| Commit message (Collapse) | Author | Age | Files | Lines |
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By default the QRenderAspect will try to load this plugin
Change-Id: Ie55e207fb8e6d0b64f717bbb99699eb669eaa3f2
Task-number: QTBUG-61151
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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This makes Scene2D work again. Tests restored as well.
Change-Id: I4082d362c999a674be2debc297d59075f4b7c9e9
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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It only make sense to pass it for the bind call
Change-Id: I8f0cd204c109b2ff24f4eec320811b6cecaf3873
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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GLShader is renderer specific shader implementation for OpenGL.
Shader now contains only backend information for a QShaderProgram frontend
node.
- Similar to the GLTexture handling, a generic adopt/abandon manager for
shaders was introduced (regardless of the actually GraphicsAPIShader class).
- The renderer and renderviews were adapted to the new changes.
This was the last major thing preventing the modularisation of the
QRenderAspect and renderers
Change-Id: If671d60928b433977e9d6e5c58199827f9408a3f
Task-number: QTBUG-61151
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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That way NodeManagers only refers to managers holding nodes (so can be used by
aspect and all renderer) and GLResourceManagers refers to renderer specific
resources. Note: the Scene2D resourceaccessor was making direct access to GL
resource through the managers, this has been commented and will be restored
later.
Change-Id: Ic32784f60eac35aab8c066d1769f078639fa25b8
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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- Removed some old optional timing code.
- Separated jobsDone into 2 parts since, on single threaded rendering
mode (ie macOS), the render aspect blocks until the next vsync which
confuses tracing
Change-Id: Icb641e3f8079da2cb9af0416b0f7c4dc4dd36c3c
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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* origin/5.14:
Fix usage of C++14 features
Use animation rather than event to drive simulation
Fix for incorrect QML property names in GeometryRenderer doc
Add viewAll support for orthographic projection mode
Change-Id: I397bdee907389a6f5cabb8390a805fa9a89ed4ca
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Change-Id: Ibd460eceafdd29d7d88ac2418496dc7002de1095
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I7981e7e4b514e5d15d66c82351f1ab2fe160d20d
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Can be activated at adding a QDebugOverlay in the frame graph to
identify which surface it should be renderer one (renders only
once on first branch that contains such a node).
Can be also activated on the forward renderer from Qt3DExtras.
- Shows information about FPS and number of
jobs/renderviews/commands/vertices/entities/geometries/textures...
- Allows to toggle job and gl call tracing and open folder where
trace files are stored
- Windows to show and dump glinfo and renderview/command details to the
console
Change-Id: I286ff85760e8f8f0604a23458883ff22229bda94
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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We used to perform uniform minization between adjacent render commands all the time.
Since this can yield to a higher CPU usages (but more efficient rendering submission),
we now make this step optional.
[ChangeLog] QSortPolicy add Uniform mode (to control whether uniform minization
should be performed)
Change-Id: I5c0e0dba22400a9884ee1d75426fd76b073fdcb5
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: Iee3ca407250b942208f3beaf21d0e58a632f1095
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EntityRenderCommandData would only be released in a separate job than the one
it was allocated in. However this would only happen if there was at least a
single renderable objects after filtering. In case there was no renderable
following filtering, the EntityRenderCommandData was leaked.
To fix the issue and make it less error prone, we now switch to using shared
pointers to avoid having to handle all possible leak cases with raw pointers.
Change-Id: I842d50d2b35ebba8303f6d6c4e72a2427ce31da3
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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Change-Id: I6cf9007132aa9867fd7046e7e641d849ee141e28
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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- Always compile in AspectCommandDebugger and CommandExecuter
- AspectCommandDebugger start when QT3D_COMMAND_SERVER_ENABLED is set
- System information service becomes entry point for commands
from the debugger
- Added commands to enable and disable tracing
Change-Id: Ic0d7fe72fa8a118a43ca348ca4284595a71827a4
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Work was done in postFrame() in main thread anyway, so reduce
amount of jobs slightly
Change-Id: I8bbb3efcaf9246eb8df1033bde133bc16233f889
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I5a5b1d497430afdd0fe11933832a2477a7efbe30
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Change-Id: I368935178c285b9beb609083b93ae4621c70e28e
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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Change-Id: Ibf5f508eec94be4bae2df3ce2e1511de696dcd72
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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>
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Previously were checking that the attribute was actually but due to
refactoring the shader is not yet examined at this point.
With this change, we always get the estimated number of points from
the attributes. Potentially it means we're getting it from an attribute
that is not being used but the user should then set the correct number
on the geometry renderer anyway.
Task-number: QTBUG-80697
Change-Id: Ie34131fe3ff41b34609a2f2eb95c4ff678424036
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Removes the jobs who's only purpose was to send a message to the frontend.
Now added a jobsDone() call to render which is called from main thread
when jobs are completed, so it's safe to sync data to frontend.
Added a task trace for the backend to front end synching.
Change-Id: I587462bea353c5d5a0065b542adcacef4dedb05f
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Device pixel ratio was not set on the renderview, so it was always 1.
Setting it reveal a bug where the surface size was being adjusted using
the pixel ratio. However, the surface size is already in actual pixels.
Change-Id: Ia00b2adedb547ec4fa493e1731794d1d8b6a6a18
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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- Moved most of the code QSystemInformationService (private class
for now)
- Tracing can be enabled by setting QT3D_TRACE_ENABLED or
calling QSystemInformationService::setTraceEnabled(bool)
- Introduced QTaskLogger class to easy logging (RAII)
Change-Id: I2a3e08e4371fcee3e9ef3cf575725f13f57d1a94
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I6682d27cc7c4f54158fa6813b1de6edce77bea33
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Avoids having to check for each uniform (for each frame, each geometry)
whether it is a standard uniform or a user defined one.
Change-Id: I76cff7869aacc1343a9acf991f8035b8118581ed
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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Avoids repeating that process over and over again in
the submission phase.
Change-Id: Ie2fa36842cd7280f7c966381238e90dd2dbaa821
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Try to give at least 100 entities per worker.
Ideally we'd find a way to only add the required number
of jobs but ThreadPooler doesn't easily allow that.
Change-Id: Ieaf21b66eefd6c3e3b85b949917ea93b73834838
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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This makes the post command update synchronization job a lot
faster.
Change-Id: I845c39cd4e2c0e56e8eefa05bbdd20d0bc3d2454
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I106d44d52c45e4b6ef38dc4df9a0363a51d18b94
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Change-Id: Ia675f81a3e58e6c4d6fd80be55ea7001aa5e1d10
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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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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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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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: 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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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: I95690444badaf573b9e2775b50c61113de8d1c77
Reviewed-by: Michael Brasser <michael.brasser@live.com>
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Change-Id: I773955df33f0b4dcdaa0953633761ff82f3d0da4
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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Change-Id: I8d5bc69cb75d73e628f08d70b2e40d665c39802b
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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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>
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Change-Id: I00c875b48d838170fddf0b92f0ac5592828c6f0f
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I39797b5e48cb627638443e20eed207af6ae86c9c
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Some ES2/3 drivers dont support structure arrays
This patch uploads also light_0/7 uniforms in addition to light[0]/[7]
so the shader can be unrolled for those devices that need it
Change-Id: I9356e7624c1c0593e7803914f0ecf2d84de48681
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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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>
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Change-Id: I44133fbc9b93e96918463b0b0891ee5ab7db9f2c
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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>
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Could result in trying to send updates to nodes which have been destroyed.
Change-Id: I3709277e5005f25ec8cb9efe0a2152f879bea89f
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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