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Change-Id: Icc08925454445fc9497fb3bfd2c26efe90605983
Reviewed-by: Jani Heikkinen <jani.heikkinen@qt.io>
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Enablers for native text rendering. Distance field support is postponed
for the time being.
The main feature here is the revised texture handling where it is now
possible to schedule the update of multiple sub-regions from a list of
QImages. BGRA is now used where appropriate, meaning for example that
RGB32 needs no QImage conversion anymore.
The skeletons of the glyph nodes, the basic text material and the glyph
cache are added as well.
Also fixes cleanup when closing the window by properly reimplementing
invalidate() in the rendercontext.
The default rectangle, image and glyph nodes are refactored a bit once
again: QSGBasicSomethingNode is now the common (albeit optional), abstract
class, living in its own file, whereas QSGDefaultSomethingNode is the
GL-specific one, like before. This prepares the future renaming for
QSGDefault -> QSGOpenGL.
Change-Id: I6dbb4ece10be39fd214bb64082d79607389e3e6e
Reviewed-by: Andy Nichols <andy.nichols@theqtcompany.com>
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The smooth material is requested by antialiasing: true. This is
not the same as setting smooth: true which changes the filtering.
Mipmap support is only available for power-of-two textures for now.
Others will get scaled.
In addition, texture releases are now properly deferred and unnecessary
Wait() calls are avoided.
Change-Id: Ib9d909b1c4e2158564ab8bcfb933c088cf0da239
Reviewed-by: Andy Nichols <andy.nichols@theqtcompany.com>
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For now there is no mipmapping, no atlases, and all image data is
converted to RGBA8888. Regardless, this already makes it possible to use
basic Image elements.
Follow the same pattern as with rectangles: most of the code is shared
via a material-less, abstract QSGDefaultNoMaterialImageNode, with the
material-related bits provided by QSGDefaultImageNode for GL and
QSGD3D12ImageNode for D3D.
Also fixes the harmless but incorrect miscalculation of the VBV size for
indexed draws.
Image data is copied into an intermediate upload buffer when invoking the
render context's createTexture(). The upload is triggered on a separate copy
command queue. The main command queue is synchronized via a fence before
executing the commands for the current frame.
Root signatures are now cached more cleverly and include zero or more SRVs
as parameter 1. This involves the engine having to manage a shader (GPU) visible
CBV-SRV-UAV descriptor heap as well.
Change-Id: I67c35577ff2677e1c7776dd8e5011860e2d78b00
Reviewed-by: Andy Nichols <andy.nichols@theqtcompany.com>
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