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39 | |
40 | #include <private/qquickshadereffect_p.h> |
41 | #include <private/qsgcontextplugin_p.h> |
42 | #include <private/qquickitem_p.h> |
43 | #if QT_CONFIG(opengl) |
44 | #include <private/qquickopenglshadereffect_p.h> |
45 | #endif |
46 | #include <private/qquickgenericshadereffect_p.h> |
47 | #if QT_CONFIG(opengl) /* || QT_CONFIG(vulkan) || defined(Q_OS_WIN) || defined(Q_OS_DARWIN) */ |
48 | #include <private/qsgrhisupport_p.h> |
49 | #endif |
50 | |
51 | QT_BEGIN_NAMESPACE |
52 | |
53 | /*! |
54 | \qmltype ShaderEffect |
55 | \instantiates QQuickShaderEffect |
56 | \inqmlmodule QtQuick |
57 | \inherits Item |
58 | \ingroup qtquick-effects |
59 | \brief Applies custom shaders to a rectangle. |
60 | |
61 | The ShaderEffect type applies a custom |
62 | \l{vertexShader}{vertex} and \l{fragmentShader}{fragment (pixel)} shader to a |
63 | rectangle. It allows you to write effects such as drop shadow, blur, |
64 | colorize and page curl directly in QML. |
65 | |
66 | \note Depending on the Qt Quick scenegraph backend in use, the ShaderEffect |
67 | type may not be supported (for example, with the software backend), or may |
68 | use a different shading language with rules and expectations different from |
69 | OpenGL and GLSL. |
70 | |
71 | \section1 OpenGL and GLSL |
72 | |
73 | There are two types of input to the \l vertexShader: |
74 | uniform variables and attributes. Some are predefined: |
75 | \list |
76 | \li uniform mat4 qt_Matrix - combined transformation |
77 | matrix, the product of the matrices from the root item to this |
78 | ShaderEffect, and an orthogonal projection. |
79 | \li uniform float qt_Opacity - combined opacity, the product of the |
80 | opacities from the root item to this ShaderEffect. |
81 | \li attribute vec4 qt_Vertex - vertex position, the top-left vertex has |
82 | position (0, 0), the bottom-right (\l{Item::width}{width}, |
83 | \l{Item::height}{height}). |
84 | \li attribute vec2 qt_MultiTexCoord0 - texture coordinate, the top-left |
85 | coordinate is (0, 0), the bottom-right (1, 1). If \l supportsAtlasTextures |
86 | is true, coordinates will be based on position in the atlas instead. |
87 | \endlist |
88 | |
89 | In addition, any property that can be mapped to an OpenGL Shading Language |
90 | (GLSL) type is available as a uniform variable. The following list shows |
91 | how properties are mapped to GLSL uniform variables: |
92 | \list |
93 | \li bool, int, qreal -> bool, int, float - If the type in the shader is not |
94 | the same as in QML, the value is converted automatically. |
95 | \li QColor -> vec4 - When colors are passed to the shader, they are first |
96 | premultiplied. Thus Qt.rgba(0.2, 0.6, 1.0, 0.5) becomes |
97 | vec4(0.1, 0.3, 0.5, 0.5) in the shader, for example. |
98 | \li QRect, QRectF -> vec4 - Qt.rect(x, y, w, h) becomes vec4(x, y, w, h) in |
99 | the shader. |
100 | \li QPoint, QPointF, QSize, QSizeF -> vec2 |
101 | \li QVector3D -> vec3 |
102 | \li QVector4D -> vec4 |
103 | \li QTransform -> mat3 |
104 | \li QMatrix4x4 -> mat4 |
105 | \li QQuaternion -> vec4, scalar value is \c w. |
106 | \li \l Image -> sampler2D - Origin is in the top-left corner, and the |
107 | color values are premultiplied. The texture is provided as is, |
108 | excluding the Image item's fillMode. To include fillMode, use a |
109 | ShaderEffectSource or Image::layer::enabled. |
110 | \li \l ShaderEffectSource -> sampler2D - Origin is in the top-left |
111 | corner, and the color values are premultiplied. |
112 | \endlist |
113 | |
114 | The QML scene graph back-end may choose to allocate textures in texture |
115 | atlases. If a texture allocated in an atlas is passed to a ShaderEffect, |
116 | it is by default copied from the texture atlas into a stand-alone texture |
117 | so that the texture coordinates span from 0 to 1, and you get the expected |
118 | wrap modes. However, this will increase the memory usage. To avoid the |
119 | texture copy, set \l supportsAtlasTextures for simple shaders using |
120 | qt_MultiTexCoord0, or for each "uniform sampler2D <name>" declare a |
121 | "uniform vec4 qt_SubRect_<name>" which will be assigned the texture's |
122 | normalized source rectangle. For stand-alone textures, the source rectangle |
123 | is [0, 1]x[0, 1]. For textures in an atlas, the source rectangle corresponds |
124 | to the part of the texture atlas where the texture is stored. |
125 | The correct way to calculate the texture coordinate for a texture called |
126 | "source" within a texture atlas is |
127 | "qt_SubRect_source.xy + qt_SubRect_source.zw * qt_MultiTexCoord0". |
128 | |
129 | The output from the \l fragmentShader should be premultiplied. If |
130 | \l blending is enabled, source-over blending is used. However, additive |
131 | blending can be achieved by outputting zero in the alpha channel. |
132 | |
133 | \table 70% |
134 | \row |
135 | \li \image declarative-shadereffectitem.png |
136 | \li \qml |
137 | import QtQuick 2.0 |
138 | |
139 | Rectangle { |
140 | width: 200; height: 100 |
141 | Row { |
142 | Image { id: img; |
143 | sourceSize { width: 100; height: 100 } source: "qt-logo.png" } |
144 | ShaderEffect { |
145 | width: 100; height: 100 |
146 | property variant src: img |
147 | vertexShader: " |
148 | uniform highp mat4 qt_Matrix; |
149 | attribute highp vec4 qt_Vertex; |
150 | attribute highp vec2 qt_MultiTexCoord0; |
151 | varying highp vec2 coord; |
152 | void main() { |
153 | coord = qt_MultiTexCoord0; |
154 | gl_Position = qt_Matrix * qt_Vertex; |
155 | }" |
156 | fragmentShader: " |
157 | varying highp vec2 coord; |
158 | uniform sampler2D src; |
159 | uniform lowp float qt_Opacity; |
160 | void main() { |
161 | lowp vec4 tex = texture2D(src, coord); |
162 | gl_FragColor = vec4(vec3(dot(tex.rgb, |
163 | vec3(0.344, 0.5, 0.156))), |
164 | tex.a) * qt_Opacity; |
165 | }" |
166 | } |
167 | } |
168 | } |
169 | \endqml |
170 | \endtable |
171 | |
172 | \note Scene Graph textures have origin in the top-left corner rather than |
173 | bottom-left which is common in OpenGL. |
174 | |
175 | For information about the GLSL version being used, see \l QtQuick::GraphicsInfo. |
176 | |
177 | Starting from Qt 5.8 ShaderEffect also supports reading the GLSL source |
178 | code from files. Whenever the fragmentShader or vertexShader property value |
179 | is a URL with the \c file or \c qrc schema, it is treated as a file |
180 | reference and the source code is read from the specified file. |
181 | |
182 | \section1 Direct3D and HLSL |
183 | |
184 | Direct3D backends provide ShaderEffect support with HLSL. The Direct3D 12 |
185 | backend requires using at least Shader Model 5.0 both for vertex and pixel |
186 | shaders. When necessary, GraphicsInfo.shaderType can be used to decide |
187 | at runtime what kind of value to assign to \l fragmentShader or |
188 | \l vertexShader. |
189 | |
190 | All concepts described above for OpenGL and GLSL apply to Direct3D and HLSL |
191 | as well. There are however a number of notable practical differences, which |
192 | are the following: |
193 | |
194 | Instead of uniforms, HLSL shaders are expected to use a single constant |
195 | buffer, assigned to register \c b0. The special names \c qt_Matrix, |
196 | \c qt_Opacity, and \c qt_SubRect_<name> function the same way as with GLSL. |
197 | All other members of the buffer are expected to map to properties in the |
198 | ShaderEffect item. |
199 | |
200 | \note The buffer layout must be compatible for both shaders. This means |
201 | that application-provided shaders must make sure \c qt_Matrix and |
202 | \c qt_Opacity are included in the buffer, starting at offset 0, when custom |
203 | code is provided for one type of shader only, leading to ShaderEffect |
204 | providing the other shader. This is due to ShaderEffect's built-in shader code |
205 | declaring a constant buffer containing \c{float4x4 qt_Matrix; float qt_Opacity;}. |
206 | |
207 | Unlike GLSL's attributes, no names are used for vertex input elements. |
208 | Therefore qt_Vertex and qt_MultiTexCoord0 are not relevant. Instead, the |
209 | standard Direct3D semantics, \c POSITION and \c TEXCOORD (or \c TEXCOORD0) |
210 | are used for identifying the correct input layout. |
211 | |
212 | Unlike GLSL's samplers, texture and sampler objects are separate in HLSL. |
213 | Shaders are expected to expect 2D, non-array, non-multisample textures. |
214 | Both the texture and sampler binding points are expected to be sequential |
215 | and start from 0 (meaning registers \c{t0, t1, ...}, and \c{s0, s1, ...}, |
216 | respectively). Unlike with OpenGL, samplers are not mapped to Qt Quick item |
217 | properties and therefore the name of the sampler is not relevant. Instead, |
218 | it is the textures that map to properties referencing \l Image or |
219 | \l ShaderEffectSource items. |
220 | |
221 | Unlike OpenGL, backends for modern APIs will typically prefer offline |
222 | compilation and shipping pre-compiled bytecode with applications instead of |
223 | inlined shader source strings. In this case the string properties for |
224 | vertex and fragment shaders are treated as URLs referring to local files or |
225 | files shipped via the Qt resource system. |
226 | |
227 | To check at runtime what is supported, use the |
228 | GraphicsInfo.shaderSourceType and GraphicsInfo.shaderCompilationType |
229 | properties. Note that these are bitmasks, because some backends may support |
230 | multiple approaches. |
231 | |
232 | In case of Direct3D 12, all combinations are supported. If the vertexShader |
233 | and fragmentShader properties form a valid URL with the \c file or \c qrc |
234 | schema, the bytecode or HLSL source code is read from the specified file. |
235 | The type of the file contents is detected automatically. Otherwise, the |
236 | string is treated as HLSL source code and is compiled at runtime, assuming |
237 | Shader Model 5.0 and an entry point of \c{"main"}. This allows dynamically |
238 | constructing shader strings. However, whenever the shader source code is |
239 | static, it is strongly recommended to pre-compile to bytecode using the |
240 | \c fxc tool and refer to these files from QML. This will be a lot more |
241 | efficient at runtime and allows catching syntax errors in the shaders at |
242 | compile time. |
243 | |
244 | Unlike OpenGL, the Direct3D backend is able to perform runtime shader |
245 | compilation on dedicated threads. This is managed transparently to the |
246 | applications, and means that ShaderEffect items that contain HLSL source |
247 | strings do not block the rendering or other parts of the application until |
248 | the bytecode is ready. |
249 | |
250 | Using files with bytecode is more flexible also when it comes to the entry |
251 | point name (it can be anything, not limited to \c main) and the shader |
252 | model (it can be something newer than 5.0, for instance 5.1). |
253 | |
254 | \table 70% |
255 | \row |
256 | \li \qml |
257 | import QtQuick 2.0 |
258 | |
259 | Rectangle { |
260 | width: 200; height: 100 |
261 | Row { |
262 | Image { id: img; |
263 | sourceSize { width: 100; height: 100 } source: "qt-logo.png" } |
264 | ShaderEffect { |
265 | width: 100; height: 100 |
266 | property variant src: img |
267 | fragmentShader: "qrc:/effect_ps.cso" |
268 | } |
269 | } |
270 | } |
271 | \endqml |
272 | \row |
273 | \li where \c effect_ps.cso is the compiled bytecode for the following HLSL shader: |
274 | \code |
275 | cbuffer ConstantBuffer : register(b0) |
276 | { |
277 | float4x4 qt_Matrix; |
278 | float qt_Opacity; |
279 | }; |
280 | Texture2D src : register(t0); |
281 | SamplerState srcSampler : register(s0); |
282 | float4 ExamplePixelShader(float4 position : SV_POSITION, float2 coord : TEXCOORD0) : SV_TARGET |
283 | { |
284 | float4 tex = src.Sample(srcSampler, coord); |
285 | float3 col = dot(tex.rgb, float3(0.344, 0.5, 0.156)); |
286 | return float4(col, tex.a) * qt_Opacity; |
287 | } |
288 | \endcode |
289 | \endtable |
290 | |
291 | The above is equivalent to the OpenGL example presented earlier. The vertex |
292 | shader is provided implicitly by ShaderEffect. Note that the output of the |
293 | pixel shader is using premultiplied alpha and that \c qt_Matrix is present |
294 | in the constant buffer at offset 0, even though the pixel shader does not |
295 | use the value. |
296 | |
297 | If desired, the HLSL source code can be placed directly into the QML |
298 | source, similarly to how its done with GLSL. The only difference in this |
299 | case is the entry point name, which must be \c main when using inline |
300 | source strings. |
301 | |
302 | Alternatively, we could also have referred to a file containing the source |
303 | of the effect instead of the compiled bytecode version. |
304 | |
305 | Some effects will want to provide a vertex shader as well. Below is a |
306 | similar effect with both the vertex and fragment shader provided by the |
307 | application. This time the colorization factor is provided by the QML item |
308 | instead of hardcoding it in the shader. This can allow, among others, |
309 | animating the value using QML's and Qt Quick's standard facilities. |
310 | |
311 | \table 70% |
312 | \row |
313 | \li \qml |
314 | import QtQuick 2.0 |
315 | |
316 | Rectangle { |
317 | width: 200; height: 100 |
318 | Row { |
319 | Image { id: img; |
320 | sourceSize { width: 100; height: 100 } source: "qt-logo.png" } |
321 | ShaderEffect { |
322 | width: 100; height: 100 |
323 | property variant src: img |
324 | property variant color: Qt.vector3d(0.344, 0.5, 0.156) |
325 | vertexShader: "qrc:/effect_vs.cso" |
326 | fragmentShader: "qrc:/effect_ps.cso" |
327 | } |
328 | } |
329 | } |
330 | \endqml |
331 | \row |
332 | \li where \c effect_vs.cso and \c effect_ps.cso are the compiled bytecode |
333 | for \c ExampleVertexShader and \c ExamplePixelShader. The source code is |
334 | presented as one snippet here, the shaders can however be placed in |
335 | separate source files as well. |
336 | \code |
337 | cbuffer ConstantBuffer : register(b0) |
338 | { |
339 | float4x4 qt_Matrix; |
340 | float qt_Opacity; |
341 | float3 color; |
342 | }; |
343 | Texture2D src : register(t0); |
344 | SamplerState srcSampler : register(s0); |
345 | struct PSInput |
346 | { |
347 | float4 position : SV_POSITION; |
348 | float2 coord : TEXCOORD0; |
349 | }; |
350 | PSInput ExampleVertexShader(float4 position : POSITION, float2 coord : TEXCOORD0) |
351 | { |
352 | PSInput result; |
353 | result.position = mul(qt_Matrix, position); |
354 | result.coord = coord; |
355 | return result; |
356 | } |
357 | float4 ExamplePixelShader(PSInput input) : SV_TARGET |
358 | { |
359 | float4 tex = src.Sample(srcSampler, coord); |
360 | float3 col = dot(tex.rgb, color); |
361 | return float4(col, tex.a) * qt_Opacity; |
362 | } |
363 | \endcode |
364 | \endtable |
365 | |
366 | \note With OpenGL the \c y coordinate runs from bottom to top whereas with |
367 | Direct 3D it goes top to bottom. For shader effect sources Qt Quick hides |
368 | the difference by treating QtQuick::ShaderEffectSource::textureMirroring as |
369 | appropriate, meaning texture coordinates in HLSL version of the shaders |
370 | will not need any adjustments compared to the equivalent GLSL code. |
371 | |
372 | \section1 Cross-platform, Cross-API ShaderEffect Items |
373 | |
374 | Some applications will want to be functional with multiple accelerated |
375 | graphics backends. This has consequences for ShaderEffect items because the |
376 | supported shading languages may vary from backend to backend. |
377 | |
378 | There are two approaches to handle this: either write conditional property |
379 | values based on GraphicsInfo.shaderType, or use file selectors. In practice |
380 | the latter is strongly recommended as it leads to more concise and cleaner |
381 | application code. The only case it is not suitable is when the source |
382 | strings are constructed dynamically. |
383 | |
384 | \table 70% |
385 | \row |
386 | \li \qml |
387 | import QtQuick 2.8 // for GraphicsInfo |
388 | |
389 | Rectangle { |
390 | width: 200; height: 100 |
391 | Row { |
392 | Image { id: img; |
393 | sourceSize { width: 100; height: 100 } source: "qt-logo.png" } |
394 | ShaderEffect { |
395 | width: 100; height: 100 |
396 | property variant src: img |
397 | property variant color: Qt.vector3d(0.344, 0.5, 0.156) |
398 | fragmentShader: GraphicsInfo.shaderType === GraphicsInfo.GLSL ? |
399 | "varying highp vec2 coord; |
400 | uniform sampler2D src; |
401 | uniform lowp float qt_Opacity; |
402 | void main() { |
403 | lowp vec4 tex = texture2D(src, coord); |
404 | gl_FragColor = vec4(vec3(dot(tex.rgb, |
405 | vec3(0.344, 0.5, 0.156))), |
406 | tex.a) * qt_Opacity;" |
407 | : GraphicsInfo.shaderType === GraphicsInfo.HLSL ? |
408 | "cbuffer ConstantBuffer : register(b0) |
409 | { |
410 | float4x4 qt_Matrix; |
411 | float qt_Opacity; |
412 | }; |
413 | Texture2D src : register(t0); |
414 | SamplerState srcSampler : register(s0); |
415 | float4 ExamplePixelShader(float4 position : SV_POSITION, float2 coord : TEXCOORD0) : SV_TARGET |
416 | { |
417 | float4 tex = src.Sample(srcSampler, coord); |
418 | float3 col = dot(tex.rgb, float3(0.344, 0.5, 0.156)); |
419 | return float4(col, tex.a) * qt_Opacity; |
420 | }" |
421 | : "" |
422 | } |
423 | } |
424 | } |
425 | \endqml |
426 | \row |
427 | |
428 | \li This is the first approach based on GraphicsInfo. Note that the value |
429 | reported by GraphicsInfo is not up-to-date until the ShaderEffect item gets |
430 | associated with a QQuickWindow. Before that, the reported value is |
431 | GraphicsInfo.UnknownShadingLanguage. The alternative is to place the GLSL |
432 | source code and the compiled D3D bytecode into the files |
433 | \c{shaders/effect.frag} and \c{shaders/+hlsl/effect.frag}, include them in |
434 | the Qt resource system, and let the ShaderEffect's internal QFileSelector |
435 | do its job. The selector-less version is the GLSL source, while the \c hlsl |
436 | selector is used when running on the D3D12 backend. The file under |
437 | \c{+hlsl} can then contain either HLSL source code or compiled bytecode |
438 | from the \c fxc tool. Additionally, when using a version 3.2 or newer core |
439 | profile context with OpenGL, GLSL sources with a core profile compatible |
440 | syntax can be placed under \c{+glslcore}. |
441 | \qml |
442 | import QtQuick 2.8 // for GraphicsInfo |
443 | |
444 | Rectangle { |
445 | width: 200; height: 100 |
446 | Row { |
447 | Image { id: img; |
448 | sourceSize { width: 100; height: 100 } source: "qt-logo.png" } |
449 | ShaderEffect { |
450 | width: 100; height: 100 |
451 | property variant src: img |
452 | property variant color: Qt.vector3d(0.344, 0.5, 0.156) |
453 | fragmentShader: "qrc:shaders/effect.frag" // selects the correct variant automatically |
454 | } |
455 | } |
456 | } |
457 | \endqml |
458 | \endtable |
459 | |
460 | \section1 ShaderEffect and Item Layers |
461 | |
462 | The ShaderEffect type can be combined with \l {Item Layers} {layered items}. |
463 | |
464 | \table |
465 | \row |
466 | \li \b {Layer with effect disabled} \inlineimage qml-shadereffect-nolayereffect.png |
467 | \li \b {Layer with effect enabled} \inlineimage qml-shadereffect-layereffect.png |
468 | \row |
469 | \li \snippet qml/layerwitheffect.qml 1 |
470 | \endtable |
471 | |
472 | It is also possible to combine multiple layered items: |
473 | |
474 | \table |
475 | \row |
476 | \li \inlineimage qml-shadereffect-opacitymask.png |
477 | \row |
478 | \li \snippet qml/opacitymask.qml 1 |
479 | \endtable |
480 | |
481 | \section1 Other Notes |
482 | |
483 | By default, the ShaderEffect consists of four vertices, one for each |
484 | corner. For non-linear vertex transformations, like page curl, you can |
485 | specify a fine grid of vertices by specifying a \l mesh resolution. |
486 | |
487 | The \l {Qt Graphical Effects} module contains several ready-made effects |
488 | for using with Qt Quick applications. |
489 | |
490 | \sa {Item Layers} |
491 | */ |
492 | |
493 | class QQuickShaderEffectPrivate : public QQuickItemPrivate |
494 | { |
495 | Q_DECLARE_PUBLIC(QQuickShaderEffect) |
496 | |
497 | public: |
498 | void updatePolish() override; |
499 | }; |
500 | |
501 | QSGContextFactoryInterface::Flags qsg_backend_flags(); |
502 | |
503 | QQuickShaderEffect::QQuickShaderEffect(QQuickItem *parent) |
504 | : QQuickItem(*new QQuickShaderEffectPrivate, parent), |
505 | #if QT_CONFIG(opengl) |
506 | m_glImpl(nullptr), |
507 | #endif |
508 | m_impl(nullptr) |
509 | { |
510 | setFlag(flag: QQuickItem::ItemHasContents); |
511 | |
512 | #if QT_CONFIG(opengl) /* || QT_CONFIG(vulkan) || defined(Q_OS_WIN) || defined(Q_OS_DARWIN) */ |
513 | if (QSGRhiSupport::instance()->isRhiEnabled()) { |
514 | m_impl = new QQuickGenericShaderEffect(this, this); |
515 | } else |
516 | #endif |
517 | { |
518 | #if QT_CONFIG(opengl) |
519 | if (!qsg_backend_flags().testFlag(flag: QSGContextFactoryInterface::SupportsShaderEffectNode)) |
520 | m_glImpl = new QQuickOpenGLShaderEffect(this, this); |
521 | |
522 | if (!m_glImpl) |
523 | #endif |
524 | m_impl = new QQuickGenericShaderEffect(this, this); |
525 | } |
526 | } |
527 | |
528 | QQuickShaderEffect::~QQuickShaderEffect() |
529 | { |
530 | // Delete the implementations now, while they still have have |
531 | // valid references back to us. |
532 | #if QT_CONFIG(opengl) |
533 | auto *glImpl = m_glImpl; |
534 | m_glImpl = nullptr; |
535 | delete glImpl; |
536 | #endif |
537 | auto *impl = m_impl; |
538 | m_impl = nullptr; |
539 | delete impl; |
540 | } |
541 | |
542 | /*! |
543 | \qmlproperty string QtQuick::ShaderEffect::fragmentShader |
544 | |
545 | This property holds the fragment (pixel) shader's source code or a |
546 | reference to the pre-compiled bytecode. Some APIs, like OpenGL, always |
547 | support runtime compilation and therefore the traditional Qt Quick way of |
548 | inlining shader source strings is functional. Qt Quick backends for other |
549 | APIs may however limit support to pre-compiled bytecode like SPIR-V or D3D |
550 | shader bytecode. There the string is simply a filename, which may be a file |
551 | in the filesystem or bundled with the executable via Qt's resource system. |
552 | |
553 | With GLSL the default shader expects the texture coordinate to be passed |
554 | from the vertex shader as \c{varying highp vec2 qt_TexCoord0}, and it |
555 | samples from a sampler2D named \c source. With HLSL the texture is named |
556 | \c source, while the vertex shader is expected to provide |
557 | \c{float2 coord : TEXCOORD0} in its output in addition to |
558 | \c{float4 position : SV_POSITION} (names can differ since linking is done |
559 | based on the semantics). |
560 | |
561 | \sa vertexShader, GraphicsInfo |
562 | */ |
563 | |
564 | QByteArray QQuickShaderEffect::fragmentShader() const |
565 | { |
566 | #if QT_CONFIG(opengl) |
567 | if (m_glImpl) |
568 | return m_glImpl->fragmentShader(); |
569 | #endif |
570 | return m_impl->fragmentShader(); |
571 | } |
572 | |
573 | void QQuickShaderEffect::setFragmentShader(const QByteArray &code) |
574 | { |
575 | #if QT_CONFIG(opengl) |
576 | if (m_glImpl) { |
577 | m_glImpl->setFragmentShader(code); |
578 | return; |
579 | } |
580 | #endif |
581 | m_impl->setFragmentShader(code); |
582 | } |
583 | |
584 | /*! |
585 | \qmlproperty string QtQuick::ShaderEffect::vertexShader |
586 | |
587 | This property holds the vertex shader's source code or a reference to the |
588 | pre-compiled bytecode. Some APIs, like OpenGL, always support runtime |
589 | compilation and therefore the traditional Qt Quick way of inlining shader |
590 | source strings is functional. Qt Quick backends for other APIs may however |
591 | limit support to pre-compiled bytecode like SPIR-V or D3D shader bytecode. |
592 | There the string is simply a filename, which may be a file in the |
593 | filesystem or bundled with the executable via Qt's resource system. |
594 | |
595 | With GLSL the default shader passes the texture coordinate along to the |
596 | fragment shader as \c{varying highp vec2 qt_TexCoord0}. With HLSL it is |
597 | enough to use the standard \c TEXCOORD0 semantic, for example |
598 | \c{float2 coord : TEXCOORD0}. |
599 | |
600 | \sa fragmentShader, GraphicsInfo |
601 | */ |
602 | |
603 | QByteArray QQuickShaderEffect::vertexShader() const |
604 | { |
605 | #if QT_CONFIG(opengl) |
606 | if (m_glImpl) |
607 | return m_glImpl->vertexShader(); |
608 | #endif |
609 | return m_impl->vertexShader(); |
610 | } |
611 | |
612 | void QQuickShaderEffect::setVertexShader(const QByteArray &code) |
613 | { |
614 | #if QT_CONFIG(opengl) |
615 | if (m_glImpl) { |
616 | m_glImpl->setVertexShader(code); |
617 | return; |
618 | } |
619 | #endif |
620 | m_impl->setVertexShader(code); |
621 | } |
622 | |
623 | /*! |
624 | \qmlproperty bool QtQuick::ShaderEffect::blending |
625 | |
626 | If this property is true, the output from the \l fragmentShader is blended |
627 | with the background using source-over blend mode. If false, the background |
628 | is disregarded. Blending decreases the performance, so you should set this |
629 | property to false when blending is not needed. The default value is true. |
630 | */ |
631 | |
632 | bool QQuickShaderEffect::blending() const |
633 | { |
634 | #if QT_CONFIG(opengl) |
635 | if (m_glImpl) |
636 | return m_glImpl->blending(); |
637 | #endif |
638 | return m_impl->blending(); |
639 | } |
640 | |
641 | void QQuickShaderEffect::setBlending(bool enable) |
642 | { |
643 | #if QT_CONFIG(opengl) |
644 | if (m_glImpl) { |
645 | m_glImpl->setBlending(enable); |
646 | return; |
647 | } |
648 | #endif |
649 | m_impl->setBlending(enable); |
650 | } |
651 | |
652 | /*! |
653 | \qmlproperty variant QtQuick::ShaderEffect::mesh |
654 | |
655 | This property defines the mesh used to draw the ShaderEffect. It can hold |
656 | any \l GridMesh object. |
657 | If a size value is assigned to this property, the ShaderEffect implicitly |
658 | uses a \l GridMesh with the value as |
659 | \l{GridMesh::resolution}{mesh resolution}. By default, this property is |
660 | the size 1x1. |
661 | |
662 | \sa GridMesh |
663 | */ |
664 | |
665 | QVariant QQuickShaderEffect::mesh() const |
666 | { |
667 | #if QT_CONFIG(opengl) |
668 | if (m_glImpl) |
669 | return m_glImpl->mesh(); |
670 | #endif |
671 | return m_impl->mesh(); |
672 | } |
673 | |
674 | void QQuickShaderEffect::setMesh(const QVariant &mesh) |
675 | { |
676 | #if QT_CONFIG(opengl) |
677 | if (m_glImpl) { |
678 | m_glImpl->setMesh(mesh); |
679 | return; |
680 | } |
681 | #endif |
682 | m_impl->setMesh(mesh); |
683 | } |
684 | |
685 | /*! |
686 | \qmlproperty enumeration QtQuick::ShaderEffect::cullMode |
687 | |
688 | This property defines which sides of the item should be visible. |
689 | |
690 | \list |
691 | \li ShaderEffect.NoCulling - Both sides are visible |
692 | \li ShaderEffect.BackFaceCulling - only front side is visible |
693 | \li ShaderEffect.FrontFaceCulling - only back side is visible |
694 | \endlist |
695 | |
696 | The default is NoCulling. |
697 | */ |
698 | |
699 | QQuickShaderEffect::CullMode QQuickShaderEffect::cullMode() const |
700 | { |
701 | #if QT_CONFIG(opengl) |
702 | if (m_glImpl) |
703 | return m_glImpl->cullMode(); |
704 | #endif |
705 | return m_impl->cullMode(); |
706 | } |
707 | |
708 | void QQuickShaderEffect::setCullMode(CullMode face) |
709 | { |
710 | #if QT_CONFIG(opengl) |
711 | if (m_glImpl) { |
712 | m_glImpl->setCullMode(face); |
713 | return; |
714 | } |
715 | #endif |
716 | return m_impl->setCullMode(face); |
717 | } |
718 | |
719 | /*! |
720 | \qmlproperty bool QtQuick::ShaderEffect::supportsAtlasTextures |
721 | |
722 | Set this property true to confirm that your shader code doesn't rely on |
723 | qt_MultiTexCoord0 ranging from (0,0) to (1,1) relative to the mesh. |
724 | In this case the range of qt_MultiTexCoord0 will rather be based on the position |
725 | of the texture within the atlas. This property currently has no effect if there |
726 | is less, or more, than one sampler uniform used as input to your shader. |
727 | |
728 | This differs from providing qt_SubRect_<name> uniforms in that the latter allows |
729 | drawing one or more textures from the atlas in a single ShaderEffect item, while |
730 | supportsAtlasTextures allows multiple instances of a ShaderEffect component using |
731 | a different source image from the atlas to be batched in a single draw. |
732 | Both prevent a texture from being copied out of the atlas when referenced by a ShaderEffect. |
733 | |
734 | The default value is false. |
735 | |
736 | \since 5.4 |
737 | \since QtQuick 2.4 |
738 | */ |
739 | |
740 | bool QQuickShaderEffect::supportsAtlasTextures() const |
741 | { |
742 | #if QT_CONFIG(opengl) |
743 | if (m_glImpl) |
744 | return m_glImpl->supportsAtlasTextures(); |
745 | #endif |
746 | return m_impl->supportsAtlasTextures(); |
747 | } |
748 | |
749 | void QQuickShaderEffect::setSupportsAtlasTextures(bool supports) |
750 | { |
751 | #if QT_CONFIG(opengl) |
752 | if (m_glImpl) { |
753 | m_glImpl->setSupportsAtlasTextures(supports); |
754 | return; |
755 | } |
756 | #endif |
757 | m_impl->setSupportsAtlasTextures(supports); |
758 | } |
759 | |
760 | /*! |
761 | \qmlproperty enumeration QtQuick::ShaderEffect::status |
762 | |
763 | This property tells the current status of the OpenGL shader program. |
764 | |
765 | \list |
766 | \li ShaderEffect.Compiled - the shader program was successfully compiled and linked. |
767 | \li ShaderEffect.Uncompiled - the shader program has not yet been compiled. |
768 | \li ShaderEffect.Error - the shader program failed to compile or link. |
769 | \endlist |
770 | |
771 | When setting the fragment or vertex shader source code, the status will |
772 | become Uncompiled. The first time the ShaderEffect is rendered with new |
773 | shader source code, the shaders are compiled and linked, and the status is |
774 | updated to Compiled or Error. |
775 | |
776 | When runtime compilation is not in use and the shader properties refer to |
777 | files with bytecode, the status is always Compiled. The contents of the |
778 | shader is not examined (apart from basic reflection to discover vertex |
779 | input elements and constant buffer data) until later in the rendering |
780 | pipeline so potential errors (like layout or root signature mismatches) |
781 | will only be detected at a later point. |
782 | |
783 | \sa log |
784 | */ |
785 | |
786 | /*! |
787 | \qmlproperty string QtQuick::ShaderEffect::log |
788 | |
789 | This property holds a log of warnings and errors from the latest attempt at |
790 | compiling and linking the OpenGL shader program. It is updated at the same |
791 | time \l status is set to Compiled or Error. |
792 | |
793 | \sa status |
794 | */ |
795 | |
796 | QString QQuickShaderEffect::log() const |
797 | { |
798 | #if QT_CONFIG(opengl) |
799 | if (m_glImpl) |
800 | return m_glImpl->log(); |
801 | #endif |
802 | return m_impl->log(); |
803 | } |
804 | |
805 | QQuickShaderEffect::Status QQuickShaderEffect::status() const |
806 | { |
807 | #if QT_CONFIG(opengl) |
808 | if (m_glImpl) |
809 | return m_glImpl->status(); |
810 | #endif |
811 | return m_impl->status(); |
812 | } |
813 | |
814 | bool QQuickShaderEffect::event(QEvent *e) |
815 | { |
816 | #if QT_CONFIG(opengl) |
817 | if (m_glImpl) { |
818 | m_glImpl->handleEvent(e); |
819 | return QQuickItem::event(e); |
820 | } |
821 | #endif |
822 | if (m_impl) |
823 | m_impl->handleEvent(e); |
824 | return QQuickItem::event(e); |
825 | } |
826 | |
827 | void QQuickShaderEffect::geometryChanged(const QRectF &newGeometry, const QRectF &oldGeometry) |
828 | { |
829 | #if QT_CONFIG(opengl) |
830 | if (m_glImpl) { |
831 | m_glImpl->handleGeometryChanged(newGeometry, oldGeometry); |
832 | QQuickItem::geometryChanged(newGeometry, oldGeometry); |
833 | return; |
834 | } |
835 | #endif |
836 | m_impl->handleGeometryChanged(newGeometry, oldGeometry); |
837 | QQuickItem::geometryChanged(newGeometry, oldGeometry); |
838 | } |
839 | |
840 | QSGNode *QQuickShaderEffect::updatePaintNode(QSGNode *oldNode, UpdatePaintNodeData *updatePaintNodeData) |
841 | { |
842 | #if QT_CONFIG(opengl) |
843 | if (m_glImpl) |
844 | return m_glImpl->handleUpdatePaintNode(oldNode, updatePaintNodeData); |
845 | #endif |
846 | return m_impl->handleUpdatePaintNode(oldNode, updatePaintNodeData); |
847 | } |
848 | |
849 | void QQuickShaderEffect::componentComplete() |
850 | { |
851 | #if QT_CONFIG(opengl) |
852 | if (m_glImpl) { |
853 | m_glImpl->maybeUpdateShaders(); |
854 | QQuickItem::componentComplete(); |
855 | return; |
856 | } |
857 | #endif |
858 | m_impl->maybeUpdateShaders(); |
859 | QQuickItem::componentComplete(); |
860 | } |
861 | |
862 | void QQuickShaderEffect::itemChange(ItemChange change, const ItemChangeData &value) |
863 | { |
864 | #if QT_CONFIG(opengl) |
865 | if (m_glImpl) { |
866 | m_glImpl->handleItemChange(change, value); |
867 | QQuickItem::itemChange(change, value); |
868 | return; |
869 | } |
870 | #endif |
871 | // It's possible for itemChange to be called during destruction when deleting |
872 | // the QQuickShaderEffectImpl. We nullify m_impl before deleting it via another pointer |
873 | // to it, so we must check that it's not null before trying to use it here. |
874 | if (m_impl) |
875 | m_impl->handleItemChange(change, value); |
876 | QQuickItem::itemChange(change, value); |
877 | } |
878 | |
879 | bool QQuickShaderEffect::isComponentComplete() const |
880 | { |
881 | return QQuickItem::isComponentComplete(); |
882 | } |
883 | |
884 | QString QQuickShaderEffect::parseLog() // for OpenGL-based autotests |
885 | { |
886 | #if QT_CONFIG(opengl) |
887 | if (m_glImpl) |
888 | return m_glImpl->parseLog(); |
889 | #endif |
890 | return m_impl->parseLog(); |
891 | } |
892 | |
893 | void QQuickShaderEffectPrivate::updatePolish() |
894 | { |
895 | Q_Q(QQuickShaderEffect); |
896 | if (!qmlEngine(q)) |
897 | return; |
898 | #if QT_CONFIG(opengl) |
899 | if (q->m_glImpl) { |
900 | q->m_glImpl->maybeUpdateShaders(); |
901 | return; |
902 | } |
903 | #endif |
904 | q->m_impl->maybeUpdateShaders(); |
905 | } |
906 | |
907 | #if QT_CONFIG(opengl) |
908 | bool QQuickShaderEffect::isOpenGLShaderEffect() const |
909 | { |
910 | return m_glImpl != nullptr; |
911 | } |
912 | #endif |
913 | |
914 | QT_END_NAMESPACE |
915 | |
916 | #include "moc_qquickshadereffect_p.cpp" |
917 | |