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Change-Id: Icedb10a8ad0046c5e091c364c4537549c6d53b9f
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: Ide8d0d0831755b0eb5f8f724c2e7c0ed838e4b9d
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I12c00abc1a539b8ec8a2cbac00283b55216884ac
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I083461d12e3398c10c6a41de54c3b588ecaf07fa
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I619637b27ae2c261b5f86193757ba45b971fed93
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: Iafdfc44bdc97c53974a2d47834a61914be06ac25
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I254f2205cd1587bb599d26a087c515d526bf289b
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: Ia7eeddb8a114eef1ba3c0d2bfae7ecc8d2fcf8d1
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I77367f67c522d5a5bb55423501406a5f7e108b95
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: Ic9d874b8fafdd3a16d725341a3cfecc0bfcb934b
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I4fed4482fe3620caed638f36a054db374a8e8942
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I3da5588470de57b5ed144f60b9e28a74f96d164f
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I6e6352de622a7b18eaa5f1f89d15a1d90dd68329
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I3e7750c2f2388cd14ece6a339beafd13f31e018f
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: Ifb5f3882e9bd584536321dde97eac2c471528f27
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I0c30308a609c3530119c99fe99c47782bde0c444
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I58e4422c265ddf7a32c0615b378c8017fe0a3461
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I4e230c2d2e0cf12a26a0c869554ec9bcb7a1ccf0
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I459cd73f92931002c69d5f8fa8c19880e9149d25
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: Iccf052b78a74ba03658630e061d2fa335c280dc6
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Updated examples and tests accordingly.
Change-Id: I8848a88472de2302aa072fa11f21ea934672b7e6
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I1f13cea4cf864dcf985d1f487e195509de9006e7
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Silences a warning from clang
Change-Id: I6dd2ac84538910d87e23f08499cab16774c4b6a0
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I70bcd536ef7d4fbeb3b5ad8a9593af7bd984a0af
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: If049768730a0f3aad3ea2b4f5cda2808f4035726
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Needed in order to make the RenderGeometryRenderer aware of its manager.
That way the geometry renderer will be able to queue up functors whenever a
geometry functor changes
Change-Id: Ib08bf4c2502bfd4199488681b462207f0ee9b289
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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This is needed to add logic for geometry functors that needs to be loaded.
Change-Id: I06e59447c41ea8e08cfdb77fc94084837afebeac
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Each buffer when it receives a new functor adds itself with the buffer
manager. This then allows to build LoadBufferJob instances for each buffer to
be loaded. The buffers can then be loaded before a frame is rendered.
The GeometryRendererManager has been moved back with other managers and the
BufferManager takes its place to handle the additional management of dirty
buffers.
Renderer updated accordingly.
Change-Id: I5df839b56d18de077e1ff2921cb481ed8f613567
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I52b659fef8bc3ebc1693b2dfe36eb9b998a30621
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Needed in order to make the RenderGeometryRenderer aware of its manager.
This way it will be later able to add itself to the manager when set to dirty
in order to be processed by some aspect jobs.
Change-Id: Id7778e30286e9a0f14150e5b2c43a675b2372154
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I3b7668f5e2c3fa74668e2bbbdea360a358d56aa4
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Gives aspects a chance to do work just prior to and just after the
main loop in QAspectManager.
Specifically the shutdown functionality is required for the upcoming
logic aspect to ensure a clean shutdown.
Added the onStartup() method for symmetry.
Change-Id: If5f32d62629543cdceb2e6e3ff6383747acb7c99
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Now all pure Qt3D examples have a 0 exit code.
Still need some work for QtQuick/Scene3D examples. The problem being that we
hit the QOpenGLDebugger issue since we are unable to shutdown properly the
Qt3D renderer because Scene3D being a QQuickItem is destroyed before the
QQuickWindow and we never have a chance to receive the sceneGraphInvalidated
signal.
Change-Id: I1d30e0d883057630a55cd3f99eaa6bdb65a8df26
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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- get rid of the RenderQueues
- properly synchronize the RenderQueue/Allocators
- unit tests updated
Change-Id: I71c0321c888765c674cbe5fda5ececfa11b06995
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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The next step is removing the RenderQueues which are of no use anymore
Change-Id: Ia334bb3a1ab8cb1ecab16419a42442658df8d8c4
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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- introduce QNode::setParent(QNode *)
- QNode created with explicit parent now invoke
QNodePrivate::_q_addChild
- QNode::cleanup introduces, need to be added to the
dtor of every QT3D_CLONABLE QNode subclass. Handles
proper destruction.
- QNode::cleanup added to all classes that should have it.
- Updated unit tests of Nodes, Entity, Scene
Change-Id: Id2c2784122a78edaae5580fe5976d88be5a1921c
Task-number: QTBUG-45947
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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QObject does that behind the scenes, in a proper way.
Change-Id: I92561060757d36358d1e507f4335ca605f681678
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: If23cab7c9d12b99974460d5001663d9c40e26eaa
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Each RenderView now has a RenderStateSet. If the FrameGraph tree contains
a StateSet node, the RenderStateSet will be created and filled correctly in
the RenderView. Otherwise the RenderView's RenderStateSet will remain null.
When comes render time, foreach RenderView, if the RenderStateSet is not null,
it will be applied before processing the rest of the RenderView.
Change-Id: Id0aecce1f77950665e17ff759336d7fc29a0afcf
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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- Remove multiple \namespace commands for namespace Qt3D. QDoc in 5.5
is now able to collate namespace members from multiple modules.
- Mark 'Q...Private' classes and functions taking private arguments as
\internal
- Use correct \qtvariable for Qt 3D Core and Render
- Add src/plugins directory to Qt 3D Core documentation build to
correctly generate Assimp-related documentation.
- Ensure documentation for C++ properties is visible by
using the \property command instead of documenting the
setter/getter functions.
- Add export and logging macros to qdoc ignore directives
- Remove unnecessary use of \fn command
- Language and styling fixes
Change-Id: I2481fa30ad2f6869b85c038c20ff1730b8522d46
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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As for preparation for Qt5.5 release the copyright header is
updated to correspond the current license requirements.
Change-Id: I36632918b66f455539453b42c369689fb11298ec
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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* Added LoadTextureDataJob
* QAbstractTextureProvider: maximum layers property
* Automatic QAbstractTextureProvider::TextureFormat added
* material-qml should work perfectly with that patch.
Change-Id: I3f92f13b783155798772086304a30126a4fc687d
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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That required a custom backend functor creator. QRenderAspect was updated to
use the correct functor.
This will provide faster lookups. Also introduced TextureDNA.
The goal is to build a unique key based on the texture properties and each
texture image (including layer position, mipmaplevel and cubemapface).
Then when applying a texture it will just be a matter of comparing hashes.
Change-Id: Ic07aea6bc1cbcb1059ec5bcdd458ccc51e1feda9
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I1c32e555a7033e451af4c994f7b6f22556543c9a
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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This way we can also get rid of the specific functor, the generic one is
enough again. That's possible thanks to createBackendNode availability.
Change-Id: I6ef4dc811c4304f1cf551200e1cedd9a81a53f43
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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This is done prior to the whole texture API refactoring.
Doc was also added, might need improvement later on but a base is present at
least.
Change-Id: I75589f14dfbfba7bc4250b2e0960670e020ed38a
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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It is necessary in order to have a pointer to the renderer. It will be
needed to map from QTexture and QSharedData to RenderTexture and
RenderSharedData.
Note it makes us loose RenderParameter testability as it depends on the
Renderer (and later on managers).
Change-Id: I5559a2396588978406aac6b6ee27a33054ab0f79
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I9789896b29a6d5ec29ef6ec925f09223f4312169
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I8491eb25c0e7a8d3c060d6293a134ab386bd0108
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I6e0f743bc12f91c4bdbacba1cfe4f670dfb7ea5b
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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