| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
FBO need to be rebuild when one of the attachments directly or indirectly
changes. By direct change we mean one of the FBO attachment texture being
resized or the list of attachments changing. By indirect we mean when
texture resource is recreated internally by the engine.
Failure to handle this cases resulted in FBO referencing invalid
attachments.
Change-Id: I8dd4c08e464eed7fb0eeefd61a4158304ab4245f
Task-number: QTBUG-64757
Reviewed-by: Mike Krus <mike.krus@kdab.com>
|
|
|
|
|
|
|
|
| |
It appears we never destroyed FBOs which lead to bugs
when destroying and recreating a RenderTarget
Change-Id: I99b3df95b821670aa3bbd63209ff9bcc21afbf79
Reviewed-by: Mike Krus <mike.krus@kdab.com>
|
|\
| |
| |
| | |
Change-Id: Ibf5f508eec94be4bae2df3ce2e1511de696dcd72
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
When using OnDemand rendering, Scene3D would lock if nothing in
the scene were to change. By being blocked, it would also not
process jobs for other aspects (input, logics). That would prevent
things like a CameraController from running, which in turn would
make it impossible to move the camera and trigger a change in the
scene to request rendering.
Additionally, Scene3D would ignore whether the Qt3D renderer actually
needed rendering or not as it was watching on its own the changeArbiter
for changes to decide whether rendering was required or not. This would
ignore the case where Qt3D needs multiple frames to render a correct frame
(e.g loading buffers, shaders at frame n, rebuilding commands at frame n+1)
Scene3D now asks the Qt3D renderer by calling the shouldRender() function
to decide whether rendering is needed or not, in addition to watching the
changeArbiter.
Regardless of whether rendering is needed, it now let each aspect process
jobs. This ensures things like FrameAction/Input are processed.
Then, Scene3D decides whether full rendering is required or whether
it only has to be called to allow the Qt3D simulation loop to proceed for the
next frame. If the latter, it does it so as not to have QtQuick trigger a
redraw.
Change-Id: I870f773c224286d6b7ec0f6045319e51e09cbf8e
Task-number: QTBUG-80521
Reviewed-by: Mike Krus <mike.krus@kdab.com>
|
|/
|
|
|
|
|
|
| |
Avoids repeating that process over and over again in
the submission phase.
Change-Id: Ie2fa36842cd7280f7c966381238e90dd2dbaa821
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
|
|
|
|
|
|
|
|
| |
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>
|
|
|
|
|
| |
Change-Id: I95690444badaf573b9e2775b50c61113de8d1c77
Reviewed-by: Michael Brasser <michael.brasser@live.com>
|
|
|
|
|
| |
Change-Id: I773955df33f0b4dcdaa0953633761ff82f3d0da4
Reviewed-by: Mike Krus <mike.krus@kdab.com>
|
|
|
|
|
| |
Change-Id: I8d5bc69cb75d73e628f08d70b2e40d665c39802b
Reviewed-by: Mike Krus <mike.krus@kdab.com>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
In most cases, we can generate the RenderCommands once and reuse them in
subsequent frames only updating the uniforms. We still have to copy the
RenderCommands as the renderer renders while we start preparing the next frame.
This is still faster than regenerating them entirely.
Regenerating the entire commands will happen only when FrameGraph or Scene
structure changes. That should rarely be happening on a per frame basis.
Next step could be to look at how to only update commands for Entity with Parameters
that have changed.
Change-Id: I202870850a46fcd3946f81bffddb7027d192f374
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
|
|\
| |
| |
| | |
Change-Id: I39797b5e48cb627638443e20eed207af6ae86c9c
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
Only try to cleanup the resources if we know we are called from the right
thread.
releaseGraphicsResources can be called from 2 places:
- Scene3DCleaner when using Scene3D (when closing the window)
- AspectThread when the RenderAspect gets unregistered
In configurations where the context lives in the main thread (Scene3D +
single threaded render loop / ANGLE), the RenderAspect gets unregistered
before the Scene3DCleaner has had time to call releaseGraphicsResources.
This means that we won't release the resources ourselved and that the
driver will have to do that for us.
This has been fixed properly in 5.14 with the AspectThread removal.
Task-number: QTBUG-60971
Change-Id: I49c1c2f74ad09e7162b988f87bac65863f8490d8
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
|
|\|
| |
| |
| | |
Change-Id: I44133fbc9b93e96918463b0b0891ee5ab7db9f2c
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
When the Qt3D window is on a specific screen, then it needs to ensure
that any supporting QOpenGLContexts and QOffscreenSurfaces are set to
be using that same screen or it will fail to render the content.
Change-Id: Ief4f3e88bf6f71862bc5dace0cb0bddcdf3a98b5
Reviewed-by: Tomi Korpipää <tomi.korpipaa@qt.io>
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
|
| |
| |
| |
| |
| |
| |
| | |
Could result in trying to send updates to nodes which have been destroyed.
Change-Id: I3709277e5005f25ec8cb9efe0a2152f879bea89f
Reviewed-by: Mike Krus <mike.krus@kdab.com>
|
| |
| |
| |
| |
| | |
Change-Id: Ia56ba6176c86e34904611ae57e682ac9d52c79f7
Reviewed-by: Mike Krus <mike.krus@kdab.com>
|
| |
| |
| |
| |
| |
| |
| | |
As the cache depends on both Material/FrameGraph and Shaders.
Change-Id: I87c8ab20f37f111aa24c83401ee689f9e96681eb
Reviewed-by: Mike Krus <mike.krus@kdab.com>
|
| |
| |
| |
| |
| |
| |
| |
| | |
This has always been disabled, no point in keeping something we don't use.
Can always be reverted later if we find it's actually required.
Change-Id: Icc488b986cee90911a8b46cc88152938e786c1da
Reviewed-by: Mike Krus <mike.krus@kdab.com>
|
| |
| |
| |
| |
| | |
Change-Id: I9356186ca27518c32ae189d7e432969b767612e9
Reviewed-by: Mike Krus <mike.krus@kdab.com>
|
| |
| |
| |
| |
| | |
Change-Id: I3829f621958d98b50563a2a8ed782aec1a7ceb65
Reviewed-by: Mike Krus <mike.krus@kdab.com>
|
| |
| |
| |
| |
| |
| |
| | |
Will be retraversed only when something in the FrameGraph has changed
Change-Id: Ibb43f8f2928b10a584f468fb13f1d4773c7fcebb
Reviewed-by: Mike Krus <mike.krus@kdab.com>
|
| |
| |
| |
| |
| |
| |
| |
| | |
Some values where overridden in Renderer::prepareSubmission so no point
in spending time setting them in the first place
Change-Id: Iceea0cbe044b883d0797aebd7487f8f6b29ac542
Reviewed-by: Mike Krus <mike.krus@kdab.com>
|
| |
| |
| |
| |
| | |
Change-Id: I422cf0fb0991319b0f54e5a26b9b3694cb093454
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
We no longer need to have a special job to rebuild the entity
hierarchy as parent nodes can now always be resolved on the
backend either at creation time or while reparenting.
The NodePostConstructorInit ensure that all backend nodes are
created from the top down so a node can always find it's
parent.
Change-Id: I9dcfb64b62e2e02b89b1ae59efb41f25dfc09eae
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
|
| |
| |
| |
| |
| |
| |
| |
| |
| | |
Use loadRelaxed(), storeRelaxed(), fixing warnings like:
renderers/opengl/renderer/renderer.cpp:451:22: warning: ‘void QBasicAtomicInteger<T>::store(T) [with T = int]’ is deprecated: Use storeRelaxed [-Wdeprecated-declarations]
qt3d/src/render/renderers/opengl/renderer/renderer_p.h:188:61: warning: ‘T QBasicAtomicInteger<T>::load() const [with T = int]’ is deprecated: Use loadRelaxed [-Wdeprecated-declarations]
Change-Id: Ica946808969e7f311c98e30d1a61c1b4fa22f66a
Reviewed-by: Liang Qi <liang.qi@qt.io>
|
| |
| |
| |
| |
| |
| |
| |
| | |
(wasn't really needed before)
Change-Id: I213da50ec995015e7a70f2ea1e5c5557f038be0e
Reviewed-by: Jim Albamont <jim.albamont@kdab.com>
Reviewed-by: Mike Krus <mike.krus@kdab.com>
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
If the node type supports syncing, use that rather than the creation
message. The message is still needed since that is passed to the
instantiation functor (none of qt3d's classes appear to use anything
but the node id, but can't be sure no other classes do, and can't add
other virtual method without breaking BC).
Change-Id: Id99f448070b8722a7809b968798772c9eb3c8397
Reviewed-by: Mike Krus <mike.krus@kdab.com>
|
| |
| |
| |
| |
| |
| |
| | |
Needed for cases where Scene3D is used as an Underlay
Change-Id: I13889efc146d278a6331000f886b8fcb33448f65
Reviewed-by: Mike Krus <mike.krus@kdab.com>
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
This now makes Scene3D rendering fully synchronous and blocking:
- All Qt3D jobs have to be executed before we can render the GL
commands
This makes the blocking mode that could be activated with
SCENE3D_BLOCKING_RENDERMODE the default behavior now and therefore
we could remove references to it in the code.
This now means that Qt3D and QtQuick will be rendering at the same
refresh rate, which in most cases won't be noticeable and will ensure
that content from Qt3D scenes matches content from QtQuick scenes.
The only downside is if the Qt3D rendering takes longer than the time
expected by QtQuick, the whole QtQuick rendering will be slowed down.
Previously the QtQuick rendering might have still run at 60fps while
the Qt3D rendering at a lower fps. Now the QtQuick fps would be the
same as the Qt3D fps. That being said, the old behavior also meant
that if Qt3D didn't catch up, the delay between QtQuick and Qt3D
would only increase frame after frame.
This change allow to simplify the internals by making Scene3D and regular Qt3D
use the same code paths internally.
Please note that Scene3D relies on QQuickWindow::afterAnimating being called
each frame. When using a QQuickRenderControl this means you might have to call
it manually as part of your rendering code.
Task-number: QTBUG-72385
Change-Id: I887daf6df632e296a892b844e738a67e973fee7f
Reviewed-by: Mike Krus <mike.krus@kdab.com>
|
|\|
| |
| |
| |
| |
| |
| | |
Conflicts:
tests/manual/manual.pro
Change-Id: I15d497da84d3fe684c3a598831171d6aed7534ca
|
| |\
| | |
| | |
| | | |
Change-Id: I2a66e9344b72524431885bdf5f59fcaedb94c718
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
We were instead checking against the last surface used (which could be null)
instead of the last known good surface to reset the render states. This could
result in not resetting the render states and keeping dangling pointers around.
To know if we can render, we check find the first non null surface in the list
of RV. In most cases we can safelly assume that if first RV has a surface, all
following ones will likely use the same surface.
If we have no good surface we skip the rendering. However in the case you have
a FG where the first RV has a surface but not the last one (which wouldn't
really make sense but can happen if you mess up), we could end up in the above
case where surface is nullptr though we have partially rendered something for
the RV which had valid surfaces.
Change-Id: I902b8c7a943ad2ca7e2f487873f73990cf8db433
Reviewed-by: Mike Krus <mike.krus@kdab.com>
|
|\| |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
Conflicts:
src/render/renderers/opengl/renderer/renderer.cpp
tests/auto/render/textures/tst_textures.cpp
Change-Id: I4da0eafe7ddd4dd822c3dcb5f5fa826653a335b4
|
| |\|
| | |
| | |
| | | |
Change-Id: I9e9214906c5cda56d0bcc98678c77be69189699d
|
| | |
| | |
| | |
| | |
| | | |
Change-Id: I1ddad305359586481021e85f6e4a470d3a6521b0
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
Resolving list of handles as list of node pointers introduces
extra heap memory allocation (via QVector) which can cause locking with
high number of threads.
Added Entity::traverse() methods to apply a functor to all entitied
in a sub-tree.
Change-Id: I239ab30ac8ac53ba83666a147015d58465d76eb2
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
Before, the Scene3DRenderer marked the sg-node dirty in render, which
would then already mark it dirty for the next frame. This only works as
long as we always render, which is undesireble in some cases.
fa12f14b2 changed rendering to not always happen anymore. Thus, that
commit broke rendering under certain circumstances.
Now, Scene3DRenderer listens on a signal from the QChangeArbiter about
new pending changes. In reaction to this signal, we set an internal
dirty-flag in Scene3DRenderer. Only if this flag is set, synchronization
and rendering will happen on the Qt3D side.
Change-Id: I3b33faa5d60c270bd9b903b0e34c8fa24e2e29fd
Task-number: QTBUG-69985
Task-number: QTBUG-72923
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
|
|\| |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
Conflicts:
src/render/backend/abstractrenderer_p.h
src/render/renderers/opengl/renderer/renderer.cpp
tests/auto/render/renderer/tst_renderer.cpp
Change-Id: Ib6da858f10bec57bdb1002bd8fa4172304d118f2
|
| |\|
| | |
| | |
| | | |
Change-Id: I42affdd02bddb5205b9f2455f0c5e5efbd414dd8
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
This avoids running these jobs when lights / renderables have
not changed in a frame
Change-Id: I604180fe3442ab67648c4ba5d9effb8639c68ef7
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
When the initial Entity backend node hierarchy is created it skips over
any non-entity nodes to ensure that Entities are only parented to
other Entities. Calling QNode::setParent breaks this when reparenting
Entities to non-entity nodes.
Fix by sending a new "parentEntityUpdated" property update that backend
Entity nodes listen for. They keep the id of their new parent and flag
the need to rebuild the entity hierarchy. This triggers a new job to
clear the children and parents of every backend Entity, then rebuilds
the hierarchy using the stored parent ID in each Entity. This is much
more forgiving of creation/parenting ordering issues and shouldn't be
less performant because any Entity reparent was previously marking
everything dirty anyway.
Add a new test from QTBUG-73905 that creates 4 cylinders and manipulates
the parents in different ways.
Add a new test to tst_nodes to reparent a QEntity to a QNode and ensure
the entity finds it's correct QEntity parent.
Add a new test to tst_entity to ensure backend nodes correctly handle
the new parenting events.
Task-number: QTBUG-73905
Change-Id: Iab0203947d89bbed2868b3629fbde879675fe568
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
|
|\| |
| | |
| | |
| | | |
Change-Id: Ib5c04e9941aeea1a4cd27519b94b9a53e8349ea3
|
| |\|
| | |
| | |
| | | |
Change-Id: If17511da64dd666a536408aa3cb3178ef6db0403
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
This could otherwise result in black screens when the FrameGraph
tree is updated and no other change is sent. Screen would remain
black until some other element with dirty changes triggers a cache
rebuild.
Change-Id: Iac43965f06d1d644de14e6a6c8768e035bed69a6
Reviewed-by: Mike Krus <mike.krus@kdab.com>
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
- Introduce QTextureDataUpdate which contains information about the update
- QAbstractTexture::updateTexture function added
- Add manual test texture-updates-cpp
- Add unit tests for GLTexture and complete other texture tests
Change-Id: I1b792f2075830ce05cc8e04cc68110141b5571d6
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
- Remove internal GLTexture sharing
- Remove dataFunctor data sharing
- Simplify the overall texture process:
1) Look for dirty textures
(either a property on QTexture or a referenced QTextureImage
has changed)
2) Update GL Resources
- Create a GLTexture for a given Texture if it doesn't exist
- Update GLTexture to reflect Texture state
- Perform actual GL texture creation and or upload
(call functors at this point)
- Cleanup GLTextures when matching Texture node has been
destroyed
This will provide an easier maintenance over time as it drastically
simplifies the handling of textures and removes most of the coupling.
Furthermore this will make it possible to send texture updates on
a QTexture node to update texture content without having to declare
QTextureImages which would not have been (or would have been a lot
harder) to do. In practice, I doubt most people were even aware of
the internal texture sharing in the first place.
[ChangeLog][Qt3DRender] Textures: internal data sharing removed
Change-Id: I02867c8105e29eb1e193884e3899062f795f32f4
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
|
|/ /
| |
| |
| |
| |
| |
| |
| | |
This avoids running these jobs when lights / renderables have
not changed in a frame
Change-Id: I604180fe3442ab67648c4ba5d9effb8639c68ef7
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
|
|\|
| |
| |
| |
| |
| |
| | |
Conflicts:
.qmake.conf
Change-Id: Ie8a4bf768bffba61dca9e315151c035be7b48723
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
Right now the bounding volumes would be computed only when a geometry
is marked dirty, which essentially means only when the geometry is
first loaded. However, if a geometry buffer were to change, we need
to recompute the bounding volume.
Change-Id: Ie3fb83d1cc11a3bbfbe2b9828e9f8d7c302d175b
Reviewed-by: Mike Krus <mike.krus@kdab.com>
|
|\|
| |
| |
| |
| |
| |
| | |
Conflicts:
src/render/renderers/opengl/textures/gltexture.cpp
Change-Id: I57e9a296dc15f0b5dc3af3664f698bdc799c4bb5
|