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* Shapes: only call update() when something changedLaszlo Agocs2020-09-071-1/+1
| | | | | | | | | | | | Shapes has an unusual setup where changing properties (or properties of the Path objects) does not lead to calling update() on the Shape item. That's why it was done in updatePolish() but that can be made less heavy by only doing it when the shape found that something got changed. Task-number: QTBUG-86089 Change-Id: I74f708a960a29f26eb003ac160d2b1258b9ae50f Reviewed-by: Andy Nichols <andy.nichols@qt.io>
* Anisotropic antialiasing for distance field textEskil Abrahamsen Blomfeldt2020-06-151-3/+3
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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>
* Make QSGMaterialRhiShader become QSGMaterialShaderLaszlo Agocs2020-06-021-68/+6
| | | | | | | | | | | | | | | | After a symbiotic relationship in Qt 5.14 and 5.15, it is time for QSGMaterialRhiShader to devour its older sibling and take its place. This makes the direct OpenGL rendering path disfunctional. All QSGMaterial Qt 6 TODOs are solved, the API is clean and straightforward again: a QSGMaterial creates a QSGMaterialShader, no special flags and options needed. (it's just that QSGMaterialShader now has a slightly different API) Task-number: QTBUG-79268 Task-number: QTBUG-82997 Change-Id: I545ca8d796c5535e81957c706e7832133be15b7d Reviewed-by: Eirik Aavitsland <eirik.aavitsland@qt.io>
* Remove shadereffect dependency from shapesKarim Pinter2020-01-221-0/+1
| | | | | | | | | | | | Uses wavefrontmesh only if the shadereffect feature is there. Path doesn't need to depend on shadereffect feature only on gui module. The shape also missed a sgtexture header. Fixes: QTBUG-81296 Change-Id: I78425ef8a09226b99e9b9f6010dda9dac9009fe5 Reviewed-by: Andy Shaw <andy.shaw@qt.io> Reviewed-by: Shawn Rutledge <shawn.rutledge@qt.io> Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
* Change const ref to ref in QSGMaterialRhiShader as per API reviewLaszlo Agocs2019-09-231-6/+6
| | | | | | Change-Id: I7783ed26a66f03ebe3b26bcba2f42f9fff45a417 Reviewed-by: Lars Knoll <lars.knoll@qt.io> Reviewed-by: Christian Strømme <christian.stromme@qt.io>
* Add the graphics api independent scenegraph portLaszlo Agocs2019-07-041-42/+67
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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>
* Move QtQuick.Shapes implementation to qtquickshapes, privately exportedPaolo Angelelli2018-06-211-0/+393
This change moves the implementation of QtQuick.Shapes into an own qt module, where classes are privately exported. In this way Shapes QML types can be internally (= from other Qt modules) instantiated also from cpp. Change-Id: I428f981f0a1f3083e6571cbeaffa706fd8ef7254 Reviewed-by: Shawn Rutledge <shawn.rutledge@qt.io> Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>