wasm: fix wasm shader compile
This fixes qopenglwindow shader in the triangle Task-number: QTBUG-67338 Change-Id: I8552183bf9ca45e9b56760b340d014ddd34c21f4 Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>bb10
parent
72fc65784d
commit
52070f3a6c
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@ -256,9 +256,13 @@ QOpenGLEngineSharedShaders::QOpenGLEngineSharedShaders(QOpenGLContext* context)
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QByteArray fragSource;
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// Compile up the simple shader:
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#ifdef Q_OS_WASM
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vertexSource.append(qShaderSnippets[PositionOnlyVertexShader]);
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vertexSource.append(qShaderSnippets[MainVertexShader]);
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#else
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vertexSource.append(qShaderSnippets[MainVertexShader]);
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vertexSource.append(qShaderSnippets[PositionOnlyVertexShader]);
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#endif
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fragSource.append(qShaderSnippets[MainFragmentShader]);
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fragSource.append(qShaderSnippets[ShockingPinkSrcFragmentShader]);
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@ -384,9 +388,13 @@ QOpenGLEngineShaderProg *QOpenGLEngineSharedShaders::findProgramInCache(const QO
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fragSource.append(qShaderSnippets[prog.maskFragShader]);
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QByteArray vertexSource;
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#ifdef Q_OS_WASM
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vertexSource.append(qShaderSnippets[prog.positionVertexShader]);
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vertexSource.append(qShaderSnippets[prog.mainVertexShader]);
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#else
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vertexSource.append(qShaderSnippets[prog.mainVertexShader]);
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vertexSource.append(qShaderSnippets[prog.positionVertexShader]);
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#endif
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QScopedPointer<QOpenGLShaderProgram> shaderProgram(new QOpenGLShaderProgram);
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CachedShader shaderCache(fragSource, vertexSource);
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@ -344,15 +344,25 @@ void QOpenGLTextureGlyphCache::resizeTextureData(int width, int height)
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{
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QString source;
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#ifdef Q_OS_WASM
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source.append(QLatin1String(isCoreProfile ? qopenglslUntransformedPositionVertexShader_core : qopenglslUntransformedPositionVertexShader));
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source.append(QLatin1String(isCoreProfile ? qopenglslMainWithTexCoordsVertexShader_core : qopenglslMainWithTexCoordsVertexShader));
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#else
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source.append(QLatin1String(isCoreProfile ? qopenglslMainWithTexCoordsVertexShader_core : qopenglslMainWithTexCoordsVertexShader));
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source.append(QLatin1String(isCoreProfile ? qopenglslUntransformedPositionVertexShader_core : qopenglslUntransformedPositionVertexShader));
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#endif
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m_blitProgram->addCacheableShaderFromSourceCode(QOpenGLShader::Vertex, source);
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}
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{
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QString source;
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#ifdef Q_OS_WASM
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source.append(QLatin1String(isCoreProfile ? qopenglslImageSrcFragmentShader_core : qopenglslImageSrcFragmentShader));
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source.append(QLatin1String(isCoreProfile ? qopenglslMainFragmentShader_core : qopenglslMainFragmentShader));
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#else
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source.append(QLatin1String(isCoreProfile ? qopenglslMainFragmentShader_core : qopenglslMainFragmentShader));
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source.append(QLatin1String(isCoreProfile ? qopenglslImageSrcFragmentShader_core : qopenglslImageSrcFragmentShader));
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#endif
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m_blitProgram->addCacheableShaderFromSourceCode(QOpenGLShader::Fragment, source);
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}
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