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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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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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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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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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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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The test is flaky on macOS 10.12 and 10.13. As it usually times out, a
blacklist entry won't help. Blacklisting merely ignores the result, but
doesn't prevent the test watchdog from killing the process.
Task-number: QTBUG-80660
Change-Id: I6aec979e7437700e4e6596241f135622d99fd3be
Reviewed-by: Simon Hausmann <simon.hausmann@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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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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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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Remove VideoPlayer thread, not needed and could yield to asserts
if QOpenGLContext::makeCurrent is called from another thread
than the one it was created with, depending on platforms and
QApplication flags being set.
Change-Id: Ic5d1858e5356b16293ee6298558dd7c60f3c86dd
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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Change-Id: I229f9bcd21a10c0a4cff5c4f559cd285a3e50276
Reviewed-by: Mike Krus <mike.krus@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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When a QNode subclass is created doing Subclass(parent) with parent != nullptr
QNodePrivate::_q_postContrustorInit is called through a queued invocation
due to the fact that the QNode ctor is called before the subclass ctor is
(and we need the class to be fully constructed to do proper initialization).
When adding a QNode subclass created as described above, and immediately
referencing it as a property of another QNode, we can end up in cases where
the backend gets aware of the node being referenced in the relationship and
tries to create its backend. Unfortunately due to the queued invocation of
_q_postConstructorInit, the frontend node has yet to be fully initialized,
resulting in the creation of the backend node to assert/crash.
Therefore, when updateNode is called (whenever a subnode is referenced in a
relationship) we now ensure that postConstructorInit gets (or has already been)
called.
Change-Id: Iea6e0b5a59c676f5db2946bec2f8c345accc32b0
Task-number: QTBUG-79350
Reviewed-by: Mike Krus <mike.krus@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: I09d69fab7aaf3c2fa77da6eb30e505d9cb25c01f
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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Change-Id: Iff354956c831919cbb9d58f75014be0fa92b45c4
Reviewed-by: Mike Krus <mike.krus@kdab.com>
Reviewed-by: Michael Brasser <michael.brasser@live.com>
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Change-Id: I8048795277828ecba7d46dbc846685e606b2b8b9
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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Change-Id: I347f6df41c0a4f2295831e78248669b4a2d6b5ef
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I95690444badaf573b9e2775b50c61113de8d1c77
Reviewed-by: Michael Brasser <michael.brasser@live.com>
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Change-Id: I773955df33f0b4dcdaa0953633761ff82f3d0da4
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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And matching unit tests
Change-Id: Iff0b13b2ad9ff07d08c767f4b20de2a1685a5570
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Will have to be done only in Qt6 unfortunately. For now we abused
the fact that an int is used to store the enum so that we store
multiple Modifiers values into one Modifiers enum.
Change-Id: Ib111140afbe07cfd62fcf3cb8e1a57d3ad848a89
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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Change-Id: Ic91a4f168172d6f34d858488e6fc170e8ed875f9
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I8d5bc69cb75d73e628f08d70b2e40d665c39802b
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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Change-Id: I44334264fba285494624a8a4ee6ff3b85755402c
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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In most cases, we can generate the RenderCommands once and reuse them in
subsequent frames only updating the uniforms. We still have to copy the
RenderCommands as the renderer renders while we start preparing the next frame.
This is still faster than regenerating them entirely.
Regenerating the entire commands will happen only when FrameGraph or Scene
structure changes. That should rarely be happening on a per frame basis.
Next step could be to look at how to only update commands for Entity with Parameters
that have changed.
Change-Id: I202870850a46fcd3946f81bffddb7027d192f374
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Remove useless includes, clear up commented out or unused code
Change-Id: Id3382b16108d79f1e2522d43463c8d70aef8fcb2
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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Otherwise the FG cache is not rebuilt and we might have dangling
pointers around.
Change-Id: Id97de41092617acbf067fcac4cf7805c2eb715da
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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We otherwise assert in the case we create an empty buffer
that is empty but referenced by Attributes.
This is still a valid case as buffer data can be set later
on.
Change-Id: Ida198f5815f6cbb488b6b27436c4238146c3ae39
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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Change-Id: I0db693461c282c7bcf8006c3094f50ea3f0a0eba
Reviewed-by: Michael Brasser <michael.brasser@live.com>
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Change-Id: I57111539631824f2b38f7a8e49d8ca80c189b376
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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Change-Id: I3e80497d107329f250bd524a02157c6246e36e68
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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Change-Id: I44133fbc9b93e96918463b0b0891ee5ab7db9f2c
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- Fixed Ritter algorithm implementation
- Added notation of invalid bounding sphere (radius == -1.0)
- Handle merging of invalid bounding sphere with valid ones
- Added test cases and adjusted tests boundingsphere and
proximityfilter
- This is necessary to ensure the correct working for viewAll and
viewEntity
Task-number: QTBUG-78313
Change-Id: I1dc6d227cf9009f6fbd3230093c7a7a94fb05ae3
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: Iba2fa5ce9d295706fc50f904cac68f00bd8f02b7
Reviewed-by: Antti Määttä <antti.maatta@qt.io>
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I7878294cd44872ccdc17515fbb44a6b2a99239e5
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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Change-Id: Ia56ba6176c86e34904611ae57e682ac9d52c79f7
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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Change-Id: I5c0ff05d405766b2e0aee992ee1c150b5a0cf059
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: Ib09024017a2d213e50b3acc89d7c411728eb1869
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I6d49abd28a665f89096ec2baaa861490c071d3d3
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I4e64fa9f94dad1392b80851c2a6d8d4e013147f7
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: Id744de2f10e7744ad5a9d4f425ae534153ed7446
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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