| Commit message (Collapse) | Author | Age | Files | Lines |
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...when a QVkRenderBuffer is used as depth-stencil (i.e. a "throwaway"
depth-stencil buffer that is a lazily allocated / transient VkImage
under the hood). Such a resource is not tracked by the
QRhiPassResourceTracker, so do an explicit barrier in beginPass
instead of having it generated by the tracker.
Fixes: QTBUG-89764
Change-Id: Ice794f44342175f712ea56f450270cbb8929f516
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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...encountered in the command list.
Move all, previously local, tracking variables into a struct. This
allows creating helper functions to reduce error-prone repetition in the
executeCommandBuffer() function body.
The only real change in the patch is in the handling of
Command::BufferSubData and Command::GetBufferSubData: here, instead of
calling glBindBuffer directly, use a helper function that also resets
the relevant state tracking variables. A subsequent
Command::BindVertexBuffer or BindIndexBuffer will therefore correctly
rebind the appropriate buffers.
This is particularly relevant with certain command stream patterns
exercised by some Qt Quick 3D scenes:
- A View3D renders a mesh,
- another View3D has some 2D Qt Quick content, as well as a model with
the same mesh.
When both View3Ds use the default Offscreen render mode, the resulting
command list consists of segments along the lines of:
1. prepare resources for first View3D
2. render content for first View3D - this binds the vertex and index
buffers for the mesh (state is tracked; all 1-4 steps are within
the same command list, processed by a single call to
executeCommandBuffer())
3. prepare the content for the "inline" 2D Qt Quick scene - this may
update vertex and index buffers, that may lead to adding
BufferSubData commands to the list (tracked state (last
vertex/index buffer) may need invalidation/updating - and that's
where our problem lies)
4. the second View3Ds 3D content is rendered: a model with the same
mesh as the last (Quick)3D draw call, so same vertex and index
buffers. If #3 did not invalidate and/or update the tracked state,
the glBindBuffer calls are (incorrectly) skipped.
Fixes: QTBUG-89780
Pick-to: 6.0
Change-Id: Icc933252f3993b8727d192e7ba4aa0f842bab51e
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Running with synchronization validation (SDK 1.2.154) we get:
Hazard WRITE_AFTER_WRITE vs. layout transition in subpass 0 for attachment 1
aspect depth during load with loadOp VK_ATTACHMENT_LOAD_OP_CLEAR
Attempt to fix this with an appropriate subpass dependency.
Fixes: QTBUG-89760
Pick-to: 6.0
Change-Id: I67e15a09aab564f63aab646761ccdb1f8b82111d
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Change-Id: I1be4ef1a15c4049f19d0401d6a1a62b3117180a0
Reviewed-by: Eirik Aavitsland <eirik.aavitsland@qt.io>
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Skip the memcpy when src is null.
Also silences a Codechecker warning.
Pick-to: 6.0
Change-Id: I5042d725000cb6dff6864408fa9ed9e0ca35145a
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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Q_MOVABLE_TYPE was conceived before C++ had move semantics. Now, with
move semantics, its name is misleading. Q_RELOCATABLE_TYPE was
introduced as a synonym to Q_MOVABLE_TYPE. Usage of Q_MOVABLE_TYPE
is discouraged now. This patch replaces all usages of Q_MOVABLE_TYPE
by Q_RELOCATABLE_TYPE in QtBase. As the two are synonymous, this
patch should have no impact on users.
Pick-to: 6.0
Change-Id: Ie653984363198c1aeb1f70f8e0fa189aae38eb5c
Reviewed-by: Lars Knoll <lars.knoll@qt.io>
Reviewed-by: Andrei Golubev <andrei.golubev@qt.io>
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Pick-to: 6.0
Change-Id: I2e920e8e68b7010b565c422bb26708d172d345e8
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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The previous attribute instancing patch (6493b93) performed the
cleanup too late for the case where the command buffer ends with an
EndFrame command and core profile is used. Resetting the attribute
divisors needs to be done before the vertex array is unbound.
Otherwise the state will be wrong at the start of the next call
to executeCommandBuffer(), which is normally the start of the next
frame.
Change-Id: Ic76695b4d334ed1c1e816e747417d957c387a88b
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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Enabling instanced drawing will set glVertexAttribDivisor to 1 for the
PerInstance attributes. This is of course a persistent state, because
GL, so it will apply to all subsequent draw calls that uses attributes
with the same location number, introducing weird and wonderful randomness.
Therefore, make sure we set the divisor back to 0 for non-instanced attributes.
Change-Id: I2d9115369fa24e8d57396d2a5f88d1435fe98971
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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It's per framebuffer and the color target for the default fbo
is never altered. So no need for this call. This is useful because
it avoids having to deal with the controversy around GL_BACK (where
the GL, but not the ES, spec claims some quite nonsensical things
about GL_BACK not being accepted by glDrawBuffers (in the name of
stereo support?), nevermind GL_BACK being the default value...),
and while what we have in place now seems to be ok with many
implementations, it may generate a GL error with others - so
just remove the call in order not have to think about this
legacy nonsense)
Task-number: QTBUG-88070
Change-Id: I051c60a3041865a3434801b57da2b7acb518b8fe
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Change-Id: Iac2645ebd1d42753817078f194ba61520f5f70c9
Reviewed-by: Volker Hilsheimer <volker.hilsheimer@qt.io>
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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Change-Id: I2e2ff5f4b8aa91d0accb01108a5199b98c371455
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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Trading typing in a few lines of straightforward code for a full
sizeof(QRhiShaderResourceBinding::Data) copy (with less fortunate
compilers that do not manage to optimize it away) is a bad deal.
Change-Id: If227320f8a9598508c1fe02c4f56e6d75f0a787b
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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In order to prevent too much voodoo in backends like D3D11, the input
layout is expected to specify the slice index for vecX that are part of
an unrolled matrix.
Also deoptimize the instancing manual test to exercise a matrix too
instead of just vectors.
Change-Id: If2dcbcbc483645ce2420b2f87dda765b95da6e80
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Pick-to: 5.15
Change-Id: I09a69a04c6fcd406602e797cbeec59216fecd5d8
Reviewed-by: Laszlo Agocs <laszlo.agocs@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: Ib11ea33eb695d4599f4f040415d497aaf19cb15b
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Also remove an unnecessary buffer type test.
Change-Id: I6f8312f03d3fe1729fa9b2eb95f6bfbeeccd0d4f
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Change-Id: I7ad14ff05a1ff10113f5d3985662970d74e68ead
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Change-Id: I22027cfc227d3c09e446d193e6b2903b8df34eb2
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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...instead of doing a loop in setShaderResources() just for this.
Change-Id: Iac8d4517783967c6b8bca4926cceca918f7dcdec
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Copied by value so the size matters.
Change-Id: I17eae99212801a4fb390a0e298b361123644d17d
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Change-Id: I96c71ef45b93ab95250a2a3f0e9c10e8bc86d650
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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Change-Id: I09bd22f3ccb1231ad4ef123f581459ef5c1ac37c
Reviewed-by: Friedemann Kleint <Friedemann.Kleint@qt.io>
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If we do not use it for anything, do not spend time on comparing
and copying it either.
Change-Id: I3632792847010e5b73c48eb1ca88f5806f3ccd45
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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The block to update the cached state needs to be run also
when the texture parameters have changed.
Change-Id: Ifa80c142c6ff31c95a718a1a900ff3db0bbfe4bc
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Change-Id: Ifc754a639fcdb45a1b1b8721393de9356504342f
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Change-Id: Ib07eef8944367948338075832452fdae6df6078a
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Reports on the Web have it that there's nothing guaranteeing a
driver does any actual freeing of resources then doing
vkFreeCommandBuffer for a command buffer from a command pool that
does not have VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT, thus
leading to continuously growing resource usage with our current
allocate/free pattern. It could be that this is the source of out
of memory problems we are seeing on some Android devices.
Instead of just going straight for said command pool flag and doing
ResetCommandBuffer for the command buffers individually, take one
step further and use per-slot (slot being 0 or 1 if QVK_FRAMES_IN_FLIGHT
is 2) command pools. The current pool is reset in each
beginFrame/beginOffscreenFrame, moving all allocated command buffers
to the initial state (while other command buffers with the other pool
are not affected).
This may be (while impossible to tell from just guessing based on the
spec) our best approach to command buffer allocation since a Vulkan
implementation can likely just use some simple per pool allocator,
knowing that we never want to free or reset individual command buffers,
but we rather only reset the whole pool at once.
The option of importing an existing VkCommandPool when creating the
QRhi instance is now gone, but there was probably no point in offering
that in the first place.
When it comes to VK_COMMAND_POOL_RESET_RELEASE_RESOURCES_BIT it will
not be set unless releaseCachedResources() (in Qt Quick this is hooked
into QQuickWindow::releaseResources()) was called. What this does in
practice is unknown, but have an option to set it now and then if the
application really wants.
While we are at it, rename secondaryCbs to activeSecondaryCbStack to
indicate what it really is. (it's a stack as each call to
beginExternal() pushes a new one, while each endExternal() pops)
Change-Id: I2e5c1fad26d794e1f56c778e38f750998d706d84
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Artificial tests with tens of thousands of meshes drawn with
the same program (graphics pipeline) and almost the same
uniform values (the difference being in the normal and model
and view matrices) do benefit - strongly depending on the GL
implementation probably - from doing fewer glUniformNf[v] calls.
Building on the fact that uniform location values will typically
be an int value starting at 0 (not guaranteed of course, we just
skip the smartness in that case), we can dedicate a small 16K
block to keep track of float/vec3/vec3/vec4 values in the graphics
and compute pipeline objects.
Change-Id: I217c31ccdeb511b3e8b8286078d7fbde399c8e3b
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Artificial tests like the BechmarkDemo are full of drawing the
exact same mesh multiple times in a row. These do not need
respecifying anything related to vertex or index data.
Also move the buffer binding out from the loop.
Change-Id: I0f27a39fecebc7ca8e1fa635c63819f116867e19
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Already doing the same for GL_ARRAY_BUFFER, follow suit with
GL_ELEMENT_ARRAY_BUFFER.
Change-Id: I0cf44480abb3a60a44b316af2c09b2235f9f65e7
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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Change-Id: Iccfbe5fe8688245a5ff3f7d46a173638b362a3c8
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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Take only the three things we need. Otherwise we waste time on copying
data that is not even relevant to buffer updates at all.
Change-Id: I5ed6ae647e23c6f1d0f5f1d973bead2e008f06cc
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Change-Id: Ic258f128d691a221670d930d2bfe90cda74a4c75
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Change-Id: I4ae92e6c8c91111a4593c51ee05443b3bc806c35
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 we will iterate through this list and issue a memcpy
for each entry. Better to keep it sorted based on offset to
be more cache friendly.
Change-Id: Ie9dcb259e9a543937cbdcdea85aec9eb92dba1b1
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Change-Id: Ic163533eee973f0ee2f3e2efe25390caa57dd659
Reviewed-by: Paul Olav Tvete <paul.tvete@qt.io>
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This is a visible performance increase actually, given this is on a quite
hot chode path.
Change-Id: I165bfa0d4e490f80078551efb4bf2fe8e72d3596
Reviewed-by: Paul Olav Tvete <paul.tvete@qt.io>
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Change-Id: Ie1855f992315f6e02986016a254127cec0ac94c8
Reviewed-by: Paul Olav Tvete <paul.tvete@qt.io>
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The real benefit in practice is getting rid of profilers going wild
about QByteArray::begin() and similar. The actual perf. gain is
fairly small.
Change-Id: I25e4c762f303b41f0aaf914bc62751f3265d3cf8
Reviewed-by: Paul Olav Tvete <paul.tvete@qt.io>
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This has a non-insignificant cost (since the size is at least 260 bytes)
in renderers that construct a lot of these objects per frame. After
changing the qHash implementation to be lighter we no longer rely on
qHashBits, so zeroing it is not essential anymore. Remove it.
Change-Id: If1fbd8dfd46fb3f0e9ea5a3c4794d24b8aeac1ba
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Change-Id: Ia1aab06214be802aaabc97ffefa28947e11148e3
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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...when available. This is mandatory in order to match results with
other APIs where this is always on.
Change-Id: I3b8ef2cb806a7297c83e60a3eb1fa71b50780dbe
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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