| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
| |
Change-Id: If6c887c6356a160a5f3fb906d38a341fff0c7b29
Reviewed-by: Mike Krus <mike.krus@kdab.com>
|
|
|
|
|
| |
Change-Id: I4c4d02fae44eef45b28e04b2369642b1cee6ad0c
Reviewed-by: Mike Krus <mike.krus@kdab.com>
|
|
|
|
|
|
|
|
|
| |
Given QVector is potentially slower for this use case and the fact
that QVector might become QList in Qt6, we're better of using the
std.
Change-Id: If2c403439ddb856b60f8bfd5ae7c6ec1cb2c892a
Reviewed-by: Mike Krus <mike.krus@kdab.com>
|
|
|
|
|
|
|
|
| |
Missing override, unused variables and functions.
Also fixes qHash API in QNodeID.
Change-Id: Ieb223eb2464780f79050372040f418bb2360c8d5
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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>
(cherry picked from commit 5e16aa067ac6a8b5f031ffcefc356777a0da34ad)
Reviewed-by: Mike Krus <mike.krus@kdab.com>
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
- updated dependencies, excluding qtgamepad for now
- fixed issues with Q_PROPERTY not supporting forward declarations
- fixed for changes in QtQuick private API
- fixed for changes in QtOpenGLVersionFunctions API
- fixed for removal of QT_OPENGL_ES* macros
- fixed for changes in QtConcurrent API
- fixed RHI based build
Change-Id: I42ccd2f101b7f0a78e2860c6d551722bf6710a11
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
|
|\
| |
| |
| | |
Change-Id: Id669d5c1aab29965eac0dabd1cb497e908dac23e
|
| |
| |
| |
| |
| | |
Change-Id: Iba20f047404b20c1e5b9bdcef917b3c2a1000d59
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
|
| |
| |
| |
| |
| | |
Change-Id: I705843bbb1f6928c2e36b327469882e11fb9613e
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
|
| |\
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
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
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
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>
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
This reverts commit 648b7459e8a6ce8ce1f115a14da63d546b743439.
Reason for revert: Introduces QTBUG-82275
Change-Id: I5514ad58707c086eaaab3203773614c939e461e8
Reviewed-by: Mike Krus <mike.krus@kdab.com>
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
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>
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
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>
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
Renderer currently creates a large number of jobs, most of them
doing nothing, this quickly adds up when we have lots of branches.
To keep those down, we adjust the number based as estimate of branches
that have work to do (no draw detection will fail if it's not the
leaf node).
Also make RenderViewCommandBuilder and MaterialParameterGathererJob
only run if necessary (and reset instance counter on each frame).
Finally, only create the right number of MaterialParameterGathererJobs
for the amount of updates required.
Change-Id: I2d38c72589a38445d0110fc22a472fb9482d1a03
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
|
| | |
| | |
| | |
| | |
| | | |
Change-Id: Ie5c5bc56e194a2d31bc7217d023c9d94c3c92748
Reviewed-by: Mike Krus <mike.krus@kdab.com>
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
It is now testing with more than a single Framegraph branch which
should allow to check how well it scales horizontally, given
FG branch are processed in parallel.
Increasing the number of entities only allows to check how well it
scales vertically.
Change-Id: Ic039a0d198cb7ae9bbe7f2d24be833a04a60d74a
Reviewed-by: Mike Krus <mike.krus@kdab.com>
|
| | |
| | |
| | |
| | |
| | | |
Change-Id: I05e42f7fdfb6b54c30299b7e6664a48f61116b28
Reviewed-by: Mike Krus <mike.krus@kdab.com>
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
When reaching a normalized time of 0 they would otherwise continue
to run
Change-Id: Idaea755d3a12f9c9da9c25732c2221e9b3f9f4c7
Reviewed-by: Mike Krus <mike.krus@kdab.com>
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
Add button in overlay UI to dump:
- the details of technique and render pass filters in the render views
- the details of technique and render pass keys in the scene graph
This is useful to understand why some objects are not rendered.
Change-Id: I57a284081ec986e49e90c979042cc0c17ee0d1cf
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
|
| | |
| | |
| | |
| | |
| | | |
Change-Id: Id4ad6552fc1a254bd9414bab63400d624e902442
Reviewed-by: Mike Krus <mike.krus@kdab.com>
|
| | |
| | |
| | |
| | |
| | | |
Change-Id: I3ed10747175a58513933b29eac66ddf92fe87d07
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
|
| | |
| | |
| | |
| | |
| | | |
Change-Id: Ifbb51003e15f798798040597b5f7224641e8147c
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
|
| | |
| | |
| | |
| | |
| | | |
Change-Id: I98507808b43b116b1950fd60df54704562a234ce
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
|
| | |
| | |
| | |
| | |
| | | |
Change-Id: Id3ff72a2eaa7f85844a546ef55dc3e1b71a14659
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
|
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
Lets user provide a separate mesh for picking.
Change-Id: I30a61920e1673d8bc3473ca85046b236bad0a2af
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
With this, can set min and max extents of a geometry renderer which
will avoid calculating it from the real geometry.
Can also trigger the computation from user code (via public API) if
user doesn't want to wait for next frame to get the data.
Change-Id: I821bfb7c9d710a77a2b87ec607b4ed35a0c7f236
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
When an entity has a bounding QBoundingVolume component AND that has
a QGeometryView, the bounding volume can be computed by the core
aspect and the results get pulled to the render backend.
Otherwise, we use the old code which computes the bounding volume
in the render aspect.
This means we have 2 jobs to compute bounding volumes and that the core
version must complete before the render aspect runs.
Change-Id: I4de45e48fa0c4d40d3d5084f387abfed5ea1a2f8
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
|
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
Does nothing for now
Change-Id: I94310a893c3be430aa3d36948c07e0d50efe6c8a
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
|
|\| |
| | |
| | |
| | | |
Change-Id: Ida354e9c302ef968fbae78edd60a1ad1fabef477
|
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
Avoid extra thread sync just for copying data around
Change-Id: Ib119115bbb3a7a8a2aa99a3e271595caecc371f7
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
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>
|
| | |
| | |
| | |
| | |
| | | |
Change-Id: I17f30741fe539d02f8d225ef36303f38730f8794
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
Aspect can define a list of aspect names it depends one. When it is
registered, these will be automatically created if they don't exist
already.
Change-Id: I12852751a6646ad09d09a6958d059ccf2b2e324d
Caveat: this only works with named aspects.
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
Existing jobs used private API for doing work after jobs were run or
controlling if running was required or not.
Make this public so that new jobs in custom aspects don't need to
use private API.
Unfortunately, this requires changing the signature of one public
method that mistakenly was using a private class as a parameter.
Change-Id: Ie8315a0f98ec48f84650163b4ac713e7e6845a92
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
|
| | |
| | |
| | |
| | |
| | | |
Change-Id: Id17bfec0c6618ae0849df935f34322788f02aae3
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
In Extras, make QTorusMesh and others a QGeometryView rather than
a QGeometryRenderer. Requires changes to scene graphs here and there
but going forward there simple shapes could be used as proxies for
picking or collision detection, etc.
Change-Id: Id488e064080dfd303e448aba11e6b242236b81d4
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
|
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
Move QBuffer, QAttribute, QGeometry to Qt3DCore.
Change-Id: I59dfd091eefadcada93350b3aba955f40b304385
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
|
| | |
| | |
| | |
| | |
| | | |
Change-Id: Iaf4749da34871e0d6d0f1e7672a236f790c57b42
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
|
|\| |
| | |
| | |
| | | |
Change-Id: I2777f6a40b9029ef5569a84e04f9e18a914504e7
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
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>
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
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>
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
- 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>
|
| | |
| | |
| | |
| | |
| | | |
Change-Id: If450816fadce4adad4881938ecaea9c4000afe16
Reviewed-by: Mike Krus <mike.krus@kdab.com>
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
Wasn't doing anything since 5.14, now pointless since there's no longer
a loading functor
Change-Id: I90d8884cf87b492cf966f99ef8d339f25a1fc35e
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
Now private for QTextureGenerator and QGeometryFactory updates.
QTextureImageDataGenerator remains for now as it was not previously
deprecated and, mainly, it's the only API to get data into an image.
Consequently, QAbstractFunctor has been un-deprecated.
Change-Id: Ie6691bc402ad603d63abcf1ec9fc3513091f5740
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
|
| | |
| | |
| | |
| | |
| | | |
Change-Id: I78cc60ff634f909111b891d5b9716e19cae35f3b
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
|
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
No more dubious agricultural jokes
Change-Id: If293ed080fc31c51f71d8632383eb7b5bb68ffb1
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
|
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
Mostly old messaging API
Change-Id: I17eb2206b2ede56d2f7d36375d5e711d6149019f
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
|
|\| |
| | |
| | |
| | | |
Change-Id: I731aa986e1cc45b3af920db1a23f256927beecf7
|