2011-04-27 12:13:26 +00:00
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/****************************************************************************
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**
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2016-01-19 09:38:36 +00:00
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** Copyright (C) 2016 The Qt Company Ltd.
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** Contact: https://www.qt.io/licensing/
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2011-04-27 12:13:26 +00:00
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**
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2013-09-30 05:28:31 +00:00
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** This file is part of the QtQuick module of the Qt Toolkit.
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2011-04-27 12:13:26 +00:00
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**
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2016-01-19 09:38:36 +00:00
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** $QT_BEGIN_LICENSE:LGPL$
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2012-09-20 05:21:40 +00:00
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** Commercial License Usage
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** Licensees holding valid commercial Qt licenses may use this file in
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** accordance with the commercial license agreement provided with the
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** Software or, alternatively, in accordance with the terms contained in
|
2015-01-28 11:55:39 +00:00
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** a written agreement between you and The Qt Company. For licensing terms
|
2016-01-19 09:38:36 +00:00
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** and conditions see https://www.qt.io/terms-conditions. For further
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** information use the contact form at https://www.qt.io/contact-us.
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2012-09-20 05:21:40 +00:00
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**
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2011-04-27 12:13:26 +00:00
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** GNU Lesser General Public License Usage
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2012-09-20 05:21:40 +00:00
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** Alternatively, this file may be used under the terms of the GNU Lesser
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2016-01-19 09:38:36 +00:00
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** General Public License version 3 as published by the Free Software
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** Foundation and appearing in the file LICENSE.LGPL3 included in the
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** packaging of this file. Please review the following information to
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** ensure the GNU Lesser General Public License version 3 requirements
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** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
|
2012-09-20 05:21:40 +00:00
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**
|
2016-01-19 09:38:36 +00:00
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** GNU General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU
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** General Public License version 2.0 or (at your option) the GNU General
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** Public license version 3 or any later version approved by the KDE Free
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** Qt Foundation. The licenses are as published by the Free Software
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** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
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** included in the packaging of this file. Please review the following
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** information to ensure the GNU General Public License requirements will
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** be met: https://www.gnu.org/licenses/gpl-2.0.html and
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** https://www.gnu.org/licenses/gpl-3.0.html.
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2011-04-27 12:13:26 +00:00
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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#include "qsgtexturematerial_p.h"
|
Add the graphics api independent scenegraph port
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>
2019-04-23 07:40:59 +00:00
|
|
|
#include <private/qsgtexture_p.h>
|
2016-11-16 13:22:36 +00:00
|
|
|
#if QT_CONFIG(opengl)
|
2020-02-03 14:02:31 +00:00
|
|
|
# include <qopenglshaderprogram.h>
|
|
|
|
# include <qopenglfunctions.h>
|
2016-03-15 12:39:41 +00:00
|
|
|
#endif
|
Add the graphics api independent scenegraph port
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>
2019-04-23 07:40:59 +00:00
|
|
|
#include <QtGui/private/qrhi_p.h>
|
2011-04-27 12:13:26 +00:00
|
|
|
|
|
|
|
QT_BEGIN_NAMESPACE
|
|
|
|
|
2011-05-11 13:12:08 +00:00
|
|
|
inline static bool isPowerOfTwo(int x)
|
|
|
|
{
|
|
|
|
// Assumption: x >= 1
|
|
|
|
return x == (x & -x);
|
|
|
|
}
|
2011-04-27 12:13:26 +00:00
|
|
|
|
2013-10-26 17:48:56 +00:00
|
|
|
QSGOpaqueTextureMaterialShader::QSGOpaqueTextureMaterialShader()
|
2011-04-27 12:13:26 +00:00
|
|
|
{
|
2016-11-16 13:22:36 +00:00
|
|
|
#if QT_CONFIG(opengl)
|
2016-03-29 19:56:46 +00:00
|
|
|
setShaderSourceFile(QOpenGLShader::Vertex, QStringLiteral(":/qt-project.org/scenegraph/shaders/opaquetexture.vert"));
|
|
|
|
setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/qt-project.org/scenegraph/shaders/opaquetexture.frag"));
|
2016-03-15 12:39:41 +00:00
|
|
|
#endif
|
2011-04-27 12:13:26 +00:00
|
|
|
}
|
|
|
|
|
2011-05-09 10:56:50 +00:00
|
|
|
char const *const *QSGOpaqueTextureMaterialShader::attributeNames() const
|
2011-04-27 12:13:26 +00:00
|
|
|
{
|
2018-02-21 09:41:54 +00:00
|
|
|
static char const *const attr[] = { "qt_VertexPosition", "qt_VertexTexCoord", nullptr };
|
2011-04-27 12:13:26 +00:00
|
|
|
return attr;
|
|
|
|
}
|
|
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|
2011-05-09 10:56:50 +00:00
|
|
|
void QSGOpaqueTextureMaterialShader::initialize()
|
2011-04-27 12:13:26 +00:00
|
|
|
{
|
2016-11-16 13:22:36 +00:00
|
|
|
#if QT_CONFIG(opengl)
|
2011-05-11 10:56:51 +00:00
|
|
|
m_matrix_id = program()->uniformLocation("qt_Matrix");
|
2016-03-15 12:39:41 +00:00
|
|
|
#endif
|
2011-04-27 12:13:26 +00:00
|
|
|
}
|
|
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|
2011-05-09 10:56:50 +00:00
|
|
|
void QSGOpaqueTextureMaterialShader::updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect)
|
2011-04-27 12:13:26 +00:00
|
|
|
{
|
2018-02-21 09:41:54 +00:00
|
|
|
Q_ASSERT(oldEffect == nullptr || newEffect->type() == oldEffect->type());
|
2011-05-09 10:56:50 +00:00
|
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QSGOpaqueTextureMaterial *tx = static_cast<QSGOpaqueTextureMaterial *>(newEffect);
|
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QSGOpaqueTextureMaterial *oldTx = static_cast<QSGOpaqueTextureMaterial *>(oldEffect);
|
2011-04-27 12:13:26 +00:00
|
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|
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QSGTexture *t = tx->texture();
|
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|
|
2014-07-03 10:15:46 +00:00
|
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#ifndef QT_NO_DEBUG
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if (!qsg_safeguard_texture(t))
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return;
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#endif
|
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2011-04-27 12:13:26 +00:00
|
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t->setFiltering(tx->filtering());
|
2014-02-03 16:36:55 +00:00
|
|
|
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|
|
t->setHorizontalWrapMode(tx->horizontalWrapMode());
|
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|
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t->setVerticalWrapMode(tx->verticalWrapMode());
|
2016-11-16 13:22:36 +00:00
|
|
|
#if QT_CONFIG(opengl)
|
2014-02-03 16:36:55 +00:00
|
|
|
bool npotSupported = const_cast<QOpenGLContext *>(state.context())
|
|
|
|
->functions()->hasOpenGLFeature(QOpenGLFunctions::NPOTTextureRepeat);
|
|
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|
if (!npotSupported) {
|
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QSize size = t->textureSize();
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|
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const bool isNpot = !isPowerOfTwo(size.width()) || !isPowerOfTwo(size.height());
|
|
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|
if (isNpot) {
|
|
|
|
t->setHorizontalWrapMode(QSGTexture::ClampToEdge);
|
|
|
|
t->setVerticalWrapMode(QSGTexture::ClampToEdge);
|
|
|
|
}
|
2011-05-11 13:12:08 +00:00
|
|
|
}
|
2016-05-08 18:17:35 +00:00
|
|
|
#else
|
|
|
|
Q_UNUSED(state)
|
2016-03-15 12:39:41 +00:00
|
|
|
#endif
|
2011-04-27 12:13:26 +00:00
|
|
|
t->setMipmapFiltering(tx->mipmapFiltering());
|
2017-01-22 19:22:14 +00:00
|
|
|
t->setAnisotropyLevel(tx->anisotropyLevel());
|
2011-04-27 12:13:26 +00:00
|
|
|
|
2018-02-21 09:41:54 +00:00
|
|
|
if (oldTx == nullptr || oldTx->texture()->textureId() != t->textureId())
|
2011-04-27 12:13:26 +00:00
|
|
|
t->bind();
|
|
|
|
else
|
|
|
|
t->updateBindOptions();
|
2016-11-16 13:22:36 +00:00
|
|
|
#if QT_CONFIG(opengl)
|
2011-04-27 12:13:26 +00:00
|
|
|
if (state.isMatrixDirty())
|
2011-05-11 10:56:51 +00:00
|
|
|
program()->setUniformValue(m_matrix_id, state.combinedMatrix());
|
2016-03-15 12:39:41 +00:00
|
|
|
#endif
|
2011-04-27 12:13:26 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
Add the graphics api independent scenegraph port
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>
2019-04-23 07:40:59 +00:00
|
|
|
QSGOpaqueTextureMaterialRhiShader::QSGOpaqueTextureMaterialRhiShader()
|
|
|
|
{
|
|
|
|
setShaderFileName(VertexStage, QStringLiteral(":/qt-project.org/scenegraph/shaders_ng/opaquetexture.vert.qsb"));
|
|
|
|
setShaderFileName(FragmentStage, QStringLiteral(":/qt-project.org/scenegraph/shaders_ng/opaquetexture.frag.qsb"));
|
|
|
|
}
|
|
|
|
|
2019-09-16 15:44:16 +00:00
|
|
|
bool QSGOpaqueTextureMaterialRhiShader::updateUniformData(RenderState &state, QSGMaterial *, QSGMaterial *)
|
Add the graphics api independent scenegraph port
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>
2019-04-23 07:40:59 +00:00
|
|
|
{
|
|
|
|
bool changed = false;
|
|
|
|
QByteArray *buf = state.uniformData();
|
|
|
|
|
|
|
|
if (state.isMatrixDirty()) {
|
|
|
|
const QMatrix4x4 m = state.combinedMatrix();
|
|
|
|
memcpy(buf->data(), m.constData(), 64);
|
|
|
|
changed = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
return changed;
|
|
|
|
}
|
|
|
|
|
2019-09-16 15:44:16 +00:00
|
|
|
void QSGOpaqueTextureMaterialRhiShader::updateSampledImage(RenderState &state, int binding, QSGTexture **texture,
|
Add the graphics api independent scenegraph port
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>
2019-04-23 07:40:59 +00:00
|
|
|
QSGMaterial *newMaterial, QSGMaterial *oldMaterial)
|
|
|
|
{
|
|
|
|
if (binding != 1)
|
|
|
|
return;
|
|
|
|
|
|
|
|
#ifdef QT_NO_DEBUG
|
|
|
|
Q_UNUSED(oldMaterial);
|
|
|
|
#endif
|
|
|
|
Q_ASSERT(oldMaterial == nullptr || newMaterial->type() == oldMaterial->type());
|
|
|
|
QSGOpaqueTextureMaterial *tx = static_cast<QSGOpaqueTextureMaterial *>(newMaterial);
|
|
|
|
QSGTexture *t = tx->texture();
|
|
|
|
|
|
|
|
t->setFiltering(tx->filtering());
|
|
|
|
t->setMipmapFiltering(tx->mipmapFiltering());
|
|
|
|
t->setAnisotropyLevel(tx->anisotropyLevel());
|
|
|
|
|
|
|
|
t->setHorizontalWrapMode(tx->horizontalWrapMode());
|
|
|
|
t->setVerticalWrapMode(tx->verticalWrapMode());
|
|
|
|
if (!state.rhi()->isFeatureSupported(QRhi::NPOTTextureRepeat)) {
|
|
|
|
QSize size = t->textureSize();
|
|
|
|
const bool isNpot = !isPowerOfTwo(size.width()) || !isPowerOfTwo(size.height());
|
|
|
|
if (isNpot) {
|
|
|
|
t->setHorizontalWrapMode(QSGTexture::ClampToEdge);
|
|
|
|
t->setVerticalWrapMode(QSGTexture::ClampToEdge);
|
2019-08-07 09:34:56 +00:00
|
|
|
t->setMipmapFiltering(QSGTexture::None);
|
Add the graphics api independent scenegraph port
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>
2019-04-23 07:40:59 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2020-04-07 14:02:10 +00:00
|
|
|
t->commitTextureOperations(state.rhi(), state.resourceUpdateBatch());
|
Add the graphics api independent scenegraph port
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>
2019-04-23 07:40:59 +00:00
|
|
|
*texture = t;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2011-05-09 11:51:12 +00:00
|
|
|
/*!
|
|
|
|
\class QSGOpaqueTextureMaterial
|
|
|
|
\brief The QSGOpaqueTextureMaterial class provides a convenient way of
|
|
|
|
rendering textured geometry in the scene graph.
|
2013-01-07 15:20:39 +00:00
|
|
|
\inmodule QtQuick
|
|
|
|
\ingroup qtquick-scenegraph-materials
|
2011-05-09 11:51:12 +00:00
|
|
|
|
Add the graphics api independent scenegraph port
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>
2019-04-23 07:40:59 +00:00
|
|
|
\warning This utility class is only functional when running with the
|
|
|
|
default backend of the Qt Quick scenegraph.
|
2016-06-03 10:52:24 +00:00
|
|
|
|
2011-05-09 11:51:12 +00:00
|
|
|
The opaque textured material will fill every pixel in a geometry with
|
|
|
|
the supplied texture. The material does not respect the opacity of the
|
|
|
|
QSGMaterialShader::RenderState, so opacity nodes in the parent chain
|
|
|
|
of nodes using this material, have no effect.
|
|
|
|
|
|
|
|
The geometry to be rendered with an opaque texture material requires
|
|
|
|
vertices in attribute location 0 and texture coordinates in attribute
|
|
|
|
location 1. The texture coordinate is a 2-dimensional floating-point
|
|
|
|
tuple. The QSGGeometry::defaultAttributes_TexturedPoint2D returns an
|
|
|
|
attribute set compatible with this material.
|
|
|
|
|
2013-05-08 05:14:25 +00:00
|
|
|
The texture to be rendered can be set using setTexture(). How the
|
2012-09-06 21:44:08 +00:00
|
|
|
texture should be rendered can be specified using setMipmapFiltering(),
|
2011-05-09 11:51:12 +00:00
|
|
|
setFiltering(), setHorizontalWrapMode() and setVerticalWrapMode().
|
|
|
|
The rendering state is set on the texture instance just before it
|
|
|
|
is bound.
|
|
|
|
|
|
|
|
The opaque textured material respects the current matrix and the alpha
|
|
|
|
channel of the texture. It will disregard the accumulated opacity in
|
|
|
|
the scenegraph.
|
|
|
|
|
|
|
|
A texture material must have a texture set before it is used as
|
|
|
|
a material in the scene graph.
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/*!
|
|
|
|
Creates a new QSGOpaqueTextureMaterial.
|
|
|
|
|
|
|
|
The default mipmap filtering and filtering mode is set to
|
|
|
|
QSGTexture::Nearest. The default wrap modes is set to
|
2012-06-04 14:56:17 +00:00
|
|
|
\c QSGTexture::ClampToEdge.
|
2011-05-09 11:51:12 +00:00
|
|
|
|
|
|
|
*/
|
2011-05-09 10:56:50 +00:00
|
|
|
QSGOpaqueTextureMaterial::QSGOpaqueTextureMaterial()
|
2018-02-21 09:41:54 +00:00
|
|
|
: m_texture(nullptr)
|
2011-04-27 12:13:26 +00:00
|
|
|
, m_filtering(QSGTexture::Nearest)
|
2014-04-15 05:23:57 +00:00
|
|
|
, m_mipmap_filtering(QSGTexture::None)
|
2011-04-27 12:13:26 +00:00
|
|
|
, m_horizontal_wrap(QSGTexture::ClampToEdge)
|
|
|
|
, m_vertical_wrap(QSGTexture::ClampToEdge)
|
2017-01-22 19:22:14 +00:00
|
|
|
, m_anisotropy_level(QSGTexture::AnisotropyNone)
|
2011-04-27 12:13:26 +00:00
|
|
|
{
|
Add the graphics api independent scenegraph port
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>
2019-04-23 07:40:59 +00:00
|
|
|
setFlag(SupportsRhiShader, true);
|
2011-04-27 12:13:26 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
2011-05-09 11:51:12 +00:00
|
|
|
/*!
|
|
|
|
\internal
|
|
|
|
*/
|
2011-05-09 10:56:50 +00:00
|
|
|
QSGMaterialType *QSGOpaqueTextureMaterial::type() const
|
2011-04-27 12:13:26 +00:00
|
|
|
{
|
Add the graphics api independent scenegraph port
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>
2019-04-23 07:40:59 +00:00
|
|
|
static QSGMaterialType type;
|
|
|
|
return &type;
|
2011-04-27 12:13:26 +00:00
|
|
|
}
|
|
|
|
|
2011-05-09 11:51:12 +00:00
|
|
|
/*!
|
|
|
|
\internal
|
|
|
|
*/
|
2011-05-09 10:56:50 +00:00
|
|
|
QSGMaterialShader *QSGOpaqueTextureMaterial::createShader() const
|
2011-04-27 12:13:26 +00:00
|
|
|
{
|
Add the graphics api independent scenegraph port
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>
2019-04-23 07:40:59 +00:00
|
|
|
if (flags().testFlag(RhiShaderWanted))
|
|
|
|
return new QSGOpaqueTextureMaterialRhiShader;
|
|
|
|
else
|
|
|
|
return new QSGOpaqueTextureMaterialShader;
|
2011-04-27 12:13:26 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
2011-05-09 11:51:12 +00:00
|
|
|
/*!
|
|
|
|
\fn QSGTexture *QSGOpaqueTextureMaterial::texture() const
|
|
|
|
|
|
|
|
Returns this texture material's texture.
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/*!
|
|
|
|
Sets the texture of this material to \a texture.
|
|
|
|
|
2013-05-08 05:14:25 +00:00
|
|
|
The material does not take ownership of the texture.
|
2011-05-09 11:51:12 +00:00
|
|
|
*/
|
|
|
|
|
2011-05-09 10:56:50 +00:00
|
|
|
void QSGOpaqueTextureMaterial::setTexture(QSGTexture *texture)
|
2011-04-27 12:13:26 +00:00
|
|
|
{
|
|
|
|
m_texture = texture;
|
|
|
|
setFlag(Blending, m_texture ? m_texture->hasAlphaChannel() : false);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2011-05-09 11:51:12 +00:00
|
|
|
|
|
|
|
/*!
|
|
|
|
\fn void QSGOpaqueTextureMaterial::setMipmapFiltering(QSGTexture::Filtering filtering)
|
|
|
|
|
|
|
|
Sets the mipmap mode to \a filtering.
|
|
|
|
|
|
|
|
The mipmap filtering mode is set on the texture instance just before the
|
|
|
|
texture is bound for rendering.
|
|
|
|
|
|
|
|
If the texture does not have mipmapping support, enabling mipmapping has no
|
|
|
|
effect.
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/*!
|
|
|
|
\fn QSGTexture::Filtering QSGOpaqueTextureMaterial::mipmapFiltering() const
|
|
|
|
|
|
|
|
Returns this material's mipmap filtering mode.
|
|
|
|
|
2012-06-04 14:56:17 +00:00
|
|
|
The default mipmap mode is \c QSGTexture::Nearest.
|
2011-05-09 11:51:12 +00:00
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/*!
|
|
|
|
\fn void QSGOpaqueTextureMaterial::setFiltering(QSGTexture::Filtering filtering)
|
|
|
|
|
|
|
|
Sets the filtering to \a filtering.
|
|
|
|
|
|
|
|
The filtering mode is set on the texture instance just before the texture
|
|
|
|
is bound for rendering.
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/*!
|
2012-06-04 14:56:17 +00:00
|
|
|
\fn QSGTexture::Filtering QSGOpaqueTextureMaterial::filtering() const
|
2011-05-09 11:51:12 +00:00
|
|
|
|
|
|
|
Returns this material's filtering mode.
|
|
|
|
|
2012-06-04 14:56:17 +00:00
|
|
|
The default filtering is \c QSGTexture::Nearest.
|
2011-05-09 11:51:12 +00:00
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/*!
|
2012-06-04 14:56:17 +00:00
|
|
|
\fn void QSGOpaqueTextureMaterial::setHorizontalWrapMode(QSGTexture::WrapMode mode)
|
2011-05-09 11:51:12 +00:00
|
|
|
|
|
|
|
Sets the horizontal wrap mode to \a mode.
|
|
|
|
|
|
|
|
The horizontal wrap mode is set on the texture instance just before the texture
|
|
|
|
is bound for rendering.
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/*!
|
2012-06-04 14:56:17 +00:00
|
|
|
\fn QSGTexture::WrapMode QSGOpaqueTextureMaterial::horizontalWrapMode() const
|
2011-05-09 11:51:12 +00:00
|
|
|
|
|
|
|
Returns this material's horizontal wrap mode.
|
|
|
|
|
Add QQuickPathItem and its backend infra
The generic backend uses the triangulator from QtGui, but is in
fact OpenGL-only for now due to materials.
The NVPR backend uses GL_NV_path_rendering on NVIDIA hardware with
OpenGL 4.3+ or OpenGL ES 3.1+.
The software backend simply uses QPainter.
With the generic backend each PathItem is backed by a non-visual root node
and 0, 1 or 2 child geometry nodes, depending on the presence of visible
stroking and filling. The potentially expensive triangulation happens on
updatePolish(), on the gui thread. This is proven to provide much smoother
results when compared to doing the geometry generation on the render thread
in updatePaintNode(), in particular on power-limited embedded devices.
The NVPR backend uses a QSGRenderNode in DepthAware mode so that the batch
renderer can continue to rely on the depth buffer and use opaque batches.
Due to not relying on slow CPU-side triangulation, this backend uses 5-10
times less CPU, even when properties of the path or its elements are
animated.
The path itself is specified with the PathView's Path, PathLine, PathArc,
PathQuad, etc. types. This allows for consistency with PathView and the
2D Canvas and avoids a naming mess in the API. However, there won't be a
100% symmetry: backends like NVPR will not rely on QPainterPath but process
the path elements on their own (as QPainterPath is essentially useless with
these APIs), which can lead to differences in the supported path elements.
The supported common set is currently Move, Line, Quad, Cubic, Arc.
The patch introduces PathMove, which is essentially PathLine but maps to
moveTo instead of lineTo. More types may get added later (e.g. NVPR can do
a wide variety of optimized rounded rects, but this requires directly
specifying a GL_ROUNDED_RECTx_NV command, thus neededing a dedicated Path
type on our side too)
For filling with gradients only linear gradients are supported at the
moment.
In addition to the declarative API, a more lightweight, QObject-less
JS-callable API should be considered as well for the future.
Change-Id: I335ad64b425ee279505d60e3e57ac6841e1cbd24
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
2016-12-03 20:30:12 +00:00
|
|
|
The default horizontal wrap mode is \c QSGTexture::ClampToEdge.
|
2011-05-09 11:51:12 +00:00
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/*!
|
2012-06-04 14:56:17 +00:00
|
|
|
\fn void QSGOpaqueTextureMaterial::setVerticalWrapMode(QSGTexture::WrapMode mode)
|
2011-05-09 11:51:12 +00:00
|
|
|
|
|
|
|
Sets the vertical wrap mode to \a mode.
|
|
|
|
|
|
|
|
The vertical wrap mode is set on the texture instance just before the texture
|
|
|
|
is bound for rendering.
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/*!
|
2012-06-04 14:56:17 +00:00
|
|
|
\fn QSGTexture::WrapMode QSGOpaqueTextureMaterial::verticalWrapMode() const
|
2011-05-09 11:51:12 +00:00
|
|
|
|
|
|
|
Returns this material's vertical wrap mode.
|
|
|
|
|
Add QQuickPathItem and its backend infra
The generic backend uses the triangulator from QtGui, but is in
fact OpenGL-only for now due to materials.
The NVPR backend uses GL_NV_path_rendering on NVIDIA hardware with
OpenGL 4.3+ or OpenGL ES 3.1+.
The software backend simply uses QPainter.
With the generic backend each PathItem is backed by a non-visual root node
and 0, 1 or 2 child geometry nodes, depending on the presence of visible
stroking and filling. The potentially expensive triangulation happens on
updatePolish(), on the gui thread. This is proven to provide much smoother
results when compared to doing the geometry generation on the render thread
in updatePaintNode(), in particular on power-limited embedded devices.
The NVPR backend uses a QSGRenderNode in DepthAware mode so that the batch
renderer can continue to rely on the depth buffer and use opaque batches.
Due to not relying on slow CPU-side triangulation, this backend uses 5-10
times less CPU, even when properties of the path or its elements are
animated.
The path itself is specified with the PathView's Path, PathLine, PathArc,
PathQuad, etc. types. This allows for consistency with PathView and the
2D Canvas and avoids a naming mess in the API. However, there won't be a
100% symmetry: backends like NVPR will not rely on QPainterPath but process
the path elements on their own (as QPainterPath is essentially useless with
these APIs), which can lead to differences in the supported path elements.
The supported common set is currently Move, Line, Quad, Cubic, Arc.
The patch introduces PathMove, which is essentially PathLine but maps to
moveTo instead of lineTo. More types may get added later (e.g. NVPR can do
a wide variety of optimized rounded rects, but this requires directly
specifying a GL_ROUNDED_RECTx_NV command, thus neededing a dedicated Path
type on our side too)
For filling with gradients only linear gradients are supported at the
moment.
In addition to the declarative API, a more lightweight, QObject-less
JS-callable API should be considered as well for the future.
Change-Id: I335ad64b425ee279505d60e3e57ac6841e1cbd24
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
2016-12-03 20:30:12 +00:00
|
|
|
The default vertical wrap mode is \c QSGTexture::ClampToEdge.
|
2011-05-09 11:51:12 +00:00
|
|
|
*/
|
|
|
|
|
2018-02-13 10:05:22 +00:00
|
|
|
/*!
|
|
|
|
\fn void QSGOpaqueTextureMaterial::setAnisotropyLevel(QSGTexture::AnisotropyLevel level)
|
|
|
|
|
|
|
|
Sets this material's anistropy level to \a level.
|
|
|
|
*/
|
|
|
|
|
|
|
|
/*!
|
|
|
|
\fn QSGTexture::AnisotropyLevel QSGOpaqueTextureMaterial::anisotropyLevel() const
|
2011-05-09 11:51:12 +00:00
|
|
|
|
2018-02-13 10:05:22 +00:00
|
|
|
Returns this material's anistropy level.
|
|
|
|
*/
|
2011-05-09 11:51:12 +00:00
|
|
|
|
|
|
|
/*!
|
|
|
|
\internal
|
|
|
|
*/
|
|
|
|
|
2011-05-09 10:56:50 +00:00
|
|
|
int QSGOpaqueTextureMaterial::compare(const QSGMaterial *o) const
|
2011-04-27 12:13:26 +00:00
|
|
|
{
|
|
|
|
Q_ASSERT(o && type() == o->type());
|
2011-05-09 10:56:50 +00:00
|
|
|
const QSGOpaqueTextureMaterial *other = static_cast<const QSGOpaqueTextureMaterial *>(o);
|
Add the graphics api independent scenegraph port
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>
2019-04-23 07:40:59 +00:00
|
|
|
if (int diff = m_texture->comparisonKey() - other->texture()->comparisonKey())
|
2011-04-27 12:13:26 +00:00
|
|
|
return diff;
|
|
|
|
return int(m_filtering) - int(other->m_filtering);
|
|
|
|
}
|
|
|
|
|
2011-05-09 11:51:12 +00:00
|
|
|
|
|
|
|
|
|
|
|
/*!
|
|
|
|
\class QSGTextureMaterial
|
|
|
|
\brief The QSGTextureMaterial class provides a convenient way of
|
|
|
|
rendering textured geometry in the scene graph.
|
2013-01-07 15:20:39 +00:00
|
|
|
\inmodule QtQuick
|
|
|
|
\ingroup qtquick-scenegraph-materials
|
2011-05-09 11:51:12 +00:00
|
|
|
|
Add the graphics api independent scenegraph port
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>
2019-04-23 07:40:59 +00:00
|
|
|
\warning This utility class is only functional when running with the
|
|
|
|
default backend of the Qt Quick scenegraph.
|
2016-06-03 10:52:24 +00:00
|
|
|
|
2011-05-09 11:51:12 +00:00
|
|
|
The textured material will fill every pixel in a geometry with
|
|
|
|
the supplied texture.
|
|
|
|
|
2011-11-15 15:17:50 +00:00
|
|
|
The geometry to be rendered with a texture material requires
|
2011-05-09 11:51:12 +00:00
|
|
|
vertices in attribute location 0 and texture coordinates in attribute
|
|
|
|
location 1. The texture coordinate is a 2-dimensional floating-point
|
|
|
|
tuple. The QSGGeometry::defaultAttributes_TexturedPoint2D returns an
|
|
|
|
attribute set compatible with this material.
|
|
|
|
|
2013-05-08 05:14:25 +00:00
|
|
|
The texture to be rendered can be set using setTexture(). How the
|
2012-09-06 21:44:08 +00:00
|
|
|
texture should be rendered can be specified using setMipmapFiltering(),
|
2011-05-09 11:51:12 +00:00
|
|
|
setFiltering(), setHorizontalWrapMode() and setVerticalWrapMode().
|
|
|
|
The rendering state is set on the texture instance just before it
|
|
|
|
is bound.
|
|
|
|
|
2011-11-15 15:17:50 +00:00
|
|
|
The textured material respects the current matrix and the alpha
|
|
|
|
channel of the texture. It will also respect the accumulated opacity
|
|
|
|
in the scenegraph.
|
2011-05-09 11:51:12 +00:00
|
|
|
|
|
|
|
A texture material must have a texture set before it is used as
|
|
|
|
a material in the scene graph.
|
|
|
|
*/
|
2011-04-27 12:13:26 +00:00
|
|
|
|
2011-05-09 11:51:12 +00:00
|
|
|
/*!
|
|
|
|
\internal
|
|
|
|
*/
|
|
|
|
|
2011-05-09 10:56:50 +00:00
|
|
|
QSGMaterialType *QSGTextureMaterial::type() const
|
2011-04-27 12:13:26 +00:00
|
|
|
{
|
Add the graphics api independent scenegraph port
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>
2019-04-23 07:40:59 +00:00
|
|
|
static QSGMaterialType type;
|
|
|
|
return &type;
|
2011-04-27 12:13:26 +00:00
|
|
|
}
|
|
|
|
|
2011-05-09 11:51:12 +00:00
|
|
|
/*!
|
|
|
|
\internal
|
|
|
|
*/
|
|
|
|
|
2011-05-09 10:56:50 +00:00
|
|
|
QSGMaterialShader *QSGTextureMaterial::createShader() const
|
2011-04-27 12:13:26 +00:00
|
|
|
{
|
Add the graphics api independent scenegraph port
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>
2019-04-23 07:40:59 +00:00
|
|
|
if (flags().testFlag(RhiShaderWanted))
|
|
|
|
return new QSGTextureMaterialRhiShader;
|
|
|
|
else
|
|
|
|
return new QSGTextureMaterialShader;
|
2011-04-27 12:13:26 +00:00
|
|
|
}
|
|
|
|
|
Add the graphics api independent scenegraph port
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>
2019-04-23 07:40:59 +00:00
|
|
|
|
2013-10-26 17:48:56 +00:00
|
|
|
QSGTextureMaterialShader::QSGTextureMaterialShader()
|
|
|
|
{
|
2016-11-16 13:22:36 +00:00
|
|
|
#if QT_CONFIG(opengl)
|
2016-03-29 19:56:46 +00:00
|
|
|
setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/qt-project.org/scenegraph/shaders/texture.frag"));
|
2016-03-15 12:39:41 +00:00
|
|
|
#endif
|
2013-10-26 17:48:56 +00:00
|
|
|
}
|
|
|
|
|
2011-05-09 10:56:50 +00:00
|
|
|
void QSGTextureMaterialShader::updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect)
|
2011-04-27 12:13:26 +00:00
|
|
|
{
|
2018-02-21 09:41:54 +00:00
|
|
|
Q_ASSERT(oldEffect == nullptr || newEffect->type() == oldEffect->type());
|
2016-11-16 13:22:36 +00:00
|
|
|
#if QT_CONFIG(opengl)
|
2011-04-27 12:13:26 +00:00
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if (state.isOpacityDirty())
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2011-05-11 10:56:51 +00:00
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program()->setUniformValue(m_opacity_id, state.opacity());
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2016-03-15 12:39:41 +00:00
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#endif
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2011-05-09 10:56:50 +00:00
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QSGOpaqueTextureMaterialShader::updateState(state, newEffect, oldEffect);
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2011-04-27 12:13:26 +00:00
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}
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2011-05-09 10:56:50 +00:00
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void QSGTextureMaterialShader::initialize()
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2011-04-27 12:13:26 +00:00
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{
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2011-05-09 10:56:50 +00:00
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QSGOpaqueTextureMaterialShader::initialize();
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2016-11-16 13:22:36 +00:00
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#if QT_CONFIG(opengl)
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2011-05-11 10:56:51 +00:00
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m_opacity_id = program()->uniformLocation("opacity");
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2016-03-15 12:39:41 +00:00
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#endif
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2011-04-27 12:13:26 +00:00
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}
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Add the graphics api independent scenegraph port
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>
2019-04-23 07:40:59 +00:00
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QSGTextureMaterialRhiShader::QSGTextureMaterialRhiShader()
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{
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setShaderFileName(VertexStage, QStringLiteral(":/qt-project.org/scenegraph/shaders_ng/texture.vert.qsb"));
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setShaderFileName(FragmentStage, QStringLiteral(":/qt-project.org/scenegraph/shaders_ng/texture.frag.qsb"));
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}
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|
2019-09-16 15:44:16 +00:00
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bool QSGTextureMaterialRhiShader::updateUniformData(RenderState &state, QSGMaterial *newMaterial, QSGMaterial *oldMaterial)
|
Add the graphics api independent scenegraph port
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>
2019-04-23 07:40:59 +00:00
|
|
|
{
|
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bool changed = false;
|
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QByteArray *buf = state.uniformData();
|
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if (state.isOpacityDirty()) {
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const float opacity = state.opacity();
|
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memcpy(buf->data() + 64, &opacity, 4);
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changed = true;
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}
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changed |= QSGOpaqueTextureMaterialRhiShader::updateUniformData(state, newMaterial, oldMaterial);
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return changed;
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}
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2011-04-27 12:13:26 +00:00
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QT_END_NAMESPACE
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