| Commit message (Collapse) | Author | Age | Files | Lines |
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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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Fixes clang develop-builds
Change-Id: If262d7038fc36bcec281be4c218b3cf3d4ae4deb
Reviewed-by: Simon Hausmann <simon.hausmann@qt.io>
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Silence g++ 7.X warnings.
Change-Id: Iba80ab547111d883ff8b3e99173cc5f3a79ae81f
Reviewed-by: Shawn Rutledge <shawn.rutledge@qt.io>
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Conflicts:
src/quick/items/qquickwindow.cpp
src/quick/items/qquickwindow_p.h
tests/auto/quick/quick.pro
Change-Id: Ia12f20e95fb151bbbc75dbf187364a924cd0bc7a
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The expected signal counts were not matching. Since the test has not
been run in the CI, it went unnoticed. Furthermore, the test crashed
due to a missing null pointer check.
Change-Id: Iff80a2ea17832eb7bc531ac9eb2fc482f2c69e38
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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samplerExternalOES type defined in OES_EGL_image_external extension
is used on embedded platforms to achieve zero-copy of textures.
[ChangeLog][Qt Quick] Added support for samplerExternalOES sampler
type in ShaderEffect
Task-number: QTBUG-59462
Change-Id: Ib1e864f2e1321949b0a6539d37b92d2b62541ea8
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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Change-Id: I84e363d735b443cb9beefffd14b8c023a37aa489
Reviewed-by: Lars Knoll <lars.knoll@qt.io>
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Conflicts:
src/qml/compiler/qv4ssa.cpp
src/quick/accessible/qaccessiblequickview_p.h
src/quick/items/qquickmousearea.cpp
src/quick/util/qquickanimatorjob.cpp
tools/qmlplugindump/main.cpp
Change-Id: I84474cf39895b9b757403971d2e9196e8c9d1809
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The disconnect was done with a signal index local to the item, instead
of 'global' to the item and all its parents. The index also had to be a
method index, not a signal index. Together this resulted in a failing
disconnect, which would keep SlotObjects alive with outdated data. Any
subsequent use would result in a crash.
Task-number: QTBUG-58336
Change-Id: I26b1868b2f8c61a4ffab1c72c85178632ca87599
Reviewed-by: Simon Hausmann <simon.hausmann@qt.io>
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Reduce allocations.
Change-Id: I8b8a0d0360e618c65894f1f7c12476b41a1dbc5d
Reviewed-by: Shawn Rutledge <shawn.rutledge@qt.io>
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And add accessors. This makes it easier later on to change the storage
of the fields.
Change-Id: I21163668ac83a7d52f398981baf3c27ef161c177
Reviewed-by: Simon Hausmann <simon.hausmann@qt.io>
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A use-after-free would occur if the sender of a connection would
disconnect (and destroy the slot object), and then the receiver would
try to clean-up and access the slot object again. The fix is to have
the receiver take out a reference to the slot object, because it will
manage the life-time, and thus delete the slot object when it doesn't
need it anymore.
Change-Id: Ie2033cfb7212acceb2c2cd0bd9e7e45c2dd5e434
Reviewed-by: Robin Burchell <robin.burchell@viroteck.net>
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- Don't use a signal mapper, but handle the mapping using a custom slot
object and a lambda to do the dispatching ourselves.
- Don't do meta-calls by property name, but by index.
- Cache the meta-object.
- Resolve the property indices by using the QML property cache.
For a shader with 6 property connections, the time spent goes from 320k
instructions to 80k instructions (valgrind on x86_64).
Task-number: QTBUG-53901
Change-Id: I2809198cf62f9716b3683798222203fc3e97fbb3
Reviewed-by: Robin Burchell <robin.burchell@viroteck.net>
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Similarly to what we do with "hlsl" in the D3D12 backend, we can use
"glslcore" to provide a file-based alternative to the GraphcsInfo or
OpenGLInfo-based conditions in the fragmentShader and vertexShader
properties. This is particularly useful in a few places inside Qt,
for example Quick Controls, that have to cater to all possiblities.
Change-Id: I5d89e7b1534afbc323a663869bab7796bd1a337d
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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An enabler for using file selectors instead of writing GraphicsInfo-based
conditions in the vertexShader and fragmentShader properties.
[ChangeLog][QtQuick] ShaderEffect with OpenGL now supports reading GLSL
shader sources from local files and from the resource system. Whenever a
fragmentShader or vertexShader property is a valid such URL, the value is
treated as a file specification instead of actual source code.
Change-Id: I9df2a397adc8f82f1eb6b83d27e9e3d9d1a02f46
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Conflicts:
src/quick/items/qquickopenglshadereffectnode.cpp
src/quick/items/qquickshadereffect.cpp
src/quick/scenegraph/coreapi/qsgbatchrenderer_p.h
src/quick/scenegraph/qsgdefaultglyphnode_p.h
Change-Id: I3d6874b4e4231a89d2836c04fe8e7f2ef2d698c4
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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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Register the common QQuickShaderEffect class as ShaderEffect to QML.
In case of GL this will route to QQuickOpenGLShaderEffect. For others
the default no-op implementation is used (at least for now). Later this
new implementation will route to a backend-specific scenegraph node via
the adaptation layer.
This also means that QQuickOpenGLShaderEffect is no longer a QQuickItem
and QQuickShaderEffect must handle everything item-related and forward.
Change-Id: I1ff4b674253543a04978a69f4a3b67f3a44dd983
Reviewed-by: Andy Nichols <andy.nichols@theqtcompany.com>
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Rename the C++ sources and classes. The QML type name remains the same.
No changes in functionality.
The shader effect, node, material (and uniform animator and particles and
bits and pieces here and there...) are highly interconnected and do not
follow the usual design practices for Quick and the scenegraph and the
adaptation layer. Therefore while we aim for keeping full compatibility
for GL apps, other backends will likely get a different ShaderEffect item
implementation.
The C++ class QQuickShaderEffect itself is currently a dummy with an
unchanged API. It is not in use for now but forms the basis for the
implementation for other backends. This will be covered in future commits.
Change-Id: Ia39ce4b303f8f33e2f241d11e35fa62423e43127
Reviewed-by: Andy Nichols <andy.nichols@theqtcompany.com>
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