| Commit message (Collapse) | Author | Age | Files | Lines |
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Add setDepthResolveTexture(). Should work similarly to the color
attachments' resolveTexture, but for depth or depth-stencil.
However, this is another fragmented feature.
- D3D11/12:
Not supported. AFAICS multisample resolve (ResolveSubresource) is just
not supported for depth or depth-stencil formats.
- Vulkan:
Not supported with Vulkan 1.0.
Supported with Vulkan 1.1 and the two extensions.
(VK_KHR_depth_stencil_resolve which in turn requires
VK_KHR_create_renderpass2 since the 1.0 structs are not extensible, so
now need to use VkRenderPassCreateInfo2 and all the '2' structs)
In Vulkan 1.2 the above are in core, without the KHR suffix, but we
cannot just use that because our main target, the Quest 3 (Android) is
Vulkan 1.1. So 1.2 and up is ignored for now and we always look for
the 1.1 KHR extensions.
The depth resolve filter is forced for SAMPLE_0. AVG seems to be
supported on desktop (NVIDIA) at least, but that's not guaranteed, so
would need physical device support checks. On the Quest 3 it does not
seem to be supported. And in any case, other APIs such as Metal do not
have an AVG filter mode at all, so just use SAMPLE_0 always.
- OpenGL (not ES):
Should work, both when the multisample data is a renderbuffer and a
texture. Relies on glBlitFramebuffer with filter NEAREST. What it does
internally, with regards to the depth/stencil resolve mode, is not under
our control.
- OpenGL ES:
Should work when the multisample buffer is a texture. But it will not
work when a multisample renderbuffer (setDepthStencilBuffer, not
setDepthTexture) is used because the GLES-only multisample extensions
(GL_EXT_multisampled_render_to_texture,
GL_OVR_multiview_multisampled_render_to_texture, which we prefer over
the explicit resolve-based approach) work with textures only.
- Metal:
Should work.
Task-number: QTBUG-122292
Change-Id: Ifa7ca5e1be78227bd6bd7546dde3a62f7fdbc95e
Reviewed-by: Andy Nichols <andy.nichols@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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Fixes: QTBUG-123211
Pick-to: 6.7 6.6
Change-Id: Id037f8c5a69c2b0ec18d92fe8bb5a34a0a2b0ea0
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
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Also implement this for OpenGL ES since it can be relevant with tiled
architectures wrt performance.
Task-number: QTBUG-122669
Change-Id: I90dcfe4f5f9edbb8dfb51189d46b89ef2c7a7c06
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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We have to be able to strip the _SRGB nonsense from the render target
view formats when rendering into textures that are provided from an
external engine (e.g. OpenXR) and are forced onto us with formats such
as VK_FORMAT_R8G8B8A8_SRGB.
This highlights some limitation of the current system, which has very
limited handling of sRGB stuff since proper renderers such as Qt Quick
3D have first class support for linearization and converting to sRGB
at the end of their shading pipeline, so _SRGB format textures are
never used in practice.
OpenGL has an issue which is different from everything else, namely
that we do not correctly do the glEnable/Disable on GL_FRAMEBUFFER_SRGB.
The QOpenGLExtensions flag is not what we need. We need to know if the
sRGB-conversion-on-write is supported or not, not that some framebuffer
is sRGB-capable. So do our own query based on the desktop and the ES
extension (GL_EXT_sRGB_write_control is something we never checked for,
but that is the appropriate GLES extension, supported on the Quest 3
for instance) This is now corrected in the gl backend. This means that
the colors will no longer be "too bright" with OpenGL ES and multiview
on the Quest 3 for example.
Unlike OpenGL, Vulkan and D3D automatically convert in shader reads and
writes when the shader resource view or the render target view has a
_SRGB format. (which we get by default since we pass on the texture
format) Getting a second linear->sRGB conversion on the already sRGB
data generated by e.g. Qt Quick 3D is just wrong.
Allow solving this by a new function that can be optionally called to
say we want (RGBA8, srgb=false), i.e. VK_FORMAT_R8G8B8A8_UNORM, for
the views.
Of course, reality is more complicated. D3D11 for instance does not
allow "casting" a fully typed texture, we'd need to use a _TYPELESS
format for that (possibly with other consequences), so skip D3D11.
For D3D12 this should work from Windows 1703 on.
Implementing for Metal is also left as a future exercise - it is neither
needed at the moment within Qt, nor is it trivial, because view textures
have to be created explicitly in Metal, normally we just work with the
MTLTexture as-is, not with views.
Task-number: QTBUG-122288
Task-number: QTBUG-122614
Change-Id: I8aea4e892b308d48f0bf18bdef481e460fbc9d47
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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[ChangeLog][RHI] Add support for short and ushort vertex attributes
Change-Id: I6111a02d442bbad2ec9667ac0336107dd3ab7b62
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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Change-Id: I9a77b6ea0026748c7f97f73b327118f7a9212d52
Reviewed-by: Topi Reiniö <topi.reinio@qt.io>
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The format of QImage is not considered upon texture loading,
it should be documented.
Pick-to: 6.7 6.6 6.5
Change-Id: I795c8a82a71ecdba5407f7e4ce940f7d538ff924
Reviewed-by: Jøger Hansegård <joger.hansegard@qt.io>
Reviewed-by: Artem Dyomin <artem.dyomin@qt.io>
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* There's no convenience header for the `QRhi` class, so add the
`\inheaderfile` command to specify the correct include.
* The `QRhi` class belongs to the `QtGuiPrivate` module; use the
correct name.
* QDoc needs to know about the QtGuiPrivate module. Add basic
documentation for the private module.
Task-number: QTBUG-121855
Task-number: QTBUG-121991
Change-Id: I1ffd729a5f9c928f4cf91ce7127f40c7733fc42f
Reviewed-by: Topi Reiniö <topi.reinio@qt.io>
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Change-Id: I127dcaebc4d4a9d00e0cec924b0a4168a3970a71
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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We will not have time to roll out the proper name change
in 6.7, even though we are not bound by compatibility promises.
In the absence of a holistic migration that covers all Qt modules,
just add the new name with using. The proper solution would be the
reverse: the name changes everywhere and the old class name becomes
available via using; but for now we can live with the reverse,
which still allows new code (such as new examples, and future
application code) use the more descriptive name.
Change-Id: I18e791f4f93cb9b4fae8ec21aeb99b4bf93662f1
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Pick-to: 6.6 6.5
Fixes: QTBUG-119148
Change-Id: Ia119ab3ced9da08853c608aa256bde08a6fd8d4e
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
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Applicable to D3D11 only, although the flag is general enough that
other backends could use it if it made sense for them.
This allows Qt Quick to state that warnings about QRhi::create()
failures that lead to retrying with a different set of flags
(PreferSoftwareRenderer to get to use the WARP software rasterizer)
should be suppressed and turned to regular categorized debug prints.
Other users, e.g. an application directly working with QRhi may not
want this. A create() failure must be complemented by an unconditional
qWarning since normally that is pretty serious error. Hence the opt-in
flag.
Task-number: QTBUG-117926
Change-Id: I808bd1670b631e2068b566ab08589e1783f62ca5
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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Fixes: QTBUG-116756
Change-Id: I6218ea3f59716873853b8bf83b18e0a799eedcc3
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Change-Id: Id12723d6c392e25935ccb265c58af91aff968984
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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Extended linear Display P3 + FP16 is likely the thing to use
on platforms such as VisionOS and iOS (and optionally on macOS)
and perhaps iOS). Enable testing this on macOS with the hdr
manual test.
Change-Id: I67f0bdbadae8c7ebccae7de008f12fd8d9135529
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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Change-Id: Ic66796a5be2dc5c8feca504e68ede2046491bd76
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Only for OpenGL 3.3+ (not ES).
Change-Id: I016ba934d7f5038b3d56f8d0c62e72b3921d86c6
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Change-Id: I10ef8f80b4b4bcb91fc99ab4ab77f2ac031dbd33
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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...while sharing the related code between the d3d backends.
The isHardCodedDefaults flag is not used in practice and is
now removed. Add the luminance behavior and SDR white level
(for Windows) to help creating portable 2D/3D renderers that
composite SDR and HDR content. (sadly the Windows HDR and Apple
EDR behavior is different, as usual)
The new test application is expected to run with the command-line
argument "scrgb" or "sdr". It allows seeing SDR content correction
(on Windows) in action, and has some simple HDR 3D content with
a basic, optional tonemapper. Also shows the platform-dependent
HDR-related screen info. With some helpful tooltips even.
Additionally, it needs a .hdr file after the 'file' argument.
The usual -d, -D, -v, etc. arguments apply to select the 3D API.
For example, to run with D3D12 in HDR mode:
hdr -D scrgb file image.hdr
The same in non-HDR mode:
hdr -D sdr file image.hdr
Change-Id: I7fdfc7054cc0352bc99398fc1c7b1e2f0874421f
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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If a callback deleteLaters a QRhiResource that should still be
handled and not left unreleased. Swap the order.
Pick-to: 6.6 6.5
Change-Id: I8419a28a9db5bb59f768ab5820dfaf593464d6d2
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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And the ability to deregister.
Going to be required by QRhiWidget.
Change-Id: If185cbed2faa042098ac1f6bb1d6daaffd834377
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Fixes: QTBUG-115521
Pick-to: 6.6
Change-Id: I774cdc4d1b9e09624a9b5f9969eae5085b40a6c0
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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One line is better than three.
Pick-to: 6.6
Change-Id: Ib738ec18b51accead3897b450b26207b3fba87d8
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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After fixing the data type for D24S8, we can now implement attaching
depth and stencil (with the same texture).
For Metal we need to set a stencil flag correctly.
This allows using D24S8 in the manual test, which is likely the format
that is going to be commonly used when setting up multiview with
Qt Quick.
Fixes: QTBUG-114904
Change-Id: Ife425c6cb3e09bfe40092c841b78f7a93bb6a4cd
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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...and expand the docs a bit.
Task-number: QTBUG-114896
Change-Id: I969c3aa2fa72a242e275e4b6dd996df20d1cd2ab
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Some shortcomings and unexpected problems are not unlikely.
The basic feature, with 2 views going to a texture array's
0 and 1 elements, seems to be working with macOS, also with
MSAA. Instanced drawing has not been verified. (relevant
because layered rendering works via instancing in Metal
and the QRhi backend has to adjust the instance count
in every draw call)
Fixes: QTBUG-114774
Change-Id: I3655e0d2c658b88c4cd6b52a32f94134324e4ac9
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Task-number: QTBUG-114790
Change-Id: I3afccc3f7ae2d05aa9aa0e0943aeadc080016f0e
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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This relies on qsb being able to invoke dxc instead of fxc when the
request HLSL (shader model) version is 6.1. (6.1 is required for
SV_ViewID) This currently works only when conditioning offline with
qsb (or via CMake), because qsb can easily invoke dxc instead of
fxc. When shipping HLSL inside the .qsb package (so when -c is not
specified or running the external tool fails), this won't work since
the D3D12 backend still uses D3DCompile(), not IDxcCompiler. Support
for that will be investigated separately.
We also need to bump to ID3D12Device2 and ID3D12GraphicsCommandList1.
With Windows 10 version 1703 being quite old now, this should not be a
problem at run time.
There are however issues at build time, namely that MinGW and
MinGW/LLVM and similar seems to have ancient Windows SDK headers
according to the CI test runs. None of the MSVC configurations have
this in the CI, they have reasonable versions of d3d12.h and similar.
Therefore, one important aspect of this change is that the D3D12
backend of QRhi will only be available from now on when the SDK
headers are new enough (meaning ID3D12Device2 is declared, which is a
several years old type now). Otherwise, QRhi::create() will simply
fail when asking for D3D12 with a helpful warning message about the Qt
build being crippled.
Implementation-wise, there are surprises in store as well:
The way the PSO is created needs to be revamped to follow the
extensible approach that uses a pipeline state stream
description. Both the graphics and compute pipeline creation is
changed to use CreatePipelineState() and the associated
machinery. This is only really essential for graphics pipelines since
we know have to include data for view instancing (multiview). For
compute the result is the same as before.
Additionally, the view count must now be baked into the
QRhiGraphicsPipeline. This means that applications must call
setMultiViewCount() with the same value (typically 2) *both* on the
render target's color attachment and on the pipeline. Backends that do
not care about the pipeline's view count (GL, Vulkan) will of course
ignore it, but if it's not set correctly D3D12 will fail. The manual
test is updated accordingly.
Fixes: QTBUG-114772
Change-Id: I93db7313377e711c2faeb956815899b12132d23b
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Fixes: QTBUG-114770
Change-Id: Ibb1ced7f19d15a5116c60e95fd3e6b86ace63155
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Pick-to: 6.6
Change-Id: I3b5709358fc572ad2214527b19d027c93a0af745
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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Pick-to: 6.6
Change-Id: I46f1b10c49841719bf54e52b58ee565b963ca21c
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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Pick-to: 6.6
Change-Id: I2025d559be357a6825cdcae4cb0f0931a89864ab
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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Knowing the maximum potential component value can be useful
to potentially (sic) opt out of an HDR code path if the maximum
color component value will be too low to make the additional
processing overhead worth it.
Pick-to: 6.6
Change-Id: Ib1e1b7a745b236e1d137a1e7daf1248f1572e184
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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* Fix file quoting in RHI Window example
* Add missing \inmodule commands for QRhi Classes
* Add missing dependency to qtshadertools
* Remove documentation for non-existent overload of
QRhiGraphicsPipeline::setTargetBlends()
Other fixed warnings:
src/gui/rhi/qrhi.cpp:
* warning: clang couldn't find function when parsing
\fn void setUsage(UsageFlags u)
* warning: clang couldn't find function when parsing
\fn virtual bool QRhiSwapChain::isFormatSuported(Format f)
Change-Id: I73ff7896c3d5c8bb491368e941b32c8026a47191
Reviewed-by: Paul Wicking <paul.wicking@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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...which comes at the expense of performance. Therefore this is
currently an environment variable-based opt-in solution.
Change-Id: If884de041f619fef0929ac2cfbdd035092723d51
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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...and improve the comments since it is not directly obvious why
things are done the way they are.
Pick-to: 6.5
Change-Id: I6aa5f09b1b2f7f3fc18f74a4af2977d24278aae6
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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Mention something some parts of Qt Quick rely on: that the update
batch objects stay valid across frames.
Change-Id: I2a21c19ceaa0c73a95062cc9b5cc3f4d1020e8a5
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Change-Id: I533e44d73ad1aebf72ef2e28c90c51f5effb8977
Reviewed-by: Mårten Nordheim <marten.nordheim@qt.io>
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Modeled after Metal's cb.GPUStart/EndTime. Implemented with timestamp
queries for other APIs.
Implemented for Metal, D3D11, Vulkan for now. No more callback, just
a getter on the command buffer which returns the latest known value,
referring to some previous frame. This makes it a lot more usable
than the original solution that is not really used anywhere at
the moment.
Now works for offscreen "frames" as well, this was not implemented
before.
Opt in with a new QRhi::create() flag because we cannot tell in
advance if the getter will be called or not, and this way we can
skip recording the timestamps by default. The cost is probably
minimal, though. Qt Quick will set this automatically when running
with QSG_RHI_PROFILE=1.
Change-Id: I903779984a4e0bbf1d03806d04bf61571ce23d72
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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...even when the QRhi is already gone. This should not happen in
well-written applications and libraries, but we handle this
gracefully in the regular dtor and destroy() for resources that
register themselves to their creator QRhi, so by registering
everything we can offer this to all QRhiResource subclasses.
We still want to differentiate between native resource owning
QRhiResources and others (that do not create native graphics
objects), so do this via a flag passed to registerResource().
This way the behavior with QT_RHI_LEAK_CHECK=1 does not change.
Pick-to: 6.5
Fixes: QTBUG-112914
Change-Id: I9bafc81ef7a4ae76f356fc5f6248628d1f8791e0
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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Change-Id: I289452f39fd161da0e0d7bf329e0922df6bbde8a
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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Change-Id: I5222dd5479fe5c23b20bd08a2908a85be4d25e45
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Change-Id: I1b14d3230ab4011506892c64ea03d5431d82a90d
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
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Add support for shader input output interface blocks in Metal
tessellation pipelines. This feature is builtin to other rhi supported
tessellation backends (OpenGL/Vulkan).
Metal tessellation is implemented as compute pipelines for vert and
tesc, and a render pipeline for tese and frag. The shader conversion
from GLSL is handled by SPIRV-Cross, which has a particular way of doing
things. Rhi must setup the vertex inputs for the tese - frag render
pipeline to read from buffers written by the tesc compute pipeline,
following SPIRV-Cross conventions. This includes ensuring correct
memory alignment per MSL Specification.
In order to enable input output interface blocks, reflection of struct
members of QShaderDescription::InOutVariable is required. Reflection of
QShaderDescription::BuiltinVariable array dimensions is also required to
support variable size tese builtin input gl_ClipDistance.
An acompanying patch to QtShaderTools is required.
Change-Id: Id94e86caef211485afc187bb79fe3d0619d02cf0
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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Separate 1D mipmap generation support from rendering into an 1D texture.
Those are two independent features, so have a separate feature flag for
both instead of using just one.
This will then be symmetric with the 3D texture features, where now we
have a new flag to report support for generating mipmap for 3D textures.
(whereas 3D texture as a render target is already covered by
RenderTo3DTextureSlice)
Change-Id: Ie5e1f056a7d1c341d90cd7fc522877a3f2da3290
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Runtime support is indicated via QRhi::Feature::HalfAttributes.
OpenGL support is available in OpenGL 3.0+, OpenGL ES 3.0+, and in
implementations that support the extension GL_ARB_half_float_vertex.
Other RHI backends (Vulkan, Metal, D3D11, and D3D12) all support this
feature.
Note that D3D does not support the half3 type. D3D backends pass half3
as half4.
tst_qrhi auto unit test included.
Change-Id: Ide05d7f62f6102ad5cae1b3681fdda98d52bca31
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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Change-Id: I0ba829b5b3df7ebff2fe7da81424e2623a895325
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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Change-Id: Iefcf06ffc251d160e838ae12729314b29d4f36a1
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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