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* Change license for tests filesLucie Gérard2024-02-041-1/+1
| | | | | | | | | | | | According to QUIP-18 [1], all tests file should be LicenseRef-Qt-Commercial OR GPL-3.0-only [1]: https://contribute.qt-project.org/quips/18 Pick-to: 6.7 Task-number: QTBUG-121787 Change-Id: I9657df5d660820e56c96d511ea49d321c54682e8 Reviewed-by: Christian Ehrlicher <ch.ehrlicher@gmx.de>
* rhi: Make it a QPA-style private but semi-public APILaszlo Agocs2023-05-211-15/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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>
* rhi: Add D3D12 supportLaszlo Agocs2023-02-071-0/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | - The optional nice-to-haves DebugMarkers, Timestamps, PipelineCache are not yet implemented (features reported as false, to be implemented later, although buffer/texture resource name setting already works as-is, regardless of DebugMarkers). - Mipmap generation for 3D textures is missing. Won't matter much given that 3D textures are not used in Qt for anything atm. For generating mipmaps for 2D (or 2D array) textures, the MiniEngine compute shader and approach is used. 3D support for the mipmap generator may be added later. 1D textures / arrays are supported except for mipmap generation, and so the OneDimensionalTextureMipmaps feature is reported as false. - Qt Quick and Qt Quick 3D are expected to be fully functional. (unforeseen issues are not impossible, of course) - Uses minimum feature level 11.0 when requesting the device. It is expected to be functional on resource binding tier 1 hardware even, although this has not been verified in practice. - 2 frames in flight with the usual resource buffering (QRhiBuffer::Dynamic is host visible (UPLOAD) and always mapped and slotted, other buffers and textures are device local (DEFAULT). Requests 3 swapchain buffers. Swapchains are mostly like with D3D11 (e.g. FLIP_DISCARD and SCALING_NONE). - The root signature generation is somewhat limited by the SPIR-V binding model and that we need to map every binding point using the nativeResourceBindingMap from the QShader. Thus the root signature is laid out so each stage has its own set of resources, with shader register clashes being prevented by setting the visibility to a given stage. Sampler handling is somewhat suboptimal but we are tied by the binding model and existing API design. It is in a fairly special situation due to the 2048 limit on a shader visible sampler heap, as opposed to 1000000 for SRVs and UAVS, so the approach we use for textures (just stage the CPU SRVs on the (per-frame slot) shader visible heap as they are encountered, effectively treating the heap as a ring buffer) would quickly lead to having to switch heaps many times with scenes with many draw calls and sampledTexture/sampler bindings in the srb. Whereas static samplers, which would be beautiful, are impossible to utilize safely since we do not have that concept (i.e. samplers specified upfront, tied to the graphics/compute pipeline) in the QRhi API, and an srb used at pipeline creation may change its associated resources, such as the QRhiSampler reference, by the time the shader resources are set for the draw call (or another, compatible srb may get used altogether), so specifying the samplers at root signature creation time is impossible. Rather, the current approach is to treat each sampler as a separate root parameter (per stage) having a descriptor table with a single entry. The shader visible sampler heap has exactly one instance of each unique sampler encountered during the lifetime of the QRhi. - Shader-wise no different from D3D11, works with HLSL/DXBC 5.0 (i.e. existing .qsb files with DXBC in them work as-is). But unlike D3D11, this one will try to pick 6.7, 6.6, ..., down to 5.0 from the QShader, in that order. - Uses D3D12MA for suballocating. As a result it can report vmem allocation statistics like the Vulkan backend, and it does more since the DXGI memory usage (incl. implicit resources) is also reported. This is optional technically, so we also have the option of going straight with the heavyweight CreateCommittedResource() instead. That is what we do if the adapter chosen reports it's software-based or when QT_D3D_NO_SUBALLOC=1 is set. - PreferSoftwareRenderer (picking the WARP device) and the env.var. QT_D3D_ADAPTER_INDEX work as with the D3D11 backend. - It is not unexpected that with large scenes that generate lots of draw calls with multiple textures/samplers per call the performance may be slightly below D3D11 (probably mostly due to descriptor management). Similarly, the reported memory usage will be higher, which is partly natural due to creating heaps, descriptor pools, staging areas, etc. upfront. Will need to be evaluated later how these can be tuned. Change-Id: I5a42580bb65f391ebceaf81adc6ae673cceacb74 Reviewed-by: Andy Nichols <andy.nichols@qt.io> Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
* Use SPDX license identifiersLucie Gérard2022-05-161-49/+2
| | | | | | | | | | | | | 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>
* Clean up and modernize hellominimalcrossgfxtriangle manual testLaszlo Agocs2020-02-041-0/+111
This particular test may serve as sample code in various materials in the future, therefore it is highly beneficial if it is kept in good shape. Make it easier to read, more compact, and split up among the natural boundaries of the functionality (global setup in main, window+swapchain management in Window, graphics resource setup and draw call recording in HelloWindow). Change-Id: I2451d3961a01131dcbffe66baf23d2cf9bfd077f Reviewed-by: Eirik Aavitsland <eirik.aavitsland@qt.io>