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Task-number: QTBUG-83707
Change-Id: I63548f4ace70af614a2aa082663bb3ae9fbedc25
Reviewed-by: Paul Olav Tvete <paul.tvete@qt.io>
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When the Wayland client plugin is in use, the capabilities
for the surface may report a minimum image count of 4. The
internal "maximum minimum count" of 3, was arbitrary and
only used for sizing buffers. To be more friendly to different
setups, we remove the restriction and use QVarLengthArrays
instead.
We also set the initial size of the buffers to 4 so that we
can run with Wayland without any resizing, but now the arrays
will also grow to be safe for cases where 4 is not sufficient.
Change-Id: Iba5434e84417d36b70f2655b152e816f04650ce4
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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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>
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Relevant when doing custom rendering combined with QRhi, and only for
APIs like Vulkan, where image layouts are a thing.
As shown by demo apps, it is not currently possible to implement a
correct application that renders or raytraces into a QRhiTexture's backing
VkImage, and then uses that QRhiTexture in a QRhi-based render pass.
This is because QRhi has no knowledge of the image layout if it changes
due to commands recorded by direct Vulkan calls, and not via QRhi
itself. So, except for certain simple cases, one will end up with
incorrect image layout transitions in the barriers. (at minimum this
will be caught by the validation layer)
To remedy this, add a simple function taking the layout as int (we already
do the opposite in nativeTexture()).
Task-number: QTBUG-82435
Change-Id: Ic9e9c1b820b018f3b236742f99fe99fa6de63d36
Reviewed-by: Eirik Aavitsland <eirik.aavitsland@qt.io>
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Instead of
qputenv("QT_VULKAN_DEVICE_EXTENSIONS", "VK_KHR_get_memory_requirements2;VK_NV_ray_tracing");
one can now do
params.deviceExtensions = { "VK_KHR_get_memory_requirements2", "VK_NV_ray_tracing" };
on the QRhiVulkanInitParams passed to QRhi::create().
The environment variable stays important for Qt Quick applications, which provide no
configurability for the QRhi construction (yet). On the other hand, applications using
QRhi directly can now also use the new approach to specify the list of device extensions
to enable.
In addition, take QVulkanInfoVector<QVulkanExtension> into use. There is no reason not to
rely on the infrastructure provided by QVulkanInstance. This also implies showing an
informative warning for unsupported extensions, instead of merely failing the device
creation. (applications will likely not be able to recover of course, but at least the
reason for failing is made obvious this way)
Task-number: QTBUG-82435
Change-Id: Ib47fd1a10c02be5ceef2c973e61e896c34f92fa3
Reviewed-by: Eirik Aavitsland <eirik.aavitsland@qt.io>
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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>
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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>
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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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The new float16texture_with_compute manual test demonstrates a case
that was not handled correctly before: multiple dispatch() calls in
a row storing to and then loading from the same subresource(s).
Without the appropriate barriers subtle data corruption issues appear.
For Vulkan this also adds better batching for image/buffer barriers when
using deferred recording.
Also, for OpenGL this fixes the case of updating a buffer or rendering into
a texture and then using it for load/store in a compute pass (previously this
also lacked an appropriate glMemoryBarrier).
Task-number: QTBUG-81217
Change-Id: I7970c445564473f9452662f4b1a20618cb8627a3
Reviewed-by: Paul Olav Tvete <paul.tvete@qt.io>
Reviewed-by: Johan Helsing <johan.helsing@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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This also marks the beginnings of significantly extending autotesting
of the resource and rendering functionality in QRhi.
Also involves fixing up the buffer operation lists like we did
for textures before. This is to ensure updates and reads on the
same batch execute in the correct order. So just have two lists:
one with buffer, one with texture operations.
Also simplify the struct layouts. No need for those inner structs
with many duplicate members. This reduces the size even, since using a
union was never an option here. Also switch to a VLA, the size is around
253 KB per batch.
The Null backend now keeps track of the QRhiBuffer data so it can return
valid results in readbacks.
Task-number: QTBUG-78984
Task-number: QTBUG-78986
Task-number: QTBUG-78971
Task-number: QTBUG-78883
Change-Id: I9694bd7fec523a4e71cf8a5c77c828123ebbb3bd
Reviewed-by: Paul Olav Tvete <paul.tvete@qt.io>
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As usual, keep some QVector overloads around to allow Qt Quick to compile.
Color attachments and vertex input bindings get an at(index) type of
accessor, unlike any other of similar lists. This is because there the
index is significant, and sequential iteration is not the only type of
operation that is performed. Sometimes a lookup based on an index will
be needed as well.
Task-number: QTBUG-78883
Change-Id: I3882941f09e94ee2f179e0e9b8161551f0d5dae7
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
Reviewed-by: Paul Olav Tvete <paul.tvete@qt.io>
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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>
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...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>
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Typically caught in vkQueueSubmit().
The WaitIdles that can be hit upon cleanup must be guarded by
!deviceLost because they inexplicably cause an infinite blocking
wait when the device was already reported as lost. (with NVIDIA
at least)
Change-Id: I7142e2461e1aed9ee3068b2b963cdf2c678ca4e0
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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Starting with D3D11. The other backends will follow later.
Change-Id: I4f165c9f1743df0fb00bdce1e898917575bf5f6e
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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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>
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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>
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Mainly for Vulkan where it lacked the recording of the still queued
commands. Uncovered by Qt Quick examples that integrate custom Vulkan
rendering.
This still has an issue that needs to be tackled separately. (we probably
will switch to using a dedicated secondary command buffer with
RENDER_PASS_CONTINUE_BIT for the external commands, and then just have
a vkCmdExecuteCommands in our own queue instead of recording everything in
beginExternal).
The possibility of losing glMemoryBarrier() calls due to begin/endExternal()
with the OpenGL backend is fixed too. The logic here mirrors Vulkan
to some extent except that we do not have a concept of (and so the trouble
with) renderpass instances.
Clean up around the implementations of finish() as well. Attempting to share
code via a "flushCommandBuffer" function is admirable but is not worth it
since some semantics are different. (finish() cannot be called within a
begin/endPass, unlike begin/endExternal).
Change-Id: I5137db598d6a40d484e53678f5c919abf750d9ed
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Qt Quick in turn will expose it via QSGRendererInterface. Essential when
adding custom Vulkan rendering into a Qt Quick application because the
custom pipeline state objects will need to reference a VkRenderPass.
Change-Id: Idf4092cfc3937830fb8123164081059b0d8d030e
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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...but this will vary between backends, or in some cases
even between implementations of the same API.
Point size is settable only via the vertex shader (gl_PointSize).
It is silently ignored with D3D and HLSL.
Line widths other than 1 are supported only on OpenGL and Vulkan.
(but this is in fact deprecated with GL and optional with Vulkan)
Add QRhi::Feature values for both.
The line width is now settable on QRhiGraphicsPipeline. It is not a
dynamic state since the static, per-pipeline width is good enough for
most cases. (and the feature is not supported on half of the backends
anyways so it will get limited use in practice).
Change-Id: I6d3a32269527c452b794b2cb8b0f03101eab40b2
Reviewed-by: Lars Knoll <lars.knoll@qt.io>
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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>
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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>
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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>
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