QSGMaterialShader#
The QSGMaterialShader
class represents a graphics API independent shader program. More…
Synopsis#
Functions#
def
combinedImageSamplerCount
(binding)def
flags
()def
setFlag
(flags[, on=true])def
setFlags
(flags)def
setShaderFileName
(stage, filename)
Virtual functions#
def
updateUniformData
(state, newMaterial, oldMaterial)
Note
This documentation may contain snippets that were automatically translated from C++ to Python. We always welcome contributions to the snippet translation. If you see an issue with the translation, you can also let us know by creating a ticket on https:/bugreports.qt.io/projects/PYSIDE
Detailed Description#
QSGMaterialShader
represents a combination of vertex and fragment shaders, data that define the graphics pipeline state changes, and logic that updates graphics resources, such as uniform buffers and textures.
Note
All classes with QSG prefix should be used solely on the scene graph’s rendering thread. See Scene Graph and Rendering for more information.
The QSGMaterial
and QSGMaterialShader
form a tight relationship. For one scene graph (including nested graphs), there is one unique QSGMaterialShader
instance that encapsulates the shaders and other data the scene graph uses to render an object with that material. Each QSGGeometryNode
can have a unique QSGMaterial
that defines how the graphics pipeline must be configured while drawing the node. An instance of QSGMaterialShader
is never created explicitly by the user, it will be created on demand by the scene graph through createShader()
. The scene graph creates an instance of QSGMaterialShader
by calling the createShader()
method, ensuring that there is only one instance of each shader implementation.
In Qt 5, QSGMaterialShader
was tied to OpenGL. It was built directly on QOpenGLShaderProgram
and had functions like updateState()
that could issue arbitrary OpenGL commands. This is no longer the case in Qt 6. QSGMaterialShader
is not strictly data-oriented, meaning it provides data (shaders and the desired pipeline state changes) together with logic that updates data in a uniform buffer. Graphics API access is not provided. This means that a QSGMaterialShader
cannot make OpenGL, Vulkan, Metal, or Direct 3D calls on its own. Together with the unified shader management, this allows a QSGMaterialShader
to be written once, and be functional with any of the supported graphics APIs at run time.
The shaders set by calling the protected setShaderFileName()
function control what material does with the vertex data from the geometry, and how the fragments are shaded. A QSGMaterialShader
will typically set a vertex and a fragment shader during construction. Changing the shaders afterwards may not lead to the desired effect and must be avoided.
In Qt 6, the default approach is to ship .qsb
files with the application, typically embedded via the resource system, and referenced when calling setShaderFileName()
. The .qsb
files are generated offline, or at latest at application build time, from Vulkan-style GLSL source code using the qsb
tool from the Qt Shader Tools module.
There are three virtuals that can be overridden. These provide the data, or the logic to generate the data, for uniform buffers, textures, and pipeline state changes.
updateUniformData()
is the function that is most commonly reimplemented in subclasses. This function is expected to update the contents of a QByteArray
that will then be exposed to the shaders as a uniform buffer. Any QSGMaterialShader
that has a uniform block in its vertex or fragment shader must reimplement updateUniformData()
.
updateSampledImage()
is relevant when the shader code samples textures. The function will be invoked for each sampler (or combined image sampler, in APIs where relevant), giving it the option to specify which QSGTexture
should be exposed to the shader.
The shader pipeline state changes are less often used. One use case is materials that wish to use a specific blend mode. The relevant function is updateGraphicsPipelineState()
. This function is not called unless the QSGMaterialShader
has opted in by setting the flag UpdatesGraphicsPipelineState
. The task of the function is to update the GraphicsPipelineState
struct instance that is passed to it with the desired changes. Currently only blending and culling-related features are available, other states cannot be controlled by materials.
A minimal example, that also includes texture support, could be the following. Here we assume that Material is the QSGMaterial
that creates an instance of Shader in its createShader()
, and that it holds a QSGTexture
we want to sample in the fragment shader. The vertex shader relies only on the modelview-projection matrix.
class Shader : public QSGMaterialShader { public: Shader() { setShaderFileName(VertexStage, QLatin1String(":/materialshader.vert.qsb")); setShaderFileName(FragmentStage, QLatin1String(":/materialshader.frag.qsb")); } bool updateUniformData(RenderState &state, QSGMaterial *, QSGMaterial *) { bool changed = false; QByteArray *buf = state.uniformData(); if (state.isMatrixDirty()) { const QMatrix4x4 m = state.combinedMatrix(); memcpy(buf->data(), m.constData(), 64); changed = true; } return changed; } void updateSampledImage(RenderState &, int binding, QSGTexture **texture, QSGMaterial *newMaterial, QSGMaterial *) { Material *mat = static_cast<Material *>(newMaterial); if (binding == 1) *texture = mat->texture(); } };
The Vulkan-style GLSL source code for the shaders could look like the following. These are expected to be preprocessed offline using the qsb
tool, which generates the .qsb
files referenced in the Shader() constructor.
#version 440 layout(location = 0) in vec4 aVertex; layout(location = 1) in vec2 aTexCoord; layout(location = 0) out vec2 vTexCoord; layout(std140, binding = 0) uniform buf { mat4 qt_Matrix; } ubuf; out gl_PerVertex { vec4 gl_Position; }; void main() { gl_Position = ubuf.qt_Matrix * aVertex; vTexCoord = aTexCoord; }#version 440 layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 fragColor; layout(binding = 1) uniform sampler2D srcTex; void main() { vec4 c = texture(srcTex, vTexCoord); fragColor = vec4(c.rgb * 0.5, 1.0); }
Note
All classes with QSG prefix should be used solely on the scene graph’s rendering thread. See Scene Graph and Rendering for more information.
- class PySide6.QtQuick.QSGMaterialShader#
Constructs a new QSGMaterialShader
.
- PySide6.QtQuick.QSGMaterialShader.Flag#
(inherits enum.Flag
) Flag values to indicate special material properties.
Constant
Description
QSGMaterialShader.UpdatesGraphicsPipelineState
Setting this flag enables calling
updateGraphicsPipelineState()
.
- PySide6.QtQuick.QSGMaterialShader.Stage#
- PySide6.QtQuick.QSGMaterialShader.combinedImageSamplerCount(binding)#
- Parameters:
binding – int
- Return type:
int
Returns the number of elements in the combined image sampler variable at binding
. This value is introspected from the shader code. The variable may be an array, and may have more than one dimension.
The count reflects the total number of combined image sampler items in the variable. In the following example, the count for srcA
is 1, srcB
is 4, and srcC
is 6.
layout (binding = 0) uniform sampler2D srcA; layout (binding = 1) uniform sampler2D srcB[4]; layout (binding = 2) uniform sampler2D srcC[2][3];
This count is the number of QSGTexture
pointers in the texture parameter of updateSampledImage
.
See also
updateSampledImage
- PySide6.QtQuick.QSGMaterialShader.flags()#
- Return type:
Flags
Returns the currently set flags for this material shader.
See also
- PySide6.QtQuick.QSGMaterialShader.setFlag(flags[, on=true])#
- Parameters:
flags –
Flags
on – bool
Sets the flags
on this material shader if on
is true; otherwise clears the specified flags.
- PySide6.QtQuick.QSGMaterialShader.setFlags(flags)#
- Parameters:
flags –
Flags
Sets the flags
for this material shader.
See also
- PySide6.QtQuick.QSGMaterialShader.setShaderFileName(stage, filename)#
- Parameters:
stage –
Stage
filename – str
Sets the filename
for the shader for the specified stage
.
The file is expected to contain a serialized QShader.
- PySide6.QtQuick.QSGMaterialShader.updateUniformData(state, newMaterial, oldMaterial)#
- Parameters:
newMaterial –
PySide6.QtQuick.QSGMaterial
oldMaterial –
PySide6.QtQuick.QSGMaterial
- Return type:
bool
This function is called by the scene graph to get the contents of the shader program’s uniform buffer updated. The implementation is not expected to perform any real graphics operations, it is merely responsible for copying data to the QByteArray
returned from uniformData()
. The scene graph takes care of making that buffer visible in the shaders.
The current rendering state
is passed from the scene graph. If the state indicates that any relevant state is dirty, the implementation must update the appropriate region in the buffer data that is accessible via uniformData()
. When a state, such as, matrix or opacity, is not dirty, there is no need to touch the corresponding region since the data is persistent.
The return value must be true
whenever any change was made to the uniform data.
The subclass specific state, such as the color of a flat color material, should be extracted from newMaterial
to update the relevant regions in the buffer accordingly.
oldMaterial
can be used to minimize buffer changes (which are typically memcpy calls) when updating material states. When oldMaterial
is null, this shader was just activated.