| Commit message (Collapse) | Author | Age | Files | Lines |
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This reverts commit 74089697cf2a4961fb697100555b17ae2342d734.
Revert of commercial license headers is required for the
Qt 6.2.x opensource releases, Qt 6.2.5 onwards.
Task-number: QTBUG-107760
Change-Id: Id49069cb5e5f261da185fd082dfb71deb259d387
Reviewed-by: Ulf Hermann <ulf.hermann@qt.io>
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Updated header.COMM to the files in tqtc-qtdeclarative.
Examples, tests, or documentation files are not updated.
The commercial license header may contain some
additional lines so that its line count equals with
the earlier license header. Reason for this is that
some autotests use hard coded line numbers and a
change in the line count causes failures in tests.
Task-number: QTQAINFRA-4941
Change-Id: I32f554b0a8cb527f74d46f3c02b0e745d9fc5ddf
Reviewed-by: Ulf Hermann <ulf.hermann@qt.io>
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Follow what we did to the srb: instead of storing an object reference,
store an opaque blob to test for compatibility. This works even if the
object is destroyed in the meantime. Thus, the annoying and error-prone
invalidatePipelineCacheDependency() goes away, finally.
All this works because creating a QRhiGraphicsPipeline with a given
QRhiRenderPassDescriptor only needs the renderpass object for building
(as in create()). Afterwards the object can be destroyed, even. The
pipeline is still usable with any render targets that have a
_compatible_ rp descriptor. Therefore, it is ideal if there is a way
to test for this compatibility without having to have the original
object around for ever.
Relies on enablers (most importantly,
QRhiRenderPassDescriptor::serializedFormat()) added to QRhi in qtbase.
While not necessarily obvious, the real benefit here is significant
performance gains in certain situations: consider rendering a scene to a
given render target, then to another one, then yet another one, for
example via QQuickRenderControl. We no longer have to do aggressive
purging of the pipelines just because a QRhiRenderPassDescriptor some of
the recently created pipelines may be associated with is going to
disappear. Rather, everything can stay as-is, there are no crashes due
to dangling pointers in the pipeline cache keys. The majority
of cases involve highly compatible render targets (e.g. rendering
into textures of the same format), so reuse is highly beneficial.
Change-Id: I8ad4bfcb3c7e66c7364c91a749e2a2e6837b4f1a
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
(cherry picked from commit 5e3de6aa6083f0cf312e60dc4fc9a7d999bc6c90)
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Pick-to: 6.1 6.0
Change-Id: I362b35b3d038d4fb24fab0e73cb120027f2308ea
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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One can now do rc->createRenderer(QSGRenderContext::RenderMode3D) in Quick3D.
By default nothing changes, both QQuickWindow and QSGRhiLayer default to
either RenderMode2D or RenderMode2DNoDepthBuffer, depending on
QSG_NO_DEPTH_BUFFER. (the environment variable handling is moved out of
qsgbatchrenderer.cpp however, leaving it up to whoever is creating the
renderer to passing the appropriate flag)
The RenderMode3D mode is a modified version of the QSG_NO_DEPTH_BUFFER case:
only alpha batches are used, which are then rendered back to front. The
difference is that this is done with depth test on (no write), so the
2D content gets depth tested against whatever is already in the depth buffer.
Then, there's an additional depth "post pass" to fill the depth buffer with the
2D content. This must be separate from the color-write enabled stage because
otherwise unavoidable Z fighting would occur. By filling the depth buffer,
other 3D or 2D content, that is rendered afterwards, can depth test correctly
against the 2D elements rendered here.
customRenderMode and related functions are renamed to visualization
(because that's what it is about), in order to prevent confusing name
clashes.
Change-Id: I0d43b273e0a8020af05a652a236c0ad5fb150685
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Split the monolithic render() and renderBatches() into four steps
(prepare, begin-pass, render, end-pass), of which two are optional.
The behavior of the batch renderer's render() (the entry point when
rendering a Qt Quick scene normally) remains unchanged: it just calls
prepare, beginPass, render, endPass which together should boil down to
exactly what the monolithic implementation was doing before.
However, we can now also support recording rendering of the 2D scene
as part of a render pass that is started by something else (e.g. the 3D
scene). To enable this, the renderer interface gets prepareInline() and
renderInline() virtuals that are only implemented by the batch renderer
(and are no-ops by default).
These are complemented by prepareSceneLine() and renderSceneInline()
which are public (as in the class, not API-wise), like renderScene().
The former does preprocess() and triggers the internal prepareInline(),
whereas renderSceneLine() is where renderInline() is called from. The
rendercontext has no corresponding wrappers since one can just directly
call these on the QSGRenderer.
Change-Id: Iddfcec6970bad2bc73e6e8af19fe95d16c6ac9e5
Reviewed-by: Eirik Aavitsland <eirik.aavitsland@qt.io>
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setRenderTarget(GLuint), setRenderTarget(QQuickFramebufferObject*),
renderScene(uint fboId), QSGBindable, etc. are now removed.
This leads to a simpler and cleaner interface in QSGAbstractRenderer and
QSGRenderer because the somewhat weird renderScene() overloading (where
one version is virtual, while the other isn't) is now avoided, with just
a single renderScene() virtual now.
Task-number: QTBUG-84040
Change-Id: I0ce5a159a557688bdfcb7cacf8a9d12d6fd970d1
Reviewed-by: Eirik Aavitsland <eirik.aavitsland@qt.io>
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After a symbiotic relationship in Qt 5.14 and 5.15, it is time for
QSGMaterialRhiShader to devour its older sibling and take its place.
This makes the direct OpenGL rendering path disfunctional. All
QSGMaterial Qt 6 TODOs are solved, the API is clean and straightforward
again: a QSGMaterial creates a QSGMaterialShader, no special flags and
options needed. (it's just that QSGMaterialShader now has a slightly
different API)
Task-number: QTBUG-79268
Task-number: QTBUG-82997
Change-Id: I545ca8d796c5535e81957c706e7832133be15b7d
Reviewed-by: Eirik Aavitsland <eirik.aavitsland@qt.io>
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A similar problem popped up for Quick3D before, and it seems the same
applies to Qt Quick layers as well: these can get released before the
(per-rendercontext) resource caches, thus leaving invalid references in
the cache keys.
Solve this by simply notifying the renderer to clean up the relevant
cache entries. Also utilize a very handy QRhi convenience, which allows
us to schedule and defer the destruction of a QRhiResource to endFrame()
(i.e. until after the current frame is submitted) with a single function
call.
Change-Id: I6db4914555f9504a2599e6ce1b0dc03b2b4b74de
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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QSGEngine goes away. Same for the associated example, which is the only
place this is used anywhere in Qt.
As a consequence, the renderer base class can be moved back to private:
there is no use for it to be public anymore, since that made sense only
in combination with QSGEngine. With the RHI-based rendering path driving
a renderer directly is more complicated than before so it is not
reasonable to allow the QSGEngine-style access anymore.
Instead, one has QQuickRenderControl, which allows redirecting and
manually driving the rendering of a QQuickWindow, thus providing an
alternative to the legacy QSGEngine approach.
Task-number: QTBUG-78596
Change-Id: If57c6b657b2053da1c4e545e517026382a71d998
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Change-Id: I6343f316e2ecff4e4d7454fb450a1bd0c5a917b8
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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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>
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clang-tidy -p compile_commands.json $file -checks='-*,modernize-use-default-member-init,readability-redundant-member-init'
-config='{CheckOptions: [{key: modernize-use-default-member-init.UseAssignment, value: "1"}]}' -header-filter='qtdeclarative' -fix
Change-Id: I705f3235ff129ba68b0d8dad54a083e29fcead5f
Reviewed-by: Johan Helsing <johan.helsing@qt.io>
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Change-Id: I176f91a8c51e81a2df3fe91733118261491223ee
Reviewed-by: Lars Knoll <lars.knoll@qt.io>
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Conflicts:
src/quick/items/qquickwindow.cpp
src/quick/scenegraph/qsgrenderloop.cpp
Change-Id: Idd7106995b5545fcac869e9056a365ef9edb36ca
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Normally all shader programs from materials are cached in a simple table
that is alive as long as the renderer exists, in practice this means being
tied to the QQuickWindow which is often the entire lifetime of an
application.
Use releaseResources(), which is mostly a no-op on the scenegraph level
at the moment, to free this cache.
Task-number: QTBUG-62392
Change-Id: I279e595874fee1ab4fe0dede0843a3686dea5806
Reviewed-by: Gunnar Sletta <gunnar@crimson.no>
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We avoided deleting these nodes directly due to preprocess, but this is
a bit of a hack. QSGRenderer::preprocess already contains some work to
allow for modification of nodes at preprocess time, but it didn't allow
for detecting dead nodes.
By marking a pointer as not to be touched if it is removed during preprocess,
we can remove the per-node QLinkedList and delete directly, while at the same
time, still not touching deleted nodes later on in preprocess.
Change-Id: I99a1ea65d3fe0b73db73e4a1d10d999d56edcdc4
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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Instead use QT_CONFIG(foo). This change actually detected a few
mis-spelled macros and invalid usages.
Change-Id: I06ac327098dd1a458e6bc379d637b8e2dac52f85
Reviewed-by: Simon Hausmann <simon.hausmann@qt.io>
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... and drop redundant 'virtual'
Change-Id: Id9354138d5b17383a33d0c2a0a26f0e85122cfc7
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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Currently the Qt Quick module depends on either the OpenGL or OpenGLES
headers being available at build time. Since we are adding support for
adaptations that do not depend on OpenGL, it should be possible to build
Qt Quick in environments that do not have OpenGL development headers.
This does present many challenges though because in some cases GL types,
and classes that require OpenGL are part of the public APIs. However
since these classes were never available when QT_NO_OPENGL was defined,
it should be possible to redefine the function signatures under this
scenario, since it's not possible to break binary compatibility if there
never were any binaries to break compatibility with.
One of the bigger changes that was necessary to facilitate this change
is creating interfaces out of QSGContext and QSGRenderContext. Here the
default behavior was usage of OpenGL directly, even though subclasses
could override all OpenGL usage. Making them interfaces should bring
QSGContext and QSGRenderContext more in line with the other classes
present in the adaptation layer.
Change-Id: Iaa54dc0f6cfd18d2da1d059548abf509bd71f200
Reviewed-by: Laszlo Agocs <laszlo.agocs@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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Task-number: QTBUG-48594
Change-Id: Ifc207938de7f0c8995fc712df92665f222612647
Reviewed-by: Alan Alpert <aalpert@blackberry.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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- 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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Change-Id: I4c379562af27a7eb2a47aee21090eff84fe84c55
Reviewed-by: Lars Knoll <lars.knoll@digia.com>
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Change-Id: Ic8e5e9ebbc5bbd1a7950807d6921304482cbde68
Reviewed-by: Lars Knoll <lars.knoll@digia.com>
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This change wraps QSGRenderContext and QSGContext in a new QSGEngine
class, and expose a public interface of QSGRenderer through a
QSGAbstractRenderer to make it usable on a standalone window or FBO.
Change-Id: I2d41187472424f5ea64650a006bcd61f2711f6b9
Reviewed-by: Gunnar Sletta <gunnar.sletta@jollamobile.com>
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This convenience method is currently only used by the batch renderer.
Moving it allows removing the QOpenGLFunction inheritance of
QSGRenderer and unbinding it slightly from the rendering implementation.
Change-Id: I4322952f843de8d950ced32885feee8d6c4a2730
Reviewed-by: Gunnar Sletta <gunnar.sletta@jollamobile.com>
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QSGRenderer::draw, QSGRenderer::setProjectionMatrixToDeviceRect
and the QSGBindableFbo class aren't used anywhere anymore.
Change-Id: Ia00c60c288e1b89beaada6b2bbe7022ef9367391
Reviewed-by: Gunnar Sletta <gunnar.sletta@jollamobile.com>
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Change-Id: I9a55bcbf9e94084c0cadac561e4707d47f5f8744
Reviewed-by: Robin Burchell <robin+qt@viroteck.net>
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Change-Id: I95f1d6fe4695a09b1b6ccaf026137dabc22ec82c
Reviewed-by: Michael Brasser <michael.brasser@live.com>
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Conflicts:
src/qml/jsruntime/qv4functionobject.cpp
src/quick/scenegraph/coreapi/qsgbatchrenderer_p.h
Change-Id: Id164f6c3b45501aa466908659ec4e3b957323753
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Prior to Qt 5.2 tracking of dirty state was automatically handled by
QSGNode. With Qt 5.2 this approach has changed. Moving forward render
state is ideally tracked outside of QSGNode; however, we continue to
provide a way to track it in the node itself, to support custom renderers
and the default node updater.
Change-Id: I78907caee1b64b94a2bae2d8b577210f1955a431
Reviewed-by: Gunnar Sletta <gunnar.sletta@jollamobile.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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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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Change-Id: I3750c47640bf21c3567c5fa1c4667e3e2552942e
Reviewed-by: Lars Knoll <lars.knoll@digia.com>
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This is necessary for the QtWebEngine module.
This also adds an empty nokeywords test using the same mechanism
as qtbase/tests/auto/tools/moc/no-keywords.h to find conflicts
at compile time.
Change-Id: I9df541720797dd61f078178c2af68ead18ff8bfe
Reviewed-by: Simon Hausmann <simon.hausmann@digia.com>
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Change-Id: I01d7d41a4e70822555bae453978dbe92fbb5c98d
Reviewed-by: Morten Johan Sørvig <morten.sorvig@digia.com>
Reviewed-by: Yoann Lopes <yoann.lopes@digia.com>
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These include guards stem from the olden days before the QSG
prefix and many of them are conflict prone, which can lead
to pretty bisarrer errors for the user.
Change-Id: I0e76c68a588404b6e82be9ecc2e7afa3b9a48e78
Reviewed-by: Samuel Rødal <samuel.rodal@digia.com>
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The macro was made empty in qtbase/ba3dc5f3b56d1fab6fe37fe7ae08096d7dc68bcb
and is no longer necessary or used.
Discussed-on: http://lists.qt-project.org/pipermail/development/2013-January/009284.html
Change-Id: Ia07e99676e0134fde5e32880edb95e57c779a7ff
Reviewed-by: Laszlo Papp <lpapp@kde.org>
Reviewed-by: Jędrzej Nowacki <jedrzej.nowacki@digia.com>
Reviewed-by: Alan Alpert <aalpert@rim.com>
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Change-Id: I6c3bd7bebe3d62d1cfd0fa6334544c9db8398c76
Reviewed-by: Akseli Salovaara <akseli.salovaara@digia.com>
Reviewed-by: Sergio Ahumada <sergio.ahumada@digia.com>
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Change copyrights and license headers from Nokia to Digia
Change-Id: Ie7f5d49ed8235d7a7845ab68f99ad1c220e64d5c
Reviewed-by: Lars Knoll <lars.knoll@digia.com>
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Reduce library load time by removing any exports which are not required
by existing clients.
Task-number: QTBUG-24768
Change-Id: Ia5754d6f97bb2ed46e290820a5b092f85a4bc5b0
Reviewed-by: Martin Jones <martin.jones@nokia.com>
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Allow custom scene graph renderers to set the device specific projection
matrix in their own way. This is needed for the KMS QPA platform, where
the Y coordinate of the screen gets inverted (see discussion at
http://lists.freedesktop.org/archives/wayland-devel/2012-March/
002506.html).
Change-Id: I08f3cd4b829e5b583fe96a9dfd67aa8d23a11b6b
Reviewed-by: Gunnar Sletta <gunnar.sletta@nokia.com>
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Symbols beginning with QDeclarative are already exported
by the quick1 module.
Users can apply the bin/rename-qtdeclarative-symbols.sh
script to modify client code using the previous names of the
renamed symbols.
Task-number: QTBUG-23737
Change-Id: Ifaa482663767634931e8711a8e9bf6e404859e66
Reviewed-by: Martin Jones <martin.jones@nokia.com>
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Change-Id: I8c903cae490158b864af60f53c10c10f2faea7c0
Reviewed-by: Gunnar Sletta <gunnar.sletta@nokia.com>
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This allows custom renderers to set the determinant to a value
different than the actual model view transform matrix. This is
useful when parts of the scene node transformation are done on
the CPU rather than in the vertex shader.
Change-Id: Icf26a5922b0933275a61af4656cf842bf61e70d5
Reviewed-by: Michael Brasser <michael.brasser@nokia.com>
Reviewed-by: Gunnar Sletta <gunnar.sletta@nokia.com>
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This allows to hook in non-QOpenGLFrameBufferObject FBO's also
Change-Id: I8a2f8f7f15d5a92262bdbb0507b232d7c11fdf25
Reviewed-by: Jani Hautakangas <jani.hautakangas@nokia.com>
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As in the past, to avoid rewriting various autotests that contain
line-number information, an extra blank line has been inserted at the
end of the license text to ensure that this commit does not change the
total number of lines in the license header.
Change-Id: If39bd256b0fa85eba17ea30f8ab87ea27d758908
Reviewed-by: Rohan McGovern <rohan.mcgovern@nokia.com>
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