| 1 | // Copyright (C) 2016 Jolla Ltd, author: <gunnar.sletta@jollamobile.com> |
| 2 | // Copyright (C) 2022 The Qt Company Ltd. |
| 3 | // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only |
| 4 | |
| 5 | #include "qgfxshaderbuilder_p.h" |
| 6 | |
| 7 | #include <QtCore/QDebug> |
| 8 | #include <QtCore/QUrl> |
| 9 | #include <QtCore/QVarLengthArray> |
| 10 | #include <QtCore/QStandardPaths> |
| 11 | #include <QtCore/QCryptographicHash> |
| 12 | #include <QtCore/QDir> |
| 13 | #include <QtGui/QOffscreenSurface> |
| 14 | #include <QtGui/QOpenGLContext> |
| 15 | #include <QtGui/QOpenGLFunctions> |
| 16 | |
| 17 | #include <QtQuick/qquickwindow.h> |
| 18 | |
| 19 | #include <qmath.h> |
| 20 | #include <qnumeric.h> |
| 21 | |
| 22 | QT_BEGIN_NAMESPACE |
| 23 | |
| 24 | #ifndef GL_MAX_VARYING_COMPONENTS |
| 25 | #define GL_MAX_VARYING_COMPONENTS 0x8B4B |
| 26 | #endif |
| 27 | |
| 28 | #ifndef GL_MAX_VARYING_FLOATS |
| 29 | #define GL_MAX_VARYING_FLOATS 0x8B4B |
| 30 | #endif |
| 31 | |
| 32 | #ifndef GL_MAX_VARYING_VECTORS |
| 33 | #define GL_MAX_VARYING_VECTORS 0x8DFC |
| 34 | #endif |
| 35 | |
| 36 | #ifndef GL_MAX_VERTEX_OUTPUT_COMPONENTS |
| 37 | #define GL_MAX_VERTEX_OUTPUT_COMPONENTS 0x9122 |
| 38 | #endif |
| 39 | |
| 40 | #if !defined(QT5COMPAT_MAX_BLUR_SAMPLES) |
| 41 | #define QT5COMPAT_MAX_BLUR_SAMPLES 15 // Conservative estimate for maximum varying vectors in |
| 42 | // shaders (maximum 60 components on some Metal |
| 43 | // implementations, hence 15 vectors of 4 components each) |
| 44 | #elif !defined(QT5COMPAT_MAX_BLUR_SAMPLES_GL) |
| 45 | #define QT5COMPAT_MAX_BLUR_SAMPLES_GL QT5COMPAT_MAX_BLUR_SAMPLES |
| 46 | #endif |
| 47 | |
| 48 | #if !defined(QT5COMPAT_MAX_BLUR_SAMPLES_GL) |
| 49 | #define QT5COMPAT_MAX_BLUR_SAMPLES_GL 8 // minimum number of varyings in the ES 2.0 spec. |
| 50 | #endif |
| 51 | |
| 52 | QGfxShaderBuilder::QGfxShaderBuilder() |
| 53 | { |
| 54 | QList<QShaderBaker::GeneratedShader> targets = |
| 55 | { |
| 56 | { QShader::HlslShader, QShaderVersion(50) }, |
| 57 | { QShader::GlslShader, QShaderVersion(100, QShaderVersion::GlslEs) }, |
| 58 | { QShader::GlslShader, QShaderVersion(120) }, |
| 59 | { QShader::GlslShader, QShaderVersion(150) }, |
| 60 | { QShader::MslShader, QShaderVersion(12) }, |
| 61 | { QShader::SpirvShader, QShaderVersion(100) } |
| 62 | }; |
| 63 | |
| 64 | m_shaderBaker.setGeneratedShaders(targets); |
| 65 | m_shaderBaker.setGeneratedShaderVariants({ QShader::StandardShader, |
| 66 | QShader::BatchableVertexShader }); |
| 67 | |
| 68 | #ifndef QT_NO_OPENGL |
| 69 | QSGRendererInterface::GraphicsApi graphicsApi = QQuickWindow::graphicsApi(); |
| 70 | if (graphicsApi == QSGRendererInterface::OpenGL) { |
| 71 | // The following code makes the assumption that an OpenGL context the GUI |
| 72 | // thread will get the same capabilities as the render thread's OpenGL |
| 73 | // context. Not 100% accurate, but it works... |
| 74 | QOpenGLContext context; |
| 75 | if (!context.create()) { |
| 76 | qDebug() << "failed to acquire GL context to resolve capabilities, using defaults.." ; |
| 77 | m_maxBlurSamples = QT5COMPAT_MAX_BLUR_SAMPLES_GL; |
| 78 | return; |
| 79 | } |
| 80 | |
| 81 | QOffscreenSurface surface; |
| 82 | // In very odd cases, we can get incompatible configs here unless we pass the |
| 83 | // GL context's format on to the offscreen format. |
| 84 | surface.setFormat(context.format()); |
| 85 | surface.create(); |
| 86 | |
| 87 | QOpenGLContext *oldContext = QOpenGLContext::currentContext(); |
| 88 | QSurface *oldSurface = oldContext ? oldContext->surface() : 0; |
| 89 | if (context.makeCurrent(surface: &surface)) { |
| 90 | QOpenGLFunctions *gl = context.functions(); |
| 91 | const bool coreProfile = context.format().profile() == QSurfaceFormat::CoreProfile; |
| 92 | if (context.isOpenGLES()) { |
| 93 | gl->glGetIntegerv(GL_MAX_VARYING_VECTORS, params: &m_maxBlurSamples); |
| 94 | } else if (context.format().majorVersion() >= 3) { |
| 95 | int components; |
| 96 | gl->glGetIntegerv(pname: coreProfile ? GL_MAX_VERTEX_OUTPUT_COMPONENTS : GL_MAX_VARYING_COMPONENTS, params: &components); |
| 97 | m_maxBlurSamples = components / 2.0; |
| 98 | } else { |
| 99 | int floats; |
| 100 | gl->glGetIntegerv(GL_MAX_VARYING_FLOATS, params: &floats); |
| 101 | m_maxBlurSamples = floats / 2.0; |
| 102 | } |
| 103 | if (oldContext && oldSurface) |
| 104 | oldContext->makeCurrent(surface: oldSurface); |
| 105 | else |
| 106 | context.doneCurrent(); |
| 107 | } else { |
| 108 | qDebug() << "QGfxShaderBuilder: Failed to acquire GL context to resolve capabilities, using defaults." ; |
| 109 | m_maxBlurSamples = QT5COMPAT_MAX_BLUR_SAMPLES_GL; |
| 110 | } |
| 111 | } else |
| 112 | #endif |
| 113 | m_maxBlurSamples = QT5COMPAT_MAX_BLUR_SAMPLES; |
| 114 | } |
| 115 | |
| 116 | QGfxShaderBuilder::~QGfxShaderBuilder() |
| 117 | = default; |
| 118 | |
| 119 | /* |
| 120 | |
| 121 | The algorithm works like this.. |
| 122 | |
| 123 | For every two pixels we want to sample we take one sample between those |
| 124 | two pixels and rely on linear interpoliation to get both values at the |
| 125 | cost of one texture sample. The sample point is calculated based on the |
| 126 | gaussian weights at the two texels. |
| 127 | |
| 128 | I've included the table here for future reference: |
| 129 | |
| 130 | Requested Effective Actual Actual |
| 131 | Samples Radius/Kernel Samples Radius(*) |
| 132 | ------------------------------------------------- |
| 133 | 0 0 / 1x1 1 0 |
| 134 | 1 0 / 1x1 1 0 |
| 135 | 2 1 / 3x3 2 0 |
| 136 | 3 1 / 3x3 2 0 |
| 137 | 4 2 / 5x5 3 1 |
| 138 | 5 2 / 5x5 3 1 |
| 139 | 6 3 / 7x7 4 1 |
| 140 | 7 3 / 7x7 4 1 |
| 141 | 8 4 / 9x9 5 2 |
| 142 | 9 4 / 9x9 5 2 |
| 143 | 10 5 / 11x11 6 2 |
| 144 | 11 5 / 11x11 6 2 |
| 145 | 12 6 / 13x13 7 3 |
| 146 | 13 6 / 13x13 7 3 |
| 147 | ... ... ... ... |
| 148 | |
| 149 | When ActualSamples is an 'odd' nunber, sample center pixel separately: |
| 150 | EffectiveRadius: 4 |
| 151 | EffectiveKernel: 9x9 |
| 152 | ActualSamples: 5 |
| 153 | -4 -3 -2 -1 0 +1 +2 +3 +4 |
| 154 | | | | | | | | | | | |
| 155 | \ / \ / | \ / \ / |
| 156 | tL2 tL1 tC tR1 tR2 |
| 157 | |
| 158 | When ActualSamples is an 'even' number, sample 3 center pixels with two |
| 159 | samples: |
| 160 | EffectiveRadius: 3 |
| 161 | EffectiveKernel: 7x7 |
| 162 | ActualSamples: 4 |
| 163 | -3 -2 -1 0 +1 +2 +3 |
| 164 | | | | | | | | | |
| 165 | \ / \ / | \ / |
| 166 | tL1 tL0 tR0 tR2 |
| 167 | |
| 168 | From this table we have the following formulas: |
| 169 | EffectiveRadius = RequestedSamples / 2; |
| 170 | EffectiveKernel = EffectiveRadius * 2 + 1 |
| 171 | ActualSamples = 1 + RequstedSamples / 2; |
| 172 | ActualRadius = RequestedSamples / 4; |
| 173 | |
| 174 | (*) ActualRadius excludes the pixel pair sampled in the center |
| 175 | for even 'actual sample' counts |
| 176 | */ |
| 177 | |
| 178 | static qreal qgfx_gaussian(qreal x, qreal d) |
| 179 | { |
| 180 | return qExp(v: - x * x / (2 * d * d)); |
| 181 | } |
| 182 | |
| 183 | struct QGfxGaussSample |
| 184 | { |
| 185 | QByteArray name; |
| 186 | qreal pos; |
| 187 | qreal weight; |
| 188 | inline void set(const QByteArray &n, qreal p, qreal w) { |
| 189 | name = n; |
| 190 | pos = p; |
| 191 | weight = w; |
| 192 | } |
| 193 | }; |
| 194 | |
| 195 | static void qgfx_declareBlur(QByteArray &shader, const QByteArray& direction, QGfxGaussSample *s, int samples) |
| 196 | { |
| 197 | for (int i=0; i<samples; ++i) { |
| 198 | shader += "layout(location = " + QByteArray::number(i) + ") " + direction + " vec2 " ; |
| 199 | shader += s[i].name; |
| 200 | shader += ";\n" ; |
| 201 | } |
| 202 | } |
| 203 | |
| 204 | static void qgfx_buildGaussSamplePoints(QGfxGaussSample *p, int samples, int radius, qreal deviation) |
| 205 | { |
| 206 | |
| 207 | if ((samples % 2) == 1) { |
| 208 | p[radius].set(n: "tC" , p: 0, w: 1); |
| 209 | for (int i=0; i<radius; ++i) { |
| 210 | qreal p0 = (i + 1) * 2 - 1; |
| 211 | qreal p1 = (i + 1) * 2; |
| 212 | qreal w0 = qgfx_gaussian(x: p0, d: deviation); |
| 213 | qreal w1 = qgfx_gaussian(x: p1, d: deviation); |
| 214 | qreal w = w0 + w1; |
| 215 | qreal samplePos = (p0 * w0 + p1 * w1) / w; |
| 216 | if (qIsNaN(d: samplePos)) { |
| 217 | samplePos = 0; |
| 218 | w = 0; |
| 219 | } |
| 220 | p[radius - i - 1].set(n: "tL" + QByteArray::number(i), p: samplePos, w); |
| 221 | p[radius + i + 1].set(n: "tR" + QByteArray::number(i), p: -samplePos, w); |
| 222 | } |
| 223 | } else { |
| 224 | { // tL0 |
| 225 | qreal wl = qgfx_gaussian(x: -1.0, d: deviation); |
| 226 | qreal wc = qgfx_gaussian(x: 0.0, d: deviation); |
| 227 | qreal w = wl + wc; |
| 228 | p[radius].set(n: "tL0" , p: -1.0 * wl / w, w); |
| 229 | p[radius+1].set(n: "tR0" , p: 1.0, w: wl); // reuse wl as gauss(-1)==gauss(1); |
| 230 | } |
| 231 | for (int i=0; i<radius; ++i) { |
| 232 | qreal p0 = (i + 1) * 2; |
| 233 | qreal p1 = (i + 1) * 2 + 1; |
| 234 | qreal w0 = qgfx_gaussian(x: p0, d: deviation); |
| 235 | qreal w1 = qgfx_gaussian(x: p1, d: deviation); |
| 236 | qreal w = w0 + w1; |
| 237 | qreal samplePos = (p0 * w0 + p1 * w1) / w; |
| 238 | if (qIsNaN(d: samplePos)) { |
| 239 | samplePos = 0; |
| 240 | w = 0; |
| 241 | } |
| 242 | p[radius - i - 1].set(n: "tL" + QByteArray::number(i+1), p: samplePos, w); |
| 243 | p[radius + i + 2].set(n: "tR" + QByteArray::number(i+1), p: -samplePos, w); |
| 244 | |
| 245 | } |
| 246 | } |
| 247 | } |
| 248 | |
| 249 | void qgfx_declareUniforms(QByteArray &shader, bool alphaOnly) |
| 250 | { |
| 251 | shader += "layout(std140, binding = 0) uniform buf {\n" |
| 252 | " mat4 qt_Matrix;\n" |
| 253 | " float qt_Opacity;\n" |
| 254 | " float spread;\n" |
| 255 | " vec2 dirstep;\n" ; |
| 256 | |
| 257 | if (alphaOnly) { |
| 258 | shader += " vec4 color;\n" |
| 259 | " float thickness;\n" ; |
| 260 | } |
| 261 | shader += "};\n\n" ; |
| 262 | } |
| 263 | |
| 264 | QByteArray qgfx_gaussianVertexShader(QGfxGaussSample *p, int samples, bool alphaOnly) |
| 265 | { |
| 266 | QByteArray shader; |
| 267 | shader.reserve(asize: 1024); |
| 268 | shader += "#version 440\n\n" |
| 269 | "layout(location = 0) in vec4 qt_Vertex;\n" |
| 270 | "layout(location = 1) in vec2 qt_MultiTexCoord0;\n\n" ; |
| 271 | |
| 272 | qgfx_declareUniforms(shader, alphaOnly); |
| 273 | |
| 274 | shader += "out gl_PerVertex { vec4 gl_Position; };\n\n" ; |
| 275 | |
| 276 | qgfx_declareBlur(shader, direction: "out" , s: p, samples); |
| 277 | |
| 278 | shader += "\nvoid main() {\n" |
| 279 | " gl_Position = qt_Matrix * qt_Vertex;\n\n" ; |
| 280 | |
| 281 | for (int i=0; i<samples; ++i) { |
| 282 | shader += " " ; |
| 283 | shader += p[i].name; |
| 284 | shader += " = qt_MultiTexCoord0" ; |
| 285 | if (p[i].pos != 0.0) { |
| 286 | shader += " + spread * dirstep * float(" ; |
| 287 | shader += QByteArray::number(p[i].pos); |
| 288 | shader += ')'; |
| 289 | } |
| 290 | shader += ";\n" ; |
| 291 | } |
| 292 | |
| 293 | shader += "}\n" ; |
| 294 | |
| 295 | return shader; |
| 296 | } |
| 297 | |
| 298 | QByteArray qgfx_gaussianFragmentShader(QGfxGaussSample *p, int samples, bool alphaOnly) |
| 299 | { |
| 300 | QByteArray shader; |
| 301 | shader.reserve(asize: 1024); |
| 302 | shader += "#version 440\n\n" ; |
| 303 | |
| 304 | qgfx_declareUniforms(shader, alphaOnly); |
| 305 | |
| 306 | shader += "layout(binding = 1) uniform sampler2D source;" ; |
| 307 | shader += "layout(location = 0) out vec4 fragColor;\n" ; |
| 308 | |
| 309 | qgfx_declareBlur(shader, direction: "in" , s: p, samples); |
| 310 | |
| 311 | shader += "\nvoid main() {\n" |
| 312 | " fragColor = " ; |
| 313 | if (alphaOnly) |
| 314 | shader += "mix(vec4(0), color, clamp((" ; |
| 315 | else |
| 316 | shader += "(" ; |
| 317 | |
| 318 | qreal sum = 0; |
| 319 | for (int i=0; i<samples; ++i) |
| 320 | sum += p[i].weight; |
| 321 | |
| 322 | for (int i=0; i<samples; ++i) { |
| 323 | shader += "\n + float(" ; |
| 324 | shader += QByteArray::number(p[i].weight / sum); |
| 325 | shader += ") * texture(source, " ; |
| 326 | shader += p[i].name; |
| 327 | shader += ")" ; |
| 328 | if (alphaOnly) |
| 329 | shader += ".a" ; |
| 330 | } |
| 331 | |
| 332 | shader += "\n )" ; |
| 333 | if (alphaOnly) |
| 334 | shader += "/thickness, 0.0, 1.0))" ; |
| 335 | shader += "* qt_Opacity;\n}" ; |
| 336 | |
| 337 | return shader; |
| 338 | } |
| 339 | |
| 340 | static QByteArray qgfx_fallbackVertexShader(bool alphaOnly) |
| 341 | { |
| 342 | QByteArray vertexShader = |
| 343 | "#version 440\n" |
| 344 | "layout(location = 0) in vec4 qt_Vertex;\n" |
| 345 | "layout(location = 1) in vec2 qt_MultiTexCoord0;\n\n" ; |
| 346 | |
| 347 | qgfx_declareUniforms(shader&: vertexShader, alphaOnly); |
| 348 | |
| 349 | vertexShader += |
| 350 | "layout(location = 0) out vec2 qt_TexCoord0;\n" |
| 351 | "out gl_PerVertex { vec4 gl_Position; };\n" |
| 352 | "void main() {\n" |
| 353 | " gl_Position = qt_Matrix * qt_Vertex;\n" |
| 354 | " qt_TexCoord0 = qt_MultiTexCoord0;\n" |
| 355 | "}\n" ; |
| 356 | |
| 357 | return vertexShader; |
| 358 | } |
| 359 | |
| 360 | static QByteArray qgfx_fallbackFragmentShader(int requestedRadius, qreal deviation, bool masked, bool alphaOnly) |
| 361 | { |
| 362 | QByteArray fragShader = "#version 440\n\n" ; |
| 363 | |
| 364 | qgfx_declareUniforms(shader&: fragShader, alphaOnly); |
| 365 | |
| 366 | fragShader += "layout(binding = 1) uniform sampler2D source;\n" ; |
| 367 | if (masked) |
| 368 | fragShader += "layout(binding = 2) uniform sampler2D mask;\n" ; |
| 369 | |
| 370 | fragShader += |
| 371 | "layout(location = 0) out vec4 fragColor;\n" |
| 372 | "layout(location = 0) in vec2 qt_TexCoord0;\n" |
| 373 | "\n" |
| 374 | "void main() {\n" ; |
| 375 | if (alphaOnly) |
| 376 | fragShader += " float result = 0.0;\n" ; |
| 377 | else |
| 378 | fragShader += " vec4 result = vec4(0);\n" ; |
| 379 | fragShader += " vec2 pixelStep = dirstep * spread;\n" ; |
| 380 | if (masked) |
| 381 | fragShader += " pixelStep *= texture(mask, qt_TexCoord0).a;\n" ; |
| 382 | |
| 383 | float wSum = 0; |
| 384 | for (int r=-requestedRadius; r<=requestedRadius; ++r) { |
| 385 | float w = qgfx_gaussian(x: r, d: deviation); |
| 386 | wSum += w; |
| 387 | fragShader += " result += float(" ; |
| 388 | fragShader += QByteArray::number(w); |
| 389 | fragShader += ") * texture(source, qt_TexCoord0 + pixelStep * float(" ; |
| 390 | fragShader += QByteArray::number(r); |
| 391 | fragShader += "))" ; |
| 392 | if (alphaOnly) |
| 393 | fragShader += ".a" ; |
| 394 | fragShader += ";\n" ; |
| 395 | } |
| 396 | fragShader += " const float wSum = float(" ; |
| 397 | fragShader += QByteArray::number(wSum); |
| 398 | fragShader += ");\n" |
| 399 | " fragColor = " ; |
| 400 | if (alphaOnly) |
| 401 | fragShader += "mix(vec4(0), color, clamp((result / wSum) / thickness, 0.0, 1.0)) * qt_Opacity;\n" ; |
| 402 | else |
| 403 | fragShader += "(qt_Opacity / wSum) * result;\n" ; |
| 404 | fragShader += "}\n" ; |
| 405 | |
| 406 | return fragShader; |
| 407 | } |
| 408 | |
| 409 | QVariantMap QGfxShaderBuilder::gaussianBlur(const QJSValue ¶meters) |
| 410 | { |
| 411 | int requestedRadius = qMax(a: 0.0, b: parameters.property(QStringLiteral("radius" )).toNumber()); |
| 412 | qreal deviation = parameters.property(QStringLiteral("deviation" )).toNumber(); |
| 413 | bool masked = parameters.property(QStringLiteral("masked" )).toBool(); |
| 414 | bool alphaOnly = parameters.property(QStringLiteral("alphaOnly" )).toBool(); |
| 415 | |
| 416 | int requestedSamples = requestedRadius * 2 + 1; |
| 417 | int samples = 1 + requestedSamples / 2; |
| 418 | int radius = requestedSamples / 4; |
| 419 | bool fallback = parameters.property(QStringLiteral("fallback" )).toBool(); |
| 420 | |
| 421 | QVariantMap result; |
| 422 | |
| 423 | QByteArray vertexShader; |
| 424 | QByteArray fragmentShader; |
| 425 | if (samples > m_maxBlurSamples || masked || fallback) { |
| 426 | fragmentShader = qgfx_fallbackFragmentShader(requestedRadius, deviation, masked, alphaOnly); |
| 427 | vertexShader = qgfx_fallbackVertexShader(alphaOnly); |
| 428 | } else { |
| 429 | QVarLengthArray<QGfxGaussSample, 64> p(samples); |
| 430 | qgfx_buildGaussSamplePoints(p: p.data(), samples, radius, deviation); |
| 431 | |
| 432 | fragmentShader = qgfx_gaussianFragmentShader(p: p.data(), samples, alphaOnly); |
| 433 | vertexShader = qgfx_gaussianVertexShader(p: p.data(), samples, alphaOnly); |
| 434 | } |
| 435 | |
| 436 | result["fragmentShader" ] = buildFragmentShader(code: fragmentShader); |
| 437 | result["vertexShader" ] = buildVertexShader(code: vertexShader); |
| 438 | return result; |
| 439 | } |
| 440 | |
| 441 | QUrl QGfxShaderBuilder::buildFragmentShader(const QByteArray &code) |
| 442 | { |
| 443 | return buildShader(code, stage: QShader::FragmentStage); |
| 444 | } |
| 445 | |
| 446 | QUrl QGfxShaderBuilder::buildVertexShader(const QByteArray &code) |
| 447 | { |
| 448 | return buildShader(code, stage: QShader::VertexStage); |
| 449 | } |
| 450 | |
| 451 | QUrl QGfxShaderBuilder::buildShader(const QByteArray &code, |
| 452 | QShader::Stage stage) |
| 453 | { |
| 454 | static bool recreateShaders = qEnvironmentVariableIntValue(varName: "QT_GFXSHADERBUILDER_REFRESH_CACHE" ); |
| 455 | |
| 456 | QCryptographicHash fileNameHash(QCryptographicHash::Sha1); |
| 457 | fileNameHash.addData(data: code); |
| 458 | |
| 459 | QString path = QStandardPaths::writableLocation(type: QStandardPaths::CacheLocation) |
| 460 | + QStringLiteral("/_qt_QGfxShaderBuilder_" ) |
| 461 | + QStringLiteral(QT_VERSION_STR) |
| 462 | + QStringLiteral("/" ); |
| 463 | QString filePath = path |
| 464 | + fileNameHash.result().toHex() |
| 465 | + QStringLiteral(".qsb" ); |
| 466 | |
| 467 | if (!QFile::exists(fileName: filePath) || recreateShaders) { |
| 468 | if (!QDir().mkpath(dirPath: path)) { |
| 469 | qWarning() << "QGfxShaderBuilder: Failed to create path:" << path; |
| 470 | return QUrl{}; |
| 471 | |
| 472 | } |
| 473 | |
| 474 | QFile output(filePath); |
| 475 | if (!output.open(flags: QIODevice::WriteOnly)) { |
| 476 | qWarning() << "QGfxShaderBuilder: Failed to store shader cache in file:" << filePath; |
| 477 | return QUrl{}; |
| 478 | } |
| 479 | |
| 480 | m_shaderBaker.setSourceString(sourceString: code, stage, fileName: filePath); |
| 481 | { |
| 482 | QShader compiledShader = m_shaderBaker.bake(); |
| 483 | if (!compiledShader.isValid()) { |
| 484 | qWarning() << "QGfxShaderBuilder: Failed to compile shader for stage " |
| 485 | << stage << ": " |
| 486 | << m_shaderBaker.errorMessage() |
| 487 | << QString(code).replace(before: '\n', after: QChar(QChar::LineFeed)); |
| 488 | return QUrl{}; |
| 489 | } |
| 490 | output.write(data: compiledShader.serialized()); |
| 491 | } |
| 492 | } |
| 493 | |
| 494 | return QUrl::fromLocalFile(localfile: filePath); |
| 495 | } |
| 496 | |
| 497 | QT_END_NAMESPACE |
| 498 | |
| 499 | #include "moc_qgfxshaderbuilder_p.cpp" |
| 500 | |