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Change-Id: Iacfa3ae3284f47c5501fc443c764d493334a608d
Reviewed-by: Fawzi Mohamed <fawzi.mohamed@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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From Qt 5.7 -> tools & applications are lisenced under GPL v3 with some
exceptions, see
http://blog.qt.io/blog/2016/01/13/new-agreement-with-the-kde-free-qt-foundation/
Updated license headers to use new GPL-EXCEPT header instead of LGPL21 one
(in those files which will be under GPL 3 with exceptions)
Change-Id: I04760a0801837cfc516d1c7c02d4f503f6bb70b6
Reviewed-by: Lars Knoll <lars.knoll@theqtcompany.com>
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The mipmap test has been updated to work on chips without npot, but
because it is failing in ci on some linux machines, we keep it enabled
for OSX and windows only.
The test also includes a dump of GPU capabilities to aid in debugging.
Change-Id: Ief3092b8e0502bea06aaf4a20c03b7edfa0b2403
Reviewed-by: Simon Hausmann <simon.hausmann@theqtcompany.com>
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Qt copyrights are now in The Qt Company, so we could update the source
code headers accordingly. In the same go we should also fix the links to
point to qt.io.
Change-Id: I61120571787870c0ed17066afb31779b1e6e30e9
Reviewed-by: Iikka Eklund <iikka.eklund@theqtcompany.com>
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- Renamed LICENSE.LGPL to LICENSE.LGPLv21
- Added LICENSE.LGPLv3 & LICENSE.GPLv2
- Removed LICENSE.GPL
Change-Id: I84a565e2e0caa3b76bf291a7d188a57a4b00e1b0
Reviewed-by: Jani Heikkinen <jani.heikkinen@digia.com>
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Using hundreds of thousands of Items works, but it takes its
toll, so use a custom item to allocate QSGNodes directly which
are instantanous.
Change-Id: Iee5d8495b3d7d5abd24c14a53b2327e5efe9523b
Reviewed-by: Laszlo Agocs <laszlo.agocs@digia.com>
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Given the following tree:
OpacityNode
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TransformNode (which is a batch root)
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GeometryNode
If both opacity and transform nodes were changed this frame, we would
hit the optimized "scrolling" path while traversing the tree and abort
updating that subtree. As a result the opacity change was not
propegated to the geometry node and it would be rendered incorrectly.
Fix this by skipping the optimized path when there are opacity changes
in an ancestor.
Task-number: QTBUG-39190
Change-Id: Ieaebfe3de62b961204bd3103fe9913d60e75e412
Reviewed-by: Laszlo Agocs <laszlo.agocs@digia.com>
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When two separate changes have occurred, we need to not
only invalidate the batches directly overlapping those, but
also any batch which has render orders between the two. So,
keep track of the range of invalidated render orders and
invalidate everything in between.
Task-number: QTBUG-37422
Change-Id: Ie5a289d5c569b84917ec9ac52671173c566e69b3
Reviewed-by: Laszlo Agocs <laszlo.agocs@digia.com>
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We had had an optimization which tried to reduce state changes,
but filtering is also changed in QSGTexture::updateBindOptions
which Atlas::bind() didn't know anything about. Solution: don't
try to be so clever.
Task-number: QTBUG-35457
Change-Id: I39ac0106396921e1b652db2b2aa5a9923b35e825
Reviewed-by: Shawn Rutledge <shawn.rutledge@digia.com>
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[ChangeLog][QtQuick] New feature: Image.mipmap
Task-number: QTBUG-19961
Change-Id: I13acb2408d5b126790adaf9d324ad4beda1e3646
Reviewed-by: Michael Brasser <michael.brasser@live.com>
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If another GL context is bound to another surface on the GUI
thread, we can run into issues while cleaning up the SG nodes.
Task-number: QTBUG-34898
Change-Id: Ifa02b7cdbc7ab38b3a149a21452cc5071498a7d1
Reviewed-by: Laszlo Agocs <laszlo.agocs@digia.com>
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Since we are sorting batches based on the zorder of the first element
it is crucial that we don't continue adding to batches once an overlap
with a compatible element is found.
Task-number: QTBUG-34864
Change-Id: Ic2194c5c17bba0bc9874a14e8a69c81bff75bd1c
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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We pretransform vertices relative to their batch root and upload these
using single-precision floats. If the offsets are huge then the
floating point numbers start to get unstable and we get rendering
artifacts as a result. This typically happens for lists/tables with
huge models.
Task-number: QTBUG-34312
Change-Id: I2516f2b4fa93f44a1288659d05458fb1af0df943
Reviewed-by: Laszlo Agocs <laszlo.agocs@digia.com>
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Change-Id: I5d975735b0975f284b8aee15541f208e3deb704f
Reviewed-by: Alan Alpert <aalpert@blackberry.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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