Enable shader disk cache in Qt Quick

Change-Id: I14ee97ee75664c5dfcd229a5be2be6294c936b2c
Task-number: QTBUG-55496
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
This commit is contained in:
Laszlo Agocs 2016-10-03 14:17:03 +02:00
parent af4516ac86
commit e8801e7c09
10 changed files with 34 additions and 44 deletions

View File

@ -263,8 +263,8 @@ static const char *fragmentShaderSource =
void FbItemRenderer::initProgram()
{
m_program.reset(new QOpenGLShaderProgram);
m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, vertexShaderSource);
m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, fragmentShaderSource);
m_program->addCacheableShaderFromSourceCode(QOpenGLShader::Vertex, vertexShaderSource);
m_program->addCacheableShaderFromSourceCode(QOpenGLShader::Fragment, fragmentShaderSource);
m_program->bindAttributeLocation("vertex", 0);
m_program->bindAttributeLocation("normal", 1);
m_program->link();

View File

@ -101,8 +101,8 @@ void CubeRenderer::init(QWindow *w, QOpenGLContext *share)
" gl_FragColor = vec4(texture2D(sampler, v_coord).rgb, 1.0);\n"
"}\n";
m_program = new QOpenGLShaderProgram;
m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, vertexShaderSource);
m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, fragmentShaderSource);
m_program->addCacheableShaderFromSourceCode(QOpenGLShader::Vertex, vertexShaderSource);
m_program->addCacheableShaderFromSourceCode(QOpenGLShader::Fragment, fragmentShaderSource);
m_program->bindAttributeLocation("vertex", 0);
m_program->bindAttributeLocation("coord", 1);
m_program->link();

View File

@ -125,22 +125,22 @@ void SquircleRenderer::paint()
initializeOpenGLFunctions();
m_program = new QOpenGLShaderProgram();
m_program->addShaderFromSourceCode(QOpenGLShader::Vertex,
"attribute highp vec4 vertices;"
"varying highp vec2 coords;"
"void main() {"
" gl_Position = vertices;"
" coords = vertices.xy;"
"}");
m_program->addShaderFromSourceCode(QOpenGLShader::Fragment,
"uniform lowp float t;"
"varying highp vec2 coords;"
"void main() {"
" lowp float i = 1. - (pow(abs(coords.x), 4.) + pow(abs(coords.y), 4.));"
" i = smoothstep(t - 0.8, t + 0.8, i);"
" i = floor(i * 20.) / 20.;"
" gl_FragColor = vec4(coords * .5 + .5, i, i);"
"}");
m_program->addCacheableShaderFromSourceCode(QOpenGLShader::Vertex,
"attribute highp vec4 vertices;"
"varying highp vec2 coords;"
"void main() {"
" gl_Position = vertices;"
" coords = vertices.xy;"
"}");
m_program->addCacheableShaderFromSourceCode(QOpenGLShader::Fragment,
"uniform lowp float t;"
"varying highp vec2 coords;"
"void main() {"
" lowp float i = 1. - (pow(abs(coords.x), 4.) + pow(abs(coords.y), 4.));"
" i = smoothstep(t - 0.8, t + 0.8, i);"
" i = floor(i * 20.) / 20.;"
" gl_FragColor = vec4(coords * .5 + .5, i, i);"
"}");
m_program->bindAttributeLocation("vertices", 0);
m_program->link();

View File

@ -86,8 +86,8 @@ void OpenGLRenderNode::init()
" gl_FragColor = col * opacity;\n"
"}\n";
m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, vertexShaderSource);
m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, fragmentShaderSource);
m_program->addCacheableShaderFromSourceCode(QOpenGLShader::Vertex, vertexShaderSource);
m_program->addCacheableShaderFromSourceCode(QOpenGLShader::Fragment, fragmentShaderSource);
m_program->bindAttributeLocation("posAttr", 0);
m_program->bindAttributeLocation("colAttr", 1);
m_program->link();

View File

@ -70,7 +70,6 @@ void LogoRenderer::initialize()
glClearColor(0.1f, 0.1f, 0.2f, 1.0f);
QOpenGLShader *vshader1 = new QOpenGLShader(QOpenGLShader::Vertex, &program1);
const char *vsrc1 =
"attribute highp vec4 vertex;\n"
"attribute mediump vec3 normal;\n"
@ -85,19 +84,16 @@ void LogoRenderer::initialize()
" color = clamp(color, 0.0, 1.0);\n"
" gl_Position = matrix * vertex;\n"
"}\n";
vshader1->compileSourceCode(vsrc1);
QOpenGLShader *fshader1 = new QOpenGLShader(QOpenGLShader::Fragment, &program1);
const char *fsrc1 =
"varying mediump vec4 color;\n"
"void main(void)\n"
"{\n"
" gl_FragColor = color;\n"
"}\n";
fshader1->compileSourceCode(fsrc1);
program1.addShader(vshader1);
program1.addShader(fshader1);
program1.addCacheableShaderFromSourceCode(QOpenGLShader::Vertex, vsrc1);
program1.addCacheableShaderFromSourceCode(QOpenGLShader::Fragment, fsrc1);
program1.link();
vertexAttr1 = program1.attributeLocation("vertex");

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@ -260,11 +260,11 @@ void QQuickCustomMaterialShader::compile()
m_log.clear();
m_compiled = true;
if (!program()->addShaderFromSourceCode(QOpenGLShader::Vertex, vertexShader())) {
if (!program()->addCacheableShaderFromSourceCode(QOpenGLShader::Vertex, vertexShader())) {
m_log += QLatin1String("*** Vertex shader ***\n") + program()->log();
m_compiled = false;
}
if (!program()->addShaderFromSourceCode(QOpenGLShader::Fragment, fragmentShader())) {
if (!program()->addCacheableShaderFromSourceCode(QOpenGLShader::Fragment, fragmentShader())) {
m_log += QLatin1String("*** Fragment shader ***\n") + program()->log();
m_compiled = false;
}

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@ -364,8 +364,8 @@ void QSGMaterialShader::compile()
{
Q_ASSERT_X(!m_program.isLinked(), "QSGSMaterialShader::compile()", "Compile called multiple times!");
program()->addShaderFromSourceCode(QOpenGLShader::Vertex, vertexShader());
program()->addShaderFromSourceCode(QOpenGLShader::Fragment, fragmentShader());
program()->addCacheableShaderFromSourceCode(QOpenGLShader::Vertex, vertexShader());
program()->addCacheableShaderFromSourceCode(QOpenGLShader::Fragment, fragmentShader());
char const *const *attr = attributeNames();
#ifndef QT_NO_DEBUG

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@ -119,19 +119,13 @@ private:
const QString source = QLatin1String(qopenglslMainWithTexCoordsVertexShader)
+ QLatin1String(qopenglslUntransformedPositionVertexShader);
QOpenGLShader *vertexShader = new QOpenGLShader(QOpenGLShader::Vertex, m_blitProgram);
vertexShader->compileSourceCode(source);
m_blitProgram->addShader(vertexShader);
m_blitProgram->addCacheableShaderFromSourceCode(QOpenGLShader::Vertex, source);
}
{
const QString source = QLatin1String(qopenglslMainFragmentShader)
+ QLatin1String(qopenglslImageSrcFragmentShader);
QOpenGLShader *fragmentShader = new QOpenGLShader(QOpenGLShader::Fragment, m_blitProgram);
fragmentShader->compileSourceCode(source);
m_blitProgram->addShader(fragmentShader);
m_blitProgram->addCacheableShaderFromSourceCode(QOpenGLShader::Fragment, source);
}
m_blitProgram->bindAttributeLocation("vertexCoordsArray", QT_VERTEX_COORDS_ATTR);
m_blitProgram->bindAttributeLocation("textureCoordArray", QT_TEXTURE_COORDS_ATTR);

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@ -262,8 +262,8 @@ void QSGDefaultRenderContext::compileShader(QSGMaterialShader *shader, QSGMateri
"QSGRenderContext::compile()",
"materials with custom compile step cannot have custom vertex/fragment code");
QOpenGLShaderProgram *p = shader->program();
p->addShaderFromSourceCode(QOpenGLShader::Vertex, vertexCode ? vertexCode : shader->vertexShader());
p->addShaderFromSourceCode(QOpenGLShader::Fragment, fragmentCode ? fragmentCode : shader->fragmentShader());
p->addCacheableShaderFromSourceCode(QOpenGLShader::Vertex, vertexCode ? vertexCode : shader->vertexShader());
p->addCacheableShaderFromSourceCode(QOpenGLShader::Fragment, fragmentCode ? fragmentCode : shader->fragmentShader());
p->link();
if (!p->isLinked())
qWarning() << "shader compilation failed:" << endl << p->log();

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@ -217,11 +217,11 @@ void QSGShaderSourceBuilder::initializeProgramFromFiles(QOpenGLShaderProgram *pr
QSGShaderSourceBuilder builder;
builder.appendSourceFile(vertexShader);
program->addShaderFromSourceCode(QOpenGLShader::Vertex, builder.source());
program->addCacheableShaderFromSourceCode(QOpenGLShader::Vertex, builder.source());
builder.clear();
builder.appendSourceFile(fragmentShader);
program->addShaderFromSourceCode(QOpenGLShader::Fragment, builder.source());
program->addCacheableShaderFromSourceCode(QOpenGLShader::Fragment, builder.source());
}
QByteArray QSGShaderSourceBuilder::source() const