| Commit message (Collapse) | Author | Age | Files | Lines |
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Make our QRhiMemAllocStats struct a bit more generic, drop the memory
allocation part in the naming, and use the same getter and struct for
reporting some important timings. (we are free to rename for now, there
are no users in other modules yet)
The time spent in graphics (or compute) pipeline creation has a special
relevance in particular with the modern APIs (as it is the single
biggest potentially time consuming blocking operation), but also highly
interesting with others like D3D11 simply because that's where we do the
expensive source-to-intermediate compilation is HLSL source is provided.
In order to see the effects of the various caching mechanisms (of which
there can be confusingly many, on multiple levels), the ability to see
how much time we spent on pipeline creation e.g. until we render the
first view of an application can be pretty essential.
Task-number: QTBUG-103802
Change-Id: I85dd056a39db7e6b25fb1f9d02e4c94298d22b41
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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Docs are private for now, but it is still preferable that the code
snippets in there are up-to-date.
Change-Id: Icaf28d9b6a9ac029755ba241263f59d5091aa1b5
Reviewed-by: Inho Lee <inho.lee@qt.io>
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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Found by codespell
Pick-to: 6.4
Change-Id: Ie3e301a23830c773a2e9aff487c702a223d246eb
Reviewed-by: Nicholas Bennett <nicholas.bennett@qt.io>
Reviewed-by: Edward Welbourne <edward.welbourne@qt.io>
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There are no pipelines here of course. That's only for Vulkan.
But the QRhi APIs provide a common interface for retrieving the
serialized blob and pre-seeding the cache with a blob. The OpenGL
backend already implements that interface via GL program binaries.
We can do something similar with D3D, but it's a lot simpler: we
just need to include the bytecode from HLSL->DXBC compilation (i.e.
the result of D3DCompile() calls) and pick up the already present
bytecode and skip the D3DCompile() call when applicable.
Thus the mechanism is now available for Vulkan, OpenGL, and D3D11
as well.
Has no effect whatsoever if EnablePipelineCacheLoadSave is not set at
QRhi create() time.
Also update the related docs.
Task-number: QTBUG-103802
Change-Id: I91f1fb1f471bc7c654e26886a37c283066e842a8
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Change-Id: Ica4cc0fcea642eccfff7b53a65e7d1a428fd4dad
Reviewed-by: Christian Strømme <christian.stromme@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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It's one thing that this is not part of OpenGL ES, but it is optional
even with Vulkan, with some mobile GPUs not offering the feature at all.
Change-Id: I4e2c6642eccb0793e69074b4b6eeb2b7cef3516e
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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We want to enable gaining access to the underlying resource(s) by
inspecting a QRhiRenderTarget. This is not currently possible for
swapchains since there is nothing that references the actual
QRhiSwapChain. To clean this up, make an explicit, new
QRhiSwapChainRenderTarget subclass. Thus the logic already used in a
couple of places to examine the resources attached to a
QRhiTextureRenderTarget can now work with swapchain render targets too,
by branching based on the resourceType().
This eliminates the somewhat odd setup where a "RenderTarget" resource
is QRhiRenderTarget corresponding (but not exposing!) a swapchain,
whereas a "TextureRenderTarget" is a QRhiTextureRenderTarget which
is a subclass of QRhiRenderTarget. Now we correctly have an (abstract)
base and two subclasses, one for each type of render targets.
Besides, it allows us to clean up the oddly named
Q...ReferenceRenderTarget classes in the backends, which initially tried
to indicate that this "render target" merely references (or, in
practice, is) a swapchain. We can now have a nice and symmetrical
Q...SwapChainRenderTarget and Q...TextureRenderTarget naming scheme.
Change-Id: Ib07e9be99a316eec67b94de0860e08f5f4638959
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Only (straightforwardly) implementable with modern APIs, and
only really exists to handle special platform cases, such as
when a video framework gives us a D3D texture array with
D3D11_BIND_DECODER | D3D11_BIND_SHADER_RESOURCE
which is only possible to use as a shader resource if the SRV
selects a single array layer.
Has no effect on the normal usage of texture arrays, where all
array layers are exposed, and it is the shader that selects the
layer when sampling or loading via the sampler2DArray. That
continues to be the standard way to work with texture arrays.
Change-Id: I0a656b605da21f50239b38abb83067e0208c1dbe
Reviewed-by: Piotr Srebrny <piotr.srebrny@qt.io>
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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By changing it to unique_ptr.
Pick-to: 6.2 6.3
Change-Id: I91abb69445b537d4c95983ae735341882352b29d
Reviewed-by: Marc Mutz <marc.mutz@qt.io>
Reviewed-by: Thiago Macieira <thiago.macieira@intel.com>
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There is a TODO for this in Qt Quick from the 6.0 times. To decide
upfront if Metal can be expected to function, or if a fallback to
OpenGL needs to be triggered (especially important with macOS virtual
machines, where, unlike any real macOS system, Metal may not be
present at all), the scenegraph calls create() and then drops the
result. The idea to make this less wasteful was back then to add a
dedicated probing function which can, possibly, perform the checks in
a more lightweight manner than full initialization. Implement this
now, focusing on Metal.
Brought to attention by QTBUG-100441: printing warnings about not
having an MTLDevice is confusing in a Metal-less macOS VM, because it
is not an actual error, only part of the probing at scenegraph
initialization. We can now avoid printing confusing warnings there.
Change-Id: Ie52c36af9224bedc3f5e4c23edb486d961c9f216
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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On code review of previous RHI patches it was noted that many switch on
enum statements contain a default. This is discouraged as it prevents
the compiler from automatically identifying switch statements that do
not cover all enum cases.
This patch addresses rhi base classes. Further patches required for
specific backend implementations.
Change-Id: Ib2bb30c66fd214b65a4ca7b787c7c610f3c313f5
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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.. but this will only be supported on Vulkan, OpenGL 3.2+, and Open GL
ES 3.2+ for the time being.
The situation is:
- Vulkan is working. qsb accepts .geom files already, and QShader has
existing geometry shader support.
- OpenGL 3.2 and OpenGL ES 3.2 are working.
- D3D11 is not working. D3D11 supports geometry shaders, but SPIRV-
Cross does not support translating geometry shaders to HLSL.
- Metal is not working. Metal does not directly support geometry
shaders.
Change-Id: Ieb7c44c58b8be5f2e2197bf5133cf6847e6c132d
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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Support for Polygon Mode (Triangle Fill Mode in Metal, Fill Mode in D3D)
in the RHI graphics pipeline.
Options are Fill and Line
Status:
OpenGL - ok
Vulkan - ok
Metal - ok
D3D11 - ok
OpenGL ES - does not support glPolygonMode.
Change-Id: I20b7ef416624700c3dc8d1cbe6474f4ca3889db8
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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Added shader stage mapping for tessellation stages.
Manual test rhi/tessellation now works for OpenGL.
Change-Id: I7906b21e9d6e20883f17729f077dba57aa29f4fd
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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This is an issue for QQuickWindow in practice, although it is not hit
by our current tests.
Pick-to: 6.3
Change-Id: Ia73704c1af6a82b2689ce7b844d3b0eb9a17ec18
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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...but this will only be supported with Vulkan and OpenGL 4.0+ and
OpenGL ES 3.2+ for the time being.
Taking the Vulkan model as our standard, the situation is the
following:
- Vulkan is ok, qsb secretly accepts .tesc and .tese files as input
already (plus QShader already has the necessary plumbing when it
comes to enums and such) To switch the tessellation domain origin to
bottom left we require Vulkan 1.1 (don't bother with
VK_KHR_maintenance2 on top of 1.0 at this point since 1.1 or 1.2
implementations should be common by now). The change is essential to
allow the same evaluation shader to work with both OpenGL and
Vulkan: this way we can use the same shader source, declaring the
tessellation winding order as CCW, with both APIs.
- OpenGL 4.0 and OpenGL ES 3.2 (or ES 3.1 with the Android extension
pack, but we won't bother with checking that for now) can be made
working without much complications, though we need to be careful
when it comes to gathering and setting uniforms so that we do not
leave the new tessellation stages out. We will stick to the Vulkan
model in the sense that the inner and outer tessellation levels must
be specified from the control shader, and cannot be specified from
the host side, even though OpenGL would allow this. (basically the
same story as with point size in vertex shaders)
- D3D11 would be no problem API-wise, and we could likely implement
the support for hull and domain shader stages in the backend, but
SPIRV-Cross does not support translating tessellation shaders to
HLSL. Attempting to feed in a .tesc or .tese file to qsb with
--hlsl specified will always fail. One issue here is how hull
shaders are structured, with the patchconstantfunc attribute
specifying a separate function computing the patch constant
data. With GLSL there is a single entry point in the tessellation
control shader, which then performs both the calculations on the
control points as well as the constant data (such as, the inner and
outer tessellation factors). One option here is to inject
handwritten HLSL shaders in the .qsb files using qsb's replace (-r)
mode, but this is not exactly a viable universal solution.
- Metal uses a different tessellation pipeline involving compute
shaders. This needs more investigation but probably not something we
can prioritize in practice. SPIRV-Cross does support this,
generating a compute shader for control and a (post-)vertex shader
for evaluation, presumably in order to enable MoltenVK to function
when it comes to tessellation, but it is not clear yet how usable
this is for us.
Change-Id: Ic953c63850bda5bc912c7ac354425041b43157ef
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Mainly because we do have legacy code in the Qt 5 graphical effects that
tries to dynamically determine the max number of varyings. Make it
easier to port such code.
Change-Id: I846cab2c2fe7b4cd473b5ced0146ca36f1c8169b
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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Add some sort of autotest for both RGBA16F and the new RGB10A2. The
latter is introduced particularly because ideally we should have a
texture format that corresponds to the D3D/Vulkan swapchain color
buffer format with HDR10.
Change-Id: I1e1bbb7c7e32cb3db89275900811c0bcaeac39d6
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Change-Id: I9b3b62ac83642a7d3e474c991e572877b9e46ca5
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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For Direct 3D, Metal, and Vulkan this is natively supported. (and
makes no difference in particular for D3D and Metal because they do
not have the legacy combined image sampler concept anyways)
With OpenGL it will work too, but this relies on SPIR-Cross magic and
is still using a combined sampler (e.g. a sampler2D) in the GLSL
shader. The GL backend walks back and forth in the mapping tables from
the shader baker in order to make this work, which is presumably
slightly more expensive than combined image samplers.
Do note that combined image samplers (i.e. sampler2D in the shader and
QRhiShaderResourceBinding::sampledTexture() in code) continue to be
the primary, recommended way for any user of the rhi for the time
being.
Change-Id: I194721bc657b1ffbcc1bb79e6eadebe569a25087
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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Don't bother with exposing the IDXGIOutput6. Instead, report the values,
just the ones that matter for tonemapping or transfer functions in a
cross-platform way that's also prepared for Metal's different way of doing
things.
Change-Id: I28c7b6144f8267a9d3d44eff1e40697fb543385f
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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The system we inherited from the original Qt 5.14 introduction of QRhi
is a text stream based solution where resource creation and frame
timings are sent in a comma-separated format to a QIODevice.
This, while useful to get insights about the number of resources at a
given time, is not actively helpful. The frameworks built on top (Qt
Quick, Qt Quick 3D) are expected to provide solutions for logging
timings in a different way (e.g. via the QML Profiler). Similarly,
tracking active resources and generating statistics from that is
better handled on a higher level.
The unique bits, such as the Vulkan memory allocator statistics and
the GPU frame timestamps, are converted into APIs in QRhi. This way a
user of QRhi can query it at any time and do whatever it sees fit with
the data.
When it comes to the GPU timestamps, that has a somewhat limited value
due to the heavy asynchronousness, hence the callback based
API. Nonetheless, this is still useful since it is the only means of
reporting some frame timing data (an approx. elapsed milliseconds for
a frame) from the GPU side.
Change-Id: I67cd58b81aaa7e343c11731f9aa5b4804c2a1823
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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...backed by support in the backends for D3D11 and Vulkan.
Expose only what works in practice: scRGB with RGBA16F and HDR10 with
RGB10A2 (or A2BGRA10 etc.). For general use, e.g. to render 2D/3D
content, scRGB (i.e. extended sRGB linear) should be chosen because
that is a linear space.
On Windows with a HDR10 display (and an NVIDIA card) both of these are
known to work, as long as Use HDR is enabled in the Settings for the
display on which the window is created.
When requesting a HDR format and it is not supported, we will fall
back to the default SDR RGBA8/BGRA8 format. However, the behavior
seems to be a bit weird with Vulkan and NVIDIA at least when there is
a HDR display but Use HDR is set to Off: this seems to enable HDR mode
for the lifetime of the window (with the usual set of black screens
while switching over the entire display). Not sure why the driver does
this. With D3D/DXGI, with fewer abstractions in the way, we can check
upfront properly, so that will nicely fall back to the defaults
regardless of why HDR is not available.
Support can also be checked in advance via
QRhiSwapChain::isFormatSupported() as long as the QWindow is
available. (though with Vulkan, as said above, this also seems to
ignore the Use HDR setting of Windows)
Complications, such as moving a window from one screen to another, are
currently not known how they behave. To be seen how this is handled by
the Windows compositor. (from 1903 and up it is said to be able to
automatically downconvert scRGB to SDR so perhaps moving from a HDR to
a non-HDR screen would work - remains to be seen if this needs
something more involved)
When it comes to other platforms and potential future support:
- based on its docs Android 8+ may support scRGB with Vulkan as-is on
a suitable device/display, as long as the application declares
android:colorMode="wideColorGamut" in the manifest.
- for Metal the layer can be made EDR enabled and then
e.g. MTLPixelFormatRGBA16Float/kCGColorSpaceExtendedLinearSRGB should
work. However, this won't be added unless we can test it.
- Linux is unknown.
If one needs access to display specific values such as the min/max
luminance when implementing tonemapping or a transfer function, that
needs platform/API specific approaches, and sadly the kind of data
exposed seems to vary, potentially making it difficult to maintain a
single cross-platform logic. With D3D one can get the
DXGI_OUTPUT_DESC1 from the IDXGIOutput6. This has the min/max
luminances in nits and a bunch of other things. For convenience the
output object is now exposed from the swapchain's nativeHandles()
whenever the D3D backend is used at run time. For Metal one would
presumably access maximumExtendedDynamicRangeColorComponentValue and
co. in the NSScreen. Elsewhere one needs to rely on platform/winsys
specific approaches, if there are any. Remains to be seen longer term
if/how this needs/can be better supported.
Change-Id: I2e61a0e062282d4bfdfba39655941c0f9a795112
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Unlike the shader resource binding lists that automatically recognize
in setShaderResources() when a referenced QRhiResource has been rebuilt
in the meantime (create() was called i.e. there may be completely
different native objects underneath), QRhiTextureRenderTarget has no
such thing. This leads to an asymmetric API and requires also rebuilding
the rt whenever an attachment is rebuilt:
rt = rhi->newTextureRenderTarget({ { texture } })
rt->create()
cb->beginPass(rt, ...)
texture->setPixelSize(...)
texture->create()
rt->create() // this should not be needed
cb->beginPass(rt, ...)
Avoid having to do that second rt->create().
Change-Id: If14eaa7aac3530950498bbdf834324d0741a7c4d
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Pick-to: 6.2
Task-number: QTBUG-97715
Change-Id: I7f0a52c410b9b77f735fb3b7fd33141674bb0cda
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Change-Id: I45e0e53af7e6ba084f6305c3097c6a0ff65fb458
Pick-to: 6.2
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Arrays of textures have always been supported, but we will encounter
cases when we need to work with texture array objects as well.
Note that currently it is not possible to expose only a slice of the
array to the shader, because there is no dedicated API in the SRB,
and thus the same SRV/UAV (or equivalent) is used always, capturing
all elements in the array. Therefore in the shader the last component
of P in texture() is in range 0..array_size-1.
Change-Id: I5a032ed016aeefbbcd743d5bfb9fbc49ba00a1fa
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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The backed expect the pipeline to be valid, so document it and
assert if the set pipeline is a null pointer.
Pick-to: 6.2
Change-Id: I72b3d0d11b8dc98240d17e13adf2b6ccbd71891d
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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Retaining texture upload commands comes at a price, because it
means we also retain the backing storage, which could e.g. be
fullscreen buffers for applications on Wayland. These would
eventually be overwritten, but just clearing the array between
frames is also fine because the data is never reused and the
array is a QVarLengthArray anyway so it already has a lot of
reserved space.
Pick-to: 6.2
Change-Id: I7389487be67b671830787e30e1468c303b7ac5c2
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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Pick-to: 5.15 6.2
Change-Id: I533f5a55cd0cd60a76990b552d7dab51a301ac1c
Reviewed-by: Giuseppe D'Angelo <giuseppe.dangelo@kdab.com>
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The docs are internal still but won't hurt to keep them up-to-date.
At the same time, enhance the QRhiRenderPassDescriptor
serializedFormat() docs as well, with appropriate notes about the
intended usage of the "serialized" data.
Pick-to: 6.2
Change-Id: I8425fff625903468621e3b09d089b345fada85f4
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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Follow what has been done for QRhiShaderResourceBindings. Have a way
to retrieve an opaque blob (that just happens to be a list of integers)
so that a simple == comparison can be used to determine compatibility
even when the objects from which the blob was retrieved are no longer
alive.
The contract is the following:
bool a = rp1->isCompatible(rp2);
bool b = rp1->serializedFormat() == rp2->serializedFormat();
assert(a == b);
Pick-to: 6.2
Change-Id: I45e7d05eeb6dfa2b2de474da0a0644912aaf174a
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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Pick-to: 6.2
Change-Id: I0a1fb042ec2a3983ffbd146ff9bdc9af20134fa5
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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Added specifically to support the deprecated CVOpenGLTextureCache on
macOS, because Qt Multimedia still needs a way to use that when the
applications requests using OpenGL instead of Metal.
Follow what we did for GL_TEXTURE_EXTERNAL_OES, and add a flag that
simply makes all our glBindTexture calls use the
GL_TEXTURE_RECTANGLE[_ARB] target.
Pick-to: 6.2
Change-Id: If818b13a9f520cdb8bdc16de84a3ca0e18ad6c33
Reviewed-by: Lars Knoll <lars.knoll@qt.io>
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Be idiomatic and return the output iterator one past the last element.
Otherwise passing in a plain pointer (as exercised by the autotest now)
fails to function because we write over the same 4 elements again and
again for each binding.
Pick-to: 6.2
Change-Id: If74463fa5140ffa2b1d5be97b71868848ad46614
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Pick-to: 6.2
Change-Id: I66d28cc9d5417bcd5d192fa100c21f69fd42fd6b
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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...by the Qt Quick renderer, for example.
A typical Qt Quick material binding set serializes to 8 uints. This
would not demand a container like QVector. However, being implicitly
shared is essential here due to the intended usage (query the
serialized blob, put it into a cache key, hash it, compare it, all
without any copying and new allocs; we can afford an extra alloc
upon each srb construction, but don't want more afterwards in the
rendering engines)
Also make it clear in the pipeline docs that the optimization Qt Quick
is (soon going to be) doing is legal. (the srb ref in the pipeline can
be dead and dangling as long as every call to setShaderResources()
specifies a layout-compatible alternative)
Pick-to: 6.2
Change-Id: I97efbea1fa3516b10c9832adbab0a21b7bc0845d
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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It is not true that isLayoutCompatible() can be called before create().
That used to be the case before the optimizations have been added.
The docs are still internal, but let's fix it up.
Pick-to: 6.2
Change-Id: Iee61848f058a06774550af6f38a3253956e4cfd3
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Relevant for Vulkan, given that descriptorCount is part of
VkDescriptorSetLayoutBinding, meaning two srbs with arrays of
SampledTextures should only be reported as compatible if the
array size matches.
Also reduces the prealloc size for the VLAs. For Qt Quick even a
lower number would be sufficient, but we still keep the number
something fairly high in order to play nice with Quick3D.
Pick-to: 6.2
Change-Id: Id92b7c09b051ebe54b1fa2bf4ba78950fe60ba27
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Clean a bit, also enhance, e.g. mention textureLod for TexelFetch which
is how Quick3D uses it, and most notably expand the "in practice" notes.
As no application or library can be expected to write fully conditional
code based on all these flags, knowing when a certain feature is
(un)supported in a real run time environment is essential in order to
make informed decisions on when and in what manner (i.e. with or without
conditions), rely on a given feature.
Pick-to: 6.2
Change-Id: I15ea34e11bd345b36248f92de9b1fdb1fdc3e8d9
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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Like we do for OpenGL. Conveniently enough the QRhi feature flags are
readily available.
This should prevent errors such as:
MTLValidateFeatureSupport:3901: failed assertion `Base Vertex Instance
Drawing is not supported on this device'
on the iOS Simulator. It is not clear since which version or SDK this
became a fatal problem, but the base vertex/instance support is indeed
an optional feature according to the Metal Feature set tables, so not
calling the drawIndexedPrimitives variant taking baseVertex and
baseInstance when the reported iOS GPU family is too low is the right
thing to do regardless.
Pick-to: 6.2 6.1
Fixes: QTBUG-95795
Change-Id: I47c54a77a66a0410b86b8d4e5a1863dc730490f4
Reviewed-by: Alexandru Croitor <alexandru.croitor@qt.io>
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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One is a bad application or library in this case, but nonetheless
we should handle this more gracefully then just crashing due to
the QRhi already having been destroyed. Mainly because in Qt 5 one
could get away with the same: releasing OpenGL objects underneath,
for example, a QSGPlainTexture with no (or wrong) GL context did
not generate any user visible fatal errors. So we should not crash
in Qt 6 either with these code bases.
In debug builds or when QT_RHI_LEAK_CHECK is set, one will get the
unreleased resources warning printed in Qt 6, which is a step
forward compared to Qt 5. So there is still some indication that
something is badly designed, even if the application survives.
Task-number: QTBUG-95394
Pick-to: 6.2
Change-Id: I944f4f425ff126e7363a82aff926b280ccf1dfc3
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Remove a conflicting definition of the same operator from
qrhi.cpp. Who knows how many ODR violations this hidden gem may have
caused...
[ChangeLog][QtCore][QDebug] Can now stream QVarLengthArray objects.
[ChangeLog][QtCore][QVarLengthArray] Can now be output via QDebug
streaming.
Change-Id: I12f7670e32029fa8c96b446e9a98ebf3b9732d0d
Reviewed-by: Giuseppe D'Angelo <giuseppe.dangelo@kdab.com>
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Change-Id: I0c687677b7e86b7284130c775718b29aca2cca40
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Supported on OpenGL (and ES) 3.0+ and everywhere else.
Can also be a render target, targeting a single slice at a time.
Can be mipmapped, cannot be multisample.
Reading back a given slice from a 3D texture is left as a future
exercise, for now it is documented to be not supported.
Upload is going to be limited to one slice in one upload entry,
just like we specify one face or one miplevel for cubemap and
mipmapped textures.
This also involves some welcome hardening of how texture subresources
are described internally: as we no longer can count on a layer index
between 0..5 (as is the case with cubemaps), simply arrays with
MAX_LAYER==6 are no longer sufficient. Switch to sufficiently dynamic
data structures where applicable.
On Vulkan rendering to a slice needs Vulkan 1.1 (and 1.1 enabled on the
VkInstance).
Task-number: QTBUG-89703
Change-Id: Ide6c20124ec9201d94ffc339dd479cd1ece777b0
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Normally we only allow creating wrappers for texture objects. These
can then be used with a QRhiTextureRenderTarget to allow rendering into
an externally created texture.
With OpenGL (ES), there are additional, special cases, especially on
embedded. Consider EGLImages for example. An EGLImageKHR can be bound to
a renderbuffer object (glEGLImageTargetRenderbufferStorageOES), which
can then be associated with a framebuffer object to allow rendering into
the external buffer represented by the EGLImage. To implement the same
via QRhi one needs a way to create a wrapping QRhiRenderBuffer for the
native OpenGL renderbuffer object.
Here we add a createFrom() to QRhiRenderBuffer, while providing a dummy,
default implementation. The only real implementation is in the OpenGL
backend, which simply takes a renderbuffer id, without taking ownership.
Task-number: QTBUG-92116
Change-Id: I4e68e665fb35a7d7803b7780db901c8bed5740e2
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Those are needed to handle 16bit YUV formats in Qt Multimedia.
Change-Id: I39c67bf4fcf558487b7819ea38e578f99c12a3ed
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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Fixes: QTBUG-90770
Change-Id: Icba328c417bcce256e7b44f1d540af7f8e83376b
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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