| Commit message (Collapse) | Author | Age | Files | Lines |
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Sometimes there seem to be null Geometry pointers that are somehow
related to quickly swapping QGeometry. This can be worked around by
skipping those null pointers.
Change-Id: Id2ffbd0eb08f205a7739825932b6d3f0afeab4af
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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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>
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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>
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Change-Id: Ibcc4d9bfd9d0a9d7697151915f24a6eecc149f6d
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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Make sure we mark the internal state as dirty when
Entities get cleaned up. We could otherwise end up
with stale caches referencing Entity's that have
been cleaned up (referencing null bounding volumes ...)
Change-Id: Ia2d2c67f8635e28690f33c0a7d4c9ff1de0eb471
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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Change-Id: Ibd460eceafdd29d7d88ac2418496dc7002de1095
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Using events can be problematic as they contribute to flooding
of the event queue leading to issues with running animations.
So we now use an actual animation which runs in a loop and triggers
every 1ms (rendering still vsync locked though).
If animation have not been enabled for the qt build, we fall back
to using events as before.
Tests were changes since frame progress is no longer driven by
events, so processEvents does not trigger a frame update.
Change-Id: I89b11862ef432dffae0c3dfb140eedd61754697e
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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restartIndex property has been renamed to restartIndexValue
primitiveRestart property has been renamed to primitiveRestartEnabled
Fixes: QTBUG-70433
Change-Id: Ide5d01407d76bed752fb0bcaa8258e58871fafb1
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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- viewAll was not supported for orthographic projection mode
- Fix viewAll for perspective projection mode
- the bounding volume was not fully visible in the render view
after applying viewAll
Task-number: QTBUG-80078
Change-Id: Ibf7486e41b02997b6b7426bde9a86b2d6c0d2e06
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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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: 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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Previous fix was not closing the loop on every primitive,
just the last one.
Task-number: QTBUG-71919
Change-Id: I22d52258477b0c4777118ee36a0b3868da982885
Reviewed-by: Volker Enderlein <volker.enderlein@ifm-chemnitz.de>
Reviewed-by: Paul Lemire <paul.lemire@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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Fixes: QTBUG-73095
Change-Id: I843b0376ed0e4ece6ef949acb596a0303aac977d
Reviewed-by: Andy Shaw <andy.shaw@qt.io>
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Task-number: QTBUG-71919
Change-Id: If7923fab6c43f5d7139d1bbdceb73c17bf489099
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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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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Was needlessly creating a second glHelper instance
Change-Id: Id2e7f4a7be77b52cef628ba84ae4a1ff4a3d3b2e
Reviewed-by: Sean Harmer <sean.harmer@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: 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: 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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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 Reiniƶ <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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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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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: 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: I450f2c8e7c9887b22c5a5781f70889e6ac4e915c
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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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Set the nodes created on the backend properly (assigning parent) so
that the backend nodes get created before the second round of updates.
Change-Id: Ia8ac9aacfc6bdb8938d07dbf714d471b5ddc4999
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Status was only applied after the loading was completed. So when the
source changed to another file, the status would not change (stay Ready).
Furthermore, the Loading status was never set.
Now set the status to Loading when changing the source and getting
the backend ready to load.
Change-Id: I997aa5c4e04d79f268cd7a793ffa3f45dc4427e8
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Also fix warnings in SubmissionContext
Change-Id: I7c8fe353547c6819d7a0a64f4bf49ea0b005f7dc
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Shows that update are done before rendering takes place
Change-Id: Ia3f5bcb497c023dad805609dcb1ffe9ce7947c06
Task-number: QTBUG-79375
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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Change-Id: Ia106a235648df7232fbcaf4f61c880a9ab5491ef
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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