Details
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Task
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Resolution: Done
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Not Evaluated
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None
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None
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fccbe57258c10e18ccdbbec405f5522dbd97af66 ee616b3905106a3eedef9ee964ab283ef45c7dbc
Description
A ShaderEffect might be used to apply the same effect to a number of different, small images. For example, imagine using it to "dim" a large number of disabled icons. This approach is generally quite convenient in the QML, but can have a negative impact on rendering performance.
As discussed with Gunnar, to allow these to be batched, the following changes could be implemented (all 3 are required):
- images provided to the ShaderEffect without being removed from the atlas (this has the risk of allowing a ShaderEffect to access the entire atlas), and
- QQuickShaderEffectMaterial have a smarter compare() function, and
- ShaderEffect have API to specify that it will stay in bounds (all painting will be confined to the geometry of the ShaderEffect within the Item tree)
Attachments
For Gerrit Dashboard: QTBUG-37914 | ||||||
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# | Subject | Branch | Project | Status | CR | V |
83868,5 | Allow simple ShaderEffects to be batched by the renderer. | dev | qt/qtdeclarative | Status: MERGED | +2 | 0 |
91809,4 | Add more complete comparison function to QQuickShaderEffectMaterial. | 5.4 | qt/qtdeclarative | Status: MERGED | +2 | 0 |