| Commit message (Collapse) | Author | Age | Files | Lines |
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To minimize the diff during the next API review
Pick-to: 6.6
Change-Id: I048bc60b5ee3575dc60ed2ce4ddc91d35bd4954f
Reviewed-by: Marc Mutz <marc.mutz@qt.io>
Reviewed-by: Volker Hilsheimer <volker.hilsheimer@qt.io>
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...in the absence of other options since some users will not want
to resort to private APIs (QRhi). Just reference the values in
the QRhiVulkanNativeHandles.
Fixes: QTBUG-108895
Change-Id: I619f0d7c8088421416178dd750e0b5fe2e360969
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Windows continues to use D3D11 as the default. To use D3D12 it
needs to be requested explicitly, for the time being, either via
QSG_RHI_BACKEND=d3d12 or via the QSGRendererInterface enum.
Change-Id: I6c63390e2548bc01a6a15b914d56afd644a1e41a
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Replace the current license disclaimer in files by
a SPDX-License-Identifier.
Files that have to be modified by hand are modified.
License files are organized under LICENSES directory.
Pick-to: 6.4
Task-number: QTBUG-67283
Change-Id: I63563bbeb6f60f89d2c99660400dca7fab78a294
Reviewed-by: Shawn Rutledge <shawn.rutledge@qt.io>
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Add QQuickRenderTarget::fromPaintDevice, aollow to get a
QQuickRendererTarget from the QPaintDevice object.
[ChangeLog][QtQuick] Added QQuickRenderTarget::fromPaintDevice,
Allowed to set the render target of QQuickWindow on the software
renderer.
Task-number: QTBUG-94075
Change-Id: I4946c25d2a6315cd8f9c12a7ac7ac4cf71d95361
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
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From API review.
Change-Id: I3cda6f4b4e5a2e33356e7af4f7720e0b019b546d
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Quick3D is broken in combination with QQuickRenderControl. This is
because just exposing the swapchain is not enough - there is no
swapchain with QQuickRenderControl. Rather, one needs access to the
command buffer and render target then.
Change-Id: I6c06ad3d83ab0018b9f985073757a3378dbce24b
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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We want to be able to use this enum from the public API, so we move
it out to a suitable public class.
Task-number: QTBUG-84695
Change-Id: I8a3860ecfd0da7990941540bcf39fb0c2bf0ff83
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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...similarly to how we already do it for the QRhi itself. Just follow
the same pattern.
This allows Qt Quick 3D to stop peeking directly into QQuickWindowPrivate
and accessing member variables in there.
Code like the following
QQuickWindowPrivate *wd = QQuickWindowPrivate::get(window);
QRhiCommandBuffer *cb = wd->swapchain->currentFrameCommandBuffer();
QRhiRenderPassDescriptor *rp = wd->rpDescForSwapchain;
can now be written ca. like this, without pulling in quick-private:
QRhiSwapChain *swapchain = window->rendererInterface->getResource(window, RhiSwapchain)
QRhiCommandBuffer *cb = swapchain->currentFrameCommandBuffer();
QRhiRenderPassDescriptor *rp = swapchain->renderPassDescriptor();
This provides a more stable interface between the scenegraph and Quick 3D.
In addition, this is also handy for manual tests, external test applications, etc.
in case they do QRhi-based rendering in a QQuickWindow. Now these are also fine with
just gui-private, no need to access QQuickWindowPrivate anymore.
Change-Id: I921fb1c33c2fc77081272b1f180fdc2c87ed3ab5
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Task-number: QTBUG-79925
Change-Id: Id3f0a688f47efaf1653c85d23ef49618ed09c931
Reviewed-by: Paul Olav Tvete <paul.tvete@qt.io>
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Important for Vulkan and (upcoming) examples like vulkanunderqml.
Change-Id: I5b6c978f38175eca76efe059aa83bb7158724752
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Opt in via environment variables:
QSG_RHI=1 -> enable using QRhi instead of GL
QSG_RHI_BACKEND -> set to vulkan, metal, d3d11, gl to override the default
(the default is d3d11 on Windows, metal on Mac, gl elsewhere)
Or force a given rhi backend via the existing
QQuickWindow::setSceneGraphBackend().
Otherwise the default behavior is the same as before, the rhi code path
is never active by default.
-no-opengl builds are supported in the sense that they work and default
to the software backend. However, the rhi code path cannot currently be
used in such builds, even though QRhi from qtbase is fully functional
with Vulkan, D3D, or Metal even when qtbase was configured with
-no-opengl. This cannot be utilized by Quick atm due to OpenGL usage
being all over the place in the sources corresponding to the default
backend, and those host the rhi code path as well. This will be cleaned up
hopefully in Qt 6, with the removal all direct OpenGL usage.
Other env.vars.:
QSG_RHI_DEBUG_LAYER=1 -> enable D3D debug or Vulkan validation layer
(assuming the system is set up for this)
QSG_RHI_SHADEREFFECT_DEBUG=1 -> print stuff from ShaderEffect
QSG_SAMPLES=1,2,4,... -> MSAA sample count (but QSurfaceFormat works too)
QT_D3D_ADAPTER_INDEX=0,1,... -> D3D adapter index
QT_VK_PHYSICAL_DEVICE_INDEX=0,1,... -> Vulkan physical device index
QSG_RHI_UINT32_INDEX=1 -> always use uint index data (both
merged/unmerged, convert when needed - with some rhi backends this is
implicit)
QSG_RENDER_LOOP -> to override the render loop as usual. The default
with RHI is threaded for Metal, threaded for Vulkan on Windows, basic
for Vulkan on Linux and Android (to be checked later), while the existing
rules apply for OpenGL.
Not supported when running with QRhi:
- particles
- compressed atlases (though this is transparent to the apps)
- QSGRenderNode
- QQuickRenderControl
- QQuickFramebufferObject
- certain QQuickWindow functionality that depends directly on OpenGL
- anisotropic filtering for textures
- native text may lack some gamma correction
- QSGEngine applicability unclear
- some QML profiler logs may be incorrect or irrelevant
Change-Id: I7822e99ad79e342e4166275da6e9e66498d76521
Reviewed-by: Lars Knoll <lars.knoll@qt.io>
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This is an OpenVG backend for the Qt Quick 2 scenegraph.
Should be feature complete now, but there are still some issues that
could be improved in future commits:
If Rectangle nodes are rendered with a non-affine transform, they will
be rendered incorrectly. This is because paths expect affine
transformations.
The Glyph cache is a bit cheeky in that it's caching paths, but doing
so per font size. It shoudln't need to, but right now I've not though
up a good way of getting the transform/scale needed when rendering yet.
Change-Id: Ie3c4f2df35d14279b0f9f55e0e10a873328c025b
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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Change-Id: I60e674760725d4c4dd13f53b31c3abb6b09c1790
Reviewed-by: Simon Hausmann <simon.hausmann@qt.io>
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Have to change getResource() a bit since it turns out it is not suitable
currently for backends that do not have a per-window rendercontext and do
not implement the interface on the rendercontext. Pass in the window to
make sure it can always figure out which window we want the resources for.
(we do not want rendererInterface() to return window-specific instances
created on the fly, with ownership issues, so stick with the simple model
where backends implement the interface on one of their existing classes)
To support clipping, QSGRenderNode::RenderState is extended accordingly.
Also updated the docs since some claims in the rendernode docs are not true
since Qt 5.3.
Change-Id: I34779c83926f5231b888fcab7131e873ae97964f
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Rename RendererInfo to GraphicsInfo. Deprecate OpenGLInfo and move
the surface format properties into GraphicsInfo. Move also the
shader info properties from ShaderEffect.
Change-Id: I3b3f01080e059b3a30a132fd67de19a4bfca54ef
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Change-Id: I065f17abd1cb71cd8d6ead76abf7a544eb7a99c0
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Modeled after OpenGLInfo, RendererInfo.api is an easy to use attached
property that reports the current graphics API as long as the item is
associated with a window that has the scenegraph initialized.
Applications should not worry about this in general since they should
target one given API, however tests, examples and some advanced use cases
will find this handy. RendererInfo is also a great place to expose other
properties in the future.
Change-Id: Ie3411b8820fc4b74efd1b1d0143e936886f62d74
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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For non-OpenGL APIs the primary (and likely the only) way to add custom
rendering into the Qt Quick scene is via the render node. Other
approaches,like the before/afterRendering signals,
QQuickFramebufferObject, remain OpenGL-only. (although QQuickFramebufferObject
may get a multi-API replacement based on QSGRenderNode at a later time)
Note that this is not a generic 3D content integration enabler. It targets
creating 2D and 2.5D Quick items with custom rendering via the graphics
API in use.
Make QSGRenderNode public, enhance the docs a bit and add a releaseResources().
Add a QSGRendererInterface with a query function in QQuickWindow and
QSGEngine. The scenegraph adaptation can then return a custom implementation of
the interface. This will be necessary to query API-specific values, f.ex. the
ID3D12Device and ID3D12CommandList when running with the d3d12 backend.
The interface allows querying the API and void* resources. Resources that
we know about in advance are enum-based to prevent the
QPlatformNativeInterface-like ugliness of string keys.
Support is there in the batch renderer already, fix this up according to
the new public API, and implement the corresponding bits for the D3D12
renderer.
For D3D12, fix also an issue with QSGNode destruction where graphics resources
in use were attempted to be final-released without a proper wait.
The semantics of changedStates() in QSGRenderNode is changed so that it can be
called at any time, including before render(). This is very useful since we can
implement some state restoring in a more efficient manner.
Added a new example as well. Documentation for QSGRenderNode is heavily
expanded.
Change-Id: I4c4a261c55791d0e38743a784bc4c05a53b3462d
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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