| Commit message (Collapse) | Author | Age | Files | Lines |
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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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As usual, keep some QVector overloads around to allow Qt Quick to compile.
Color attachments and vertex input bindings get an at(index) type of
accessor, unlike any other of similar lists. This is because there the
index is significant, and sequential iteration is not the only type of
operation that is performed. Sometimes a lookup based on an index will
be needed as well.
Task-number: QTBUG-78883
Change-Id: I3882941f09e94ee2f179e0e9b8161551f0d5dae7
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
Reviewed-by: Paul Olav Tvete <paul.tvete@qt.io>
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Task-number: QTBUG-78862
Change-Id: If278bd55530081cbbdbab8dd6e14d86e28da558e
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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Forcing users to go through a QVector, when in practice they almost
always want to source the data from an initializer list, a QVarLengthArray,
or a plain C array, is not ideal. Especially since we can reason about
the maximum number of elements in the vast majority of use cases for all
the affected lists. QRhiResource is also not copyable so we do not need
the usual machinery offered by containers. So switch to a
QVarLengthArray.
Note that a resource is not a container. The only operations we are
interested in is to be able to source data either via an initializer
list or by iterating on something, and to be able to extract the data,
in case a user wishes to set up another resource based on the existing
one.
In some cases a QVector overload is kept for source compatibility with
other modules (Qt Quick). These may be removed in the future.
Also do a similar QVector->QVarLengthArray change in the srb-related
data in the backends.
Change-Id: I6f5b2ebd8e75416ce0cca0817bb529446a4cb664
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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Sad to see this go since the d pointer pattern with implicit sharing
would have been perfect for this class, had this been a public API.
However, as binary compatibility will not be a concern for QRhi classes,
it is wasteful to allocate memory on every QRhiShaderResourceBinding.
This allows users, such as Qt Quick, to use QRhiShaderResourceBinding as
a cheap, simple, value class, without having to invent their own
alternatives in performance critical places.
The change brings a not insignficant improvement in certain qmlbench scenes
(the ones with thousands of unbatched geometry nodes).
Change-Id: I6d1dced6498d9ad625f90ead78bc0a417ea99ed8
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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Revert surfacePixelSize() to be a getter only. With Metal this will
mean returning the "live" layer size (and so not the
layer.drawableSize), which is in line with what we expect with other
backends.
Instead, we leave it to the swapchain's buildOrResize() to "commit"
the size by setting drawableSize on the layer. With typical
application or Qt Quick logic this ensures that layer.drawableSize is
set once and stays static until we get to process the next resize - on
the rendering thread.
This of course would still mean that there was a race when a client
queries surfacePixelSize() to set the depth-stencil buffer size that
is associated with a swapchain. (because that must happen before
calling buildOrResize() according to the current semantics)
That can however be solved in a quite elegant way, it turns out,
because we already have a flag that indicates if a QRhiRenderBuffer is
used in combination with (and only in combination with) a
swapchain. If we simply say that setting the UsedWithSwapChainOnly
flag provides automatic sizing as well (so no setPixelSize() call is
needed), clients can simply get rid of the problematic
surfacePixelSize() query and everything works.
Task-number: QTBUG-78641
Change-Id: Ib1bfc9ef8531bcce033d1f1e5d4d5b4984d6d69f
Reviewed-by: Tor Arne Vestbø <tor.arne.vestbo@qt.io>
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With OpenGL a scissor (or viewport) rectangle is not allowed to have a negative
width or height. Everything else is allowed. This is also the semantic we wish to
keep for QRhiViewport and QRhiScissor.
This raises some problems. For instance, when we do bottom-left - top-left
rectangle conversion, the case of partially out of bounds rects needs to be
taken into account.
Otherwise, Qt Quick ends up in wrong scissoring in certain cases, typically when
the QQuickWindow size is decreased so the content does not fit because that will
then start generating negative x, y scissors for clipping (which is perfectly
valid but the QRhi backends need to be able to deal with it)
Then there is the problem of having to clamp width and height carefully, because
some validation layers for some APIs will reject a viewport or scissor with
partially out of bounds rectangles.
To verify all this, add a new manual test, based on the cubemap one. (cubemap was
chosen because that is an ideal test scene as it fills the viewport completely, and
so it is visually straightforward when a scissor rectangle is moving around over it)
Fixes: QTBUG-78702
Change-Id: I60614836432ea9934fc0dbd0ac7e88931f476542
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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...and change the return value of makeThreadLocalNativeContextCurrent() to
a bool since we expect this to mirror QOpenGLContext::makeCurrent().
Change-Id: I339507152e461fe28fcf7fe777165e6d0072f055
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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...if there is one and the concept is applicable in the first place.
Change-Id: Iab202c1c1cdd229f4910159de4cae7ce30805ea9
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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Starting with D3D11. The other backends will follow later.
Change-Id: I4f165c9f1743df0fb00bdce1e898917575bf5f6e
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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Change-Id: Iff0edf0ae40b830af0209403d899def922e6088c
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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When interfacing with reality (i.e. native platform APIs provided in C,
ObjC, or COM), each of the APIs has its own idea of what types it likes
to use for sizes, points, rects, etc.
Out of the hundreds of warnings Qt Creator throws at us with the default
clang check level when opening one of the rhi backends not a single one
is useful. Regardless, let's try getting rid of what we can. This mostly
involves throwing in int/uint conversions in order to get the signedness
change warnings to shut up. The things that are either unacceptable to
change or are beyond our control are left untouched.
Change-Id: I6e4cb7cd373bf48dc990eaf83344242bbf30bd66
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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Now that Qt Quick's batch renderer misses one level of shader source
caching due to the nature of pipeline state objects, it can be useful
to keep and reuse shader objects when the hash of the source code
matches.
The goal here is to allow Qt Quick to be on par with what the direct
OpenGL path has when it comes to caching shader sources and compilation
results. The program binary disk cache is not in scope in this patch.
Also adds QRhi::releaseCachedResources(), similarly to what the scenegraph
has. This can be called to clear caches such as the shader object
cache we keep here.
Change-Id: Ie3d81d823f61fa65ec814439e882c498f7774d43
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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As an option. Must opt in via setting ExternalContentsInPass in
the flags for beginFrame(). It is somewhat unfortunate to require
declaring this up front, but forcing using secondary command buffers
always, even though beginExternal() may not be used in many applications,
would be an overkill.
Change-Id: I8d52bcab40c96f89f140c4c7877b6c459925e3c7
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Qt Quick in turn will expose it via QSGRendererInterface. Essential when
adding custom Vulkan rendering into a Qt Quick application because the
custom pipeline state objects will need to reference a VkRenderPass.
Change-Id: Idf4092cfc3937830fb8123164081059b0d8d030e
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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This is private API for the time being. Without this the QRhi*
classes show up in the class list in the docs.
Change-Id: I662abb9cc8eaae13ffe9266bd6313faa8e138353
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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Adjusting the size is not very useful on its own. Leave it to Qt Quick
or whoever provides the data to scale the source image data as they see
fit.
This is also more in line with other backends.
While we are at it, update the feature flag documentation. It applies
both to the repeat wrap mode and filtering modes other than nearest
and linear (i.e. mipmapping).
Change-Id: Ie28f1436b862335efeac042dc21e09189f46e626
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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Also clarify what this check includes (backends are expected to
register only QRhiResource instances that actually own native
graphics objects - the ones that don't are not included in the
leak checking)
Change-Id: If0f43b302b148f043391fa7fd7bb77cfc8d93b79
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Also make sure the gl backend is consistent with the other three.
Change-Id: I2f6b783f5fa474c94ede460f5d7ac6fe8129a4f6
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Following the Quick scenegraph (qt.scenegraph.*), we now have
qt.rhi.general. Other categories may get added later.
This does not change the printing of real errors, those will
continue to use qWarning().
Change-Id: Id95416fc82ba8add9527212e431bcbd47d416f1a
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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...and storage buffers and images.
Change-Id: If38a51322e3187088a13cf4e9b88cb40c8af8621
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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The Quick render loops do SkipPresent occasionally, and it all seemed
to work with the threaded one because we lack an autorelease pool on
the SG render thread. (to be corrected separately) The basic one ended
up crashing sometimes, however. Holding on to the drawable is incorrect.
Fixes: QTBUG-76953
Change-Id: I0d0ec6d09aa209d2c848d7a9dbd9b15916fe23ab
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Change-Id: Id48ff52d6532cf3585648addd498cdddccbcb994
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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Have feature flags as appropriate. OpenGL is causing a mess here
but let's support what we can since some of this will become relevant
in more sophisticated mesh drawing cases with 3D in particular.
Change-Id: Idfa7b4642ec87147978e03d78d6233efbd151491
Reviewed-by: Lars Knoll <lars.knoll@qt.io>
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...but this will vary between backends, or in some cases
even between implementations of the same API.
Point size is settable only via the vertex shader (gl_PointSize).
It is silently ignored with D3D and HLSL.
Line widths other than 1 are supported only on OpenGL and Vulkan.
(but this is in fact deprecated with GL and optional with Vulkan)
Add QRhi::Feature values for both.
The line width is now settable on QRhiGraphicsPipeline. It is not a
dynamic state since the static, per-pipeline width is good enough for
most cases. (and the feature is not supported on half of the backends
anyways so it will get limited use in practice).
Change-Id: I6d3a32269527c452b794b2cb8b0f03101eab40b2
Reviewed-by: Lars Knoll <lars.knoll@qt.io>
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Replace by loadRelaxed(), fixing:
rhi\qrhi.cpp: In static member function 'static QRhiShaderResourceBinding QRhiShaderResourceBinding::uniformBuffer(int, QRhiShaderResourceBinding::StageFlags, QRhiBuffer*)':
rhi\qrhi.cpp:2578:26: warning: 'T QBasicAtomicInteger<T>::load() const [with T = int]' is deprecated: Use loadRelaxed [-Wdeprecated-declarations]
Q_ASSERT(d->ref.load() == 1);
Change-Id: Iebe9a62d20498e67bde34b2f0cab8cc38682154f
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
Reviewed-by: Giuseppe D'Angelo <giuseppe.dangelo@kdab.com>
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Define the static QAtomic at file scope to avoid GCC's pessimisation with
function-static QAtomic (https://gcc.gnu.org/bugzilla/show_bug.cgi?id=79561),
and make sure the initial value is 0, so it ends up in BSS, not TEXT.
In QRhi..., don't create a static instance of the wrapper class, use a file-
static atomic, too. This turns the class into a glorified namespace.
Change-Id: I707f628e2b434330028077223071716d5704ba32
Reviewed-by: Thiago Macieira <thiago.macieira@intel.com>
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D3D11 and GL (4.3+, ES 3.1+) will come separately at a
later time.
Change-Id: If30f2f3d062fa27e57e9912674669225b82a7b93
Reviewed-by: Lars Knoll <lars.knoll@qt.io>
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Needed by Qt Quick to handle cases where the application (or other Qt)
code contains OpenGL calls, and Qt Quick facilitates this by ensuring
the scenegraph's GL context is current. The expectation is that when
running with the GL backend of the rhi, all such code remains fully
functional. So add a makeCurrent type of call into the QRhi API that is
a no-op with anything other than OpenGL.
Change-Id: I6f774bf828e31802bdab0c3fef9421cdc0cebe5c
Reviewed-by: Lars Knoll <lars.knoll@qt.io>
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Comes with backends for Vulkan, Metal, Direct3D 11.1, and OpenGL (ES).
All APIs are private for now.
Shader conditioning (i.e. generating a QRhiShader in memory or on disk
from some shader source code) is done via the tools and APIs provided
by qt-labs/qtshadertools.
The OpenGL support follows the cross-platform tradition of requiring
ES 2.0 only, while optionally using some (ES) 3.x features. It can
operate in core profile contexts as well.
Task-number: QTBUG-70287
Change-Id: I246f2e36d562e404012c05db2aa72487108aa7cc
Reviewed-by: Lars Knoll <lars.knoll@qt.io>
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