- The optional nice-to-haves DebugMarkers, Timestamps, PipelineCache
are not yet implemented (features reported as false, to be
implemented later, although buffer/texture resource name setting
already works as-is, regardless of DebugMarkers).
- Mipmap generation for 3D textures is missing. Won't matter much
given that 3D textures are not used in Qt for anything atm. For
generating mipmaps for 2D (or 2D array) textures, the MiniEngine
compute shader and approach is used. 3D support for the mipmap
generator may be added later. 1D textures / arrays are supported
except for mipmap generation, and so the
OneDimensionalTextureMipmaps feature is reported as false.
- Qt Quick and Qt Quick 3D are expected to be fully functional.
(unforeseen issues are not impossible, of course)
- Uses minimum feature level 11.0 when requesting the device. It is
expected to be functional on resource binding tier 1 hardware even,
although this has not been verified in practice.
- 2 frames in flight with the usual resource buffering
(QRhiBuffer::Dynamic is host visible (UPLOAD) and always mapped and
slotted, other buffers and textures are device local (DEFAULT).
Requests 3 swapchain buffers. Swapchains are mostly like with D3D11
(e.g. FLIP_DISCARD and SCALING_NONE).
- The root signature generation is somewhat limited by the SPIR-V
binding model and that we need to map every binding point using the
nativeResourceBindingMap from the QShader. Thus the root signature
is laid out so each stage has its own set of resources, with shader
register clashes being prevented by setting the visibility to a
given stage.
Sampler handling is somewhat suboptimal but we are tied by the
binding model and existing API design. It is in a fairly special
situation due to the 2048 limit on a shader visible sampler heap, as
opposed to 1000000 for SRVs and UAVS, so the approach we use for
textures (just stage the CPU SRVs on the (per-frame slot) shader
visible heap as they are encountered, effectively treating the heap
as a ring buffer) would quickly lead to having to switch heaps many
times with scenes with many draw calls and sampledTexture/sampler
bindings in the srb.
Whereas static samplers, which would be beautiful, are impossible to
utilize safely since we do not have that concept (i.e. samplers
specified upfront, tied to the graphics/compute pipeline) in the
QRhi API, and an srb used at pipeline creation may change its
associated resources, such as the QRhiSampler reference, by the time
the shader resources are set for the draw call (or another,
compatible srb may get used altogether), so specifying the samplers
at root signature creation time is impossible.
Rather, the current approach is to treat each sampler as a separate
root parameter (per stage) having a descriptor table with a single
entry. The shader visible sampler heap has exactly one instance of
each unique sampler encountered during the lifetime of the QRhi.
- Shader-wise no different from D3D11, works with HLSL/DXBC 5.0
(i.e. existing .qsb files with DXBC in them work as-is). But unlike
D3D11, this one will try to pick 6.7, 6.6, ..., down to 5.0 from the
QShader, in that order.
- Uses D3D12MA for suballocating. As a result it can report vmem
allocation statistics like the Vulkan backend, and it does more
since the DXGI memory usage (incl. implicit resources) is also
reported. This is optional technically, so we also have the option
of going straight with the heavyweight CreateCommittedResource()
instead. That is what we do if the adapter chosen reports it's
software-based or when QT_D3D_NO_SUBALLOC=1 is set.
- PreferSoftwareRenderer (picking the WARP device) and the env.var.
QT_D3D_ADAPTER_INDEX work as with the D3D11 backend.
- It is not unexpected that with large scenes that generate lots of
draw calls with multiple textures/samplers per call the performance
may be slightly below D3D11 (probably mostly due to descriptor
management). Similarly, the reported memory usage will be higher,
which is partly natural due to creating heaps, descriptor pools,
staging areas, etc. upfront. Will need to be evaluated later how
these can be tuned.
Change-Id: I5a42580bb65f391ebceaf81adc6ae673cceacb74
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
CMakeLists.txt and .cmake files of significant size
(more than 2 lines according to our check in tst_license.pl)
now have the copyright and license header.
Existing copyright statements remain intact
Task-number: QTBUG-88621
Change-Id: I3b98cdc55ead806ec81ce09af9271f9b95af97fa
Reviewed-by: Jörg Bornemann <joerg.bornemann@qt.io>
...by removing the entire adjustedFormat() helper.
Qt Quick has never used this, which indicates it is not that
useful. Same goes for Qt Multimedia or Qt 3D. Ensuring depth and
stencil is requested is already solved by using
QSurfaceFormat::setDefaultFormat() or by adjusting the formats
everywhere as appropriate.
The helper function's usages are in the manual tests that use it as a
shortcut, and in the GL backend itself. Remove it and leave it up the
client to set the depth or stencil buffer size, typically in the
global default surface format. (which in fact many of the mentioned
manual tests already did, so some of calls to
window->setFormat(adjustedFormat()) were completely unnecessary)
By not having the built-in magic that tries to always force depth and
stencil, we avoid problems that arise then the helper cannot be easily
invoked (thinking of widgets and backingstores), and so one ends up
with unexpected stencil (or depth) in the context (where the GL
backend auto-adjusts), but not in the window (which is not under
QRhi's control).
It was in practice possible to trigger EGL_BAD_MATCH failures with the
new rhi-based widget composition on EGL-based systems. For example, if
an application with a QOpenGLWidget did not set both depth and stencil
(but only one, or none), it ended up failing due to the context -
surface EGLConfig mismatches. On other platforms this matters less due
to less strict config/pixelformat management.
Pick-to: 6.4
Change-Id: I28ae2de163de63ee91bee3ceae08b58e106e1380
Fixes: QTBUG-104951
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
This convenience should be, according to the Apple docs, equivalent to
calling present from a scheduled handler. (which on its own makes it
unclear why we switched in the first place)
In practice it seems the two approaches are not identical. It looks
like that once a frame is submitted earlier than the next display link
callback, the throttling behavior we implement in beginFrame()
(waiting on the semaphore for the completion of the appropriate
command list etc.) starts exhibiting unexpected behavior, not
correctly throttling the thread to the refresh rate. Changing back to
presentDrawable does not exhibit this at all.
The suspicion is that presentDrawable is probably doing more than what
the docs suggest, and so is not fully equivalent to calling present
manually from a scheduled handler.
Therefore, switch to presentDrawable now, which restores the expected
cross-platform behavior, but make a note of the oddity, and also
prepare the hellominimalcrossgfxtriangle manual test to provide an
easy, self-contained application to allow experimenting in the future,
if needed.
This allows Qt Quick render thread animations to advance at the
expected speed (because the render thread is correctly throttled to
the refresh rate), even if the render thread decides to generate a new
frame right away, without waiting for the next display link update.
Without this patch, attempting to get updates not via requestUpdate(),
but by other means (timer etc.) leads to incorrect throttling, and so
the triangle in the test app is rotating faster than expected - but
only with Metal. Running with OpenGL on macOS or with any API on any
other platform the behavior will be correct. Even if scheduling
updates without display link is not efficient, and should be
discouraged, not doing so cannot break the core contract of vsync
throttling, i.e. the thread cannot run faster just because it renders
a frame not in response to an UpdateRequest.
Amends 98b60450f7 (effectively reverts
but keeps the code and the notes because we might want to clear this
up some day)
Pick-to: 6.4 6.3 6.2
Fixes: QTBUG-103415
Change-Id: Id3bd43e94785384142337564ce4b2644bf257100
Reviewed-by: Tor Arne Vestbø <tor.arne.vestbo@qt.io>
Replace the current license disclaimer in files by
a SPDX-License-Identifier.
Files that have to be modified by hand are modified.
License files are organized under LICENSES directory.
Task-number: QTBUG-67283
Change-Id: Id880c92784c40f3bbde861c0d93f58151c18b9f1
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
Reviewed-by: Lars Knoll <lars.knoll@qt.io>
Reviewed-by: Jörg Bornemann <joerg.bornemann@qt.io>
Instead, have a static function in QRhiVulkanInitParams then Qt Quick
and anyone else who creates a QVulkanInstance that is then used in
combination with QRhi can query.
Change-Id: I046e0d84541fc00f5487a7527c97be262221527f
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
Even though there is no D3D-specific logic in the windows platform
plugin, meaning a QWindow with either OpenGLSurface or VulkanSurface
(or anything really) is DXGI/D3D-compatible, it now looks like it is
beneficial, and more future proof, if there is a dedicated surface
type.
As the linked report shows, there are OpenGL-specific workarounds
accumulated in the platform plugin, while not being clear if these
are relevant to non-OpenGL content, or if they are relevant at all
still. (and some of these can be difficult/impossible to retest and
verify in practice)
When D3D-based windows use the same surface type, all these are
active for those windows as well, while Vulkan-based windows have
their own type and so some of these old workarounds are not active
for those. To reduce confusion, having a dedicated surface type for
D3D as well allows the logic to skip the old OpenGL workarounds,
giving us (and users) a more clear overall behavior when it comes
to OpenGL vs. Vulkan vs. D3D.
The change is compatible with any existing code in other modules
because any code that uses OpenGLSurface for D3D will continue to
work, using the new type can be introduced incrementally.
Task-number: QTBUG-89715
Change-Id: Ieba86a580bf5a3636730952184dc3a3ab7669b26
Reviewed-by: Tor Arne Vestbø <tor.arne.vestbo@qt.io>
Modify special case locations to use the new API as well.
Clean up some stale .prev files that are not needed anymore.
Clean up some project files that are not used anymore.
Task-number: QTBUG-86815
Change-Id: I9947da921f98686023c6bb053dfcc101851276b5
Reviewed-by: Joerg Bornemann <joerg.bornemann@qt.io>
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
This attribute is now on by default.
Change-Id: I7c9d2e3445d204d3450758673048d514bc9c850c
Reviewed-by: Morten Johan Sørvig <morten.sorvig@qt.io>
Reviewed-by: Tor Arne Vestbø <tor.arne.vestbo@qt.io>
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>
Conflicts:
examples/widgets/graphicsview/boxes/scene.h
src/corelib/Qt5CoreMacros.cmake
src/corelib/Qt6CoreMacros.cmake
src/network/ssl/qsslsocket.cpp
src/network/ssl/qsslsocket.h
src/platformsupport/fontdatabases/windows/qwindowsfontenginedirectwrite.cpp
src/testlib/CMakeLists.txt
src/testlib/.prev_CMakeLists.txt
tests/auto/corelib/tools/qscopeguard/tst_qscopeguard.cpp
Disabled building manual tests with CMake for now, because qmake
doesn't do it, and it confuses people.
Done-With: Alexandru Croitor <alexandru.croitor@qt.io>
Done-With: Volker Hilsheimer <volker.hilsheimer@qt.io>
Change-Id: I865ae347bd01f4e59f16d007b66d175a52f1f152
This particular test may serve as sample code in various materials in
the future, therefore it is highly beneficial if it is kept in good shape.
Make it easier to read, more compact, and split up among the natural
boundaries of the functionality (global setup in main, window+swapchain
management in Window, graphics resource setup and draw call recording
in HelloWindow).
Change-Id: I2451d3961a01131dcbffe66baf23d2cf9bfd077f
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>
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>
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>
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>