| Commit message (Collapse) | Author | Age | Files | Lines |
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We were reusing the QRhiMetalInitParams when falling back to OpenGL,
which caused crashes at runtime.
We remove the fallback altogether, as tests or clients that rely on
a specific RHI backingstore backend should do feature-testing before
requesting the specific backend.
Pick-to: 6.7
Change-Id: Iee38348ae06ea118aafcada33a8956ae07bb2228
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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When a QWidget with an associated RHI swapchain (via its QWindow) is
moved to a different top level window, that top level window has its
own backing store, and QBackingStoreRhiSupport, which doesn't know
anything about the fact that the window already has an associated
swap chain in the original top level window's QBackingStoreRhiSupport.
As having multiple swap chains for the same window is not supported
on all RHI backends (Vulkan and DX in particular), we need to throw
away the swap chain when detecting that the window is moved to a new
top level.
We do this by hooking into the existing WindowAboutToChangeInternal
event delivery to renderToTexture children, which now delivers the
event both to renderToTexture QWidget children as well as QWindows
in the hierarchy. The condition of when to deliver the event has
been updated to reflect whether the top level uses RHI for flushing,
instead of only including renderToTexture children, as the former
also includes setting QT_WIDGETS_RHI=1 explicitly.
The event is then caught by QBackingStoreRhiSupportWindowWatcher,
and handled the same way as for SurfaceAboutToBeDestroyed.
Renaming qSendWindowChangeToTextureChildrenRecursively would make
sense at this point, but to make cherry-picks easier we keep the
current name for now.
Fixes: QTBUG-120276
Pick-to: 6.7 6.5
Change-Id: Ic4c60e89be985f12a84e9f893c299e602b70851a
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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Simplifies maintenance of code paths that rely on Metal.
Change-Id: I1d1f705fffc14dbafde346eeb555b43be6d5be54
Reviewed-by: Alexandru Croitor <alexandru.croitor@qt.io>
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Amends ffb857e9d0745fdd31bca091333f1120c5857d7b.
Pick-to: 6.6 6.5
Task-number: QTBUG-118116
Change-Id: Ifb55130fd66b8ea1446363ae22f11cfe4f4d48bb
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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When adding the D3D12 code path in widgets it seems it was ignored that
the retry-with-WARP logic was present both for D3D11 and 12 in Qt Quick.
For consistency, the same logic must be used. Right now widgets only has
the retry logic for D3D11.
Pick-to: 6.6
Change-Id: I08d5728acfb9a68db7e0a4b0477050f08546ffac
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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Behaving differently in QQuickWindow vs. a QRhi-based widget
window is not great for WebEngine. The env.var naming is not
the best (QSG prefix) but we already have some precedent for
this (recognizing QSG_INFO in QRhi), and there is no other
choice anyway.
Pick-to: 6.6 6.5 6.6.0 6.5.3
Task-number: QTBUG-116445
Change-Id: Ibfd495cbd1d42502441d6629325bdeb033e813f3
Reviewed-by: Allan Sandfeld Jensen <allan.jensen@qt.io>
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Was missing for some reason when this got added in 6.4.
Pick-to: 6.6 6.5
Change-Id: I4f8b780c7119649688d8d8a197e8ef59730b0b61
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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qrhi.h, qshader.h, qshaderdescription.h (and qshaderbaker.h from
shadertools; done separately) become "RHI APIs", following the concept
of QPA APIs.
Mirror completely what is done for QPA headers, but using the "rhi"
prefix for the headers. This involves updating syncqt to handle the
new category of headers. (a note on the regex: matching everything
starting with "qrhi" is not acceptable due to incorrectly matching
existing and future headers, hence specifying the four header names
explicitly)
There is going to be one difference to QPA: the documentation for
everything RHI is going to be public and part of the regular docs, not
hidden with \internal.
In addition to the header renaming and adding the comments and
documentation notes and warnings, there is one significant change
here: there is no longer a need to do API-specific includes, such as
qrhid3d11[_p].h, qrhivulkan[_p].h, etc. These are simply merged into a
single header that is then included from qrhi.h. This means that users
within Qt, and any future applications can just do #include
<rhi/qrhi.h> (or rhi/qshader.h if the QRhi stuff is not relevant), no
other headers are needed.
There are no changes to functionality in this patch. Only the
documentation is expanded, quite a lot, to eliminate all qdoc warnings
and make the generated API docs complete. An example, with a quite
extensive doc page is added as well.
Task-number: QTBUG-113331
Change-Id: I91c749826348f14320cb335b1c83e9d1ea2b1d8b
Reviewed-by: Volker Hilsheimer <volker.hilsheimer@qt.io>
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
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create() for D3D11 performs a smoke test with creating a vertex shader
to ensure the created graphics device is actually usable for Qt's
purposes. When this fails, create() returns false. Qt Quick
automatically retries with the PreferSoftwareRenderer flag which
causes picking up the WARP device ("Microsoft Basic Render Driver").
Synchronize this behavior to the QRhi-based backing store so that
widget apps using QQuickWidget (or anything running QT_WIDGETS_RHI=1)
get this same behavior out of the box.
Pick-to: 6.5 6.4
Change-Id: Idff795401dbed8ba465102d075808010d421d34e
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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- The optional nice-to-haves DebugMarkers, Timestamps, PipelineCache
are not yet implemented (features reported as false, to be
implemented later, although buffer/texture resource name setting
already works as-is, regardless of DebugMarkers).
- Mipmap generation for 3D textures is missing. Won't matter much
given that 3D textures are not used in Qt for anything atm. For
generating mipmaps for 2D (or 2D array) textures, the MiniEngine
compute shader and approach is used. 3D support for the mipmap
generator may be added later. 1D textures / arrays are supported
except for mipmap generation, and so the
OneDimensionalTextureMipmaps feature is reported as false.
- Qt Quick and Qt Quick 3D are expected to be fully functional.
(unforeseen issues are not impossible, of course)
- Uses minimum feature level 11.0 when requesting the device. It is
expected to be functional on resource binding tier 1 hardware even,
although this has not been verified in practice.
- 2 frames in flight with the usual resource buffering
(QRhiBuffer::Dynamic is host visible (UPLOAD) and always mapped and
slotted, other buffers and textures are device local (DEFAULT).
Requests 3 swapchain buffers. Swapchains are mostly like with D3D11
(e.g. FLIP_DISCARD and SCALING_NONE).
- The root signature generation is somewhat limited by the SPIR-V
binding model and that we need to map every binding point using the
nativeResourceBindingMap from the QShader. Thus the root signature
is laid out so each stage has its own set of resources, with shader
register clashes being prevented by setting the visibility to a
given stage.
Sampler handling is somewhat suboptimal but we are tied by the
binding model and existing API design. It is in a fairly special
situation due to the 2048 limit on a shader visible sampler heap, as
opposed to 1000000 for SRVs and UAVS, so the approach we use for
textures (just stage the CPU SRVs on the (per-frame slot) shader
visible heap as they are encountered, effectively treating the heap
as a ring buffer) would quickly lead to having to switch heaps many
times with scenes with many draw calls and sampledTexture/sampler
bindings in the srb.
Whereas static samplers, which would be beautiful, are impossible to
utilize safely since we do not have that concept (i.e. samplers
specified upfront, tied to the graphics/compute pipeline) in the
QRhi API, and an srb used at pipeline creation may change its
associated resources, such as the QRhiSampler reference, by the time
the shader resources are set for the draw call (or another,
compatible srb may get used altogether), so specifying the samplers
at root signature creation time is impossible.
Rather, the current approach is to treat each sampler as a separate
root parameter (per stage) having a descriptor table with a single
entry. The shader visible sampler heap has exactly one instance of
each unique sampler encountered during the lifetime of the QRhi.
- Shader-wise no different from D3D11, works with HLSL/DXBC 5.0
(i.e. existing .qsb files with DXBC in them work as-is). But unlike
D3D11, this one will try to pick 6.7, 6.6, ..., down to 5.0 from the
QShader, in that order.
- Uses D3D12MA for suballocating. As a result it can report vmem
allocation statistics like the Vulkan backend, and it does more
since the DXGI memory usage (incl. implicit resources) is also
reported. This is optional technically, so we also have the option
of going straight with the heavyweight CreateCommittedResource()
instead. That is what we do if the adapter chosen reports it's
software-based or when QT_D3D_NO_SUBALLOC=1 is set.
- PreferSoftwareRenderer (picking the WARP device) and the env.var.
QT_D3D_ADAPTER_INDEX work as with the D3D11 backend.
- It is not unexpected that with large scenes that generate lots of
draw calls with multiple textures/samplers per call the performance
may be slightly below D3D11 (probably mostly due to descriptor
management). Similarly, the reported memory usage will be higher,
which is partly natural due to creating heaps, descriptor pools,
staging areas, etc. upfront. Will need to be evaluated later how
these can be tuned.
Change-Id: I5a42580bb65f391ebceaf81adc6ae673cceacb74
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
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There is no user for these at this point: QOpenGLWidget does not
need any of these by nature, whereas QQuickWidget is also currently
in the works-as-is category, it has no need to communicate the need
for additional Vulkan device extensions for example.
Pick-to: 6.4
Task-number: QTBUG-108277
Change-Id: Idc09552027377a21a0e904fbb9bfbd95c3d0e0a1
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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The goal is to make it possible to implement QSGRhiSupport::backendName()
in Qt Quick with just a single line:
return QString::fromUtf8(QRhi::backendName(m_rhiBackend));
instead of duplicating the strings and the logic.
Similarly, QBackingStoreRhiSupport can now drop its apiName() helper
entirely.
Change-Id: Ia8cbb1f1243539ed4d7a98e71dcc2ed56b017e40
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Replace the current license disclaimer in files by
a SPDX-License-Identifier.
Files that have to be modified by hand are modified.
License files are organized under LICENSES directory.
Task-number: QTBUG-67283
Change-Id: Id880c92784c40f3bbde861c0d93f58151c18b9f1
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
Reviewed-by: Lars Knoll <lars.knoll@qt.io>
Reviewed-by: Jörg Bornemann <joerg.bornemann@qt.io>
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Task-number: QTBUG-102030
Change-Id: I6b05007c6ae3d653197c5680b9fc5768b0e3690f
Reviewed-by: Michal Klocek <michal.klocek@qt.io>
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QPlatformTextureList holds a QRhiTexture instead of GLuint. A
QPlatformBackingStore now optionally can own a QRhi and a
QRhiSwapChain for the associated window. Non-GL rendering must use
this QRhi everywhere, whereas GL (QOpenGLWidget) can choose to still
rely on resource sharing between contexts. A widget tells that it
wants QRhi and the desired configuration in a new virtual function in
QWidgetPrivate returning a QPlatformBackingStoreRhiConfig. This is
evaluated (among a top-level's all children) upon create() before
creating the repaint manager and the QWidgetWindow.
In QOpenGLWidget what do request is obvious: it will request an
OpenGL-based QRhi. QQuickWidget (or a potential future QRhiWidget)
will be more interesting: it needs to honor the standard Qt Quick
env.vars. and QQuickWindow APIs (or, in whatever way the user
configured the QRhiWidget), and so will set up the config struct
accordingly.
In addition, the rhiconfig and surface type is (re)evaluated when
(re)parenting a widget to a new tlw. If needed, this will now trigger
a destroy - create on the tlw. This should be be safe to do in
setParent. When multiple child widgets report an enabled rhiconfig,
the first one (the first child encountered) wins. So e.g. attempting
to have a QOpenGLWidget and a Vulkan-based QQuickWidget in the same
top-level window will fail one of the widgets (it likely won't
render).
RasterGLSurface is no longer used by widgets. Rather, the appropriate
surface type is chosen.
The rhi support in the backingstore is usable without widgets as well.
To make rhiFlush() functional, one needs to call setRhiConfig() after
creating the QBackingStore. (like QWidget does to top-level windows)
Most of the QT_NO_OPENGL ifdefs are eliminated all over the place.
Everything with QRhi is unconditional code at compile time, except the
actual initialization.
Having to plumb the widget tlw's shareContext (or, now, the QRhi)
through QWindowPrivate is no longer needed. The old approach does not
scale: to implement composeAndFlush (now rhiFlush) we need more than
just a QRhi object, and this way we no longer pollute everything
starting from the widget level (QWidget's topextra -> QWidgetWindow ->
QWindowPrivate) just to send data around.
The BackingStoreOpenGLSupport interface and the QtGui - QtOpenGL split
is all gone. Instead, there is a QBackingStoreDefaultCompositor in
QtGui which is what the default implementations of composeAndFlush and
toTexture call. (overriding composeAndFlush and co. f.ex. in eglfs
should continue working mostly as-is, apart from adapting to the
texture list changes and getting the native OpenGL texture id out of
the QRhiTexture)
As QQuickWidget is way too complicated to just port as-is, an rhi
manual test (rhiwidget) is introduced as a first step, in ordewr to
exercise a simple, custom render-to-texture widget that does something
using a (not necessarily OpenGL-backed) QRhi and acts as fully
functional QWidget (modeled after QOpenGLWidget). This can also form
the foundation of a potential future QRhiWidget.
It is also possible to force the QRhi-based flushing always,
regardless of the presence of render-to-texture widgets. To exercise
this, set the env.var. QT_WIDGETS_RHI=1. This picks a
platform-specific default, and can be overridden with
QT_WIDGETS_RHI_BACKEND. (in sync with Qt Quick) This can eventually be
extended to query the platform plugin as well to check if the platform
plugin prefers to always do flushes with a 3D API.
QOpenGLWidget should work like before from the user's perspective, while
internally it has to do some things differently to play nice and prevent
regressions with the new rendering architecture. To exercise this
better, the qopenglwidget example gets a new tab-based view (that could
perhaps replace the example's main window later on?). The openglwidget
manual test is made compatible with Qt 6, and gets a counterpart in form
of the dockedopenglwidget manual test, which is a modified version of
the cube example that features dock widgets. This is relevant in
particular because render-to-texture widgets within a QDockWidget has
its own specific quirks, with logic taking this into account, hence
testing is essential.
For existing applications there are two important consequences with
this patch in place:
- Once the rhi-based composition is enabled, it stays active for the
lifetime of the top-level window.
- Dynamically creating and parenting the first render-to-texture
widget to an already created tlw will destroy and recreate the tlw
(and the underlying window). The visible effects of this depend on the
platform. (e.g. the window may disappear and reappear on some,
whereas with other windowing systems it is not noticeable at all -
this is not really different from similar situtions with reparenting
or when moving windows between screens, so should be acceptable in
practice)
- On iOS raster windows are flushed with Metal (and rhi) from now on
(previously this was through OpenGL by making flush() call
composeAndFlush().
Change-Id: Id05bd0f7a26fa845f8b7ad8eedda3b0e78ab7a4e
Reviewed-by: Tor Arne Vestbø <tor.arne.vestbo@qt.io>
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