kwineffects: Rename generateShaderFromResources() to generateShaderFromFile()
It works both with resource files and normal files.
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5 changed files with 8 additions and 9 deletions
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@ -71,7 +71,7 @@ bool InvertEffect::loadData()
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ensureResources();
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m_inited = true;
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m_shader = ShaderManager::instance()->generateShaderFromResources(ShaderTrait::MapTexture, QString(), QStringLiteral(":/effects/invert/shaders/invert.frag"));
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m_shader = ShaderManager::instance()->generateShaderFromFile(ShaderTrait::MapTexture, QString(), QStringLiteral(":/effects/invert/shaders/invert.frag"));
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if (!m_shader->isValid()) {
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qCCritical(KWIN_INVERT) << "The shader failed to load!";
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return false;
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@ -114,7 +114,7 @@ bool LookingGlassEffect::loadData()
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return false;
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}
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m_shader = ShaderManager::instance()->generateShaderFromResources(ShaderTrait::MapTexture, QString(), QStringLiteral(":/effects/lookingglass/shaders/lookingglass.frag"));
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m_shader = ShaderManager::instance()->generateShaderFromFile(ShaderTrait::MapTexture, QString(), QStringLiteral(":/effects/lookingglass/shaders/lookingglass.frag"));
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if (m_shader->isValid()) {
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ShaderBinder binder(m_shader);
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m_shader->setUniform("u_textureSize", QVector2D(screenSize.width(), screenSize.height()));
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@ -152,7 +152,7 @@ void StartupFeedbackEffect::reconfigure(Effect::ReconfigureFlags flags)
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m_type = BlinkingFeedback;
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if (effects->compositingType() == OpenGLCompositing) {
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ensureResources();
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m_blinkingShader.reset(ShaderManager::instance()->generateShaderFromResources(ShaderTrait::MapTexture, QString(), QStringLiteral(":/effects/startupfeedback/shaders/blinking-startup.frag")));
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m_blinkingShader.reset(ShaderManager::instance()->generateShaderFromFile(ShaderTrait::MapTexture, QString(), QStringLiteral(":/effects/startupfeedback/shaders/blinking-startup.frag")));
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if (m_blinkingShader->isValid()) {
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qCDebug(KWIN_STARTUPFEEDBACK) << "Blinking Shader is valid";
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} else {
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@ -800,7 +800,7 @@ static QString resolveShaderFilePath(const QString &filePath)
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return prefix + suffix + extension;
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}
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GLShader *ShaderManager::generateShaderFromResources(ShaderTraits traits, const QString &vertexFile, const QString &fragmentFile)
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GLShader *ShaderManager::generateShaderFromFile(ShaderTraits traits, const QString &vertexFile, const QString &fragmentFile)
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{
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auto loadShaderFile = [](const QString &filePath) {
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QFile file(filePath);
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@ -262,9 +262,6 @@ public:
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/**
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* Creates a custom shader with the given @p traits and custom @p vertexFile and or @p fragmentFile.
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* The file names specified in @p vertexFile and @p fragmentFile are relative paths to the shaders
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* resource file shipped together with KWin. This means this method can only be used for built-in
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* effects, for 3rd party effects generateCustomShader should be used.
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*
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* If the @p vertexFile is empty a vertex shader with the given @p traits is generated.
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* If it is not empty the @p vertexFile is used as the source for the vertex shader.
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@ -274,14 +271,16 @@ public:
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* So if both @p vertexFile and @p fragmentFile are provided the @p traits are ignored.
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* If neither are provided a new shader following the @p traits is generated.
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*
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* If a custom shader stage is provided and core profile is used, the final file path will
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* be resolved by appending "_core" to the basename.
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*
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* @param traits The shader traits for generating the shader
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* @param vertexFile optional vertex shader source code to be used instead of shader traits
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* @param fragmentFile optional fragment shader source code to be used instead of shader traits
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* @return new generated shader
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* @see generateCustomShader
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* @since 5.6
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*/
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GLShader *generateShaderFromResources(ShaderTraits traits, const QString &vertexFile = QString(), const QString &fragmentFile = QString());
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GLShader *generateShaderFromFile(ShaderTraits traits, const QString &vertexFile = QString(), const QString &fragmentFile = QString());
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/**
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* @return a pointer to the ShaderManager instance
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