| Commit message (Collapse) | Author | Age | Files | Lines |
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Have to change getResource() a bit since it turns out it is not suitable
currently for backends that do not have a per-window rendercontext and do
not implement the interface on the rendercontext. Pass in the window to
make sure it can always figure out which window we want the resources for.
(we do not want rendererInterface() to return window-specific instances
created on the fly, with ownership issues, so stick with the simple model
where backends implement the interface on one of their existing classes)
To support clipping, QSGRenderNode::RenderState is extended accordingly.
Also updated the docs since some claims in the rendernode docs are not true
since Qt 5.3.
Change-Id: I34779c83926f5231b888fcab7131e873ae97964f
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Most core Qt Quick items use one of the nodes provided by the Scenegraph
Adaptation Layer, however the two items that provide support for Sprites
created their own custom nodes. There was significant redundancy in
this, and it made it only possible to use the OpenGL adaptation. The
AnimatedSprite and SpriteSequence items have been cleaned up, and now
use the new QSGSpriteNode.
Change-Id: Idc20b9c5da9dc1c94f6368021785382cdf7cec5a
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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Calling invalidate() multiple times for any reason should only result
in doing cleanup and emitting signals once.
The somewhat weird manual pending flag is also removed now.
Change-Id: I46eca63a300fe9acb4ebd0bd9b601d8583dced1c
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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rendererInterface() should not require isSceneGraphInitialized() to be
true - the API and language queries like graphicsApi() have no need for the
scenegraph, they only need the plugin to be loaded, i.e. that the QQuickWindow
is constructed.
This is the key to be able to make GraphicsInfo report graphicsApi and
shaderType with the correct values as early as possible - meaning as soon
as the item is associated with a window. The initialization of the
scenegraph (the exact timing of which varies backend to backend) does not
matter here.
The fragment and vertex shader property setting is now unified in the two
ShaderEffect implementations:
- If the component is complete, the shader is attempted to be processed
right from the setter.
- Otherwise the item will trigger processing once the component is
complete.
- If there is no window when processing is trigerred, it is deferred via
polish.
To implement item polish handling we need a new virtual in
QQuickItemPrivate since we cannot intrdouce virtuals into the public
classes.
This way one can write a condition (and later potentially use file
selectors) like this:
fragmentShader: GraphicsInfo.shaderType == GraphicsInfo.GLSL ? "..." : ...
without having to worry about getting an unintended value processed due to
GraphicsInfo not yet reporting an up-to-date value.
parseLog() forces, for GL at least, shader processing to prevent autotests
from breaking.
Change-Id: If55c69d746c29cd07348ddad2d6b0f2b5dd7f3a2
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Change-Id: Ic4cc9ae5c1df2ab7e1da50ac414dc3d7f264e691
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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For non-OpenGL APIs the primary (and likely the only) way to add custom
rendering into the Qt Quick scene is via the render node. Other
approaches,like the before/afterRendering signals,
QQuickFramebufferObject, remain OpenGL-only. (although QQuickFramebufferObject
may get a multi-API replacement based on QSGRenderNode at a later time)
Note that this is not a generic 3D content integration enabler. It targets
creating 2D and 2.5D Quick items with custom rendering via the graphics
API in use.
Make QSGRenderNode public, enhance the docs a bit and add a releaseResources().
Add a QSGRendererInterface with a query function in QQuickWindow and
QSGEngine. The scenegraph adaptation can then return a custom implementation of
the interface. This will be necessary to query API-specific values, f.ex. the
ID3D12Device and ID3D12CommandList when running with the d3d12 backend.
The interface allows querying the API and void* resources. Resources that
we know about in advance are enum-based to prevent the
QPlatformNativeInterface-like ugliness of string keys.
Support is there in the batch renderer already, fix this up according to
the new public API, and implement the corresponding bits for the D3D12
renderer.
For D3D12, fix also an issue with QSGNode destruction where graphics resources
in use were attempted to be final-released without a proper wait.
The semantics of changedStates() in QSGRenderNode is changed so that it can be
called at any time, including before render(). This is very useful since we can
implement some state restoring in a more efficient manner.
Added a new example as well. Documentation for QSGRenderNode is heavily
expanded.
Change-Id: I4c4a261c55791d0e38743a784bc4c05a53b3462d
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Change-Id: I4300ba81800e44c0b5e2a86e72b1cf96434c323d
Reviewed-by: Andy Nichols <andy.nichols@theqtcompany.com>
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