| Commit message (Collapse) | Author | Age | Files | Lines |
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It is not conforming to the include conventions (module missing)
and thus breaks the Qt for Python doc build.
Introduced by 48b4c1f450109b148f03f62574d78b460859c4a1.
Pick-to: 6.0
Change-Id: I1ff56a967c457f1909b7f6e2e430458e3a3f47c9
Reviewed-by: Fabian Kosmale <fabian.kosmale@qt.io>
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Since qtbase commit f741a12de11c9 qimage.h doesn't include qobject.h
anymore.
Task-number: QTBUG-82615
Change-Id: I9422bcc049bc34271c91e341017881a18857d155
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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The internal QVariant constructor taking a QMetaTypeId has been removed.
Thus, construct QMetaTypes where necessary from the id, or avoid a
QMetaType -> ID -> QMetaType roundtrip where we already have a metatype.
Also fix a few missing includse that were previously transitively
included.
Change-Id: I56ce92281d616108a4ff80fe5052b919d1282357
Reviewed-by: Fawzi Mohamed <fawzi.mohamed@qt.io>
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Task-number: QTBUG-84718
Task-number: QTBUG-84623
Change-Id: I14392c365a52ecc410362500bbe29b4dd7953007
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Implement the Qt 6 TODO for using an externally-provided render target
when rendering the scene via QRhi.
And say hello to QQuickRenderTarget. This class exists to allow
potentially extending later what a "render target" consists
of. Instead of hard-coding taking a single void * in the
setRenderTarget() function, it takes a (implicitly shared,
d-pointered) QQuickRenderTarget, which in turn can be created via
static factory functions - of which new ones can be added later on.
The new version of QQuickWindow::setRenderTarget() takes a
QQuickRenderTarget.
QQuickRenderControl gets a new initialize() variant, and a few extra
functions (beginFrame(), endFrame()). This allows it to, by using
QSGRhiSupport internally, create a QRhi under the hood.
As a bonus, this also fixes an existing scenegraph resource leak when
destroying the QQuickRenderControl.
The qquickrendercontrol autotest is extended, with a QRhi-based test
case that is executed for all of the QRhi backends that succeed to
initialize. This is the internal verification. In addition, there is
a Vulkan-based one that creates its own VkDevice, VkImage, and
friends, and then uses Qt Quick with the same Vulkan device, targeting
the VkImage. This test verifies the typical application use
case. (sadly, life is too short to waste it on writing Vulkan
boilerplate for an on-screen version of this, but we have the D3D11
example instead)
What QQuickRenderControl loses, when used in combination with QRhi, is
the grab() function. This never made much sense as a public API:
QQuickWindow::grabWindow() call this when the window is associated
with a rendercontrol, so as a public API QQuickRenderControl::grab()
is redundant, because one gets the same result via the standard
QQuickWindow API. It is now made private.
More importantly, reading back the content is no longer supported,
unless the 'software' backend is in use. The reasoning here is that,
if the client of the API manages and provides the render target (as
abstracted by QQuickRenderTarget), it is then expected to be capable
of reading back the content in whatever way it sees fit, because it
owns and manages the resource (e.g. the texture) in the first
place. Providing fragile convenience functions for this is not
reasonable anymore, and was questionable even with OpenGL, given that
it is not future proof - what if the target is suddenly a floating
point texture, for instance? The software backend case makes sense
because that relies on private APIs - and has no render target concept
either - so there the same cannot be achieved by applications by
relying on public APIs only.
Another new class is QQuickGraphicsDevice. This is very similar to
QQuickRenderTarget, it is a simple container capable of holding a set
of of native objects, mostly in the form of void*s, with future
extensibility thanks to the static factory functions. (examples of
native object sets would be a ID3D11Device + ID3D11DeviceContext, or a
QOpenGLContext, or a MTLDevice + MTLCommandQueue, or a number of
Vulkan device-related objects, etc.) This allows one to specify that
the QRhi created under the hood (either by QQuickRenderControl or by
the render loop) should use an existing graphics device (i.e. it is
basically a public wrapper for values that go into a QRhi*InitParams
under the hood).
QQuickRenderTarget and QQuickGraphicsDevice are both demonstrated in a
new example: rendercontrol_d3d11. We choose D3D11 because it is
reasonably simple to set up a renderer with a window, and, because
there is known user demand for Qt Quick - external D3D engine
interop. Passing in the custom engine's own ID3D11Device and
ID3D11DeviceContext is essential: the texture (ID3D11Texture2D) Qt
Quick is targeting would not be usable if Qt Quick's QRhi was using a
different ID3D11Device.
Task-number: QTBUG-78595
Change-Id: I5dfe7f6cf1540daffc2f11136be114a08e87202b
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Change-Id: If9e28d143f8cba3df3c757476b4f2265e2eb8b2a
Reviewed-by: Johan Helsing <johan.helsing@qt.io>
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Change-Id: I0c01862dbb475494c84e39c695cb563df8cbcfa8
Reviewed-by: Lars Knoll <lars.knoll@qt.io>
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Change-Id: Icfa1d61fcc286c3418d4a625de11d2191336fa60
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Added explicit where it was missing. This is not a source-
incompatible change, because code that breaks by this is
a bug. Let's not have this sitting around in an LTS.
Change-Id: Ic198750717799126b4e37817845a8ee4684d631f
Reviewed-by: Lars Knoll <lars.knoll@theqtcompany.com>
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... or equivalent.
QtBase 5.6 headers already compile that way, so let the other
modules follow suit.
Task-number: QTBUG-45291
Change-Id: Ied526fb2d7adc3a68946d6843a6bd6f475ebf864
Reviewed-by: Lars Knoll <lars.knoll@theqtcompany.com>
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From Qt 5.7 -> LGPL v2.1 isn't an option anymore, see
http://blog.qt.io/blog/2016/01/13/new-agreement-with-the-kde-free-qt-foundation/
Updated license headers to use new LGPL header instead of LGPL21 one
(in those files which will be under LGPL v3)
Change-Id: Ic36f1a0a1436fe6ac6eeca8c2375a79857e9cb12
Reviewed-by: Lars Knoll <lars.knoll@theqtcompany.com>
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Qt copyrights are now in The Qt Company, so we could update the source
code headers accordingly. In the same go we should also fix the links to
point to qt.io.
Change-Id: I61120571787870c0ed17066afb31779b1e6e30e9
Reviewed-by: Iikka Eklund <iikka.eklund@theqtcompany.com>
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Reorganize the rendercontrol example to demonstrate both the single
and multi threaded approaches.
A small helper function is introduced to the QQuickRenderControl API:
The QSGRenderContext has to live on the render thread. Previously there
was no way for applications to move it to the desired thread. This is
now possible.
Pass --threaded to the rendercontrol example to use a separate render thread.
[ChangeLog][QtQuick] QQuickRenderControl can now be used to render the Qt Quick
scene on a dedicated render thread, similarly to how the built-in threaded render
loop operates.
Task-number: QTBUG-42813
Change-Id: I01c3b2ffca8a174d9d2c267a51f2e484ed7b34b3
Reviewed-by: Gunnar Sletta <gunnar@sletta.org>
Reviewed-by: Jørgen Lind <jorgen.lind@theqtcompany.com>
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- Renamed LICENSE.LGPL to LICENSE.LGPLv21
- Added LICENSE.LGPLv3 & LICENSE.GPLv2
- Removed LICENSE.GPL
Change-Id: I84a565e2e0caa3b76bf291a7d188a57a4b00e1b0
Reviewed-by: Jani Heikkinen <jani.heikkinen@digia.com>
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To be consistent.
Change-Id: Ia78bf4a27e8ccb1a4f0a44865e810f1070c39e5d
Reviewed-by: Gunnar Sletta <gunnar.sletta@jollamobile.com>
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QQuickRenderControl allows rendering Qt Quick 2 scenes into framebuffer
objects which can then be used in arbitrary ways in Qt-based or 3rd party
OpenGL renderers.
[ChangeLog][QtQuick] Introduced QQuickRenderControl as a public API.
Task-number: QTBUG-37944
Change-Id: I84262243b261b35cefdf67ec6bba8127a0f29275
Reviewed-by: Paul Olav Tvete <paul.tvete@digia.com>
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