| Commit message (Collapse) | Author | Age | Files | Lines |
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Just copy the one from QSGSharedDistanceFieldCache with some
compile fixes to the superclass so we store the default cache
as well.
Change-Id: I1fcc390601eea58f8b7729c9cead418e4c94714c
Reviewed-by: Yoann Lopes <yoann.lopes@theqtcompany.com>
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This allows the scenegraph backend to customize how QSGPainterNodes are
rendered.
Change-Id: I640dcf121d0be6bda615cf30591d502329fc89d0
Reviewed-by: Lars Knoll <lars.knoll@digia.com>
Reviewed-by: Gunnar Sletta <gunnar@sletta.org>
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This basically renames QQuickShaderEffectTexture to QSGDefaultLayer and
introduces QSGLayer as interface to be used. QQuickShaderEffectTexture is
generic for the scene graph and has no QtQuick dependencies. The interface
separation allows scene graph backends to customize layers.
Change-Id: I9a7f37addaa4b80a34ff9a1456b0cb9b16d4e9f3
Reviewed-by: Gunnar Sletta <gunnar.sletta@jollamobile.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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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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The renderer binds same buffer both for vertex and index data.
This is allowed on desktop & ES but is forbidden in WebGL.
Add a compile-time flag to disable this optimization(?) and
force using a separate buffer for the index data.
Change-Id: I57c17c883a55e02513a8e4427efb202cafaaf37e
Reviewed-by: Gunnar Sletta <gunnar.sletta@jollamobile.com>
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The basic approach is to have the batched renderer create and bind a
vertex array object if it detects we are using an OpenGL Core profile
context. The VAO is bound for the duration of the QQ2 renderer's
work cycle and unbound at the end so as to not interfere with any
other VAO's a user may wish to use.
All shaders have been copied and ported to be compliant with the
GLSL 150 core specification which is the minimum for a Core profile
context (OpenGL 3.2 Core). We are not using any newer features as
yet so this will work anywhere we can get a Core profile context.
The QSGShaderSourceBuilder class has been extended to resolve any
requests for shaders to the same basefilename with "_core"
appended prior to any file extension. This could be extended in
the future to allow version, or GPU or platform specific shaders.
The QSGShaderSourceBuilder has also been extended to allow it to
insert #define definitions in the prologue of a shader. Any such
definition is inserted:
* After the last #extension directive (if any are found)
* Otherwise after the #version directive (if found)
* Otherwise at the start of the shader source
This is required by the custom particle shaders which make
extensive use of such #defines.
In addition the mechanism used by the distance field glyph cache to
extend the cache with new glyphs has been modified to work (and
work more efficiently) when using a Core profile context.
Rather than using a shader program and a buffer filling quad to
blit the old texture into the new cache texture, we instead use
the technique of framebuffer blitting. The existing fallback
implementation using glTexSubImage2D() is still available if
needed.
The DECLARATIVE_EXAMPLE_MAIN macro has been extended to allow easy
testing of any of the QtDeclarative examples with a core profile
context. Just run the example with
QT_QUICK_CORE_PROFILE=1 ./text
for e.g. The only ones that may not work out of the box are those
that provide GLSL shader source e.g. the customparticles or
shader effect examples. These work fine if the shader source is
adapted to GLSL 150 core.
In the future it may be a good idea to expose some context property
to QML that the user can use to determine what shader source
variation to provide to Qt Quick. Along these lines it would also
be very nice to allow the provision of shader source to
ShaderEffect or CustomParticle from a separate source file just as
we now do within Qt Quick.
Task-number: QTBUG-32050
Change-Id: Ia6e9f06dbb8508af9ae03c6b60fb418b4cc9e41f
Reviewed-by: Lars Knoll <lars.knoll@digia.com>
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The default implementation of QSGShaderMaterial::vertexShader() and
fragmentShader() now loads the GLSL source from a list of source files
that can be specified via the setShaderSourceFile() or
setShaderSourceFiles() functions.
Multiple shader source files for each shader stage are supported. Each
source file will be read in the order specified and concatenated
together before being compiled.
The other places where Qt Quick 2 loads shader source code have
been adapted to use the new QSGShaderSourceBuilder, which is also
used internally by QSGMaterial.
This puts Qt Quick 2 into a better state ready to support OpenGL
core profile and to load different shaders based upon OpenGL version,
profile, GPU vendor, platform, etc.
Change-Id: I1a66213c2ce788413168eb48c7bc5317e61988a2
Reviewed-by: Gunnar Sletta <gunnar.sletta@digia.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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The renderer tries to batch primitives together where possible, isolate
non-changing subparts of the scene from changing subparts and retain
vertexdata on the GPU as much as possible. Atlas textures are crucial
in enabling batching.
The renderer and atlas texture are described in detail in the doc page
"Qt Quick Scene Graph Renderer".
Change-Id: Ia476c7f0f42e1fc57a2cef528e93ee88cf8f7055
Reviewed-by: Eskil Abrahamsen Blomfeldt <eskil.abrahamsen-blomfeldt@digia.com>
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Change-Id: I35f07a1725af104952f822274763dd7a96a9d560
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The normal GUI thread render loop has several problems on windows.
It does not do vsync animations and on some hardware, where the
vsync delta is higher than the time it takes to fire a 16ms timer,
the eventloop will always contain at least one event and we never
return to processing non-client area events, like resize.
Also, threaded OpenGL seems rather unstable, so the threaded renderer
is not a stable option.
So we introduce a windows based renderloop. It is fully cross platform
but written to make the most out of the limitations which exist.
The overall goal is:
- vsync animations when allowed by the system. We get this by
using an animation driver and advancing in sync with rendering
- Keep system load low and allow for NC processing. The maybeUpdate
function will start a short timer which will let the renderloop
idle for few ms, allowing the eventloop to pick up system events.
(this is similar to what the threaded renderer also does, btw)
Change-Id: Ic192fd0ed7d5ecdaa2c887c08cbeb42c5de6b8a8
Reviewed-by: Friedemann Kleint <Friedemann.Kleint@digia.com>
Reviewed-by: Samuel Rødal <samuel.rodal@digia.com>
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Convert the private void *m_reserved to a d_ptr so as to make QSGNode
inherited classes extensible without breaking binary compatibility.
QSGNode and subclasses do not create a private instance by default.
This is required by a follow-up commit where a new member needs to be
added to QSGSimpleTextureNode. Protected ctors have been added to the
superclasses of QSGSimpleTextureNode in the usual fashion.
Change-Id: I30c5f5d057654145d87f18c34c5d13a6ff5f7b11
Reviewed-by: Gunnar Sletta <gunnar.sletta@digia.com>
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This change starts using the superior implementation of the scene graph
render loop which has been worked on in the scenegraph-playground
project for a while. It uses a far more straightforward locking/sync
paradigm compared to the existing one and is less deadlock and error
prone. It also enables the scene graph thread to run on its own when
the GUI thread is blocked, enabling threaded animations.
This changes also introduces a naming change inside Qt Quick from
"Window Manager" -> "Render Loop" as that fits better to what the
code does.
Change-Id: I1c2170ee04fcbef79660bd7dae6cace647cdb276
Reviewed-by: Samuel Rødal <samuel.rodal@digia.com>
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Change-Id: I769eb68a1703a2cc7379af702fb888d3e9697300
Reviewed-by: Geir Vattekar <geir.vattekar@nokia.com>
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Regression introduced with 8867be2d1d92e981ed736330f036a681ce4b520b
Change-Id: I8c109399c28c729403535332f8f15df8dfe32b8d
Reviewed-by: Gunnar Sletta <gunnar.sletta@nokia.com>
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Change-Id: Iaab0d9f607b1f4ca6dfb13495a456d1b31bb980a
Reviewed-by: Lars Knoll <lars.knoll@nokia.com>
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Change-Id: If325a38175249c3a3ffe5043d42ba35dbf90ce0c
Reviewed-by: Gunnar Sletta <gunnar.sletta@nokia.com>
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These distance field generation functions have been moved to QtGui.
Change-Id: I78d9015c8776717ede2d1299c2ef3787d165e0b9
Reviewed-by: Eskil Abrahamsen Blomfeldt <eskil.abrahamsen-blomfeldt@nokia.com>
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Change-Id: I8c903cae490158b864af60f53c10c10f2faea7c0
Reviewed-by: Gunnar Sletta <gunnar.sletta@nokia.com>
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Use a shared graphics cache to back the distance fields if
it is available.
Change-Id: Id5e6e7a28e38e349d787e66016b2d0faebc791d7
Reviewed-by: Jiang Jiang <jiang.jiang@nokia.com>
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This is enabled by doing "Item.layer.enabled: true". The implementation
is solely based on the existing shader effect (source) and simply
swaps in a sibling next to the item when enabled.
This change also adds the QSGTextureProvider to the public API,
as it is now a natural part of the QQuickItem API since all items
can be textures.
Change-Id: I26705c11e92d5623a5121300acc123782b784077
Reviewed-by: Kim M. Kalland <kim.kalland@nokia.com>
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This change moves the QtQuick 2 types and C++ API (including
SceneGraph) to a new module (AKA library), QtQuick.
99% of this change is moving files from src/declarative to
src/quick, and from tests/auto/declarative to
tests/auto/qtquick2.
The loading of QtQuick 2 ("import QtQuick 2.0") is now delegated to
a plugin, src/imports/qtquick2, just like it's done for QtQuick 1.
All tools, examples, and tests that use QtQuick C++ API have gotten
"QT += quick" or "QT += quick-private" added to their .pro file.
A few additional internal QtDeclarative classes had to be exported
(via Q_DECLARATIVE_PRIVATE_EXPORT) since they're needed by the
QtQuick 2 implementation.
The old header locations (e.g. QtDeclarative/qquickitem.h) will
still be supported for some time, but will produce compile-time
warnings. (To avoid the QtQuick implementation using the
compatibility headers (since QtDeclarative's includepath comes
first), a few include statements were modified, e.g. from
"#include <qsgnode.h>" to "#include <QtQuick/qsgnode.h>".)
There's a change in qtbase that automatically adds QtQuick to the
module list if QtDeclarative is used. Together with the compatibility
headers, this should help reduce the migration pain for existing
projects.
In theory, simply getting an existing QtDeclarative-based project
to compile and link shouldn't require any changes for now -- but
porting to the new scheme is of course recommended, and will
eventually become mandatory.
Task-number: QTBUG-22889
Reviewed-by: Lars Knoll <lars.knoll@nokia.com>
Change-Id: Ia52be9373172ba2f37e7623231ecb060316c96a7
Reviewed-by: Kent Hansen <kent.hansen@nokia.com>
Reviewed-by: Sergio Ahumada <sergio.ahumada@nokia.com>
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