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Change-Id: I8cf053270a7d2c17cb3c4313ff129610aeded59a
Reviewed-by: Eskil Abrahamsen Blomfeldt <eskil.abrahamsen-blomfeldt@qt.io>
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For large scale text, the default distance field size gives
artifacts on certain font features. We already have an environment
variable which overrides this on an application level, but this
will cause all distance fields to be rendered at the high resolution,
whereas you may just want it for one particular text field.
Since this becomes an especially important use case now that we can
embed the text fields in a 3D scene, we add a property which can
be used to tweak the base font size used for generating the
distance fields.
[ChangeLog][QtQuick][Text] Added "renderTypeQuality" property, which
can be used in cases of very large fonts, where Qt's font rasterization
may show some rendering artifacts when using the default quality.
Fixes: QTBUG-84696
Change-Id: Ie4205e82cf441562dcc65a8e432a941a3baeddf3
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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For perspective transforms, we need to find the sample
range in the glyph cache per pixel. We can do this by
getting the gradient of the distance field at the
specific pixel.
This will ensure proper antialiasing with any
projection, but has the limitation that when glyph contours
become thinner than a pixel, they may disappear or become
too emphasized, because the hardware-gradient - based on
neighbouring fragments - is not reliable at that scale.
So we should only default to this when we detect that the
text is child of a 3D scene.
To make this smooth, we need to know the mode of the renderer
when creating the shader. So QSGMaterial::createShader()
now takes a render mode that we can use to customize behavior
based on whether it is rendering into a 2D or 3D scene.
[ChangeLog][QtQuick] The QSGMaterial::createShader() virtual
function has been extended to take a render mode argument,
which can be used for any customizations needed in the case
where the shader will be used in combination with 3D perspective
transformations.
Fixes: QTBUG-84695
Change-Id: I5a18a4edbdfa07e8f9d506c42bb20e8eb580927d
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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Task-number: QTBUG-84623
Change-Id: I26941eacf5ad97ed3c7c6e7d7ad3beec7f0c6fa3
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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The QSGTexture API is now clean, the OpenGL-specific functions are
removed.
Docs are to be updated in a separate patch.
QSGPlainTexture, and a number of texture related places have to follow
suit.
The OpenGL atlas texture implementation is now removed.
Task-number: QTBUG-84717
Task-number: QTBUG-84623
Change-Id: I1aab3b8b9145bb74ad39ef836ce540fc851292c5
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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Task-number: QTBUG-78883
Change-Id: Ifcf5af843b5101a35ecc762a6a3b0196b6d97782
Reviewed-by: Christian Strømme <christian.stromme@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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