Commit Graph

18 Commits

Author SHA1 Message Date
Laszlo Agocs
f1c7814a55 rhi: Remove QVectors from the data description structs as well
As usual, keep some QVector overloads around to allow Qt Quick to compile.

Color attachments and vertex input bindings get an at(index) type of
accessor, unlike any other of similar lists. This is because there the
index is significant, and sequential iteration is not the only type of
operation that is performed. Sometimes a lookup based on an index will
be needed as well.

Task-number: QTBUG-78883
Change-Id: I3882941f09e94ee2f179e0e9b8161551f0d5dae7
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
Reviewed-by: Paul Olav Tvete <paul.tvete@qt.io>
2019-10-03 09:37:48 +02:00
Laszlo Agocs
7000b66f7e Remove QVector in the API of QRhiResource subclasses
Forcing users to go through a QVector, when in practice they almost
always want to source the data from an initializer list, a QVarLengthArray,
or a plain C array, is not ideal. Especially since we can reason about
the maximum number of elements in the vast majority of use cases for all
the affected lists. QRhiResource is also not copyable so we do not need
the usual machinery offered by containers. So switch to a
QVarLengthArray.

Note that a resource is not a container. The only operations we are
interested in is to be able to source data either via an initializer
list or by iterating on something, and to be able to extract the data,
in case a user wishes to set up another resource based on the existing
one.

In some cases a QVector overload is kept for source compatibility with
other modules (Qt Quick). These may be removed in the future.

Also do a similar QVector->QVarLengthArray change in the srb-related
data in the backends.

Change-Id: I6f5b2ebd8e75416ce0cca0817bb529446a4cb664
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
2019-09-30 20:07:43 +02:00
Laszlo Agocs
86876744f0 Ensure drawable size atomicity within a frame
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>
2019-09-29 22:16:55 +02:00
Laszlo Agocs
cd5a0bc735 rhi: Always enable debug info printing from manual tests
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>
2019-09-29 00:12:53 +02:00
Laszlo Agocs
22d22eb282 rhi: Add a --transparent option to manual tests
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>
2019-09-26 17:02:12 +02:00
Laszlo Agocs
30e27328e3 rhi: Unify handling of special cases for scissor and viewport rects
With OpenGL a scissor (or viewport) rectangle is not allowed to have a negative
width or height. Everything else is allowed. This is also the semantic we wish to
keep for QRhiViewport and QRhiScissor.

This raises some problems. For instance, when we do bottom-left - top-left
rectangle conversion, the case of partially out of bounds rects needs to be
taken into account.

Otherwise, Qt Quick ends up in wrong scissoring in certain cases, typically when
the QQuickWindow size is decreased so the content does not fit because that will
then start generating negative x, y scissors for clipping (which is perfectly
valid but the QRhi backends need to be able to deal with it)

Then there is the problem of having to clamp width and height carefully, because
some validation layers for some APIs will reject a viewport or scissor with
partially out of bounds rectangles.

To verify all this, add a new manual test, based on the cubemap one. (cubemap was
chosen because that is an ideal test scene as it fills the viewport completely, and
so it is visually straightforward when a scissor rectangle is moving around over it)

Fixes: QTBUG-78702
Change-Id: I60614836432ea9934fc0dbd0ac7e88931f476542
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
2019-09-26 17:02:05 +02:00
Edward Welbourne
22742c5f21 Include missing shbang line in executable shell script
Change-Id: I802665c89fcac9e07e745cf6dce1a04404ae764d
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
2019-09-23 16:31:48 +02:00
Laszlo Agocs
ef78a2e8f9 rhi: Add a flag to indicate preferring a software adapter
...if there is one and the concept is applicable in the first place.

Change-Id: Iab202c1c1cdd229f4910159de4cae7ce30805ea9
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
2019-09-12 14:28:23 +00:00
Laszlo Agocs
f567129bb5 rhi: d3d11: Add the device lost testing machinery
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>
2019-09-12 12:39:12 +02:00
Laszlo Agocs
2602209f54 rhi: vulkan: Introduce secondary command buffer usage
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>
2019-08-29 10:23:15 +02:00
Laszlo Agocs
3f201f988f rhi: Fix clear value in offscreen test
Leftover from the migration to QColor as color clear value.

Change-Id: Ibf49d65234a1e14d53035b46249753a5929ca22b
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
2019-07-31 09:04:49 +02:00
Laszlo Agocs
493ce2f3d4 rhi: gl: Add support for compute
...and storage buffers and images.

Change-Id: If38a51322e3187088a13cf4e9b88cb40c8af8621
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
2019-07-31 09:04:45 +02:00
Laszlo Agocs
c955426945 rhi: metal: Do not hold on to the drawable when not presenting
The Quick render loops do SkipPresent occasionally, and it all seemed
to work with the threaded one because we lack an autorelease pool on
the SG render thread. (to be corrected separately) The basic one ended
up crashing sometimes, however. Holding on to the drawable is incorrect.

Fixes: QTBUG-76953
Change-Id: I0d0ec6d09aa209d2c848d7a9dbd9b15916fe23ab
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
2019-07-31 09:04:41 +02:00
Laszlo Agocs
058c52fc2a rhi: Improve base vertex/instance support
Have feature flags as appropriate. OpenGL is causing a mess here
but let's support what we can since some of this will become relevant
in more sophisticated mesh drawing cases with 3D in particular.

Change-Id: Idfa7b4642ec87147978e03d78d6233efbd151491
Reviewed-by: Lars Knoll <lars.knoll@qt.io>
2019-07-01 17:34:47 +02:00
Laszlo Agocs
9452c963c8 rhi: Add a test for instancing
Draws 1024 cubes at random x,y positions with varying color with
a single instanced draw call.

Change-Id: I8737503acf23866ad4734b1d88753415a3b93445
Reviewed-by: Lars Knoll <lars.knoll@qt.io>
2019-07-01 17:34:40 +02:00
Laszlo Agocs
854ddb0301 rhi: Enhance line width and point size support
...but this will vary between backends, or in some cases
even between implementations of the same API.

Point size is settable only via the vertex shader (gl_PointSize).
It is silently ignored with D3D and HLSL.

Line widths other than 1 are supported only on OpenGL and Vulkan.
(but this is in fact deprecated with GL and optional with Vulkan)

Add QRhi::Feature values for both.

The line width is now settable on QRhiGraphicsPipeline. It is not a
dynamic state since the static, per-pipeline width is good enough for
most cases. (and the feature is not supported on half of the backends
anyways so it will get limited use in practice).

Change-Id: I6d3a32269527c452b794b2cb8b0f03101eab40b2
Reviewed-by: Lars Knoll <lars.knoll@qt.io>
2019-07-01 17:34:29 +02:00
Laszlo Agocs
6f4aa54131 rhi: Add compute api and implement for Vulkan and Metal
D3D11 and GL (4.3+, ES 3.1+) will come separately at a
later time.

Change-Id: If30f2f3d062fa27e57e9912674669225b82a7b93
Reviewed-by: Lars Knoll <lars.knoll@qt.io>
2019-06-17 10:32:57 +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