| Commit message (Collapse) | Author | Age | Files | Lines |
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Pick-to: 6.6
Change-Id: I2025d559be357a6825cdcae4cb0f0931a89864ab
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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Support for 1D textures on Vulkan, OpenGL, Metal, and D3D.
Change-Id: Ie74ec103da9cfcbf83fa78588cf8cfc1bd6e104f
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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This is a combination of Q_UNREACHABLE() with a return statement.
ATM, the return statement is unconditionally included. If we notice
that some compilers warn about return after __builtin_unreachable(),
then we can map Q_UNREACHABLE_RETURN(...) to Q_UNREACHABLE() without
having to touch all the code that uses explicit Q_UNREACHABLE() +
return.
The fact that Boost has BOOST_UNREACHABLE_RETURN() indicates that
there are compilers that complain about a lack of return after
Q_UNREACHABLE (we know that MSVC, ICC, and GHS are among them), as
well as compilers that complained about a return being present
(Coverity). Take this opportunity to properly adapt to Coverity, by
leaving out the return statement on this compiler.
Apply the macro around the code base, using a clang-tidy transformer
rule:
const std::string unr = "unr", val = "val", ret = "ret";
auto makeUnreachableReturn = cat("Q_UNREACHABLE_RETURN(",
ifBound(val, cat(node(val)), cat("")),
")");
auto ignoringSwitchCases = [](auto stmt) {
return anyOf(stmt, switchCase(subStmt(stmt)));
};
makeRule(
stmt(ignoringSwitchCases(stmt(isExpandedFromMacro("Q_UNREACHABLE")).bind(unr)),
nextStmt(returnStmt(optionally(hasReturnValue(expr().bind(val)))).bind(ret))),
{changeTo(node(unr), cat(makeUnreachableReturn,
";")), // TODO: why is the ; lost w/o this?
changeTo(node(ret), cat(""))},
cat("use ", makeUnreachableReturn))
);
where nextStmt() is copied from some upstream clang-tidy check's
private implementation and subStmt() is a private matcher that gives
access to SwitchCase's SubStmt.
A.k.a. qt-use-unreachable-return.
There were some false positives, suppressed them with NOLINTNEXTLINE.
They're not really false positiives, it's just that Clang sees the
world in one way and if conditonal compilation (#if) differs for other
compilers, Clang doesn't know better. This is an artifact of matching
two consecutive statements.
I haven't figured out how to remove the empty line left by the
deletion of the return statement, if it, indeed, was on a separate
line, so post-processed the patch to remove all the lines matching
^\+ *$ from the diff:
git commit -am meep
git reset --hard HEAD^
git diff HEAD..HEAD@{1} | sed '/^\+ *$/d' | recountdiff - | patch -p1
[ChangeLog][QtCore][QtAssert] Added Q_UNREACHABLE_RETURN() macro.
Change-Id: I9782939f16091c964f25b7826e1c0dbd13a71305
Reviewed-by: Marc Mutz <marc.mutz@qt.io>
Reviewed-by: Thiago Macieira <thiago.macieira@intel.com>
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We've been requiring C++17 since Qt 6.0, and our qAsConst use finally
starts to bother us (QTBUG-99313), so time to port away from it
now.
Since qAsConst has exactly the same semantics as std::as_const (down
to rvalue treatment, constexpr'ness and noexcept'ness), there's really
nothing more to it than a global search-and-replace, with manual
unstaging of the actual definition and documentation in dist/,
src/corelib/doc/ and src/corelib/global/.
Task-number: QTBUG-99313
Change-Id: I4c7114444a325ad4e62d0fcbfd347d2bbfb21541
Reviewed-by: Ivan Solovev <ivan.solovev@qt.io>
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This is semantic patch using ClangTidyTransformator:
auto QtContainerClass = expr(hasType(namedDecl(hasAnyName(<classes>)))).bind(o)
makeRule(cxxMemberCallExpr(on(QtContainerClass),
callee(cxxMethodDecl(hasAnyName({"count", "length"),
parameterCountIs(0))))),
changeTo(cat(access(o, cat("size"), "()"))),
cat("use 'size()' instead of 'count()/length()'"))
a.k.a qt-port-to-std-compatible-api with config Scope: 'Container'.
<classes> are:
// sequential:
"QByteArray",
"QList",
"QQueue",
"QStack",
"QString",
"QVarLengthArray",
"QVector",
// associative:
"QHash",
"QMultiHash",
"QMap",
"QMultiMap",
"QSet",
// Qt has no QMultiSet
Change-Id: Ibe8837be96e8d30d1846881ecd65180c1bc459af
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
Reviewed-by: Volker Hilsheimer <volker.hilsheimer@qt.io>
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Some of the offsets are already quint32 in the API (vertex input
attributes, dynamic offsets, offsets in draw calls), matching the
reality of the underlying 3D APIs, but many buffer-related functions
use int as of now, simply because that used to be the default choice,
and the same goes for sizes (such as buffer or range sizes). This is
not quite consistent and should be cleaned up if for nothing else then
just to make the classes consistent, but also because no 3D API use a
signed type for offsets, sizes, and strides. (except OpenGL for some)
When it comes to strides (for vertex inputs and raw image texture
uploads), those are already all quint32s. This is straightforward
because most of the 3D APIs use 32-bit uints for these regardless of
the architecture.
Sizes and offsets are often architecture-dependent (Vulkan, Metal),
but there is at least one API where they are always 32-bit even on
64-bit Windows (UINT == unsigned int, D3D11). In addition, we do not
really care about buffer or texture data larger than 4 GB, at least
not without realistic use cases and real world testing, which are
quite unlikely to materialize for now (esp. since we still have the
width/height of 2D textures limited to 16 or 32K in many cases even on
desktops, whereas 2GB+ buffers are not guaranteed in practice even
when an API seemingly allows it).
In any case, the important change here is the signed->unsigned
switch. A number of casts can now be removed here and there in the
backends, because the offsets and sizes are now unsigned as well,
matching the underlying API reality. The size can be potentially
increased later on with minimal effort, if that becomes necessary for
some reason.
Change-Id: I404dbc365ac397eaeeb3bd2da9ce7eb98916da5f
Reviewed-by: Inho Lee <inho.lee@qt.io>
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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Make our QRhiMemAllocStats struct a bit more generic, drop the memory
allocation part in the naming, and use the same getter and struct for
reporting some important timings. (we are free to rename for now, there
are no users in other modules yet)
The time spent in graphics (or compute) pipeline creation has a special
relevance in particular with the modern APIs (as it is the single
biggest potentially time consuming blocking operation), but also highly
interesting with others like D3D11 simply because that's where we do the
expensive source-to-intermediate compilation is HLSL source is provided.
In order to see the effects of the various caching mechanisms (of which
there can be confusingly many, on multiple levels), the ability to see
how much time we spent on pipeline creation e.g. until we render the
first view of an application can be pretty essential.
Task-number: QTBUG-103802
Change-Id: I85dd056a39db7e6b25fb1f9d02e4c94298d22b41
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Replace the current license disclaimer in files by
a SPDX-License-Identifier.
Files that have to be modified by hand are modified.
License files are organized under LICENSES directory.
Task-number: QTBUG-67283
Change-Id: Id880c92784c40f3bbde861c0d93f58151c18b9f1
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
Reviewed-by: Lars Knoll <lars.knoll@qt.io>
Reviewed-by: Jörg Bornemann <joerg.bornemann@qt.io>
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swapchain->currentFrameRenderTarget()->renderPassDescriptor() is not
functional at the moment, it returns null. This is because no backend
ensures that the internal renderpass descriptor object is exposed via
that getter in a QRhiSwapChainRenderTarget. Whereas in a
QRhiTextureRenderTarget this would work by design because there the
setter must be called by the user.
Fix this up, providing better API symmetry, and also reducing the need
to pass along QRhiRenderPassDescriptor objects seprately alongside a
QRhiRenderTarget in some places, e.g. in Qt Quick.
Change-Id: I42c4e9aaee3202c1d23bd093d840af80c5f8cd0f
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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We want to enable gaining access to the underlying resource(s) by
inspecting a QRhiRenderTarget. This is not currently possible for
swapchains since there is nothing that references the actual
QRhiSwapChain. To clean this up, make an explicit, new
QRhiSwapChainRenderTarget subclass. Thus the logic already used in a
couple of places to examine the resources attached to a
QRhiTextureRenderTarget can now work with swapchain render targets too,
by branching based on the resourceType().
This eliminates the somewhat odd setup where a "RenderTarget" resource
is QRhiRenderTarget corresponding (but not exposing!) a swapchain,
whereas a "TextureRenderTarget" is a QRhiTextureRenderTarget which
is a subclass of QRhiRenderTarget. Now we correctly have an (abstract)
base and two subclasses, one for each type of render targets.
Besides, it allows us to clean up the oddly named
Q...ReferenceRenderTarget classes in the backends, which initially tried
to indicate that this "render target" merely references (or, in
practice, is) a swapchain. We can now have a nice and symmetrical
Q...SwapChainRenderTarget and Q...TextureRenderTarget naming scheme.
Change-Id: Ib07e9be99a316eec67b94de0860e08f5f4638959
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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On code review of previous RHI patches it was noted that many switch on
enum statements contain a default. This is discouraged as it prevents
the compiler from automatically identifying switch statements that do
not cover all enum cases.
This patch addresses rhi base classes. Further patches required for
specific backend implementations.
Change-Id: Ib2bb30c66fd214b65a4ca7b787c7c610f3c313f5
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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This is an issue for QQuickWindow in practice, although it is not hit
by our current tests.
Pick-to: 6.3
Change-Id: Ia73704c1af6a82b2689ce7b844d3b0eb9a17ec18
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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Mainly because we do have legacy code in the Qt 5 graphical effects that
tries to dynamically determine the max number of varyings. Make it
easier to port such code.
Change-Id: I846cab2c2fe7b4cd473b5ced0146ca36f1c8169b
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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The system we inherited from the original Qt 5.14 introduction of QRhi
is a text stream based solution where resource creation and frame
timings are sent in a comma-separated format to a QIODevice.
This, while useful to get insights about the number of resources at a
given time, is not actively helpful. The frameworks built on top (Qt
Quick, Qt Quick 3D) are expected to provide solutions for logging
timings in a different way (e.g. via the QML Profiler). Similarly,
tracking active resources and generating statistics from that is
better handled on a higher level.
The unique bits, such as the Vulkan memory allocator statistics and
the GPU frame timestamps, are converted into APIs in QRhi. This way a
user of QRhi can query it at any time and do whatever it sees fit with
the data.
When it comes to the GPU timestamps, that has a somewhat limited value
due to the heavy asynchronousness, hence the callback based
API. Nonetheless, this is still useful since it is the only means of
reporting some frame timing data (an approx. elapsed milliseconds for
a frame) from the GPU side.
Change-Id: I67cd58b81aaa7e343c11731f9aa5b4804c2a1823
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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...backed by support in the backends for D3D11 and Vulkan.
Expose only what works in practice: scRGB with RGBA16F and HDR10 with
RGB10A2 (or A2BGRA10 etc.). For general use, e.g. to render 2D/3D
content, scRGB (i.e. extended sRGB linear) should be chosen because
that is a linear space.
On Windows with a HDR10 display (and an NVIDIA card) both of these are
known to work, as long as Use HDR is enabled in the Settings for the
display on which the window is created.
When requesting a HDR format and it is not supported, we will fall
back to the default SDR RGBA8/BGRA8 format. However, the behavior
seems to be a bit weird with Vulkan and NVIDIA at least when there is
a HDR display but Use HDR is set to Off: this seems to enable HDR mode
for the lifetime of the window (with the usual set of black screens
while switching over the entire display). Not sure why the driver does
this. With D3D/DXGI, with fewer abstractions in the way, we can check
upfront properly, so that will nicely fall back to the defaults
regardless of why HDR is not available.
Support can also be checked in advance via
QRhiSwapChain::isFormatSupported() as long as the QWindow is
available. (though with Vulkan, as said above, this also seems to
ignore the Use HDR setting of Windows)
Complications, such as moving a window from one screen to another, are
currently not known how they behave. To be seen how this is handled by
the Windows compositor. (from 1903 and up it is said to be able to
automatically downconvert scRGB to SDR so perhaps moving from a HDR to
a non-HDR screen would work - remains to be seen if this needs
something more involved)
When it comes to other platforms and potential future support:
- based on its docs Android 8+ may support scRGB with Vulkan as-is on
a suitable device/display, as long as the application declares
android:colorMode="wideColorGamut" in the manifest.
- for Metal the layer can be made EDR enabled and then
e.g. MTLPixelFormatRGBA16Float/kCGColorSpaceExtendedLinearSRGB should
work. However, this won't be added unless we can test it.
- Linux is unknown.
If one needs access to display specific values such as the min/max
luminance when implementing tonemapping or a transfer function, that
needs platform/API specific approaches, and sadly the kind of data
exposed seems to vary, potentially making it difficult to maintain a
single cross-platform logic. With D3D one can get the
DXGI_OUTPUT_DESC1 from the IDXGIOutput6. This has the min/max
luminances in nits and a bunch of other things. For convenience the
output object is now exposed from the swapchain's nativeHandles()
whenever the D3D backend is used at run time. For Metal one would
presumably access maximumExtendedDynamicRangeColorComponentValue and
co. in the NSScreen. Elsewhere one needs to rely on platform/winsys
specific approaches, if there are any. Remains to be seen longer term
if/how this needs/can be better supported.
Change-Id: I2e61a0e062282d4bfdfba39655941c0f9a795112
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Unlike the shader resource binding lists that automatically recognize
in setShaderResources() when a referenced QRhiResource has been rebuilt
in the meantime (create() was called i.e. there may be completely
different native objects underneath), QRhiTextureRenderTarget has no
such thing. This leads to an asymmetric API and requires also rebuilding
the rt whenever an attachment is rebuilt:
rt = rhi->newTextureRenderTarget({ { texture } })
rt->create()
cb->beginPass(rt, ...)
texture->setPixelSize(...)
texture->create()
rt->create() // this should not be needed
cb->beginPass(rt, ...)
Avoid having to do that second rt->create().
Change-Id: If14eaa7aac3530950498bbdf834324d0741a7c4d
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
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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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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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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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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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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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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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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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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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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Task-number: QTBUG-84469
Change-Id: I366e845249203d80d640355a7780ac2f91a762f1
Reviewed-by: Tor Arne Vestbø <tor.arne.vestbo@qt.io>
Reviewed-by: Friedemann Kleint <Friedemann.Kleint@qt.io>
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This is required to remove the ; from the macro with Qt 6.
Task-number: QTBUG-82978
Change-Id: I3f0b6717956ca8fa486bed9817b89dfa19f5e0e1
Reviewed-by: Friedemann Kleint <Friedemann.Kleint@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-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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Add a new queriable resource limit value MaxAsyncReadbackFrames. Change
the autotest to rely on this instead of relying on the unspecified,
works-by-accident relation between readbacks and FramesInFlight. This
way even if the behavior diverges in some backend in the future, clients
(well written ones, that is), will continue to function correctly.
Also clarify the docs for FramesInFlight, and change d3d and gl to return
the correct value (which is 1 from QRhi perspective; the expanded docs now
explain a bit what this really means and what it does not).
Change-Id: I0486715570a9e6fc5d3dc431694d1712875dfe01
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Internally this is already supported by all backends. The frontend was just
not exposing addressW, instead defaulting to the (arbitrarily chosen) ClampToEdge.
Add the parameter to newSampler(), but make it optional, defaulting to the more
natural Repeat (because that's what one would get with OpenGL for WRAP_R by default)
Change-Id: I0b991d8b649db37d4da86ac8e98ab7845601cf67
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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Task-number: QTBUG-78570
Change-Id: I8c4850828ac03319ac923a26c2e985883956c286
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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The new version takes/returns a value that can be unpacked and passed to
other functions without knowing which backend is in use.
The old API will be removed in a later change when dependent modules have
been updated
Task-number: QTBUG-78570
Change-Id: I18d928ceef3cb617c0c509ecccb345551a7990af
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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For Metal and Vulkan this needs actual work because that's where
the concept of renderpass descriptors is relevant. GL and D3D can
just return true always.
The big benefit of this is that Qt Quick can now compare renderpass
descriptors via isCompatible() for its pipeline cache (similarly to
how it is already using isLayoutCompatible() for srbs), and so
renderpass descriptors for layers (Item.layer, ShaderEffect) will
typically be compatible and so can pick up pipelines created by other
layers from the cache.
Also add autotests for shader resource binding and renderpass descriptor
compatibility.
Task-number: QTBUG-80318
Change-Id: I0008bc51c4ee13b0113d2c8caf799e1257f18a18
Reviewed-by: Paul Olav Tvete <paul.tvete@qt.io>
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