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* Add simpler non point particle levelKaj Grönholm2020-11-111-2/+4
| | | | | | | | | | | | | | | Add one more PerformanceLevel which is similar to Color, except it draws using triangles instead of points. This is optimal for d3d11 which doesn't support VertexShaderPointSize. Also rename first levels to *Point to be clear. Testing this on my windows laptop shows ~15% decrease in RAM usage for imageparticle/colored example. Task-number: QTBUG-88294 Change-Id: Ib93bc9fd0d2ef4f1cb8e0d9dcba0db652f288398 Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
* Cleanup and optimize particlesKaj Grönholm2020-11-051-4/+10
| | | | | | | | | | | | | | | Minor improvements while going through the particles sources: - Reduce getShadowDatum() calls - Remove unused m_lastLevel, reloadColor(), m_available m_velocityFromMovement, maximumAlive, m_pending, m_lastT, m_last_last_last_emitter, modelIndex - Color4ub structs can be assigned directly - Fix pri for shaders_ng files - Other minor refactoring Task-number: QTBUG-88124 Change-Id: I5768fed9f4b6379a698849c23436fa38169833a4 Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
* Remove CustomParticleEirik Aavitsland2020-06-021-14/+0
| | | | | | | | | The implementation is intertwined with the direct GL path and not really portable to RHI. Fixes: QTBUG-78574 Change-Id: I6ac8707544c19a24661f07e0e6d2fc405e49cbff Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
* Particles: reduce memory allocations by flattening a setGiuseppe D'Angelo2020-05-271-0/+1
| | | | | | | | | | | | | | | | | | | | When an affector acts on a particle, it will add it to a set of "seen" particles. This means an allocation, per particle, per frame. In Qt 6 the problem is less dramatic due to the new QHash implementation, which uses "wider" buckets, but in Qt 5 this is hundreds of memory allocations (and deallocations) per frame. Just reimplement a minimal flat-set API for this use case, and replace the QSet usages with it. On a testcase with 200 active particles, this reduces memory allocations from ~20'000 per second to 0 when the scene is "stable". Pick-to: 5.15 Change-Id: I4be1e12a23b8dffca91955148532db243e383a4c Reviewed-by: Lars Knoll <lars.knoll@qt.io> Reviewed-by: Shawn Rutledge <shawn.rutledge@qt.io>
* Fix build for -no-feature-quick-shadereffectStephan Binner2017-02-271-2/+8
| | | | | Change-Id: I334603209818a8030ddb5b5b316cab596c328bf1 Reviewed-by: Lars Knoll <lars.knoll@qt.io>
* Adapt Qt Quick 2 renderer to work with OpenGL Core ProfileSean Harmer2013-11-131-1/+6
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | The basic approach is to have the batched renderer create and bind a vertex array object if it detects we are using an OpenGL Core profile context. The VAO is bound for the duration of the QQ2 renderer's work cycle and unbound at the end so as to not interfere with any other VAO's a user may wish to use. All shaders have been copied and ported to be compliant with the GLSL 150 core specification which is the minimum for a Core profile context (OpenGL 3.2 Core). We are not using any newer features as yet so this will work anywhere we can get a Core profile context. The QSGShaderSourceBuilder class has been extended to resolve any requests for shaders to the same basefilename with "_core" appended prior to any file extension. This could be extended in the future to allow version, or GPU or platform specific shaders. The QSGShaderSourceBuilder has also been extended to allow it to insert #define definitions in the prologue of a shader. Any such definition is inserted: * After the last #extension directive (if any are found) * Otherwise after the #version directive (if found) * Otherwise at the start of the shader source This is required by the custom particle shaders which make extensive use of such #defines. In addition the mechanism used by the distance field glyph cache to extend the cache with new glyphs has been modified to work (and work more efficiently) when using a Core profile context. Rather than using a shader program and a buffer filling quad to blit the old texture into the new cache texture, we instead use the technique of framebuffer blitting. The existing fallback implementation using glTexSubImage2D() is still available if needed. The DECLARATIVE_EXAMPLE_MAIN macro has been extended to allow easy testing of any of the QtDeclarative examples with a core profile context. Just run the example with QT_QUICK_CORE_PROFILE=1 ./text for e.g. The only ones that may not work out of the box are those that provide GLSL shader source e.g. the customparticles or shader effect examples. These work fine if the shader source is adapted to GLSL 150 core. In the future it may be a good idea to expose some context property to QML that the user can use to determine what shader source variation to provide to Qt Quick. Along these lines it would also be very nice to allow the provision of shader source to ShaderEffect or CustomParticle from a separate source file just as we now do within Qt Quick. Task-number: QTBUG-32050 Change-Id: Ia6e9f06dbb8508af9ae03c6b60fb418b4cc9e41f Reviewed-by: Lars Knoll <lars.knoll@digia.com>
* Refactor shaders into seprate GLSL source filesSean Harmer2013-10-311-0/+7
| | | | | | | | | | | | | | | | | | | | | | The default implementation of QSGShaderMaterial::vertexShader() and fragmentShader() now loads the GLSL source from a list of source files that can be specified via the setShaderSourceFile() or setShaderSourceFiles() functions. Multiple shader source files for each shader stage are supported. Each source file will be read in the order specified and concatenated together before being compiled. The other places where Qt Quick 2 loads shader source code have been adapted to use the new QSGShaderSourceBuilder, which is also used internally by QSGMaterial. This puts Qt Quick 2 into a better state ready to support OpenGL core profile and to load different shaders based upon OpenGL version, profile, GPU vendor, platform, etc. Change-Id: I1a66213c2ce788413168eb48c7bc5317e61988a2 Reviewed-by: Gunnar Sletta <gunnar.sletta@digia.com>
* Port ParticleData to V4Simon Hausmann2013-06-121-2/+2
| | | | | Change-Id: Ifc48b73a2fbfda22d3c4419cb34dd5307107f688 Reviewed-by: Lars Knoll <lars.knoll@digia.com>
* Extract Particles code to an independent libraryMatthew Vogt2012-04-161-0/+70
QtQuick clients that do not use particles features should not have to load these classes. Task-number: QTBUG-25178 Change-Id: Ib15f7655dc4d821595e06f9160d2770375279027 Reviewed-by: Glenn Watson <glenn.watson@nokia.com>