| Commit message (Collapse) | Author | Age | Files | Lines |
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When building against a 8.1 or older SDK the Windows 10-only value
DXGI_SWAP_EFFECT_FLIP_DISCARD may not be present. Just use the value
directly. At runtime that code path cannot be hit anyway when running
on 8.1 or older.
Task-number: QTBUG-80084
Change-Id: I0974b82db770e5487315798432ee601937b96c5e
Reviewed-by: Friedemann Kleint <Friedemann.Kleint@qt.io>
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When the source size is not explicitly specified, we take the entire
subresource. However, just using the texture's size is wrong: when the
source level in a copy or readback is not 0, the size for the corresponding
mip level has to be used instead.
This fixes occasional crashes with Metal in the autotest.
Change-Id: I99f689feef93ec86dffdc9e82d6bfdaf5c1eb041
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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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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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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Forgot the _p suffix.
Change-Id: I48225418fd40d45020b016b59578fcc1944d15c0
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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Task-number: QTBUG-78089
Change-Id: I4e33665947debe007abcb976641e515224fa8451
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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The device can be lost when physically removing the graphics adapter,
disabling the driver (Device Manager), upgrading/uninstalling the
graphics driver, and when it is reset due to an error.
Some of these can (and should) be tested manually, but the last
one has a convenient, programmatic way of triggering: by triggering
the timeout detection and recovery (TDR) of WDDM. A compute shader
with an infinite loop should trigger this after 2 seconds by default.
All tests in tests/manual/rhi can now be started with a --curse <count>
argument where <count> specifies the number of frames to render before
breaking the device. Qt Quick will get an environment variable with
similar semantics in a separate patch.
Change-Id: I4b6f8d977a15b5b89d686b3973965df6435810ae
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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Clang emits a warning
Change-Id: Ie2bf77248df2b2ecf23e24429688563f9725dd0d
Reviewed-by: Laszlo Agocs <laszlo.agocs@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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Mainly for Vulkan where it lacked the recording of the still queued
commands. Uncovered by Qt Quick examples that integrate custom Vulkan
rendering.
This still has an issue that needs to be tackled separately. (we probably
will switch to using a dedicated secondary command buffer with
RENDER_PASS_CONTINUE_BIT for the external commands, and then just have
a vkCmdExecuteCommands in our own queue instead of recording everything in
beginExternal).
The possibility of losing glMemoryBarrier() calls due to begin/endExternal()
with the OpenGL backend is fixed too. The logic here mirrors Vulkan
to some extent except that we do not have a concept of (and so the trouble
with) renderpass instances.
Clean up around the implementations of finish() as well. Attempting to share
code via a "flushCommandBuffer" function is admirable but is not worth it
since some semantics are different. (finish() cannot be called within a
begin/endPass, unlike begin/endExternal).
Change-Id: I5137db598d6a40d484e53678f5c919abf750d9ed
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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Use FLIP_DISCARD swapchains only on Win10, stick
with DISCARD otherwise. This may fix the swapchain
creation problems on Windows 7.
Add a QT_D3D_NO_FLIP env.var. to make it possible to
disable using FLIP_DISCARD even on Win10. This is there
for troubleshooting purposes.
Finally, fix the backbuffer handling. What we originally
ported from the D3D12 backend of Qt Quick is not quite how
DXGI used to work with D3D11 and earlier. GetBuffer() can
only be used to query index 0, and that's the backbuffer,
the rest is managed internally. Follow this model.
As an added bonus, disable Alt+Enter.
Change-Id: Ie5c7a1e813864e7f873d55bc72cb22fc09213a05
Reviewed-by: Friedemann Kleint <Friedemann.Kleint@qt.io>
Reviewed-by: André de la Rocha <andre.rocha@qt.io>
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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Dynamically resolve CreateDXGIFactory2() which is not present
on the platform.
Task-number: QTBUG-76845
Change-Id: I4d15d72633544a8c11d2b78c8736cd20a2afdff1
Reviewed-by: Laszlo Agocs <laszlo.agocs@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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Varying versions of the library may be available depending on build tool
chain or Windows version. Try to dynamically resolve the D3DCompile
function.
Fixes: QTBUG-76845
Change-Id: Ib7eb3b8c454e9c25731eb2ba9ba45e54fe3f1283
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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The resetShaderResources() done when starting a render or compute pass
purges all vertex, index, SRV, and UAV bindings. This will be optimized
at a later point, but until then the command buffer's state should be
updated accordingly, otherwise certain use cases end up with incorrect
rendering results due to not binding vertex/index/shader resources
as appropriate.
This fixes the shadowmap example on d3d.
Change-Id: I4d07929b8664b64bc608c6c8df474b0ee7c2ddbb
Reviewed-by: Lars Knoll <lars.knoll@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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Make aligned a template, fixing:
rhi\qrhid3d11.cpp: In member function 'void QRhiD3D11::updateShaderResourceBindings(QD3D11ShaderResourceBindings*)':
rhi\qrhid3d11.cpp:1627:53: error: comparison between signed and unsigned integer expressions [-Werror=sign-compare]
Q_ASSERT(aligned(b->u.ubuf.offset, 256) == b->u.ubuf.offset);
Change-Id: I6b747ebaf78e5accb9b7ed145df71a80d0a15762
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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May very well be called within an active pass when going
through beginExternal() (think examples like d3d11underqml)
Change-Id: Ie98e72609308f47497d83fbe10c19ad1ae8eade3
Reviewed-by: Lars Knoll <lars.knoll@qt.io>
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Also revise how we reset shader input/outputs at the beginning
of a pass.
Change-Id: I6d4057f32318ca09b12e16c602bb1033a3ec8e3c
Reviewed-by: Lars Knoll <lars.knoll@qt.io>
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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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