| Commit message (Collapse) | Author | Age | Files | Lines |
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QRhi has APIs (but private ones) that allow retrieving and
restoring the contents of the "pipeline cache". (which may map
directly to VkPipelineCache, or may be a simulated, OpenGL
program binary based solution)
In many cases it is convenient if the saving of the cache blob
to a file, and then, during subsequent runs of the application,
the loading of cache contents, can be enabled via environment
variables:
QSG_RHI_PIPELINE_CACHE_SAVE=filename maps to setting the
EnablePipelineCacheDataSave flag on the QRhi, and writing
the collected data to file upon application exit. (more correctly,
when the QRhi is about to be destroyed by the render loop)
QSG_RHI_PIPELINE_CACHE_LOAD=filename maps to attempting to read
the contents of the specified file, and, if successful, passing it
to QRhi right after initialization. When supported and the data is
not corrupt or incomplete, the result is likely improved pipeline
creation times (the exact details depend on the driver with Vulkan,
while with OpenGL it all maps to glProgramBinary instead of compiling
from source)
Setting QSG_INFO=1 can be useful to see what is happening when the above
2 env.vars. are set.
With OpenGL the simulated "pipeline cache" is orthogonal to the Qt 5 era
shader program disk cache: loading from both is supported transparently
to the application. When QSG_RHI_PIPELINE_CACHE_SAVE is enabled, the
disk cache will not be written to.
Task-number: QTBUG-90398
Change-Id: I82d9a81e9dab39d3513a6aa7c6e1ff748a4ec6e5
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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...while extending the autotest to cover more complicated cases, such as
grabbing again after show-hide and doing show-grab-hide-grab-show-grab.
In fact some of these cases have not been working in Qt 5. Now the basic
render loop is fixed up to support the all the combinations threaded
does.
Task-number: QTBUG-87399
Change-Id: Id01995bc3a2660b16cfb2f8bedc84becea0be1bb
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Change-Id: I728cecd85807eb835703a0bb8bb4acdb1f2068ae
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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What exactly this will cause is another question. But at least now the
traditional OpenGL way of setting the QSurfaceFormat's swapInterval 0
will have an effect with the other APIs as well.
Change-Id: I6d50952502a70e84828ed87347e2a948299f6f42
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Also fixes a plain bug in the basic render loop: using static to measure
elapsed time is broken in a multi-window setup.
Change-Id: Ie81fd9f4ec274f8ef095a8be7f280173f143de04
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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The classic example is Shape, which needs to dirty the QQuickItem in
updatePolish() in order to get it picked up in the synchronize step.
That part is fine, but we do not want maybeUpdate() to issue a
requestUpdate() then since we are effectively in progress of doing an
update, so having another full round of polish/sync/render is a waste.
Task-number: QTBUG-86089
Change-Id: Ie41563b34da17e7134631791ed024b31e87e21e3
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Fixes: QTBUG-86209
Change-Id: Iea09d22f09df3b50ebdf55d1c72affb5603bdcda
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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Both for the swapchain and more importantly, layers. The latter was
never implemented, not in Qt 5 with OpenGL either, and it becomes a
problem for resource-limited use cases because QSG_NO_DEPTH_BUFFER still
creates depth/stencil attachments for layers even though the 2D
rendering has no use for those then.
Clarify the QQuickGraphicsConfiguration docs as well. The story is
fairly convoluted, because the useDepthFor2D flag one can set from C++
is not 100% the same as the env.var. (and it really should not be)
The flag is about relying on depth testing in 2D (and so enabling the
potentially more efficient opaque batches), but it does not prevent adding
a View3D or other stuff that requires a depth buffer. The env.var on
the other hand does both: it (depending on the platform) disables
depth (and often stencil) buffers, thus using fewer resources, and also
triggers the depth-less 2D rendering path (alpha batches only). But that
is not always compatible with 3D then (like an offscren View3D will work,
other modes may not)
Change-Id: I5ac1ce154fe78a3ec8bd1a698c1c0b944ce8077e
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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1. When the quick pixmap is cached, it might be deleted by a timer.
2. When its QQuickPixmapData is being deleted, its QQuickTextureFactory is also
deleted. Which informs the QSGRenderContext to postpone deleting of a texture
that belongs to this texture factory.
3. When an update is called on the _hidden_ window, QSGGuiThreadRenderLoop::renderWindow
calls rc->endSync(), which deletes postponed the texture from 2.
After that the texture must not be used.
But some QSGNode can still keep pointer to the deleted QSGTexture.
and when updatePaintNode is called, it might produce a crash.
So, suggesting a fix to inform the render loop that there is a window
with pending updates, and no need to delete textures.
Change-Id: I1487595dbb686e682ac3b91b9c3d21f401095daa
Pick-to: 5.15 5.12
Fixes: QTBUG-65170
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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No problems with threaded, but when using QSG_RENDER_LOOP=basic with
Vulkan we missed setting the Vulkan instance for the second, third, etc.
window.
The problem can be seen with the quick/window example, running it with
QSG_RHI_BACKEND=vulkan QSG_RENDER_LOOP=basic makes it fail. With the
patch it will function as expected.
Change-Id: I98e7cb5ff960200dadb2fcbc30f771f9a7d9a9ae
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Make the before signal closer to the actual QRhi::beginFrame() call.
This fixes emitting a beforeFrameBegin unnecessarily when unexposing and
then exposing a window again.
Change-Id: Icc562a57798986c8d04c6800eabc41981c5da85b
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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This is required to remove the ; from the macro with Qt 6.
Task-number: QTBUG-82978
Change-Id: Iead53d18fd790fb2d870d80ef2db79666f0d2392
Reviewed-by: Shawn Rutledge <shawn.rutledge@qt.io>
Reviewed-by: Ulf Hermann <ulf.hermann@qt.io>
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Follow the pattern of QQuickRenderTarget and QQuickGraphicsDevice.
This makes it possible to integrate with real world frameworks, such as
OpenXR, that, especially with Vulkan, expect this level of
configurability. (i.e. one pulls the list of extensions to be enabled on
the device, that then needs to be taken into account by Quick, otherwise
it will end up with a VkDevice that is not usable by OpenXR)
Same goes when integrating native Vulkan rendering into an application:
if certain extensions need to be enabled on the VkDevice, today that can
only be done with an environment variable which is not entirely ideal.
These issues are now solved by a new simple (and extensible) container
QQuickGraphicsConfiguration, which is associated with the QQuickWindow.
When applicable, the scene graph will then pick up the relevant settings.
Expand the related docs everywhere. Also rename the vulkanInstance() to
defaultVulkanInstance() to emphasize that it is the instance that is
used for normal QQuickWindows, and is not provided when redirecting
via QQuickRenderControl.
While we are at it, include another obvious candidate: the use-depth-buffer
flag. It turns out that Quick3D's Overlay render mode can be pretty
problematic if Quick writes to the depth buffer. In order to avoid
relying on environment variables (QSG_NO_DEPTH_BUFFER), we now provide
a proper API for controlling that as well.
Change-Id: Iefdb62c1f53de8bd34e3f0d393b00c5020d6188a
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Accelerated graphics is now possible without OpenGL support. With
this change, a Qt build with -no-opengl can still run Qt Quick with
a Vulkan, Metal, or Direct3D backend.
Fixes: QTBUG-84027
Change-Id: Ib63c733d28cfdf7de16b138df136fa7628e1747b
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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Not called in practice anymore, remove the corresponding condition in
the basic render loop as well.
Change-Id: I22d6091c900ce36665b9e7f6dc91cc9276528ff6
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Task-number: QTBUG-84718
Task-number: QTBUG-84623
Change-Id: I14392c365a52ecc410362500bbe29b4dd7953007
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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This also removes QQuickUniformAnimator, which is not yet ported
to RHI (QTBUG-83976)
Task-number: QTBUG-83977
Change-Id: I3e656e6817ac991371b7f6557f050e122635d279
Reviewed-by: Eirik Aavitsland <eirik.aavitsland@qt.io>
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Task-number: QTBUG-84434
Change-Id: If8f57f00726868a3540c877d07fca761618e4f08
Reviewed-by: Friedemann Kleint <Friedemann.Kleint@qt.io>
Reviewed-by: Fabian Kosmale <fabian.kosmale@qt.io>
Reviewed-by: Maurice Kalinowski <maurice.kalinowski@qt.io>
Reviewed-by: Ulf Hermann <ulf.hermann@qt.io>
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Fixes: QTBUG-84059
Change-Id: Id70c043f96e9525a5a6053efbf99c5ea3408da65
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Change-Id: I0bc2cbce373febcb9073f15067eebbc1723462ba
Reviewed-by: Eirik Aavitsland <eirik.aavitsland@qt.io>
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tst_qquickwindow::grab is now expected to pass in all combinations
(both direct GL and RHI with any backend).
Task-number: QTBUG-78608
Change-Id: I8c1f2ff3d50144c7dd4498160818d0860b67db15
Reviewed-by: Eirik Aavitsland <eirik.aavitsland@qt.io>
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Unlike the threaded one, this runs into the well-known issue of
referencing the QRhiRenderPassDescriptor from data structures that are
tied to the rendercontext.
In the 'basic' loop there is one rendercontext that is reused for all
windows. With threaded there would be one rendercontext per window,
because there each window gets its own render thread, and so the problem
cannot arise.
Fix up the basic loop accordingly.
Change-Id: Iea6713c6167ead7df96ac5f01d7b92d2ec57ce71
Reviewed-by: Paul Olav Tvete <paul.tvete@qt.io>
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For compatibility, QSG_RENDER_LOOP=windows shows a warning and uses
basic.
For OpenGL proper, threaded is the default on Windows since Qt 5.5, so
this will not affect there in any way.
By default the windows loop was only used with ANGLE, or a non-standard opengl32
implementation like the Mesa llvmpipe shipped with the pre-built Qt packages.
(and only on Windows, as the name suggests, even though the implementation of this
loop is not tied to Windows in any way)
For these we default to basic now. This will make no difference in practice:
The windows render loop's value is that it takes the custom animation driver
(advanced per frame, assuming that vsync-based throttling is active) approach from
the threaded loop, while behaving like basic otherwise, thus providing smoother
animations compared to basic, in theory. But due to its relatively little use (not
the default since 5.5), ANGLE being removed in the near future, and not
making much sense for the software rasterizer cases (those will have
bigger problems than smoothly advancing animations, often providing no vsync,
so they are better off with basic anyways), it makes no sense to invest into
adding QRhi support for this loop too.
Task-number: QTBUG-78578
Task-number: QTBUG-82997
Change-Id: I8ccd2e5e375799df5bb5018df247aa5b8197032a
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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New additions to the QQuickWindow signal family. Out of the three stages
of the (modern) frame generation process, only two are covered by the
existing beforeRendering, beforeRenderPassRecording -
afterRenderPassRecording, afterRendering pairs.
With the new ones, the rendering of a simple Qt Quick scene looks like
the following:
emit beforeFrameBegin
QRhi::beginFrame()
emit beforeRendering
... (additional render passes targeting textures when layers or View3D are involved)
QRhi::beginPass()
emit beforeRenderPassRecording
...
emit afterRenderPassRecording
QRhi::endPass()
emit afterRendering
QRhi::endFrame()
emit afterFrameEnd
This fits very well the revised QQuickRenderControl API, which has
explicit beginFrame-endFrame points as well. So now we can make both
QQuickRenderControl and the render loops to emit these signals at the
appropriate points.
Task-number: QTBUG-83883
Change-Id: Ib385b29393f3b39b0700432d14ea3976cf337fa0
Reviewed-by: Shawn Rutledge <shawn.rutledge@qt.io>
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Implement the Qt 6 TODO for using an externally-provided render target
when rendering the scene via QRhi.
And say hello to QQuickRenderTarget. This class exists to allow
potentially extending later what a "render target" consists
of. Instead of hard-coding taking a single void * in the
setRenderTarget() function, it takes a (implicitly shared,
d-pointered) QQuickRenderTarget, which in turn can be created via
static factory functions - of which new ones can be added later on.
The new version of QQuickWindow::setRenderTarget() takes a
QQuickRenderTarget.
QQuickRenderControl gets a new initialize() variant, and a few extra
functions (beginFrame(), endFrame()). This allows it to, by using
QSGRhiSupport internally, create a QRhi under the hood.
As a bonus, this also fixes an existing scenegraph resource leak when
destroying the QQuickRenderControl.
The qquickrendercontrol autotest is extended, with a QRhi-based test
case that is executed for all of the QRhi backends that succeed to
initialize. This is the internal verification. In addition, there is
a Vulkan-based one that creates its own VkDevice, VkImage, and
friends, and then uses Qt Quick with the same Vulkan device, targeting
the VkImage. This test verifies the typical application use
case. (sadly, life is too short to waste it on writing Vulkan
boilerplate for an on-screen version of this, but we have the D3D11
example instead)
What QQuickRenderControl loses, when used in combination with QRhi, is
the grab() function. This never made much sense as a public API:
QQuickWindow::grabWindow() call this when the window is associated
with a rendercontrol, so as a public API QQuickRenderControl::grab()
is redundant, because one gets the same result via the standard
QQuickWindow API. It is now made private.
More importantly, reading back the content is no longer supported,
unless the 'software' backend is in use. The reasoning here is that,
if the client of the API manages and provides the render target (as
abstracted by QQuickRenderTarget), it is then expected to be capable
of reading back the content in whatever way it sees fit, because it
owns and manages the resource (e.g. the texture) in the first
place. Providing fragile convenience functions for this is not
reasonable anymore, and was questionable even with OpenGL, given that
it is not future proof - what if the target is suddenly a floating
point texture, for instance? The software backend case makes sense
because that relies on private APIs - and has no render target concept
either - so there the same cannot be achieved by applications by
relying on public APIs only.
Another new class is QQuickGraphicsDevice. This is very similar to
QQuickRenderTarget, it is a simple container capable of holding a set
of of native objects, mostly in the form of void*s, with future
extensibility thanks to the static factory functions. (examples of
native object sets would be a ID3D11Device + ID3D11DeviceContext, or a
QOpenGLContext, or a MTLDevice + MTLCommandQueue, or a number of
Vulkan device-related objects, etc.) This allows one to specify that
the QRhi created under the hood (either by QQuickRenderControl or by
the render loop) should use an existing graphics device (i.e. it is
basically a public wrapper for values that go into a QRhi*InitParams
under the hood).
QQuickRenderTarget and QQuickGraphicsDevice are both demonstrated in a
new example: rendercontrol_d3d11. We choose D3D11 because it is
reasonably simple to set up a renderer with a window, and, because
there is known user demand for Qt Quick - external D3D engine
interop. Passing in the custom engine's own ID3D11Device and
ID3D11DeviceContext is essential: the texture (ID3D11Texture2D) Qt
Quick is targeting would not be usable if Qt Quick's QRhi was using a
different ID3D11Device.
Task-number: QTBUG-78595
Change-Id: I5dfe7f6cf1540daffc2f11136be114a08e87202b
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Main goals of these changes:
1) Add an ability to work with disabled and inactive palettes from QML
2) Eliminate massive code duplication in qtquickcontrols2 module
3) Provide easily extensible architecture for this piece of
functionality
Architectural part.
Palette
It was decided to not change existing QPalette, but add thin wrappers
around it to provide all required functionality. These wrappers are
highly coupled with QPalette class because of using some enum values
from it.
There are two new classes QQuickPalette and QQuickColorGroup.
QQuickPalette class inherits QQuickColorGroup class and represents
Active/All color group. QQuickPalette also provides an access to three
color groups: Active, Inactive, and Disabled.
In order to access colors the special class QQuickPaletteColorProvider
is used. This is a wrapper around QPalette that provides some
convenience functions.
Interface
The private property "palette" should be exposed.
Implementation
All private parts of classes that implement
QQuickAbstractPaletteProvider have to inherit
QQuickPaletteProviderPrivateBase class. This template class implement
all functionality: create palette, resolve dependencies, connect objects
etc. This is important to mention that related data is lazily
allocatable on demand only. Hence, there is no memory overhead for
regular items.
Change-Id: I911424b730451b1ad47f68fd8007953b66eddb28
Reviewed-by: Volker Hilsheimer <volker.hilsheimer@qt.io>
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The headers are moving from QtGui to QtOpenGL. By avoiding the
qualification we can keep them compiling either way. Also, add
opengl-private to make the types available.
Also removed the QGraphicsRotation hack to get access to the projected
rotation function of QMatrix4x4. The function is public now.
Task-number: QTBUG-74409
Change-Id: I216e8ca09f8e247f96627b081308e3a57c55c29c
Reviewed-by: Ulf Hermann <ulf.hermann@qt.io>
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This adds Q_TRACE tracepoints for all places that are covered by
the QML profiler's QSG integration. The big advantage over the
existing framework is that these trace points can be visualized
next to other system tracepoints to correlate the data better with
load and resource consumption induced by other processes on the
system.
Change-Id: I0c5b70a0870f0b89e4533c351c099e13fd18a55f
Reviewed-by: Ulf Hermann <ulf.hermann@qt.io>
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So on Windows one now gets a message box with a reasonable message,
instead of the OpenGL nonsense. Then the application closes when pressing
Abort etc.
On other platforms there is a qFatal, printing the same message.
Involves simplifying the OpenGL version a bit since passing isES type of
flags through multiple layers is not justified here.
Task-number: QTBUG-80365
Change-Id: Ie3ea1e9395a283f7e95eda78c1d3894797ff0acf
Reviewed-by: Eirik Aavitsland <eirik.aavitsland@qt.io>
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Task-number: QTBUG-80365
Change-Id: Iaa2f97b02c4665f0485226d9aa420993330d78f8
Reviewed-by: Paul Olav Tvete <paul.tvete@qt.io>
Reviewed-by: Johan Helsing <johan.helsing@qt.io>
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It is being deprecated.
Change-Id: I844bd92af85bc53a8fc0371408d05277bd49f511
Reviewed-by: Simon Hausmann <simon.hausmann@qt.io>
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
Reviewed-by: Ulf Hermann <ulf.hermann@qt.io>
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In the event of a graphics context loss, we need to reset the scenegraph
and the GL context.
As all windows share a graphics context a loss detected in one window
needs to reset the scenegraph on all windows.
Change-Id: I3ff1a93d5a08fa21366a6a56e94bd2185aebb2d5
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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There are ways to close the window without hitting the code paths in the
render loops that delete the animation controller. Probably if no frame
was ever rendered.
Change-Id: If3e9d2051525c4ff50eda19084c967578fe4f4b0
Reviewed-by: Simon Hausmann <simon.hausmann@qt.io>
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...as this will be done automatically by QRhiSwapChain after the
corresponding QtGui changes.
Task-number: QTBUG-78641
Change-Id: I8edeb728f3aba07bfa6bc6331966fba4bdee71f4
Reviewed-by: Tor Arne Vestbø <tor.arne.vestbo@qt.io>
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Change-Id: I02cee05ce7eee2ad1c458d1a934c210c12d1dea2
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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Task-number: QTBUG-78089
Change-Id: I22f8bb5ec0af33397df14e064a0306bd4c5a5ef5
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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What we are doing for now is setting ExternalContentsInPass always.
This way vulkanunderqml works as expected. For applications that do
not integrate external rendering this means that there is now an
additional secondary command buffer per render pass, but we can
live with this for now.
Later (Qt 6) there should be a way to declare this (that the application
will want to issue native rendering stuff) up front in QQuickWindow or
somewhere.
Change-Id: I736741f9b0eee2f8295b046bacdce862e6a546f5
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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QQuickWindow::setScenegraphBackend() may be called before QQuickWindow
gets a chance to create a render loop. If QSG_INFO (the env.var.) is
used instead of the logging category (qt.scenegraph.general), some logs
are not printed because the code that enables the logging category is not
yet run.
To prevent confusion, make sure the logging category gets enabled before
the first potential qCDebug. In the worst case we check twice but that's
fine.
Change-Id: Ibfc0af05050adc9766c30a2d15c778b2a51823fe
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Change-Id: I5772b38c59b8fe3f9a30f56d3a559f6161443562
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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The (gl) condition is clearly an oversight, the branch should be taken
if either gl or rhi are valid.
Change-Id: Ieb0a9aeec996f8940716f9fdafe90525b60fc248
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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Change-Id: I4e8d3111a2f3b77e984756cc9eef49d42f0b647c
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Change-Id: I05440c54b99ddb6aac9a47e8b33a00be41c13055
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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This was disabled due to the unmerged qtbase api change.
Change-Id: I38beb8f2aa11dc233765bcfe06e91940b64b5758
Reviewed-by: Lars Knoll <lars.knoll@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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If a QQuickWindow is destroyed without ever being rendered, then there won't be
any QOpenGLContext in QQuickOpenGLShaderEffectMaterial::cleanupMaterialCache.
Same goes for QQuickWidgetRenderControl.
Fixes: QTBUG-65236
Change-Id: I2742505d147bc8444b46688170d33fbb2844f2ac
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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Change-Id: Ieaf0811cf045af1e6df4db4ab67d7c38ba0d1fbf
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If there is an invisible window that will not be rendered but
is constantly requested to render, updatePending is always set.
This prevented purging of already unneeded textures, and meant
endSync() was never called and m_texturesToDelete was never cleared.
Added a fix to clear the updatePending flag regardless of visibility.
Task-number: QTBUG-66116
Change-Id: Ib8bf453a3dee18d3d43342580c619664b701acae
Reviewed-by: Shawn Rutledge <shawn.rutledge@qt.io>
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Force use of the basic render loop, adapt qqmlthread
and qqmltypeloader to work on a single thread.
Disable components and features that require worker
threads: qmldb_server, worker script, shapes, folderlistmodel,
threaded render loop, software renderer.
Done-with: Lorn Potter <lorn.potter@gmail.com>
Change-Id: I77d965947f684f8b7d19284b5decd893395316cb
Reviewed-by: Lorn Potter <lorn.potter@gmail.com>
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Since eeb320bbd8763f3e72f79369cc3908e999a0da3c the GL context only
deletes textures when all windows with pending updates have finished
rendering.
renderWindow will not process any window that is not visible. This
leaves a logic bug that we can have the updatePending flag set but
never cleared.
If we have two windows, this leaves the other window still updating
normally, but lastDirtyWindow will always be false and we never call
endSync.
This results in an effective memory leak of all textures.
This patch resets the flag on hide() a move that can be considered safe
given the show() method will reset this flag anyway.
Change-Id: Iab0171716e27e31077a66b5e36a00bf28a2e7a8c
Reviewed-by: Kai Uwe Broulik <kde@privat.broulik.de>
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
Reviewed-by: Dominik Holland <dominik.holland@pelagicore.com>
Reviewed-by: Aleix Pol
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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From now on we prefer nullptr instead of 0 to clarify cases where
we are assigning or testing a pointer rather than a numeric zero.
Also, replaced cases where 0 was passed as Qt::KeyboardModifiers
with Qt::NoModifier (clang-tidy replaced them with nullptr, which
waas wrong, so it was just as well to make the tests more readable
rather than to revert those lines).
Change-Id: I4735d35e4d9f42db5216862ce091429eadc6e65d
Reviewed-by: Simon Hausmann <simon.hausmann@qt.io>
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