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Change-Id: I47c64416e9ba089c2f23dcebf63a26988bb1d0a7
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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Pick-to: 6.7 6.6 6.5
Task-number: QTBUG-120565
Change-Id: I3f11796e0cfd7261885cec04695665b2266082f8
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Copy the approach added for Vulkan. (no color attachments,
but depth texture array is present -> assume this means
multiview rendering and use the array size as view
count)
Change-Id: Ie523b54e8eec6fdd4fe5f203d1ea97b366f8ac00
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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By default we define QRHI_METAL_COMMAND_BUFFERS_WITH_UNRETAINED_REFERENCES,
which means we create MTLCommandBuffer via commandBufferWithUnretainedReferences.
In this case, if Metal API validation diagnostics is enabled in Xcode,
the texture is released before the command buffer is done with it, so
we manually ensure the lifetime of the texture extends until the command
buffer is complete.
Pick-to: 6.7
Change-Id: I9b9efa96b4a004f43e0b72144aafc4b440c7fbb4
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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Qt already runs on Vision Pro as "Designed for iPad", using Qt
for iOS. This change enables building Qt for visionOS directly,
which opens the door to visionOS specific APIs and use-cases
such as volumes and immersive spaces.
The platform removes some APIs we depend on, notably UIScreen,
so some code paths have been disabled or mocked to get something
up and running.
As our current window management approach on UIKit platforms
depends on UIWindow and UIScreen there is currently no way to
bring up QWindows. This will improve once we refactor our
window management to use window scenes.
To configure for visionOS, pass -platform macx-visionos-clang,
and optionally add -sdk xrsimulator to build for the simulator.
Change-Id: I4eda55fc3fd06e12d30a188928487cf68940ee07
Reviewed-by: Alexey Edelev <alexey.edelev@qt.io>
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The struct members were not described. Add something for each in the
docs.
Pick-to: 6.7
Change-Id: I75d0a5a6efee4d7b4a415b5282a9e44950ed3894
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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Add setDepthResolveTexture(). Should work similarly to the color
attachments' resolveTexture, but for depth or depth-stencil.
However, this is another fragmented feature.
- D3D11/12:
Not supported. AFAICS multisample resolve (ResolveSubresource) is just
not supported for depth or depth-stencil formats.
- Vulkan:
Not supported with Vulkan 1.0.
Supported with Vulkan 1.1 and the two extensions.
(VK_KHR_depth_stencil_resolve which in turn requires
VK_KHR_create_renderpass2 since the 1.0 structs are not extensible, so
now need to use VkRenderPassCreateInfo2 and all the '2' structs)
In Vulkan 1.2 the above are in core, without the KHR suffix, but we
cannot just use that because our main target, the Quest 3 (Android) is
Vulkan 1.1. So 1.2 and up is ignored for now and we always look for
the 1.1 KHR extensions.
The depth resolve filter is forced for SAMPLE_0. AVG seems to be
supported on desktop (NVIDIA) at least, but that's not guaranteed, so
would need physical device support checks. On the Quest 3 it does not
seem to be supported. And in any case, other APIs such as Metal do not
have an AVG filter mode at all, so just use SAMPLE_0 always.
- OpenGL (not ES):
Should work, both when the multisample data is a renderbuffer and a
texture. Relies on glBlitFramebuffer with filter NEAREST. What it does
internally, with regards to the depth/stencil resolve mode, is not under
our control.
- OpenGL ES:
Should work when the multisample buffer is a texture. But it will not
work when a multisample renderbuffer (setDepthStencilBuffer, not
setDepthTexture) is used because the GLES-only multisample extensions
(GL_EXT_multisampled_render_to_texture,
GL_OVR_multiview_multisampled_render_to_texture, which we prefer over
the explicit resolve-based approach) work with textures only.
- Metal:
Should work.
Task-number: QTBUG-122292
Change-Id: Ifa7ca5e1be78227bd6bd7546dde3a62f7fdbc95e
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Fixes: QTBUG-123211
Pick-to: 6.7 6.6
Change-Id: Id037f8c5a69c2b0ec18d92fe8bb5a34a0a2b0ea0
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
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Also implement this for OpenGL ES since it can be relevant with tiled
architectures wrt performance.
Task-number: QTBUG-122669
Change-Id: I90dcfe4f5f9edbb8dfb51189d46b89ef2c7a7c06
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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We have to be able to strip the _SRGB nonsense from the render target
view formats when rendering into textures that are provided from an
external engine (e.g. OpenXR) and are forced onto us with formats such
as VK_FORMAT_R8G8B8A8_SRGB.
This highlights some limitation of the current system, which has very
limited handling of sRGB stuff since proper renderers such as Qt Quick
3D have first class support for linearization and converting to sRGB
at the end of their shading pipeline, so _SRGB format textures are
never used in practice.
OpenGL has an issue which is different from everything else, namely
that we do not correctly do the glEnable/Disable on GL_FRAMEBUFFER_SRGB.
The QOpenGLExtensions flag is not what we need. We need to know if the
sRGB-conversion-on-write is supported or not, not that some framebuffer
is sRGB-capable. So do our own query based on the desktop and the ES
extension (GL_EXT_sRGB_write_control is something we never checked for,
but that is the appropriate GLES extension, supported on the Quest 3
for instance) This is now corrected in the gl backend. This means that
the colors will no longer be "too bright" with OpenGL ES and multiview
on the Quest 3 for example.
Unlike OpenGL, Vulkan and D3D automatically convert in shader reads and
writes when the shader resource view or the render target view has a
_SRGB format. (which we get by default since we pass on the texture
format) Getting a second linear->sRGB conversion on the already sRGB
data generated by e.g. Qt Quick 3D is just wrong.
Allow solving this by a new function that can be optionally called to
say we want (RGBA8, srgb=false), i.e. VK_FORMAT_R8G8B8A8_UNORM, for
the views.
Of course, reality is more complicated. D3D11 for instance does not
allow "casting" a fully typed texture, we'd need to use a _TYPELESS
format for that (possibly with other consequences), so skip D3D11.
For D3D12 this should work from Windows 1703 on.
Implementing for Metal is also left as a future exercise - it is neither
needed at the moment within Qt, nor is it trivial, because view textures
have to be created explicitly in Metal, normally we just work with the
MTLTexture as-is, not with views.
Task-number: QTBUG-122288
Task-number: QTBUG-122614
Change-Id: I8aea4e892b308d48f0bf18bdef481e460fbc9d47
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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[ChangeLog][RHI] Add support for short and ushort vertex attributes
Change-Id: I6111a02d442bbad2ec9667ac0336107dd3ab7b62
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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Read buffers are not automatically synchronized when the
buffer uses MTLResourceStorageModeManaged. This commit adds
GPU to CPU synchronization for managed buffers, ensuring
proper data transfer for reading operations on non-Apple
Silicon devices.
Fixes: QTBUG-119447
Pick-to: 6.6 6.7
Change-Id: I6398f4f27d00950c7dceae918b04e0054d4b5647
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
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When the swap chain is destroyed, we reset the swapchain’s layer
(set it to nullptr). However we were not resetting the proxyData which
would still point to the window’s (NSView) layer. This starts to become
a problem in the cases where the swapchain’s associated QWindow is
closed (NSView gets destroyed) and reopened (a new NSView will be
created) because when the swap chain is recreated again, since the
proxyData already exists and points to the invalid old layer,
QRhi::updateSwapChainProxyData is never called. This led to an invalid
value being assigned to the swap chain’s layer.
To fix the issue, make sure to reset the swapchain’s proxy data when
destroy() is called.
Task-number: QTBUG-113498
Pick-to: 6.5 6.6 6.7
Change-Id: I02996ecf69ad9d183cac31c9188717ec36742531
Reviewed-by: Tor Arne Vestbø <tor.arne.vestbo@qt.io>
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Pick-to: 6.6 6.5
Fixes: QTBUG-119148
Change-Id: Ia119ab3ced9da08853c608aa256bde08a6fd8d4e
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
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Change-Id: I3e3ae413a444f9da2f6c5859357ad47004116475
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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Extended linear Display P3 + FP16 is likely the thing to use
on platforms such as VisionOS and iOS (and optionally on macOS)
and perhaps iOS). Enable testing this on macOS with the hdr
manual test.
Change-Id: I67f0bdbadae8c7ebccae7de008f12fd8d9135529
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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...while sharing the related code between the d3d backends.
The isHardCodedDefaults flag is not used in practice and is
now removed. Add the luminance behavior and SDR white level
(for Windows) to help creating portable 2D/3D renderers that
composite SDR and HDR content. (sadly the Windows HDR and Apple
EDR behavior is different, as usual)
The new test application is expected to run with the command-line
argument "scrgb" or "sdr". It allows seeing SDR content correction
(on Windows) in action, and has some simple HDR 3D content with
a basic, optional tonemapper. Also shows the platform-dependent
HDR-related screen info. With some helpful tooltips even.
Additionally, it needs a .hdr file after the 'file' argument.
The usual -d, -D, -v, etc. arguments apply to select the 3D API.
For example, to run with D3D12 in HDR mode:
hdr -D scrgb file image.hdr
The same in non-HDR mode:
hdr -D sdr file image.hdr
Change-Id: I7fdfc7054cc0352bc99398fc1c7b1e2f0874421f
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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...and add a single toggle that can be used to switch between
regular (auto-retaining) and unretaining command buffers.
Change-Id: I9ef4b149f172415733e590e8320165358e29fa16
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Ironically enough when the old macOS 13 problem is no longer occurring
(at least on an M1 Mini with 13.2.1), so the OS version based
differentiation could likely be removed, there are now reports about
problems with old Intel hardware and earlier OS versions.
Therefore, get rid of the OS version based logic, and rather add
a global flag that is enabled unconditionally for now, which
disables MTLBinaryArchive usage altogether.
How much we lose is not very clear anyway. The OS performs its
own persistent caching (most likely), hidden from applications.
Thus what we lose really is the fine grained control over the
data (e.g. specifying a custom storage file via
QQuickGraphicsConfiguration), with the possibility of pre-seeding
for the first run. As the performance of subsequent runs is less
likely to change in any significant way, this is seen as not
a big deal for Apple hardware in general so we might just live
with this. (and on macOS 13+ this was already crippled anyway
due to the OS version logic)
Pick-to: 6.6 6.5
Fixes: QTBUG-114338
Task-number: QTBUG-108216
Change-Id: If7b908baea2093f6882674ebfbdc18e770d6503e
Reviewed-by: Tor Arne Vestbø <tor.arne.vestbo@qt.io>
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E.g. the view.layer thread checker problems are eliminated
for some time now. The other mentioned XCode warning is
likely not there anymore with newer XCode. Whereas the
rest (that we pass validation) should be obvious.
Pick-to: 6.6 6.5
Change-Id: I9754077aa6e178ee2b866b64538991412af5bb5a
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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Pick-to: 6.6 6.5 6.2
Fixes: QTBUG-115002
Change-Id: I57c12685f8451420c30c65a1a25064607b52e31c
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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After fixing the data type for D24S8, we can now implement attaching
depth and stencil (with the same texture).
For Metal we need to set a stencil flag correctly.
This allows using D24S8 in the manual test, which is likely the format
that is going to be commonly used when setting up multiview with
Qt Quick.
Fixes: QTBUG-114904
Change-Id: Ife425c6cb3e09bfe40092c841b78f7a93bb6a4cd
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Some shortcomings and unexpected problems are not unlikely.
The basic feature, with 2 views going to a texture array's
0 and 1 elements, seems to be working with macOS, also with
MSAA. Instanced drawing has not been verified. (relevant
because layered rendering works via instancing in Metal
and the QRhi backend has to adjust the instance count
in every draw call)
Fixes: QTBUG-114774
Change-Id: I3655e0d2c658b88c4cd6b52a32f94134324e4ac9
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Fixes: QTBUG-114770
Change-Id: Ibb1ced7f19d15a5116c60e95fd3e6b86ace63155
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Pick-to: 6.6
Change-Id: I2025d559be357a6825cdcae4cb0f0931a89864ab
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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Pick-to: 6.6
Change-Id: I907d4d312f03658d6f04a626a7df96f7e2b4955a
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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The HDR info is independent of the current format anyways.
Removing the format check allows code to use hdrInfo() as
a signal for whether to set a HDR format, instead of having
to set the format, then query hdrInfo(), and then setting
SDR again if needed.
Pick-to: 6.6
Change-Id: I99b57335003d06af227f2a7078560c2a483b049b
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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Pick-to: 6.6
Change-Id: I4c951e8c651b2bee41aba8ff69f481a08d6a3561
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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Knowing the maximum potential component value can be useful
to potentially (sic) opt out of an HDR code path if the maximum
color component value will be too low to make the additional
processing overhead worth it.
Pick-to: 6.6
Change-Id: Ib1e1b7a745b236e1d137a1e7daf1248f1572e184
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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Although QRhiSwapChainHdrInfo uses 'max' for this value, it's used
by Qt Multimedia's QVideoWindowPrivate::render() as the current
maximum, so we need to reflect UIScreen's currentEDRHeadroom
rather than potentialEDRHeadroom (the absolute max), the same
way we reflect maximumExtendedDynamicRangeColorComponentValue
and not maximumPotentialExtendedDynamicRangeColorComponentValue
from NSScreen.
As we don't support HDRExtendedSrgbLinear on < iOS 16 there
is no point in providing a heuristic fallback based on the
iPhone 12 spec.
Pick-to: 6.5 6.6
Change-Id: If071bb64f269ce16886206df05eb9f27d260bf15
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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Pick-to: 6.5 6.6
Change-Id: Iaff3c0d18c07cc0cd4ed57a8e6fa7fb07b130a58
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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When enabling the logs, printing hdrInfo() to qDebug
in Qt Quick is something that is done before calling
createOrResize() on the swapchain. (logically since
this is still at the point of configuring the swapchain
settings)
Thus the correct thing to do is to only access m_window,
not the backend data's window.
Pick-to: 6.6 6.5
Change-Id: I3004b0c4a4fdb09cb07a9c0e3c503f79c699c562
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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Buffer and texture sizes (size, pixelSize) may get increased, if needed,
but those actual sizes calculated by the QRhi backends are not written
back to the QRhiBuffer m_size or QRhiTexture m_pixelSize.
In contrast, both m_depth and m_arraySize are clamped in QRhiTexture
by most backends (to ensure a lower bound of 1 and 0, respectively).
This is not great since it means the getters for depth() and arraySize()
may return values different from what the user has provided. To avoid
confusion, do not modify the m_* variables.
Change-Id: I2cc5b9abf41ea108549ffd7f2403306e6e8ebba2
Reviewed-by: Jonas Karlsson <jonas.karlsson@qt.io>
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qrhi.h, qshader.h, qshaderdescription.h (and qshaderbaker.h from
shadertools; done separately) become "RHI APIs", following the concept
of QPA APIs.
Mirror completely what is done for QPA headers, but using the "rhi"
prefix for the headers. This involves updating syncqt to handle the
new category of headers. (a note on the regex: matching everything
starting with "qrhi" is not acceptable due to incorrectly matching
existing and future headers, hence specifying the four header names
explicitly)
There is going to be one difference to QPA: the documentation for
everything RHI is going to be public and part of the regular docs, not
hidden with \internal.
In addition to the header renaming and adding the comments and
documentation notes and warnings, there is one significant change
here: there is no longer a need to do API-specific includes, such as
qrhid3d11[_p].h, qrhivulkan[_p].h, etc. These are simply merged into a
single header that is then included from qrhi.h. This means that users
within Qt, and any future applications can just do #include
<rhi/qrhi.h> (or rhi/qshader.h if the QRhi stuff is not relevant), no
other headers are needed.
There are no changes to functionality in this patch. Only the
documentation is expanded, quite a lot, to eliminate all qdoc warnings
and make the generated API docs complete. An example, with a quite
extensive doc page is added as well.
Task-number: QTBUG-113331
Change-Id: I91c749826348f14320cb335b1c83e9d1ea2b1d8b
Reviewed-by: Volker Hilsheimer <volker.hilsheimer@qt.io>
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
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Modeled after Metal's cb.GPUStart/EndTime. Implemented with timestamp
queries for other APIs.
Implemented for Metal, D3D11, Vulkan for now. No more callback, just
a getter on the command buffer which returns the latest known value,
referring to some previous frame. This makes it a lot more usable
than the original solution that is not really used anywhere at
the moment.
Now works for offscreen "frames" as well, this was not implemented
before.
Opt in with a new QRhi::create() flag because we cannot tell in
advance if the getter will be called or not, and this way we can
skip recording the timestamps by default. The cost is probably
minimal, though. Qt Quick will set this automatically when running
with QSG_RHI_PROFILE=1.
Change-Id: I903779984a4e0bbf1d03806d04bf61571ce23d72
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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...even when the QRhi is already gone. This should not happen in
well-written applications and libraries, but we handle this
gracefully in the regular dtor and destroy() for resources that
register themselves to their creator QRhi, so by registering
everything we can offer this to all QRhiResource subclasses.
We still want to differentiate between native resource owning
QRhiResources and others (that do not create native graphics
objects), so do this via a flag passed to registerResource().
This way the behavior with QT_RHI_LEAK_CHECK=1 does not change.
Pick-to: 6.5
Fixes: QTBUG-112914
Change-Id: I9bafc81ef7a4ae76f356fc5f6248628d1f8791e0
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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Change-Id: I1b14d3230ab4011506892c64ea03d5431d82a90d
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
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...when presenting from the main thread.
Make resizing nice and smooth in application that render and present
on the main thread. This includes Qt Quick applications when ran
with QSG_RENDER_LOOP=basic, as well as QQuickWidget-based widget apps
and anything using the QRhi-based backingstore flushing, and plain
QWindow apps that use QRhi on the main thread.
Allow opting out with an environment variable (QT_MTL_NO_TRANSACTION),
following the existing patterns of some of the other backends (such as
QT_D3D_NO_xxxx). This can be handy in case it turns out setting
presentsWithTransaction is not desired in some very specific case.
Task-number: QTBUG-107198
Change-Id: Id0f4e5a509076dd24c03d243c4f098ddb139d7af
Reviewed-by: Tor Arne Vestbø <tor.arne.vestbo@qt.io>
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Change-Id: I5b52cb8ccac303c4532651553101f381568eba2d
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Does what 711c55b63226c30532b39ec8d5191330512eb2e0 did for
Vulkan, i.e. removes the there-is-more-than-one-swapchain
condition.
Fixes: QTBUG-109971
Pick-to: 6.5 6.4 6.2
Change-Id: If631748c50482389a3ef894823a1aaf1ebb38bee
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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It's not just that these are not fatal, but some "errors" are
not actual errors, e.g. getting "Nothing to serialize" from Metal
is not something we care about.
Convert them from qWarning to qCDebug with our standard category,
so they still all show up when running with QSG_INFO=1, but won't
pollute the output for regular users. Even if a cache file cannot
be used or written, that's not something typical users care about.
Pick-to: 6.5
Fixes: QTBUG-110485
Change-Id: I63d815f7b95c4d6a4428497b7247811e860ebf04
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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Add support for shader input output interface blocks in Metal
tessellation pipelines. This feature is builtin to other rhi supported
tessellation backends (OpenGL/Vulkan).
Metal tessellation is implemented as compute pipelines for vert and
tesc, and a render pipeline for tese and frag. The shader conversion
from GLSL is handled by SPIRV-Cross, which has a particular way of doing
things. Rhi must setup the vertex inputs for the tese - frag render
pipeline to read from buffers written by the tesc compute pipeline,
following SPIRV-Cross conventions. This includes ensuring correct
memory alignment per MSL Specification.
In order to enable input output interface blocks, reflection of struct
members of QShaderDescription::InOutVariable is required. Reflection of
QShaderDescription::BuiltinVariable array dimensions is also required to
support variable size tese builtin input gl_ClipDistance.
An acompanying patch to QtShaderTools is required.
Change-Id: Id94e86caef211485afc187bb79fe3d0619d02cf0
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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Separate 1D mipmap generation support from rendering into an 1D texture.
Those are two independent features, so have a separate feature flag for
both instead of using just one.
This will then be symmetric with the 3D texture features, where now we
have a new flag to report support for generating mipmap for 3D textures.
(whereas 3D texture as a render target is already covered by
RenderTo3DTextureSlice)
Change-Id: Ie5e1f056a7d1c341d90cd7fc522877a3f2da3290
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Runtime support is indicated via QRhi::Feature::HalfAttributes.
OpenGL support is available in OpenGL 3.0+, OpenGL ES 3.0+, and in
implementations that support the extension GL_ARB_half_float_vertex.
Other RHI backends (Vulkan, Metal, D3D11, and D3D12) all support this
feature.
Note that D3D does not support the half3 type. D3D backends pass half3
as half4.
tst_qrhi auto unit test included.
Change-Id: Ide05d7f62f6102ad5cae1b3681fdda98d52bca31
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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This is for internal use, QRhiShaderResourceBinding does not need
to have the data() getters. The backends can use any internal means
to access this, no need to have the getters in the frontend just for
that.
Now, Qt Quick 3D has a special case of accessing this, hence keeping
the two getters for now, to be removed in a follow up once that repo
updates.
While we are at it, share and reuse the sorting function.
Change-Id: Ia2308af79863c72ca65024ce6c00531d0256a2cb
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Also bring all list-like data to the same level when it comes
to the interface exposed in QRhi*.
Change-Id: I90296a49ff1f52c1ce4e787167c99006fab3c4c3
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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When SPIRV-Cross encounters a GLSL storage buffer runtime sized array,
it generates MSL code which expects a "buffer size buffer" containing a
list of storage buffer sizes to be bound. This patch adds RHI backend
support for Metal "buffer size buffers" on compute and graphics
(including tessellation) pipelines. Includes unit tests.
An accompanying patch to qtshadertools is required.
Change-Id: I9392bfb21803e1a868d7de420fedc097a8452429
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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The current rhi implementation only supports shaders written in MSL 1.2
or 2.0. The QtShaderTools/qsb tooling supports generation of shaders in
newer MSL versions. This patch determines the platform's supported MSL
versions at runtime, then selects the MSL shader with the highest
supported version number from the available baked shaders.
Change-Id: I5e3c0429179d1a5532a81df9ccbfe4db8c99c77a
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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The [NSString stringWithUTF8String:] function returns an autoreleased
object, so we don't need to manually release it. Doing so results in
a crash when the surrounding autorelease pool is drained.
Pick-to: 6.5 6.4 6.2
Change-Id: I3dca01e2771d4010e582c2bf770f3d2281343dc3
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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This patch fixes four issues with Metal tessellation.
a) Shader resource binding
The Metal tessellation implementation assumes identical SPIRV-Cross
native Metal resource binding mapping for vertex, tessellation control,
and tessellation evaluation shaders. These mappings are independently
generated by SPIRV-Cross for each shader stage, and may not always be
identical. This patch allows for different resource bindings for each
of the vert/tesc/tese stages.
b) Tessellation evaluation vertex descriptors
The Metal tessellation evaluation render pipeline vertex descriptor
generation code contains a bug where attribute offsets and built in
variable locations could be calculated incorrectly if the tessellation
control shader output variables are not provided in ascending location
order. This patch fixes this by sorting the variables by location
before processing.
c) Render pass descriptor
Metal tessellation draw ends the current render pass encoder to perform
tessellation compute tasks on a compute pass encoder. When the compute
pass is completed, a new render pass encoder is created to continue
rendering. A bug exists where the new render pass encoder uses a render
pass descriptor that clears the color, depth and stencil attachements.
This patch fixes this bug by changing the render pass descriptor color,
depth and stencil attachment load actions to MTLLoadActionLoad when
appropriate.
d) drawIndexed
A bug exists where when drawIndexed is called, the Metal tessellation
vertex as compute stage input descriptor buffer layout step function
gets set to MTLStepFunctionThreadPositionInGridX rather than the indexed
version MTLStepFunctionThreadPositionInGridXIndexed. This patch fixes
this by selecting the appropriate step function.
Pick-to: 6.5
Change-Id: I122c67394719ad6b4801cd7643043839fd186bf2
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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