The Evolution of Accelerated 2D and 3D Graphics in Qt
summary
Shows how widgets still use the raster QPainter path (backing store -> native bitmap) while Qt Quick renders via a persistent scene graph that batches geometry to cut draw calls, and how Qt is replacing direct GL with an RHI abstraction to target Vulkan, Metal and Direct3D. Describes a shader pipeline: GLSL -> SPIR‑V -> spirv‑cross to emit HLSL/Metal with reflection, packaged as binary blobs, and an RHI renderer shipped side‑by‑side in Qt 5.14 (enable via environment flag) for early testing.
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chapters (13)
- 0:00Start
- 1:39Basics of Modern Accelerated 3d Graphics Pipeline
- 7:08Description of Cdiz
- 18:39Raster Paint Engine
- 25:12Graphics View Framework
- 28:00Commercial Licensing
- 32:40Scene Graph
- 35:55Recap
- 36:44Opengl Is Cross-Platform
- 38:34Platform Plugins
- 50:12Widgets
- 52:19Web Gpu
- 53:56Vertex Shaders
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