Commit Graph

36 Commits

Author SHA1 Message Date
Laszlo Agocs
042cd97884 rhi: Expose device name, type, and IDs
...to the extent it is sensible. We have to make compromises still,
meaning some fields will only be applicable with certain APIs.

Most of this is already shown upon QRhi::create() as info debug
prints, when enabled. Now expose it all through the QRhi API as
well.

This is useful for printing in qtdiag, and, while it should be
avoided as much as possible, to make decisions about disabling
3D rendering features depending on the driver and GPU in use.

Change-Id: Iebe1e192965c928b82a094d1c7c50ddf4b38b9a2
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
2021-01-13 10:08:23 +01:00
Laszlo Agocs
8da171a5ae Adjust surface type usage for onscreen tests in tst_qrhi
Change-Id: I1ae076f8bb44e00bf9ff7706063344e8c5502101
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
2021-01-04 17:30:37 +01:00
David Skoland
27d96b4789 Replace QtTest headers with QTest
Complete search and replace of QtTest and QtTest/QtTest with QTest, as
QtTest includes the whole module. Replace all such instances with
correct header includes. See Jira task for more discussion.

Fixes: QTBUG-88831
Change-Id: I981cfae18a1cabcabcabee376016b086d9d01f44
Pick-to: 6.0
Reviewed-by: Volker Hilsheimer <volker.hilsheimer@qt.io>
2020-12-22 15:20:30 +01:00
Andreas Buhr
caa632803d Disable some OpenGL and QRhi tests for offscreen backend
This patch disables four failing unit tests when executed with the
offscreen backend.

Change-Id: Ie67341b886984e6de19cd8dd8a8a237a620a1b7a
Reviewed-by: Fabian Kosmale <fabian.kosmale@qt.io>
Reviewed-by: Tor Arne Vestbø <tor.arne.vestbo@qt.io>
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
2020-12-01 14:14:45 +01:00
Laszlo Agocs
2189e0f2fc rhi: Make the new direct buffer update available for non-uniform buffers
The original restriction to UniformBuffer was due to the GL backend
where there is no GL buffer object for QRhiBuffers with usage
UniformBuffer. However, we can still implement this for cases when
there is a true GL buffer object underneath. With other backends it
should all work as-is already.

This becomes useful when one has buffers with usage Vertex that need
full updates every frame. (f.ex. instance data)

Unfortunately this involves renaming the function. But while at it, add
an autotest case as well.

Change-Id: Iff59e4509a8bae06654cc92fe8428bd79eb012fb
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
2020-10-12 07:55:37 +02:00
Laszlo Agocs
0b7aef08dc rhi: vk: Alter command buffer strategy
Reports on the Web have it that there's nothing guaranteeing a
driver does any actual freeing of resources then doing
vkFreeCommandBuffer for a command buffer from a command pool that
does not have VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT, thus
leading to continuously growing resource usage with our current
allocate/free pattern. It could be that this is the source of out
of memory problems we are seeing on some Android devices.

Instead of just going straight for said command pool flag and doing
ResetCommandBuffer for the command buffers individually, take one
step further and use per-slot (slot being 0 or 1 if QVK_FRAMES_IN_FLIGHT
is 2) command pools. The current pool is reset in each
beginFrame/beginOffscreenFrame, moving all allocated command buffers
to the initial state (while other command buffers with the other pool
are not affected).

This may be (while impossible to tell from just guessing based on the
spec) our best approach to command buffer allocation since a Vulkan
implementation can likely just use some simple per pool allocator,
knowing that we never want to free or reset individual command buffers,
but we rather only reset the whole pool at once.

The option of importing an existing VkCommandPool when creating the
QRhi instance is now gone, but there was probably no point in offering
that in the first place.

When it comes to VK_COMMAND_POOL_RESET_RELEASE_RESOURCES_BIT it will
not be set unless releaseCachedResources() (in Qt Quick this is hooked
into QQuickWindow::releaseResources()) was called. What this does in
practice is unknown, but have an option to set it now and then if the
application really wants.

While we are at it, rename secondaryCbs to activeSecondaryCbStack to
indicate what it really is. (it's a stack as each call to
beginExternal() pushes a new one, while each endExternal() pops)

Change-Id: I2e5c1fad26d794e1f56c778e38f750998d706d84
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
2020-10-02 13:14:31 +02:00
Laszlo Agocs
d92b0e18c1 rhi: Make per-frame flags per-pass where appropriate
ExternalContentsInPass becomes a per-pass flag now. Why is this
beneficial? Because while Qt Quick has no choice for its render
pass, not being able to guess if the application wants to do some
native rendering in there, Quick 3D's render passes, all the ones
that are under Quick3D's control, do not have native rendering
from the application in them, and so using secondary command
buffers with Vulkan is not necessary.

Introduce something similar for compute and OpenGL. By knowing that
none of the resources used in a pass are used with a compute pass
(e.g. because we know that there are no compute passes at all) a small
amount of time can be saved by skipping tracking buffers and textures
because the only purpose of said tracking is to generate barriers that
are relevant only to compute.

Change-Id: I0eceb4774d87803c73a39db527f5707a9f4d75c1
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
2020-10-02 13:14:08 +02:00
Laszlo Agocs
848ed9644c rhi: Drop QBitArray usage
Change-Id: I4ae92e6c8c91111a4593c51ee05443b3bc806c35
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
2020-09-29 21:24:38 +02:00
Laszlo Agocs
fe3a1617af rhi: d3d: Fix dynamic offsets with multiple buffers
Fixes: QTBUG-86821
Change-Id: I57f86bf0f7e95b92f5b2c5fee587112ecf0fc8e6
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
2020-09-23 16:59:06 +02:00
Paul Lemire
6a2c89c043 rhi: sanityCheckGraphicsPipeline handle no vertex attributes
It is a valid use case to have a vertex shader with no
vertex attributes. Using gl_VertexID or gl_InstanceID
is enough to generate vertex data out of thin air.

Change-Id: If7689914624a84723923fd2d7aef355bda592e24
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
2020-08-18 07:58:50 +02:00
Tor Arne Vestbø
bd3088ceb3 Fix warnings about unused variables and functions in tests
Change-Id: Ia758a91384083c13fb4d743f500fef7a6629dfd5
Reviewed-by: Thiago Macieira <thiago.macieira@intel.com>
2020-07-26 18:06:46 +02:00
Laszlo Agocs
351d42175d rhi: Allow null resources in srb
In this case the srb represents the layout only, and can still be used
to create a pipeline. For setShaderResources() one will then need to use
another, layout compatible, srb that references valid resources.

Change-Id: I3ea5b63df3be8847540ca4c0c40fbd29dbed8fb7
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
2020-07-13 14:54:30 +02:00
Laszlo Agocs
db61e43c81 rhi: Enable specifying just an adapter or phys dev
Required by OpenXR. A VkPhysicalDevice or an adapter LUID + feature
level pair should be adoptable while leaving the rest (device, queue,
etc. setup) to QRhi as normal.

Change-Id: Iada0972671b037b4efb03e7831b7c9b8c5f2393d
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
2020-06-26 14:42:42 +02:00
Oliver Wolff
45b0f1be68 Remove winrt
Macros and the await helper function from qfunctions_winrt(_p).h are
needed in other Qt modules which use UWP APIs on desktop windows.

Task-number: QTBUG-84434
Change-Id: Ice09c11436ad151c17bdccd2c7defadd08c13925
Reviewed-by: Tor Arne Vestbø <tor.arne.vestbo@qt.io>
2020-06-06 20:25:49 +02:00
Laszlo Agocs
56977990e0 rhi: Harmonize create-destroy API pattern with the rest of Qt
For historical reasons we use build and release instead of create and
destroy. This becomes confusing now that more modules in Qt start taking
QRhi into use. Migrate to the more familiar naming, so those who have
used QWindow or QOpenGLContext before will find it natural.

Change-Id: I05eb2243ce274c59b03a5f8bcbb2792a4f37120f
Reviewed-by: Eirik Aavitsland <eirik.aavitsland@qt.io>
2020-05-28 17:53:32 +02:00
Eskil Abrahamsen Blomfeldt
3ec0df4b5f RHI: Store texture handle as 64-bit int
When storing a void* pointer to the texture handle, we had
to ensure that the variable would exist until the build phase,
which is error prone and caused errors in QQuickWidget because
we copied the texture ID from the FBO into a local variable
before passing it into QQuickWindow::setRenderTarget().

The reason for using a void* was that we cannot know the width
of the handles in the different backends, but we do know that
they are 64-bit at maximum, so instead of storing potentially
dangling pointers, we just make it a 64-bit integer and cast
it back and forth in the backends.

Task-number: QTBUG-78638
Change-Id: I7951e24351ddb209045ab6197d81eb1290b4da67
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
2020-05-22 10:32:10 +02:00
Laszlo Agocs
8cdc9ac5b2 rhi: vulkan: Fix calling finish() twice with some copy commands in-between
The native command buffer handle was not updated, so the subsequent
finish() call attempted to record an invalid VkCommandBuffer. The
problem was not present with offscreen frames, only when finish() is
called with a swapchain-based frame active.

Task-number: QTBUG-84066
Change-Id: I9c4cb701c3dbbc28f237d6ae1cbf65aafd1fa95f
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
2020-05-07 21:15:52 +02:00
Laszlo Agocs
3ef7a760ff rhi: Take mip size into account for render target size
Also extend autotesting, both for rendering into a given mip level
and for rendering into a given cubemap face.

Change-Id: Ida94b71150477ceb50a3b5616d8b7be13174558b
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
2020-04-23 10:19:53 +02:00
Laszlo Agocs
c3ae30085e rhi: Add support for arrays of combined image samplers
Introduces a new QRhiShaderResourceBinding function that takes an array
of texture-sampler pairs. The existing function is also available and is
equivalent to calling the array-based version with array size 1.

It is important to note that for Metal one needs MSL 2.0 for array of
textures, so qsb needs --msl 20 instead of --msl 12 for such shaders.

Comes with an autotest, and also updates all .qsb files for said test
with the latest shadertools.

Task-number: QTBUG-82624
Change-Id: Ibc1973aae826836f16d842c41d6c8403fd7ff876
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
2020-03-05 19:40:41 +01:00
Laszlo Agocs
2940c375e4 rhi: Allow querying the native buffer objects behind a QRhiBuffer
Modeled after QRhiTexture's NativeTexture query.

This becomes valuable in advanced cases of integrating external native
rendering code with Qt Quick(3D), because it allows using (typically
vertex and index) buffers created by Quick(3D) in the custom renderer as
well, without having to duplicate the content by manually creating native
buffers with the same vertex and index data.

Change-Id: I659193345fa1dfe6221b898043f0b75ba649d296
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
2020-02-21 09:15:18 +01:00
Laszlo Agocs
efba2530f9 rhi: Do not rely on unspecified relation between readbacks and FramesInFlight
Add a new queriable resource limit value MaxAsyncReadbackFrames. Change
the autotest to rely on this instead of relying on the unspecified,
works-by-accident relation between readbacks and FramesInFlight. This
way even if the behavior diverges in some backend in the future, clients
(well written ones, that is), will continue to function correctly.

Also clarify the docs for FramesInFlight, and change d3d and gl to return
the correct value (which is 1 from QRhi perspective; the expanded docs now
explain a bit what this really means and what it does not).

Change-Id: I0486715570a9e6fc5d3dc431694d1712875dfe01
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
2020-02-21 09:15:05 +01:00
Laszlo Agocs
cd02e29319 rhi: Allow detecting texelFetch support
Change-Id: I166c89af99e1289ae60febf2f41fab07eab9f7e8
Reviewed-by: Paul Olav Tvete <paul.tvete@qt.io>
2020-02-13 11:40:05 +01:00
Paul Olav Tvete
844ef184e8 RHI: Remove old native texture API
Task-number: QTBUG-78570
Change-Id: I8c4850828ac03319ac923a26c2e985883956c286
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
2020-01-06 18:13:01 +01:00
Paul Olav Tvete
913146ccd4 RHI: new native texture API
The new version takes/returns a value that can be unpacked and passed to
other functions without knowing which backend is in use.

The old API will be removed in a later change when dependent modules have
been updated

Task-number: QTBUG-78570
Change-Id: I18d928ceef3cb617c0c509ecccb345551a7990af
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
2019-12-05 10:04:46 +01:00
Laszlo Agocs
64760504e7 rhi: Allow testing QRhiRenderPassDescriptors for compatibility
For Metal and Vulkan this needs actual work because that's where
the concept of renderpass descriptors is relevant. GL and D3D can
just return true always.

The big benefit of this is that Qt Quick can now compare renderpass
descriptors via isCompatible() for its pipeline cache (similarly to
how it is already using isLayoutCompatible() for srbs), and so
renderpass descriptors for layers (Item.layer, ShaderEffect) will
typically be compatible and so can pick up pipelines created by other
layers from the cache.

Also add autotests for shader resource binding and renderpass descriptor
compatibility.

Task-number: QTBUG-80318
Change-Id: I0008bc51c4ee13b0113d2c8caf799e1257f18a18
Reviewed-by: Paul Olav Tvete <paul.tvete@qt.io>
2019-11-27 19:07:36 +01:00
Laszlo Agocs
f3c37c839c Enable QRhi Metal backend on iOS
While we are at it, remove the Border and MirrorOnce wrap modes that have
not been supported on OpenGL, because they are unsupported with Metal+iOS
as well.

Task-number: QTBUG-78580
Change-Id: I0db94b9d3a6125b3bb5d7b1db5d02a42cd94d2c2
Reviewed-by: Tor Arne Vestbø <tor.arne.vestbo@qt.io>
2019-11-27 09:51:28 +01:00
Laszlo Agocs
09ee9ef65d Avoid EGL_BAD_MATCH in tst_qrhi autotest
Call adjustedFormat() as advised by the docs: "Applications are advised
to set this format on their QWindow in order to avoid potential BAD_MATCH
failures."

Task-number: QTBUG-79659
Change-Id: Ibf415fb0ee64bdd3f01d4ba744244bce811c0d27
Reviewed-by: Paul Olav Tvete <paul.tvete@qt.io>
2019-10-31 14:41:07 +01:00
Laszlo Agocs
b62b80706e rhi: Autotest for rendering a triangle into a window
Change-Id: Id1562ff8cf7c6bc7e5bd147bb628f3d9dd57f2b5
Reviewed-by: Paul Olav Tvete <paul.tvete@qt.io>
2019-10-09 17:15:06 +02:00
Laszlo Agocs
df0b1836b5 rhi: Autotest rendering with uniform buffer
Change-Id: I4251f31494680c78e90a08a2b471cb1af08ecd81
Reviewed-by: Paul Olav Tvete <paul.tvete@qt.io>
2019-10-09 17:15:06 +02:00
Laszlo Agocs
b2de7f8583 rhi: Autotest rendering a textured quad
Task-number: QTBUG-78971
Change-Id: I0e7e0f3c00f9509031f7b4a8a389e51c915f01c2
Reviewed-by: Paul Olav Tvete <paul.tvete@qt.io>
2019-10-09 17:15:06 +02:00
Laszlo Agocs
dd105fab8d rhi: Autotest rendering a triangle
Also improve (docs and runtime checks) and test the minimum set
of required data to create a graphics pipeline.

Task-number: QTBUG-78971
Change-Id: If5c14f1ab1ff3cf70f168fde585f05fc9d28ec91
Reviewed-by: Paul Olav Tvete <paul.tvete@qt.io>
2019-10-09 17:15:05 +02:00
Laszlo Agocs
9baf69c765 rhi: gl: Add a feature flag for reading back non-zero mip levels
The joys of "level - Specifies the mipmap level of the texture
image to be attached, which must be 0." for glFramebufferTexture2D
in OpenGL ES 2.0.

Change-Id: Iaf19502f48d7ba73b26abb72535bfa6696a1e182
Reviewed-by: Paul Olav Tvete <paul.tvete@qt.io>
2019-10-09 17:15:05 +02:00
Laszlo Agocs
9c466946d0 rhi: Autotest basic texture operations
...and make the Null backend able to deal with these, for RGBA8 textures
at least. Naturally it is all QImage and QPainter under the hood.

Also fix a bug in the OpenGL backend, as discovered by the autotest:
the size from the readback did not reflect the mip level.

Task-number: QTBUG-78971
Change-Id: Ie424b268bf5feb09021099b67068f4418a9b583e
Reviewed-by: Paul Olav Tvete <paul.tvete@qt.io>
2019-10-09 17:15:05 +02:00
Laszlo Agocs
89ec1b3618 rhi: Add support for buffer readbacks
This also marks the beginnings of significantly extending autotesting
of the resource and rendering functionality in QRhi.

Also involves fixing up the buffer operation lists like we did
for textures before. This is to ensure updates and reads on the
same batch execute in the correct order. So just have two lists:
one with buffer, one with texture operations.

Also simplify the struct layouts. No need for those inner structs
with many duplicate members. This reduces the size even, since using a
union was never an option here. Also switch to a VLA, the size is around
253 KB per batch.

The Null backend now keeps track of the QRhiBuffer data so it can return
valid results in readbacks.

Task-number: QTBUG-78984
Task-number: QTBUG-78986
Task-number: QTBUG-78971
Task-number: QTBUG-78883
Change-Id: I9694bd7fec523a4e71cf8a5c77c828123ebbb3bd
Reviewed-by: Paul Olav Tvete <paul.tvete@qt.io>
2019-10-09 15:15:05 +00:00
Laszlo Agocs
4a3ee77f65 rhi: Exercise nativeHandles() in qrhi test
Task-number: QTBUG-78971
Task-number: QTBUG-78972
Change-Id: Ibce10caf1ccd74ae7efead9579f4a4342ef896b8
Reviewed-by: Paul Olav Tvete <paul.tvete@qt.io>
2019-10-09 17:15:05 +02:00
Laszlo Agocs
53599592e0 Introduce the Qt graphics abstraction as private QtGui helpers
Comes with backends for Vulkan, Metal, Direct3D 11.1, and OpenGL (ES).

All APIs are private for now.

Shader conditioning (i.e. generating a QRhiShader in memory or on disk
from some shader source code) is done via the tools and APIs provided
by qt-labs/qtshadertools.

The OpenGL support follows the cross-platform tradition of requiring
ES 2.0 only, while optionally using some (ES) 3.x features. It can
operate in core profile contexts as well.

Task-number: QTBUG-70287
Change-Id: I246f2e36d562e404012c05db2aa72487108aa7cc
Reviewed-by: Lars Knoll <lars.knoll@qt.io>
2019-06-13 10:13:45 +02:00