| Commit message (Collapse) | Author | Age | Files | Lines |
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Fixes: QTBUG-88790
Change-Id: I886592001ed2d8aad8ab6df542ea788b44d2ff71
Reviewed-by: Joerg Bornemann <joerg.bornemann@qt.io>
Reviewed-by: Alexandru Croitor <alexandru.croitor@qt.io>
(cherry picked from commit e4cd93bcad4953e95f5bc6f3d35502a604f2ec97)
Reviewed-by: Qt Cherry-pick Bot <cherrypick_bot@qt-project.org>
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Task-number: QTBUG-88757
Change-Id: I5097faecd2e895d4685a4cc57a4e2a5c079f2255
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
(cherry picked from commit d826238b65b0ebd8034900224b382bd85e6add27)
Reviewed-by: Qt Cherry-pick Bot <cherrypick_bot@qt-project.org>
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Lets user override the sorting order of entities.
[ChangeLog] Add sortIndex property to QGeometryRenderer to
explicitly control the order in which entities are rendered
Pick-to: 5.15
Change-Id: Iab7fd0d705f7ddcb424a59f86f8c2c28059813d1
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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- QVariant::Type deprecated, use QMetaType related APIs
- QNodeId not used as reference in for loops (nop but really noisy)
- some unused code
Change-Id: I291219207fcd1ad0bf89533b4e2bb5fa47a353bb
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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Also update dependencies and fix non-gui builds.
Disabled (for now) gltf unit test since JSON parser seems to crash.
Change-Id: Ie7fdd9626653e89ad43e8bdb22b0e764618b1e9e
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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The GLTexture class wasn't registered for cleanup on the manager.
This could result in it being reuse while not being reinitialized resulting
in incorrect rendering.
Change-Id: I85e6a5c3b5ca9d3cfa5ac5bcb1db3695dabfa576
Pick-to: 5.15
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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Return nullptr rather than crashing.
Pick-to: 5.15
Change-Id: Ie11fe798e0bcd3bfdfda053331eabf9ed16e3d94
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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Windows doesn't like colons in a path.
Change-Id: Ia5e8da4e45bf8e99600eb8ab0bcd610fa5e2ad64
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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It is a 2 level cache system: runtime and offline
First we now generate a hash key based on unique features of a graph,
the api it targets, the last time the graph file was modified.
We then use that hash key to at runtime check whether we have already
loaded a graph matching the same hash key.
If that's not the case, we switch to using the offline cache and checking
whether a file already exists for that shader or not. If the file exists,
we load it, use the code it contains and add it to the runtime cache.
If the file does not exist, we revert to actually generating the shader
and we save the generated code to both the offline cache and the runtime cache.
By default, the offline cache with try to write into the location reported by
QStandardLocation::writableLocation(QStandardLocation::TempLocation).
Optionally, the environment variable QT3D_WRITABLE_CACHE_PATH can be set with
a path to a writable location.
If QT3D_REBUILD_SHADER_CACHE is not empty, cache will be regenerated.
Alternatively if QT3D_DISABLE_SHADER_CACHE is set, cache will be ignored.
Pick-to: 5.15
Change-Id: Ia348f92ce4cdd5e63ec89e58b7954d1f127f26bb
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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Change-Id: Ic12bc80a00e887a959c6cb27e72be0422d71b254
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: If6ca151b22f442985df1ff34108ca0bd216ebf47
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
(cherry picked from commit 6fdf835639e56c68ae01da894c7d2b9f552dd87d)
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Also make use of the newly documented pattern in the manual test.
Pick-to: 5.15
Change-Id: Idefe271eea345848af3817e08ac5b45946843dad
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Task-number: QTBUG-87217
Change-Id: I2c6f2e0af475d03baa74799a61d70c603fd2ce85
Reviewed-by: Alexandru Croitor <alexandru.croitor@qt.io>
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Task-number: QTBUG-86815
Change-Id: I7a8755571c8977be1f16b2287e5a8055e9016ee5
Reviewed-by: Alexandru Croitor <alexandru.croitor@qt.io>
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Register and document QDebugOverlay.
Change-Id: I357918ce3448c451d796f88656ec287bf03ffcfd
Reviewed-by: Mike Krus <mike.krus@kdab.com>
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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When a node is added to the scene it is scheduled for a post-creation
initialization. However, if the node is destroyed before this
post-creation queue has been processed we will crash.
This commit ensures that the node being deleted is removed from the
post-creation queue. Usually the queue will be empty and so this should
not add a performance penalty.
Pick-to: 5.15
Change-Id: Ibe4289e1e54cdb145f8588f15dc4ad894e427582
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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Change-Id: Idd052f6c24665a1accd2cd681c80fe74846e5c39
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: Ifffbfd80a3d99b43e348e12bea62e3c90eed80c4
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Previous fix for compile issue forgot to account for the fact that
the data changes after being registered with the class.
Change-Id: Ice5238221f190f758ec3f25d883c56877c185e1c
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Ideally should support generic containers but clang seems to fail to
generate the symbol on the mac.
Change-Id: Ic1d6d815ab9aff60a97b3b0047228f55d7efe158
Pick-to: 5.15
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: Ie7272b6d18b0da535b657041bbde81b1e4e6334a
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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This will make it more convenient to insert conditional code
based on whether a layer is defined or not.
Change-Id: Ia72b569f022dd2ee723bf2493710eab709042639
Pick-to: 5.15
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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Task-number: QTBUG-86410
Change-Id: I26427d65de72c86f952b076259979f90eaef87f4
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Adds the ability to disable bounding volume updates from the core
aspect.
Change-Id: I6d8a4c6f8fd880c9fca015cd40eaf7316747a2c6
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I33afeae789f774d07de157d59c96c9e878f5c0bc
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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Change-Id: Ib625369054f1a185f28f45ac7ed9c4faef34b4f5
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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This reduces duplication and will make it easier in the long run to maintain
both backends since what these jobs are doing are doesn't really on the
rendering backend in use.
Change-Id: I9e51f964880874de52a2fa55c7753a1a5633d023
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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Change-Id: I4fbded297c1988b3ace17f6675527a0a00db8973
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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It's only used internally anyway.
Also fix couple warnings.
Change-Id: Ibe44fbcede0676b3822c5003ed447430ae93d2dc
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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This cannot be handled with RHI and in practice nobody ever used that
feature.
[ChangeLog] QRenderTargetSelector remove outputs/drawBuffers property
Change-Id: I6b02718733e5c05cee9074b0078ba2a544de95d6
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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Change-Id: I568ba2d39179f9b5b35190cf86c316788f903d6c
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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Instead of creating a RenderTarget when we create a pipeline, we now
create RenderTargets any time a frontend defines one.
This allows to align with the other type of resources that we create
before pipelines.
Add a dirty flag on QRenderTarget so that backend can easily check if a
frontend RenderTarget has changed.
Also remove the handling of QRenderTargetSelector::outputs which allows
to specify a subset of draw buffers for a given FBO. This cannot be
handled with RHI and in a more general way, removing that altogether
might simplify the API. If you share the attachments, nothing stops
you from creating several FBO to handle that case.
Fix coding style and update the unit tests.
Change-Id: I9f3623e9d7ab9d508db207f2c43cc6c1eedb4f01
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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Up until now, we would expect Parameters to be a single value mapping
to one of the UBO's member
This patch adds handling for the following cases:
- A parameter can now reference a UBO Buffer
This allows filling all the members of a UBO block at once
Note: Since we internally create a single UBO for all commands sharing
the same pipeline, we will copy the content of the user provided UBO at
the proper position inside the larger single UBO.
- A parameter can now reference a ShaderData
This allows to fill a struct member of a UBO block
- SSBOs are now handled when creating the ShaderResourceBindinds
We don't do any magic with these, a RHI SSBO maps to a Qt3D Buffer
Change-Id: I68f9e527a0b0137f460cb3a99c469318f2ee5d98
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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This ensures that header snippets that depend on one another are forced
to be emitted in the correct order, assuming the nodes also depend on
one another.
This has the side effect of dropping header snippets from nodes which
are not connected to any output node or with any unbound input.
Also removed a few lines of unused code.
Pick-to: 5.15
Change-Id: I5e544470aea1d34467f8165fb49e48d38931e0bc
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Introduce new geometry view class for each.
Change-Id: I8e9a8f3a078d4cc63f9656ae8142e39f05d755c7
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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World space and screen space raycasters gain method to do a pick
query synchronously, returning the list of hits.
Change-Id: I41cc3940b8d97c3619456d76127841907a9170cb
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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- Depending on whether we are using RHI or GL we need to either trigger
the rendering after the beforeRendering or beforeRenderPassRecording
have been fired
-> beforeRendering
The RHI command buffer is set up but nothing has been
recorded yet. This is what we want for the RHI backend
but we will need to make sure we don't call begin/endFrame
nor use swap chains other than the one QtQuick is using.
This means RenderSurfaceSelector won't be possible.
-> beforeRenderPassRecording
The RHI command for buffer uploads have been uploaded but the
actual RenderPass draw calls have yet to be made. The screen
has been cleared already, so this is the best place for the
GL backend which expects the screen to have been cleared.
- The GL backend can use a QOpenGLFrameBufferObject but that is not
possible with the RHI backend.
- The RHI backend uses a custom QRhiRenderTarget that takes care of
blitting its color attachment into a QRhiTexture which is then
bound to a QSGTexture
The overall Scene3DItem/Scene3DRender architecture remains the same:
- processChange
- Render Qt3D content into Texture
- Set texture on a custom QSGNode quad
Change-Id: Id6c317342d0a227d5295cbfefefc3ed12da160d7
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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Change-Id: Ib480a8eef157102df8f89a75983cd4d8d46a9388
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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QRegularExpression::match takes a QString and not a QByteArray, so
QRegularExpressionMatch::capturedStart is not reliable to locate bytes
in a QByteArray which might contain Unicode data.
This fixes the issue by explicitly working on QStrings.
Pick-to: 5.15
Change-Id: Ia32ee169718d98e7197d7bfa19ca23e6e243dc25
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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- Allows to create less pipelines
- PipelineUBO: use aligned offsets
- RenderCommand store ShaderResourceBindings (avoids creatings a new one
every frame) and store last used bindings to see if rebuild is required.
Change-Id: I3a44d340a92f5c48f150896b9aa9912527b3b1ea
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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Also start adding tests
Change-Id: Ia9d7fb9beaf8623c47bfafd6f5f0751c6571f82f
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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Fix some const correctness.
Use list-initialization.
Task-number: QTBUG-84469
Change-Id: I48e643bd20e21bee031555af598ad95d9873de12
Reviewed-by: Friedemann Kleint <Friedemann.Kleint@qt.io>
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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All the renderer plugins are doing differently really is the submission
part and the way commands are built which we can hide entirely in the
RenderView/RenderCommands
Change-Id: If4d6a472f1ce1b36ffa5b4ca75e3420e42a165f5
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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Fix some const correctness.
Use list-initialization.
Task-number: QTBUG-84469
Change-Id: I378397aaeb7151b8a083ea62155dc4a38ec302a8
Reviewed-by: Friedemann Kleint <Friedemann.Kleint@qt.io>
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Task-number: QTBUG-84469
Change-Id: Ic726ce85e01190dbc64426388fd454c54ae3c3e3
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I4e6e48abdd79b59fe98a916c7f2da6ba92e8ff82
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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Change-Id: If680702aed4544395866a7b376db920561bf16cc
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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It is now template based, header only
Change-Id: I130ad84adce0638329f9d9fd7cfbf1608a7627f4
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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- MaterialParameterGatherer is common to both
- FilterCompatibleTechniqueJob is common to both
- RenderViewJobUtils refactor to only contain code common to both
- UniformBlockValueBuilder moved to dedicated file, shared with both
Change-Id: I634e6d60eb9a213dd6a0d5abd8ac53710bff1417
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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Change-Id: I49ab3985ee01e40950bcd981dc77139a28f8db6a
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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