aboutsummaryrefslogtreecommitdiffstats
path: root/src/quick/scenegraph/coreapi/qsgrendererinterface.cpp
Commit message (Collapse)AuthorAgeFilesLines
* Doc: added doc for parameter windowNico Vertriest2017-02-031-1/+1
| | | | | | | Undocumented parameter 'window' in QSGRendererInterface::getResource() Change-Id: I13cd520ad0b06abe1ad76be7aec83eae5c3e4d7c Reviewed-by: Martin Smith <martin.smith@qt.io>
* OpenVG Scenegraph AdaptationAndy Nichols2016-12-131-0/+1
| | | | | | | | | | | | | | | | | | This is an OpenVG backend for the Qt Quick 2 scenegraph. Should be feature complete now, but there are still some issues that could be improved in future commits: If Rectangle nodes are rendered with a non-affine transform, they will be rendered incorrectly. This is because paths expect affine transformations. The Glyph cache is a bit cheeky in that it's caching paths, but doing so per font size. It shoudln't need to, but right now I've not though up a good way of getting the transform/scale needed when rendering yet. Change-Id: Ie3c4f2df35d14279b0f9f55e0e10a873328c025b Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
* QSGRendererInterface: Add Resource suffix for consistencyLaszlo Agocs2016-11-181-4/+4
| | | | | Change-Id: I60e674760725d4c4dd13f53b31c3abb6b09c1790 Reviewed-by: Simon Hausmann <simon.hausmann@qt.io>
* software: Add support for QSGRenderNodeLaszlo Agocs2016-07-191-5/+12
| | | | | | | | | | | | | | | | | 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>
* Doc cleanup for D3D12 and SWLaszlo Agocs2016-07-141-8/+8
| | | | | | | | Fix formatting, wrong class names, and remove sprites as an unsupported feature. Add a note about the glslcore file selector. Change-Id: I2caffc4485157d053bb0fffa47fed8ee1d506774 Reviewed-by: Andy Nichols <andy.nichols@qt.io>
* Unify ShaderEffect property settingLaszlo Agocs2016-06-291-22/+19
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | rendererInterface() should not require isSceneGraphInitialized() to be true - the API and language queries like graphicsApi() have no need for the scenegraph, they only need the plugin to be loaded, i.e. that the QQuickWindow is constructed. This is the key to be able to make GraphicsInfo report graphicsApi and shaderType with the correct values as early as possible - meaning as soon as the item is associated with a window. The initialization of the scenegraph (the exact timing of which varies backend to backend) does not matter here. The fragment and vertex shader property setting is now unified in the two ShaderEffect implementations: - If the component is complete, the shader is attempted to be processed right from the setter. - Otherwise the item will trigger processing once the component is complete. - If there is no window when processing is trigerred, it is deferred via polish. To implement item polish handling we need a new virtual in QQuickItemPrivate since we cannot intrdouce virtuals into the public classes. This way one can write a condition (and later potentially use file selectors) like this: fragmentShader: GraphicsInfo.shaderType == GraphicsInfo.GLSL ? "..." : ... without having to worry about getting an unintended value processed due to GraphicsInfo not yet reporting an up-to-date value. parseLog() forces, for GL at least, shader processing to prevent autotests from breaking. Change-Id: If55c69d746c29cd07348ddad2d6b0f2b5dd7f3a2 Reviewed-by: Andy Nichols <andy.nichols@qt.io>
* Fix up QSGRendererInterface docsLaszlo Agocs2016-06-241-3/+27
| | | | | | | Some enums were missing. Change-Id: I68ff3043eed247b659ccafeb7ee709dd94b653fb Reviewed-by: Andy Nichols <andy.nichols@qt.io>
* One GraphicsInfo to rule them allLaszlo Agocs2016-06-011-3/+44
| | | | | | | | | 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>
* Change graphicsAPI to graphicsApiLaszlo Agocs2016-06-011-2/+2
| | | | | Change-Id: I065f17abd1cb71cd8d6ead76abf7a544eb7a99c0 Reviewed-by: Andy Nichols <andy.nichols@qt.io>
* Adaptable shader effect enablersLaszlo Agocs2016-04-291-0/+9
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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>
* Make rendernode suitable for public consumptionLaszlo Agocs2016-04-201-0/+119
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>