| Commit message (Collapse) | Author | Age | Files | Lines |
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The original restriction to UniformBuffer was due to the GL backend
where there is no GL buffer object for QRhiBuffers with usage
UniformBuffer. However, we can still implement this for cases when
there is a true GL buffer object underneath. With other backends it
should all work as-is already.
This becomes useful when one has buffers with usage Vertex that need
full updates every frame. (f.ex. instance data)
Unfortunately this involves renaming the function. But while at it, add
an autotest case as well.
Change-Id: Iff59e4509a8bae06654cc92fe8428bd79eb012fb
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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...instead of doing a loop in setShaderResources() just for this.
Change-Id: Iac8d4517783967c6b8bca4926cceca918f7dcdec
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Copied by value so the size matters.
Change-Id: I17eae99212801a4fb390a0e298b361123644d17d
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Change-Id: I02c1f8c32c08d39cde9845d20ba8b02541d9d325
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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If we do not use it for anything, do not spend time on comparing
and copying it either.
Change-Id: I3632792847010e5b73c48eb1ca88f5806f3ccd45
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Artificial tests with tens of thousands of meshes drawn with
the same program (graphics pipeline) and almost the same
uniform values (the difference being in the normal and model
and view matrices) do benefit - strongly depending on the GL
implementation probably - from doing fewer glUniformNf[v] calls.
Building on the fact that uniform location values will typically
be an int value starting at 0 (not guaranteed of course, we just
skip the smartness in that case), we can dedicate a small 16K
block to keep track of float/vec3/vec3/vec4 values in the graphics
and compute pipeline objects.
Change-Id: I217c31ccdeb511b3e8b8286078d7fbde399c8e3b
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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ExternalContentsInPass becomes a per-pass flag now. Why is this
beneficial? Because while Qt Quick has no choice for its render
pass, not being able to guess if the application wants to do some
native rendering in there, Quick 3D's render passes, all the ones
that are under Quick3D's control, do not have native rendering
from the application in them, and so using secondary command
buffers with Vulkan is not necessary.
Introduce something similar for compute and OpenGL. By knowing that
none of the resources used in a pass are used with a compute pass
(e.g. because we know that there are no compute passes at all) a small
amount of time can be saved by skipping tracking buffers and textures
because the only purpose of said tracking is to generate barriers that
are relevant only to compute.
Change-Id: I0eceb4774d87803c73a39db527f5707a9f4d75c1
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Change-Id: Iccfbe5fe8688245a5ff3f7d46a173638b362a3c8
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Use a simple and straightforward container that only does what
we need here.
Change-Id: I1a81b53a58bc91d533e3d7df5471a1362046825d
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Change-Id: Ic163533eee973f0ee2f3e2efe25390caa57dd659
Reviewed-by: Paul Olav Tvete <paul.tvete@qt.io>
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The real benefit in practice is getting rid of profilers going wild
about QByteArray::begin() and similar. The actual perf. gain is
fairly small.
Change-Id: I25e4c762f303b41f0aaf914bc62751f3265d3cf8
Reviewed-by: Paul Olav Tvete <paul.tvete@qt.io>
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Fixes: QTBUG-86821
Change-Id: I57f86bf0f7e95b92f5b2c5fee587112ecf0fc8e6
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Previous UIntAttributes feature is renamed as IntAttributes.
Change-Id: I4b4a87a0eebf37291da832605f7bee8fb2d4e62b
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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As OpenGL ES and Vulkan ruin the day with the spec mandated minimum
value for max threads per threadgroup being only 128, clients need
a way to decide if their compute shader (local_size_*) is suitable
for use at run time.
Change-Id: I72b4fc97032406340623add82ea4d9544ebe9fdc
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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This can happen when there is a uniform block in the Vulkan
shader with an instance name, both in the vertex and fragment
shader. The members are mapped to members of a struct uniform
in GLSL since we do not use uniform buffers there.
Now if there is, for example, "ubuf.opacity" both in the vertex and
fragment shader reflection info, then it's still just one single
uniform in the GL program, using one location. Registering it twice
in our 'uniforms' list is harmless, but wasteful, since it means the
uniform value will be set twice upon each setShaderResources().
Change-Id: Ib646eaec333522560d631b3b81800ef610f09319
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Task-number: QTBUG-86531
Change-Id: I9bcd314e06662e3c6cc4204b24689d61ee6cb298
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Change-Id: I6e92a66f2758599626e7bdfbb2e149bb69192479
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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For all of these we know in advance that the vast majority of usages
will not exceed a certain number of elements. Also, none of these are
copied or moved ever.
Change-Id: I48aedf143e221dc178d661e23454d1e4fb7a271b
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Applied to headers only. Source file to be changed separately.
Task-number: QTBUG-84469
Change-Id: Ic08a899321eaffc46b8461aaee3dbaa4d2c727a9
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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Fragment shader functions like fwidth() are useful for antialiasing
distance field text in the case of perspective projections. In order
to enable this as an alternative code path, we need to detect support.
- OpenGL: Supported with GL_OES_standard_derivatives or GLES3 and up
- Direct 3D: Supported for ps_2_x, so always supported on Direct3D 11
- Vulkan/Metal: Always supported
Task-number: QTBUG-84695
Change-Id: I5e3fa8014c808a9a2d639305c5e90ec25d44655c
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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For historical reasons we use build and release instead of create and
destroy. This becomes confusing now that more modules in Qt start taking
QRhi into use. Migrate to the more familiar naming, so those who have
used QWindow or QOpenGLContext before will find it natural.
Change-Id: I05eb2243ce274c59b03a5f8bcbb2792a4f37120f
Reviewed-by: Eirik Aavitsland <eirik.aavitsland@qt.io>
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Task-number: QTBUG-83173
Change-Id: I640cd1fe74227d2cc96672d6c7aaac93e1930bcd
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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Since glCompressedTexImage2D() does not allow zero data, it could not
be executed during texture build. Instead it would be done during the
first subresource upload. This made atlasing clumsy, since one had to
introduce a fake upload of the full texture size before the subtexture
uploads. This commits lets the gles2 backend deal with that instead.
Introduces the UsedAsCompressedAtlas QRhiTexture::Flag for opting in
to this behavior.
Task-number: QTBUG-78582
Change-Id: Ib6e4ea637c62cc8a51bd9a4a06e59882f335f2a7
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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Task-number: QTBUG-83707
Change-Id: I63548f4ace70af614a2aa082663bb3ae9fbedc25
Reviewed-by: Paul Olav Tvete <paul.tvete@qt.io>
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...between setGraphicsPipeline() calls with different
QRhiGraphicsPipeline instances within the same pass.
Also adds similar logic for the GL_ARRAY_BUFFER (vertex buffers)
as that is a hotspot as well.
This is not intended to be a 100% avoiding any redundant call solution,
but rather to take care of the most common hotspots, so that bad OpenGL
implementations with a larger API call overhead will not cause us to
regress compared to the direct OpenGL rendering path in Quick and
Quick3D.
What we have here reduces the number of GL calls in the view3d example
by ~200 within one frame, which is a pretty good start.
Task-number: QTBUG-78603
Change-Id: I6aeab9c1c43b148ea6ef05d0284990a996c7ba28
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Modeled after QRhiTexture's NativeTexture query.
This becomes valuable in advanced cases of integrating external native
rendering code with Qt Quick(3D), because it allows using (typically
vertex and index) buffers created by Quick(3D) in the custom renderer as
well, without having to duplicate the content by manually creating native
buffers with the same vertex and index data.
Change-Id: I659193345fa1dfe6221b898043f0b75ba649d296
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Change-Id: I166c89af99e1289ae60febf2f41fab07eab9f7e8
Reviewed-by: Paul Olav Tvete <paul.tvete@qt.io>
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Internally this is already supported by all backends. The frontend was just
not exposing addressW, instead defaulting to the (arbitrarily chosen) ClampToEdge.
Add the parameter to newSampler(), but make it optional, defaulting to the more
natural Repeat (because that's what one would get with OpenGL for WRAP_R by default)
Change-Id: I0b991d8b649db37d4da86ac8e98ab7845601cf67
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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The new float16texture_with_compute manual test demonstrates a case
that was not handled correctly before: multiple dispatch() calls in
a row storing to and then loading from the same subresource(s).
Without the appropriate barriers subtle data corruption issues appear.
For Vulkan this also adds better batching for image/buffer barriers when
using deferred recording.
Also, for OpenGL this fixes the case of updating a buffer or rendering into
a texture and then using it for load/store in a compute pass (previously this
also lacked an appropriate glMemoryBarrier).
Task-number: QTBUG-81217
Change-Id: I7970c445564473f9452662f4b1a20618cb8627a3
Reviewed-by: Paul Olav Tvete <paul.tvete@qt.io>
Reviewed-by: Johan Helsing <johan.helsing@qt.io>
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Task-number: QTBUG-78570
Change-Id: I8c4850828ac03319ac923a26c2e985883956c286
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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This is a thing in Qt Quick: there are some types of image particles
that use uniforms like "float opacitytable[64]".
This should make all views work correctly in the Image Particles example
when running on the OpenGL backend of QRhi. (other backends should work
as expected already)
Change-Id: I64a04fbb98b97d81d257b00b428582e751d46b8e
Fixes: QTBUG-80667
Reviewed-by: Paul Olav Tvete <paul.tvete@qt.io>
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We have intentionally limited support for advanced things like
arrays in a uniform block. There is one very common case however:
a one dimensional array of a struct.
Typical example for Qt Quick 3D:
struct LightSource
{
vec4 position;
...
};
layout (std140, binding = 1) uniform cbBufferLights
{
int uNumLights;
LightSource lights[MAX_NUM_LIGHTS];
};
With GLSL (uniform blocks disabled) this gets turned into two structs
where one has a 'lights' member that is an array of the other struct.
Teach the OpenGL backend of QRhi how to handle this.
This makes the QRhi port of Qt Quick3D functional with the OpenGL
backend as well.
Change-Id: I6a09b93276794f7ecdd38f5bfbd3491a9ef58146
Fixes: QTBUG-80628
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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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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Task-number: QTBUG-79221
Change-Id: Ie8e6376f79c816071c12962dc054838aeaabcaa5
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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The expectation for it is to function identically to what we get with
QOpenGLShaderProgram. (same environment variables, same logging
categories, etc.).
QOpenGLProgramBinaryCache is now shared between the QOpenGL convenience
classes (like QOpenGLShaderProgram) and QRhi. To achieve more modularity
and to prepare for QOpenGLShaderProgram and friends moving out of QtGui,
this class cannot depend on QOpenGLShader* anymore. This involves adding
some minor conversions between QRhi and QOpenGL enums for example.
Change-Id: I2f4664e074823ea536281aea8006a6db159a7381
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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Starting with D3D11. The other backends will follow later.
Change-Id: I4f165c9f1743df0fb00bdce1e898917575bf5f6e
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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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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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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...due to setting the unsupported texture compare mode. This keeps
wasm happy (gl errors show up in the console there).
Change-Id: I5de8bce8e793c709272f3df499d2320c7b07ff71
Reviewed-by: Christian Strømme <christian.stromme@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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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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...when having a 3.3+ or ES 3.0+ context.
Change-Id: Ie92815263e190912d8f0b7b92ae6da55e062af05
Reviewed-by: Lars Knoll <lars.knoll@qt.io>
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Enforce the maximum texture size limit both for textures and renderbuffers,
showing warnings and adjusting the size automatically.
On the low end ES 2.0 devices we can easily hit a maximum size of 2048x2048.
For example a Raspberry Pi running in full HD with the Controls 2 Material
style breaks right away as it tries to create slightly wider than 2048 texture
for its ShaderEffect.
Instead of breaking with an obscure framebuffer incomplete warning at best,
show something more informative and adjust the sizes so that something shows
up on the screen still.
(naturally applications not taking the maximum sizes returned from QRhi
into account are technically incorrect and may well end up with incorrect
rendering, but we should still try handling this as gracefully as possible)
Change-Id: Ib75eb893ab4774e1a3c49ed2d14c6bf9be8c807a
Reviewed-by: Lars Knoll <lars.knoll@qt.io>
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