[Interest] Utilizing the GPU, how to start?

Uwe Rathmann Uwe.Rathmann at tigertal.de
Sun Jul 10 14:24:20 CEST 2016

On Fri, 08 Jul 2016 18:51:47 +0200, Giuseppe D'Angelo wrote:

> This seems _very_ interesting and worth researching, are you going to
> share some results during the QtCon session you mentioned earlier?

When time has come I will release my package under a Open Source License, 
but I first need to reach a certain level of features and quality. But at 
least Andrew ( when I can't make it myself ) will have the code with him.

We have not yet decided which details we like to present, but to be 
honest I wouldn't consider details of this vertex list generation being 
the most interesting aspect. The features are quite obvious, the 
implementation is in line with the design of the other QSG classes ( very 
similar to what you find in QSGRectangleNode ) - nothing specific sexy, 
it's simply: someone has to do it.

An approach I would prefer to what I have today is some sort of paint 
engine. Something you could feed - at least - with a painter path - that 
spits out vertex lists.

Maybe more interesting from my point of view is code, that is currently 
implemented inside of QQuick classes, but could be moved to more 
lightweight QSG classes. F.e creating texture nodes with QPainter or the 
node tree generation for texts ( currently I'm needs a static QQuickText 
item as helper ).


But when it comes to the QQuick classes my way of thinking is often 
controversial to the existing code:

I would like to have the C++ class APIs more compliant with what I 
consider being "well established Qt standards".

The Quick framework itself could be smarter: stuff like not calling 
updatePaintNode for invisible items or delaying expensive operations 
until updatePolish ( where the layout is stable ) are obvious examples
for how to improve the overall performance.




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