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Change-Id: Idb253d8cb42809ae21cfbbda70d6b6c75891070f
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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84766ed9098f10efc53e4e43a75eef38fce7fbf6
Change-Id: I12341ec1b7bc68a7586c6671aa7b8f21caed17e0
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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d521b994450f0a4febbd789ba66701ba24fdbe22
Change-Id: Ibe6d608e8400e69b50775c0eb156e74e4e90b25c
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I106d44d52c45e4b6ef38dc4df9a0363a51d18b94
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Recent change in Scene3D was made to stop it rendering when it
was hidden. However this means it no longer can be used as a hidden
item in combination with an OpacityMask.
Revert default behavior to always draw and introduce an environment
variable to let the user stop rendering.
5.15 will add a property to control this properly.
Change-Id: I30f95b2704cc7c1c0a4467677c8a9e4e1dbb9962
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I83f8083bd0759e596f7c51ad25bb076a208a81df
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: Ia675f81a3e58e6c4d6fd80be55ea7001aa5e1d10
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: Iaf09d3ada0db25794ec6e517301d054641cb41a0
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I74722f690b0b174b631e923f6760cbc1af396518
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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It is being deprecated.
Change-Id: Idb6e794be1a26a3ca7c1d19ac1f47e4a0125f11b
Reviewed-by: Allan Sandfeld Jensen <allan.jensen@qt.io>
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Change-Id: I3a0df1d21f3556afc9f26eab13fcc525cf584e7e
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Change-Id: Ic20d37a8bf875247c1af31fa4ded757564f953fc
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: Ie14d7ae597ec42e85befed87675388315edc3e6f
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Making context current from background thread crashes on Catalina.
In this case, we disable threaded rendering. This implies changes
in the order in which initialization and rendering happens.
We can't just rely on rendering type since Scene3D is not threaded
but has it's own initialization logic.
Ideally 5.15 should introduce proper API since currently manually
setting a QWindow based app to use Synchronous rendering will hang
at initialization time.
Task-number: QTBUG-80049
Change-Id: Ic346a44d8e0add8232a16129e878423f4cf2f4f1
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Conflicts:
.qmake.conf
src/core/nodes/qnode_p.h
src/render/renderers/opengl/renderer/renderview.cpp
Change-Id: I24483612f9f395e9ffc0bd6163bbfa092b13b7cb
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It is totally valid to have actually the same node used for 2 distinct
connections (e.g setting 2 different node properties to the same node).
With the hash, the second setter call would overwrite the first connection
resulting in leaving a dangling connection around potentially resulting in
crashes.
Instead use a QVector<pair<node, connection>> and adjust code accordingly.
Change-Id: I49870c409c3f7b629c8f1bdfcb8757a904db2490
Reviewed-by: Mike Krus <mike.krus@kdab.com>
(cherry picked from commit 906f8a62f89a7ce2343a155e6db62616e66dc14b)
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: Ifd9e962079e00edea328bce6c5d352d8272db946
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Change-Id: I94eb9efad7e331016b44d309feba62436a5bc4c3
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I6840c8f666991a2c29a5394069266de9e8c014e2
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We were using worldBoundingVolume->center() but this has been changed
recently and a null bounding volume now cannot be transformed.
Instead just use the worldMatrix transform to compute the light position.
Change-Id: I2d884a4a5a3808ff812eb581f6bb631bbe6ab4c1
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Surprisingly it's hard to notice its effect in the speed of execution,
frame preparation looks to be more or less the same with the profiler.
However with vtune, the profiling traces show a huge difference with
QHash, mainly in time spent allocating memory. It shows a noticeable
reduction in CPU usage.
On bigscene-cpp with 600 entities
QHash -> On a 158s run, CPU time is 112s (70%)
free accounts for 26s (23%), malloc 24s (21%)
QVector -> On a 190s run, CPU time is 110s (58%)
free accounts for 5s (4.5%), malloc 4.7s (4.2%)
Change-Id: I880d44b1acf7f051e479ed356864c3caf407f23f
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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Change-Id: Iad959315ad374ef288f5fffd15d6d4716cb28052
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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- Add (basic) documentation for Qt3DAnimation::QAnimationCallback.
- Add missing namespace qualifiers for \class, \fn, \instantiates,
\sa, and \property commands.
- Remove linking to example file pages, as QDoc no longe treats them
as linkable targets.
- Fix function/QML method parameter documentation
- Fix missing \qmlproperty types
- Fix linking to QKeyEvent in QtGui.
- Move Qt3DRender::Quick namespace documentation to where QDoc can
see it.
- Add enum documentation for
Qt3DRender::QBlitFramebuffer::InterpolationMethod and
Qt3DRender::QMesh::Status.
- Other minor fixes
This brings the current warning count to zero.
Fixes: QTBUG-79822
Change-Id: I1154a7f9c34917a3f240e99da0e7a300be7d65a0
Reviewed-by: Topi Reiniö <topi.reinio@qt.io>
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Which is only very rarely required by user applications.
Avoid useless memory allocations every frame
Change-Id: I69ea73ebfffdbe928f99333b4d1dd90cf4ada430
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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This otherwise yield for lots of reallocations that could be avoided.
The gains seem to be about 2/3% of cpu usage according the analysis
with vTune.
It does indeed mean that for smaller uniforms vec4, float, sampler
we are wasting a bit of memory. The impact of this is likely to be
unsignificant though.
Change-Id: Id72c81a795bf9326ef48b170bb0806de9b430412
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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Can only make the overall destruction of the object longer
Change-Id: Ic5033287fb770ed4a01ffd6b315310b74e8a3797
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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Change-Id: I33c8bbabb3f164b3e3d56ca8902222ed6d3a9647
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We produce A LOT of these at every frame, reduces allocations by ~ 20%
(also less CPU load at creating and concatenating temp strings).
Change-Id: I342c16ed3b4b8d9e1c66ddf37cb9f60496eb9de5
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: Iac18b5fddec79295dd9e4249fd16eb2f121fe771
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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It is totally valid to have actually the same node used for 2 distinct
connections (e.g setting 2 different node properties to the same node).
With the hash, the second setter call would overwrite the first connection
resulting in leaving a dangling connection around potentially resulting in
crashes.
Instead use a QVector<pair<node, connection>> and adjust code accordingly.
Change-Id: I49870c409c3f7b629c8f1bdfcb8757a904db2490
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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Change-Id: Ic42a59c1dfea50ba152922bf4edbddc64b2d0f73
Reviewed-by: Simon Hausmann <simon.hausmann@qt.io>
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Change-Id: I8564907ed5efd7617be383017fe12ffa7cd3a0d1
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Remove VideoPlayer thread, not needed and could yield to asserts
if QOpenGLContext::makeCurrent is called from another thread
than the one it was created with, depending on platforms and
QApplication flags being set.
Change-Id: Ic5d1858e5356b16293ee6298558dd7c60f3c86dd
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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Change-Id: I229f9bcd21a10c0a4cff5c4f559cd285a3e50276
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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Will then be set to Ready or Error once the job runs
Change-Id: I542fdce9aea08e6e49fdaec645216132a56e7474
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Now setting to Loading when the functor change is synced to the backend.
Avoid creating a new functor when downloads have completed, just use
the same one and mark the node as dirty.
Avoid recreating the functor when the format change comes from the
backend (which caused the image to be loaded again).
Change-Id: Ifcbbf54db56b57a58b0b5d1ce5f1475b6587f697
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I4e2c246f92ccd16034c67dc3aacf9375bf4f4ef4
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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Change-Id: Ib290491476b083e6aa4cff5c112a802c4e198987
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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All RV end up using exactly the same vector before filtering it down
on per RV specifics. No point in compute RV times the same thing.
Change-Id: Ia674095627771c8e9ada090fa47623cbbbd8a3f8
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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on macOS, blocking the main thread waiting for current frame to finish
can lead to events flooding the event queue. In particular, moving the
mouse over the window causes the QBasicTimer used by the uniform
timer that drives (qtquick) animations to no longer fire.
Use tryAcquire to get the resources, waiting a short while to avoid
busy main thread.
Task-number: QTBUG-79379
Change-Id: I930aa8ad7d5a15600d7ac7af93e6e72321457089
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Returning early should only be done when not dealing with a shared texture id
as all shared texture id will satisfy the early return condition initially.
This must be the result of a bad manual merge.
Change-Id: I475a608a942a8c178b10c2a49564aee3f464c379
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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Otherwise if job is run several times, we end up with duplicate values.
Change-Id: Id31867ecce41e3b756623ef9c3a6e2c5b610d08d
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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We were using worldBoundingVolume->center() but this has been changed
recently and a null bounding volume now cannot be transformed.
Instead just use the worldMatrix transform to compute the light position.
Change-Id: I55d5600cdf7c58a65c27bbe59c1a620c58dbb3a3
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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Change-Id: I05e5ef99cdd1d8d8866e724c5c25b31fea5d830f
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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When a QNode subclass is created doing Subclass(parent) with parent != nullptr
QNodePrivate::_q_postContrustorInit is called through a queued invocation
due to the fact that the QNode ctor is called before the subclass ctor is
(and we need the class to be fully constructed to do proper initialization).
When adding a QNode subclass created as described above, and immediately
referencing it as a property of another QNode, we can end up in cases where
the backend gets aware of the node being referenced in the relationship and
tries to create its backend. Unfortunately due to the queued invocation of
_q_postConstructorInit, the frontend node has yet to be fully initialized,
resulting in the creation of the backend node to assert/crash.
Therefore, when updateNode is called (whenever a subnode is referenced in a
relationship) we now ensure that postConstructorInit gets (or has already been)
called.
Change-Id: Iea6e0b5a59c676f5db2946bec2f8c345accc32b0
Task-number: QTBUG-79350
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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Change-Id: I450f2c8e7c9887b22c5a5781f70889e6ac4e915c
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Added documentation for the following PhongAlphaMaterial QML Type
properties: blendFunctionArg, destinationAlphaArg, destinationRgbArg,
sourceAlphaArg, and sourceRgbArg.
Task-number: QTBUG-78480
Change-Id: I392480926f8803e82ad88ee9638130c6f9b74931
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Copied the very basic C++ docs.
Task-number: QTBUG-79109
Change-Id: Ib5803dfc06d7d10001e31f9cb0c113509cc23f0f
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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We need to update the bootstrap library in order to remove binary JSON
support and add CBOR support. As we cannot use CBOR before and we cannot
use binary JSON afterwards, we need to disable binary JSON in qgltf,
then update the bootstrap library, and then add CBOR support to qgltf.
Change-Id: I4d70b831cf1924d08c821c74f0c1b63fd0d21844
Reviewed-by: Simon Hausmann <simon.hausmann@qt.io>
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Change-Id: I8e64f061147af10a0d017238664c483724047059
Reviewed-by: Simon Hausmann <simon.hausmann@qt.io>
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