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This reverts commit 7b1331c789df0ac12d7cf5aa5f8967b8651a4cfa.
Revert of commercial license headers is required for Qt 5.15.3
opensource release.
Task-number: QTBUG-91108
Change-Id: I47eb004523bdb3beb16e9fd51e40da6f738f9f34
Reviewed-by: Jukka Jokiniva <jukka.jokiniva@qt.io>
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Updated header.COMM to the files in tqtc-qtdeclarative.
Examples, documentation files or tests are not updated.
The commercial license header may contain some
additional lines so that its line count equals with
the earlier license header. Reason for this is that
some autotests use hard coded line numbers and a
change in the line count causes failures in tests.
Task-number: QTQAINFRA-4161
Change-Id: Ic1d011aa01b1fe7242bcbbf72d5ab454d1015cf9
Reviewed-by: Ulf Hermann <ulf.hermann@qt.io>
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Amends 744e77b841878fb017c0f2d60607090008f28180.
Change-Id: I16e37aaf503eb62f67fca0e48be4c92c4a72ae46
Reviewed-by: Ulf Hermann <ulf.hermann@qt.io>
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It is being deprecated.
Change-Id: I844bd92af85bc53a8fc0371408d05277bd49f511
Reviewed-by: Simon Hausmann <simon.hausmann@qt.io>
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
Reviewed-by: Ulf Hermann <ulf.hermann@qt.io>
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The code using QSignalMapper relies on dynamic property inspection,
and therefore can't use the lambda syntax for capturing the int value.
Since there is only one sender object, replace QSignalMapper with a
simpler mapper class, which emits the mapped signal by passing the
saved member value.
Task-number: QTBUG-76491
Change-Id: I6e8e527b1a92d39a1711d85c203df704c293d294
Reviewed-by: Simon Hausmann <simon.hausmann@qt.io>
Reviewed-by: Marc Mutz <marc.mutz@kdab.com>
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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>
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Fix warnings like:
sruntime/qv4serialize.cpp:378:45: warning: 'QVariant qVariantFromValue(const T&) [with T = QQmlListModelWorkerAgent::VariantRef]' is deprecated: Use QVariant::fromValue() instead. [-Wdeprecated-declarations]
qml/qqmlvmemetaobject.cpp:597:61: warning: 'QVariant qVariantFromValue(const T&) [with T = QList<QObject*>]' is deprecated: Use QVariant::fromValue() instead. [-Wdeprecated-declarations]
jsruntime/qv4engine.cpp:1319:66: warning: 'QVariant qVariantFromValue(const T&) [with T = QObject*]' is deprecated: Use QVariant::fromValue() instead. [-Wdeprecated-declarations]
jsruntime/qv4engine.cpp:1350:60: warning: 'QVariant qVariantFromValue(const T&) [with T = QList<QObject*>]' is deprecated: Use QVariant::fromValue() instead. [-Wdeprecated-declarations]
items/qquickitem.cpp:8396:78: warning: 'QVariant qVariantFromValue(const T&) [with T = QObject*]' is deprecated: Use QVariant::fromValue() instead. [-Wdeprecated-declarations]
items/qquickitem.cpp:8693:80: warning: 'QVariant qVariantFromValue(const T&) [with T = QObject*]' is deprecated: Use QVariant::fromValue() instead. [-Wdeprecated-declarations]
items/qquickgenericshadereffect.cpp:126:69: warning: 'QVariant qVariantFromValue(const T&) [with T = QObject*]' is deprecated: Use QVariant::fromValue() instead. [-Wdeprecated-declarations]
items/qquickgenericshadereffect.cpp:127:55: warning: 'QVariant qVariantFromValue(const T&) [with T = QSize]' is deprecated: Use QVariant::fromValue() instead. [-Wdeprecated-declarations]
items/qquickopenglshadereffect.cpp:713:69: warning: 'QVariant qVariantFromValue(const T&) [with T = QObject*]' is deprecated: Use QVariant::fromValue() instead. [-Wdeprecated-declarations]
items/qquickopenglshadereffect.cpp:714:55: warning: 'QVariant qVariantFromValue(const T&) [with T = QSize]' is deprecated: Use QVariant::fromValue() instead. [-Wdeprecated-declarations]
qquickcustomparticle.cpp:416:89: warning: 'QVariant qVariantFromValue(const T&) [with T = double]' is deprecated: Use QVariant::fromValue() instead. [-Wdeprecated-declarations]
qqmlenginedebugclient.cpp:403:47: warning: 'QVariant qVariantFromValue(const T&) [with T = QQmlEngineDebugObjectReference]' is deprecated: Use QVariant::fromValue() instead. [-Wdeprecated-declarations]
Task-number: QTBUG-74043
Change-Id: I14cb7d7c1fb8dc6321e32208a7de15f6bdb19065
Reviewed-by: Ulf Hermann <ulf.hermann@qt.io>
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From now on we prefer nullptr instead of 0 to clarify cases where
we are assigning or testing a pointer rather than a numeric zero.
Also, replaced cases where 0 was passed as Qt::KeyboardModifiers
with Qt::NoModifier (clang-tidy replaced them with nullptr, which
waas wrong, so it was just as well to make the tests more readable
rather than to revert those lines).
Change-Id: I4735d35e4d9f42db5216862ce091429eadc6e65d
Reviewed-by: Simon Hausmann <simon.hausmann@qt.io>
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It is since qtbase commit 29bcbeab90210da80234529905d17280374f9684.
Change-Id: I8d96dea9955d4c749b99fffd14cd512a8ff88a74
Reviewed-by: Simon Hausmann <simon.hausmann@qt.io>
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Change-Id: I84e363d735b443cb9beefffd14b8c023a37aa489
Reviewed-by: Lars Knoll <lars.knoll@qt.io>
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Replace it with char* literal in overloaded functions.
Saves some text size.
Change-Id: Iede24c2169d7329aa17c2175b10873c98c27361f
Reviewed-by: Shawn Rutledge <shawn.rutledge@qt.io>
Reviewed-by: Marc Mutz <marc.mutz@kdab.com>
Reviewed-by: Ulf Hermann <ulf.hermann@qt.io>
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With the software backend we entered an infinite loop when having
ShaderEffect items. The previous change introducing the usage of polish
requests to defer shader processing was a bit too keen on trying over and
over again: there is exactly one retry attempt we need, not more. If the
second fails too and everything looks initialized and ready, then we know
the backend has no shader effect support so it is futile to try again.
Change-Id: Ibaaefd45e5b26d0be42dbe7f9c080363b7a939bf
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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Let's revise our policy of offline/bytecode only shaders. ShaderEffect
benefits greatly from having runtime compilation support for HLSL
source strings, especially when dynamically constructing shader strings.
There is no reason not to support both approaches since we rely on d3dcompiler
for reflection anyhow.
What's more, we can call D3DCompile on a dedicated thread, keeping the
gui responsive while compilation is on-going.
Change-Id: Ie6c02c2aa0ebd0c8371bbf30b3ce6582128c457b
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Rename RendererInfo to GraphicsInfo. Deprecate OpenGLInfo and move
the surface format properties into GraphicsInfo. Move also the
shader info properties from ShaderEffect.
Change-Id: I3b3f01080e059b3a30a132fd67de19a4bfca54ef
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Change-Id: I2b5d1211ed97909a03d92d115eb057ce9e710d12
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Different ShaderEffect items using the same shader should have no need to
examine the source/bytecode over and over again for each item.
Change-Id: I9c124245b321fb0d6c4f1440d44250768d9ae94f
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Import (and clean up) the dropshadow from the shadereffects example.
This is very useful since it tests a lot more paths and cases than
the wobble.
To overcome the issue of not having some of functionality available before
the item is added to a window, make QQuickGenericShaderEffect smarter and
enhance the documentation.
The handling of vertical mirroring is revised. The GLSL and HLSL version of
the dropshadow shaders produce correct, identical output now.
Change-Id: I94800997bfba781140d80720eb6f340cda480747
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Like when there is only one shader is given by the ShaderEffect item, or
when texture providers disappear (use a dummy texture in this case).
Changing the cull mode works now too. Fix also the inconsistent naming
(activate -> use) for textures in the glpyh cache. The cbuffer is now
correctly aligned. Filtering and wrap modes are now taken from the
texture, meaning 'smooth' and 'wrapMode' works.
Change-Id: I265a7676d87d470dc8b3a8f59ea64bdadbc58c5d
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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D3D12 shader effect node.
Cull mode, atlas (qt_SubRect_*) support, and some nice-to-haves are
currently missing. The built-in shaders won't yet work due to not sending
'source' down the stack so both have to be application-supplied.
Nonetheless..the wobble test works!
Change-Id: If4cd0143fa5794a8d5f89b576ffcfb084efeb343
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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The D3D12 node implementation is mostly missing. The rest of the enablers
should be in place now however.
Importing QtQuick 2.8 provides new properties for ShaderEffect:
- shaderType can be used to decide which language should be used
- shaderCompilationType tells if compilation is runtime or offline
- shaderSourceType tells if the vertex/fragmentShader properties refer
to source strings or source files or pre-compiled bytecode files
The last two are bitmasks. In practice however we will support only
one approach per backend for now (runtime + source string for OpenGL,
offline + bytecode for D3D12).
In addition to QSGShaderEffectNode, introduce the QSGGuiThreadShaderEffectManager
interface. This provides the gui thread bits for the above and performs shader
reflection. Backends that use the new ShaderEffect system must provide both.
For each ShaderEffect item there will be a manager (on the gui thread) and
a node (on the render thread).
Reflection is expected to be done via standard helper libs (d3d12shader
+ D3DReflect from d3dcompiler for the D3D12 backend), or via manually inspecting
SPIR-V, or parsing the source (like the GL path does now), or by using some
3rd party library (not recommended). In any case we require that reflection is
doable on the gui thread without dependencies to the actual graphics API.
The ShaderEffect documentation is greatly extended, covering HLSL and the new
properties.
The test app uses manually compiled shaders on its HLSL path for now. This
is because there is no story yet for build system integration for public
use (the internal HLSL -> bytecode in C header rule is only suitable for
the d3d12 plugin itself, apps need something different).
Change-Id: Id112104906fbcb26b9902a35f19d8d509b340d1b
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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which should route and place most of its work into the scenegraph.
And fix a test.
Change-Id: I04f29cba53c2bab62e41b3b524794d3c4d20a472
Reviewed-by: Andy Nichols <andy.nichols@theqtcompany.com>
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