[Interest] Question about reading glsl shader source from a QResource using compression
Constantin Makshin
cmakshin at gmail.com
Mon Jan 13 18:21:55 CET 2014
Presence and level of resource compression depends on command line
parameters passed to the resource compiler. IIRC compression is disabled by
default so all resources are stored "as is" unless you explicitly tell the
resource compiler to compress them and correct way of retrieving resource
data depends on your project settings.
On Jan 13, 2014 4:26 PM, "Ola Røer Thorsen" <ola at silentwings.no> wrote:
> Hi all,
>
> I've been looking at the Scene Graph - Graph example application included
> with Qt5.2.0, to see how to create a custom shader material for Qt Quick.
>
> In linenode.cpp, there is a LineShader class, where the shaders are read
> like so:
>
> const char *vertexShader() const {
>
> QResource r(":/scenegraph/graph/shaders/line.vsh");
>
> Q_ASSERT(r.isValid());
>
> return (const char *) r.data();
>
> }
>
>
> const char *fragmentShader() const {
>
> QResource r(":/scenegraph/graph/shaders/line.fsh");
>
> Q_ASSERT(r.isValid());
>
> return (const char *) r.data();
>
> }
>
>
> In the documentation for QResource, it says that the data returned by
> r.data may be compressed. So is this way of reading the shader source code
> safe at all times? Shouldn't it check with r.isCompressed and if so,
> uncompress? Is there some assumption here that such small text files aren't
> compressed?
>
> Cheers,
> Ola
>
>
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