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* Remove QVector in the API of QRhiResource subclassesLaszlo Agocs2019-09-301-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | 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>
* rhi: Add a --transparent option to manual testsLaszlo Agocs2019-09-261-1/+1
| | | | | | | | | | This will also cause clearing to 0,0,0,0. Essential in order to allow fast testing of window transparency issues in combination with QRhi and the various backends. Change-Id: Iee2763c1d06f1d3e5d59a9142abaf30fab1dc543 Reviewed-by: Christian Strømme <christian.stromme@qt.io>
* rhi: Add compute api and implement for Vulkan and MetalLaszlo Agocs2019-06-171-7/+7
| | | | | | | | | | | | | 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>
* Introduce the Qt graphics abstraction as private QtGui helpersLaszlo Agocs2019-06-133-0/+346
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>