| Commit message (Collapse) | Author | Age | Files | Lines |
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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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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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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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While a minor issue, it's possible to use them in a way requiring
a definition, triggering a linker error. We can either make them
inline or constexpr.
Pick-to: 6.6 6.5
Fixes: QTBUG-118170
Change-Id: Ia3dede91b989b295c3e792691d534648581a27c2
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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...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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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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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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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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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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