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Task-number: QTBUG-61939
Change-Id: Ibb7f242241df0a7a418ab4f268487e72d5595622
Reviewed-by: Eirik Aavitsland <eirik.aavitsland@qt.io>
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With the 'basic' and the 'windows' render loop the scene graph
context is shared. Because of this we cannot start deleting textures
after the first window is synchronized as it may contain textures
needed by the another window, which is not yet synchronized.
QWindowPrivate::syncSceneGraph() is not calling endSync() anymore
as it doesn't know whether it is the last window or not. Instead
the renderloop is now responsible for calling endSync() once this
is safe to do.
Change-Id: Icb50ebfb447c928e38b41df7e26f3bfafdb4a811
Reviewed-by: Robert Griebl <robert.griebl@pelagicore.com>
Reviewed-by: Gunnar Sletta <gunnar@crimson.no>
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Change-Id: I3edebdd149d901992b7db5410bb871ba1bcd454e
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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The software renderers dirty region calculation is done in integral logical
coordinates, which leads to quite some trouble when handling scene graph
elements with fractional coordinates (used by WebEngine for example).
The optimal solution would probably be to either use integral physical
coordinates or floating point logical coordinates, however this would seem to
require substantial changes to QPainter and QBackingStore and so on. So, this
patch instead changes the calculation to use something like interval arithmetic:
instead of just rounding each logical coordinate to the nearest integer the
renderer now uses (very carefully) both the upper and lower boundaries to make
sure that the dirty regions always err on the side of caution.
I expect this change to make rendering slower but only in situations where
previously there would be rendering errors.
Task-number: QTBUG-60393
Change-Id: I7f8e7d2739c810328c841130df9c1c7332439447
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Task-number: QTBUG-59865
Change-Id: I18911734b34e535c2c77d5a860bd776105617663
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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The software render loop updates the window content via either an expose
event or an update event. An expose event should always flush the entire
backingstore, but previously only the newly updated region would be
flushed. The first time a window is exposed this is fine because the whole
scene would be rendered, but when hidden and shown again, the software
renderer might show that nothing has changed, and nothing would be
flushed. A new flag has been added that forces a full window flush for an
expose event.
Task-number: QTBUG-59177
Change-Id: I3700bbcc76bc97be4eb0c822e2945ebef339f11a
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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... when destroying the last window while it is still visible.
For the case of windowDestroyed(), the QQuickWindow can still be
isVisible true and isExposed true. Given these circumstances, we would
not stop the timer (assuming that we needed to keep it running), but
this is actually wrong when we are evaluating a timer change depending
on the window being destroyed.
By calling startOrStopAnimationTimer again, after the window has been
removed from m_windows, we will successfully stop the timer -- the only
cost being an unnecessary polish event being sent from the first call
(which will be ignored).
Task-number: QTBUG-58091
Change-Id: I043ce5d88eafee15019e1c8d41c06d531d1da059
Reviewed-by: Gunnar Sletta <gunnar@crimson.no>
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Conflicts:
src/plugins/qmltooling/qmldbg_debugger/qv4debugjob.cpp
src/plugins/qmltooling/qmldbg_inspector/globalinspector.cpp
src/plugins/qmltooling/qmldbg_nativedebugger/qqmlnativedebugservice.cpp
src/qml/qml/qqmlimport.cpp
src/quick/items/context2d/qquickcontext2dtexture_p.h
tools/qmleasing/splineeditor.h
Change-Id: I8f6630fcac243824350986c8e9f4bd6483bf20b5
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The renderers added in 5.8 had to be adapted to the changed profiling
macros from 5.6.
Conflicts:
src/plugins/scenegraph/d3d12/qsgd3d12renderloop.cpp
src/plugins/scenegraph/d3d12/qsgd3d12threadedrenderloop.cpp
src/quick/scenegraph/adaptations/software/qsgsoftwarerenderloop.cpp
src/quick/scenegraph/adaptations/software/qsgsoftwarethreadedrenderloop.cpp
src/quick/util/qquickprofiler_p.h
tests/auto/qml/qjsengine/tst_qjsengine.cpp
tests/auto/qml/qqmlvaluetypes/tst_qqmlvaluetypes.cpp
Change-Id: Icb370b7c95aab12589ad73881ac6d178759a5c6b
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Conflicts:
src/qml/jsruntime/qv4object_p.h
Change-Id: Iff4d3aba7710a999b8befdc493cbe959e1ce02f9
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Change-Id: I60e674760725d4c4dd13f53b31c3abb6b09c1790
Reviewed-by: Simon Hausmann <simon.hausmann@qt.io>
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Conflicts:
src/qml/jsruntime/qv4variantobject.cpp
src/qml/types/qquickworkerscript.cpp
src/quick/scenegraph/util/qsgdefaultpainternode_p.h
tools/qmljs/qmljs.cpp
Change-Id: I876242714ec8c046238d8fd673a5ace2455b2b59
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Change-Id: Iab5c5261cb3cdce3d02fa6cd19ae6f594b6fc649
Reviewed-by: Oswald Buddenhagen <oswald.buddenhagen@theqtcompany.com>
Reviewed-by: Simon Hausmann <simon.hausmann@qt.io>
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Conflicts:
src/qml/compiler/qv4isel_moth_p.h
Change-Id: I8e86a649d1ef8ad27dc66cc8c290093b2faabc69
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For some reason the QPaintDevice of a QBackingStore is not valid on
HiDPI QBackingStores until QBackingStore::begin() has been called. I
suspect this is a bug in qtbase, but until this is fixed this change
will make sure that the paint device will always be valid, even in this
unusual situation.
Task-number: QTBUG-55875
Change-Id: I63137d0de9b68d29bfcf86d1807f576923875b5d
Reviewed-by: Laszlo Agocs <laszlo.agocs@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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Also port remaining foreach to 'range for'.
Change-Id: I20296bb3bb6d63f144ebddaba02cabeb16b7d734
Reviewed-by: Shawn Rutledge <shawn.rutledge@qt.io>
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qsgsoftwarerenderablenode.cpp:221:11: warning: 'scissorRect' overrides a member function but is not marked 'override' [-Winconsistent-missing-override]
(plus 4 more)
Change-Id: Ie6b85d2eba9e3fbda8cfdc03abfece98df1bb28f
Reviewed-by: Simon Hausmann <simon.hausmann@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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Having rendernodes triggering fullscreen updates with the software backend
is not ideal. Therefore, introduce the option of reporting that the rendernode
is well-behaving, meaning it only writes inside the reported bounding rectangle.
Similarly, the OpenGL batch renderer can keep using the depth buffer when the
rendernode is known to behave like the renderer expects.
Change-Id: I6acc434432c2504776f26e8917b5434b44be293d
Reviewed-by: Gunnar Sletta <gunnar@sletta.org>
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Under certain circumstances the clip node state would not get
propagated properly to child nodes.
Change-Id: I6f34690c7cc6f2837854fbcaff9aa4d7522e47c3
Reviewed-by: Laszlo Agocs <laszlo.agocs@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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Missing features in the QSGImageNode based software node.
Change-Id: If6a759873d201307e013a3ab019bd906d98ba7d5
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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Have to change getResource() a bit since it turns out it is not suitable
currently for backends that do not have a per-window rendercontext and do
not implement the interface on the rendercontext. Pass in the window to
make sure it can always figure out which window we want the resources for.
(we do not want rendererInterface() to return window-specific instances
created on the fly, with ownership issues, so stick with the simple model
where backends implement the interface on one of their existing classes)
To support clipping, QSGRenderNode::RenderState is extended accordingly.
Also updated the docs since some claims in the rendernode docs are not true
since Qt 5.3.
Change-Id: I34779c83926f5231b888fcab7131e873ae97964f
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Calling grabWindow recurses (since that is implemented via
QQuickRenderControl::grab...) so it's not an option. Instead,
call directly in the software renderer implementation.
Fix also the size of the offscreen QQuickWindow when using QQuickWidget
in combination with the software backend.
Change-Id: I857a2cc0aebbbaa5d52d809aeaec37c15b0787b9
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Most core Qt Quick items use one of the nodes provided by the Scenegraph
Adaptation Layer, however the two items that provide support for Sprites
created their own custom nodes. There was significant redundancy in
this, and it made it only possible to use the OpenGL adaptation. The
AnimatedSprite and SpriteSequence items have been cleaned up, and now
use the new QSGSpriteNode.
Change-Id: Idc20b9c5da9dc1c94f6368021785382cdf7cec5a
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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Change-Id: I5e7c144e60959b9230c0757b4ad0e035f5f52f58
Reviewed-by: Simon Hausmann <simon.hausmann@qt.io>
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I forsee this as a good way to get confused in the future otherwise.
Change-Id: I85a76bc4666db206b694b6fca6bdcc410e159126
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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Calling invalidate() from the destructor is a bad idea since what we get
is the QSGRenderContext implementation, not the one from the more-derived
class. (it could have been intentional as well - it is confusing in any case
and unnecessary).
There is no adaptation relying in this anyways - invalidate() is always
invoked manually, typically from windowDestroyed. This is very good since it
avoids the at first less-than-obvious trouble with emitting invalidated()
from the rendercontext dtor. (that can in turn can trigger random amount of
code potentially calling back into the rendercontext and rely on virtuals
which are not functional anymore due to the vtable not there for the
functions in the more-derived class)
Change-Id: I44d78c5a819230f7006d33d4341eff45d8f77c88
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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This patch adds two virtual methods to QSGImageNode to set/get the
filtering mode for mipmapping, which makes it also possible to enable
it, which was previously not possible
Change-Id: Ie08a11aab35d8ba335841ca0eb73ef4b3d184d7e
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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This commit solves two issues that were coming up with nested clip
nodes. The first was that determining the intersection of two or more
nested clip nodes was calculated incorrectly. This was fixed by making
sure the calculated clip region was in the correct coordinate space.
The second issue was because there was no distinction between an empty
unclipped region, and a completely clipped region. So a property was
added to specify when a RenderableNode had a clipRegion so that the
empty QRegion could be interpreted correctly. This makes sure that we
don't end up drawing nodes that were culled.
Change-Id: Id7af092f7fc6a4602b44b585b7dee14084136962
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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The entire texture node was always used causing scaling for any node
with a source clip.
Change-Id: I7c6f946cee6d59ad3ae64302f3a28782eba8f5da
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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QSGSimpleRectNode is deprecated -> use
QSGRectangleNode via QQuickWindow::createRectangleNode() instead.
QSGSimpleTextureNode is deprecated -> use
QSGImageNode via QQuickWindow::createImageNode() instead.
The OpenGL version of the simple rectangle node is switched over to
the vertex color material instead of flat, to allow for better batching.
Use the same concept for nine patch nodes. The "style" node from Quick Controls 1
is now QSGNinePatchNode in order to provide a proper cross-backend solution which
is already necessary due to the software backend, but now generalize it to apply
to the accelerated backends with proper materials as well. QC can now simply call
createNinePatchNode() without further ado.
Also fixes a bug with the D3D12 texture material not enabling blending
when needed.
When it comes to the internal class names, QSGRectangleNode and
QSGImageNode get the Internal prefix in the adaptation layer in order to
differentiate from the public API. This involves quite a lot of renaming,
but results in a nice and clean public API.
Change-Id: Iddf9f9412377843ea6d652bcf25e68d1d74659ea
Reviewed-by: Gunnar Sletta <gunnar@sletta.org>
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When rendering into QBackingStores, it is important to let the
backingstore know what region you intended to paint into before you
start rendering. Previously we were calling QBackingStore::beginPaint on
the whole window area, but then only rendering and flushing for a subset
of that area. This causes issues on platforms that depend on
QBackingStore::beginPaint to be all area that will be repainted before
the next flush, so that they can for example clear those areas.
This change required a bit of extra plumbing in the Software Renderer,
but now it is possible to calculate the area that will be repainted
before painting it, and pass that region to QBackingStore::beginPaint().
Change-Id: I90be1916ebbe8fc182cd13246bb6690cc7e16d27
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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When setTexture was called on the Software image node, we were doing a
check to see if the QSGTexture pointer was the same as the current
texture assuming it meant that if they were the same pointer then it was
in fact the same texture, and thus not dirty. This was a wrong
assumption, because the texture data can be different but still use the
same pointer. So the node should always respond by updating the texture
when setTexture is called and mark the nodes material as dirty for the
renderer.
This allows canvas items to be updated at runtime with the software
renderer.
Change-Id: Idf504035a6aa858e865050a58460189a12e77ad4
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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GCC started giving warnings, and warnings are errors so this broke
the build.
Change-Id: I546db5a63dfe52b9487016deb3c9eae0bf7c5885
Reviewed-by: Gunnar Sletta <gunnar@sletta.org>
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Some platforms like XCB are just wrapping native images with QImage, and
need to be explicitly copied before returning, as they buffer becomes
invalid once the backingstore is destroyed.
Change-Id: I51f87c5abf4c180c02587f36b5ce4c28e8fa4aed
Reviewed-by: Laszlo Agocs <laszlo.agocs@theqtcompany.com>
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Force a image format conversion when requesting an Opaque texture.
There seems to be no way to do this with QPixmap::fromImage(...) so a
copy of the QImage must be made first which is unfortunate. This is
further evidence that the Texture should be QImage based instead of
QPixmap based by default.
Change-Id: I89fb380e8e786d4ff93f01eb6466e118c2851f7a
Reviewed-by: Laszlo Agocs <laszlo.agocs@theqtcompany.com>
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Do it like in QSGGeometry: use the values directly to avoid the GL header
dependency.
Change-Id: Ia83dea5cbbab7dfee8b88d1b01fcfcb51ad41fc1
Reviewed-by: Robin Burchell <robin.burchell@viroteck.net>
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: I065f17abd1cb71cd8d6ead76abf7a544eb7a99c0
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Change-Id: I35715e07b6f837f21cd8e8898f19d97af92c6b69
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Change-Id: I4154084b4a0e0709ee8cb39a856a37a611e2d537
Reviewed-by: Laszlo Agocs <laszlo.agocs@theqtcompany.com>
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Change-Id: Ice6c47f766899e7313b9dde8cfcd6d81eeaf52f5
Reviewed-by: Laszlo Agocs <laszlo.agocs@theqtcompany.com>
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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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Change-Id: I886287812c1c3cd56739e24470492adc90cfafbb
Reviewed-by: Laszlo Agocs <laszlo.agocs@theqtcompany.com>
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Change-Id: Ic7a550e55cc4ece4c3a5547dae5bf0dbb3f5b0ac
Reviewed-by: Laszlo Agocs <laszlo.agocs@theqtcompany.com>
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Previously the software renderer would create a backing store for a
given window if one was needed. This has been moved to the render loop
where the backingstore is flushed to the window. This refactoring
should make the software renderers flexible enough to work with
QQuickRenderControl.
Change-Id: Idbbb1da870afbf28e45213a887be68dba11dc592
Reviewed-by: Laszlo Agocs <laszlo.agocs@theqtcompany.com>
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For non-OpenGL APIs the primary (and likely the only) way to add custom
rendering into the Qt Quick scene is via the render node. Other
approaches,like the before/afterRendering signals,
QQuickFramebufferObject, remain OpenGL-only. (although QQuickFramebufferObject
may get a multi-API replacement based on QSGRenderNode at a later time)
Note that this is not a generic 3D content integration enabler. It targets
creating 2D and 2.5D Quick items with custom rendering via the graphics
API in use.
Make QSGRenderNode public, enhance the docs a bit and add a releaseResources().
Add a QSGRendererInterface with a query function in QQuickWindow and
QSGEngine. The scenegraph adaptation can then return a custom implementation of
the interface. This will be necessary to query API-specific values, f.ex. the
ID3D12Device and ID3D12CommandList when running with the d3d12 backend.
The interface allows querying the API and void* resources. Resources that
we know about in advance are enum-based to prevent the
QPlatformNativeInterface-like ugliness of string keys.
Support is there in the batch renderer already, fix this up according to
the new public API, and implement the corresponding bits for the D3D12
renderer.
For D3D12, fix also an issue with QSGNode destruction where graphics resources
in use were attempted to be final-released without a proper wait.
The semantics of changedStates() in QSGRenderNode is changed so that it can be
called at any time, including before render(). This is very useful since we can
implement some state restoring in a more efficient manner.
Added a new example as well. Documentation for QSGRenderNode is heavily
expanded.
Change-Id: I4c4a261c55791d0e38743a784bc4c05a53b3462d
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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