| Commit message (Collapse) | Author | Age | Files | Lines |
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This has a non-insignificant cost (since the size is at least 260 bytes)
in renderers that construct a lot of these objects per frame. After
changing the qHash implementation to be lighter we no longer rely on
qHashBits, so zeroing it is not essential anymore. Remove it.
Change-Id: If1fbd8dfd46fb3f0e9ea5a3c4794d24b8aeac1ba
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Change-Id: Ia1aab06214be802aaabc97ffefa28947e11148e3
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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More of an enabler for reusing the data in the individual entries since
not clearing the QVLA does not give us much on its own.
Change-Id: Ief9761f75382c3373cc2bc7b866eb59fdd8b3277
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Change-Id: If47eddf3fe7d365c80b0a15712ef155a6898d904
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Rather, utilize all the available ones in the pool, picking
the next available batch after the one we picked previously
(with wrapping over as necessary).
Change-Id: I5f26e127a406c2dd07d155712429c72ad4f0f0f1
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Previous UIntAttributes feature is renamed as IntAttributes.
Change-Id: I4b4a87a0eebf37291da832605f7bee8fb2d4e62b
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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As OpenGL ES and Vulkan ruin the day with the spec mandated minimum
value for max threads per threadgroup being only 128, clients need
a way to decide if their compute shader (local_size_*) is suitable
for use at run time.
Change-Id: I72b4fc97032406340623add82ea4d9544ebe9fdc
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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These docs are not part of the generated docs due to QRhi being private,
but nonetheless keep it useful.
Change-Id: Ic46aaa4cd329535c37fffcd514ba354dff4bfb5c
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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Do not qHashBits on the whole data that is at least 260 bytes, a big
part of it often unused. Just hash binding/stage/type and the first
resource pointer.
Change-Id: If9b3dc9acf36edf225302b1216d91e87b652b8ef
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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Instead of cryptic assertions and crashes depending on the backend,
show some useful warnings (in debug builds only) when one tries to
create an srb with a list where there are duplicated bindings. (a
mistake that happens relatively often during the development of
frameworks, such as Quick 3D, on top)
Change-Id: If1b50a2e8165b001878ad566e048f146e636514f
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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In core profile contexts a line width other than 1 may not work
as expected since it is deprecated in the core profile.
Change-Id: I3fc33cf90c65156aa87d04f08518c9ddcfb62625
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Relevant for Qt Quick 3D. As in many cases Quick3D will rely on runtime
generated shader code, the translated HLSL will be compiled via
D3DCompile() at run time. To make such shaders debuggable, the necessary
flag (D3DCOMPILE_DEBUG) should be requestable somehow.
Change-Id: I4d5c3b57bf58df8d46556eebb5cf6fb75e9d0afe
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Change-Id: I70ad8fb6908ce3837a723e9a095bee5c166739e4
Reviewed-by: Lars Knoll <lars.knoll@qt.io>
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It is a valid use case to have a vertex shader with no
vertex attributes. Using gl_VertexID or gl_InstanceID
is enough to generate vertex data out of thin air.
Change-Id: If7689914624a84723923fd2d7aef355bda592e24
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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A few new files were added with old-school defines.
Change-Id: Ieb2c71e094e55102f3f39fb9551823f36863f5f4
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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In this case the srb represents the layout only, and can still be used
to create a pipeline. For setShaderResources() one will then need to use
another, layout compatible, srb that references valid resources.
Change-Id: I3ea5b63df3be8847540ca4c0c40fbd29dbed8fb7
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Task-number: QTBUG-84469
Change-Id: I366e845249203d80d640355a7780ac2f91a762f1
Reviewed-by: Tor Arne Vestbø <tor.arne.vestbo@qt.io>
Reviewed-by: Friedemann Kleint <Friedemann.Kleint@qt.io>
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Change-Id: I7ba14d30fa57bcb92cd764aed6c85cde853935b4
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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Indicate that doing a QRhiResourceUpdateBatch::readBackTexture() for
texture formats other than RGBA/BGRA is not necessarily supported at
run time.
Change-Id: Ie9ca9546a3af9bff142b875f1ecf26bf26bcc442
Reviewed-by: Eirik Aavitsland <eirik.aavitsland@qt.io>
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For historical reasons we use build and release instead of create and
destroy. This becomes confusing now that more modules in Qt start taking
QRhi into use. Migrate to the more familiar naming, so those who have
used QWindow or QOpenGLContext before will find it natural.
Change-Id: I05eb2243ce274c59b03a5f8bcbb2792a4f37120f
Reviewed-by: Eirik Aavitsland <eirik.aavitsland@qt.io>
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Task-number: QTBUG-83173
Change-Id: I640cd1fe74227d2cc96672d6c7aaac93e1930bcd
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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Change-Id: I58f35b2629bd6464f08cba66e852215472fcbe2a
Fixes: QTBUG-84384
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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Since glCompressedTexImage2D() does not allow zero data, it could not
be executed during texture build. Instead it would be done during the
first subresource upload. This made atlasing clumsy, since one had to
introduce a fake upload of the full texture size before the subtexture
uploads. This commits lets the gles2 backend deal with that instead.
Introduces the UsedAsCompressedAtlas QRhiTexture::Flag for opting in
to this behavior.
Task-number: QTBUG-78582
Change-Id: Ib6e4ea637c62cc8a51bd9a4a06e59882f335f2a7
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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When storing a void* pointer to the texture handle, we had
to ensure that the variable would exist until the build phase,
which is error prone and caused errors in QQuickWidget because
we copied the texture ID from the FBO into a local variable
before passing it into QQuickWindow::setRenderTarget().
The reason for using a void* was that we cannot know the width
of the handles in the different backends, but we do know that
they are 64-bit at maximum, so instead of storing potentially
dangling pointers, we just make it a 64-bit integer and cast
it back and forth in the backends.
Task-number: QTBUG-78638
Change-Id: I7951e24351ddb209045ab6197d81eb1290b4da67
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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Task-number: QTBUG-83707
Change-Id: I63548f4ace70af614a2aa082663bb3ae9fbedc25
Reviewed-by: Paul Olav Tvete <paul.tvete@qt.io>
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Also extend autotesting, both for rendering into a given mip level
and for rendering into a given cubemap face.
Change-Id: Ida94b71150477ceb50a3b5616d8b7be13174558b
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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This is required, so that QHash and QSet can hold more
than 2^32 items on 64 bit platforms.
The actual hashing functions for strings are still 32bit, this will
be changed in a follow-up commit.
Change-Id: I4372125252486075ff3a0b45ecfa818359fe103b
Reviewed-by: Mårten Nordheim <marten.nordheim@qt.io>
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Change-Id: Ib94b9a4e6e17da21f592e71a36fd1b97d42dfe62
Reviewed-by: Mårten Nordheim <marten.nordheim@qt.io>
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Introduces a new QRhiShaderResourceBinding function that takes an array
of texture-sampler pairs. The existing function is also available and is
equivalent to calling the array-based version with array size 1.
It is important to note that for Metal one needs MSL 2.0 for array of
textures, so qsb needs --msl 20 instead of --msl 12 for such shaders.
Comes with an autotest, and also updates all .qsb files for said test
with the latest shadertools.
Task-number: QTBUG-82624
Change-Id: Ibc1973aae826836f16d842c41d6c8403fd7ff876
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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Relevant when doing custom rendering combined with QRhi, and only for
APIs like Vulkan, where image layouts are a thing.
As shown by demo apps, it is not currently possible to implement a
correct application that renders or raytraces into a QRhiTexture's backing
VkImage, and then uses that QRhiTexture in a QRhi-based render pass.
This is because QRhi has no knowledge of the image layout if it changes
due to commands recorded by direct Vulkan calls, and not via QRhi
itself. So, except for certain simple cases, one will end up with
incorrect image layout transitions in the barriers. (at minimum this
will be caught by the validation layer)
To remedy this, add a simple function taking the layout as int (we already
do the opposite in nativeTexture()).
Task-number: QTBUG-82435
Change-Id: Ic9e9c1b820b018f3b236742f99fe99fa6de63d36
Reviewed-by: Eirik Aavitsland <eirik.aavitsland@qt.io>
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Otherwise it is impossible to write an application that pulls out the
VkBuffer for a Dynamic QRhiBuffer, and then uses it with custom Vulkan
operations that read from the buffer. More precisely, the problem arises
only if the buffer in question is not used in combination with any QRhi
operations, because in that case there is nothing that would trigger
doing the host writes queued up by a resource batch's updateDynamicBuffer().
Task-number: QTBUG-82435
Change-Id: Ieb54422f1493921bc6d4d029be56130cd3a1362a
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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Modeled after QRhiTexture's NativeTexture query.
This becomes valuable in advanced cases of integrating external native
rendering code with Qt Quick(3D), because it allows using (typically
vertex and index) buffers created by Quick(3D) in the custom renderer as
well, without having to duplicate the content by manually creating native
buffers with the same vertex and index data.
Change-Id: I659193345fa1dfe6221b898043f0b75ba649d296
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Add a new queriable resource limit value MaxAsyncReadbackFrames. Change
the autotest to rely on this instead of relying on the unspecified,
works-by-accident relation between readbacks and FramesInFlight. This
way even if the behavior diverges in some backend in the future, clients
(well written ones, that is), will continue to function correctly.
Also clarify the docs for FramesInFlight, and change d3d and gl to return
the correct value (which is 1 from QRhi perspective; the expanded docs now
explain a bit what this really means and what it does not).
Change-Id: I0486715570a9e6fc5d3dc431694d1712875dfe01
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Change-Id: I166c89af99e1289ae60febf2f41fab07eab9f7e8
Reviewed-by: Paul Olav Tvete <paul.tvete@qt.io>
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Conflicts:
.qmake.conf
examples/widgets/widgets/imageviewer/imageviewer.cpp
src/corelib/text/qchar.cpp
src/corelib/time/qdatetime.cpp
Change-Id: I9762f5c4ff650799219729d6aee79ac07ce9024a
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Change-Id: I00fcb1c2374e7ca168b6240f9d41c0323fb0867c
Reviewed-by: Giuseppe D'Angelo <giuseppe.dangelo@kdab.com>
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Quick 3D is now having a use case for calling this directly, so use this
opportunity for enhancing the docs to make it clear what this is about.
Change-Id: I19ec956ac25175dbfb754192abaad8d65a6eeb0e
Reviewed-by: Eirik Aavitsland <eirik.aavitsland@qt.io>
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Internally this is already supported by all backends. The frontend was just
not exposing addressW, instead defaulting to the (arbitrarily chosen) ClampToEdge.
Add the parameter to newSampler(), but make it optional, defaulting to the more
natural Repeat (because that's what one would get with OpenGL for WRAP_R by default)
Change-Id: I0b991d8b649db37d4da86ac8e98ab7845601cf67
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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Change-Id: Ibe7de11fc6fc41477c35e7d653c6a911855deabb
Reviewed-by: Paul Wicking <paul.wicking@qt.io>
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Can be relevant for Qt Quick 3D shadows, where the shadow map is R16F.
Task-number: QTBUG-81268
Change-Id: Ic33e100929e133d1cbe0b062a15697c82536f62a
Reviewed-by: Paul Olav Tvete <paul.tvete@qt.io>
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Task-number: QTBUG-78570
Change-Id: I8c4850828ac03319ac923a26c2e985883956c286
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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The new version takes/returns a value that can be unpacked and passed to
other functions without knowing which backend is in use.
The old API will be removed in a later change when dependent modules have
been updated
Task-number: QTBUG-78570
Change-Id: I18d928ceef3cb617c0c509ecccb345551a7990af
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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For Metal and Vulkan this needs actual work because that's where
the concept of renderpass descriptors is relevant. GL and D3D can
just return true always.
The big benefit of this is that Qt Quick can now compare renderpass
descriptors via isCompatible() for its pipeline cache (similarly to
how it is already using isLayoutCompatible() for srbs), and so
renderpass descriptors for layers (Item.layer, ShaderEffect) will
typically be compatible and so can pick up pipelines created by other
layers from the cache.
Also add autotests for shader resource binding and renderpass descriptor
compatibility.
Task-number: QTBUG-80318
Change-Id: I0008bc51c4ee13b0113d2c8caf799e1257f18a18
Reviewed-by: Paul Olav Tvete <paul.tvete@qt.io>
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While we are at it, remove the Border and MirrorOnce wrap modes that have
not been supported on OpenGL, because they are unsupported with Metal+iOS
as well.
Task-number: QTBUG-78580
Change-Id: I0db94b9d3a6125b3bb5d7b1db5d02a42cd94d2c2
Reviewed-by: Tor Arne Vestbø <tor.arne.vestbo@qt.io>
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Inspired by a recent Qt Quick fix. Make sure we make it
clear that QRhi-based rendering code should base output
size calculations (e.g. for setViewport() and similar)
on the pixel size reported from QRhiSwapChain, instead
of going to the QWindow.
Change-Id: I2fc22972162ccc6307ac07ceb7766c746d5f562a
Reviewed-by: Paul Olav Tvete <paul.tvete@qt.io>
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Also improve (docs and runtime checks) and test the minimum set
of required data to create a graphics pipeline.
Task-number: QTBUG-78971
Change-Id: If5c14f1ab1ff3cf70f168fde585f05fc9d28ec91
Reviewed-by: Paul Olav Tvete <paul.tvete@qt.io>
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The joys of "level - Specifies the mipmap level of the texture
image to be attached, which must be 0." for glFramebufferTexture2D
in OpenGL ES 2.0.
Change-Id: Iaf19502f48d7ba73b26abb72535bfa6696a1e182
Reviewed-by: Paul Olav Tvete <paul.tvete@qt.io>
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Use only APIs that are in GLES 3.0.
glMapBuffer() is an old OES extension, stop bothering with that.
Not the least because ANGLE claims supporting it and then fails the
map. (not that we care much about ANGLE, but, for instance, the qrhi
autotest is run with ANGLE configurations as well in the CI, so have
to still take care of it for the duration of Qt 5.x)
Change-Id: I29140402cedffe0430f920ee0c061673257c3aa1
Reviewed-by: Paul Olav Tvete <paul.tvete@qt.io>
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This also marks the beginnings of significantly extending autotesting
of the resource and rendering functionality in QRhi.
Also involves fixing up the buffer operation lists like we did
for textures before. This is to ensure updates and reads on the
same batch execute in the correct order. So just have two lists:
one with buffer, one with texture operations.
Also simplify the struct layouts. No need for those inner structs
with many duplicate members. This reduces the size even, since using a
union was never an option here. Also switch to a VLA, the size is around
253 KB per batch.
The Null backend now keeps track of the QRhiBuffer data so it can return
valid results in readbacks.
Task-number: QTBUG-78984
Task-number: QTBUG-78986
Task-number: QTBUG-78971
Task-number: QTBUG-78883
Change-Id: I9694bd7fec523a4e71cf8a5c77c828123ebbb3bd
Reviewed-by: Paul Olav Tvete <paul.tvete@qt.io>
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Triangle fan drawing is only supported on some platforms. The feature
flag QRhi::TriangleFanTopology is set accordingly.
In general, TriangleStrip topology will be more efficient on most GPUs.
However, if polygon data is already stored as triangle fans, the CPU
savings may be more significant.
Change-Id: I9704fad751d2119eac8791074f58942dd9315601
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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