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qtquick3d-tool-shadergen.qdoc
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// Copyright (C) 2020 The Qt Company Ltd.
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// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GFDL-1.3-no-invariants-only
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/*!
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\page qtquick3d-tool-shadergen.html
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\title Shadergen Tool
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\brief Command line tool for generating Qt Quick 3D material shaders at build-time.
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The shadergen tool is a command line application that is part of Qt Quick 3D's
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asset conditioning pipeline. It can be enable per project or run manually from the command line.
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Pre-generating the material shaders can have a significant impact on the start-up time and/or avoid
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unwanted stalls at run-time, as the processes of creating a material shader at run-time can be costly.
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\note This tool is experimental and under development, but most common use-cases should work already.
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One of the biggest obstacles for the offline shader generator is the amount of different materials
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that can be generated, not only based on the material properties themeself but also how the rest of
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the scene is set-up; for example, light count, light type, shadows, etc. all affect the generated
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shader(s). When we also take \l{Dynamic properties} {dynamic properties} into account, the share amount
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of material shader permutations can very quickly make it unfeasible to generate them all at build-time.
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To limit the amount of shaders the tool needs to generate, the tool tries to only generate the shaders
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it think the application needs. The heuristics used in the tool might not always be able to detect
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which materials should be generate, this is espcecially true for properties that change at run-time.
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To verify that the material shaders were successfully, and correctly, generated, the tool should have
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generated a \l{Generated content}{.qsbc} file which can be inspected to verify that the content
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matches the material used by the application. It's also possible to verify that the material
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was loaded from the pre-built cache by setting the environment variable \b QT_RHI_SHADER_DEBUG=1
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and looking at the debug output for mentions of the engine loading the \b pregenerated
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shader successfully.
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Known limitations are:
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\list
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\li Scenes with more then one \l{View3D}.
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\li Dynamically adding or removing lights are not supported when using generating materials.
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\li The generated shaders are strictly tied to the Qt version used due to its dependency on
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the internals of the renderer. Compatibility of the generated shaders can therefore
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not be guaranteed between versions.
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\endlist
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\section1 Usage
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To enable offline generation of material shaders in your project, add the following to your
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project file:
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CMake:
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\code
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qt6_add_materials(offlineshaders "shaders"
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PREFIX
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"/"
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FILES
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${qml_resource_files}
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)
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\endcode
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Alternatively the shadergen tool can be invoked manually from the command line, like this:
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\code
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shadergen main.qml Material.qml
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\endcode
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Normally the shadergen tool should be run from your application's project folder, but it's also
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possible to instruct the tool to change its current working directory through the \c -C argument.
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If no output path is provided then the tool will write the generated files to the current
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directory. The output path can be changed with the \c -o option.
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Note that for the tool to generate the expected materials it will need to know about the whole
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scene and not just the material(s), for example the number of lights in the scene does also
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affect how the materials get generated, so all relevant qml files should be added to the list of
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files the tool needs to process.
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\section2 Command line arguments
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\table
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\header
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\li
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Short
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\li
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Full
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\li
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Description
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\row
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\li
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-C <PATH>
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\li
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--directory <PATH>
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\li
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Changes the current directory to \c <PATH>. This argument is optional.
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\row
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\li
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-o <PATH>
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\li
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--output-dir <PATH>
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\li
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Sets the output path to <PATH>. This is the location where the files generated by the tool
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will be placed under. If no path is given the path is current directory.
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\row
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\li
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-r <NAME>
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\li
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--resource-file <NAME>
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\li
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Changes the name of the generated resource file to \c <NAME>. This argument is optional.
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\row
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\li
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-l <FILE>
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\li
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--list-qsbc <FILE>
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\li
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List the content of the qsbc file.
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\endtable
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\section1 Generated content
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The shadergen tools main output file is a .qsbc file. The .qsbc file contains a collection of
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\l {Qt Shader Tools} {.qsb} files plus some meta-data about the various material shaders,
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such as the unique property string for each material. To inspect the content of the .qsbc file
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you can use the \c -l argument with the shadergen tool, like this:
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\code
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shadergen -l qtappshaders.qsbc
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\endcode
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\sa {Qt Shader Tools} {QtShaderTools}
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\section1 Dynamic properties
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Since the tool is run at build-time it has limited ability to reason about which properties
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might change at run-time. Properties where a value is only changing within the properties range, for
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example the roughness value, will not have any affect on the generated material shader, but properties
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that are either \b on or \b off, e.g., setting an image map at run-time, would require a different type of
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material to be generated. It is therefore recommended that all variants of a material, which enables
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or disables features in the material, or the scene, are declared as individual components, this will
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help the tool to generated the correct material shaders.
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The following example shows a contrived example of a material where we want to add a base color
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map to a material at run-time. Note that the component \c MaterialRedExtended is never used in the example,
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it's purely defined to help the shadergen tool generate the shaders needed to dynamically set the \c baseColorMap at run-time.
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MaterialRed.qml
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\snippet offlineshaders/MaterialRed.qml baseMaterial
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MaterialRedExtended.qml
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\snippet offlineshaders/MaterialRedExtended.qml extendedMaterial
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main.qml
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\snippet offlineshaders/main.qml redMaterial
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\snippet offlineshaders/main.qml setMap
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*/
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