1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
|
/****************************************************************************
**
** 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
|