aboutsummaryrefslogtreecommitdiffstats
path: root/src/plugins/scenegraph/d3d12/qsgd3d12texture.cpp
Commit message (Collapse)AuthorAgeFilesLines
* Remove D3D12 scenegraph backendLaszlo Agocs2020-01-061-157/+0
| | | | | | Task-number: QTBUG-79925 Change-Id: Id3f0a688f47efaf1653c85d23ef49618ed09c931 Reviewed-by: Paul Olav Tvete <[email protected]>
* Add the graphics api independent scenegraph portLaszlo Agocs2019-07-041-0/+12
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Opt in via environment variables: QSG_RHI=1 -> enable using QRhi instead of GL QSG_RHI_BACKEND -> set to vulkan, metal, d3d11, gl to override the default (the default is d3d11 on Windows, metal on Mac, gl elsewhere) Or force a given rhi backend via the existing QQuickWindow::setSceneGraphBackend(). Otherwise the default behavior is the same as before, the rhi code path is never active by default. -no-opengl builds are supported in the sense that they work and default to the software backend. However, the rhi code path cannot currently be used in such builds, even though QRhi from qtbase is fully functional with Vulkan, D3D, or Metal even when qtbase was configured with -no-opengl. This cannot be utilized by Quick atm due to OpenGL usage being all over the place in the sources corresponding to the default backend, and those host the rhi code path as well. This will be cleaned up hopefully in Qt 6, with the removal all direct OpenGL usage. Other env.vars.: QSG_RHI_DEBUG_LAYER=1 -> enable D3D debug or Vulkan validation layer (assuming the system is set up for this) QSG_RHI_SHADEREFFECT_DEBUG=1 -> print stuff from ShaderEffect QSG_SAMPLES=1,2,4,... -> MSAA sample count (but QSurfaceFormat works too) QT_D3D_ADAPTER_INDEX=0,1,... -> D3D adapter index QT_VK_PHYSICAL_DEVICE_INDEX=0,1,... -> Vulkan physical device index QSG_RHI_UINT32_INDEX=1 -> always use uint index data (both merged/unmerged, convert when needed - with some rhi backends this is implicit) QSG_RENDER_LOOP -> to override the render loop as usual. The default with RHI is threaded for Metal, threaded for Vulkan on Windows, basic for Vulkan on Linux and Android (to be checked later), while the existing rules apply for OpenGL. Not supported when running with QRhi: - particles - compressed atlases (though this is transparent to the apps) - QSGRenderNode - QQuickRenderControl - QQuickFramebufferObject - certain QQuickWindow functionality that depends directly on OpenGL - anisotropic filtering for textures - native text may lack some gamma correction - QSGEngine applicability unclear - some QML profiler logs may be incorrect or irrelevant Change-Id: I7822e99ad79e342e4166275da6e9e66498d76521 Reviewed-by: Lars Knoll <[email protected]>
* D3D12: Fix 8-bit QImage mappingLaszlo Agocs2016-07-011-1/+7
| | | | | | | | | The engine treats these specially due to the glyph textures sharing the same code path, but ordinary images do not need this. Convert them to 32-bit instead like it's done with OpenGL. Change-Id: If484e61c7269e55ba4ebaaba34819e064c10be7c Reviewed-by: Andy Nichols <[email protected]>
* D3D12: Remove unused srv gettersLaszlo Agocs2016-05-311-6/+0
| | | | | | | No need to expose the shader resource view. Change-Id: I2c65ba8bb356ca831aeb4b5c60979139aba944fe Reviewed-by: Andy Nichols <[email protected]>
* D3D12: Experiment with dropping QImage data once the upload is queuedLaszlo Agocs2016-05-311-0/+12
| | | | | | | | | | | But do not enable it yet. We would lose the ability to enable mipmapping later on which is annoying since property values can get set after the first bind() for some reason. Needs some more investigation later on. Change-Id: If4ffbc762f05dc2a3bbd811bccd6cffba0b66fc6 Reviewed-by: Andy Nichols <[email protected]>
* D3D12: Painter nodeLaszlo Agocs2016-05-031-3/+2
| | | | | | | | | Only supports QImage backing. As a bonus add some notes to the Context2D docs too. Change-Id: I18457a1f766d2f136c6864ec06fe596668d5e726 Reviewed-by: Andy Nichols <[email protected]>
* D3D12: Recursive layer supportLaszlo Agocs2016-04-201-1/+1
| | | | | | | | | | | To avoid using the same color buffer both as a shader resource and as a render target, recursive layers add a second render target and just play ping-pong with them. Multisampling does not need this since rendering happens into a MS buffer while shader access uses a separate, non-MS color buffer. Change-Id: I6fd65318f69390d7af9ca6763d1d9fe2329780aa Reviewed-by: Andy Nichols <[email protected]>
* D3D12: Add support for multisampled layersLaszlo Agocs2016-04-201-2/+2
| | | | | | | | | Pick up the main sample count. Rename a few things in the process and make the distinction betewen the int QSurfaceFormat::samples() that can be -1 or 0, and the internal uint sample count, that is >= 1, more clear. Change-Id: Ifd5a9a7c2f894b04fdc93f86ebb7c69f8c76cd28 Reviewed-by: Andy Nichols <[email protected]>
* Convert d3d12 backend into a pluginLaszlo Agocs2016-04-131-0/+134
Change-Id: I4300ba81800e44c0b5e2a86e72b1cf96434c323d Reviewed-by: Andy Nichols <[email protected]>