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* Fix outdated BSD license headerKai Koehne2017-10-171-3/+13
| | | | | Change-Id: Icc08925454445fc9497fb3bfd2c26efe90605983 Reviewed-by: Jani Heikkinen <jani.heikkinen@qt.io>
* D3D12: Text enablersLaszlo Agocs2016-03-171-1/+21
| | | | | | | | | | | | | | | | | | | | | | | | | 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>
* D3D12: Add mipmaps and smooth texture materialLaszlo Agocs2016-03-151-1/+18
| | | | | | | | | | | | | | 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>
* D3D12: Basic image supportLaszlo Agocs2016-03-071-0/+60
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>