Commit e0cd39dd authored by Laszlo Agocs's avatar Laszlo Agocs

Remove geometry shader enum values

parent 699db6ec
......@@ -168,9 +168,9 @@ struct Q_RHI_EXPORT QRhiGraphicsShaderStage
enum Type {
Vertex,
Fragment,
Geometry,
TessellationControl, // Hull
TessellationEvaluation // Domain
// yes, no geometry shaders (Metal does not have them)
};
QRhiGraphicsShaderStage() { }
......@@ -194,9 +194,8 @@ struct Q_RHI_EXPORT QRhiShaderResourceBinding
enum StageFlag {
VertexStage = 1 << 0,
FragmentStage = 1 << 1,
GeometryStage = 1 << 2,
TessellationControlStage = 1 << 3,
TessellationEvaluationStage = 1 << 4
TessellationControlStage = 1 << 2,
TessellationEvaluationStage = 1 << 3
};
Q_DECLARE_FLAGS(StageFlags, StageFlag)
......
......@@ -2160,8 +2160,6 @@ static inline VkShaderStageFlagBits toVkShaderStage(QRhiGraphicsShaderStage::Typ
return VK_SHADER_STAGE_VERTEX_BIT;
case QRhiGraphicsShaderStage::Fragment:
return VK_SHADER_STAGE_FRAGMENT_BIT;
case QRhiGraphicsShaderStage::Geometry:
return VK_SHADER_STAGE_GEOMETRY_BIT;
case QRhiGraphicsShaderStage::TessellationControl:
return VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT;
case QRhiGraphicsShaderStage::TessellationEvaluation:
......@@ -2400,8 +2398,6 @@ static inline VkShaderStageFlags toVkShaderStageFlags(QRhiShaderResourceBinding:
s |= VK_SHADER_STAGE_VERTEX_BIT;
if (stage.testFlag(QRhiShaderResourceBinding::FragmentStage))
s |= VK_SHADER_STAGE_FRAGMENT_BIT;
if (stage.testFlag(QRhiShaderResourceBinding::GeometryStage))
s |= VK_SHADER_STAGE_GEOMETRY_BIT;
if (stage.testFlag(QRhiShaderResourceBinding::TessellationControlStage))
s |= VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT;
if (stage.testFlag(QRhiShaderResourceBinding::TessellationEvaluationStage))
......
......@@ -6,6 +6,8 @@ mtl: textures
mtl: mrt
what's up with instance step rate
d3d: show something about adapter or such when starting up
d3d: msaa (onscreen)
mtl: msaa (onscreen)
test cubemap
test cubemap face as target
mipmap gen (?)
......@@ -17,28 +19,31 @@ tex/QImage formats
anisotropic
compressed textures
adopt texture, buffer, ...
more tex: 3d, array
copyimage (color and ds, no resolve or transforms here)
msaa offscreen (msaa texture? renderbuffer?)
resolveimage (color and ds, only to resolve samples)
d3d: support DxcCompiler (in addition to d3dcompiler?) when runtime compiling hlsl?
test FrameOpDeviceLost somehow
mtl: msaa (onscreen)
gl: more ubuf types
gl: reduce state, reduce texparam
gl: tex size stuff (npot etc.)
d3d: msaa (onscreen)
d3d, gl, mtl: cache shader sources?
advanced blend modes?
resize to 0 width or height fails (vk)
gl: ubuf structs, arrays
gl: target QOpenGLWindow ...
msaa offscreen (msaa texture? renderbuffer?)
blitframebuffer?
vk: subpasses?
other shader types? (gs?)
compute?
tessellation?
indirect draw?
more tex: 3d, array?
shadertools:
bytecode (fxc/dxc) for d3d?
bytecode for metal?
+++ done
remove geometry shader from enum
hlsl version config to qsb
msl version config to qsb
version to qsb data stream
......
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