| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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>
|
|
|
|
|
| |
Change-Id: I02c1f8c32c08d39cde9845d20ba8b02541d9d325
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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>
|
|
|
|
|
|
|
|
| |
Applied to headers only. Source file to be changed separately.
Task-number: QTBUG-84469
Change-Id: Ic08a899321eaffc46b8461aaee3dbaa4d2c727a9
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
|
|
|
|
|
|
|
|
|
|
| |
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>
|
|
|
|
|
|
| |
Task-number: QTBUG-83707
Change-Id: I63548f4ace70af614a2aa082663bb3ae9fbedc25
Reviewed-by: Paul Olav Tvete <paul.tvete@qt.io>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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>
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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>
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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>
|
|
|
|
|
|
|
|
|
| |
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>
|
|
|
|
|
|
|
|
|
|
|
| |
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>
|
|
|
|
|
|
| |
Task-number: QTBUG-78570
Change-Id: I8c4850828ac03319ac923a26c2e985883956c286
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
|
|
|
|
|
|
|
|
|
|
|
|
| |
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>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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>
|
|
|
|
|
|
|
|
|
|
| |
...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>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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>
|
|
|
|
|
|
| |
Task-number: QTBUG-78605
Change-Id: Icc3a9636055b5f45418da28cc05aa02e19370c02
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
|
|
|
|
|
|
|
|
| |
...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>
|
|
|
|
|
|
|
| |
Starting with D3D11. The other backends will follow later.
Change-Id: I4f165c9f1743df0fb00bdce1e898917575bf5f6e
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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>
|
|
|
|
|
|
|
|
|
|
|
| |
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>
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
D3D11 and GL (4.3+, ES 3.1+) will come separately at a
later time.
Change-Id: If30f2f3d062fa27e57e9912674669225b82a7b93
Reviewed-by: Lars Knoll <lars.knoll@qt.io>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Needed by Qt Quick to handle cases where the application (or other Qt)
code contains OpenGL calls, and Qt Quick facilitates this by ensuring
the scenegraph's GL context is current. The expectation is that when
running with the GL backend of the rhi, all such code remains fully
functional. So add a makeCurrent type of call into the QRhi API that is
a no-op with anything other than OpenGL.
Change-Id: I6f774bf828e31802bdab0c3fef9421cdc0cebe5c
Reviewed-by: Lars Knoll <lars.knoll@qt.io>
|
|
Comes with backends for Vulkan, Metal, Direct3D 11.1, and OpenGL (ES).
All APIs are private for now.
Shader conditioning (i.e. generating a QRhiShader in memory or on disk
from some shader source code) is done via the tools and APIs provided
by qt-labs/qtshadertools.
The OpenGL support follows the cross-platform tradition of requiring
ES 2.0 only, while optionally using some (ES) 3.x features. It can
operate in core profile contexts as well.
Task-number: QTBUG-70287
Change-Id: I246f2e36d562e404012c05db2aa72487108aa7cc
Reviewed-by: Lars Knoll <lars.knoll@qt.io>
|