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Change-Id: I315a4b0615830ae32915a3c2e0ff6ad54b6d15fd
Fixes: QTBUG-82792
Reviewed-by: Tuukka Turunen <tuukka.turunen@qt.io>
Reviewed-by: Jani Heikkinen <jani.heikkinen@qt.io>
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Change-Id: Id3ff72a2eaa7f85844a546ef55dc3e1b71a14659
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I68d386671c271462a4b156ba9e0f61222a9c79c3
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Avoid extra thread sync just for copying data around
Change-Id: Ib119115bbb3a7a8a2aa99a3e271595caecc371f7
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Should be done in aspect as it's independent of the backend.
Moved some tests to separate test using an empty renderer as
other backends are likely to have different jobs.
Change-Id: I2bec0939045acea7b91ecb1622ba18bf9f5db3c6
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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The command, despite its name, does not document a default value of
a property or a parameter. Instead, it's specific to QML properties,
marking a property as a default QML property.
Replace incorrect use of the command with descriptions of default
values.
Fixes: QTBUG-82645
Change-Id: I5b457062ffe2e8d81c358119e6bebc11b0063090
Reviewed-by: Paul Wicking <paul.wicking@qt.io>
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Some jobs get skipped because they don't have anything to do.
However, since the runnable does not get submitted to the pool,
it would leak (along with the job it points to).
Also fixed a couple of compile warnings.
Change-Id: I7a25649f2f760c0593862328c0ab905da98c982a
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Previous code created a list of all entities in the scene graph and
iterated on that, ignoring the not-dirty ones.
This now only collects the dirty ones before iterating on the resulting
list. Should greatly reduce concurrency in large scenes.
Change-Id: I838a5c9f8e6eb6d35b057a01c8a02585665599f0
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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The Qt version was added in 5.14 "for use as eventual replacement for
QString::SplitBehavior." Move another step closer to that goal.
Change-Id: I685be5c4f16e7acfb38deafe3b92cfadb3a42188
Reviewed-by: Friedemann Kleint <Friedemann.Kleint@qt.io>
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Change-Id: I34233db4540c7f6d31cc508ad541cd4d682a08ec
Reviewed-by: Topi Reiniö <topi.reinio@qt.io>
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and reorganise the UI for consistency.
Change-Id: I68070d8f2d6416c59074d85028c693a2be663608
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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This reverts commit 34cb77c210316dd254a8aa27052fb03223e3f7af.
Naming in QProcess is considered to be the correct one and the rule.
Change-Id: I75f267b4f8dcc991b0d4945752b48de1b4e5b386
Reviewed-by: Mårten Nordheim <marten.nordheim@qt.io>
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Jobs that are in the graph but will not be scheduled (because they
have nothing to do) are showed in dashed line
Change-Id: Ia5d3b1b2b17d55820965b473099c0363cb645daf
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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There's a large amount of those and they don't seem to have much to
do, so only actually schedule them when necessary.
Also reset the job instance counter to zero after each frame, helps
counting how many they are in the graph dumps.
Change-Id: I9bbc30f8277ed4204a4150eddd68b36396965281
Reviewed-by: Paul Lemire <paul.lemire@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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Change-Id: Iacfa40bf887e4846450da5cc1983d35be42b8e81
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Can be triggered from the overlay API and using sending a "dump jobs"
command to the aspect engine. Gets saved in the current working
directory.
Change-Id: I19fc94a1215187c1d7eb9d1f3b13b968939cc917
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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This is when a particular set of filters/layers ... result
in a renderview that has no render commands to submit.
Trying to submit such renderview is just a waste of time.
RenderViews that have no commands but do buffer download,
back buffer clearing, setting fences .... are still submitted
even if there are no commands to render.
Change-Id: I4f66334b9b2170249c7c7aae1024ebccc8427750
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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Once aspect jobs are inserted in the queue, they will always run, but
some of them don't actually have anything to do at every frame.
Ideally, when building a graph of jobs, you would include only jobs
that are required. However this makes building the graph more
complicated.
This introduces a method on the private job pimple which indicated if
the job actually has something to do or not.
When the scheduler is ready to run a job, it will call that method. If
there's nothing to do, then the job will be skipped and the dependent
jobs (if any) run instead.
Change-Id: Iaa8d3d064f03d8c0bab407879a9acea292a06784
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Along with dump of scene graph, helps understand what gets drawn
Change-Id: I41223b633d20d3d8ee81f5a08aab2cd8e436647e
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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It appears we never destroyed FBOs which lead to bugs
when destroying and recreating a RenderTarget
Change-Id: I507b045d9b9e1088ff49f719c8846cc43c4fc8f2
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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Change-Id: Ie48d5de80fc4f5cd007de1e3caa43c65ee3d7783
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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- Make sure that shaders marked for destruction are un marked from
destruction if recreated before having been destroyed.
- When loading shaders, make sure the shader wasn't already loaded
when loading it. This can happen is a shader is abandoned and then
re adopted.
Change-Id: I04597479d782bc6d31e4c7f78425c02c31217c7e
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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Change-Id: If450816fadce4adad4881938ecaea9c4000afe16
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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The module path needs to be specified for Qt for Python to build.
Amends 0159963cf5072e05d068fd7a9b58085ac70021c1.
Change-Id: I5b030752cbe321d293985167e665cdcdc0c4c230
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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Change-Id: Ia861c018644d08ae6fd40bce3b476d57aa31e593
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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Fix MinGW-warings
src/core/transforms/matrix4x4_sse_p.h:485:50: warning: inline function 'Vector3D Qt3DCore::operator*(const Qt3DCore::Matrix4x4_SSE&, const Vector3D&)' declared as dllimport: attribute ignored [-Wattributes]
Q_3DCORE_PRIVATE_EXPORT Q_ALWAYS_INLINE Vector3D operator*(const Matrix4x4_SSE &matrix, const Vector3D &vector)
Change-Id: Ib8b39c613ce05b6dc3848c1251a88eea53903212
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I76b7e29d240b89e27ef509b30cc3cd622f281fc9
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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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Logic aspect does work in response to posted event. By that
time the aspect may be gone (due to normal shutdown) and the scene
pointer be invalid.
Change-Id: Ia9454532a7c95cd3c00e8b225b8d95c178471a67
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Many are moving to opengl module in qt6, will make merging
easier.
Change-Id: I0ad08510e6999a5d887d9197fe2cb0dc21919fb9
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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It's only used there and depends on OpenGL
Change-Id: If3d93fd0b12a6f41a751beb12b89d6763107de1b
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: Ib66ebc77f4926b2ea1e956762ec0f286162a95e6
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I5314da1df7fbfd1b6db4412e7bc71231525d9de2
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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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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Can be either GLSL (default) or SPIRV at the moment. This variable will be
used by the rendering backend to know what type of shader code was provided
(e.g with Vulkan, the GLSL could be internally converted to SPIRV)
Change-Id: I1f9b734a675c581ef0721edc4464e466a18afbb0
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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Deprecate functor based APIs for buffer generators, geometry factories,
texture data generators and mesh loaders
While these are useful for some of Qt3D's internal mechanisms, they
complicate some of the backend operations. Will delete some or make them
private in Qt6.
Change-Id: I64eaa338e0306647867d2084819ef8591e2c91c0
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: Iaa26160736bc6b92ecf0be767cb289d776cf46ad
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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The default behavior is to only update axes when one of the mouse buttons is
pressed. This property, when enabled, allows to record X/Y axes value changes
regardless of the state of the mouse buttons.
[ChangeLog] QMouseDevice add updateAxesContinuously property
Change-Id: Ib54a1e54c6c278ea08722760c2d317ec46437b2f
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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Mistakenly removed in a cleanup commit
Change-Id: Icfb7c370017facf6ce990430c3df1535a0a72973
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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Add the missing module, which broke the Qt for Python build.
Amends 4ae7cc93b503cc31272f0b55c84410af30aea8b9.
Change-Id: I7b50432c4c2f0fb8eadcd3445f2de66d21caafde
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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Change-Id: If86115308a403e7fa7950488a8ca6c8dac966c1e
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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