What's more, demonstrate two types of rendering to a cubemap:
one by one to each face, and by attaching all faces as color
attachments in one go.
Both are used by Qt Quick 3D in connection with shadows, so this
proves that the same is possible to implement with QRhi.
Task-number: QTBUG-81261
Change-Id: I5c7077224d7cae0dd6ea02ac30a9e6f9f1f0c229
Reviewed-by: Eirik Aavitsland <eirik.aavitsland@qt.io>
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>
This was used to support QFlags f = 0 initialization, but with 0 used
as a pointer literal now considered bad form, it had been changed many
places to QFlags f = nullptr, which is meaningless and confusing.
Change-Id: I4bc592151c255dc5cab1a232615caecc520f02e8
Reviewed-by: Thiago Macieira <thiago.macieira@intel.com>
Revert surfacePixelSize() to be a getter only. With Metal this will
mean returning the "live" layer size (and so not the
layer.drawableSize), which is in line with what we expect with other
backends.
Instead, we leave it to the swapchain's buildOrResize() to "commit"
the size by setting drawableSize on the layer. With typical
application or Qt Quick logic this ensures that layer.drawableSize is
set once and stays static until we get to process the next resize - on
the rendering thread.
This of course would still mean that there was a race when a client
queries surfacePixelSize() to set the depth-stencil buffer size that
is associated with a swapchain. (because that must happen before
calling buildOrResize() according to the current semantics)
That can however be solved in a quite elegant way, it turns out,
because we already have a flag that indicates if a QRhiRenderBuffer is
used in combination with (and only in combination with) a
swapchain. If we simply say that setting the UsedWithSwapChainOnly
flag provides automatic sizing as well (so no setPixelSize() call is
needed), clients can simply get rid of the problematic
surfacePixelSize() query and everything works.
Task-number: QTBUG-78641
Change-Id: Ib1bfc9ef8531bcce033d1f1e5d4d5b4984d6d69f
Reviewed-by: Tor Arne Vestbø <tor.arne.vestbo@qt.io>
It can be important to see for example the adapter enumeration that is
printed when qt.rhi.general is enabled. Make it enabled by default in
the tests.
Change-Id: I7bd073781e176d9b17b5386c548e9f8a2e16c10f
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
This will also cause clearing to 0,0,0,0.
Essential in order to allow fast testing of window transparency
issues in combination with QRhi and the various backends.
Change-Id: Iee2763c1d06f1d3e5d59a9142abaf30fab1dc543
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
...if there is one and the concept is applicable in the first place.
Change-Id: Iab202c1c1cdd229f4910159de4cae7ce30805ea9
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
The device can be lost when physically removing the graphics adapter,
disabling the driver (Device Manager), upgrading/uninstalling the
graphics driver, and when it is reset due to an error.
Some of these can (and should) be tested manually, but the last
one has a convenient, programmatic way of triggering: by triggering
the timeout detection and recovery (TDR) of WDDM. A compute shader
with an infinite loop should trigger this after 2 seconds by default.
All tests in tests/manual/rhi can now be started with a --curse <count>
argument where <count> specifies the number of frames to render before
breaking the device. Qt Quick will get an environment variable with
similar semantics in a separate patch.
Change-Id: I4b6f8d977a15b5b89d686b3973965df6435810ae
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
As an option. Must opt in via setting ExternalContentsInPass in
the flags for beginFrame(). It is somewhat unfortunate to require
declaring this up front, but forcing using secondary command buffers
always, even though beginExternal() may not be used in many applications,
would be an overkill.
Change-Id: I8d52bcab40c96f89f140c4c7877b6c459925e3c7
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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>