcompiler
for reflection anyhow.
What's more, we can call D3DCompile on a dedicated thread, keeping the
gui responsive while compilation is on-going.
Change-Id: Ie6c02c2aa0ebd0c8371bbf30b3ce6582128c457b
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
|
|
|
|
|
|
|
|
|
| |
Rename RendererInfo to GraphicsInfo. Deprecate OpenGLInfo and move
the surface format properties into GraphicsInfo. Move also the
shader info properties from ShaderEffect.
Change-Id: I3b3f01080e059b3a30a132fd67de19a4bfca54ef
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
|
|
|
|
|
| |
Change-Id: Icd42a1bfff0f12f8162e888f204ad9b3a79aa911
Reviewed-by: Gunnar Sletta <gunnar@sletta.org>
|
|
|
|
|
| |
Change-Id: I2b5d1211ed97909a03d92d115eb057ce9e710d12
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
|
|
|
|
|
|
|
|
|
|
|
|
| |
Like when there is only one shader is given by the ShaderEffect item, or
when texture providers disappear (use a dummy texture in this case).
Changing the cull mode works now too. Fix also the inconsistent naming
(activate -> use) for textures in the glpyh cache. The cbuffer is now
correctly aligned. Filtering and wrap modes are now taken from the
texture, meaning 'smooth' and 'wrapMode' works.
Change-Id: I265a7676d87d470dc8b3a8f59ea64bdadbc58c5d
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
D3D12 shader effect node.
Cull mode, atlas (qt_SubRect_*) support, and some nice-to-haves are
currently missing. The built-in shaders won't yet work due to not sending
'source' down the stack so both have to be application-supplied.
Nonetheless..the wobble test works!
Change-Id: If4cd0143fa5794a8d5f89b576ffcfb084efeb343
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
|
|
The D3D12 node implementation is mostly missing. The rest of the enablers
should be in place now however.
Importing QtQuick 2.8 provides new properties for ShaderEffect:
- shaderType can be used to decide which language should be used
- shaderCompilationType tells if compilation is runtime or offline
- shaderSourceType tells if the vertex/fragmentShader properties refer
to source strings or source files or pre-compiled bytecode files
The last two are bitmasks. In practice however we will support only
one approach per backend for now (runtime + source string for OpenGL,
offline + bytecode for D3D12).
In addition to QSGShaderEffectNode, introduce the QSGGuiThreadShaderEffectManager
interface. This provides the gui thread bits for the above and performs shader
reflection. Backends that use the new ShaderEffect system must provide both.
For each ShaderEffect item there will be a manager (on the gui thread) and
a node (on the render thread).
Reflection is expected to be done via standard helper libs (d3d12shader
+ D3DReflect from d3dcompiler for the D3D12 backend), or via manually inspecting
SPIR-V, or parsing the source (like the GL path does now), or by using some
3rd party library (not recommended). In any case we require that reflection is
doable on the gui thread without dependencies to the actual graphics API.
The ShaderEffect documentation is greatly extended, covering HLSL and the new
properties.
The test app uses manually compiled shaders on its HLSL path for now. This
is because there is no story yet for build system integration for public
use (the internal HLSL -> bytecode in C header rule is only suitable for
the d3d12 plugin itself, apps need something different).
Change-Id: Id112104906fbcb26b9902a35f19d8d509b340d1b
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
|