| Commit message (Collapse) | Author | Age | Files | Lines |
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This reverts commit 7b1331c789df0ac12d7cf5aa5f8967b8651a4cfa.
Revert of commercial license headers is required for Qt 5.15.3
opensource release.
Task-number: QTBUG-91108
Change-Id: I47eb004523bdb3beb16e9fd51e40da6f738f9f34
Reviewed-by: Jukka Jokiniva <jukka.jokiniva@qt.io>
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Updated header.COMM to the files in tqtc-qtdeclarative.
Examples, documentation files or tests are not updated.
The commercial license header may contain some
additional lines so that its line count equals with
the earlier license header. Reason for this is that
some autotests use hard coded line numbers and a
change in the line count causes failures in tests.
Task-number: QTQAINFRA-4161
Change-Id: Ic1d011aa01b1fe7242bcbbf72d5ab454d1015cf9
Reviewed-by: Ulf Hermann <ulf.hermann@qt.io>
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It's possible for itemChange to be called during destruction when
deleting the QQuickShaderEffectImpl. We nullify m_impl before deleting
it via another pointer to it, so we must check that it's not null
before trying to use it.
Fixes: QTBUG-86402
Change-Id: If4955445f7cc0d1f376bc9b86b95e1cca4d88ede
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
(cherry picked from commit 266cd7638d887b31d56964a0f13fe208821703b1)
Reviewed-by: Fabian Kosmale <fabian.kosmale@qt.io>
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Opt in via environment variables:
QSG_RHI=1 -> enable using QRhi instead of GL
QSG_RHI_BACKEND -> set to vulkan, metal, d3d11, gl to override the default
(the default is d3d11 on Windows, metal on Mac, gl elsewhere)
Or force a given rhi backend via the existing
QQuickWindow::setSceneGraphBackend().
Otherwise the default behavior is the same as before, the rhi code path
is never active by default.
-no-opengl builds are supported in the sense that they work and default
to the software backend. However, the rhi code path cannot currently be
used in such builds, even though QRhi from qtbase is fully functional
with Vulkan, D3D, or Metal even when qtbase was configured with
-no-opengl. This cannot be utilized by Quick atm due to OpenGL usage
being all over the place in the sources corresponding to the default
backend, and those host the rhi code path as well. This will be cleaned up
hopefully in Qt 6, with the removal all direct OpenGL usage.
Other env.vars.:
QSG_RHI_DEBUG_LAYER=1 -> enable D3D debug or Vulkan validation layer
(assuming the system is set up for this)
QSG_RHI_SHADEREFFECT_DEBUG=1 -> print stuff from ShaderEffect
QSG_SAMPLES=1,2,4,... -> MSAA sample count (but QSurfaceFormat works too)
QT_D3D_ADAPTER_INDEX=0,1,... -> D3D adapter index
QT_VK_PHYSICAL_DEVICE_INDEX=0,1,... -> Vulkan physical device index
QSG_RHI_UINT32_INDEX=1 -> always use uint index data (both
merged/unmerged, convert when needed - with some rhi backends this is
implicit)
QSG_RENDER_LOOP -> to override the render loop as usual. The default
with RHI is threaded for Metal, threaded for Vulkan on Windows, basic
for Vulkan on Linux and Android (to be checked later), while the existing
rules apply for OpenGL.
Not supported when running with QRhi:
- particles
- compressed atlases (though this is transparent to the apps)
- QSGRenderNode
- QQuickRenderControl
- QQuickFramebufferObject
- certain QQuickWindow functionality that depends directly on OpenGL
- anisotropic filtering for textures
- native text may lack some gamma correction
- QSGEngine applicability unclear
- some QML profiler logs may be incorrect or irrelevant
Change-Id: I7822e99ad79e342e4166275da6e9e66498d76521
Reviewed-by: Lars Knoll <lars.knoll@qt.io>
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Conflicts:
src/qml/jsruntime/qv4memberdata.cpp
Change-Id: I4e9ffc89d65279a42516f5547e93fb47fb571834
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The assertion occurred when it initially tried to create an item from the
delegate because it needed to show the contents of the first item when the
combobox was collapsed.
So, in order to do that ComboBox would create an object from the delegate
by calling delegateModel->object(). Since the ShaderEffect was not ready
to be constructed yet (it didn't have a window, see
QQuickOpenGLShaderEffect::maybeUpdateShaders() ) it would call polish on
itself in order to try later. Shortly after, it called
delegateModel->release(). This didn't delete the object immediately (it
called deleteLater() on the object), but it removed the engine and context
it was associated with).
However, this left it in the list of QQuickWindowPrivate::itemsToPolish.
Due to this, QQuickWindow would call updatePolish on it shortly after (as
a response to an expose event in our case). But the ShaderEffect was still
not associated with an engine, so it would ultimately assert with no
engine.
The fix is to simply check if the ShaderEffect has an engine, and return
early if that happens.
Then when the dropdown opens, the ShaderEffect will get a polish() because
of QQuickItemPrivate::recursiveRefFromEffectItem(), and it will have both
an engine and a window and will properly initialize its shaders.
Fixes: QTBUG-67343
Change-Id: Ib8ceb92d0fafb9b958407a50db5daa7b45e1d82a
Reviewed-by: Mitch Curtis <mitch.curtis@qt.io>
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Undo change to signature of textureProviderDestroyed, and
reinstate test for disconnected item having a window, and
instead ensure we are destroyed earlier while the item is
still valid.
Fixes: QTBUG-76055
Change-Id: I0c6c13cd44d3364984e0245b3b048f4aa183b43a
Reviewed-by: Daniel Smith <Daniel.Smith@qt.io>
Reviewed-by: Simon Hausmann <simon.hausmann@qt.io>
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Fixes bad type-cast during destruction when objects no longer has the
full type they used to.
Detected by UBSAN.
Change-Id: I4867091901d70d5a882656834eb97a704def1751
Reviewed-by: Simon Hausmann <simon.hausmann@qt.io>
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Task-number: QTBUG-68933
Change-Id: Ibb5aa227e82825085e7214e17dcffcb17fd44157
Reviewed-by: Topi Reiniö <topi.reinio@qt.io>
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Change-Id: I0c01862dbb475494c84e39c695cb563df8cbcfa8
Reviewed-by: Lars Knoll <lars.knoll@qt.io>
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...and fix some section titles to be less confusing.
Change-Id: If83c3faffead9e2e9be7fc0fb360f1c5b8b1bb51
Reviewed-by: Leena Miettinen <riitta-leena.miettinen@qt.io>
Reviewed-by: Nico Vertriest <nico.vertriest@qt.io>
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Change-Id: I84e363d735b443cb9beefffd14b8c023a37aa489
Reviewed-by: Lars Knoll <lars.knoll@qt.io>
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Change-Id: I21f111a04d9e2ce367d7677dbb48abbd591a4e71
Reviewed-by: Shawn Rutledge <shawn.rutledge@qt.io>
Reviewed-by: Joni Poikelin <joni.poikelin@qt.io>
Reviewed-by: Lars Knoll <lars.knoll@qt.io>
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Task-number: QTBUG-58549
Change-Id: Iaa2a9cd8b86e8c2bb7e20b99fabad99d0bd51799
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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Instead use QT_CONFIG(foo). This change actually detected a few
mis-spelled macros and invalid usages.
Change-Id: I06ac327098dd1a458e6bc379d637b8e2dac52f85
Reviewed-by: Simon Hausmann <simon.hausmann@qt.io>
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Fix formatting, wrong class names, and remove sprites as an unsupported
feature. Add a note about the glslcore file selector.
Change-Id: I2caffc4485157d053bb0fffa47fed8ee1d506774
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Change-Id: If20fa968fa596c82aa8eacbaedde9fa8ead5a8fd
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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rendererInterface() should not require isSceneGraphInitialized() to be
true - the API and language queries like graphicsApi() have no need for the
scenegraph, they only need the plugin to be loaded, i.e. that the QQuickWindow
is constructed.
This is the key to be able to make GraphicsInfo report graphicsApi and
shaderType with the correct values as early as possible - meaning as soon
as the item is associated with a window. The initialization of the
scenegraph (the exact timing of which varies backend to backend) does not
matter here.
The fragment and vertex shader property setting is now unified in the two
ShaderEffect implementations:
- If the component is complete, the shader is attempted to be processed
right from the setter.
- Otherwise the item will trigger processing once the component is
complete.
- If there is no window when processing is trigerred, it is deferred via
polish.
To implement item polish handling we need a new virtual in
QQuickItemPrivate since we cannot intrdouce virtuals into the public
classes.
This way one can write a condition (and later potentially use file
selectors) like this:
fragmentShader: GraphicsInfo.shaderType == GraphicsInfo.GLSL ? "..." : ...
without having to worry about getting an unintended value processed due to
GraphicsInfo not yet reporting an up-to-date value.
parseLog() forces, for GL at least, shader processing to prevent autotests
from breaking.
Change-Id: If55c69d746c29cd07348ddad2d6b0f2b5dd7f3a2
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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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>
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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>
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Change-Id: Ice6c47f766899e7313b9dde8cfcd6d81eeaf52f5
Reviewed-by: Laszlo Agocs <laszlo.agocs@theqtcompany.com>
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Import (and clean up) the dropshadow from the shadereffects example.
This is very useful since it tests a lot more paths and cases than
the wobble.
To overcome the issue of not having some of functionality available before
the item is added to a window, make QQuickGenericShaderEffect smarter and
enhance the documentation.
The handling of vertical mirroring is revised. The GLSL and HLSL version of
the dropshadow shaders produce correct, identical output now.
Change-Id: I94800997bfba781140d80720eb6f340cda480747
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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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>
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which should route and place most of its work into the scenegraph.
And fix a test.
Change-Id: I04f29cba53c2bab62e41b3b524794d3c4d20a472
Reviewed-by: Andy Nichols <andy.nichols@theqtcompany.com>
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Register the common QQuickShaderEffect class as ShaderEffect to QML.
In case of GL this will route to QQuickOpenGLShaderEffect. For others
the default no-op implementation is used (at least for now). Later this
new implementation will route to a backend-specific scenegraph node via
the adaptation layer.
This also means that QQuickOpenGLShaderEffect is no longer a QQuickItem
and QQuickShaderEffect must handle everything item-related and forward.
Change-Id: I1ff4b674253543a04978a69f4a3b67f3a44dd983
Reviewed-by: Andy Nichols <andy.nichols@theqtcompany.com>
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Rename the C++ sources and classes. The QML type name remains the same.
No changes in functionality.
The shader effect, node, material (and uniform animator and particles and
bits and pieces here and there...) are highly interconnected and do not
follow the usual design practices for Quick and the scenegraph and the
adaptation layer. Therefore while we aim for keeping full compatibility
for GL apps, other backends will likely get a different ShaderEffect item
implementation.
The C++ class QQuickShaderEffect itself is currently a dummy with an
unchanged API. It is not in use for now but forms the basis for the
implementation for other backends. This will be covered in future commits.
Change-Id: Ia39ce4b303f8f33e2f241d11e35fa62423e43127
Reviewed-by: Andy Nichols <andy.nichols@theqtcompany.com>
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There is nothing GL-specific here (apart from the attribute name list but
that will likely remain that way with non-GL backends as well). By moving a
few constants it can now be built unconditionally.
Change-Id: I866b7b5c0262588a39818b177455f6276f8d584b
Reviewed-by: Andy Nichols <andy.nichols@theqtcompany.com>
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This change also fixes the build of two benchmarks, tst_affectors
and tst_emission.
Conflicts:
src/plugins/qmltooling/qmldbg_native/qmldbg_native.pro
src/qml/qml/ftw/qhashfield_p.h
tests/benchmarks/particles/affectors/tst_affectors.cpp
tests/benchmarks/particles/emission/tst_emission.cpp
tests/benchmarks/qml/pointers/pointers.pro
tests/benchmarks/qml/pointers/tst_pointers.cpp
tests/benchmarks/qml/qmltime/qmltime.pro
tests/benchmarks/qml/qquickwindow/qquickwindow.pro
Change-Id: I595309d1e183c18371cb9b07af6e4681059de3b2
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Change-Id: I7c7745264ff66b7db042e19f6d44124fa78bb86c
Reviewed-by: Robin Burchell <robin.burchell@viroteck.net>
Reviewed-by: Laszlo Agocs <laszlo.agocs@theqtcompany.com>
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Change-Id: Icfa1d61fcc286c3418d4a625de11d2191336fa60
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Given a simple ShaderEffect with supportsAtlasTexture:
ShaderEffect {
property variant source: myImage
supportsAtlasTextures: true
}
ensure the atlas subrect used by the ShaderEffect is updated if
myImage.source changes.
Change-Id: I4560b80ba38c3487b16f53411451fb9891920738
Reviewed-by: Gunnar Sletta <gunnar@sletta.org>
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From Qt 5.7 -> LGPL v2.1 isn't an option anymore, see
http://blog.qt.io/blog/2016/01/13/new-agreement-with-the-kde-free-qt-foundation/
Updated license headers to use new LGPL header instead of LGPL21 one
(in those files which will be under LGPL v3)
Change-Id: Ic36f1a0a1436fe6ac6eeca8c2375a79857e9cb12
Reviewed-by: Lars Knoll <lars.knoll@theqtcompany.com>
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The description of the default vertex shader was documented under
the fragmentShader property and vice versa.
Change-Id: I2d609d7621f8478671ff96d787b1f4464ccb62f8
Reviewed-by: Gunnar Sletta <gunnar@sletta.org>
Reviewed-by: Laszlo Agocs <laszlo.agocs@theqtcompany.com>
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Change-Id: I8731ea81421e8f6cea7d59bea82030d0855b0054
Task-number: QTBUG-48113
Reviewed-by: Michael Brasser <michael.brasser@live.com>
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Task-number: QTBUG-46475
Change-Id: Iebb2f7677f8b514d2b3e08480abfc98a0e155c1c
Reviewed-by: Venugopal Shivashankar <venugopal.shivashankar@digia.com>
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Qt copyrights are now in The Qt Company, so we could update the source
code headers accordingly. In the same go we should also fix the links to
point to qt.io.
Change-Id: I61120571787870c0ed17066afb31779b1e6e30e9
Reviewed-by: Iikka Eklund <iikka.eklund@theqtcompany.com>
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It is currently necessary to set supportsAtlasTextures to enable
batching of all ShaderEffect, even if they sample a
ShaderEffectSource or have no sampler uniform at all.
After fccbe57258c10e18ccdbbec405f5522dbd97af66 it is not necessary to
set the RequiresFullMatrix flag based on supportsAtlasTextures since
this now prevents batching altogether. Limiting batching should
however also first verify that there are any sampler of the atlas
used on that ShaderEffect in QQuickShaderEffectMaterial::compare,
since that check wouldn't have any effect in
QQuickShaderEffect::updatePaintNode through RequiresFullMatrix.
Also make sure that using texture()->normalizedTextureSubRect()
as the texture coordinate attribute is synchronized with calls to
removedFromAtlas for all samplers and make sure that this only
applies when the texture count == 1. This fixes a bug where
setting supportsAtlasTextures on a ShaderEffect with more that
one sampler would incorrectly use the texture coordinates of the
first atlas texture in the geometry.
This patch also removes:
- The unneeded check for the RequiresFullMatrix in compare; the same
program can be used in batched geometries and the renderer itself
will prevent merging in that case.
- The possibly heavy string comparison of m_source;
QQuickShaderEffectMaterial::type() and QQuickShaderEffectMaterialKey
are doing that for us more efficiently.
I updated the documentation to clarify the 1-texture rule and
explain the difference with qt_SubRect uniforms and when one or
the other should be used.
Change-Id: I85a86b8e7cb76f1536d5fcd369c7889f22537846
Reviewed-by: Michael Brasser <michael.brasser@live.com>
Reviewed-by: Gunnar Sletta <gunnar@sletta.org>
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Change-Id: I31e038d961d3aa09a36db0c091c4e4910e395c2e
Reviewed-by: Laszlo Agocs <laszlo.agocs@digia.com>
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- Renamed LICENSE.LGPL to LICENSE.LGPLv21
- Added LICENSE.LGPLv3 & LICENSE.GPLv2
- Removed LICENSE.GPL
Change-Id: I84a565e2e0caa3b76bf291a7d188a57a4b00e1b0
Reviewed-by: Jani Heikkinen <jani.heikkinen@digia.com>
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[ChangeLog][QtQuick] Introduced OpenGLInfo attached type that
provides information about the currently used OpenGL version.
Change-Id: Ibdf365decf9d6331cf91c0bf541e493ced02a417
Reviewed-by: Laszlo Agocs <laszlo.agocs@digia.com>
Reviewed-by: Gunnar Sletta <gunnar.sletta@jollamobile.com>
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Identical ShaderEffects that use the standard vertex shader with a
single source texture, and that set supportsAtlasTextures, are now
candidates for batching.
Task-number: QTBUG-37914
Change-Id: Ib0ce58647a8c7c48e88bd84cf2645f1a8f28691f
Reviewed-by: Gunnar Sletta <gunnar.sletta@jollamobile.com>
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Checking only for "attribute" is not sufficient: with newer GLSL versions
"in" is used.
Task-number: QTBUG-39143
Change-Id: Ibdb5940f5aba1485ecaad2e2c4a3aa7150af6d99
Reviewed-by: Gunnar Sletta <gunnar.sletta@jollamobile.com>
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Task-number: QTBUG-36931
Change-Id: Idb584a8703a8d93d2cbcd3feb7942476dc165a59
Reviewed-by: Mitch Curtis <mitch.curtis@digia.com>
Reviewed-by: Simon Hausmann <simon.hausmann@digia.com>
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Task-number: QTBUG-32605
Change-Id: I4e90a3505740dd9a8b369dac6ce05ce066d14d44
Reviewed-by: Jørgen Lind <jorgen.lind@digia.com>
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The default implementation of QSGShaderMaterial::vertexShader() and
fragmentShader() now loads the GLSL source from a list of source files
that can be specified via the setShaderSourceFile() or
setShaderSourceFiles() functions.
Multiple shader source files for each shader stage are supported. Each
source file will be read in the order specified and concatenated
together before being compiled.
The other places where Qt Quick 2 loads shader source code have
been adapted to use the new QSGShaderSourceBuilder, which is also
used internally by QSGMaterial.
This puts Qt Quick 2 into a better state ready to support OpenGL
core profile and to load different shaders based upon OpenGL version,
profile, GPU vendor, platform, etc.
Change-Id: I1a66213c2ce788413168eb48c7bc5317e61988a2
Reviewed-by: Gunnar Sletta <gunnar.sletta@digia.com>
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All QML references of the form
<QML-module-name><QML-module-version>::<QML-type>::<member-name> have
had the <QML-module-version> removed i.
Task-number: QTBUG-33776
Change-Id: Idde279e0f254cd24ea44f9841662dd81a2c5bbc6
Reviewed-by: Jerome Pasion <jerome.pasion@digia.com>
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Change-Id: I3750c47640bf21c3567c5fa1c4667e3e2552942e
Reviewed-by: Lars Knoll <lars.knoll@digia.com>
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-incremented version to Qt Quick 2.2 (in \qmlmodule page)
-import changed to QtQuick 2.2
-\inqmlmodule no longer needs the version. QDoc will ignore the version
but it is better to remove it now to avoid confusion
Task-number: QTBUG-32172
Change-Id: I40b52e59667014720be40a35b3a8fb9836825e31
Reviewed-by: Gunnar Sletta <gunnar.sletta@digia.com>
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QVector4D and QMatrix4x4 are supported too, while QTransform maps to
mat3 instead of mat4.
Change-Id: Ibba7174dc21f475276e2ee8ecb585740d7bdfa4a
Reviewed-by: Gunnar Sletta <gunnar.sletta@digia.com>
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We were a bit inconsistent here. A negative size Image element would not
render at all, a negative size ShaderEffect would render mirrored
and a negative size ShaderEffectSource would trigger an assert.
Be consistent and not draw any of them.
DropShadow from QtGraphicalEffects uses both a ShaderEffectSource and
a ShaderEffect together, so keeping the behavior in ShaderEffect
would make it render incorrectly.
Task-number: QTBUG-31383
Change-Id: Ied5568d7edbc2aed96b00adfdc6aae09b6f2a7d9
Reviewed-by: Mitch Curtis <mitch.curtis@digia.com>
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