The Qt Shader Tools module builds on the SPIR-V Open Source Ecosystem as described at the Khronos SPIR-V web site . For compiling into SPIR-V glslang is used, while translating and reflecting is done via SPIRV-Cross .
In order to allow shader code to be written once in Qt applications and libraries, all shaders are expected to be written in a single language which is then compiled into SPIR-V. This shanding language is Vulkan-compatible GLSL at the moment. This is different from the OpenGL-style GLSL Qt 5.x expects. See the GL_KHR_vulkan_glsl specification for an overview of the differences.
Source code for other shading languages, such as, GLSL, HLSL and the Metal Shading Language, are then generated from translating the SPIR-V bytecode, together with reflection information (inputs, outputs, shader resources). For GLSL in particular, this also involves generating multiple variants, meaning source code suitable for different GLSL versions, such as, GLSL ES 100, GLSL ES 300, GLSL 120, 150, etc. This is then all packed into serializable QShader container objects, typically stored in disk in form of files an extension of
.qsb
. The Qt Rendering Hardware Interface consumes QShader instances directly, picking the shader source or bytecode that is best suited for the graphics API used at run time. A QShader object is typically deserialized from
.qsb
files shipped with the application or Qt itself in the Qt Resource System.
Some platforms provide the option of compiling shader source code to an intermediate format similar to SPIR-V. This involves running platform-specific tools. With Direct 3D, the
qsb
tool provides the option to invoke
the fxc tool from the Windows SDK
once the HLSL source code has been generated. It then replaces the HLSL source code with the
DXBC
binary generated by
fxc
. This can have a positive effect on applications' run time performance since they no longer need to do the first phase of compilation (HLSL source to DXBC) themselves. For macOS and iOS the
XCode SDK provides similar tools
. The downside of this approach that running these tools is only possible on their respective platforms. Therefore, this is best suited for use in combination with qsb's CMake integration since doing shader conditioning at application build time implicitly comes with the knowledge needed about the target platform and what platform-specific tools can be invoked.
The following diagram describes the steps that happen during an invocation of the
qsb
工具:
The main components of the Qt shader conditioning system are:
qsb
命令行工具
qsb
tool
qsb
工具)
注意:
As of Qt 6.2, the C++ APIs are considered private. They are not recommended for direct usage from applications. Rather, use the
qsb
command-line tool either directly, or indirectly from CMake projects.
Application developers typically encounter the need to work with custom shader code in Qt Quick scenes that have:
For example, consider the following QML snippet:
ShaderEffect { width: 100; height: 100 fragmentShader: "myeffect.frag.qsb" }
Here the
fragmentShader
URL refers to a
.qsb
file relative to the
.qml
file's location. The application is expected to ship
myeffect.frag.qsb
next to the
.qml
file. To generate that file from the Vulkan-style GLSL source (which itself does not need to be shipped with the application), the application must use the
qsb
tool either directly or via CMake.
Qt Quick 3D uses the Shader Tools module directly to perform shader conditioning at run time. In addition, it provides solutions for pre-generating shaders for materials at build time, in case a run time dependency to shader compilers and other tools is not seen ideal. In either case developers do not need to work directly with the
qsb
tool since it is encapsulated by the Qt Quick 3D's own framework and tools.
Qt Shader Tools 在商业许可下是可用的来自 Qt 公司 。此外,它是可用的根据 GNU GPL (一般公共许可) 第 3 版 。见 Qt 许可 进一步了解细节。
Furthermore, Qt Shader Tools in 6.2.1 may contain third party modules under following permissive licenses:
SPIRV-Cross, version d137abeef57b2f3fdbdab0ad5590fe99a44ba546 | Apache 许可 2.0 和 Khronos 许可 |
glslang, version 11.1.0 | BSD 3-Clause "New" or "Revised" License, and Khronos License, and Apache License 2.0, and GNU General Public License v3.0 or later with Bison exception 2.2, and NVIDIA 2002 License |