| Commit message (Collapse) | Author | Age | Files | Lines |
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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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This key was formerly used by the external plugin, so we should continue to
respect it to maintain compatibility with it.
Change-Id: I76118250d8ce94aad200c6d4d9f00b8f8cd968ea
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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This is a new attempt at providing a threaded render loop for the
software adaptation in scenegraph. This approach is modeled after the
D3D12 backend, and provides a separate thread for each window. To
enable use the environment variable QSG_RENDER_LOOP=threaded as with the
other backends.
Change-Id: I6932975dd9c5579d36f0135aa4626dcc43b45ecd
Reviewed-by: Laszlo Agocs <laszlo.agocs@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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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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The 2D renderer will now become a built-in adaptation of scenegraph that
should always be available to fallback to when there are no other
renders available. So rather than be an external plugin, now it is a
built in adaptation.
Change-Id: Ifa02fd50f3085ad1e6f1a73c3ce1e1825b677cc7
Reviewed-by: Laszlo Agocs <laszlo.agocs@theqtcompany.com>
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