| Commit message (Collapse) | Author | Age | Files | Lines |
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Clearly nobody has run this in recent history.
Change-Id: I77aa8acc1de1346ded034ccd47682afaba2efe2b
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Examples that don't explicitly set NO_RESOURCE_TARGET_PATH get the
AUTO_RESOURCE_PREFIX now.
Task-number: QTBUG-103452
Change-Id: I6b41e96ce5620079f60ca2f967b0a2e611c1f738
Reviewed-by: Fabian Kosmale <fabian.kosmale@qt.io>
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
Reviewed-by: Sami Shalayel <sami.shalayel@qt.io>
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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.
Pick-to: 6.4
Task-number: QTBUG-67283
Change-Id: I63563bbeb6f60f89d2c99660400dca7fab78a294
Reviewed-by: Shawn Rutledge <shawn.rutledge@qt.io>
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Task-number: QTBUG-93489
Change-Id: Ife9db7b066add1f41de964d4c41309568f954320
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Pick-to: 6.1
Fixes: QTBUG-92839
Change-Id: Id17417b7ae010566b7f78ea1a6b2cc8fe6abc5e3
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
Reviewed-by: Eirik Aavitsland <eirik.aavitsland@qt.io>
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Replace more QLibaryInfo::location with QLibraryInfo::path
Replace old event accessors APIs, including relevant comments.
Change-Id: Ie205fc93b6e1c0dfb3dca9100fbde417ab68fc9f
Reviewed-by: Tor Arne Vestbø <tor.arne.vestbo@qt.io>
Reviewed-by: Shawn Rutledge <shawn.rutledge@qt.io>
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They are not strictly related of course, but the API pattern should be
kept. We can also move away from the QSGTexture dependency which is good
since that was never directly related.
Change-Id: I9aedff5918443bda3d6e3ee1ea389071222d1ad7
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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...and fix up the docs.
The string-based setSceneGraphBackend() stays of course (the docs have
been enhanced, however). The GraphicsApi enum-based overload is now
renamed to setGraphicsApi().
Using the same name for both functions is a historical artifact, reflecting
the evolution (5.0 - 5.8 - 5.14). In 6.0 we can give it a more appropriate
name, since it does not have much to do with "backends" from the user's
perspective.
Change-Id: Id75dbf81f50a148797e5b5de9be4000153737473
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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To make the API less error prone, we have changed the
void pointer to the texture handle to a 64-bit in
instead, since all handles are maximum 64-bit.
Task-number: QTBUG-78638
Change-Id: I9d995d6a883b3377f57d7c5b19d4bc4e15aa347b
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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Implement the Qt 6 TODO for using an externally-provided render target
when rendering the scene via QRhi.
And say hello to QQuickRenderTarget. This class exists to allow
potentially extending later what a "render target" consists
of. Instead of hard-coding taking a single void * in the
setRenderTarget() function, it takes a (implicitly shared,
d-pointered) QQuickRenderTarget, which in turn can be created via
static factory functions - of which new ones can be added later on.
The new version of QQuickWindow::setRenderTarget() takes a
QQuickRenderTarget.
QQuickRenderControl gets a new initialize() variant, and a few extra
functions (beginFrame(), endFrame()). This allows it to, by using
QSGRhiSupport internally, create a QRhi under the hood.
As a bonus, this also fixes an existing scenegraph resource leak when
destroying the QQuickRenderControl.
The qquickrendercontrol autotest is extended, with a QRhi-based test
case that is executed for all of the QRhi backends that succeed to
initialize. This is the internal verification. In addition, there is
a Vulkan-based one that creates its own VkDevice, VkImage, and
friends, and then uses Qt Quick with the same Vulkan device, targeting
the VkImage. This test verifies the typical application use
case. (sadly, life is too short to waste it on writing Vulkan
boilerplate for an on-screen version of this, but we have the D3D11
example instead)
What QQuickRenderControl loses, when used in combination with QRhi, is
the grab() function. This never made much sense as a public API:
QQuickWindow::grabWindow() call this when the window is associated
with a rendercontrol, so as a public API QQuickRenderControl::grab()
is redundant, because one gets the same result via the standard
QQuickWindow API. It is now made private.
More importantly, reading back the content is no longer supported,
unless the 'software' backend is in use. The reasoning here is that,
if the client of the API manages and provides the render target (as
abstracted by QQuickRenderTarget), it is then expected to be capable
of reading back the content in whatever way it sees fit, because it
owns and manages the resource (e.g. the texture) in the first
place. Providing fragile convenience functions for this is not
reasonable anymore, and was questionable even with OpenGL, given that
it is not future proof - what if the target is suddenly a floating
point texture, for instance? The software backend case makes sense
because that relies on private APIs - and has no render target concept
either - so there the same cannot be achieved by applications by
relying on public APIs only.
Another new class is QQuickGraphicsDevice. This is very similar to
QQuickRenderTarget, it is a simple container capable of holding a set
of of native objects, mostly in the form of void*s, with future
extensibility thanks to the static factory functions. (examples of
native object sets would be a ID3D11Device + ID3D11DeviceContext, or a
QOpenGLContext, or a MTLDevice + MTLCommandQueue, or a number of
Vulkan device-related objects, etc.) This allows one to specify that
the QRhi created under the hood (either by QQuickRenderControl or by
the render loop) should use an existing graphics device (i.e. it is
basically a public wrapper for values that go into a QRhi*InitParams
under the hood).
QQuickRenderTarget and QQuickGraphicsDevice are both demonstrated in a
new example: rendercontrol_d3d11. We choose D3D11 because it is
reasonably simple to set up a renderer with a window, and, because
there is known user demand for Qt Quick - external D3D engine
interop. Passing in the custom engine's own ID3D11Device and
ID3D11DeviceContext is essential: the texture (ID3D11Texture2D) Qt
Quick is targeting would not be usable if Qt Quick's QRhi was using a
different ID3D11Device.
Task-number: QTBUG-78595
Change-Id: I5dfe7f6cf1540daffc2f11136be114a08e87202b
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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