Commit Graph

24 Commits

Author SHA1 Message Date
Friedemann Kleint
97bfacf1e2 tests: Remove remains of qmake conversion from CMakeLists.txt files
Pick-to: 6.5
Change-Id: I8d106554bb86ac1ec9bb7a4083de4c376bcbab1d
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
Reviewed-by: Joerg Bornemann <joerg.bornemann@qt.io>
2023-02-17 21:56:49 +01:00
Sona Kurazyan
b077c419ea Move QMacAutoReleasePool from qglobal.h to qcore_mac_p.h
And include qcore_mac_p.h where needed.

Task-number: QTBUG-99313
Change-Id: Idb1b005f1b5938e8cf329ae06ffaf0d249874db2
Reviewed-by: Tor Arne Vestbø <tor.arne.vestbo@qt.io>
2022-09-01 13:26:30 +02:00
Lucie Gérard
32df595275 Change the license of all CMakeLists.txt and *.cmake files to BSD
Task-number: QTBUG-105718
Change-Id: I5d3ef70a31235868b9be6cb479b7621bf2a8ba39
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
Reviewed-by: Jörg Bornemann <joerg.bornemann@qt.io>
2022-08-23 23:58:42 +02:00
Lucie Gérard
fb1b20eab3 Add license headers to cmake files
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>
2022-08-03 17:14:55 +02:00
Laszlo Agocs
5b334729d3 rhi: gl: Avoid magic adjustments to the context/window format
...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>
2022-08-01 12:40:45 +02:00
Alexandru Croitor
4d22405e48 CMake: Don't use PUBLIC_LIBRARIES for tests and test helpers
Change-Id: I9b7404e1d3a78fe0726ec0f5ce1461f6c209e90d
Reviewed-by: Alexey Edelev <alexey.edelev@qt.io>
2022-07-28 14:46:53 +02:00
Lucie Gérard
05fc3aef53 Use SPDX license identifiers
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>
2022-05-16 16:37:38 +02:00
Laszlo Agocs
23f8d6c57f rhi: Drop the profiler for now
The system we inherited from the original Qt 5.14 introduction of QRhi
is a text stream based solution where resource creation and frame
timings are sent in a comma-separated format to a QIODevice.

This, while useful to get insights about the number of resources at a
given time, is not actively helpful. The frameworks built on top (Qt
Quick, Qt Quick 3D) are expected to provide solutions for logging
timings in a different way (e.g. via the QML Profiler). Similarly,
tracking active resources and generating statistics from that is
better handled on a higher level.

The unique bits, such as the Vulkan memory allocator statistics and
the GPU frame timestamps, are converted into APIs in QRhi. This way a
user of QRhi can query it at any time and do whatever it sees fit with
the data.

When it comes to the GPU timestamps, that has a somewhat limited value
due to the heavy asynchronousness, hence the callback based
API. Nonetheless, this is still useful since it is the only means of
reporting some frame timing data (an approx. elapsed milliseconds for
a frame) from the GPU side.

Change-Id: I67cd58b81aaa7e343c11731f9aa5b4804c2a1823
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
2022-01-04 13:00:40 +01:00
Laszlo Agocs
0199640d44 rhi: manual tests: Switch to VK_LAYER_KHRONOS_validation
Task-number: QTBUG-88388
Change-Id: Ia6d7caf0357b017625d3245a72d21a3023d81035
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
2021-05-31 17:16:45 +02:00
Laszlo Agocs
97da4519ba Add a dedicated QWindow surface type for D3D
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>
2021-01-04 10:37:11 +00:00
Alexandru Croitor
403213240c CMake: Regenerate projects to use new qt_internal_ API
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>
2020-09-23 16:59:06 +02:00
Tor Arne Vestbø
dce106c77c High-DPI: Remove usage of Qt::AA_EnableHighDpiScaling
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>
2020-08-28 20:08:43 +02:00
Alexandru Croitor
1339cc4667 CMake: Regenerate manual tests
Change-Id: Id42b9e481375d2ec0e68b73dc1e2ff36f0cbd49e
Reviewed-by: Joerg Bornemann <joerg.bornemann@qt.io>
2020-07-08 11:01:38 +02:00
Jarek Kobus
d33655a953 Use QList instead of QVector in other qtbase tests
Task-number: QTBUG-84469
Change-Id: Ie0455c890c048c52eacad1badd6d21df999badf9
Reviewed-by: Friedemann Kleint <Friedemann.Kleint@qt.io>
2020-07-07 11:48:45 +02:00
Laszlo Agocs
9b8d4a9e45 rhi manual tests: Prevent warnings with MSVC
The QPair changes trigger warnings about size_t vs. quint32.

We made offsets and sizes 32-bit in the QRhi API to emphasize that
some of the graphics APIs are using 32-bit sizes still. It's a bit
unfortunate that pairs now generate warnings when the size does not
match. Just cast as needed.

Change-Id: I88504eed8be6f4bdb2205b3671e2c2a9db9fcb1e
Reviewed-by: Eirik Aavitsland <eirik.aavitsland@qt.io>
2020-06-15 15:34:05 +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
Alexandru Croitor
0d177053b9 Regenerate projects one last time before merge
Change-Id: Ia24cf56b79ca6dacd370a7e397024e9b663e0167
Reviewed-by: Liang Qi <liang.qi@qt.io>
Reviewed-by: Simon Hausmann <simon.hausmann@qt.io>
2020-02-12 17:30:49 +00:00
Leander Beernaert
502d3d6744 Merge remote-tracking branch 'origin/dev' into merge-dev
Change-Id: I31b761cfd5ea01373c60d02a5da8c33398d34739
2020-01-24 13:17:33 +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
Leander Beernaert
47428dfa55 Convert all of tests/manual
Fixes: QTBUG-78164
Change-Id: I28b59bf84533fc33fafafd1511b5337d36af0e2b
Reviewed-by: Qt CMake Build Bot
Reviewed-by: Alexandru Croitor <alexandru.croitor@qt.io>
2019-11-14 09:03:26 +00:00
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
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
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