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* rhi: Harmonize create-destroy API pattern with the rest of QtLaszlo Agocs2020-05-281-56/+56
| | | | | | | | | | 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>
* QRhiVertexInputAttribute : Add unsigned int formats for vertex inputInho Lee2020-05-271-0/+10
| | | | | | Task-number: QTBUG-83173 Change-Id: I640cd1fe74227d2cc96672d6c7aaac93e1930bcd Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
* RHI: Introduce QRhiTexture::RG8VaL Doroshchuk2020-05-251-0/+6
| | | | | | Change-Id: I58f35b2629bd6464f08cba66e852215472fcbe2a Fixes: QTBUG-84384 Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
* RHI: Store texture handle as 64-bit intEskil Abrahamsen Blomfeldt2020-05-221-4/+4
| | | | | | | | | | | | | | | | | | 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>
* rhi: Add backing format hint to QRhiRenderBufferLaszlo Agocs2020-04-291-138/+146
| | | | | | Task-number: QTBUG-83707 Change-Id: I63548f4ace70af614a2aa082663bb3ae9fbedc25 Reviewed-by: Paul Olav Tvete <paul.tvete@qt.io>
* rhi: Take mip size into account for render target sizeLaszlo Agocs2020-04-231-1/+4
| | | | | | | | 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>
* rhi: Add support for arrays of combined image samplersLaszlo Agocs2020-03-051-45/+67
| | | | | | | | | | | | | | | | 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>
* rhi: Execute pending host writes on nativeBuffer() queryLaszlo Agocs2020-03-031-8/+15
| | | | | | | | | | | | | 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>
* rhi: Allow querying the native buffer objects behind a QRhiBufferLaszlo Agocs2020-02-211-0/+13
| | | | | | | | | | | | | 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>
* rhi: Do not rely on unspecified relation between readbacks and FramesInFlightLaszlo Agocs2020-02-211-0/+2
| | | | | | | | | | | | | | | 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>
* rhi: Allow detecting texelFetch supportLaszlo Agocs2020-02-131-0/+2
| | | | | Change-Id: I166c89af99e1289ae60febf2f41fab07eab9f7e8 Reviewed-by: Paul Olav Tvete <paul.tvete@qt.io>
* rhi: Add depth bias and slope scaled depth biasLaszlo Agocs2020-02-061-0/+13
| | | | | | | | | 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>
* rhi: metal: Make sure the resources are sorted based on the native bindingsLaszlo Agocs2020-02-061-49/+81
| | | | | | | | | | | | ...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>
* rhi: Enable sampler address mode W in the APILaszlo Agocs2020-01-301-4/+4
| | | | | | | | | | | 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>
* Merge remote-tracking branch 'origin/5.14' into 5.15Qt Forward Merge Bot2020-01-181-1/+1
|\ | | | | | | Change-Id: I12148e7b20bcdb72d9b328035d528c99633b1e92
| * Doc: Fix qdoc compilation errors qtbaseNico Vertriest2020-01-171-1/+1
| | | | | | | | | | | | Task-number: QTBUG-79824 Change-Id: I5a39525e3e735415ba96e2d585c5de754deb15de Reviewed-by: Venugopal Shivashankar <Venugopal.Shivashankar@qt.io>
* | rhi: Add R16F and R32FLaszlo Agocs2020-01-091-0/+4
| | | | | | | | | | | | | | | | 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>
* | rhi: metal: Fix incorrect native res. binding map checkLaszlo Agocs2020-01-091-3/+3
| | | | | | | | | | | | | | | | | | | | | | | | | | | | 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>
* | rhi: Remove ugly fallthroughsLaszlo Agocs2020-01-091-12/+0
| | | | | | | | | | | | | | The coding style does not actually require this. Change-Id: I2be7cd29c4dabfed2822cd7fb63e597c071e5e15 Reviewed-by: Paul Olav Tvete <paul.tvete@qt.io>
* | RHI: Remove old native texture APIPaul Olav Tvete2020-01-061-42/+1
| | | | | | | | | | | | Task-number: QTBUG-78570 Change-Id: I8c4850828ac03319ac923a26c2e985883956c286 Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
* | rhi: metal: Skip inactive resourcesLaszlo Agocs2019-12-121-30/+74
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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>
* | Merge remote-tracking branch 'origin/5.14' into 5.15Liang Qi2019-12-101-1/+4
|\| | | | | | | | | | | | | Conflicts: tests/auto/network/kernel/qnetworkinterface/BLACKLIST Change-Id: I1e8866c63b54bcd95fc2a044276ee15b7f60e79a
| * rhi: metal: Do not fail pipeline creation upon compiler warningsLaszlo Agocs2019-12-091-1/+4
| | | | | | | | | | | | Change-Id: I39384de56d74cf9f1d345a5d395cc07030c6a2ab Fixes: QTBUG-80629 Reviewed-by: Eirik Aavitsland <eirik.aavitsland@qt.io>
* | RHI: new native texture APIPaul Olav Tvete2019-12-051-0/+29
| | | | | | | | | | | | | | | | | | | | | | | | 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>
* | rhi: Allow testing QRhiRenderPassDescriptors for compatibilityLaszlo Agocs2019-11-271-0/+26
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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>
* | Enable QRhi Metal backend on iOSLaszlo Agocs2019-11-271-10/+54
|/ | | | | | | | | | 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>
* rhi: metal: Fix and clean up committing resource bindingsLaszlo Agocs2019-10-241-45/+51
| | | | | | | | | | | | | | 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>
* rhi: metal: Remap resource bindings based on the QShader tableLaszlo Agocs2019-10-241-29/+68
| | | | | | | | | | ...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>
* rhi: Fix non-base level copy and readback wrt source sizeLaszlo Agocs2019-10-091-5/+5
| | | | | | | | | | | | 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>
* rhi: Autotest rendering a triangleLaszlo Agocs2019-10-091-0/+2
| | | | | | | | | 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>
* rhi: gl: Add a feature flag for reading back non-zero mip levelsLaszlo Agocs2019-10-091-0/+2
| | | | | | | | | 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>
* Make QRhi::create() return false when there is no MTLDeviceLaszlo Agocs2019-10-091-0/+5
| | | | | | | | | | | | | | 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>
* rhi: Add support for buffer readbacksLaszlo Agocs2019-10-091-69/+81
| | | | | | | | | | | | | | | | | | | | | | | | | 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>
* Add TriangleFan pipeline topologyPaul Olav Tvete2019-10-031-0/+2
| | | | | | | | | | | | 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>
* rhi: Remove QVectors from the data description structs as wellLaszlo Agocs2019-10-031-41/+47
| | | | | | | | | | | | | | | 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>
* Remove QVector in the API of QRhiResource subclassesLaszlo Agocs2019-09-301-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | 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>
* De-d-pointer QRhiShaderResourceBindingLaszlo Agocs2019-09-301-5/+5
| | | | | | | | | | | | | | | | | 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>
* Ensure drawable size atomicity within a frameLaszlo Agocs2019-09-291-55/+26
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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>
* rhi: metal: Eliminate redundant setCullMode and setFrontFaceWinding callsLaszlo Agocs2019-09-261-2/+13
| | | | | | Task-number: QTBUG-78605 Change-Id: Icc3a9636055b5f45418da28cc05aa02e19370c02 Reviewed-by: Christian Strømme <christian.stromme@qt.io>
* Follow platform plugin change wrt layer sizeLaszlo Agocs2019-09-231-1/+4
| | | | | | | | | | | | | 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>
* rhi: gl: Pick up context lossLaszlo Agocs2019-09-131-2/+3
| | | | | | | | ...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>
* rhi: metal: Configure the layer's opaque property as appropriateLaszlo Agocs2019-09-121-0/+12
| | | | | | Task-number: QTBUG-78089 Change-Id: I6cd95e24d38562cf1931c107bb6b719e340583a8 Reviewed-by: Christian Strømme <christian.stromme@qt.io>
* rhi: Better handling of device lossLaszlo Agocs2019-09-121-0/+5
| | | | | | | Starting with D3D11. The other backends will follow later. Change-Id: I4f165c9f1743df0fb00bdce1e898917575bf5f6e Reviewed-by: Christian Strømme <christian.stromme@qt.io>
* rhi: Make the clang code model happy as much as we canLaszlo Agocs2019-09-121-106/+108
| | | | | | | | | | | | | | | | 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>
* rhi: gl, metal, d3d: Reuse shader objects when source is the sameLaszlo Agocs2019-09-091-92/+137
| | | | | | | | | | | | | | | | | | 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>
* rhi: metal: Avoid upsetting validation in viewport and scissorLaszlo Agocs2019-09-061-2/+35
| | | | | | | | | | | | | | | | | 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>
* rhi: vulkan: Introduce secondary command buffer usageLaszlo Agocs2019-08-291-2/+5
| | | | | | | | | | | 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>
* rhi: metal: Avoid flicker due to writing an in-use Managed bufferLaszlo Agocs2019-08-171-3/+5
| | | | | | | | | | | | | | | | | | | | | | | 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>
* rhi: Move info prints to categorized loggingLaszlo Agocs2019-08-021-2/+2
| | | | | | | | | | | 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>
* rhi: metal: Do not hold on to the drawable when not presentingLaszlo Agocs2019-07-311-4/+7
| | | | | | | | | | | 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>