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diff --git a/src/opengl/gl2paintengineex/qglengineshadermanager.cpp b/src/opengl/gl2paintengineex/qglengineshadermanager.cpp
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+/****************************************************************************
+**
+** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
+** Contact: Qt Software Information (qt-info@nokia.com)
+**
+** This file is part of the QtOpenGL module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** No Commercial Usage
+** This file contains pre-release code and may not be distributed.
+** You may use this file in accordance with the terms and conditions
+** contained in the either Technology Preview License Agreement or the
+** Beta Release License Agreement.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 2.1 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 2.1 requirements
+** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
+**
+** In addition, as a special exception, Nokia gives you certain
+** additional rights. These rights are described in the Nokia Qt LGPL
+** Exception version 1.0, included in the file LGPL_EXCEPTION.txt in this
+** package.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 3.0 as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 3.0 requirements will be
+** met: http://www.gnu.org/copyleft/gpl.html.
+**
+** If you are unsure which license is appropriate for your use, please
+** contact the sales department at qt-sales@nokia.com.
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "qglengineshadermanager_p.h"
+#include "qglengineshadersource_p.h"
+
+#if defined(QT_DEBUG)
+#include <QMetaEnum>
+#endif
+
+
+QT_BEGIN_NAMESPACE
+
+const char* QGLEngineShaderManager::qglEngineShaderSourceCode[] = {
+ 0,0,0,0,0,0,0,0,0,0,
+ 0,0,0,0,0,0,0,0,0,0,
+ 0,0,0,0,0,0,0,0,0,0,
+ 0,0,0,0,0
+};
+
+QGLEngineShaderManager::QGLEngineShaderManager(QGLContext* context)
+ : ctx(context),
+ shaderProgNeedsChanging(true),
+ srcPixelType(Qt::NoBrush),
+ useGlobalOpacity(false),
+ maskType(NoMask),
+ useTextureCoords(false),
+ compositionMode(QPainter::CompositionMode_SourceOver),
+ blitShaderProg(0),
+ simpleShaderProg(0),
+ currentShaderProg(0)
+{
+ memset(compiledShaders, 0, sizeof(compiledShaders));
+
+/*
+ Rather than having the shader source array statically initialised, it is initialised
+ here instead. This is to allow new shader names to be inserted or existing names moved
+ around without having to change the order of the glsl strings. It is hoped this will
+ make future hard-to-find runtime bugs more obvious and generally give more solid code.
+*/
+ static bool qglEngineShaderSourceCodePopulated = false;
+ if (!qglEngineShaderSourceCodePopulated) {
+
+ const char** code = qglEngineShaderSourceCode; // shortcut
+
+ code[MainVertexShader] = qglslMainVertexShader;
+ code[MainWithTexCoordsVertexShader] = qglslMainWithTexCoordsVertexShader;
+
+ code[UntransformedPositionVertexShader] = qglslUntransformedPositionVertexShader;
+ code[PositionOnlyVertexShader] = qglslPositionOnlyVertexShader;
+ code[PositionWithPatternBrushVertexShader] = qglslPositionWithPatternBrushVertexShader;
+ code[PositionWithLinearGradientBrushVertexShader] = qglslPositionWithLinearGradientBrushVertexShader;
+ code[PositionWithConicalGradientBrushVertexShader] = qglslPositionWithConicalGradientBrushVertexShader;
+ code[PositionWithRadialGradientBrushVertexShader] = qglslPositionWithRadialGradientBrushVertexShader;
+ code[PositionWithTextureBrushVertexShader] = qglslPositionWithTextureBrushVertexShader;
+ code[AffinePositionWithPatternBrushVertexShader] = qglslAffinePositionWithPatternBrushVertexShader;
+ code[AffinePositionWithLinearGradientBrushVertexShader] = qglslAffinePositionWithLinearGradientBrushVertexShader;
+ code[AffinePositionWithConicalGradientBrushVertexShader] = qglslAffinePositionWithConicalGradientBrushVertexShader;
+ code[AffinePositionWithRadialGradientBrushVertexShader] = qglslAffinePositionWithRadialGradientBrushVertexShader;
+ code[AffinePositionWithTextureBrushVertexShader] = qglslAffinePositionWithTextureBrushVertexShader;
+
+ code[MainFragmentShader_CMO] = qglslMainFragmentShader_CMO;
+ code[MainFragmentShader_CM] = qglslMainFragmentShader_CM;
+ code[MainFragmentShader_MO] = qglslMainFragmentShader_MO;
+ code[MainFragmentShader_M] = qglslMainFragmentShader_M;
+ code[MainFragmentShader_CO] = qglslMainFragmentShader_CO;
+ code[MainFragmentShader_C] = qglslMainFragmentShader_C;
+ code[MainFragmentShader_O] = qglslMainFragmentShader_O;
+ code[MainFragmentShader] = qglslMainFragmentShader;
+
+ code[ImageSrcFragmentShader] = qglslImageSrcFragmentShader;
+ code[ImageSrcWithPatternFragmentShader] = qglslImageSrcWithPatternFragmentShader;
+ code[NonPremultipliedImageSrcFragmentShader] = qglslNonPremultipliedImageSrcFragmentShader;
+ code[SolidBrushSrcFragmentShader] = qglslSolidBrushSrcFragmentShader;
+ code[TextureBrushSrcFragmentShader] = qglslTextureBrushSrcFragmentShader;
+ code[TextureBrushSrcWithPatternFragmentShader] = qglslTextureBrushSrcWithPatternFragmentShader;
+ code[PatternBrushSrcFragmentShader] = qglslPatternBrushSrcFragmentShader;
+ code[LinearGradientBrushSrcFragmentShader] = qglslLinearGradientBrushSrcFragmentShader;
+ code[RadialGradientBrushSrcFragmentShader] = qglslRadialGradientBrushSrcFragmentShader;
+ code[ConicalGradientBrushSrcFragmentShader] = qglslConicalGradientBrushSrcFragmentShader;
+ code[ShockingPinkSrcFragmentShader] = qglslShockingPinkSrcFragmentShader;
+
+ code[MaskFragmentShader] = qglslMaskFragmentShader;
+ code[RgbMaskFragmentShader] = ""; //###
+ code[RgbMaskWithGammaFragmentShader] = ""; //###
+
+ code[MultiplyCompositionModeFragmentShader] = ""; //###
+ code[ScreenCompositionModeFragmentShader] = ""; //###
+ code[OverlayCompositionModeFragmentShader] = ""; //###
+ code[DarkenCompositionModeFragmentShader] = ""; //###
+ code[LightenCompositionModeFragmentShader] = ""; //###
+ code[ColorDodgeCompositionModeFragmentShader] = ""; //###
+ code[ColorBurnCompositionModeFragmentShader] = ""; //###
+ code[HardLightCompositionModeFragmentShader] = ""; //###
+ code[SoftLightCompositionModeFragmentShader] = ""; //###
+ code[DifferenceCompositionModeFragmentShader] = ""; //###
+ code[ExclusionCompositionModeFragmentShader] = ""; //###
+
+#if defined(QT_DEBUG)
+ // Check that all the elements have been filled:
+ for (int i = 0; i < TotalShaderCount; ++i) {
+ if (qglEngineShaderSourceCode[i] == 0) {
+ int enumIndex = staticMetaObject.indexOfEnumerator("ShaderName");
+ QMetaEnum m = staticMetaObject.enumerator(enumIndex);
+
+ qCritical() << "qglEngineShaderSourceCode: Source for" << m.valueToKey(i)
+ << "(shader" << i << ") missing!";
+ }
+ }
+#endif
+ qglEngineShaderSourceCodePopulated = true;
+ }
+
+ // Compile up the simple shader:
+ simpleShaderProg = new QGLShaderProgram(ctx, this);
+ compileNamedShader(MainVertexShader, QGLShader::PartialVertexShader);
+ compileNamedShader(PositionOnlyVertexShader, QGLShader::PartialVertexShader);
+ compileNamedShader(MainFragmentShader, QGLShader::PartialFragmentShader);
+ compileNamedShader(ShockingPinkSrcFragmentShader, QGLShader::PartialFragmentShader);
+ simpleShaderProg->addShader(compiledShaders[MainVertexShader]);
+ simpleShaderProg->addShader(compiledShaders[PositionOnlyVertexShader]);
+ simpleShaderProg->addShader(compiledShaders[MainFragmentShader]);
+ simpleShaderProg->addShader(compiledShaders[ShockingPinkSrcFragmentShader]);
+ simpleShaderProg->bindAttributeLocation("vertexCoordsArray", QT_VERTEX_COORDS_ATTR);
+ simpleShaderProg->link();
+ if (!simpleShaderProg->isLinked()) {
+ qCritical() << "Errors linking simple shader:"
+ << simpleShaderProg->log();
+ }
+
+ // Compile the blit shader:
+ blitShaderProg = new QGLShaderProgram(ctx, this);
+ compileNamedShader(MainWithTexCoordsVertexShader, QGLShader::PartialVertexShader);
+ compileNamedShader(UntransformedPositionVertexShader, QGLShader::PartialVertexShader);
+ compileNamedShader(MainFragmentShader, QGLShader::PartialFragmentShader);
+ compileNamedShader(ImageSrcFragmentShader, QGLShader::PartialFragmentShader);
+ blitShaderProg->addShader(compiledShaders[MainWithTexCoordsVertexShader]);
+ blitShaderProg->addShader(compiledShaders[UntransformedPositionVertexShader]);
+ blitShaderProg->addShader(compiledShaders[MainFragmentShader]);
+ blitShaderProg->addShader(compiledShaders[ImageSrcFragmentShader]);
+ blitShaderProg->bindAttributeLocation("textureCoordArray", QT_TEXTURE_COORDS_ATTR);
+ blitShaderProg->bindAttributeLocation("vertexCoordsArray", QT_VERTEX_COORDS_ATTR);
+ blitShaderProg->link();
+ if (!blitShaderProg->isLinked()) {
+ qCritical() << "Errors linking blit shader:"
+ << blitShaderProg->log();
+ }
+}
+
+QGLEngineShaderManager::~QGLEngineShaderManager()
+{
+ //###
+}
+
+
+
+
+
+void QGLEngineShaderManager::optimiseForBrushTransform(const QTransform &transform)
+{
+ Q_UNUSED(transform); // Currently ignored
+}
+
+void QGLEngineShaderManager::setDirty()
+{
+ shaderProgNeedsChanging = true;
+}
+
+void QGLEngineShaderManager::setSrcPixelType(Qt::BrushStyle style)
+{
+ srcPixelType = style;
+ shaderProgNeedsChanging = true; //###
+}
+
+void QGLEngineShaderManager::setSrcPixelType(PixelSrcType type)
+{
+ srcPixelType = type;
+ shaderProgNeedsChanging = true; //###
+}
+
+void QGLEngineShaderManager::setTextureCoordsEnabled(bool enabled)
+{
+ useTextureCoords = enabled;
+ shaderProgNeedsChanging = true; //###
+}
+
+void QGLEngineShaderManager::setUseGlobalOpacity(bool useOpacity)
+{
+ useGlobalOpacity = useOpacity;
+ shaderProgNeedsChanging = true; //###
+}
+
+void QGLEngineShaderManager::setMaskType(MaskType type)
+{
+ maskType = type;
+ shaderProgNeedsChanging = true; //###
+}
+
+void QGLEngineShaderManager::setCompositionMode(QPainter::CompositionMode mode)
+{
+ compositionMode = mode;
+ shaderProgNeedsChanging = true; //###
+}
+
+QGLShaderProgram* QGLEngineShaderManager::currentProgram()
+{
+ return currentShaderProg;
+}
+
+QGLShaderProgram* QGLEngineShaderManager::simpleProgram()
+{
+ return simpleShaderProg;
+}
+
+QGLShaderProgram* QGLEngineShaderManager::blitProgram()
+{
+ return blitShaderProg;
+}
+
+
+
+// Select & use the correct shader program using the current state.
+// Returns true if program needed changing.
+bool QGLEngineShaderManager::useCorrectShaderProg()
+{
+ if (!shaderProgNeedsChanging)
+ return false;
+
+ QGLEngineShaderProg requiredProgram;
+ requiredProgram.program = 0;
+
+ // Choose vertex shader main function
+ QGLEngineShaderManager::ShaderName mainVertexShaderName = InvalidShaderName;
+ if (useTextureCoords)
+ mainVertexShaderName = MainWithTexCoordsVertexShader;
+ else
+ mainVertexShaderName = MainVertexShader;
+ compileNamedShader(mainVertexShaderName, QGLShader::PartialVertexShader);
+ requiredProgram.mainVertexShader = compiledShaders[mainVertexShaderName];
+
+ // Choose vertex shader shader position function (which typically also sets
+ // varyings) and the source pixel (srcPixel) fragment shader function:
+ QGLEngineShaderManager::ShaderName positionVertexShaderName = InvalidShaderName;
+ QGLEngineShaderManager::ShaderName srcPixelFragShaderName = InvalidShaderName;
+ bool isAffine = brushTransform.isAffine();
+ if ( (srcPixelType >= Qt::Dense1Pattern) && (srcPixelType <= Qt::DiagCrossPattern) ) {
+ if (isAffine)
+ positionVertexShaderName = AffinePositionWithPatternBrushVertexShader;
+ else
+ positionVertexShaderName = PositionWithPatternBrushVertexShader;
+
+ srcPixelFragShaderName = PatternBrushSrcFragmentShader;
+ }
+ else switch (srcPixelType) {
+ default:
+ case Qt::NoBrush:
+ qCritical("QGLEngineShaderManager::useCorrectShaderProg() - I'm scared, Qt::NoBrush style is set");
+ break;
+ case QGLEngineShaderManager::ImageSrc:
+ srcPixelFragShaderName = ImageSrcFragmentShader;
+ positionVertexShaderName = PositionOnlyVertexShader;
+ break;
+ case QGLEngineShaderManager::PatternSrc:
+ srcPixelFragShaderName = ImageSrcWithPatternFragmentShader;
+ positionVertexShaderName = PositionOnlyVertexShader;
+ break;
+ case QGLEngineShaderManager::TextureSrcWithPattern:
+ srcPixelFragShaderName = TextureBrushSrcWithPatternFragmentShader;
+ positionVertexShaderName = isAffine ? AffinePositionWithTextureBrushVertexShader
+ : PositionWithTextureBrushVertexShader;
+ break;
+ case QGLEngineShaderManager::NonPremultipliedImageSrc:
+ srcPixelFragShaderName = NonPremultipliedImageSrcFragmentShader;
+ positionVertexShaderName = PositionOnlyVertexShader;
+ break;
+ case Qt::SolidPattern:
+ srcPixelFragShaderName = SolidBrushSrcFragmentShader;
+ positionVertexShaderName = PositionOnlyVertexShader;
+ break;
+ case Qt::LinearGradientPattern:
+ srcPixelFragShaderName = LinearGradientBrushSrcFragmentShader;
+ positionVertexShaderName = isAffine ? AffinePositionWithLinearGradientBrushVertexShader
+ : PositionWithLinearGradientBrushVertexShader;
+ break;
+ case Qt::ConicalGradientPattern:
+ srcPixelFragShaderName = ConicalGradientBrushSrcFragmentShader;
+ positionVertexShaderName = isAffine ? AffinePositionWithConicalGradientBrushVertexShader
+ : PositionWithConicalGradientBrushVertexShader;
+ break;
+ case Qt::RadialGradientPattern:
+ srcPixelFragShaderName = RadialGradientBrushSrcFragmentShader;
+ positionVertexShaderName = isAffine ? AffinePositionWithRadialGradientBrushVertexShader
+ : PositionWithRadialGradientBrushVertexShader;
+ break;
+ case Qt::TexturePattern:
+ srcPixelFragShaderName = TextureBrushSrcFragmentShader;
+ positionVertexShaderName = isAffine ? AffinePositionWithTextureBrushVertexShader
+ : PositionWithTextureBrushVertexShader;
+ break;
+ };
+ compileNamedShader(positionVertexShaderName, QGLShader::PartialVertexShader);
+ compileNamedShader(srcPixelFragShaderName, QGLShader::PartialFragmentShader);
+ requiredProgram.positionVertexShader = compiledShaders[positionVertexShaderName];
+ requiredProgram.srcPixelFragShader = compiledShaders[srcPixelFragShaderName];
+
+
+ const bool hasCompose = compositionMode > QPainter::CompositionMode_Plus;
+ const bool hasMask = maskType != QGLEngineShaderManager::NoMask;
+
+ // Choose fragment shader main function:
+ QGLEngineShaderManager::ShaderName mainFragShaderName;
+
+ if (hasCompose && hasMask && useGlobalOpacity)
+ mainFragShaderName = MainFragmentShader_CMO;
+ if (hasCompose && hasMask && !useGlobalOpacity)
+ mainFragShaderName = MainFragmentShader_CM;
+ if (!hasCompose && hasMask && useGlobalOpacity)
+ mainFragShaderName = MainFragmentShader_MO;
+ if (!hasCompose && hasMask && !useGlobalOpacity)
+ mainFragShaderName = MainFragmentShader_M;
+ if (hasCompose && !hasMask && useGlobalOpacity)
+ mainFragShaderName = MainFragmentShader_CO;
+ if (hasCompose && !hasMask && !useGlobalOpacity)
+ mainFragShaderName = MainFragmentShader_C;
+ if (!hasCompose && !hasMask && useGlobalOpacity)
+ mainFragShaderName = MainFragmentShader_O;
+ if (!hasCompose && !hasMask && !useGlobalOpacity)
+ mainFragShaderName = MainFragmentShader;
+
+ compileNamedShader(mainFragShaderName, QGLShader::PartialFragmentShader);
+ requiredProgram.mainFragShader = compiledShaders[mainFragShaderName];
+
+ if (hasMask) {
+ QGLEngineShaderManager::ShaderName maskShaderName = QGLEngineShaderManager::InvalidShaderName;
+ if (maskType == PixelMask)
+ maskShaderName = MaskFragmentShader;
+ else if (maskType == SubPixelMask)
+ maskShaderName = RgbMaskFragmentShader;
+ else if (maskType == SubPixelWithGammaMask)
+ maskShaderName = RgbMaskWithGammaFragmentShader;
+ else
+ qCritical("QGLEngineShaderManager::useCorrectShaderProg() - Unknown mask type");
+
+ compileNamedShader(maskShaderName, QGLShader::PartialFragmentShader);
+ requiredProgram.maskFragShader = compiledShaders[maskShaderName];
+ }
+ else
+ requiredProgram.maskFragShader = 0;
+
+ if (hasCompose) {
+ QGLEngineShaderManager::ShaderName compositionShaderName = QGLEngineShaderManager::InvalidShaderName;
+ switch (compositionMode) {
+ case QPainter::CompositionMode_Multiply:
+ compositionShaderName = MultiplyCompositionModeFragmentShader;
+ break;
+ case QPainter::CompositionMode_Screen:
+ compositionShaderName = ScreenCompositionModeFragmentShader;
+ break;
+ case QPainter::CompositionMode_Overlay:
+ compositionShaderName = OverlayCompositionModeFragmentShader;
+ break;
+ case QPainter::CompositionMode_Darken:
+ compositionShaderName = DarkenCompositionModeFragmentShader;
+ break;
+ case QPainter::CompositionMode_Lighten:
+ compositionShaderName = LightenCompositionModeFragmentShader;
+ break;
+ case QPainter::CompositionMode_ColorDodge:
+ compositionShaderName = ColorDodgeCompositionModeFragmentShader;
+ break;
+ case QPainter::CompositionMode_ColorBurn:
+ compositionShaderName = ColorBurnCompositionModeFragmentShader;
+ break;
+ case QPainter::CompositionMode_HardLight:
+ compositionShaderName = HardLightCompositionModeFragmentShader;
+ break;
+ case QPainter::CompositionMode_SoftLight:
+ compositionShaderName = SoftLightCompositionModeFragmentShader;
+ break;
+ case QPainter::CompositionMode_Difference:
+ compositionShaderName = DifferenceCompositionModeFragmentShader;
+ break;
+ case QPainter::CompositionMode_Exclusion:
+ compositionShaderName = ExclusionCompositionModeFragmentShader;
+ break;
+ default:
+ qWarning("QGLEngineShaderManager::useCorrectShaderProg() - Unsupported composition mode");
+ }
+ compileNamedShader(compositionShaderName, QGLShader::PartialFragmentShader);
+ requiredProgram.compositionFragShader = compiledShaders[compositionShaderName];
+ }
+ else
+ requiredProgram.compositionFragShader = 0;
+
+
+ // At this point, requiredProgram is fully populated so try to find the program in the cache
+ foreach (const QGLEngineShaderProg &prog, cachedPrograms) {
+ if ( (prog.mainVertexShader == requiredProgram.mainVertexShader)
+ && (prog.positionVertexShader == requiredProgram.positionVertexShader)
+ && (prog.mainFragShader == requiredProgram.mainFragShader)
+ && (prog.srcPixelFragShader == requiredProgram.srcPixelFragShader)
+ && (prog.compositionFragShader == requiredProgram.compositionFragShader) )
+ {
+ currentShaderProg = prog.program;
+ currentShaderProg->enable();
+ shaderProgNeedsChanging = false;
+ return true;
+ }
+ }
+
+ // Shader program not found in cache, create it now.
+ requiredProgram.program = new QGLShaderProgram(ctx, this);
+ requiredProgram.program->addShader(requiredProgram.mainVertexShader);
+ requiredProgram.program->addShader(requiredProgram.positionVertexShader);
+ requiredProgram.program->addShader(requiredProgram.mainFragShader);
+ requiredProgram.program->addShader(requiredProgram.srcPixelFragShader);
+ requiredProgram.program->addShader(requiredProgram.maskFragShader);
+ requiredProgram.program->addShader(requiredProgram.compositionFragShader);
+
+ // We have to bind the vertex attribute names before the program is linked:
+ requiredProgram.program->bindAttributeLocation("vertexCoordsArray", QT_VERTEX_COORDS_ATTR);
+ if (useTextureCoords)
+ requiredProgram.program->bindAttributeLocation("textureCoordArray", QT_TEXTURE_COORDS_ATTR);
+
+ requiredProgram.program->link();
+ if (!requiredProgram.program->isLinked()) {
+ QString error;
+ qWarning() << "Shader program failed to link,"
+#if defined(QT_DEBUG)
+ << '\n'
+ << " Shaders Used:" << '\n'
+ << " mainVertexShader = " << requiredProgram.mainVertexShader->objectName() << '\n'
+ << " positionVertexShader = " << requiredProgram.positionVertexShader->objectName() << '\n'
+ << " mainFragShader = " << requiredProgram.mainFragShader->objectName() << '\n'
+ << " srcPixelFragShader = " << requiredProgram.srcPixelFragShader->objectName() << '\n'
+ << " maskFragShader = " << requiredProgram.maskFragShader->objectName() << '\n'
+ << " compositionFragShader = "<< requiredProgram.compositionFragShader->objectName() << '\n'
+#endif
+ << " Error Log:" << '\n'
+ << " " << requiredProgram.program->log();
+ qWarning() << error;
+ }
+ else {
+ cachedPrograms.append(requiredProgram);
+ currentShaderProg = requiredProgram.program;
+ currentShaderProg->enable();
+ }
+ shaderProgNeedsChanging = false;
+ return true;
+}
+
+void QGLEngineShaderManager::compileNamedShader(QGLEngineShaderManager::ShaderName name, QGLShader::ShaderType type)
+{
+ if (compiledShaders[name])
+ return;
+
+ QGLShader *newShader = new QGLShader(type, ctx, this);
+ newShader->compile(qglEngineShaderSourceCode[name]);
+
+#if defined(QT_DEBUG)
+ // Name the shader for easier debugging
+ QMetaEnum m = staticMetaObject.enumerator(staticMetaObject.indexOfEnumerator("ShaderName"));
+ newShader->setObjectName(QLatin1String(m.valueToKey(name)));
+#endif
+
+ compiledShaders[name] = newShader;
+}
+
+QT_END_NAMESPACE