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authorAlexandru Croitor <alexandru.croitor@qt.io>2019-10-14 18:46:38 +0200
committerAlexandru Croitor <alexandru.croitor@qt.io>2019-10-14 19:02:37 +0200
commitc2f8b9535d34da6948ccf45b7d5fd90de2f1bc9e (patch)
treec6f7e058a985d7c18b51cadc76283caf555071c9 /src/quick/doc/src/concepts
parent9e633bbda7608ac0231809e2a6a97ae8f2d849d6 (diff)
parent803f18f02e5609a1ca00a5b78ea6d3613d44e1a0 (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.qdoc2
-rw-r--r--src/quick/doc/src/concepts/visualcanvas/scenegraph.qdoc26
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.
*/