Following patterns from the other backends is insufficient with OpenGL
because we do not use real uniform buffers. There is currently a
possibility that a shader program will be bound without following it
with setting uniforms. Correct this by having a second level of tracking
of the associated srb object in the pipelines.
Pick-to: 6.0 6.1
Fixes: QTBUG-91630
Change-Id: I74a012daade826dd22c436bde06381c1233bad11
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
Reviewed-by: Eirik Aavitsland <eirik.aavitsland@qt.io>
Add QRhi APIs to retrieve and reload the contents of the "pipeline
cache".
The only API where there is a true pipeline cache is object is Vulkan
(VkPipelineCache). For OpenGL, the other backend where we support this,
it is simulated with program binaries. The Qt 5 style OpenGL program
binary disk cache continues to work like before, but one has now the
option to do things in a more modern, graphics API agnostic way, that
leads to generating a single blob instead of a large set of files in
some system location, allowing easier "pre-baking" of the cache content.
It is expected that Qt Quick exposes the two new functions in form
if QSG_RHI_ environment variables, thus allowing easy testing and
cache file generation.
As an example for the performance improvements this can give, consider
Vulkan, where we do not have any existing persistent caching mechanism
in place:
Running BenchmarkDemoQt6.exe --scene flythrough --mode demo creates 18
QRhiGraphicsPipeline objects from Qt Quick and Qt Quick 3D.
The total time spent in QRhiGraphicsPipeline::create() during application
startup for these 18 pipelines is 35-40 ms on a given Windows (NVIDIA)
system.
When exporting the pipeline cache contents to a file, and then, in a
subsequent run, reloading the cache contents, this is reduced to 5-7 ms
on the same system, meaning we get a 6-7x improvement.
The generated data is always specific to a given Qt version, RHI
backend, graphics device, and driver version. Much of the implementation
consists of adding and verifying the appropriate header to the blobs
retrieved from the driver, to allow gracefully ignoring data that was
generated with a device or driver that differs from the one used at
run time. This should provide robustness, even if the Vulkan or OpenGL
implementation is for some reason not prepared to identity and reject
incompatible cache/program blobs.
Fixes: QTBUG-90398
Change-Id: I67b197f393562434f372c7b7377f638abab85cb3
Reviewed-by: Andy Nichols <andy.nichols@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>
...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>
Remove the qmake project files for most of Qt.
Leave the qmake project files for examples, because we still test those
in the CI to ensure qmake does not regress.
Also leave the qmake project files for utils and other minor parts that
lack CMake project files.
Task-number: QTBUG-88742
Change-Id: I6cdf059e6204816f617f9624f3ea9822703f73cc
Reviewed-by: Edward Welbourne <edward.welbourne@qt.io>
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
Reviewed-by: Kai Koehne <kai.koehne@qt.io>
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>
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>
We want to re-enable Android tests in QTQAINFRA-3867. However,
many tests are failing already preventing that from happening.
QTBUG-87025 is currently keeping track (links) to all of those
failing tests.
The current proposal is to hide those failing tests, and enable
Android test running in COIN for other tests. After, that try
to fix them one by one, and at the same time we can make sure
no more failing tests go unnoticed.
Task-number: QTBUG-87025
Change-Id: Ic1fe9fdd167cbcfd99efce9a09c69c344a36bbe4
Reviewed-by: Alexandru Croitor <alexandru.croitor@qt.io>
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>
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>
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>
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>
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>
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>
Use pro2cmake with '--api-version 2' to force regenerate
projects to use the new prefixed qt_foo APIs.
Change-Id: I055c4837860319e93aaa6b09d646dda4fc2a4069
Reviewed-by: Joerg Bornemann <joerg.bornemann@qt.io>
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>
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>
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>
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>
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>
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>
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>
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>
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>
They are now version 4, which is hopefully the final format,
relying on nothing but QDataStream.
Except for the qshader autotest which tests all the 1..4 versions
and so needs appropriate test data.
Also unifies the batch file naming.
Change-Id: Iec478be86d14dbec7ffb9d5f9b62c14fca5d7c9e
Reviewed-by: Eirik Aavitsland <eirik.aavitsland@qt.io>
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>
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>
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>
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>
There is no onscreen support for WinRT in the D3D11 backend yet.
However, offscreen operations (rendering into a texture) should work.
One catch is that there is no D3DCompile available for deployed WinRT
apps. So ship the intermediate format (DXBC output from fxc) in the
.qsb files.
Change-Id: Ic0aba4b817c27d13dcf3af41bf7612d799382655
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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>