| Commit message (Collapse) | Author | Age | Files | Lines |
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Conflicts:
src/qml/jsruntime/qv4functionobject.cpp
src/quick/scenegraph/coreapi/qsgbatchrenderer_p.h
Change-Id: Id164f6c3b45501aa466908659ec4e3b957323753
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Change-Id: Ic5eb5e1955e09884f98975a8ac74b42f00e233d7
Reviewed-by: Gunnar Sletta <gunnar.sletta@jollamobile.com>
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Change-Id: I4eecff3c8a2c727d38d394305d248eddeef87e8e
Reviewed-by: Michael Brasser <michael.brasser@live.com>
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The QtQuick parts of the QML profiler service thus become a proper
global profiler which can be independently enabled and disabled.
Change-Id: Ifad03801cab2be66a264fc46fdebdae582fcc99b
Reviewed-by: Kai Koehne <kai.koehne@digia.com>
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Conflicts:
src/qml/compiler/qv4ssa.cpp
src/qml/jsruntime/qv4arrayobject.cpp
src/qml/jsruntime/qv4context.cpp
Change-Id: Ied5b23bec4dc14abe51127c507aed668f855c1e1
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Transform, material, opacity and geometry changes all used to trigger
full rebuilds, which meant that very little geometry could be retained
between frames. For instance, a rotating spinner on top of a gridview
this would cause a full rebuild where nothing is retained.
This change introduces new concept to the renderer: partial rebuilding
based on render order ranges. Since the render order of nodes is
strictly defined by their position in the tree and nothing else, we
should use that for the majority of rebuilds. When a change comes in
for a node, we invalidate its batch and all batches which it has
overlapping render orders with.
Render order rebuilds only happen when nodes are added and removed.
Change-Id: Ib4cb284164892b409e3fff5c492a54d60a5de2d7
Reviewed-by: Michael Brasser <michael.brasser@live.com>
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Change-Id: I67d961f23941ba5cfa16fd679b609cd0fc3071c7
Reviewed-by: Michael Brasser <michael.brasser@live.com>
Reviewed-by: Laszlo Agocs <laszlo.agocs@digia.com>
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There are two ways of setting this right now. One is to set it on
startup using an environment varible.
QSG_VISUALIZE=
"batches" - Visualize batchtes in the renderer. Merged batches are
drawn with solid color and Unmerged batches are drawn with a diagonal
line pattern. Few unique colors means good batching. Unmerged batches
are bad if they contain many individual nodes.
"clip" - Visualize clipping as red areas on top of the scene.
"overdraw" - Visualize all items in 3D to highlight overdraws. This mode
can also be used to detect geometry outside the viewport to some
extent. Opaque items are rendered with a green tint while translucent
items are rendered with a red tint. The bounding box for the viewport
is rendered in blue. Opaque content is easier for the scenegraph to
process and it can also be faster to render on some hardware.
"changes" - Changes in the scenegraph are visualized with a flashing
overlay with a random color. Changes on a primitive is visualized with
a solid color while changes in an ancestor, such as a matrix or
opacity changes is visualized with a pattern.
The second way to set the visualization mode is to set it at runtime
through QString QQuickWindowPrivate::customRenderMode. This "API" is
string based so it is not tied to the batch renderer and in theory can
support other custom renderers.
The visualized elements do not respect clipping and rendering order
is arbitrary.
Change-Id: I31efbe53fc905145bf48080ede3e36945cb60dcf
Reviewed-by: Michael Brasser <michael.brasser@live.com>
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Conflicts:
src/imports/dialogs/qquickmessagedialog.cpp
src/imports/dialogs/qquickmessagedialog_p.h
src/qml/debugger/qqmlprofilerservice_p.h
src/qml/jsruntime/qv4regexpobject.cpp
tests/auto/qml/debugger/qqmlprofilerservice/qqmlprofilerservice.pro
Change-Id: Ic8a43366b44d6970966acbf03b206d0dee00c28d
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There is already a lot of code out there that makes use
of the rendernode hook and some of it is not capable
of dealing with the render target being something other
than 0. (Mozilla in this case).
By forcing everything into the "alpha" code path, the
hit on the renderer should be fairly minimal as long as
render nodes are kept to a minimum, so reverting back
to the ugly old behavior is acceptable.
The API is still internal and highly discouraged.
Change-Id: Ie35484f52da6b0420257c95710fdda07a2be2c23
Reviewed-by: Laszlo Agocs <laszlo.agocs@digia.com>
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Some GL implementations (especially on embedded) will give us an
OpenGL context without a depth buffer. In low memory scenarios, it
might also be feasible to request a non-depth buffer context to save
the depth buffer memory. The renderer deals with this by treating all
nodes as translucent, by not adjusting the shaders and by not creating
the extra z-order vertex attribute for merged nodes.
Change-Id: I8edc92d530daa3e2628df2ba52901b47d87eaf26
Reviewed-by: Laszlo Agocs <laszlo.agocs@digia.com>
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Allow multiple detailTypes in each packet and extend the profiling code
to make use of that. Note that this changes the usual order of
pixmapSizeKnown and PixmapLoadingFinished events. As far as I can see
this doesn't affect the QML profiler frontend and the order of these
events isn't specified anywhere.
Change-Id: Id39ad98594ccf35add4415e08daf9e92ab561237
Reviewed-by: Simon Hausmann <simon.hausmann@digia.com>
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Don't needlessly duplicate information about the profiler being available
and allow inlining. Use macros to check availability of the profiler
in calling code and generally simplify the code.
Task-number: QTBUG-35315
Change-Id: I0a9daec4a95f74b9db795ef2918a01fb772ea107
Reviewed-by: Michael Brasser <michael.brasser@live.com>
Reviewed-by: Simon Hausmann <simon.hausmann@digia.com>
Reviewed-by: Kai Koehne <kai.koehne@digia.com>
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Conflicts:
.qmake.conf
src/imports/dialogs/DefaultFileDialog.qml
src/imports/widgets/qquickqfiledialog.cpp
Change-Id: I00de6dd05cb773f01254061d585a82c90b229acd
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Change-Id: Id18709cb0a4d85ffdadffa28aef98323367292d4
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This patch broke scaled text rendering
This reverts commit 6acaa1c42936f89d74324be9c0cce4873a9a565b.
Change-Id: I1f7a3ba0556f6d59bc1e28946631be2d9fc2b67d
Reviewed-by: Laszlo Agocs <laszlo.agocs@digia.com>
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The renderer binds same buffer both for vertex and index data.
This is allowed on desktop & ES but is forbidden in WebGL.
Add a compile-time flag to disable this optimization(?) and
force using a separate buffer for the index data.
Change-Id: I57c17c883a55e02513a8e4427efb202cafaaf37e
Reviewed-by: Gunnar Sletta <gunnar.sletta@jollamobile.com>
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refs/staging/dev
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Change-Id: I0522a23617c897aff01b7b50e0af98553374d792
Reviewed-by: Laszlo Agocs <laszlo.agocs@digia.com>
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Since glLineWidth doesn't affect the drawing of GL_POINTS, it makes sense
to use the lineWidth member to affect point size when drawing points.
[ChangeLog][QtQuick][QSGGeometry] Changed QSGGeometry::lineWidth
to also affect point size (glPointSize) when drawing GL_POINTS, in
addition to the existing behavior of affecting line width when drawing
GL_LINES, GL_LINE_STRIP, and GL_LINE_LOOP.
Task-number: QTBUG-35772
Change-Id: I0ea73f9261509e8d356f91a063dc90dc0f8980bd
Reviewed-by: Gunnar Sletta <gunnar.sletta@jollamobile.com>
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Mixing printf and qDebug can make the output come out of sync.
Change-Id: Ia71e71b09cb3bf651010eb2eb652db7899b07f0d
Reviewed-by: Robin Burchell <robin+qt@viroteck.net>
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lineWidth was ignored in the new scenegraph batchrenderer.
Regression from 5.1.1
Task-number: QTBUG-35346
Change-Id: I80eacc165f70b5f39d4a01cf458ab1a0e49cbd2d
Reviewed-by: Gunnar Sletta <gunnar.sletta@digia.com>
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NaN does not compare well with other floats. The result is that the
bounding box is left at its initial values, FLT_MAX for top-left and
FLT_MIN for bottom-right. If so, treat geometry as invalid, aka
infinite.
Task-number: QTBUG-35192
Change-Id: I1df6987d56a0ce1f500b0eba344a5dcbc55f80a4
Reviewed-by: Mitch Curtis <mitch.curtis@digia.com>
Reviewed-by: Laszlo Agocs <laszlo.agocs@digia.com>
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Since we are sorting batches based on the zorder of the first element
it is crucial that we don't continue adding to batches once an overlap
with a compatible element is found.
Task-number: QTBUG-34864
Change-Id: Ic2194c5c17bba0bc9874a14e8a69c81bff75bd1c
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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The basic approach is to have the batched renderer create and bind a
vertex array object if it detects we are using an OpenGL Core profile
context. The VAO is bound for the duration of the QQ2 renderer's
work cycle and unbound at the end so as to not interfere with any
other VAO's a user may wish to use.
All shaders have been copied and ported to be compliant with the
GLSL 150 core specification which is the minimum for a Core profile
context (OpenGL 3.2 Core). We are not using any newer features as
yet so this will work anywhere we can get a Core profile context.
The QSGShaderSourceBuilder class has been extended to resolve any
requests for shaders to the same basefilename with "_core"
appended prior to any file extension. This could be extended in
the future to allow version, or GPU or platform specific shaders.
The QSGShaderSourceBuilder has also been extended to allow it to
insert #define definitions in the prologue of a shader. Any such
definition is inserted:
* After the last #extension directive (if any are found)
* Otherwise after the #version directive (if found)
* Otherwise at the start of the shader source
This is required by the custom particle shaders which make
extensive use of such #defines.
In addition the mechanism used by the distance field glyph cache to
extend the cache with new glyphs has been modified to work (and
work more efficiently) when using a Core profile context.
Rather than using a shader program and a buffer filling quad to
blit the old texture into the new cache texture, we instead use
the technique of framebuffer blitting. The existing fallback
implementation using glTexSubImage2D() is still available if
needed.
The DECLARATIVE_EXAMPLE_MAIN macro has been extended to allow easy
testing of any of the QtDeclarative examples with a core profile
context. Just run the example with
QT_QUICK_CORE_PROFILE=1 ./text
for e.g. The only ones that may not work out of the box are those
that provide GLSL shader source e.g. the customparticles or
shader effect examples. These work fine if the shader source is
adapted to GLSL 150 core.
In the future it may be a good idea to expose some context property
to QML that the user can use to determine what shader source
variation to provide to Qt Quick. Along these lines it would also
be very nice to allow the provision of shader source to
ShaderEffect or CustomParticle from a separate source file just as
we now do within Qt Quick.
Task-number: QTBUG-32050
Change-Id: Ia6e9f06dbb8508af9ae03c6b60fb418b4cc9e41f
Reviewed-by: Lars Knoll <lars.knoll@digia.com>
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Task-number: QTBUG-34328
Change-Id: If0202a67d95500333a0fb6f4ca3eb19ecb027770
Reviewed-by: Lars Knoll <lars.knoll@digia.com>
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The renderer only passed the very first node's material to
updateState() as "new", yet pass the following node's materials to
updateState() as "old". This triggered an assert in the
QSGTextMaskMaterial's updateState as the native text nodes are invalid
until they get called with their own material as "new". This goes
against how the scene graph is supposed to be used, but update the
code in the renderer regardless as this used to work and the fix
there is not wrong.
Every node in a batch has identical material, so pass the same
instance for both "new" and "old" except for the first node
in the batch which gets old==0.
Change-Id: Ie8ae6fcd63adde08d80e9083e910836ede6694ee
Reviewed-by: Eskil Abrahamsen Blomfeldt <eskil.abrahamsen-blomfeldt@digia.com>
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We pretransform vertices relative to their batch root and upload these
using single-precision floats. If the offsets are huge then the
floating point numbers start to get unstable and we get rendering
artifacts as a result. This typically happens for lists/tables with
huge models.
Task-number: QTBUG-34312
Change-Id: I2516f2b4fa93f44a1288659d05458fb1af0df943
Reviewed-by: Laszlo Agocs <laszlo.agocs@digia.com>
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If we come across NaN geometry, we treat it as spanning
the entire viewport, similar to other geometries with
undefined geometry.
Task-number: QTBUG-34520
Change-Id: Ia4171f9f13d876c6c587043ad7decaa19bb85f01
Reviewed-by: Laszlo Agocs <laszlo.agocs@digia.com>
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When one item in a batch of other translucent items would
change opacity, we need to rebuild batches under the current
root as all items in a batch are expected to have the same
opacity.
Task-number: QTBUG-34311
Change-Id: I2b9db19f05bd3a82be65cfa8a91e9398e8d58d0f
Reviewed-by: Eskil Abrahamsen Blomfeldt <eskil.abrahamsen-blomfeldt@digia.com>
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The default implementation of QSGShaderMaterial::vertexShader() and
fragmentShader() now loads the GLSL source from a list of source files
that can be specified via the setShaderSourceFile() or
setShaderSourceFiles() functions.
Multiple shader source files for each shader stage are supported. Each
source file will be read in the order specified and concatenated
together before being compiled.
The other places where Qt Quick 2 loads shader source code have
been adapted to use the new QSGShaderSourceBuilder, which is also
used internally by QSGMaterial.
This puts Qt Quick 2 into a better state ready to support OpenGL
core profile and to load different shaders based upon OpenGL version,
profile, GPU vendor, platform, etc.
Change-Id: I1a66213c2ce788413168eb48c7bc5317e61988a2
Reviewed-by: Gunnar Sletta <gunnar.sletta@digia.com>
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Change-Id: I25311a2bd88f41087352e0a43ba505f4e27b7e85
Reviewed-by: Jørgen Lind <jorgen.lind@digia.com>
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See the task for the full reasoning behind this patch.
The threaded renderloop has been refactored to have one window per
thread. This is mostly a simplification of the current code path where
for loops over multiple windows are turned into if (window).
The QSGContext has been split into two classes, QSGRenderContext
for which there is one per OpenGLContext.
The rest of the patch is name changes and a couple of cleanups
in the hopes of simplifying this change.
Task-number: QTBUG-33993
Change-Id: I31c81f9694d7da7474a72333169be38de62613c4
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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The bug in the renderer was that the viewport was set before
we called the render node, leaving us with the viewport
set by the render node as opposed to the viewport of the
renderer.
The render node API is a crude and intrusive hack which was added for
webkit back in the day. With the introduction of webengine it becomes
less relevant, but it should still work.
Change-Id: I66a1e3047e018ad6c0bb28044851e9fc65da59cc
Reviewed-by: Alan Alpert <aalpert@blackberry.com>
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If we merge geometry nodes that make actual use of the
z-coordinate, this information becomes lost when merging
and the result is that we end up with an arbitrary
wrongfully applied transformation to the merged element.
Task-number: QTBUG-33897
Change-Id: I6129243e9bb890949023c35dc6b7bce30d31709a
Reviewed-by: Andrew Knight <andrew.knight@digia.com>
Reviewed-by: Eskil Abrahamsen Blomfeldt <eskil.abrahamsen-blomfeldt@digia.com>
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There is a way this could have been done slightly more efficitently.
If we moved all "combined" logic out of the scene graph and into the
Node shadow tree, we could ignore the forceupdate all
together. However, this is a quite large change for what is currently
a non-common case. It would also increase overall memory consumption a
bit as we would have superfluous combined matrix and opacity in the
QSGNodes.
Task-number: QTBUG-33838
Change-Id: I06c486ace2be15bef1f1dc72a8b41cb649d7c813
Reviewed-by: Eskil Abrahamsen Blomfeldt <eskil.abrahamsen-blomfeldt@digia.com>
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When roots change, matrices are updated in the nodes, so
we need to also invalidate the bounding rects for geometry
nodes.
Change-Id: I61f60ad069c3b1d018ce31c57310a1e5c4807684
Reviewed-by: Eskil Abrahamsen Blomfeldt <eskil.abrahamsen-blomfeldt@digia.com>
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Task-number: QTBUG-33459
Change-Id: Ie9ea176fbb7ee46a128b4bf66a8f4475a5d4c90b
Reviewed-by: Aurindam Jana <aurindam.jana@digia.com>
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Change-Id: I185af453684c7223c0c9de103eb707d4918b8ae0
Reviewed-by: Robin Burchell <robin+qt@viroteck.net>
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QtAlgorithms is getting deprecated,
see http://www.mail-archive.com/development@qt-project.org/msg01603.html
Change-Id: I8fa7d0186cc8f0ba562695974829e37f1eb87f2f
Reviewed-by: Gunnar Sletta <gunnar.sletta@digia.com>
Reviewed-by: Lars Knoll <lars.knoll@digia.com>
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When transforms change, overlaps may have changed, so we
need to rebuild all batches under the current root.
Instead of adding taggedRoots logic for rebuilding
batches only, we reuse the existing tagged roots for render
lists. This one is slightly more expensive, but for now
I believe the reduced code complexity outweights the tiny
overhead.
Change-Id: I1bd0efc18e5628f404d6d4dce38c725436e87ce5
Reviewed-by: Eskil Abrahamsen Blomfeldt <eskil.abrahamsen-blomfeldt@digia.com>
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When we do partial rebuilds, we need to update the render order
for the entire subtree unconditionally. The previous logic
was to reuse existing render orders beneath batch roots, which
caused overlapping orders to be used.
When geometry of an alpha batch changes, we need to rebuild
everything under the current root. Otherwise, we might end
up with previously batched content which incorrectly
overlaps the changed geometry.
Change-Id: I7b6de5ce34a02434294ac5ae29ae1b87eb3c4464
Reviewed-by: Eskil Abrahamsen Blomfeldt <eskil.abrahamsen-blomfeldt@digia.com>
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This patch will fix the build error:
qsgbatchrenderer.cpp:1844: error: use of undeclared identifier
GL_DOUBLE
Change-Id: I7981e303e4743bb610822633c7da433238de4683
Reviewed-by: Gunnar Sletta <gunnar.sletta@digia.com>
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First, when doing a partial rebuild, we need to mark
all elements for orphaning, not just those without a batch,
as the renderlist should at all times contain everything
that is rendered on screen.
Second, we had a small bug with material changes where we
would overwrite the rebuild state instead of adding to it.
This led to the render lists not being rebuilt from scratch
in some scenarios.
Third, after the shadow nodes rewrite, we didn't mark
for a full rebuild when clips were added.
Change-Id: I6707ebfa2908fcedd7fb636fb25b844be15fdea1
Reviewed-by: Eskil Abrahamsen Blomfeldt <eskil.abrahamsen-blomfeldt@digia.com>
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Change-Id: Ic6b126bbc929c2062fd3e77253ad8bba60376a50
Reviewed-by: Eskil Abrahamsen Blomfeldt <eskil.abrahamsen-blomfeldt@digia.com>
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The renderer tries to batch primitives together where possible, isolate
non-changing subparts of the scene from changing subparts and retain
vertexdata on the GPU as much as possible. Atlas textures are crucial
in enabling batching.
The renderer and atlas texture are described in detail in the doc page
"Qt Quick Scene Graph Renderer".
Change-Id: Ia476c7f0f42e1fc57a2cef528e93ee88cf8f7055
Reviewed-by: Eskil Abrahamsen Blomfeldt <eskil.abrahamsen-blomfeldt@digia.com>
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