diff options
author | Alexandru Croitor <alexandru.croitor@qt.io> | 2019-10-14 18:46:38 +0200 |
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committer | Alexandru Croitor <alexandru.croitor@qt.io> | 2019-10-14 19:02:37 +0200 |
commit | c2f8b9535d34da6948ccf45b7d5fd90de2f1bc9e (patch) | |
tree | c6f7e058a985d7c18b51cadc76283caf555071c9 /src/quick/doc/src/concepts | |
parent | 9e633bbda7608ac0231809e2a6a97ae8f2d849d6 (diff) | |
parent | 803f18f02e5609a1ca00a5b78ea6d3613d44e1a0 (diff) |
Merge remote-tracking branch 'origin/dev' into wip/cmake
Removed dependencies.yaml because we don't use it yet in wip/cmake.
Fixed conflict in qmlcachegen.cpp.
Change-Id: Ie1060c737bee1daa85779903598e5b6d5020d922
Diffstat (limited to 'src/quick/doc/src/concepts')
-rw-r--r-- | src/quick/doc/src/concepts/modelviewsdata/cppmodels.qdoc | 2 | ||||
-rw-r--r-- | src/quick/doc/src/concepts/visualcanvas/scenegraph.qdoc | 26 |
2 files changed, 27 insertions, 1 deletions
diff --git a/src/quick/doc/src/concepts/modelviewsdata/cppmodels.qdoc b/src/quick/doc/src/concepts/modelviewsdata/cppmodels.qdoc index e4d837112f..7695bb57db 100644 --- a/src/quick/doc/src/concepts/modelviewsdata/cppmodels.qdoc +++ b/src/quick/doc/src/concepts/modelviewsdata/cppmodels.qdoc @@ -227,7 +227,7 @@ access to the data from QML: The QSqlQueryModel class is good enough to implement a custom read-only model that represents data in an SQL database. The -\l{Qt Quick Controls 2 - Chat Tutorial}{chat tutorial} example +\l{Qt Quick Controls - Chat Tutorial}{chat tutorial} example demonstrates this very well by implementing a custom model to fetch the contact details from an SQLite database. diff --git a/src/quick/doc/src/concepts/visualcanvas/scenegraph.qdoc b/src/quick/doc/src/concepts/visualcanvas/scenegraph.qdoc index b96d09996d..e09c430e43 100644 --- a/src/quick/doc/src/concepts/visualcanvas/scenegraph.qdoc +++ b/src/quick/doc/src/concepts/visualcanvas/scenegraph.qdoc @@ -341,9 +341,15 @@ OpenGL application is allowed to draw. The \l {Scene Graph - OpenGL Under QML} example gives an example on how to use these signals using OpenGL. +The \l {Scene Graph - Direct3D 11 Under QML} example gives an example on +how to use these signals using Direct3D. + The \l {Scene Graph - Metal Under QML} example gives an example on how to use these signals using Metal. +The \l {Scene Graph - Vulkan Under QML} example gives an example on +how to use these signals using Vulkan. + The other alternative, only available for OpenGL currently, is to create a QQuickFramebufferObject, render into it, and let it be displayed in the scene graph as a texture. The \l {Scene Graph - Rendering FBOs} example shows how @@ -352,6 +358,13 @@ and multiple threads to create content to be displayed in the scene graph. The \l {Scene Graph - Rendering FBOs in a thread} examples show how this can be done. +Graphics APIs other than OpenGL can also follow this approach, even though +QQuickFramebufferObject does not currently support them. Creating and rendering +to a texture directly with the underlying API, followed by wrapping and using +this resource in a Qt Quick scene in a custom QQuickItem, is demonstrated in +the \l {Scene Graph - Metal Texture Import} example. That example uses Metal, +the concepts however apply to all other graphics APIs as well. + \warning When mixing OpenGL content with scene graph rendering, it is important the application does not leave the OpenGL context in a state with buffers bound, attributes enabled, special values in the z-buffer @@ -1003,6 +1016,14 @@ with multiple windows. \li Where applicable (Vulkan, Direct3D), enables the graphics API implementation's debug and/or validation layers, if available. + \row + \li \c QSG_RHI_PREFER_SOFTWARE_RENDERER + \li \c 1 + \li Requests choosing an adapter or physical device that uses software-based + rasterization. Applicable only when the underlying API has support for + enumerating adapters (for example, Direct3D or Vulkan), and is ignored + otherwise. + \endtable Applications wishing to always run with a single given graphics API, can @@ -1018,4 +1039,9 @@ with multiple windows. equivalent in effect to running with both \c QSG_RHI and \c QSG_RHI_BACKEND set. + All QRhi backends will choose the system default GPU adapter or physical + device, unless overridden by \c{QSG_RHI_PREFER_SOFTWARE_RENDERER} or a + backend-specific variable, such as, \c{QT_D3D_ADAPTER_INDEX} or + \c{QT_VK_PHYSICAL_DEVICE_INDEX}. No further adapter configurability is + provided at this time. */ |