| Commit message (Collapse) | Author | Age | Files | Lines |
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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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Change-Id: I58f35b2629bd6464f08cba66e852215472fcbe2a
Fixes: QTBUG-84384
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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When storing a void* pointer to the texture handle, we had
to ensure that the variable would exist until the build phase,
which is error prone and caused errors in QQuickWidget because
we copied the texture ID from the FBO into a local variable
before passing it into QQuickWindow::setRenderTarget().
The reason for using a void* was that we cannot know the width
of the handles in the different backends, but we do know that
they are 64-bit at maximum, so instead of storing potentially
dangling pointers, we just make it a 64-bit integer and cast
it back and forth in the backends.
Task-number: QTBUG-78638
Change-Id: I7951e24351ddb209045ab6197d81eb1290b4da67
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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Also extend autotesting, both for rendering into a given mip level
and for rendering into a given cubemap face.
Change-Id: Ida94b71150477ceb50a3b5616d8b7be13174558b
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Introduces a new QRhiShaderResourceBinding function that takes an array
of texture-sampler pairs. The existing function is also available and is
equivalent to calling the array-based version with array size 1.
It is important to note that for Metal one needs MSL 2.0 for array of
textures, so qsb needs --msl 20 instead of --msl 12 for such shaders.
Comes with an autotest, and also updates all .qsb files for said test
with the latest shadertools.
Task-number: QTBUG-82624
Change-Id: Ibc1973aae826836f16d842c41d6c8403fd7ff876
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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Otherwise it is impossible to write an application that pulls out the
VkBuffer for a Dynamic QRhiBuffer, and then uses it with custom Vulkan
operations that read from the buffer. More precisely, the problem arises
only if the buffer in question is not used in combination with any QRhi
operations, because in that case there is nothing that would trigger
doing the host writes queued up by a resource batch's updateDynamicBuffer().
Task-number: QTBUG-82435
Change-Id: Ieb54422f1493921bc6d4d029be56130cd3a1362a
Reviewed-by: Christian Strømme <christian.stromme@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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Add a new queriable resource limit value MaxAsyncReadbackFrames. Change
the autotest to rely on this instead of relying on the unspecified,
works-by-accident relation between readbacks and FramesInFlight. This
way even if the behavior diverges in some backend in the future, clients
(well written ones, that is), will continue to function correctly.
Also clarify the docs for FramesInFlight, and change d3d and gl to return
the correct value (which is 1 from QRhi perspective; the expanded docs now
explain a bit what this really means and what it does not).
Change-Id: I0486715570a9e6fc5d3dc431694d1712875dfe01
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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Beware of the API terminology: GL 'factor' = 'slope scaled depth bias',
GL 'units' = '(constant) depth bias'.
Task-number: QTBUG-81843
Change-Id: I03e3618d007cbf7100add0de4950a6163d788cc7
Reviewed-by: Eirik Aavitsland <eirik.aavitsland@qt.io>
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...before generating batches for the encoder's set* methods. Otherwise there
is a chance we end up in an assertion in case the native binding number for
a buffer/texture/sampler happens to be smaller than the native binding of the
previous. (we pre-sort based on the SPIR-V binding but that is not what the
Metal API works with in the end)
Task-number: QTBUG-81822
Change-Id: Iddfed168e065e3c7f6a09ad6dd4efdafa891b339
Reviewed-by: Eirik Aavitsland <eirik.aavitsland@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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Change-Id: I12148e7b20bcdb72d9b328035d528c99633b1e92
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Task-number: QTBUG-79824
Change-Id: I5a39525e3e735415ba96e2d585c5de754deb15de
Reviewed-by: Venugopal Shivashankar <Venugopal.Shivashankar@qt.io>
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Can be relevant for Qt Quick 3D shadows, where the shadow map is R16F.
Task-number: QTBUG-81268
Change-Id: Ic33e100929e133d1cbe0b062a15697c82536f62a
Reviewed-by: Paul Olav Tvete <paul.tvete@qt.io>
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Checking for nullptr is insufficient: just because there
is an empty map present, it does not mean it is valid. The
two cases must be handled identically.
This fixes a regression when using QShaders that do not
have an associated native resource binding map.
Amends 4639660dedceba7c16e1a8110bba16eff30be312
Change-Id: Icb239bf9a9261ed32f2cb7b22c60b608195618fc
Reviewed-by: Paul Olav Tvete <paul.tvete@qt.io>
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The coding style does not actually require this.
Change-Id: I2be7cd29c4dabfed2822cd7fb63e597c071e5e15
Reviewed-by: Paul Olav Tvete <paul.tvete@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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The Quick3D-on-RHI PoC demonstrates a case which the Metal backend
fails to handle correctly: have an object with a lighting-enabled
material, but remove all lights from the scene.
Under the hood this means having a uniform block in the shader, but
without referencing it in any way in the actual shader code.
This leads to the resource being present (as far as shader reflection
is concerned), but with no native binding point available, meaning the
attempt to retrieve the Metal binding point for it returns -1, and that
is what the QShader carries in the nativeResourceBindingMap.
The backend should be prepared to silently skip the resource, whereas
currently we end up in an assertion due to attempting to batch the (native)
binding "-1", which is invalid.
Correct this.
Change-Id: I85ee58145f589aca45d46c23e0cdce837d598850
Fixes: QTBUG-80668
Reviewed-by: Paul Olav Tvete <paul.tvete@qt.io>
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Conflicts:
tests/auto/network/kernel/qnetworkinterface/BLACKLIST
Change-Id: I1e8866c63b54bcd95fc2a044276ee15b7f60e79a
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Change-Id: I39384de56d74cf9f1d345a5d395cc07030c6a2ab
Fixes: QTBUG-80629
Reviewed-by: Eirik Aavitsland <eirik.aavitsland@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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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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Make it readable by using names instead of mere indices for the stages.
There is an important fix in there as well: when in a render pass, only
resource for VERTEX and FRAGMENT are taken into account, while in a compute
pass those are skipped. This ensures that we do not send messages to a nil or
invalid MTLRender/ComputeCommandEncoder. (nil would not be an error but the
other is fatal)
Task-number: QTBUG-79447
Change-Id: Ibef108cb7c82b5b0fdd2a299cd89fbebe8c3606a
Reviewed-by: Paul Olav Tvete <paul.tvete@qt.io>
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...when available. Fall back to the QRhi (i.e. SPIR-V) binding
point otherwise (which becomes unsafe once shadertools bumps
its SPIRV-Cross snapshot, but is fine for existing .qsb files)
Task-number: QTBUG-79368
Change-Id: I2d452fdd4efb484867732c358171a800d3261dcd
Reviewed-by: Christian Strømme <christian.stromme@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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The interesting part here is that sending messages to a null
object is valid in Objective-C, so without an explicit check it
is not necessarily straightforward to discover that we do not
have working rendering. (because the application won't just
simply crash)
Do the right thing now and return false like other backends do.
Task-number: QTBUG-78994
Change-Id: I0d3c4a49a3fc78f9149f8af4fe67d581e74daae7
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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Task-number: QTBUG-78605
Change-Id: Icc3a9636055b5f45418da28cc05aa02e19370c02
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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Have to set the drawableSize ourselves.
This is not yet fully correct in the sense that does not ensure
what the platform plugin patch tries to enable, namely atomic frames
when it comes to the drawable size. Going to fix that up in separate
patches, maybe it will need some QRhi API changes as well so won't
mix that in here.
Change-Id: I47a3816930bc6a87a2c96d4a6c4c85b2577147dc
Reviewed-by: Tor Arne Vestbø <tor.arne.vestbo@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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Task-number: QTBUG-78089
Change-Id: I6cd95e24d38562cf1931c107bb6b719e340583a8
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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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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When running with the threaded render loop of Qt Quick, it could be that
the drawable changes size while the render thread prepares the command
buffer with setViewport and setScissor. Those have no chance to see
such changes, which is normally not a big problem because the resize will
get processed eventually.
However, in debug builds running in XCode, Metal validation checks the
viewport and scissor rects against the (more or less) actual drawable
size, and so would abort Qt Quick apps from time to time when resizing
the window interactively. To solve this, we just query the drawable size
in setViewport/setScissor to keep validation happy.
Change-Id: I451f398bd1f88e3f49ea4624fc45bbb4b70e7f07
Reviewed-by: Andy Nichols <andy.nichols@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 apps feature an occasional flicker which seems to be caused
by updating the contents of a Static (or Immutable) QRhiBuffer in a frame
where the QRhiBuffer in question is read in the previous frame as well.
On macOS these types map to a Managed MTLBuffer and only one native buffer
object (MTLBuffer). It seems modifying such a buffer is not safe if the
previous frame has not completed. (this may be as expected, but hard to
tell due to Metal's underdocumented automatic hazard tracking which we
rely on atm)
So for now switch to having 2 native buffers, like we do for Dynamic
(on iOS/tvOS this would be the case anyway since there all buffers are
host visible and slotted regardless of the QRhiBuffer type).
This seems to solve the issue.
To be seen if we want to move to a more Vulkan-like setup where Immutable
and Static map to device local (Private).
Change-Id: I76013f58a2e183ad8eab0705b28a03b395c4530c
Reviewed-by: Christian Strømme <christian.stromme@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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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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