Qt 6 is a result of the conscious effort to make the framework more efficient and easy to use.
We try to maintain binary and source compatibility for all the public APIs in each release. But some changes were inevitable in an effort to make Qt a better framework.
In this topic we summarize those changes in Qt Quick, and provide guidance to handle them.
Changes to Qt Quick QML Types
Changed Type of font.weight
The type of font.weight
has been changed to int
. The pre-defined weight classes still exist, but it is now possible to use arbitrary integers to select fonts which do not match any of these weight
classes. This ensures parity with the C++ API, where it has always been possible to express the font weight as an arbitrary integer.
Most code will be unaffected by this change, except in the case where an implicit conversion from a string to enum value was used.
font.weight: "Bold"
This code will no longer parse correctly and has to be replaced by its equivalent enum value, as demonstrated below.
font.weight: Font.Bold
FontLoader.name Is Now a Read-Only Property
In Qt 5, the name
property of FontLoader was writable and would override the source property of the item when set. This caused some confusion as to its purpose and
could cause undeterministic behavior if there was a race condition between the setters for the conflicting properties.
This means that code such as the following will no longer work.
FontLoader {
id: fontLoader
name: "Helvetica"
}
Text {
font.family: fontLoader.name
text: "Foobar"
}
Instead, use a custom property to store font family names.
property string fontName: "Helvetica"
Text {
font.family: fontName
text: "Foobar"
}
The OpenGLInfo QML Type Is Removed
In Qt 5.8, OpenGLInfo was deprecated and is removed for Qt 6. Please use GraphicsInfo instead.
ShaderEffect No Longer Supports Inline GLSL Shader Strings
Just like with custom materials, the effects are no longer specified in form of GLSL shader strings. Rather, shaders are expected to be preprocessed by the tools from the Qt Shader Tools module, such as the qsb
command line tool, thus ensuring the shader assets are usable regardless of which graphics API (Vulkan, Metal, OpenGL, or Direct 3D) is
used at runtime. ShaderEffect items are expected to reference the resulting .qsb
files.
ShaderEffect Source Properties Are Now URLs
The ShaderEffect properties vertexShader and fragmentShader both have a type of QUrl now, instead of QByteArray. Their behavior is therefore identical
to other similar properties, such as Image.source. Existing code that refers to files via the file
or qrc
scheme will continue to work as-is. In
addition, this change allows referring to files with a path relative to the component's (the .qml file's) location. Specifying the file:
scheme is therefore optional now.
Changes to Qt Quick C++ APIs
Changes to QQuickItem
QQuickItem's geometryChanged() function was renamed to geometryChange().
QQuickWidget is functional only when the scenegraph is rendering with OpenGL. It will not be functional when using another graphics API, such as Vulkan or Metal. Applications relying on
QQuickWidget should force the usage of OpenGL by calling QQuickWindow::setGraphicsApi(QSGRendererInterface::OpenGL)
in their main() function.
Changes to QQuick* APIs
- Applications wishing to integrate their own set of Vulkan, Metal, or Direct3D rendering commands should be aware of new QQuickWindow signals in addition to QQuickWindow::beforeRendering() and afterRendering(). The existing Qt 5 pattern of connecting to just beforeRendering or afterRendering is often not sufficient anymore on its own,
and will likely need to be complemented by connecting to additional signals, such as beforeRenderPassRecording() or afterRenderPassRecording().
- Applications that rely on the QQuickWindow::beforeRendering() or afterRendering() signals to issue their own set of OpenGL rendering commands should call QQuickWindow::beginExternalCommands() before, and QQuickWindow::endExternalCommands() after, the OpenGL calls. This
ensures that state changes made by the application code does not lead to confusion with regards to the scene graph renderer's own cached state. Note however, that, just like in Qt 5, changing OpenGL 3.x or 4.x state that is
not used by the Qt Quick renderer can still lead to unexpected issues, so therefore application are advised to reset any such OpenGL state to the default value before returning from the slots or lambdas connected to these
signals.
- The existing QQuickWindow::setRenderTarget() overloads, and the related getters, are removed and replaced by a new function taking a QQuickRenderTarget. Applications performing redirected rendering in combination with QQuickRenderControl are now expected to use this new function
to specify the render target in a manner that is not tied to OpenGL.
- The QQuickWindow::setSceneGraphBackend() overload taking a QSGRendererInterface::GraphicsApi argument
has been renamed to setGraphicsApi().
- The QQuickWindow functions setPersistentOpenGLContext and isPersistentOpenGLContext are renamed, and are now QQuickWindow::setPersistentGraphics() and QQuickWindow::isPersistentGraphics().
- setClearBeforeRendering() and clearBeforeRendering() have been removed from QQuickWindow. There is no option for skipping the color buffer clearing in Qt 6. Calling
setClearBeforeRendering() was often necessary in Qt 5 in combination with underlays, to prevent Qt Quick from clearing the content rendered into the color buffer. In Qt 6, there is a more robust approach: connecting to the
beforeRenderPassRecording()
signal, that is emitted after clearing, but before rendering Qt Quick's content.
- The QQuickWindow::openglContext() function has been removed. When the application has ensured the scene graph is using OpenGL for rendering, it can query the QOpenGLContext from
QSGRendererInterface::getResource().
- The QQuickWindow::openglContextCreated() signal has been removed.
- The deprecated QQuickWindow::createTextureFromId() function has been removed. Instead, use the fromNative() function from QPlatformInterface::QSGOpenGLTexture, QPlatformInterface::QSGVulkanTexture,
QPlatformInterface::QSGD3D11Texture, or QPlatformInterface::QSGMetalTexture.
- The QQuickFramebufferObject class is available with an unchanged API, but is only functional when the scenegraph is rendering with OpenGL. It will not be functional when
using another graphics API, such as Vulkan or Metal. Applications relying on QQuickFramebufferObject should force the usage of OpenGL by calling
QQuickWindow::setGraphicsApi(QSGRendererInterface::OpenGL)
in their main() function.
-
QQuickRenderControl has a slightly changed API: grab() is now removed, use QQuickWindow::grabWindow() instead, where applicable. The
initialize() function no longer takes a QOpenGLContext. Applications are now also required to call QQuickRenderControl::beginFrame() and QQuickRenderControl::endFrame() as appropriate. When multisampling is desired, the new
function QQuickRenderControl::setSamples() must be called to indicate the sample count.
- Applications wishing to perform Qt Quick rendering in combination with an existing native graphics device or context object must take the new QQuickWindow::setGraphicsDevice() function into use as QQuickRenderControl no longer provides the
initialize(QOpenGLContext*)
function.
- Setting QQuickPaintedItem and Context2D to
Framebuffer
mode has no effect. It will behave as if the mode was set to the
default Image mode.
- The environment variable
QSG_NO_DEPTH_BUFFER
is still supported in Qt 6.0, but its usage is recommended to be replaced by calling setDepthBufferFor2D() on a QQuickGraphicsConfiguration that is then associated with the QQuickWindow.
Changes to QSG* APIs
-
QSGMaterialShader has a changed interface. Implementations should not rely on OpenGL anymore, and cannot assume that functions, such as the now-removed updateState(), are called with
a QOpenGLContext current. In the new, data-oriented interface updateState() is replaced by updateUniformData(), updateSampledImage(), and updateGraphicsPipelineState(). Instead of GLSL shader code provided as
strings, shaders are now expected to be preprocessed by the tools from the Qt Shader Tools module, such as the
qsb
command line tool, thus ensuring the shader assets are usable regardless of which graphics API
(Vulkan, Metal, OpenGL, or Direct 3D) is used at run time.
- QSGEngine has been removed. In the unlikely case of an application utilizing this class, it is recommended to port to using QQuickRenderControl instead.
- QSGAbstractRenderer is no longer public. The usage of this class made sense only in combination with QSGEngine, and with that class being removed QSGAbstractRenderer has been moved back to private.
- The QSGSimpleMaterial convenience class has been removed. Applications are expected to use the revised, OpenGL-independent QSGMaterial APIs instead.
- To access the underlying native texture object for a QSGTexture, textureId() is no longer available. Instead, use QSGTexture::platformInterface() with
QPlatformInterface::QSGOpenGLTexture, QPlatformInterface::QSGVulkanTexture, QPlatformInterface::QSGD3D11Texture, or QPlatformInterface::QSGMetalTexture.
- Subclasses of QSGImageNode are now required to override new additional virtuals, such as setAnisotropyLevel() and anisotropyLevel().
- Subclasses of QSGTexture will likely need to be redesigned. Some of the OpenGL-specific virtual functions, such as bind() or updateBindOptions(), are no longer present, while there are
new virtuals that are mandatory to implement, such as comparisonKey().
Changes to OpenGL Use in Qt Quick
While it will present no breaks for many applications, application developers should be aware that, OpenGL is not always the default choice anymore for Qt Quick rendering in Qt 6. Unless the software
backend is
used, a Qt Quick application could use OpenGL, Vulkan, Metal, or Direct3D 11 at runtime. When no explicit request is made, either via the QSG_RHI_BACKEND
environment variable or the QQuickWindow::setSceneGraphBackend() function, a platform-specific default is chosen by Qt Quick.
For more information, visit the Qt Quick Scene Graph and the Qt Quick Scene Graph Default Renderer
pages.