Hi,

Great :)

In the chain of dependencies, do you see this right after qtbase and before for 
example qtdeclarative?

Or do you foresee any use of the shader compiler in qtbase itself? I suppose at 
least for some examples it would make sense, which makes me wonder if those 
examples should move out or qtbase or shader tools going straight into qtbase. 
What do you think?

Simon

Am 10.12.2019 um 14:56 schrieb Laszlo Agocs <[email protected]>:


Hi all,

I would like to suggest promoting Qt Shader Tools (currently 
qt-labs/qtshadertools [1]) into a proper Qt module for Qt 6.0.

Qt 5.x is not in scope, meaning the new qt/qtshadertools repo would start with 
a dev branch only, and is to be ignored for Qt 5.x builds and releases.

As described in this earlier blog post [2], the APIs and tools in this module 
provide the producer functionality for the new shader pipeline that allows Qt 
Quick, and, eventually, Qt Quick 3D, to operate on Vulkan, Metal, and Direct3D, 
in addition to OpenGL. The consumer bits are part of QtGui in 5.14 already.

In order to open up the possibility for Qt modules and applications to perform 
the necessary conditioning steps on their shaders either offline or at run 
time, the module has to be part of and ship with Qt in 6.0. (build system 
integration is planned as well, but that is a separate future exercise)

Additionally, some of the on-going Qt 6.0 graphics work, such as, the enabling 
of Qt Quick 3D to operate on top of the QRhi graphics abstraction, requires 
linking to the qtshadertools module (for the time being at least). And so in 
order to allow that work to happen in dev, qtshadertools needs to be present as 
a proper module.

Best regards,
Laszlo

[1] 
https://codereview.qt-project.org/gitweb?p=qt-labs/qtshadertools.git;a=summary

[2] https://www.qt.io/blog/qt-quick-on-vulkan-metal-and-direct3d-part-3

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