Test server for in-browser TCP usage.
Pick-to: 6.4
Change-Id: Ia1a29c0e14a6d2ee8075ce202c9f6998a3ccc4c9
Reviewed-by: Lorn Potter <lorn.potter@gmail.com>
The new name describes the behavior in a better way.
[ChangeLog][Build System] The QT_DISABLE_DEPRECATED_BEFORE macro is
renamed to QT_DISABLE_DEPRECATED_UP_TO. The old name is deprecated, but
is still recognized if it is defined during configuration and the new
name is not defined.
Task-number: QTBUG-104944
Change-Id: Ifc34323e0bbd9e3dc2f86c3e80d4d0940ebccbb8
Reviewed-by: Alexandru Croitor <alexandru.croitor@qt.io>
Reviewed-by: Edward Welbourne <edward.welbourne@qt.io>
Add a runtime test for asyncify availability; skip tests
if asyncify is not available. Add new build target which
builds with asyncify enabled.
Change-Id: Idaeff0a24aa01525927b012af2a0ba135c7839c3
Reviewed-by: Tor Arne Vestbø <tor.arne.vestbo@qt.io>
We're not looking to skip faulty tests, but there are cases
where we would like to indicate that a test function exists
but can't run because some precondition is not met.
Pick-to: 6.4
Change-Id: Ifaaafcfa7a55beaaf56d8b25fabbe3dc2566350f
Reviewed-by: Tor Arne Vestbø <tor.arne.vestbo@qt.io>
Reviewed-by: Mikołaj Boc <Mikolaj.Boc@qt.io>
Emscripten's option for enabling asyncify (-sASYNCIFY) is a link-time
option, which means there is no requirement to have a separate asyncify
build, at least for static builds.
Replace the current QT_HAVE_EMSCRIPTEN_ASYNCIFY compile-time option
with a run-time option which checks if the asyncify API is available.
Keep support for configuring with "-device-option QT_EMSCRIPTEN_ASYNCIFY=1"
for backwards compatibility and for the use case where want asyncify
support to be on by default for a given Qt build.
Enable asyncify for the asyncify_exec example.
Pick-to: 6.4
Change-Id: I301fd7e2d3c0367532c886f4e34b23e1093646ad
Reviewed-by: Tor Arne Vestbø <tor.arne.vestbo@qt.io>
Includes:
- setting a custom Info.plist
- Bundling non-image assets
- Bundling image assets using asset catalogs
- Bundling app icons
- Bundling a launch screen
Projects added for both qmake and CMake.
The executable uses testlib to check that non-image assets,
icons and asset catalogs were successfully bundled upon deployment
to a device.
Task-number: QTBUG-104519
Change-Id: Iaab6112e31e1098dcd2548e18b58bed5b64e6f83
Reviewed-by: Jörg Bornemann <joerg.bornemann@qt.io>
The caveat being having to manually create HLSL versions of the hull,
domain, and geometry shaders in parallel with the Vulkan GLSL ones,
while keeping the interfaces intact (stage inputs and outputs, cbuffer
layouts, binding points/registers). This is not always trivial but
typically doable in not very complicated case after inspecting the
SPIRV-Cross-generated vertex/fragment code in the .qsb files. Once
written, the HLSL files can be injected into a .qsb file with qsb -r.
or the corresponding CMake syntax. Conceptually this is no different
from how samplerExternalOES support is implemented for Multimedia.
(there the problem is that the shaders cannot be compiled to SPIR-V
to begin with, here it is that we cannot translate from SPIR-V, but
in the end the workaround for both problems is effectively the same)
The manual tests demonstrate this, both the tessellation and geometry
apps work now with D3D out of the box.
On the bright side, the implementation here in the the D3D backend of
QRhi does not need to know about how the shaders got there in the
QShader. So none of the implementation is dependent on this manual
process. If some day qsb would start translating to these kind of
shaders as well, it would all still work as-is.
Change-Id: I32d9ab94e00174e4bd5b59ac814dfedef9f93ad1
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
QFileDialog::saveFileContent, QFileDialog::getOpenFileContent are now
using local file APIs to access files on any browser that passes a
feature check.
The feature is thoroughly tested using sinon and a new mock library.
Task-number: QTBUG-99611
Change-Id: I3dd27a9d21eb143c71ea7db0563f70ac7db3a3ac
Reviewed-by: Tor Arne Vestbø <tor.arne.vestbo@qt.io>
Reviewed-by: Morten Johan Sørvig <morten.sorvig@qt.io>
Add basic tests for timers and event processing, for
different use cases such as on the main thread, on
a secondary thread, and with asyncify.
Pick-to: 6.4
Change-Id: Ie0f82b5de97f639867b1e65dbb0ab8b11db86f85
Reviewed-by: Lorn Potter <lorn.potter@gmail.com>
See also QX11EmbedWidget::QX11EmbedWidget() in src/gui/kernel/qx11embed_x11.cpp in qt4.
https: //github.com/qt/qt/blob/4.8/src/gui/kernel/qx11embed_x11.cpp#L475-L477
Pick-to: 6.4 6.3 6.2 5.15
Change-Id: I47504a2d8f3e33c367f092d01ee5d7e1b16b5106
Reviewed-by: Tor Arne Vestbø <tor.arne.vestbo@qt.io>
All linux CI machines have gtk3 installed. And Python GTK things
are too complicate to setup.
Pick-to: 6.4 6.3 6.2 5.15
Change-Id: I3c0d967f61aebea508784df79569b9d0064f66e2
Reviewed-by: Tor Arne Vestbø <tor.arne.vestbo@qt.io>
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 example connects an echo server running behind
WebSockify, on localhost.
For example, start websockify with
websockify 1515 localhost:1516
to accept a webscoket connection on 1515 and forward
to echo_server at 1516.
Pick-to: 6.4
Change-Id: Id71364e4ab8c46d3482b515fcd1b991b61d7404b
Reviewed-by: Lorn Potter <lorn.potter@gmail.com>
Connects to echo_server via websockify, like the async version.
Pick-to: 6.4
Change-Id: I9ed560cd388cfddbd0d284d8d40fb7ddf964ba96
Reviewed-by: Lorn Potter <lorn.potter@gmail.com>
Some of the offsets are already quint32 in the API (vertex input
attributes, dynamic offsets, offsets in draw calls), matching the
reality of the underlying 3D APIs, but many buffer-related functions
use int as of now, simply because that used to be the default choice,
and the same goes for sizes (such as buffer or range sizes). This is
not quite consistent and should be cleaned up if for nothing else then
just to make the classes consistent, but also because no 3D API use a
signed type for offsets, sizes, and strides. (except OpenGL for some)
When it comes to strides (for vertex inputs and raw image texture
uploads), those are already all quint32s. This is straightforward
because most of the 3D APIs use 32-bit uints for these regardless of
the architecture.
Sizes and offsets are often architecture-dependent (Vulkan, Metal),
but there is at least one API where they are always 32-bit even on
64-bit Windows (UINT == unsigned int, D3D11). In addition, we do not
really care about buffer or texture data larger than 4 GB, at least
not without realistic use cases and real world testing, which are
quite unlikely to materialize for now (esp. since we still have the
width/height of 2D textures limited to 16 or 32K in many cases even on
desktops, whereas 2GB+ buffers are not guaranteed in practice even
when an API seemingly allows it).
In any case, the important change here is the signed->unsigned
switch. A number of casts can now be removed here and there in the
backends, because the offsets and sizes are now unsigned as well,
matching the underlying API reality. The size can be potentially
increased later on with minimal effort, if that becomes necessary for
some reason.
Change-Id: I404dbc365ac397eaeeb3bd2da9ce7eb98916da5f
Reviewed-by: Inho Lee <inho.lee@qt.io>
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
- QFileInfo::fileName() is not the name of a directory, so we need
absoluteFilePath() to construct a QDir
- QDir::entryList() returns only the name suffix, not the whole path
- stop at any arbitrary depth, and add a find command which does full
recursion
Amends 04a5a74685
Change-Id: I9870db092125a797e8b654e98954ac611dde1ab2
Reviewed-by: Volker Hilsheimer <volker.hilsheimer@qt.io>
...that uses the old name after a recent change in the
name of a function.
Change-Id: Ife36fbb0c5d28b350cb1cfc48625528a205af8f9
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
Since we cannot rely on the clients specifying a suitable CSP that will
not forbid execution of js injections, we have to refrain from using
any explicit <script> elements. To keep the promise system working, a
thunk pool was introduced which keeps track of a limited pool of promise
callback exports. In case the resources are busy, pending calls are
enqueued. This works since the JS Promise.then/catch/finally always fire,
even on ready/failed promises.
As the situation of full thunk pool allocation is unlikely to happen
en masse IRL, the solution should not adversely affect the performance.
Heavy unit tests were created to confirm the solution works as expected.
Task-number: QTBUG-99611
Change-Id: I0e6982d4ee76a4263b59e72b004b3ff2f167e4df
Reviewed-by: Morten Johan Sørvig <morten.sorvig@qt.io>
Implement a11y support by adding html elements of the
appropriate type and/or with the appropriate ARIA attribute
behind the canvas.
Also add a simple manual-test.
Change-Id: I2898fb038c1d326135a1341cdee323bc964420bb
Reviewed-by: Lorn Potter <lorn.potter@gmail.com>
The promise tests have been ported to qtwasmtestlib so that they do not
have to use asyncify anymore.
Task-number: QTBUG-99611
Change-Id: Id1b5742c90e36a89540e7a2387cb4110c21ace9b
Reviewed-by: Morten Johan Sørvig <morten.sorvig@qt.io>
Added the functionality to report text statuses from tests, reporting
file and line of assertion failures. Refactored the qtwasmtestlib.js
for improved stability.
Task-number: QTBUG-99611
Change-Id: I717e0cc38ac7f155fe870710f6b5e4bfb81b9317
Reviewed-by: Morten Johan Sørvig <morten.sorvig@qt.io>
qtwasmtestlib supports writing asynchronous tests for
the web platform.
Asynchronous test functions differ from normal test
functions in that they allow returning from the test
function before the test has completed:
void TestObject::testTimer()
{
QTimer::singleShot(100, [](){
completeTestFunction(); // Test pass if we get here
});
}
Currently one logging backend is supported which
writes the results to an html element. See the README
file for further documentation.
Change-Id: Ia633ad3f41a653e40d6bf35dd09d62a97c608f84
Reviewed-by: Mikołaj Boc <Mikolaj.Boc@qt.io>
Reviewed-by: Tor Arne Vestbø <tor.arne.vestbo@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>
Enable by setting QT_WIDGETS_HIGHDPI_DOWNSCALE=1 and QT_WIDGETS_RHI=1.
This will make the backing store and painter operate at the next
highest integer DPR in cases where QWindow::devicePixelRatio() returns
a fractional value. The backing store image will then be downscaled
to the target DPR at flush time, using the RHI flush pipeline.
[ChangeLog][QWidgets] Added experimental support for always
painting at an integer device pixel ratio (rounding the DPR up if
necessary), followed by a downscale to the target DPR.Enable by setting
QT_WIDGETS_HIGHDPI_DOWNSCALE=1 and QT_WIDGETS_RHI=1.
Pick-to: 6.4
Task-number: QTBUG-86344
Change-Id: Id5b834a0e3499818b0b656161f5e0c38a6caa340
Reviewed-by: Eirik Aavitsland <eirik.aavitsland@qt.io>
This implements the recent functionality extension of painting
cosmetic (untransformed) brush patterns, and the corresponding
NonCosmeticBrushPatterns render hint, in the pdf and opengl paint
engines.
As part of the implementation it also fixes a couple of pre-existing
bugs in the opengl engine, relating to updating the brush after
changes in transformation or brush origin.
As a driveby, it also includes a minor fix for the lance testing tool:
request stencil buffer, as that is needed and not always provided by
default. This echoes a recent fix done to tst_baseline_painting.
Change-Id: Ia8811477e015eebeb40ed138bca96643ce1ab0dc
Reviewed-by: Allan Sandfeld Jensen <allan.jensen@qt.io>
Always invert scroll deltas. This is what the code did
before, expect for on non-Safari macOS. There is no
need any "smart" code here: correct deltas are provided
by the native API regardless of macOS scroll direction
setting.
Reading webkitDirectionInvertedFromDevice is still useful
for certain use cases, such as 3D scene zooming or spinbox
value change, where upwards motion on the trackpad should
always correspond to "increment" regardless of scroll direction.
Propagate this to Qt using one of the handleWheelEvent()
overloads
Finally, we were sending pixel deltas as angle deltas;
fix by sending pixel deltas as well, but keep existing
angle delta behavior for compatibility.
Change-Id: I7a7104c30da057fefc0377816e551a9e7e2fa0e7
Reviewed-by: Lorn Potter <lorn.potter@gmail.com>
Reviewed-by: David Skoland <david.skoland@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>
Drag and drop into the browser will work.
Drag and drop out of the browser will not.
Fixes: QTBUG-102242
Change-Id: Id9981ab6f9514535e1409bec18068790833a67a6
Reviewed-by: Morten Johan Sørvig <morten.sorvig@qt.io>
because the old xcb_randr_monitor_info_t was invalid very often
during update.
Pick-to: 6.3
Change-Id: I8c0bda93bde4e816fc98cde1a7205c6369ab39e1
Reviewed-by: Tor Arne Vestbø <tor.arne.vestbo@qt.io>
In a recent improvement (6de36918c0) the
last set clip region or path was stored in separate variables, in
order to be set again if the aliasing mode changed. That solution was
too simplistic, as it would break down as soon as more than one clip
area was set, with the latter either replacing or intersecting the
first. It was also unnecessary to introduce new storing of clip areas
and transforms, as those are already recorded in the clipInfo stack in
the painter state. This patch hence reverts much of that implementation.
However the basic idea of setting the clip area again after AA change
is good, so that part is kept, implementated instead by calling a
pre-existing function to replay the clipInfo stack.
One of the baseline test cases is extended to excercise the
combination of clip areas. As a driveby, support for setClipRectF is
added to the painting baseline test scripts, and the build of the
manual lance tool is fixed.
Fixes: QTBUG-101474
Pick-to: 6.3 6.2
Change-Id: Ide8b70d8cbf138deb06cbb84f69e62f7405886e6
Reviewed-by: Allan Sandfeld Jensen <allan.jensen@qt.io>
QPlatformTextureList holds a QRhiTexture instead of GLuint. A
QPlatformBackingStore now optionally can own a QRhi and a
QRhiSwapChain for the associated window. Non-GL rendering must use
this QRhi everywhere, whereas GL (QOpenGLWidget) can choose to still
rely on resource sharing between contexts. A widget tells that it
wants QRhi and the desired configuration in a new virtual function in
QWidgetPrivate returning a QPlatformBackingStoreRhiConfig. This is
evaluated (among a top-level's all children) upon create() before
creating the repaint manager and the QWidgetWindow.
In QOpenGLWidget what do request is obvious: it will request an
OpenGL-based QRhi. QQuickWidget (or a potential future QRhiWidget)
will be more interesting: it needs to honor the standard Qt Quick
env.vars. and QQuickWindow APIs (or, in whatever way the user
configured the QRhiWidget), and so will set up the config struct
accordingly.
In addition, the rhiconfig and surface type is (re)evaluated when
(re)parenting a widget to a new tlw. If needed, this will now trigger
a destroy - create on the tlw. This should be be safe to do in
setParent. When multiple child widgets report an enabled rhiconfig,
the first one (the first child encountered) wins. So e.g. attempting
to have a QOpenGLWidget and a Vulkan-based QQuickWidget in the same
top-level window will fail one of the widgets (it likely won't
render).
RasterGLSurface is no longer used by widgets. Rather, the appropriate
surface type is chosen.
The rhi support in the backingstore is usable without widgets as well.
To make rhiFlush() functional, one needs to call setRhiConfig() after
creating the QBackingStore. (like QWidget does to top-level windows)
Most of the QT_NO_OPENGL ifdefs are eliminated all over the place.
Everything with QRhi is unconditional code at compile time, except the
actual initialization.
Having to plumb the widget tlw's shareContext (or, now, the QRhi)
through QWindowPrivate is no longer needed. The old approach does not
scale: to implement composeAndFlush (now rhiFlush) we need more than
just a QRhi object, and this way we no longer pollute everything
starting from the widget level (QWidget's topextra -> QWidgetWindow ->
QWindowPrivate) just to send data around.
The BackingStoreOpenGLSupport interface and the QtGui - QtOpenGL split
is all gone. Instead, there is a QBackingStoreDefaultCompositor in
QtGui which is what the default implementations of composeAndFlush and
toTexture call. (overriding composeAndFlush and co. f.ex. in eglfs
should continue working mostly as-is, apart from adapting to the
texture list changes and getting the native OpenGL texture id out of
the QRhiTexture)
As QQuickWidget is way too complicated to just port as-is, an rhi
manual test (rhiwidget) is introduced as a first step, in ordewr to
exercise a simple, custom render-to-texture widget that does something
using a (not necessarily OpenGL-backed) QRhi and acts as fully
functional QWidget (modeled after QOpenGLWidget). This can also form
the foundation of a potential future QRhiWidget.
It is also possible to force the QRhi-based flushing always,
regardless of the presence of render-to-texture widgets. To exercise
this, set the env.var. QT_WIDGETS_RHI=1. This picks a
platform-specific default, and can be overridden with
QT_WIDGETS_RHI_BACKEND. (in sync with Qt Quick) This can eventually be
extended to query the platform plugin as well to check if the platform
plugin prefers to always do flushes with a 3D API.
QOpenGLWidget should work like before from the user's perspective, while
internally it has to do some things differently to play nice and prevent
regressions with the new rendering architecture. To exercise this
better, the qopenglwidget example gets a new tab-based view (that could
perhaps replace the example's main window later on?). The openglwidget
manual test is made compatible with Qt 6, and gets a counterpart in form
of the dockedopenglwidget manual test, which is a modified version of
the cube example that features dock widgets. This is relevant in
particular because render-to-texture widgets within a QDockWidget has
its own specific quirks, with logic taking this into account, hence
testing is essential.
For existing applications there are two important consequences with
this patch in place:
- Once the rhi-based composition is enabled, it stays active for the
lifetime of the top-level window.
- Dynamically creating and parenting the first render-to-texture
widget to an already created tlw will destroy and recreate the tlw
(and the underlying window). The visible effects of this depend on the
platform. (e.g. the window may disappear and reappear on some,
whereas with other windowing systems it is not noticeable at all -
this is not really different from similar situtions with reparenting
or when moving windows between screens, so should be acceptable in
practice)
- On iOS raster windows are flushed with Metal (and rhi) from now on
(previously this was through OpenGL by making flush() call
composeAndFlush().
Change-Id: Id05bd0f7a26fa845f8b7ad8eedda3b0e78ab7a4e
Reviewed-by: Tor Arne Vestbø <tor.arne.vestbo@qt.io>
Use custom script to copy big Android artifacts on Windows platforms.
The script uses 'copy' but not 'copy_if_different' when source file
size is bigger than 2GB. 'cmake -E copy_if_different' only compares
first 2GB of files because of cmake issue, so this step only
workaround the problem.
Pick-to: 6.2 6.3
Task-number: QTBUG-99491
Change-Id: Id076734700e334dfc3330da412462c2b53829b33
Reviewed-by: Alexandru Croitor <alexandru.croitor@qt.io>
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
To clarify its purpose and separate it from the others
Pick-to: 6.3
Change-Id: Id9efcf474ac0cd8777393380bb85c83780454005
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
Reviewed-by: Giuseppe D'Angelo <giuseppe.dangelo@kdab.com>
Reviewed-by: Timur Pocheptsov <timur.pocheptsov@qt.io>
.. but this will only be supported on Vulkan, OpenGL 3.2+, and Open GL
ES 3.2+ for the time being.
The situation is:
- Vulkan is working. qsb accepts .geom files already, and QShader has
existing geometry shader support.
- OpenGL 3.2 and OpenGL ES 3.2 are working.
- D3D11 is not working. D3D11 supports geometry shaders, but SPIRV-
Cross does not support translating geometry shaders to HLSL.
- Metal is not working. Metal does not directly support geometry
shaders.
Change-Id: Ieb7c44c58b8be5f2e2197bf5133cf6847e6c132d
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
Support for Polygon Mode (Triangle Fill Mode in Metal, Fill Mode in D3D)
in the RHI graphics pipeline.
Options are Fill and Line
Status:
OpenGL - ok
Vulkan - ok
Metal - ok
D3D11 - ok
OpenGL ES - does not support glPolygonMode.
Change-Id: I20b7ef416624700c3dc8d1cbe6474f4ca3889db8
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
It's used by the lancebench and the lance tool, and it will probably be
useful for writing some high-dpi related unit and baseline test cases,
so move it to the shared folder.
Change-Id: I969bab51c9504be13b4c192b4f29f69cd9102868
Reviewed-by: Eirik Aavitsland <eirik.aavitsland@qt.io>
...but this will only be supported with Vulkan and OpenGL 4.0+ and
OpenGL ES 3.2+ for the time being.
Taking the Vulkan model as our standard, the situation is the
following:
- Vulkan is ok, qsb secretly accepts .tesc and .tese files as input
already (plus QShader already has the necessary plumbing when it
comes to enums and such) To switch the tessellation domain origin to
bottom left we require Vulkan 1.1 (don't bother with
VK_KHR_maintenance2 on top of 1.0 at this point since 1.1 or 1.2
implementations should be common by now). The change is essential to
allow the same evaluation shader to work with both OpenGL and
Vulkan: this way we can use the same shader source, declaring the
tessellation winding order as CCW, with both APIs.
- OpenGL 4.0 and OpenGL ES 3.2 (or ES 3.1 with the Android extension
pack, but we won't bother with checking that for now) can be made
working without much complications, though we need to be careful
when it comes to gathering and setting uniforms so that we do not
leave the new tessellation stages out. We will stick to the Vulkan
model in the sense that the inner and outer tessellation levels must
be specified from the control shader, and cannot be specified from
the host side, even though OpenGL would allow this. (basically the
same story as with point size in vertex shaders)
- D3D11 would be no problem API-wise, and we could likely implement
the support for hull and domain shader stages in the backend, but
SPIRV-Cross does not support translating tessellation shaders to
HLSL. Attempting to feed in a .tesc or .tese file to qsb with
--hlsl specified will always fail. One issue here is how hull
shaders are structured, with the patchconstantfunc attribute
specifying a separate function computing the patch constant
data. With GLSL there is a single entry point in the tessellation
control shader, which then performs both the calculations on the
control points as well as the constant data (such as, the inner and
outer tessellation factors). One option here is to inject
handwritten HLSL shaders in the .qsb files using qsb's replace (-r)
mode, but this is not exactly a viable universal solution.
- Metal uses a different tessellation pipeline involving compute
shaders. This needs more investigation but probably not something we
can prioritize in practice. SPIRV-Cross does support this,
generating a compute shader for control and a (post-)vertex shader
for evaluation, presumably in order to enable MoltenVK to function
when it comes to tessellation, but it is not clear yet how usable
this is for us.
Change-Id: Ic953c63850bda5bc912c7ac354425041b43157ef
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
Mainly because we do have legacy code in the Qt 5 graphical effects that
tries to dynamically determine the max number of varyings. Make it
easier to port such code.
Change-Id: I846cab2c2fe7b4cd473b5ced0146ca36f1c8169b
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
Reviewed-by: Christian Strømme <christian.stromme@qt.io>