| Commit message (Collapse) | Author | Age | Files | Lines |
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A previous patch already introduced calling the correct
variant of drawIndexedPrimitives, but it was not done
for drawPrimitives.
When base vertex and instance is not supported (e.g. on the iOS
simulator), it does not mean that the value cannot be other than
0, but rather that the version of the function taking this
arguments must not be called at all, otherwise a Metal failure
occurs. The docs and logic is all in place, just add it to
draw() as well.
Amends 213755a86622ae8b3ed3d7ad34a6aecd051b2b03 which fixed this
for indexed draw calls. Now we also prevent aborting Qt Quick
applications that trigger non-indexed draw calls.
Change-Id: Icb4313ffd2d3a77a73f7b5f49d7ce63c935254d3
Pick-to: 6.2
Task-number: QTBUG-95795
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Pick-to: 6.2
Task-number: QTBUG-97715
Change-Id: I7f0a52c410b9b77f735fb3b7fd33141674bb0cda
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Arrays of textures have always been supported, but we will encounter
cases when we need to work with texture array objects as well.
Note that currently it is not possible to expose only a slice of the
array to the shader, because there is no dedicated API in the SRB,
and thus the same SRV/UAV (or equivalent) is used always, capturing
all elements in the array. Therefore in the shader the last component
of P in texture() is in range 0..array_size-1.
Change-Id: I5a032ed016aeefbbcd743d5bfb9fbc49ba00a1fa
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Check if 2, 4, 8 are actually supported.
Pick-to: 6.2
Fixes: QTBUG-97146
Change-Id: I23c22c2bfeb072b9658f3b5dfba51dd6dc850de3
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Follow what has been done for QRhiShaderResourceBindings. Have a way
to retrieve an opaque blob (that just happens to be a list of integers)
so that a simple == comparison can be used to determine compatibility
even when the objects from which the blob was retrieved are no longer
alive.
The contract is the following:
bool a = rp1->isCompatible(rp2);
bool b = rp1->serializedFormat() == rp2->serializedFormat();
assert(a == b);
Pick-to: 6.2
Change-Id: I45e7d05eeb6dfa2b2de474da0a0644912aaf174a
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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...just like create() would do when requesting a full rebuild.
Not relevant for the OpenGL backend, while D3D and Metal may get away
without doing this, but the Vulkan backend gives visible rendering
errors in Qt Quick once updateResources() is taken into use and a
scene manages to do the "right" amount and types of changes.
The most common source is a changing uniform buffer offset. Consider
how the Qt Quick scenegraph merges uniform data into a single buffer
in unmerged batches (i.e. when a set of geometry nodes cannot be
batched together in a single draw all). While each node gets its own
draw call, each associated srb refers to the same uniform buffer at
binding point 0, just with a different offset.
Without the layout-compatible-update optimization (that is
QRhiShaderResourceBindings::updateResources()) this is not something
that needs extra care: once an srb is built or rebuilt (by calling
create()), the offset, just like the resource itself is fixed and
cannot change. And once create() is called, it conveniently
invalidates all related data structures, leading to the subsequent
setShaderResources() rewrite descriptors (incl. the resource, the
offset, etc.) with Vulkan or do whatever is relevant with other
backends.
updateResources() only does the minimum amount of changes because we
know that the binding list layout has not changed. It turns out this
was a bit too minimal, because certain state tracking data structures
still need resetting, just as if we called create().
The problem is becoming apparent with non-layout data such as the
uniform buffer offset, storage buffer offset, or the storage image mip
level. It however works as expected when changing the resource itself.
E.g. if a binding point now references a QRhiBuffer different than
before, then there is no visible problems, regardless of the buffer
offset being different or the same. Hence being difficult to discover,
until the aforementioned Qt Quick renderer case triggers it.
Why is this?
Changing the resource (buffer, texture, sampler) itself works due to
the guarantees given by the QRhi resource model. Consider the
following:
ubuf is a uniform buffer
ubuf->create();
srb->setBindings({ references ubuf });
srb->create();
// use the srb in some draw calls
// ...
// later, when preparing the next frame we decide we need new data with
// a different size even:
ubuf->setSize(new_size)
ubuf->create();
// fill in new data to ubuf
// use the srb in some draw calls
at this point "magic" happens: note how there is no rebuilding of the
srb itself (no create(), no nothing), yet it will correctly pick up
the now-different native buffer objects underneath ubuf.
This works because there is a certain degree of state tracking
happening that allows recognizing that a resource referenced from an
srb got rebuilt and now has different native objects (e.g. a VkBuffer)
underneath, which in turn needs (with Vulkan) rewriting the associated
descriptor with the new native resource.
Incidentally, this also makes updateResources() work just fine as long
as it replaces the QRhiBuffer/Texture/Sampler reference for the
binding point. However, with the example snippet above there is no way
to change the other associated data such as the buffer offset. (that
would need rebuilding the srb with create(), and that resets all
related state tracking structures)
So once we encounter an updateResources() where the same QRhiBuffer is
now used with an offset different from before, that is not recognized
by setShaderResources() and (with Vulkan) it will not rewrite the
descriptor with the new offset. (unless the changes for another
resource in the binding list trigger it; the granularity here is quite
coarse, i.e. we either rewrite (with Vulkan) all descriptors or none
at all; this makes the problem even less apparent because now
rendering errors occur only when Qt Quick ends with an update where
only the uniform buffer offset, but nothing else changed)
Pick-to: 6.2
Change-Id: I82ee43aa358947288135ff72ec213e091342e9cb
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Until now, after updating the bindings one had to always rebuild the
srb, which can be heavy esp. on Vulkan (release old objects, create
new layout object, descriptor sets). When updating the binding list in
a way that it is fully isLayoutCompatible() == true with the previous
list, this is an overkill. Internally, most notably in
setShaderResources(), we already should have everything in place in
all backends to recognize if the entries in the binding list refer to
QRhiBuffer/Texture/Sampler objects that are different than before, and
so apart from adding an alternative to create() in the API there is
not much else needed here.
Pick-to: 6.2
Change-Id: I2efdd4fd0b24c7ebba694a975ed83509744b044b
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Like we do for OpenGL. Conveniently enough the QRhi feature flags are
readily available.
This should prevent errors such as:
MTLValidateFeatureSupport:3901: failed assertion `Base Vertex Instance
Drawing is not supported on this device'
on the iOS Simulator. It is not clear since which version or SDK this
became a fatal problem, but the base vertex/instance support is indeed
an optional feature according to the Metal Feature set tables, so not
calling the drawIndexedPrimitives variant taking baseVertex and
baseInstance when the reported iOS GPU family is too low is the right
thing to do regardless.
Pick-to: 6.2 6.1
Fixes: QTBUG-95795
Change-Id: I47c54a77a66a0410b86b8d4e5a1863dc730490f4
Reviewed-by: Alexandru Croitor <alexandru.croitor@qt.io>
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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One is a bad application or library in this case, but nonetheless
we should handle this more gracefully then just crashing due to
the QRhi already having been destroyed. Mainly because in Qt 5 one
could get away with the same: releasing OpenGL objects underneath,
for example, a QSGPlainTexture with no (or wrong) GL context did
not generate any user visible fatal errors. So we should not crash
in Qt 6 either with these code bases.
In debug builds or when QT_RHI_LEAK_CHECK is set, one will get the
unreleased resources warning printed in Qt 6, which is a step
forward compared to Qt 5. So there is still some indication that
something is badly designed, even if the application survives.
Task-number: QTBUG-95394
Pick-to: 6.2
Change-Id: I944f4f425ff126e7363a82aff926b280ccf1dfc3
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Change-Id: I0c687677b7e86b7284130c775718b29aca2cca40
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Supported on OpenGL (and ES) 3.0+ and everywhere else.
Can also be a render target, targeting a single slice at a time.
Can be mipmapped, cannot be multisample.
Reading back a given slice from a 3D texture is left as a future
exercise, for now it is documented to be not supported.
Upload is going to be limited to one slice in one upload entry,
just like we specify one face or one miplevel for cubemap and
mipmapped textures.
This also involves some welcome hardening of how texture subresources
are described internally: as we no longer can count on a layer index
between 0..5 (as is the case with cubemaps), simply arrays with
MAX_LAYER==6 are no longer sufficient. Switch to sufficiently dynamic
data structures where applicable.
On Vulkan rendering to a slice needs Vulkan 1.1 (and 1.1 enabled on the
VkInstance).
Task-number: QTBUG-89703
Change-Id: Ide6c20124ec9201d94ffc339dd479cd1ece777b0
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Normally we only allow creating wrappers for texture objects. These
can then be used with a QRhiTextureRenderTarget to allow rendering into
an externally created texture.
With OpenGL (ES), there are additional, special cases, especially on
embedded. Consider EGLImages for example. An EGLImageKHR can be bound to
a renderbuffer object (glEGLImageTargetRenderbufferStorageOES), which
can then be associated with a framebuffer object to allow rendering into
the external buffer represented by the EGLImage. To implement the same
via QRhi one needs a way to create a wrapping QRhiRenderBuffer for the
native OpenGL renderbuffer object.
Here we add a createFrom() to QRhiRenderBuffer, while providing a dummy,
default implementation. The only real implementation is in the OpenGL
backend, which simply takes a renderbuffer id, without taking ownership.
Task-number: QTBUG-92116
Change-Id: I4e68e665fb35a7d7803b7780db901c8bed5740e2
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Those are needed to handle 16bit YUV formats in Qt Multimedia.
Change-Id: I39c67bf4fcf558487b7819ea38e578f99c12a3ed
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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Fixes: QTBUG-90770
Change-Id: Icba328c417bcce256e7b44f1d540af7f8e83376b
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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Pick-to: 6.1
Task-number: QTBUG-91888
Change-Id: Ib6d2e639e6c24f3e9a733c6563dc8a6d6da47719
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Once the deployment target is bumped to 13.0, most guards
can be removed.
Pick-to: 6.1
Change-Id: I7566a4f2915ada9defa1a4bcee10f75021222b30
Reviewed-by: Tor Arne Vestbø <tor.arne.vestbo@qt.io>
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Do what the Vulkan backend does, and just take the offset
and the QRhiBufferData. There is no reason to store a full
QRhiResourceUpdateBatchPrivate::BufferOp struct within the
backend.
Change-Id: I67528029de40320b3e4f031346d40dfc0bb9ab52
Pick-to: 6.1 6.0
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Follow the similar Vulkan change in 20eb40bce92c3e5460cd2540547f3c404fe6dccc
and drop the queued up buffer data for a given slot when the current update
covers the entire buffer. This is relevant in particular for Qt Quick 3D
where such dynamic buffer changes are common.
Change-Id: If1e70d78968586b552a5357bc97af10cc61d9611
Pick-to: 6.1 6.0
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Change-Id: I4cb729f3d8dbe7703b89153b742ce2874f35cfd2
Pick-to: 6.1 6.0
Reviewed-by: Tor Arne Vestbø <tor.arne.vestbo@qt.io>
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...when it comes to the output size.
This mirrors what all other backends do. For example, with Vulkan
the only source of size is the surface (VkSurfaceKHR), never the
QWindow, even though we'd expect that the surface size equals
to window_size * dpr, and that's almost always true, but there
are exceptions. (e.g. we have seen bugs on Windows with some drivers
in high DPI situations where the Vulkan surface did not fully match
the window size, yet it is the surface, and only the surface, that
matters for rendering, i.e. viewports and such must match the surface,
not the native window)
With Metal we hit a similar problem on iOS: the QWindow's size*dpr
and what we calculate from the CAMetalLayer have a height difference
of 1.
Mitigate this by making QRhiSwapChain::surfacePixelSize() and the
calculation for currentPixelSize() done via the same route (the
CAMetalLayer). Otherwise, if there is a mismatch between what the
QWindow and the layer says, Qt Quick will think that there is a
resize happening (has happened) whenever starting a new frame, and that
has far reaching consequences (suboptimal performance, increased
memory usage by buffers, etc.)
Change-Id: I114df92bf35622c99f2747420fdce401db7705a6
Pick-to: 6.1 6.0
Fixes: QTBUG-91438
Reviewed-by: Tor Arne Vestbø <tor.arne.vestbo@qt.io>
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The former API is the recommended way to present drawables -- avoiding
WindowServer submission throttling and potential issues with lock-ups
when window are not serviced, are being moved to other screens, or users
mistakenly call waitUntilCompleted.
The scheduled block captures the drawable and retains it until the block
is done executing.
Change-Id: I99dca2db3bcfbea67c686dd5d97ba5011598997e
Reviewed-by: Timur Pocheptsov <timur.pocheptsov@qt.io>
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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The drawable returned from nextDrawable is autoreleased, which means
unless we explicitly retain it we have no guarantee that it will stay
alive long enough to be used again in endFrame(). For example, if the
user had an autorelease-pool in their custom render code, where the
call to beginPass() happens, the drawable would be released when that
pool went out of scope. The only reason we didn't hit this yet is due
to the default autorelease-pool being at the level of the runloop, so
the drawable happened to outlive the rendering of a single frame.
An advantage of manually managing the lifetime of the drawable is
also that we can release it immediately after being done with it,
instead of waiting until the autorelease-pool drains.
Change-Id: Ie6fd271adbe1121eb947bb7075142f1a6c81175d
Reviewed-by: Timur Pocheptsov <timur.pocheptsov@qt.io>
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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Add QRhi APIs to retrieve and reload the contents of the "pipeline
cache".
The only API where there is a true pipeline cache is object is Vulkan
(VkPipelineCache). For OpenGL, the other backend where we support this,
it is simulated with program binaries. The Qt 5 style OpenGL program
binary disk cache continues to work like before, but one has now the
option to do things in a more modern, graphics API agnostic way, that
leads to generating a single blob instead of a large set of files in
some system location, allowing easier "pre-baking" of the cache content.
It is expected that Qt Quick exposes the two new functions in form
if QSG_RHI_ environment variables, thus allowing easy testing and
cache file generation.
As an example for the performance improvements this can give, consider
Vulkan, where we do not have any existing persistent caching mechanism
in place:
Running BenchmarkDemoQt6.exe --scene flythrough --mode demo creates 18
QRhiGraphicsPipeline objects from Qt Quick and Qt Quick 3D.
The total time spent in QRhiGraphicsPipeline::create() during application
startup for these 18 pipelines is 35-40 ms on a given Windows (NVIDIA)
system.
When exporting the pipeline cache contents to a file, and then, in a
subsequent run, reloading the cache contents, this is reduced to 5-7 ms
on the same system, meaning we get a 6-7x improvement.
The generated data is always specific to a given Qt version, RHI
backend, graphics device, and driver version. Much of the implementation
consists of adding and verifying the appropriate header to the blobs
retrieved from the driver, to allow gracefully ignoring data that was
generated with a device or driver that differs from the one used at
run time. This should provide robustness, even if the Vulkan or OpenGL
implementation is for some reason not prepared to identity and reject
incompatible cache/program blobs.
Fixes: QTBUG-90398
Change-Id: I67b197f393562434f372c7b7377f638abab85cb3
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Task-number: QTBUG-90321
Pick-to: 6.0
Change-Id: If3b0841f3e9139bb1911c6a5d03a16daf8c1b3d6
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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...to the extent it is sensible. We have to make compromises still,
meaning some fields will only be applicable with certain APIs.
Most of this is already shown upon QRhi::create() as info debug
prints, when enabled. Now expose it all through the QRhi API as
well.
This is useful for printing in qtdiag, and, while it should be
avoided as much as possible, to make decisions about disabling
3D rendering features depending on the driver and GPU in use.
Change-Id: Iebe1e192965c928b82a094d1c7c50ddf4b38b9a2
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Q_MOVABLE_TYPE was conceived before C++ had move semantics. Now, with
move semantics, its name is misleading. Q_RELOCATABLE_TYPE was
introduced as a synonym to Q_MOVABLE_TYPE. Usage of Q_MOVABLE_TYPE
is discouraged now. This patch replaces all usages of Q_MOVABLE_TYPE
by Q_RELOCATABLE_TYPE in QtBase. As the two are synonymous, this
patch should have no impact on users.
Pick-to: 6.0
Change-Id: Ie653984363198c1aeb1f70f8e0fa189aae38eb5c
Reviewed-by: Lars Knoll <lars.knoll@qt.io>
Reviewed-by: Andrei Golubev <andrei.golubev@qt.io>
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Pick-to: 5.15
Change-Id: I09a69a04c6fcd406602e797cbeec59216fecd5d8
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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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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Change-Id: I02c1f8c32c08d39cde9845d20ba8b02541d9d325
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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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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Also bump the non-heap buffer size in the binding list to 16,
in order to accommodate complex Quick3D materials with many
associated texture maps.
Change-Id: Id190e5f8304f5941cffc41a2605fce45dfeb72f0
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Because having profilers bombarded with mallocs (due to creating
deep copy QByteArrays) is not nice.
Change-Id: I848f41f3465d6dc2a58a193cc863495aacf13d79
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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More of an enabler for reusing the data in the individual entries since
not clearing the QVLA does not give us much on its own.
Change-Id: Ief9761f75382c3373cc2bc7b866eb59fdd8b3277
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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Instead of cryptic assertions and crashes depending on the backend,
show some useful warnings (in debug builds only) when one tries to
create an srb with a list where there are duplicated bindings. (a
mistake that happens relatively often during the development of
frameworks, such as Quick 3D, on top)
Change-Id: If1b50a2e8165b001878ad566e048f146e636514f
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Use qsizetype throughout.
Change-Id: I787af7fcfa17e1be87decb64c41c609cc24be117
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
Reviewed-by: Lars Knoll <lars.knoll@qt.io>
Reviewed-by: Oliver Wolff <oliver.wolff@qt.io>
Reviewed-by: Thiago Macieira <thiago.macieira@intel.com>
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In this case the srb represents the layout only, and can still be used
to create a pipeline. For setShaderResources() one will then need to use
another, layout compatible, srb that references valid resources.
Change-Id: I3ea5b63df3be8847540ca4c0c40fbd29dbed8fb7
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Change-Id: I7ba14d30fa57bcb92cd764aed6c85cde853935b4
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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Required by OpenXR. A VkPhysicalDevice or an adapter LUID + feature
level pair should be adoptable while leaving the rest (device, queue,
etc. setup) to QRhi as normal.
Change-Id: Iada0972671b037b4efb03e7831b7c9b8c5f2393d
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Indicate that doing a QRhiResourceUpdateBatch::readBackTexture() for
texture formats other than RGBA/BGRA is not necessarily supported at
run time.
Change-Id: Ie9ca9546a3af9bff142b875f1ecf26bf26bcc442
Reviewed-by: Eirik Aavitsland <eirik.aavitsland@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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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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