| Commit message (Collapse) | Author | Age | Files | Lines |
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A previous patch already introduced calling the correct
variant of drawIndexedPrimitives, but it was not done
for drawPrimitives.
When base vertex and instance is not supported (e.g. on the iOS
simulator), it does not mean that the value cannot be other than
0, but rather that the version of the function taking this
arguments must not be called at all, otherwise a Metal failure
occurs. The docs and logic is all in place, just add it to
draw() as well.
Amends 213755a86622ae8b3ed3d7ad34a6aecd051b2b03 which fixed this
for indexed draw calls. Now we also prevent aborting Qt Quick
applications that trigger non-indexed draw calls.
Change-Id: Icb4313ffd2d3a77a73f7b5f49d7ce63c935254d3
Pick-to: 6.2
Task-number: QTBUG-95795
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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When there is a context with a surface current, keep on using
that whenever ensureContext() is called without specifying a
QWindow.
Consider the following sequence:
<component A>
beginOffscreenFrame
render to texture 1
endOffscreenFrame
<component B>
beginOffscreenFrame
render to texture 2
endOffscreenFrame
<component C>
beginFrame (with swapchain)
render something using texture 1 and 2
endFrame
repeat all over again, continuously
(in practice this is what a top level widget with QOpenGLWidgets
and/or QQuickWidgets in it would lead to with the QRhi migration
in place)
Besides being more readable, the new version recognizes that resource
and offscreen operations do not need one specific surface (like the
one QOffscreenSurface every GL backend of QRhi has), but are functional
with any surface (or with surfaceless even) as long as the context is
correct. Thus with the above example we can work with only ever making
the one QWindow current.
Change-Id: I633071cae88f02e1d45e445ee55c8a58f9ec5a8c
Pick-to: 6.2
Fixes: QTBUG-96405
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Amends commit 1e085b9e15abeb45bbbf7995818fcd9c94bfefe1
Task-number: QTBUG-84432
Pick-to: 6.2
Change-Id: Id48fb6c2a9c7d24f1525975c6c154dbc323bbc25
Reviewed-by: Laszlo Agocs <laszlo.agocs@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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Change-Id: I45e0e53af7e6ba084f6305c3097c6a0ff65fb458
Pick-to: 6.2
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Remove the if-there-is-more-than-one-swapchain condition. Surely in a
(onscreen) 0, (onscreen) 1, (offscreen) 0 frame sequence the wait is
essential when starting the offscreen frame. Otherwise we may be
deferred-releasing resources from the still active onscreen #0 frame.
The problem is only apparent with certain frame slot change sequences.
For instance (onscreen) 0, (offscreen) 1, (onscreen) 0 would not show
any problems.
Pick-to: 6.2
Change-Id: I705a0a3ab0b4bc9e4dc2b1c6ff60025d04c739b3
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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Caught by clang 13 detecting we set a variable but never used it.
Change-Id: I8c6a0ff3ec184205a544fffd16af3d52b6f172a2
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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The backed expect the pipeline to be valid, so document it and
assert if the set pipeline is a null pointer.
Pick-to: 6.2
Change-Id: I72b3d0d11b8dc98240d17e13adf2b6ccbd71891d
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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With clang 13:
vk_mem_alloc.h:4360:22: warning: definition of implicit copy constructor for 'VmaStlAllocator<VmaDefragmentationAlgorithm::AllocationInfo>' is deprecated because it has a user-declared copy assignment operator [-Wdeprecated-copy]
vk_mem_alloc.h:4391:9: note: in implicit copy constructor for 'VmaStlAllocator<VmaDefragmentationAlgorithm::AllocationInfo>' first required here
Repeats ad nauseam
Change-Id: Iea05060bc2c046928536fffd16adf5181ede7abe
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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Change-Id: If64edd32c5084984227b3c366932b3129df94b31
Reviewed-by: Volker Hilsheimer <volker.hilsheimer@qt.io>
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Retaining texture upload commands comes at a price, because it
means we also retain the backing storage, which could e.g. be
fullscreen buffers for applications on Wayland. These would
eventually be overwritten, but just clearing the array between
frames is also fine because the data is never reused and the
array is a QVarLengthArray anyway so it already has a lot of
reserved space.
Pick-to: 6.2
Change-Id: I7389487be67b671830787e30e1468c303b7ac5c2
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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On low-end hardware without fast framebuffer clears one can
significantly reduce the fill rate by disabling framebuffer clears
(provided, as it's usually the case, that the application has content
filling the entire framebuffer).
Add a couple of environment variables to do so, one to disable all
clears and one to disable only color clears (in case the surface is
requested without a depth buffer). Note that disabling all clears
on a surface *with* a depth buffer still requires
QSG_NO_DEPTH_BUFFER to be set, otherwise QtQuick is going to assume
that there is a clean usable depth buffer.
Change-Id: I96ad0a3d28dd0ab65cc960fb7cb2e0a8b6f35628
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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Pick-to: 5.15 6.2
Change-Id: I533f5a55cd0cd60a76990b552d7dab51a301ac1c
Reviewed-by: Giuseppe D'Angelo <giuseppe.dangelo@kdab.com>
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Pick-to: 5.15 6.2
Change-Id: Ie53e5542a8f93856470982939ecd8ec90b323d69
Reviewed-by: Eirik Aavitsland <eirik.aavitsland@qt.io>
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Check if 2, 4, 8 are actually supported.
Pick-to: 6.2
Fixes: QTBUG-97146
Change-Id: I23c22c2bfeb072b9658f3b5dfba51dd6dc850de3
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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First, issue glMemoryBarrier() only if the read-after-write or
write-after-write occurs for a write involving incoherent memory
access. In practice this means a QRhiTexture with UsedWithLoadStore
or a QRhiBuffer used as an SSBO. Doing the barrier call for other
types of texture or buffers is pointless, and potentially
wasteful. What is more, some OpenGL implementations feature bugs that
manifest themselves when glMemoryBarrier() is called, see associated
Jira issue for details.
Second, reduce GL_ALL_BARRIER_BITS to the ones relevant for the type
of the resource, in an attempt to provide a minor optimization. Real
fine-grained resource usage tracking is not implemented for OpenGL so
this still means specifying all buffer-related or all texture-related
barriers together, but this is still better than all. As the usage of
compute is quite close to zero in Qt at the moment, this won't make
much of a difference in practice.
Fixes: QTBUG-96322
Pick-to: 6.2
Change-Id: Ibf794e2e8a4cbc3c69acaa88476e85de6646b605
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Pick-to: 6.2
Change-Id: I8140de4eeb1a8a490fcffd10370c29a49d677fed
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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QVLA itself is non-relocatable due to self references. (ptr pointing
to array[Prealloc] as long as capacity < Prealloc)
Seems we shot ourselves in the foot in multiple places with this.
Pick-to: 6.2 6.2.0
Fixes: QTBUG-96619
Change-Id: I57a2ce539b671326cd352dbe57a1f3d4c46a6456
Reviewed-by: Tobias Koenig <tobias.koenig@kdab.com>
Reviewed-by: Lars Knoll <lars.knoll@qt.io>
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...when starting a render/compute pass.
This matches most other backends in fact, the Vulkan backend has
just certain historical differences, and is complicated due to the
fact that it has the option of using secondary command buffers for
passes that specify ExternalContents (to support the case of wanting
to issue direct Vulkan commands in a code block surrounded by calls
to beginExternal and endExternal).
Not resetting state such as the currently bound index buffer when
starting a pass quickly blows up when two consecutive render passes
use different settings, one targeting the primary while the other
the secondary command buffer. Instead of further complicating the
logic, just reset the relevant state in every begin(Compute)Pass.
Comes with an autotest that is crafted so that it manages to
downright crash when run with Vulkan without the fix to the backend.
Fixes: QTBUG-89765
Pick-to: 6.2
Change-Id: I8dc47bd179c17d45a0556ec31200dc90c4b67ca5
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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The docs are internal still but won't hurt to keep them up-to-date.
At the same time, enhance the QRhiRenderPassDescriptor
serializedFormat() docs as well, with appropriate notes about the
intended usage of the "serialized" data.
Pick-to: 6.2
Change-Id: I8425fff625903468621e3b09d089b345fada85f4
Reviewed-by: Christian Strømme <christian.stromme@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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Pick-to: 6.2
Change-Id: I0a1fb042ec2a3983ffbd146ff9bdc9af20134fa5
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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Added specifically to support the deprecated CVOpenGLTextureCache on
macOS, because Qt Multimedia still needs a way to use that when the
applications requests using OpenGL instead of Metal.
Follow what we did for GL_TEXTURE_EXTERNAL_OES, and add a flag that
simply makes all our glBindTexture calls use the
GL_TEXTURE_RECTANGLE[_ARB] target.
Pick-to: 6.2
Change-Id: If818b13a9f520cdb8bdc16de84a3ca0e18ad6c33
Reviewed-by: Lars Knoll <lars.knoll@qt.io>
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...just like create() would do when requesting a full rebuild.
Not relevant for the OpenGL backend, while D3D and Metal may get away
without doing this, but the Vulkan backend gives visible rendering
errors in Qt Quick once updateResources() is taken into use and a
scene manages to do the "right" amount and types of changes.
The most common source is a changing uniform buffer offset. Consider
how the Qt Quick scenegraph merges uniform data into a single buffer
in unmerged batches (i.e. when a set of geometry nodes cannot be
batched together in a single draw all). While each node gets its own
draw call, each associated srb refers to the same uniform buffer at
binding point 0, just with a different offset.
Without the layout-compatible-update optimization (that is
QRhiShaderResourceBindings::updateResources()) this is not something
that needs extra care: once an srb is built or rebuilt (by calling
create()), the offset, just like the resource itself is fixed and
cannot change. And once create() is called, it conveniently
invalidates all related data structures, leading to the subsequent
setShaderResources() rewrite descriptors (incl. the resource, the
offset, etc.) with Vulkan or do whatever is relevant with other
backends.
updateResources() only does the minimum amount of changes because we
know that the binding list layout has not changed. It turns out this
was a bit too minimal, because certain state tracking data structures
still need resetting, just as if we called create().
The problem is becoming apparent with non-layout data such as the
uniform buffer offset, storage buffer offset, or the storage image mip
level. It however works as expected when changing the resource itself.
E.g. if a binding point now references a QRhiBuffer different than
before, then there is no visible problems, regardless of the buffer
offset being different or the same. Hence being difficult to discover,
until the aforementioned Qt Quick renderer case triggers it.
Why is this?
Changing the resource (buffer, texture, sampler) itself works due to
the guarantees given by the QRhi resource model. Consider the
following:
ubuf is a uniform buffer
ubuf->create();
srb->setBindings({ references ubuf });
srb->create();
// use the srb in some draw calls
// ...
// later, when preparing the next frame we decide we need new data with
// a different size even:
ubuf->setSize(new_size)
ubuf->create();
// fill in new data to ubuf
// use the srb in some draw calls
at this point "magic" happens: note how there is no rebuilding of the
srb itself (no create(), no nothing), yet it will correctly pick up
the now-different native buffer objects underneath ubuf.
This works because there is a certain degree of state tracking
happening that allows recognizing that a resource referenced from an
srb got rebuilt and now has different native objects (e.g. a VkBuffer)
underneath, which in turn needs (with Vulkan) rewriting the associated
descriptor with the new native resource.
Incidentally, this also makes updateResources() work just fine as long
as it replaces the QRhiBuffer/Texture/Sampler reference for the
binding point. However, with the example snippet above there is no way
to change the other associated data such as the buffer offset. (that
would need rebuilding the srb with create(), and that resets all
related state tracking structures)
So once we encounter an updateResources() where the same QRhiBuffer is
now used with an offset different from before, that is not recognized
by setShaderResources() and (with Vulkan) it will not rewrite the
descriptor with the new offset. (unless the changes for another
resource in the binding list trigger it; the granularity here is quite
coarse, i.e. we either rewrite (with Vulkan) all descriptors or none
at all; this makes the problem even less apparent because now
rendering errors occur only when Qt Quick ends with an update where
only the uniform buffer offset, but nothing else changed)
Pick-to: 6.2
Change-Id: I82ee43aa358947288135ff72ec213e091342e9cb
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Be idiomatic and return the output iterator one past the last element.
Otherwise passing in a plain pointer (as exercised by the autotest now)
fails to function because we write over the same 4 elements again and
again for each binding.
Pick-to: 6.2
Change-Id: If74463fa5140ffa2b1d5be97b71868848ad46614
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Pick-to: 6.2
Change-Id: I66d28cc9d5417bcd5d192fa100c21f69fd42fd6b
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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...by the Qt Quick renderer, for example.
A typical Qt Quick material binding set serializes to 8 uints. This
would not demand a container like QVector. However, being implicitly
shared is essential here due to the intended usage (query the
serialized blob, put it into a cache key, hash it, compare it, all
without any copying and new allocs; we can afford an extra alloc
upon each srb construction, but don't want more afterwards in the
rendering engines)
Also make it clear in the pipeline docs that the optimization Qt Quick
is (soon going to be) doing is legal. (the srb ref in the pipeline can
be dead and dangling as long as every call to setShaderResources()
specifies a layout-compatible alternative)
Pick-to: 6.2
Change-Id: I97efbea1fa3516b10c9832adbab0a21b7bc0845d
Reviewed-by: Andy Nichols <andy.nichols@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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It is not true that isLayoutCompatible() can be called before create().
That used to be the case before the optimizations have been added.
The docs are still internal, but let's fix it up.
Pick-to: 6.2
Change-Id: Iee61848f058a06774550af6f38a3253956e4cfd3
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Relevant for Vulkan, given that descriptorCount is part of
VkDescriptorSetLayoutBinding, meaning two srbs with arrays of
SampledTextures should only be reported as compatible if the
array size matches.
Also reduces the prealloc size for the VLAs. For Qt Quick even a
lower number would be sufficient, but we still keep the number
something fairly high in order to play nice with Quick3D.
Pick-to: 6.2
Change-Id: Id92b7c09b051ebe54b1fa2bf4ba78950fe60ba27
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Take the screen from the window, if the window was specified.
When it comes to Qt Quick, this is in fact required in order to
make the behavior on par with Qt 5, see
https://code.qt.io/cgit/qt/qtdeclarative.git/tree/src/quick/scenegraph/qsgthreadedrenderloop.cpp?h=5.15#n1336
try to mirror that in Qt 6 as well. There are still subtle differences
between Qt 5 and Qt 6 in particular when qt_gl_global_share_context is
set (do we set the screen from that or from the window?), for now leave
that question unsettled.
What exactly setting the screen on the context does is platform
specific, and can become relevant with multi screen, multi GPU
systems.
Pick-to: 6.2
Change-Id: Icc90b8fea87bf1e34ecf1dec0702f4d3c411db00
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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Clean a bit, also enhance, e.g. mention textureLod for TexelFetch which
is how Quick3D uses it, and most notably expand the "in practice" notes.
As no application or library can be expected to write fully conditional
code based on all these flags, knowing when a certain feature is
(un)supported in a real run time environment is essential in order to
make informed decisions on when and in what manner (i.e. with or without
conditions), rely on a given feature.
Pick-to: 6.2
Change-Id: I15ea34e11bd345b36248f92de9b1fdb1fdc3e8d9
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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We already honor AA_ShareOpenGLContexts and pass in the QGuiApp's
context as the shareContext for the QRhi's QOpenGLContext. Extend this
to also allow specifying a QOpenGLContext in the init params struct.
A good example of this is the backingstore compositor that serves
QQuickWidget and co. If one wanted to implement that with (an
OpenGL-based) QRhi, instead of direct OpenGL calls, then the ability
to create a QRhi that uses a context that shares resources with a
given other context becomes essential.
Pick-to: 6.2
Change-Id: I6bc5ff8e803d467f8795197ac1f12fdc0f73bbd1
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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Like we do for OpenGL. Conveniently enough the QRhi feature flags are
readily available.
This should prevent errors such as:
MTLValidateFeatureSupport:3901: failed assertion `Base Vertex Instance
Drawing is not supported on this device'
on the iOS Simulator. It is not clear since which version or SDK this
became a fatal problem, but the base vertex/instance support is indeed
an optional feature according to the Metal Feature set tables, so not
calling the drawIndexedPrimitives variant taking baseVertex and
baseInstance when the reported iOS GPU family is too low is the right
thing to do regardless.
Pick-to: 6.2 6.1
Fixes: QTBUG-95795
Change-Id: I47c54a77a66a0410b86b8d4e5a1863dc730490f4
Reviewed-by: Alexandru Croitor <alexandru.croitor@qt.io>
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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CreateDXGIFactory2() is always available from Windows 8.1
No need to load it dynamically.
Pick-to: 6.2
Task-number: QTBUG-84432
Change-Id: I84d82f30327df416e1fdbac256b63512900c07b7
Reviewed-by: Oliver Wolff <oliver.wolff@qt.io>
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
Reviewed-by: Laszlo Agocs <laszlo.agocs@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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Pick-to: 6.2
Task-number: QTBUG-84432
Change-Id: I970d7d7e9ebdcf246a5be32d60066b4e5e948c27
Reviewed-by: Mårten Nordheim <marten.nordheim@qt.io>
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Fixes build issue "no instance of overloaded function "qHash" matches
the argument list" on INTEGRITY
Pick-to: 6.2
Change-Id: Ia1273587840d55199846dc64d487d194f9a4d565
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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Remove a conflicting definition of the same operator from
qrhi.cpp. Who knows how many ODR violations this hidden gem may have
caused...
[ChangeLog][QtCore][QDebug] Can now stream QVarLengthArray objects.
[ChangeLog][QtCore][QVarLengthArray] Can now be output via QDebug
streaming.
Change-Id: I12f7670e32029fa8c96b446e9a98ebf3b9732d0d
Reviewed-by: Giuseppe D'Angelo <giuseppe.dangelo@kdab.com>
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Mainly to avoid leaking memory again. A possible reduction of memory
allocations would be a welcome side effect.
This reverts parts of 89f7389494c6fc917f189150e06ed1fcfaa238e8.
Change-Id: I65a7529f532175967a4e408450aa55549b77d7e4
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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Change-Id: I0c687677b7e86b7284130c775718b29aca2cca40
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: 6.1
Fixes: QTBUG-94064
Change-Id: I03237fcff06225ba41c65c0171d77fb6ae75fcd3
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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Task-number: QTBUG-88388
Change-Id: Ia30af6c4554594f094af7866ad6e10ed7929de27
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Normally we only allow creating wrappers for texture objects. These
can then be used with a QRhiTextureRenderTarget to allow rendering into
an externally created texture.
With OpenGL (ES), there are additional, special cases, especially on
embedded. Consider EGLImages for example. An EGLImageKHR can be bound to
a renderbuffer object (glEGLImageTargetRenderbufferStorageOES), which
can then be associated with a framebuffer object to allow rendering into
the external buffer represented by the EGLImage. To implement the same
via QRhi one needs a way to create a wrapping QRhiRenderBuffer for the
native OpenGL renderbuffer object.
Here we add a createFrom() to QRhiRenderBuffer, while providing a dummy,
default implementation. The only real implementation is in the OpenGL
backend, which simply takes a renderbuffer id, without taking ownership.
Task-number: QTBUG-92116
Change-Id: I4e68e665fb35a7d7803b7780db901c8bed5740e2
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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The leak can be reproduced by running the test project from QTBUG-63557
with asan, although that report is about yet another leak.
[ChangeLog][gui][QRhiGles2] Fixed a memory leak in QRhiGles2
Task-number: QTBUG-63557
Pick-to: 6.1
Change-Id: Ic4d346abb36a5666feb3ceb881865b029f5a6945
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
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Print a warning if the name for a given location does not match. This is
relevant only to OpenGL and only to < 330 GLSL versions: there the
location qualifier is simply not present in the actual shader code and
all matching is name-based. This leads to hard to discover problems in
Qt Quick ShaderEffects for instance, where providing a custom fragment
shader but using a built-in vertex shader is common, and one may be
tempted to use a name other than qt_TexCoord0 for the input variable in
the fragment shader. Unfortunately this breaks, sometimes silently, when
not having location qualifiers. (and we won't, neither in GLSL 120 or
150 which are the standard for Qt Quick)
Make this situation recognizable by printing a warning to the debug
output.
Pick-to: 6.1
Task-number: QTBUG-92500
Task-number: QTBUG-93370
Change-Id: I0d0bcc135e23a228783f7633f872e39c4e43bb93
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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Those are needed to handle 16bit YUV formats in Qt Multimedia.
Change-Id: I39c67bf4fcf558487b7819ea38e578f99c12a3ed
Reviewed-by: Laszlo Agocs <laszlo.agocs@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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