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>
Binary JSON is said to become deprecated. Therefore, add support
for CBOR. Binary JSON is still supported for deserialization, so
all existing .qsb files will continue to work, as long as the
binaryjson feature is enabled in the Qt build.
Also makes QShaderDescription comparable. This is important for
tests in particular.
A nice side effect of using CBOR is that .qsb files become smaller.
For a typical Qt Quick material shader this can mean a reduction of
300 bytes or more.
Task-number: QTBUG-79576
Change-Id: I5547c0266e3e8128c9653e954e47487352267f71
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>
The joys of "level - Specifies the mipmap level of the texture
image to be attached, which must be 0." for glFramebufferTexture2D
in OpenGL ES 2.0.
Change-Id: Iaf19502f48d7ba73b26abb72535bfa6696a1e182
Reviewed-by: Paul Olav Tvete <paul.tvete@qt.io>
...and make the Null backend able to deal with these, for RGBA8 textures
at least. Naturally it is all QImage and QPainter under the hood.
Also fix a bug in the OpenGL backend, as discovered by the autotest:
the size from the readback did not reflect the mip level.
Task-number: QTBUG-78971
Change-Id: Ie424b268bf5feb09021099b67068f4418a9b583e
Reviewed-by: Paul Olav Tvete <paul.tvete@qt.io>
This also marks the beginnings of significantly extending autotesting
of the resource and rendering functionality in QRhi.
Also involves fixing up the buffer operation lists like we did
for textures before. This is to ensure updates and reads on the
same batch execute in the correct order. So just have two lists:
one with buffer, one with texture operations.
Also simplify the struct layouts. No need for those inner structs
with many duplicate members. This reduces the size even, since using a
union was never an option here. Also switch to a VLA, the size is around
253 KB per batch.
The Null backend now keeps track of the QRhiBuffer data so it can return
valid results in readbacks.
Task-number: QTBUG-78984
Task-number: QTBUG-78986
Task-number: QTBUG-78971
Task-number: QTBUG-78883
Change-Id: I9694bd7fec523a4e71cf8a5c77c828123ebbb3bd
Reviewed-by: Paul Olav Tvete <paul.tvete@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>