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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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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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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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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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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>
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Change-Id: Ie5c5bc56e194a2d31bc7217d023c9d94c3c92748
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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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>
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Change-Id: I05e42f7fdfb6b54c30299b7e6664a48f61116b28
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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When reaching a normalized time of 0 they would otherwise continue
to run
Change-Id: Idaea755d3a12f9c9da9c25732c2221e9b3f9f4c7
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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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>
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Change-Id: Id4ad6552fc1a254bd9414bab63400d624e902442
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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Change-Id: I3ed10747175a58513933b29eac66ddf92fe87d07
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: Ifbb51003e15f798798040597b5f7224641e8147c
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I98507808b43b116b1950fd60df54704562a234ce
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: Id3ff72a2eaa7f85844a546ef55dc3e1b71a14659
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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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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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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- 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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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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Change-Id: I5006778b74fee6d030f65deaba86bb38a7a0a86b
Reviewed-by: Mike Krus <mike.krus@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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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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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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Change-Id: I7988ab2c918ecca694df996cc95cd9730d69a6cd
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I79bfa9f14518427bc1211cc48f6561906b1653ce
Reviewed-by: Paul Lemire <paul.lemire@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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- 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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* 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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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: If981333f7a3d78028d4f08c59867453d4192b955
Task-number: QTBUG-81058
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: Ibe0b38df62700608135788331adfcb7fa28159a7
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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We used to perform uniform minization between adjacent render commands all the time.
Since this can yield to a higher CPU usages (but more efficient rendering submission),
we now make this step optional.
[ChangeLog] QSortPolicy add Uniform mode (to control whether uniform minization
should be performed)
Change-Id: I5c0e0dba22400a9884ee1d75426fd76b073fdcb5
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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- Always compile in AspectCommandDebugger and CommandExecuter
- AspectCommandDebugger start when QT3D_COMMAND_SERVER_ENABLED is set
- System information service becomes entry point for commands
from the debugger
- Added commands to enable and disable tracing
Change-Id: Ic0d7fe72fa8a118a43ca348ca4284595a71827a4
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Work was done in postFrame() in main thread anyway, so reduce
amount of jobs slightly
Change-Id: I8bbb3efcaf9246eb8df1033bde133bc16233f889
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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