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* Update dependencies.yaml to latest SHA1sEskil Abrahamsen Blomfeldt2020-03-131-0/+1
| | | | | | | | Required three updates to examples due to some changes in the dependency graph. Change-Id: I48dc9bf6d4fa82395bdf25deb1a768c354097bdc Reviewed-by: Paul Olav Tvete <paul.tvete@qt.io>
* Fix Metal usage on iOSLaszlo Agocs2019-11-271-1/+4
| | | | | | | | Also enable the two Metal-specific scenegraph examples on iOS. Change-Id: I0e1e6d527544ea4a5bfb0d08ca2d32c762d3c699 Reviewed-by: Andy Nichols <andy.nichols@qt.io> Reviewed-by: Tor Arne Vestbø <tor.arne.vestbo@qt.io>
* Clean up GraphicsStateInfo after API reviewLaszlo Agocs2019-09-181-4/+4
| | | | | Change-Id: I715ad71153151a0e6521bc182227d9fa2dc0a3ea Reviewed-by: Christian Strømme <christian.stromme@qt.io>
* Clarify docs and comments regarding under and overlaysLaszlo Agocs2019-09-081-0/+5
| | | | | Change-Id: I8973798996b6c775f425819af1d6a09f1773a9dc Reviewed-by: Andy Nichols <andy.nichols@qt.io>
* Add the graphics api independent scenegraph portLaszlo Agocs2019-07-041-0/+364
Opt in via environment variables: QSG_RHI=1 -> enable using QRhi instead of GL QSG_RHI_BACKEND -> set to vulkan, metal, d3d11, gl to override the default (the default is d3d11 on Windows, metal on Mac, gl elsewhere) Or force a given rhi backend via the existing QQuickWindow::setSceneGraphBackend(). Otherwise the default behavior is the same as before, the rhi code path is never active by default. -no-opengl builds are supported in the sense that they work and default to the software backend. However, the rhi code path cannot currently be used in such builds, even though QRhi from qtbase is fully functional with Vulkan, D3D, or Metal even when qtbase was configured with -no-opengl. This cannot be utilized by Quick atm due to OpenGL usage being all over the place in the sources corresponding to the default backend, and those host the rhi code path as well. This will be cleaned up hopefully in Qt 6, with the removal all direct OpenGL usage. Other env.vars.: QSG_RHI_DEBUG_LAYER=1 -> enable D3D debug or Vulkan validation layer (assuming the system is set up for this) QSG_RHI_SHADEREFFECT_DEBUG=1 -> print stuff from ShaderEffect QSG_SAMPLES=1,2,4,... -> MSAA sample count (but QSurfaceFormat works too) QT_D3D_ADAPTER_INDEX=0,1,... -> D3D adapter index QT_VK_PHYSICAL_DEVICE_INDEX=0,1,... -> Vulkan physical device index QSG_RHI_UINT32_INDEX=1 -> always use uint index data (both merged/unmerged, convert when needed - with some rhi backends this is implicit) QSG_RENDER_LOOP -> to override the render loop as usual. The default with RHI is threaded for Metal, threaded for Vulkan on Windows, basic for Vulkan on Linux and Android (to be checked later), while the existing rules apply for OpenGL. Not supported when running with QRhi: - particles - compressed atlases (though this is transparent to the apps) - QSGRenderNode - QQuickRenderControl - QQuickFramebufferObject - certain QQuickWindow functionality that depends directly on OpenGL - anisotropic filtering for textures - native text may lack some gamma correction - QSGEngine applicability unclear - some QML profiler logs may be incorrect or irrelevant Change-Id: I7822e99ad79e342e4166275da6e9e66498d76521 Reviewed-by: Lars Knoll <lars.knoll@qt.io>