Details
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Bug
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Resolution: Out of scope
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Not Evaluated
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None
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5.15.1
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None
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Host: Mac Mini (2019), MacOS 10.15.7 (Catalina), Qt 5.15.1
Device: iPad Pro (2020), iOS 14.1
Description
When choosing RHI with Metal backend we get lots of these Errors on the log when using QML DropShadow:
ShaderEffect: shader preparation failed for uniform highp sampler2D source; uniform lowp float qt_Opacity; uniform mediump float spread; uniform highp vec2 dirstep; uniform lowp vec4 color; uniform lowp float thickness; varying highp vec2 qt_TexCoord0; void main() { mediump float result = 0.0; highp vec2 pixelStep = dirstep * spread; result += float(0.292213) * texture2D(source, qt_TexCoord0 + pixelStep * float(-8)).a; result += float(0.389876) * texture2D(source, qt_TexCoord0 + pixelStep * float(-7)).a; result += float(0.50056) * texture2D(source, qt_TexCoord0 + pixelStep * float(-6)).a; result += float(0.618428) * texture2D(source, qt_TexCoord0 + pixelStep * float(-5)).a; result += float(0.735233) * texture2D(source, qt_TexCoord0 + pixelStep * float(-4)).a; result += float(0.841132) * texture2D(source, qt_TexCoord0 + pixelStep * float(-3)).a; result += float(0.92599) * texture2D(source, qt_TexCoord0 + pixelStep * float(-2)).a; result += float(0.980961) * texture2D(source, qt_TexCoord0 + pixelStep * float(-1)).a; result += float(1) * texture2D(source, qt_TexCoord0 + pixelStep * float(0)).a; result += float(0.980961) * texture2D(source, qt_TexCoord0 + pixelStep * float(1)).a; result += float(0.92599) * texture2D(source, qt_TexCoord0 + pixelStep * float(2)).a; result += float(0.841132) * texture2D(source, qt_TexCoord0 + pixelStep * float(3)).a; result += float(0.735233) * texture2D(source, qt_TexCoord0 + pixelStep * float(4)).a; result += float(0.618428) * texture2D(source, qt_TexCoord0 + pixelStep * float(5)).a; result += float(0.50056) * texture2D(source, qt_TexCoord0 + pixelStep * float(6)).a; result += float(0.389876) * texture2D(source, qt_TexCoord0 + pixelStep * float(7)).a; result += float(0.292213) * texture2D(source, qt_TexCoord0 + pixelStep * float(8)).a; const mediump float wSum = float(11.5688); gl_FragColor = mix(vec4(0), color, clamp((result / wSum) / thickness, 0.0, 1.0)) * qt_Opacity; } rhi shader effect only supports files (qrc or local) at the moment
Attachments
Issue Links
- is duplicated by
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QTBUG-88510 Error messages when QML ColorOverlay with RHI Metal backend
- Closed