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Pick-to: 6.6
Change-Id: I2025d559be357a6825cdcae4cb0f0931a89864ab
Reviewed-by: Laszlo Agocs <laszlo.agocs@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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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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Support serializing shaders with specific qsb version. The default
behavior remains the same, using the latest version.
Task-number: QTBUG-101062
Pick-to: 6.5
Change-Id: I090a88c1ccb3be4ac5eee1da4058afaa8bf3111c
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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Add storage buffer memory qualifier and run time array stride information
to QShaderDescription::StorageBlock.
Memory qualifiers allow more informed selection of RHI resource buffer
binding (bufferLoad / bufferStore / bufferLoadStore) function.
Run time array stride (for last block member unsized array) allows
packing of buffer data for transfer to / from GPU. Without this
information, applications must infer or guess which packing rules
(std430 / std140) are in use.
Change-Id: I676d7e848afefd40d01cdd463c569b07022b683e
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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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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Change-Id: Ie8d226a6a959aa5e78284ea72505fd26aec1e671
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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Task-number: QTBUG-98434
Change-Id: I98c27030c783f968cbf38dc966ce486dc366b302
Reviewed-by: Edward Welbourne <edward.welbourne@qt.io>
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Avoid allocating all these strings on load. Part 2: JSON keys.
Pick-to: 6.3 6.2
Change-Id: I1724a58d700509c3af90ad1b87cb1bccae1075b8
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
Reviewed-by: Fabian Kosmale <fabian.kosmale@qt.io>
Reviewed-by: Volker Hilsheimer <volker.hilsheimer@qt.io>
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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Avoid allocating all these strings on load. Part 1: tables.
Pick-to: 6.3 6.2
Change-Id: Ibf7af9aea0088efe68b247c68022b98143634616
Reviewed-by: Marc Mutz <marc.mutz@qt.io>
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
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Adds the following in a QShader/QShaderDescription:
- a list of separate images
- a list of separate samplers
- a list of "combined_sampler_uniform_name" -> [
separate_texture_binding, separate_sampler_binding ] mappings
(relevant for GLSL only)
On the QShader (and qsb/QShaderBaker) level not having separate image
(texture) and sampler objects exposed in the reflection info is not
entirely future proof. Right now we benefit strongly from the fact
that Vulkan/SPIR-V supports both combined and separate
images/samplers, while for HLSL and MSL SPIRV-Cross translates
combined image samplers to separate texture and sampler objects, but
it is not given that relying on combined image samplers will always be
possible in the long run; it is mostly a legacy OpenGL thing that just
happens to be supported in Vulkan/SPIR-V due to some benefits with
certain implementations/hw, but is not something present in any newer
APIs.
In addition, before this patch, attempting to run a shader with
separate textures and samplers through qsb will just fail for GLSL,
even though SPIRV-Cross does have the ability to generate a "fake"
combined sampler for each separate texture+sampler combination. Take
this into use. This also involves generating and exposing a
combined_name->[separate_texture_binding,separate_sampler_binding]
mapping table for GLSL, not unlike we have the native binding map for
HLSL and MSL. A user (such as, the GL backend of QRhi) would then use
this table to recognize what user-provided texture+sampler binding
point numbers correspond to which auto-generated sampler2Ds in the GL
program.
Take the following example:
layout(binding = 1) uniform texture2D sepTex;
layout(binding = 2) uniform sampler sepSampler;
layout(binding = 3) uniform sampler sepSampler2;
Inn the reflection info (QShaderDescription) this (assuming a
corresponding qtshadertools patch in place) now gives one entry in
separateImages() and two in separateSamplers(). Assuming sepTex is
used both with sepSampler and sepSampler2, the GLSL output and mapping
table from QShaderBaker will have two auto-generated sampler2Ds (and
no 'texture2D' or 'sampler').
One immediate benefit is that it is now possible to create a shader
that relies only on separate images and samplers, feed it into qsb,
generate all the possible targets, and then also feed the SPIR-V
binary into a tool or library such as Tint (e.g. to generate WGSL)
that canot deal with combined image samplers.
Change-Id: I9b19847ea5854837b45d3a23edc788c48502aa15
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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From QRhi's perspective this consists of two things:
- A shader with samplerExternalOES in it cannot go through the standard
pipeline. Rather, a QShader with suitable GLSL code in it has to be
constructed manually. As this is something useful as an autotest
anyway, add a test case to the qshader autotest that demonstrates
this.
- When it comes to correctly calling glBindTexture, add a QRhiTexture
flag. The expectation is that an OpenGL-only client sets this in
combination with QRhiTexture::createFrom(), thus wrapping an existing
texture that then gets bound to the GL_TEXTURE_EXTERNAL_OES target
instead of our usual GL_TEXTURE_2D.
For completeness we also add a SamplerExternalOES variable type to
QShaderDescription, but the sampler type is not actually used by the
QRhi OpenGL backend, as it is the QRhiTexture that defines the
texture target.
Change-Id: I36b52325deb3703b59186ee3d726d0c3015bfc4b
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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A few new files were added with old-school defines.
Change-Id: Ieb2c71e094e55102f3f39fb9551823f36863f5f4
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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We only support version 4 and 5 in Qt 6.0. 1 and 2 are already gone
(due to being based on binary JSON), now we remove 3 as well.
Task-number: QTBUG-81346
Change-Id: I3627dcc0587f1e36f11e93edf7172889e911d64e
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Deprecated in 5.15 in favor of CBOR.
Fixes: QTBUG-81239
Change-Id: I711d4bd7dd1247f58e77ac9fa53304cbe5028918
Reviewed-by: Edward Welbourne <edward.welbourne@qt.io>
Reviewed-by: Lars Knoll <lars.knoll@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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Change-Id: I970d21d7ac97a602a5f374f6c89cd4bfdcd847b8
Reviewed-by: Thiago Macieira <thiago.macieira@intel.com>
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Since the variable names in QShaderDescription are later compared to
QByteArrays we can gain some performance from not having to convert them
to QByteArrays later.
Task-Id: QTBUG-83706
Change-Id: Iaf80d0966f45cbb09e7c1000b7854bc488e57bb3
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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The proper solution is to use qint32 everywhere, but that is left as
a separate exercise.
Change-Id: Id0c06b102b56a1b3b48dd67c6c29c28da7d1f22d
Reviewed-by: Eirik Aavitsland <eirik.aavitsland@qt.io>
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This is the first time that we add something to QShaderDescription
after migrating to the non-JSON based serialization system. This now
involves checking the "qsb version" when deserializing.
Task-number: QTBUG-82624
Change-Id: I2bd875ef21e461559b878dccc5537cdfa43feaa2
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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We use the this struct to describe combined image samplers and storage
images as well. Especially with the former, it is not unlikely that we
will need arrays, so e.g. layout(binding = 1) uniform samplerCube
shadowCubes[8]. In this case the '8' is something that must be reported in
to the reflection information.
The new arrayDims member is expected to work exactly like the similarly
named member in BlockVariable.
Task-number: QTBUG-82624
Change-Id: I1fb8b0318906ff4c116c1a7ec23a399c6545c730
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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...but keep support for deserializing for all older versions in order to play
nice with existing .qsb files.
The usage of binary JSON and then CBOR is a historical artifact: relying
on the QJsonDocument (which we generate for purposes unrelated to binary
serialization) was a convenient shortcut. However, writing to and
reading from a QDataStream instead (which QShader already does) is trivial.
In order not to be limited by potential CBOR requirements in the future,
take it all into our own hands.
Extend the qshader autotest accordingly.
Task-number: QTBUG-81298
Change-Id: If0047b659bd6601ca47b5bbbce1b719630cde01e
Reviewed-by: Paul Olav Tvete <paul.tvete@qt.io>
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Binary Json is deprecated and we should not use it. We can already
serialize shaders to CBOR. Push the deprecation warning mechanism to the
only user of fromBinaryJson().
Change-Id: I1d56157ab92f74eaab49400be647317e7833e35e
Reviewed-by: Sona Kurazyan <sona.kurazyan@qt.io>
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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Also remove the example code for deprecated methods and use CBOR instead
where it makes sense.
Task-number: QTBUG-81068
Change-Id: Iffb7a4b3d7b16a1e485fc05b3ab2e2468e9e0718
Reviewed-by: Ulf Hermann <ulf.hermann@qt.io>
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Binary JSON is said to become deprecated. Therefore, add support
for CBOR. Binary JSON is still supported for deserialization, so
all existing .qsb files will continue to work, as long as the
binaryjson feature is enabled in the Qt build.
Also makes QShaderDescription comparable. This is important for
tests in particular.
A nice side effect of using CBOR is that .qsb files become smaller.
For a typical Qt Quick material shader this can mean a reduction of
300 bytes or more.
Task-number: QTBUG-79576
Change-Id: I5547c0266e3e8128c9653e954e47487352267f71
Reviewed-by: Paul Olav Tvete <paul.tvete@qt.io>
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Change-Id: Iab74325da3bd0a22c1f69856b038d0b5615e4e63
Reviewed-by: Giuseppe D'Angelo <giuseppe.dangelo@kdab.com>
Reviewed-by: Marc Mutz <marc.mutz@kdab.com>
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This is private API for the time being. Without this the QRhi*
classes show up in the class list in the docs.
Change-Id: I662abb9cc8eaae13ffe9266bd6313faa8e138353
Reviewed-by: Christian Strømme <christian.stromme@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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Private API, do not bother with these yet.
Change-Id: I77fb8fadee427425759ed42234944b30155db0f5
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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