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* Follow QQuickGraphicsDevice changes in QQuickRenderTargetLaszlo Agocs2020-06-261-1/+1
| | | | | | | | | They are not strictly related of course, but the API pattern should be kept. We can also move away from the QSGTexture dependency which is good since that was never directly related. Change-Id: I9aedff5918443bda3d6e3ee1ea389071222d1ad7 Reviewed-by: Andy Nichols <andy.nichols@qt.io>
* Rename setSceneGraphBackend to setGraphicsApiLaszlo Agocs2020-06-221-1/+1
| | | | | | | | | | | | | | | | ...and fix up the docs. The string-based setSceneGraphBackend() stays of course (the docs have been enhanced, however). The GraphicsApi enum-based overload is now renamed to setGraphicsApi(). Using the same name for both functions is a historical artifact, reflecting the evolution (5.0 - 5.8 - 5.14). In 6.0 we can give it a more appropriate name, since it does not have much to do with "backends" from the user's perspective. Change-Id: Id75dbf81f50a148797e5b5de9be4000153737473 Reviewed-by: Andy Nichols <andy.nichols@qt.io>
* Move resetOpenGLState() to QQuickFboLaszlo Agocs2020-06-121-2/+0
| | | | | | | | | | | | | | | | | | | | | | | | | QQuickWindow should not have OpenGL specifics in its API in Qt 6. However, resetOpenGLState() is used by applications commonly in combination with QQuickFramebufferObject (not the least because the documentation recommends it!). This is no problem in practice because QQuickFramebufferObject remains an OpenGL-only feature. So to minimize the breaks, move the function into QQuickFramebufferObject::Renderer so any application that calls the function can continue to do so by just calling it on 'this' instead. The rendercontrol_opengl example used to call this function as well, but unnecessarily, it will still function the same way without it. Note that there is a chance that there are applications that call resetOpenGLState() in other contexts, for example in slots connected to before or afterRendering(). For these it will need to be determined if the call is necessary at all, and if it is, should be replaced by (re)setting the appropriate OpenGL state manually instead. Task-number: QTBUG-84523 Change-Id: I335599f77e8a84e347a44427eb1a1bf917796ee8 Reviewed-by: Christian Strømme <christian.stromme@qt.io>
* Replace calls to deprecated QEvent accessor functionsShawn Rutledge2020-06-111-2/+2
| | | | | | | | | | | | | | | | | | | | Several event accessors were deprecated in qtbase/24e52c10deedbaef833c0e2c3ee7bee03eacc4f5. Replacements were generated by clazy using the new qevent-accessors check: $ export CLAZY_CHECKS=qevent-accessors $ export CLAZY_EXPORT_FIXES=1 $ ../qt6/configure -platform linux-clang -developer-build -debug -no-optimize-debug -opensource -confirm-license -no-pch QMAKE_CXX=clazy $ make $ cd ../../qt6/qtdeclarative $ find . -name "*.clazy.yaml" $ clang-apply-replacements . Task-number: QTBUG-20885 Task-number: QTBUG-84775 Change-Id: I1be5819506fd5039e86b4494223acbe193e6b0c9 Reviewed-by: Shawn Rutledge <shawn.rutledge@qt.io>
* CMake: Regenerate qtdeclarative/examplesAlexandru Croitor2020-05-291-1/+5
| | | | | | | | | Includes - new example installation paths - one case of QT_QMLTYPES_FILENAME addition Change-Id: I24423da9b04b6ecc8445017fa35f148dd43b1829 Reviewed-by: Cristian Adam <cristian.adam@qt.io>
* Adapt to changes in NativeTexture in qtbaseEskil Abrahamsen Blomfeldt2020-05-251-1/+1
| | | | | | | | | | To make the API less error prone, we have changed the void pointer to the texture handle to a 64-bit in instead, since all handles are maximum 64-bit. Task-number: QTBUG-78638 Change-Id: I9d995d6a883b3377f57d7c5b19d4bc4e15aa347b Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
* Modernize the rendercontrol_opengl exampleLaszlo Agocs2020-05-187-710/+68
| | | | | | | | | | | | | | | Make it work when using QRhi-on-OpenGL. Some features like demonstrating a dedicated render thread, or targeting the window with the Quick content ('onscreen' argument, not clear why that was added in the first place), are now removed. Some of these could be reintroduced in future examples, not necessarily in combination with OpenGL. For now they are removed since the cost of porting and maintaining all that is not reasonable at this point. Task-number: QTBUG-84040 Change-Id: I67e5c7cc835c5cf5653cf827004ce66a4d300b36 Reviewed-by: Eirik Aavitsland <eirik.aavitsland@qt.io>
* Allow redirecting QRhi-based rendering via QQuickRenderControlLaszlo Agocs2020-04-112-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Implement the Qt 6 TODO for using an externally-provided render target when rendering the scene via QRhi. And say hello to QQuickRenderTarget. This class exists to allow potentially extending later what a "render target" consists of. Instead of hard-coding taking a single void * in the setRenderTarget() function, it takes a (implicitly shared, d-pointered) QQuickRenderTarget, which in turn can be created via static factory functions - of which new ones can be added later on. The new version of QQuickWindow::setRenderTarget() takes a QQuickRenderTarget. QQuickRenderControl gets a new initialize() variant, and a few extra functions (beginFrame(), endFrame()). This allows it to, by using QSGRhiSupport internally, create a QRhi under the hood. As a bonus, this also fixes an existing scenegraph resource leak when destroying the QQuickRenderControl. The qquickrendercontrol autotest is extended, with a QRhi-based test case that is executed for all of the QRhi backends that succeed to initialize. This is the internal verification. In addition, there is a Vulkan-based one that creates its own VkDevice, VkImage, and friends, and then uses Qt Quick with the same Vulkan device, targeting the VkImage. This test verifies the typical application use case. (sadly, life is too short to waste it on writing Vulkan boilerplate for an on-screen version of this, but we have the D3D11 example instead) What QQuickRenderControl loses, when used in combination with QRhi, is the grab() function. This never made much sense as a public API: QQuickWindow::grabWindow() call this when the window is associated with a rendercontrol, so as a public API QQuickRenderControl::grab() is redundant, because one gets the same result via the standard QQuickWindow API. It is now made private. More importantly, reading back the content is no longer supported, unless the 'software' backend is in use. The reasoning here is that, if the client of the API manages and provides the render target (as abstracted by QQuickRenderTarget), it is then expected to be capable of reading back the content in whatever way it sees fit, because it owns and manages the resource (e.g. the texture) in the first place. Providing fragile convenience functions for this is not reasonable anymore, and was questionable even with OpenGL, given that it is not future proof - what if the target is suddenly a floating point texture, for instance? The software backend case makes sense because that relies on private APIs - and has no render target concept either - so there the same cannot be achieved by applications by relying on public APIs only. Another new class is QQuickGraphicsDevice. This is very similar to QQuickRenderTarget, it is a simple container capable of holding a set of of native objects, mostly in the form of void*s, with future extensibility thanks to the static factory functions. (examples of native object sets would be a ID3D11Device + ID3D11DeviceContext, or a QOpenGLContext, or a MTLDevice + MTLCommandQueue, or a number of Vulkan device-related objects, etc.) This allows one to specify that the QRhi created under the hood (either by QQuickRenderControl or by the render loop) should use an existing graphics device (i.e. it is basically a public wrapper for values that go into a QRhi*InitParams under the hood). QQuickRenderTarget and QQuickGraphicsDevice are both demonstrated in a new example: rendercontrol_d3d11. We choose D3D11 because it is reasonably simple to set up a renderer with a window, and, because there is known user demand for Qt Quick - external D3D engine interop. Passing in the custom engine's own ID3D11Device and ID3D11DeviceContext is essential: the texture (ID3D11Texture2D) Qt Quick is targeting would not be usable if Qt Quick's QRhi was using a different ID3D11Device. Task-number: QTBUG-78595 Change-Id: I5dfe7f6cf1540daffc2f11136be114a08e87202b Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org> Reviewed-by: Andy Nichols <andy.nichols@qt.io>
* Move legacy rendercontrol example into a subdirectoryLaszlo Agocs2020-03-2413-0/+1781
...called rendercontrol_opengl under examples/quick/rendercontrol. This example is going to be migrated to support operating with RHI-on-OpenGL later on. Additionally, we can this way introduce more rendercontrol examples in the future, for example to show how to do things with Vulkan, Metal, D3D. Task-number: QTBUG-78595 Change-Id: I7f5243b1f86e62949400107bf12bfa07b17b1031 Reviewed-by: Eirik Aavitsland <eirik.aavitsland@qt.io>