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* Add the graphics api independent scenegraph portLaszlo Agocs2019-07-041-1/+0
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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>
* Fix mistakes in 9b36512b9453f429644b0c388d381f7a2fc0f825Allan Sandfeld Jensen2019-05-281-1/+1
| | | | | | | | | | | | Undo change to signature of textureProviderDestroyed, and reinstate test for disconnected item having a window, and instead ensure we are destroyed earlier while the item is still valid. Fixes: QTBUG-76055 Change-Id: I0c6c13cd44d3364984e0245b3b048f4aa183b43a Reviewed-by: Daniel Smith <Daniel.Smith@qt.io> Reviewed-by: Simon Hausmann <simon.hausmann@qt.io>
* Avoid illegal downcasts in texture and shader handlingAllan Sandfeld Jensen2019-05-151-4/+4
| | | | | | | | | | Fixes bad type-cast during destruction when objects no longer has the full type they used to. Detected by UBSAN. Change-Id: I4867091901d70d5a882656834eb97a704def1751 Reviewed-by: Simon Hausmann <simon.hausmann@qt.io>
* Fix null pointer access in QQuickOpenGLShaderEffectMaterialCacheJüri Valdmann2018-11-071-0/+1
| | | | | | | | | | | If a QQuickWindow is destroyed without ever being rendered, then there won't be any QOpenGLContext in QQuickOpenGLShaderEffectMaterial::cleanupMaterialCache. Same goes for QQuickWidgetRenderControl. Fixes: QTBUG-65236 Change-Id: I2742505d147bc8444b46688170d33fbb2844f2ac Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
* use nullptr consistently (clang-tidy)Shawn Rutledge2018-02-261-2/+2
| | | | | | | | | | | | | 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>
* Replace Q_DECL_OVERRIDE with overrideKevin Funk2017-09-251-6/+6
| | | | | Change-Id: I176f91a8c51e81a2df3fe91733118261491223ee Reviewed-by: Lars Knoll <lars.knoll@qt.io>
* Support external textures (samplerExternalOES) in ShaderEffectYevhen Kyriukha2017-06-231-4/+11
| | | | | | | | | | | | 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>
* Run includemocs in qtdeclarativeThiago Macieira2017-04-261-0/+1
| | | | | Change-Id: I84e363d735b443cb9beefffd14b8c023a37aa489 Reviewed-by: Lars Knoll <lars.knoll@qt.io>
* Enable shader disk cache in Qt QuickLaszlo Agocs2016-11-271-2/+2
| | | | | | Change-Id: I14ee97ee75664c5dfcd229a5be2be6294c936b2c Task-number: QTBUG-55496 Reviewed-by: Andy Nichols <andy.nichols@qt.io>
* Use QStringBuilder moreAnton Kudryavtsev2016-08-261-4/+2
| | | | | | | Reduce allocations. Change-Id: I8b8a0d0360e618c65894f1f7c12476b41a1dbc5d Reviewed-by: Shawn Rutledge <shawn.rutledge@qt.io>
* Merge remote-tracking branch 'origin/dev' into scenegraphngAndy Nichols2016-05-311-1/+1
| | | | Change-Id: I35715e07b6f837f21cd8e8898f19d97af92c6b69
* Merge remote-tracking branch 'origin/dev' into wip/scenegraphngLaszlo Agocs2016-05-241-3/+1
| | | | | | | | | | 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
* Fix up some QOpenGL includesLaszlo Agocs2016-04-131-0/+1
| | | | | | | | | OpenGL-specific code here and there relied on qopenglfunctions.h pulled in from some unrelated place. This was cleaned up in some previous commit so add the necessary includes. Change-Id: I9d9ff6c5faf9fc9d59d8e1cfd4fab05ebff4b4e0 Reviewed-by: Andy Nichols <andy.nichols@theqtcompany.com>
* Route ShaderEffect through the old GL implLaszlo Agocs2016-04-131-2/+2
| | | | | | | | | | | | | | 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>
* Prefix GL-specific shader effect codeLaszlo Agocs2016-04-131-0/+517
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>