qt 6.6.0 clean

This commit is contained in:
kleuter
2023-11-01 22:23:55 +01:00
parent 7b5ada15e7
commit 5d8194efa7
1449 changed files with 134276 additions and 31391 deletions

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@ -15,3 +15,14 @@ qsb --glsl 320es,410 --msl 12 --msltess simpletess.vert -o simpletess.vert.qsb
qsb --glsl 320es,410 --msl 12 --tess-mode triangles simpletess.tesc -o simpletess.tesc.qsb
qsb --glsl 320es,410 --msl 12 --tess-vertex-count 3 simpletess.tese -o simpletess.tese.qsb
qsb --glsl 320es,410 --msl 12 simpletess.frag -o simpletess.frag.qsb
qsb --glsl 310es,430 --msl 12 --hlsl 50 storagebuffer.comp -o storagebuffer.comp.qsb
qsb --glsl 320es,430 --msl 12 --msltess storagebuffer_runtime.vert -o storagebuffer_runtime.vert.qsb
qsb --glsl 320es,430 --msl 12 --tess-mode triangles storagebuffer_runtime.tesc -o storagebuffer_runtime.tesc.qsb
qsb --glsl 320es,430 --msl 12 --tess-vertex-count 3 storagebuffer_runtime.tese -o storagebuffer_runtime.tese.qsb
qsb --glsl 320es,430 --msl 12 storagebuffer_runtime.frag -o storagebuffer_runtime.frag.qsb
qsb --glsl 320es,430 --hlsl 50 -c --msl 12 storagebuffer_runtime.comp -o storagebuffer_runtime.comp.qsb
qsb --glsl "150,120,100 es" --hlsl 50 -c --msl 12 -o half.vert.qsb half.vert
qsb --glsl 320es,430 --msl 21 --msltess tessinterfaceblocks.vert -o tessinterfaceblocks.vert.qsb
qsb --glsl 320es,430 --msl 21 --tess-mode triangles tessinterfaceblocks.tesc -o tessinterfaceblocks.tesc.qsb
qsb --glsl 320es,430 --msl 21 --tess-vertex-count 3 tessinterfaceblocks.tese -o tessinterfaceblocks.tese.qsb
qsb --glsl 320es,430 --msl 21 simpletess.frag -o tessinterfaceblocks.frag.qsb

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@ -0,0 +1,10 @@
#version 440
layout(location = 0) in vec3 position;
out gl_PerVertex { vec4 gl_Position; };
void main()
{
gl_Position = vec4(position, 1.0);
}

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@ -0,0 +1,28 @@
#version 430
layout (local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
layout (binding = 0, std430) buffer toGpu
{
float _float;
vec2 _vec2;
vec3 _vec3;
vec4 _vec4;
};
layout (binding = 1, std140) buffer fromGpu
{
int _int;
ivec2 _ivec2;
ivec3 _ivec3;
ivec4 _ivec4;
};
void main()
{
_int = int(_float);
_ivec2 = ivec2(_vec2);
_ivec3 = ivec3(_vec3);
_ivec4 = ivec4(_vec4);
}

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@ -0,0 +1,25 @@
#version 430
layout (local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
layout (binding = 0, std430) buffer toGpu
{
float _float[];
};
layout (binding = 1, std140) buffer fromGpu
{
int _int[];
};
void main()
{
int length = min(_float.length(), _int.length());
for (int i = 0; i < length; ++i)
_int[i] = int(_float[i]);
}

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@ -0,0 +1,33 @@
#version 450
layout (location = 0) out vec4 fragColor;
layout (std430, binding = 1) readonly buffer ssboG
{
float g[];
};
layout (std430, binding = 2) readonly buffer ssboB
{
float b[];
};
layout (std430, binding = 6) readonly buffer ssboR
{
float r[];
};
layout (std430, binding = 3) readonly buffer ssbo3
{
vec4 _vec4;
};
void main()
{
// some OpenGL implementations will optimize out the buffer variables if we don't use them
// resulting in a .length() of 0.
float a = (r[0]+g[0]+b[0])>0?1:1;
fragColor = a * vec4(r.length(), g.length(), b.length(), 255)/vec4(255);
}

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@ -0,0 +1,42 @@
#version 450
layout(vertices = 3) out;
layout (std430, binding = 7) readonly buffer ssbo7
{
float float7[];
};
layout (std430, binding = 8) readonly buffer ssbo8
{
float float8[];
};
layout (std430, binding = 9) readonly buffer ssbo9
{
float float9[];
};
layout (std430, binding = 10) readonly buffer ssbo10
{
float float10[];
};
void main()
{
// some OpenGL implementations will optimize out the buffer variables if we don't use them
// resulting in a .length() of 0
float a = float7[0] == 0 && float8[0] == 0 && float9[0] == 0 && float10[0] == 0 ? 1 : 1;
if (gl_InvocationID == 0) {
gl_TessLevelOuter[0] = float7.length() * a;
gl_TessLevelOuter[1] = float8.length() * a;
gl_TessLevelOuter[2] = float9.length() * a;
gl_TessLevelInner[0] = float10.length() * a;
}
gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
}

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@ -0,0 +1,39 @@
#version 450
layout(triangles, fractional_odd_spacing, ccw) in;
layout (std140, binding = 6) uniform unused0
{
int unused;
}u0;
layout (binding = 0) uniform u
{
mat4 matrix;
};
layout (std430, binding = 5) readonly buffer ssbo5
{
float _float[];
};
layout (std430, binding = 8) readonly buffer ssbo8
{
float float8[];
};
layout (std430, binding = 1) readonly buffer unused1
{
int unused[];
}u1;
void main()
{
// some OpenGL implementations will optimize out the buffer variables if we don't use them
// resulting in a .length() of 0
float a = _float[0] == 0 && float8[0] == 1 ? 1 : 1;
if(_float.length() == 64)
gl_Position = a * matrix * ((gl_TessCoord.x * gl_in[0].gl_Position) + (gl_TessCoord.y * gl_in[1].gl_Position) + (gl_TessCoord.z * gl_in[2].gl_Position)) * (float8.length()==2?1:0);
}

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@ -0,0 +1,48 @@
#version 450
layout (location = 0) in vec3 position;
layout (std140, binding = 6) uniform unused0
{
int unused;
}u0;
layout (binding = 0) uniform u
{
mat4 matrix;
};
layout (std430, binding = 5) readonly buffer ssbo5
{
float _float[];
};
layout (std140, binding = 3) readonly buffer ssbo3
{
vec4 _vec4;
};
layout (std430, binding = 4) readonly buffer ssbo1
{
bool _bool[];
};
layout (std430, binding = 1) readonly buffer unused1
{
int unused[];
}u1;
void main()
{
// some OpenGL implementations will optimize out the buffer variables if we don't use them
// resulting in a .length() of 0
float a = _float[0] == 0 && _bool[0] ? 1 : 1;
gl_Position = vec4(0);
if(_bool.length() == 32)
gl_Position = a * matrix * vec4(position*_vec4.xyz, _float.length() == 64 ? 1.0 : 0.0);
}

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@ -0,0 +1,56 @@
#version 440
layout(vertices = 3) out;
layout(location = 4) in VertOut
{
vec3 v_color;
int a;
float b;
}vOut[];
layout(location = 5) out TescOutA {
vec3 color;
int id;
}tcOutA[];
layout(location = 10) out TescOutB {
vec2 some;
int other[3];
vec3 variables;
}tcOutB[];
layout(location = 2) patch out TescOutC {
vec3 stuff;
float more_stuff;
}tcOutC;
void main()
{
// tesc builtin outputs
gl_TessLevelOuter[0] = 1.0;
gl_TessLevelOuter[1] = 2.0;
gl_TessLevelOuter[2] = 3.0;
gl_TessLevelOuter[3] = 4.0;
gl_TessLevelInner[0] = 5.0;
gl_TessLevelInner[1] = 6.0;
gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
gl_out[gl_InvocationID].gl_PointSize = 10 + gl_InvocationID;
gl_out[gl_InvocationID].gl_ClipDistance[0] = 20.0 + gl_InvocationID;
gl_out[gl_InvocationID].gl_ClipDistance[1] = 40.0 + gl_InvocationID;
gl_out[gl_InvocationID].gl_ClipDistance[2] = 60.0 + gl_InvocationID;
gl_out[gl_InvocationID].gl_ClipDistance[3] = 80.0 + gl_InvocationID;
gl_out[gl_InvocationID].gl_ClipDistance[4] = 100.0 + gl_InvocationID;
// outputs
tcOutA[gl_InvocationID].color = vOut[gl_InvocationID].v_color;
tcOutA[gl_InvocationID].id = gl_InvocationID + 91;
tcOutB[gl_InvocationID].some = vec2(gl_InvocationID, vOut[gl_InvocationID].a);
tcOutB[gl_InvocationID].other[0] = gl_PrimitiveID + 10;
tcOutB[gl_InvocationID].other[1] = gl_PrimitiveID + 20;
tcOutB[gl_InvocationID].other[2] = gl_PrimitiveID + 30;
tcOutB[gl_InvocationID].variables = vec3(3.0f, vOut[gl_InvocationID].b, 17.0f);
tcOutC.stuff = vec3(1.0, 2.0, 3.0);
tcOutC.more_stuff = 4.0;
}

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@ -0,0 +1,96 @@
#version 440
layout(triangles, fractional_odd_spacing, ccw) in;
layout(std140, binding = 0) uniform buf {
mat4 mvp;
};
layout(location = 5) in TescOutA {
vec3 color;
int id;
}tcOutA[];
layout(location = 10) in TescOutB {
vec2 some;
int other[3];
vec3 variables;
}tcOutB[];
layout(location = 2) patch in TescOutC {
vec3 stuff;
float more_stuff;
}tcOutC;
layout(location = 0) out vec3 outColor;
struct A {
vec3 color;
int id;
};
struct B {
vec2 some;
int other[3];
vec3 variables;
};
struct C {
vec3 stuff;
float more_stuff;
};
struct Element {
A a[3];
B b[3];
C c;
vec4 tesslevelOuter;
vec2 tessLevelInner;
float pointSize[3];
float clipDistance[3][5];
vec3 tessCoord;
int patchVerticesIn;
int primitiveID;
};
layout(std430, binding = 1) buffer result {
int count;
Element elements[];
};
void main()
{
gl_Position = mvp * ((gl_TessCoord.x * gl_in[0].gl_Position) + (gl_TessCoord.y * gl_in[1].gl_Position) + (gl_TessCoord.z * gl_in[2].gl_Position));
outColor = gl_TessCoord.x * tcOutA[0].color + gl_TessCoord.y * tcOutA[1].color + gl_TessCoord.z * tcOutA[2].color;
count = 1;
elements[gl_PrimitiveID].c.stuff = tcOutC.stuff;
elements[gl_PrimitiveID].c.more_stuff = tcOutC.more_stuff;
elements[gl_PrimitiveID].tesslevelOuter = vec4(gl_TessLevelOuter[0], gl_TessLevelOuter[1], gl_TessLevelOuter[2], gl_TessLevelOuter[3]);
elements[gl_PrimitiveID].tessLevelInner = vec2(gl_TessLevelInner[0], gl_TessLevelInner[1]);
for (int i = 0; i < 3; ++i) {
elements[gl_PrimitiveID].a[i].color = tcOutA[i].color;
elements[gl_PrimitiveID].a[i].id = tcOutA[i].id;
elements[gl_PrimitiveID].b[i].some = tcOutB[i].some;
elements[gl_PrimitiveID].b[i].other = tcOutB[i].other;
elements[gl_PrimitiveID].b[i].variables = tcOutB[i].variables;
elements[gl_PrimitiveID].pointSize[i] = gl_in[i].gl_PointSize;
elements[gl_PrimitiveID].clipDistance[i][0] = gl_in[i].gl_ClipDistance[0];
elements[gl_PrimitiveID].clipDistance[i][1] = gl_in[i].gl_ClipDistance[1];
elements[gl_PrimitiveID].clipDistance[i][2] = gl_in[i].gl_ClipDistance[2];
elements[gl_PrimitiveID].clipDistance[i][3] = gl_in[i].gl_ClipDistance[3];
elements[gl_PrimitiveID].clipDistance[i][4] = gl_in[i].gl_ClipDistance[4];
}
elements[gl_PrimitiveID].tessCoord = gl_TessCoord;
elements[gl_PrimitiveID].patchVerticesIn = 3;
elements[gl_PrimitiveID].primitiveID = gl_PrimitiveID;
}

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@ -0,0 +1,20 @@
#version 440
layout(location = 0) in vec3 position;
layout(location = 1) in vec3 color;
layout(location = 4) out VertOut
{
vec3 v_color;
int a;
float b;
};
void main()
{
gl_Position = vec4(position, 1.0);
v_color = color;
a = gl_VertexIndex;
b = 13.0f + gl_VertexIndex;
}

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@ -5,8 +5,8 @@
#include <QFile>
#include <QBuffer>
#include <QtGui/private/qshaderdescription_p_p.h>
#include <QtGui/private/qshader_p_p.h>
#include <private/qshaderdescription_p.h>
#include <private/qshader_p.h>
class tst_QShader : public QObject
{