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* Change license for tests filesLucie Gérard2024-02-041-1/+1
| | | | | | | | | | | | According to QUIP-18 [1], all tests file should be LicenseRef-Qt-Commercial OR GPL-3.0-only [1]: https://contribute.qt-project.org/quips/18 Pick-to: 6.7 Task-number: QTBUG-121787 Change-Id: I9657df5d660820e56c96d511ea49d321c54682e8 Reviewed-by: Christian Ehrlicher <[email protected]>
* rhi: Clean up some inconsistenciesLaszlo Agocs2022-07-121-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Some of the offsets are already quint32 in the API (vertex input attributes, dynamic offsets, offsets in draw calls), matching the reality of the underlying 3D APIs, but many buffer-related functions use int as of now, simply because that used to be the default choice, and the same goes for sizes (such as buffer or range sizes). This is not quite consistent and should be cleaned up if for nothing else then just to make the classes consistent, but also because no 3D API use a signed type for offsets, sizes, and strides. (except OpenGL for some) When it comes to strides (for vertex inputs and raw image texture uploads), those are already all quint32s. This is straightforward because most of the 3D APIs use 32-bit uints for these regardless of the architecture. Sizes and offsets are often architecture-dependent (Vulkan, Metal), but there is at least one API where they are always 32-bit even on 64-bit Windows (UINT == unsigned int, D3D11). In addition, we do not really care about buffer or texture data larger than 4 GB, at least not without realistic use cases and real world testing, which are quite unlikely to materialize for now (esp. since we still have the width/height of 2D textures limited to 16 or 32K in many cases even on desktops, whereas 2GB+ buffers are not guaranteed in practice even when an API seemingly allows it). In any case, the important change here is the signed->unsigned switch. A number of casts can now be removed here and there in the backends, because the offsets and sizes are now unsigned as well, matching the underlying API reality. The size can be potentially increased later on with minimal effort, if that becomes necessary for some reason. Change-Id: I404dbc365ac397eaeeb3bd2da9ce7eb98916da5f Reviewed-by: Inho Lee <[email protected]> Reviewed-by: Laszlo Agocs <[email protected]>
* Use SPDX license identifiersLucie Gérard2022-05-161-49/+2
| | | | | | | | | | | | | 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. Task-number: QTBUG-67283 Change-Id: Id880c92784c40f3bbde861c0d93f58151c18b9f1 Reviewed-by: Qt CI Bot <[email protected]> Reviewed-by: Lars Knoll <[email protected]> Reviewed-by: Jörg Bornemann <[email protected]>
* rhi: Work around qsizetype fallout in manual testsLaszlo Agocs2020-08-301-1/+1
| | | | | Change-Id: I9f0e210caacc6eefe5ed1ee6fa97574ad5e9edcc Reviewed-by: Andy Nichols <[email protected]>
* Use QList instead of QVector in other qtbase testsJarek Kobus2020-07-071-1/+1
| | | | | | Task-number: QTBUG-84469 Change-Id: Ie0455c890c048c52eacad1badd6d21df999badf9 Reviewed-by: Friedemann Kleint <[email protected]>
* rhi: Harmonize create-destroy API pattern with the rest of QtLaszlo Agocs2020-05-281-7/+7
| | | | | | | | | | For historical reasons we use build and release instead of create and destroy. This becomes confusing now that more modules in Qt start taking QRhi into use. Migrate to the more familiar naming, so those who have used QWindow or QOpenGLContext before will find it natural. Change-Id: I05eb2243ce274c59b03a5f8bcbb2792a4f37120f Reviewed-by: Eirik Aavitsland <[email protected]>
* rhi: Add a --transparent option to manual testsLaszlo Agocs2019-09-261-1/+1
| | | | | | | | | | This will also cause clearing to 0,0,0,0. Essential in order to allow fast testing of window transparency issues in combination with QRhi and the various backends. Change-Id: Iee2763c1d06f1d3e5d59a9142abaf30fab1dc543 Reviewed-by: Christian Strømme <[email protected]>
* rhi: Add compute api and implement for Vulkan and MetalLaszlo Agocs2019-06-171-2/+2
| | | | | | | | | | | | | D3D11 and GL (4.3+, ES 3.1+) will come separately at a later time. Change-Id: If30f2f3d062fa27e57e9912674669225b82a7b93 Reviewed-by: Lars Knoll <[email protected]>
* Introduce the Qt graphics abstraction as private QtGui helpersLaszlo Agocs2019-06-131-0/+328
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 <[email protected]>