| Commit message (Collapse) | Author | Age | Files | Lines |
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..and so fully compatible in behavior with properties like Image.source.
The main improvement here is that unlike with the old code, which incorrectly
handled local file URLs, one can now write fragmentShader: "myshader.frag.qsb"
which leads to picking up the file relative to the component (the .qml file),
as expected.
Existing code (that uses file: or qrc: URLs) will continue to work
as-is.
Change-Id: I89dd84b998b59ae6d5b6cb3d8a6353961ee8bb4a
Reviewed-by: Paul Olav Tvete <paul.tvete@qt.io>
Reviewed-by: Christian Strømme <christian.stromme@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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Fixes: QTBUG-84299
Change-Id: Ib1c73ae5e7f5df8d4390d33ce0e61c06b052cd59
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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Make the QSGShaderEffectNode base class a QObject, the subclass
(QSGRhiShaderEffectNode) is already a QObject so we lose nothing.
This way we can get rid of the textureChanged() signal from the
shadereffectmanager (the object living on the gui thread), and so the
node (living on the render thread) does not need to do emit
m_mgr->textureChanged() on the render thread. The signal emission in
itself was perfectly fine, except when m_mgr happened to be destroyed
already in case the node outlived the gui thread's item (and m_mgr).
After the change we have something that is closer to what the direct
OpenGL implementation did - and some of the interfaces in QSGContext get
a lot cleaner in fact because the node can be instantiated on its own,
without the involving the shadereffectmanager object that does not even
live on the render thread.
Change-Id: Ibb918cc3eaa08faddb8b8e5dfa3e34b212161703
Reviewed-by: Eirik Aavitsland <eirik.aavitsland@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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