Commit Graph

4 Commits

Author SHA1 Message Date
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
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
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