Details
Description
Build the 5.10.0 branch from git while configured with -static, with https://codereview.qt-project.org/#/c/210622 on top.
Unlike in the default non-static builds, the shader builder generates invalid shader code. For instance, simple-qml results in:
Starting E:\qt3d_510\examples\qt3d\simple-qml\debug\simple-qml.exe... QOpenGLShader::compile(Fragment): Fragment shader failed to compile with the following errors: ERROR: 3:2: error(#132) Syntax error: "worldPosition" parse error ERROR: error(#273) 1 compilation errors. No code generated *** Problematic Fragment shader source code *** #version 140 #define lowp #define mediump #define highp #line 1 worldPosition; uniform vec3 eyePosition; worldNormal; ka; kd; ks; shininess; /**************************************************************************** ** ** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB). ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the Qt3D module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:BSD$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** BSD License Usage ** Alternatively, you may use this file under the terms of the BSD license ** as follows: ** ** "Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions are ** met: ** * Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** * Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in ** the documentation and/or other materials provided with the ** distribution. ** * Neither the name of The Qt Company Ltd nor the names of its ** contributors may be used to endorse or promote products derived ** from this software without specific prior written permission. ** ** ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT ** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR ** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." ** ** $QT_END_LICENSE$ ** ****************************************************************************/ const int MAX_LIGHTS = 8; const int TYPE_POINT = 0; const int TYPE_DIRECTIONAL = 1; const int TYPE_SPOT = 2; struct Light { int type; vec3 position; vec3 color; float intensity; vec3 direction; float constantAttenuation; float linearAttenuation; float quadraticAttenuation; float cutOffAngle; }; uniform Light lights[MAX_LIGHTS]; uniform int lightCount; // Pre-convolved environment maps struct EnvironmentLight { samplerCube irradiance; // For diffuse contribution samplerCube specular; // For specular contribution }; uniform EnvironmentLight envLight; uniform int envLightCount = 0; #line 52 void adsModel(const in vec3 worldPos, const in vec3 worldNormal, const in vec3 worldView, const in float shininess, out vec3 diffuseColor, out vec3 specularColor) { diffuseColor = vec3(0.0); specularColor = vec3(0.0); // We perform all work in world space vec3 n = normalize(worldNormal); vec3 s = vec3(0.0); for (int i = 0; i < lightCount; ++i) { float att = 1.0; float sDotN = 0.0; if (lights[i].type != TYPE_DIRECTIONAL) { // Point and Spot lights // Light position is already in world space vec3 sUnnormalized = lights[i].position - worldPos; s = normalize(sUnnormalized); // Light direction // Calculate the attenuation factor sDotN = dot(s, n); if (sDotN > 0.0) { if (lights[i].constantAttenuation != 0.0 || lights[i].linearAttenuation != 0.0 || lights[i].quadraticAttenuation != 0.0) { float dist = length(sUnnormalized); att = 1.0 / (lights[i].constantAttenuation + lights[i].linearAttenuation * dist + lights[i].quadraticAttenuation * dist * dist); } // The light direction is in world space already if (lights[i].type == TYPE_SPOT) { // Check if fragment is inside or outside of the spot light cone if (degrees(acos(dot(-s, lights[i].direction))) > lights[i].cutOffAngle) sDotN = 0.0; } } } else { // Directional lights // The light direction is in world space already s = normalize(-lights[i].direction); sDotN = dot(s, n); } // Calculate the diffuse factor float diffuse = max(sDotN, 0.0); // Calculate the specular factor float specular = 0.0; if (diffuse > 0.0 && shininess > 0.0) { float normFactor = (shininess + 2.0) / 2.0; vec3 r = reflect(-s, n); // Reflection direction in world space specular = normFactor * pow(max(dot(r, worldView), 0.0), shininess); } // Accumulate the diffuse and specular contributions diffuseColor += att * lights[i].intensity * diffuse * lights[i].color; specularColor += att * lights[i].intensity * specular * lights[i].color; } } vec4 phongFunction(const in vec4 ambient, const in vec4 diffuse, const in vec4 specular, const in float shininess, const in vec3 worldPosition, const in vec3 worldView, const in vec3 worldNormal) { // Calculate the lighting model, keeping the specular component separate vec3 diffuseColor, specularColor; adsModel(worldPosition, worldNormal, worldView, shininess, diffuseColor, specularColor); // Combine spec with ambient+diffuse for final fragment color vec3 color = (ambient.rgb + diffuseColor) * diffuse.rgb + specularColor * specular.rgb; return vec4(color, diffuse.a); } #line 11 out vec4 fragColor; void main() { vec3 v1 = eyePosition; v0 = worldPosition; v2 = worldNormal; v7 = v1 - v0; v6 = shininess; v5 = ks; v4 = kd; v3 = ka; v9 = normalize(v2); v8 = normalize(v7); vec4 v12 = phongFunction(v3, v4, v5, v6, v0, v8, v9); fragColor = v12; } *** QOpenGLShader::compile(Fragment): Fragment shader failed to compile with the following errors: ERROR: 3:2: error(#132) Syntax error: "worldPosition" parse error ERROR: error(#273) 1 compilation errors. No code generated *** Problematic Fragment shader source code *** #version 140 #define lowp #define mediump #define highp #line 1 worldPosition; uniform vec3 eyePosition; worldNormal; ka; kd; ks; shininess; /**************************************************************************** ** ** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB). ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the Qt3D module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:BSD$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** BSD License Usage ** Alternatively, you may use this file under the terms of the BSD license ** as follows: ** ** "Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions are ** met: ** * Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** * Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in ** the documentation and/or other materials provided with the ** distribution. ** * Neither the name of The Qt Company Ltd nor the names of its ** contributors may be used to endorse or promote products derived ** from this software without specific prior written permission. ** ** ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT ** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR ** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." ** ** $QT_END_LICENSE$ ** ****************************************************************************/ const int MAX_LIGHTS = 8; const int TYPE_POINT = 0; const int TYPE_DIRECTIONAL = 1; const int TYPE_SPOT = 2; struct Light { int type; vec3 position; vec3 color; float intensity; vec3 direction; float constantAttenuation; float linearAttenuation; float quadraticAttenuation; float cutOffAngle; }; uniform Light lights[MAX_LIGHTS]; uniform int lightCount; // Pre-convolved environment maps struct EnvironmentLight { samplerCube irradiance; // For diffuse contribution samplerCube specular; // For specular contribution }; uniform EnvironmentLight envLight; uniform int envLightCount = 0; #line 52 void adsModel(const in vec3 worldPos, const in vec3 worldNormal, const in vec3 worldView, const in float shininess, out vec3 diffuseColor, out vec3 specularColor) { diffuseColor = vec3(0.0); specularColor = vec3(0.0); // We perform all work in world space vec3 n = normalize(worldNormal); vec3 s = vec3(0.0); for (int i = 0; i < lightCount; ++i) { float att = 1.0; float sDotN = 0.0; if (lights[i].type != TYPE_DIRECTIONAL) { // Point and Spot lights // Light position is already in world space vec3 sUnnormalized = lights[i].position - worldPos; s = normalize(sUnnormalized); // Light direction // Calculate the attenuation factor sDotN = dot(s, n); if (sDotN > 0.0) { if (lights[i].constantAttenuation != 0.0 || lights[i].linearAttenuation != 0.0 || lights[i].quadraticAttenuation != 0.0) { float dist = length(sUnnormalized); att = 1.0 / (lights[i].constantAttenuation + lights[i].linearAttenuation * dist + lights[i].quadraticAttenuation * dist * dist); } // The light direction is in world space already if (lights[i].type == TYPE_SPOT) { // Check if fragment is inside or outside of the spot light cone if (degrees(acos(dot(-s, lights[i].direction))) > lights[i].cutOffAngle) sDotN = 0.0; } } } else { // Directional lights // The light direction is in world space already s = normalize(-lights[i].direction); sDotN = dot(s, n); } // Calculate the diffuse factor float diffuse = max(sDotN, 0.0); // Calculate the specular factor float specular = 0.0; if (diffuse > 0.0 && shininess > 0.0) { float normFactor = (shininess + 2.0) / 2.0; vec3 r = reflect(-s, n); // Reflection direction in world space specular = normFactor * pow(max(dot(r, worldView), 0.0), shininess); } // Accumulate the diffuse and specular contributions diffuseColor += att * lights[i].intensity * diffuse * lights[i].color; specularColor += att * lights[i].intensity * specular * lights[i].color; } } vec4 phongFunction(const in vec4 ambient, const in vec4 diffuse, const in vec4 specular, const in float shininess, const in vec3 worldPosition, const in vec3 worldView, const in vec3 worldNormal) { // Calculate the lighting model, keeping the specular component separate vec3 diffuseColor, specularColor; adsModel(worldPosition, worldNormal, worldView, shininess, diffuseColor, specularColor); // Combine spec with ambient+diffuse for final fragment color vec3 color = (ambient.rgb + diffuseColor) * diffuse.rgb + specularColor * specular.rgb; return vec4(color, diffuse.a); } #line 11 out vec4 fragColor; void main() { vec3 v1 = eyePosition; v0 = worldPosition; v2 = worldNormal; v7 = v1 - v0; v6 = shininess; v5 = ks; v4 = kd; v3 = ka; v9 = normalize(v2); v8 = normalize(v7); vec4 v12 = phongFunction(v3, v4, v5, v6, v0, v8, v9); fragColor = v12; } *** ASSERT: "!m_programHash.contains(dna)" in file e:\qt3d_510\src\render\materialsystem\shadercache.cpp, line 87 E:\qt3d_510\examples\qt3d\simple-qml\debug\simple-qml.exe exited with code 3
This can be critical for platforms like INTEGRITY where static builds are the only option.
Attachments
Issue Links
- resulted from
-
QTBUG-64279 Qt3D 5.10.0 Beta 3 examples on INTEGRITY fails on assertion
- Closed