| Commit message (Collapse) | Author | Age | Files | Lines |
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Do not load a identity matrix if we're going to
initialize its values by hand.
Change-Id: I7d745f4090a78ab4ecca99c313f15d689d32fc92
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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- Also added debug logging in RenderShader for the Shaders logging category
- This restores the deferred-example rendering which was broken since
3abbf9227ada8f68821a5ad473bba4f52e625fb5
Change-Id: Ie1b39c903f8c33f7d9b859317ae185c42043a9e2
Reviewed-by: Laszlo Agocs <laszlo.agocs@theqtcompany.com>
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Will help have logs only related to shaders
Change-Id: I74df08a247e0af075fa14dcf10596dc141a6eaa1
Reviewed-by: Laszlo Agocs <laszlo.agocs@theqtcompany.com>
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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It is now contained in RenderViewJobUtils inside an helper struct called
UniformBlockValueBuilder.
This allow to simplify the code and will make unit testing easier.
Change-Id: Ibbeeda8d913bfa1adc7c93c1fecb9cafda15deb3
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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This will help fixing the dynamic destruction in follow up patches.
Change-Id: Id44fbeac388628c0e563d288e13d1f15d7ac0c24
Reviewed-by: Laszlo Agocs <laszlo.agocs@theqtcompany.com>
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Instead of having a QNode* or QObservable as the subject of a change, we use
it's unique NodeId instead. That will prevent the ChangeArbiter from trying to
distribute changes by looking at a QNode/QObservable id when the
QNode/QObservable might have been destroyed in the meantime.
Change-Id: Ia419d5b841434fd65522c8c65de552089cfe97cf
Task-number: QTBUG-44628
Reviewed-by: Laszlo Agocs <laszlo.agocs@theqtcompany.com>
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Note: Only test proper initialization, cleanup and that it matches a frontend
peer. Doesn't that shader loading as this requires a context, surface...
Change-Id: I05f6ef059005b4781b82876a8d73e46d41d44387
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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This was probably forgotten when the property name was changed fron QByteArray
to char *.
Change-Id: Idd6a988703a241519b3aba7b1d127adae5e1375e
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: Ifdd3afa86a7aab56ecd9594cab21b0f1d58f160c
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I30a9ce2955a5e0d80ca8f592fe6fb750f0efbb07
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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On Android Qt3D apps used to crash when they got moved to background.
beginDrawing() correctly recognized that the window was not exposed anymore, but
some of the cleanup for the render queue was not done in this case.
This is now corrected, so apps will survive. It is not the full solution because we
still continue to attempt to render which is a waste of CPU time. Proper pause and resume
will have to be implemented later, similarly to the Quick scenegraph render loops, based
on the expose events.
Change-Id: Ia567d891fc746bb6851524e0f8a998a8fd53f8b1
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Fixes compilation on QNX 6.6.
Change-Id: Ib6215d5bc1f86139154deb025beb38c591f78f76
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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No need for these anymore.
Change-Id: I0737e2d11878e610b0bec682ee473b696e4d33de
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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To preserve our sanity we will only support ES 3.x, not 2.0 + GL_OES_depth_texture
+ EXT_shadow_samplers. This way we can provide version 300 es shaders and do not
have to introduce yet another filter and technique.
Change-Id: Ib5c826d6540b4848f0cb4629e5311150169a9697
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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When using Scene3D the context is shared with the Qt Quick scenegraph
and the state can be changed arbitrarily between Qt3D updates. Caching
the state is therefore not an option between frames.
This fixes texture usage in apps using Scene3D and Qt Quick controls.
Change-Id: Ifc67171af5209499bfdd4474230d59f03e22889d
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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The API should be ES in an ES-only build of Qt, or when dynamically choosing
ANGLE on Windows.
The profile should be NoProfile. This is particularly important for systems where
requesting a version like 2.0 gives a < 3.2 no profile context instead of >= 3.2
compatibility. The default filter should match both, hence using Compatibility is
not an option.
Change-Id: Ie8f20b0f09d8d6f6569cfda0f8c2b7217a2e23df
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Fixed the calculation based on the loops below.
Having extra uninitialized indices at the end may seem harmless, but only
until encountering GL implementations that do include all index buffer
values in their validation process. With ANGLE for example the
drawElements call was often rejected due to these random, potentially
large uint16 values in the index buffer.
Change-Id: I7c54dec921961ce1bed29c30a0bfa09c91a287dd
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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clang is complaining this is missing Q_DECL_OVERRIDE, so just remove it
as it's already in the base class.
Change-Id: Ie1a270fd29a3c94e43476a05fb5f15724aabf7f3
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Classes should either use or not use override, otherwise it hurts
code readability.
Change-Id: Ibe3e5a5fdc5cb3fc4c61ab722005c337f5998c26
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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The non-ES shader is an 150 core one. To keep things working with
2.x only and non-core, use the es2 variant. This is in line with how
all the other built-in materials work.
Change-Id: I63c673506c8be0b9b89aa4470728c40b867306c6
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Examples like wireframe tend to crash on exit. This is because the platform
surface filter sets the renderer's surface back to null, while we are trying
to build some jobs still. Even though everything gets shutdown soon after that,
we have to somehow prevent any operations relying on the surface in the meantime.
This is also an opportunity to avoid exposing the surface pointer from Renderer.
Instead, communicate the surface size to the render views.
Change-Id: Ifc739ec50e3f6a67d20bfd0dc1913a12b906a8ab
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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4.0 satisfies a filter of 3.1. Previously this wasn't the case, due
to the incorrect condition for the minor version.
This makes examples with filters for 3.x working on cards that provide
OpenGL 4.y where y < x.
Change-Id: Ie443bdb816410c71fe593143c4a58c4d10571abe
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Fix an int - size_t mismatch and a linkage problem.
Change-Id: I19a57861850b4e112c98beb42b00d0a05d3f5509
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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This way they are compatible with how mesh and texture source URLs
are handled.
Change-Id: Ifeee504fd3f5957d23f5cade92a73663488bdaf9
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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The ideal way would be to call the function from QQmlFile but that would
need a dependency on the qml module. So just copy the function in.
Change-Id: If34d8a2356bbe87b2a011c1c25a79a3f24ebb1ab
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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QGL* is not used anywhere so the module is not needed.
Change-Id: I1e091b1c3c0ed37c3587c6caf3bb7cf18cf5af0b
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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We always convert to RGBA8888 so the only acceptable combination is GL_RGBA - GL_RGBA8.
Previously we were checking the presence of the alpha channel in the original image. This
is quite wrong since we end up with GL_RGBA - GL_RGB8 type of combinations in case the
input has no alpha. That is not a valid combination.
This makes images without an alpha channel, e.g. image formats that provide Format_RGB32
QImages, working.
Change-Id: I2631071134c5224c52b64cff2f00ef6ae166762b
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I377e947bc8dc4c3afefd59a1bbf08b584065901c
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I5838a89a4458d7cd235711ec31c5c88973415943
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Task-number: QTBUG-44148
Change-Id: Ia15592328638dd243b7f82d8e2dcc7e523447cbf
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I784e7a9833324da0330d70f8a16d8bf64cf6db08
Reviewed-by: Sean Harmer <sean.harmer@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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Change-Id: If06f2943fda92512437768a749055968d7c9af04
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: Id2312ad96f92326960283be6d2f1a0b0404fc1f9
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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This solves the material-cpp flickering
Change-Id: Id83ee9ad5e68ceeb3caf67ef48a61a431218a953
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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This is needed to be able to use the CubeMapFace enums from QML
Change-Id: I8f081b0e920b6245931fe9589396aefa7baed4cb
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I4fb73ac3d03d49be121153235311dd76b47dbd4e
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: Id8bbbefaccff1915508ec90d5342cb4799f3f022
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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OpenGL ES 2.0, unlike 3.0 and later, does not support sized formats.
Therefore RGBA8_UNorm and friends will all fail. Instead, we must map
and pass RGBAFormat and similar.
Change-Id: I37c3581fbddc8b58af7af66ba4392e57e9cb965a
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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These were left for backward compatibility while the refactoring took place.
Change-Id: I527339db2f58c00aaa5a5417bb914955437e0a72
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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Change-Id: Ia3a49da501e7acded7d99150ad64ef1a91333073
Note: also updated the cleanup method
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: Id6a41db8eed2874cc5a06ddc5feba6c9b0aced53
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I3a751d3357606951cc90176b6c48c4684e4f560f
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I8c4f4e06fbbc8963a7dd1f01bd22ba058a2486a7
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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That enforces to use one of the subclasses.
Change-Id: Idba7300ed322954ba6866c4a262ad4ee74c024e5
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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