diff options
Diffstat (limited to 'src/opengl/qglshaderprogram.cpp')
-rw-r--r-- | src/opengl/qglshaderprogram.cpp | 182 |
1 files changed, 5 insertions, 177 deletions
diff --git a/src/opengl/qglshaderprogram.cpp b/src/opengl/qglshaderprogram.cpp index 90b496e..080c3b2 100644 --- a/src/opengl/qglshaderprogram.cpp +++ b/src/opengl/qglshaderprogram.cpp @@ -106,30 +106,6 @@ QT_BEGIN_NAMESPACE \snippet doc/src/snippets/code/src_opengl_qglshaderprogram.cpp 2 - \section1 Partial shaders - - Desktop GLSL can attach an arbitrary number of vertex and fragment - shaders to a shader program. Embedded GLSL/ES on the other hand - supports only a single shader of each type on a shader program. - - Multiple shaders of the same type can be useful when large libraries - of shaders are needed. Common functions can be factored out into - library shaders that can be reused in multiple shader programs. - - To support this use of shaders, the application programmer can - create shaders with the QGLShader::PartialVertexShader and - QGLShader::PartialFragmentShader types. These types direct - QGLShader and QGLShaderProgram to delay shader compilation until - link time. - - When link() is called, the sources for the partial shaders are - concatenated, and a single vertex or fragment shader is compiled - and linked into the shader program. - - It is more efficient to use the QGLShader::VertexShader and - QGLShader::FragmentShader when there is only one shader of that - type in the program. - \sa QGLShader */ @@ -154,11 +130,6 @@ QT_BEGIN_NAMESPACE \value VertexShader Vertex shader written in the OpenGL Shading Language (GLSL). \value FragmentShader Fragment shader written in the OpenGL Shading Language (GLSL). - - \value PartialVertexShader Partial vertex shader that will be concatenated with all other partial vertex shaders at link time. - \value PartialFragmentShader Partial fragment shader that will be concatenated with all other partial fragment shaders at link time. - - \omitvalue PartialShader */ #ifndef GL_FRAGMENT_SHADER @@ -209,8 +180,6 @@ public: : shaderGuard(context) , shaderType(type) , compiled(false) - , isPartial((type & QGLShader::PartialShader) != 0) - , hasPartialSource(false) { } ~QGLShaderPrivate(); @@ -218,10 +187,7 @@ public: QGLSharedResourceGuard shaderGuard; QGLShader::ShaderType shaderType; bool compiled; - bool isPartial; - bool hasPartialSource; QString log; - QByteArray partialSource; bool create(); bool compile(QGLShader *q); @@ -243,8 +209,6 @@ bool QGLShaderPrivate::create() const QGLContext *context = shaderGuard.context(); if (!context) return false; - if (isPartial) - return true; if (qt_resolve_glsl_extensions(const_cast<QGLContext *>(context))) { GLuint shader; if (shaderType == QGLShader::VertexShader) @@ -264,11 +228,6 @@ bool QGLShaderPrivate::create() bool QGLShaderPrivate::compile(QGLShader *q) { - // Partial shaders are compiled during QGLShaderProgram::link(). - if (isPartial && hasPartialSource) { - compiled = true; - return true; - } GLuint shader = shaderGuard.id(); if (!shader) return false; @@ -441,21 +400,12 @@ static const char redefineHighp[] = Sets the \a source code for this shader and compiles it. Returns true if the source was successfully compiled, false otherwise. - If shaderType() is PartialVertexShader or PartialFragmentShader, - then this function will always return true, even if the source code - is invalid. Partial shaders are compiled when QGLShaderProgram::link() - is called. - \sa compileFile() */ bool QGLShader::compile(const char *source) { Q_D(QGLShader); - if (d->isPartial) { - d->partialSource = QByteArray(source); - d->hasPartialSource = true; - return d->compile(this); - } else if (d->shaderGuard.id()) { + if (d->shaderGuard.id()) { QVarLengthArray<const char *, 4> src; QVarLengthArray<GLint, 4> srclen; int headerLen = 0; @@ -481,8 +431,7 @@ bool QGLShader::compile(const char *source) srclen.append(GLint(sizeof(qualifierDefines) - 1)); #endif #ifdef QGL_REDEFINE_HIGHP - if (d->shaderType == FragmentShader || - d->shaderType == PartialFragmentShader) { + if (d->shaderType == FragmentShader) { src.append(redefineHighp); srclen.append(GLint(sizeof(redefineHighp) - 1)); } @@ -497,71 +446,11 @@ bool QGLShader::compile(const char *source) } /*! - \internal -*/ -bool QGLShader::compile - (const QList<QGLShader *>& shaders, QGLShader::ShaderType type) -{ - Q_D(QGLShader); - QVarLengthArray<const char *, 16> src; - QVarLengthArray<GLint, 16> srclen; - if (!d->shaderGuard.id()) - return false; - foreach (QGLShader *shader, shaders) { - if (shader->shaderType() != type) - continue; - const char *source = shader->d_func()->partialSource.constData(); - int headerLen = 0; - if (src.isEmpty()) { - // First shader: handle the #version and #extension tags - // plus the precision qualifiers. - while (source && source[headerLen] == '#') { - // Skip #version and #extension directives at the start of - // the shader code. We need to insert the qualifierDefines - // and redefineHighp just after them. - if (qstrncmp(source + headerLen, "#version", 8) != 0 && - qstrncmp(source + headerLen, "#extension", 10) != 0) { - break; - } - while (source[headerLen] != '\0' && source[headerLen] != '\n') - ++headerLen; - if (source[headerLen] == '\n') - ++headerLen; - } - if (headerLen > 0) { - src.append(source); - srclen.append(GLint(headerLen)); - } -#ifdef QGL_DEFINE_QUALIFIERS - src.append(qualifierDefines); - srclen.append(GLint(sizeof(qualifierDefines) - 1)); -#endif -#ifdef QGL_REDEFINE_HIGHP - if (d->shaderType == FragmentShader || - d->shaderType == PartialFragmentShader) { - src.append(redefineHighp); - srclen.append(GLint(sizeof(redefineHighp) - 1)); - } -#endif - } - src.append(source + headerLen); - srclen.append(GLint(qstrlen(source + headerLen))); - } - glShaderSource(d->shaderGuard.id(), src.size(), src.data(), srclen.data()); - return d->compile(this); -} - -/*! \overload Sets the \a source code for this shader and compiles it. Returns true if the source was successfully compiled, false otherwise. - If shaderType() is PartialVertexShader or PartialFragmentShader, - then this function will always return true, even if the source code - is invalid. Partial shaders are compiled when QGLShaderProgram::link() - is called. - \sa compileFile() */ bool QGLShader::compile(const QByteArray& source) @@ -575,11 +464,6 @@ bool QGLShader::compile(const QByteArray& source) Sets the \a source code for this shader and compiles it. Returns true if the source was successfully compiled, false otherwise. - If shaderType() is PartialVertexShader or PartialFragmentShader, - then this function will always return true, even if the source code - is invalid. Partial shaders are compiled when QGLShaderProgram::link() - is called. - \sa compileFile() */ bool QGLShader::compile(const QString& source) @@ -592,11 +476,6 @@ bool QGLShader::compile(const QString& source) and compiles it. Returns true if the file could be opened and the source compiled, false otherwise. - If shaderType() is PartialVertexShader or PartialFragmentShader, - then this function will always return true, even if the source code - is invalid. Partial shaders are compiled when QGLShaderProgram::link() - is called. - \sa compile() */ bool QGLShader::compileFile(const QString& fileName) @@ -619,8 +498,6 @@ bool QGLShader::compileFile(const QString& fileName) QByteArray QGLShader::sourceCode() const { Q_D(const QGLShader); - if (d->isPartial) - return d->partialSource; GLuint shader = d->shaderGuard.id(); if (!shader) return QByteArray(); @@ -661,10 +538,6 @@ QString QGLShader::log() const /*! Returns the OpenGL identifier associated with this shader. - If shaderType() is PartialVertexShader or PartialFragmentShader, - this function will always return zero. Partial shaders are - created and compiled when QGLShaderProgram::link() is called. - \sa QGLShaderProgram::programId() */ GLuint QGLShader::shaderId() const @@ -684,7 +557,6 @@ public: : programGuard(context) , linked(false) , inited(false) - , hasPartialShaders(false) , removingShaders(false) , vertexShader(0) , fragmentShader(0) @@ -695,7 +567,6 @@ public: QGLSharedResourceGuard programGuard; bool linked; bool inited; - bool hasPartialShaders; bool removingShaders; QString log; QList<QGLShader *> shaders; @@ -812,13 +683,9 @@ bool QGLShaderProgram::addShader(QGLShader *shader) } if (!shader->d_func()->compiled) return false; - if (!shader->d_func()->isPartial) { - if (!shader->d_func()->shaderGuard.id()) - return false; - glAttachShader(d->programGuard.id(), shader->d_func()->shaderGuard.id()); - } else { - d->hasPartialShaders = true; - } + if (!shader->d_func()->shaderGuard.id()) + return false; + glAttachShader(d->programGuard.id(), shader->d_func()->shaderGuard.id()); d->linked = false; // Program needs to be relinked. d->shaders.append(shader); connect(shader, SIGNAL(destroyed()), this, SLOT(shaderDestroyed())); @@ -999,45 +866,6 @@ bool QGLShaderProgram::link() GLuint program = d->programGuard.id(); if (!program) return false; - if (d->hasPartialShaders) { - // Compile the partial vertex and fragment shaders. - if (d->hasShader(QGLShader::PartialVertexShader)) { - if (!d->vertexShader) { - d->vertexShader = - new QGLShader(QGLShader::VertexShader, this); - } - if (!d->vertexShader->compile - (d->shaders, QGLShader::PartialVertexShader)) { - d->log = d->vertexShader->log(); - return false; - } - glAttachShader(program, d->vertexShader->d_func()->shaderGuard.id()); - } else { - if (d->vertexShader) { - glDetachShader(program, d->vertexShader->d_func()->shaderGuard.id()); - delete d->vertexShader; - d->vertexShader = 0; - } - } - if (d->hasShader(QGLShader::PartialFragmentShader)) { - if (!d->fragmentShader) { - d->fragmentShader = - new QGLShader(QGLShader::FragmentShader, this); - } - if (!d->fragmentShader->compile - (d->shaders, QGLShader::PartialFragmentShader)) { - d->log = d->fragmentShader->log(); - return false; - } - glAttachShader(program, d->fragmentShader->d_func()->shaderGuard.id()); - } else { - if (d->fragmentShader) { - glDetachShader(program, d->fragmentShader->d_func()->shaderGuard.id()); - delete d->fragmentShader; - d->fragmentShader = 0; - } - } - } glLinkProgram(program); GLint value = 0; glGetProgramiv(program, GL_LINK_STATUS, &value); |