| Commit message (Collapse) | Author | Age | Files | Lines |
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Task-Id: QTBUG-84623
Change-Id: I786a7a8ee256d8c395dd0e828213c5d137ba20dc
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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Task-number: QTBUG-79925
Change-Id: Id3f0a688f47efaf1653c85d23ef49618ed09c931
Reviewed-by: Paul Olav Tvete <paul.tvete@qt.io>
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When not building developer mode, the install does not copy the files
on other platforms
Fixes: QTBUG-79781
Change-Id: Ibc8352c59d16b69618d53750511d5b5650ed5290
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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Without Metal support for now.
The ifdef pattern is the same as in QRhi in qtbase. It is to be revised
once Metal support is introduced for iOS.
Task-number: QTBUG-78854
Change-Id: I10f37ddcb42c27958270bd3ca8bf9b8457a4bea3
Reviewed-by: Paul Olav Tvete <paul.tvete@qt.io>
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By taking things like the item width and height in updatePaintNode()
(while gui is locked).
Change-Id: I840c6c858a0478eb6ceb09653fd1e033cb54372d
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Plus clarify QQuickWindow::begin/endExternalCommands() in combination
with QSGRenderNode in the docs. As the example demonstrates, calling
these functions is not necessary within render() of a render node.
Also fix an issue with resetting the scissor in the renderer after
calling render() of a QSGRenderNode.
Change-Id: If8c2dab38d62aa444266d37901f062a51e767f68
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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Change-Id: I72e18136a26cdfb52f204ce7d0491d14411956a4
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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The documentation is also refined and extended.
Revise the rendernode example as well: make it possible to
test and demonstrate both scissor and stencil based clipping.
An implementation of the triangle for another graphics API
should follow in a separate patch at a later point. For now
only OpenGL is supported in combination with the RHI.
Change-Id: I7ef9f6c6e0b44f1bdf44c9266ea3fa4736367a5d
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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Change-Id: Icc08925454445fc9497fb3bfd2c26efe90605983
Reviewed-by: Jani Heikkinen <jani.heikkinen@qt.io>
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Instead use QT_CONFIG(foo). This change actually detected a few
mis-spelled macros and invalid usages.
Change-Id: I06ac327098dd1a458e6bc379d637b8e2dac52f85
Reviewed-by: Simon Hausmann <simon.hausmann@qt.io>
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Migrate the example away from config_d3d12 and make the feature public.
Task-number: QTBUG-56327
Change-Id: I88809b8c41282cd75952d085cfd539a5d80f3f38
Reviewed-by: Lars Knoll <lars.knoll@qt.io>
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Have to change getResource() a bit since it turns out it is not suitable
currently for backends that do not have a per-window rendercontext and do
not implement the interface on the rendercontext. Pass in the window to
make sure it can always figure out which window we want the resources for.
(we do not want rendererInterface() to return window-specific instances
created on the fly, with ownership issues, so stick with the simple model
where backends implement the interface on one of their existing classes)
To support clipping, QSGRenderNode::RenderState is extended accordingly.
Also updated the docs since some claims in the rendernode docs are not true
since Qt 5.3.
Change-Id: I34779c83926f5231b888fcab7131e873ae97964f
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Change-Id: I065f17abd1cb71cd8d6ead76abf7a544eb7a99c0
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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By removing the Renderer abstraction it becomes easier to follow and
understand.
Change-Id: Iddacb461d51a75864983850660c5480985b3524f
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Simplifies things a lot.
Change-Id: I57fbedeeb99884aa5b14532c7be33f6373551b5f
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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For non-OpenGL APIs the primary (and likely the only) way to add custom
rendering into the Qt Quick scene is via the render node. Other
approaches,like the before/afterRendering signals,
QQuickFramebufferObject, remain OpenGL-only. (although QQuickFramebufferObject
may get a multi-API replacement based on QSGRenderNode at a later time)
Note that this is not a generic 3D content integration enabler. It targets
creating 2D and 2.5D Quick items with custom rendering via the graphics
API in use.
Make QSGRenderNode public, enhance the docs a bit and add a releaseResources().
Add a QSGRendererInterface with a query function in QQuickWindow and
QSGEngine. The scenegraph adaptation can then return a custom implementation of
the interface. This will be necessary to query API-specific values, f.ex. the
ID3D12Device and ID3D12CommandList when running with the d3d12 backend.
The interface allows querying the API and void* resources. Resources that
we know about in advance are enum-based to prevent the
QPlatformNativeInterface-like ugliness of string keys.
Support is there in the batch renderer already, fix this up according to
the new public API, and implement the corresponding bits for the D3D12
renderer.
For D3D12, fix also an issue with QSGNode destruction where graphics resources
in use were attempted to be final-released without a proper wait.
The semantics of changedStates() in QSGRenderNode is changed so that it can be
called at any time, including before render(). This is very useful since we can
implement some state restoring in a more efficient manner.
Added a new example as well. Documentation for QSGRenderNode is heavily
expanded.
Change-Id: I4c4a261c55791d0e38743a784bc4c05a53b3462d
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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