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Change-Id: I322e97d9d0da185a98ced5e782a801b3474a892a
Reviewed-by: Mike Krus <mike.krus@kdab.com>
(cherry picked from commit 897b6cd5de7042edcdaf610f80d97d2b422c73c2)
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Add a static function on QThreadPooler which returns the ideal thread count
(capped by QT3D_MAX_THREAD_COUNT) if set.
Call that function from all places that need that information. Avoids code
duplication and potentially reading the env value every frame.
Change-Id: I699691af33ed0a65aa557ed48aabb9de8929dcc2
Reviewed-by: Mike Krus <mike.krus@kdab.com>
(cherry picked from commit 1097607f112e79ddb4fc08d012db95faa193c4ea)
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Change-Id: I6a2a4577b4c45d7ac601d2693044c3817e245111
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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There's an upgrade plan somewhere, because binary JSON won't exist in Qt
5. Someone is taking care of that, surely.
Change-Id: I99ab0f318b1c43b89888fffd160b626e8b871766
Reviewed-by: Simon Hausmann <hausmann@gmail.com>
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scene3d/scene3ditem.cpp:151:7: warning: field 'm_renderAspect' will be initialized after field 'm_aspectToDelete' [-Wreorder-ctor]
Change-Id: I99ab0f318b1c43b89888fffd160b5cec60153bc9
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
(cherry picked from commit 05b32f0511d0259903001065e056bb7d97470398)
Reviewed-by: Volker Hilsheimer <volker.hilsheimer@qt.io>
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The parentheses were in the wrong place, so this was effectively
dividing by a boolean. Thankfully, that was true (1), so the result was
also a constant true.
gltexture.cpp:710:41: warning: expression does not compute the number of elements in this array; element type is
'const GLenum' (aka 'const unsigned int'), not 'bool' [-Wsizeof-array-div]
Change-Id: I99ab0f318b1c43b89888fffd160b5cb83031ceb3
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
(cherry picked from commit 34c21bfe83a513a739365b02937ba6ad03b82d4e)
Reviewed-by: Volker Hilsheimer <volker.hilsheimer@qt.io>
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uniform_p.h:171:25: warning: loop variable 'm' of type 'const QMatrix4x4' creates a copy from type 'const QMatrix4x4' [-Wrange-loop- construct]
Task-number: QTBUG-83666
Change-Id: I99ab0f318b1c43b89888fffd160b494c6749bd41
Reviewed-by: Mike Krus <mike.krus@kdab.com>
(cherry picked from commit 0653789506f7043d0154bc97b24944766bd44098)
Reviewed-by: Volker Hilsheimer <volker.hilsheimer@qt.io>
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Use QMultiHash instead.
renderviewbuilder.cpp:442:56: warning: 'unite' is deprecated: Use QMultiHash for hashes storing multiple values with the same key. [-Wdeprecated-declarations]
Change-Id: I99ab0f318b1c43b89888fffd160b5c89f9c3f9d4
Reviewed-by: Lars Knoll <lars.knoll@qt.io>
(cherry picked from commit 9838d91e2d433f13c57bdae48e31ba0b909988aa)
Reviewed-by: Volker Hilsheimer <volker.hilsheimer@qt.io>
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We were only releasing them at runtime if they changed, but we should
also clean them up before we are destroyed.
Change-Id: Ibc3f37fba92e8be8381fd869af7f5747da87038a
Task-number: QTBUG-84204
Reviewed-by: Mike Krus <mike.krus@kdab.com>
(cherry picked from commit cfd8c4d06bc81028b055e6c3343d0d4b50793219)
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Change-Id: I1cf01e05694ba93326f2e549ca16cbf5a273c01a
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This graph failed to generate statements with enabledLayers = {"0"}:
_edge0i__ function0 __edge0o__
/ \
input output
\_edge1i__ function1 __edge1o__/
with function0 and edge0o on layer "0" only
and function1 and edge1o on layer "1" only
and all other nodes and edges on all layers.
The issue was that when only layer "0" is enabled, edge1i didn't get
properly discarded and Kahn's algorithm didn't ever schedule input.
Task-number: QTBUG-83766
Change-Id: Idb8705d487c3748153e0c4b3330b9589e827139e
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Those jobs are usually the most expensive to run. It therefore makes
sense we leverage parallelism as much as possible and not discard
threads we could be using.
In that sense, the minimum amount of elements to process per job is reduced
from 100 to 10 which means that we will spawn threads if they can contain
at least 10 element to process (instead of 100 previously).
This now allows to benefit from more parallelism on smaller scenes (that have
less than 100 entities) while still scaling similarly as previously on
larger scenes.
Change-Id: I91e97fc23185d02c2727d87bb7a4ea4991f5ff14
Reviewed-by: Mike Krus <mike.krus@kdab.com>
(cherry picked from commit 37735f11f9437b916b194cfd48c452c7c70682f8)
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Change-Id: I2cfed2e2645a0b6ed0a7ba9362873436c7a66980
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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This prevents a crash when an event filter was used and the render
aspect was being deleted but the event filters were being accessed still
later on.
Change-Id: I56586061d85f569f0cc9ffd5ec6b83a5455dd207
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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Change-Id: I72d346eec4cc6287dd49e8b3816c83ecadb9a67e
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Those jobs are usually the most expensive to run. It therefore makes
sense we leverage parallelism as much as possible and not discard
threads we could be using.
In that sense, the minimum amount of elements to process per job is reduced
from 100 to 10 which means that we will spawn threads if they can contain
at least 10 element to process (instead of 100 previously).
This now allows to benefit from more parallelism on smaller scenes (that have
less than 100 entities) while still scaling similarly as previously on
larger scenes.
Change-Id: I91e97fc23185d02c2727d87bb7a4ea4991f5ff14
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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It will otherwise depending on your configuration result in the vulkan
feature being undefined and that will break compilation
Change-Id: I9ab5af09ffd59569253e9909b5a56cf3ed4d9b8a
Reviewed-by: Jean-Michaël Celerier <jean-michael.celerier@kdab.com>
Reviewed-by: Mike Krus <mike.krus@kdab.com>
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I764930b7a59a8e016d451964c14733a966a00ca7
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I1dc305b727b148773f1d7dafa3ba8e2b74366aec
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: Ic69192398efc06e418f9d768a61a55e037041611
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I54ebfa265bad8cd12681bc23ddf6e08696f620e1
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I129e28130037f5640ae7982f2cd846ea7cf22ab1
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I924cec511487f4d91ecd33821d8da593e730742d
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I80cee658da336566088a0b93c2953181424a4f0e
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: Ic9bb79e780006e49d1baa13fd15f52344b81c86b
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: Id0e7d343083afcefd93f9d581917e14baa994b7f
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: Iba20f047404b20c1e5b9bdcef917b3c2a1000d59
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I705843bbb1f6928c2e36b327469882e11fb9613e
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Conflicts:
src/plugins/renderers/opengl/graphicshelpers/submissioncontext.cpp
src/plugins/renderers/opengl/graphicshelpers/submissioncontext_p.h
src/plugins/renderers/opengl/renderer/renderer.cpp
src/render/backend/attachmentpack_p.h
src/render/frontend/qrenderaspect.cpp
src/render/picking/qabstractraycaster.cpp
tests/manual/manual.pro
Change-Id: I617b7e34bf7e11b2921bfc15e1b99c3e81891ec7
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Task-number: QTBUG-83336
Change-Id: I295036a932eba64479b4b1a7e03e676d56cae92f
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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If node parent / child or entity / component changes before the backend
nodes where created, records might not be complete yet.
Task-number: QTBUG-82269
Change-Id: Id8238410331626130bb71bb1653ac5cb5d5270d4
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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This reverts commit e1d1a59eb04f8b17582571275073a6cfa10e9e32.
This change could lead to an explosion in job dependencies, and wasn't
necessary, since only null jobs were cleared each frame.
Change-Id: I2a4963f7edc9d3ad22531978c664fc05943b6483
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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As it leads to a runtime assert based on the fact that the sorting
predicate might return true for (a, b) and (b, a)
This disables that part until it is rewritten properly.
Change-Id: I0e90d02583d402599e7a38bf0c5cca6f2460a9a8
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I0446aefe54acd42a01974873d974f57ec48fb49e
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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Looks like it actually never worked.
Task-number: QTBUG-75219
Change-Id: I54e7c58be57c41461c95c48ec3e76aa45bf340a1
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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When a Scene3D item switches screens then it will need to be
reinitalized so that the supporting contexts, offscreen surfaces are
set to use the same screen and not the original one. This ensures that
the item is still rendered correctly on the new screen.
This includes a manual test using QQuickWidget in separate windows that
enables it going from one screen to the other.
This is a fresh version after the previous version was found to have a
bug shown in the scene3d-loader test which has now been resolved.
Change-Id: I3c711e894018db52ec00a8a5d2e0fb0128743ab1
Done-with: Antti Kokko <antti.kokko@qt.io>
Fixes: QTBUG-79192
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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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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Restore the original GL context when handling the
QQuickWindow::beforeSynchronizing signal to prevent crashes.
Fixes: QTBUG-82152
Change-Id: Ibcf3f7fbc1d9ec7b83a76fd617d7aa77ab82ba14
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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This reverts commit 648b7459e8a6ce8ce1f115a14da63d546b743439.
Reason for revert: Introduces QTBUG-82275
Change-Id: I5514ad58707c086eaaab3203773614c939e461e8
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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This reverts commit 42c0dbc377af4d307747a32ca1c1fd267ce4337f.
Reason for revert: Introduces QTBUG-82275
Change-Id: Ibf3cc3ea29260b57734517d984ef7a5d3244216a
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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This amends 648b7459e8a6ce8ce1f115a14da63d546b743439 which had moved
the code into applyAspects() call but it was missed from the original
setAspects() call.
Change-Id: I431c07f260e6c91cbee155c052000d6e5081c4e7
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: I2542334d004ae389238cdb08dd9d41f4014efccf
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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When a Scene3D item switches screens then it will need to be
reinitalized so that the supporting contexts, offscreen surfaces are
set to use the same screen and not the original one. This ensures that
the item is still rendered correctly on the new screen.
This includes a manual test using QQuickWidget in separate windows that
enables it going from one screen to the other.
Fixes: QTBUG-79192
Change-Id: Id5bbc0d30d04ea4a945463238868b68283df0543
Reviewed-by: Mike Krus <mike.krus@kdab.com>
Reviewed-by: Tomi Korpipää <tomi.korpipaa@qt.io>
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Change-Id: Ifa33bb8f583c4e41e05db3bc90f0320e5decfdf2
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: Ieb6d2b97bd3ca126c09f7eb7241f333cd3abbffb
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Q_3DCORE_PRIVATE_EXPORT for operator* were removed by commit:
fa6799f63f3211300705b814b97716ca689d4bfa
for Vector3D_SSE and Matrix4x4_SSE.
Unfortunately they weren't removed for Matrix4x4_AVX2 which lead to
different linkage compile errors.
Change-Id: I854fb0cb4409aea1d130e935091533d4e72d6d6e
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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Those are static and expensive to copy (especially once per RenderCommand)
as they contain several QStrings. Instead we sort them by nameIds when
the shader is initialized and use indices to reference them.
This avoids the copies and the sorting allows to be more efficient
at finding the ShaderUniforms based on a nameId.
Change-Id: I50008381f1d336ab182f5ac5a08500791e2871e9
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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