- 13 Feb, 2019 2 commits
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Laszlo Agocs authored
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Laszlo Agocs authored
Complements isYUpInFramebuffer().
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- 12 Feb, 2019 1 commit
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Laszlo Agocs authored
For instance the Qt Quick renderer will want the Batchable variant for a vertex shader when rendering merged batches. Make it possible to communicate this to the backends.
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- 11 Feb, 2019 2 commits
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Laszlo Agocs authored
Plus some doc cleanups.
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Laszlo Agocs authored
Focus on those that are used in combination with the pipeline state and starting a renderpass.
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- 08 Feb, 2019 2 commits
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Laszlo Agocs authored
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Laszlo Agocs authored
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- 07 Feb, 2019 1 commit
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Laszlo Agocs authored
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- 04 Feb, 2019 1 commit
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Laszlo Agocs authored
beginFrame() has no applicable flags as of now but the flags parameter is there for future use.
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- 25 Jan, 2019 1 commit
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Laszlo Agocs authored
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- 23 Jan, 2019 3 commits
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Laszlo Agocs authored
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Laszlo Agocs authored
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Laszlo Agocs authored
Sharable resources, which are at least buffers and textures, can now be orphaned, meaning the owning QRhi can be destroyed before releasing the QRhiResource. They will still function in a limited way (cannot be rebuilt anymore) as long as there is at least one QRhi associated with the QRhiResourceSharingHost (i.e. as long as the share group is non-empty).
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- 22 Jan, 2019 2 commits
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Laszlo Agocs authored
The threaded case cannot be supported on all backends for now. Revert parts of the previous d3d patch. Some day we may consider exploring the possibility of doing something with deferred contexts on d3d11 but that's not an option for now.
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Laszlo Agocs authored
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- 21 Jan, 2019 3 commits
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Laszlo Agocs authored
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Laszlo Agocs authored
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Laszlo Agocs authored
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- 19 Jan, 2019 5 commits
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Laszlo Agocs authored
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Laszlo Agocs authored
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Laszlo Agocs authored
Here we choose to go the heavy weight route and turn it into a d-pointered (implicitly shared, even) class since the data a binding description needs may grow in yet-unknown ways when introducing support for other resource types.
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Laszlo Agocs authored
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Laszlo Agocs authored
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- 18 Jan, 2019 3 commits
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Laszlo Agocs authored
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Laszlo Agocs authored
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Laszlo Agocs authored
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- 17 Jan, 2019 1 commit
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Laszlo Agocs authored
...and some leftover docs
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- 16 Jan, 2019 2 commits
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Laszlo Agocs authored
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Laszlo Agocs authored
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- 15 Jan, 2019 2 commits
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Laszlo Agocs authored
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Laszlo Agocs authored
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- 11 Jan, 2019 2 commits
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Laszlo Agocs authored
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Laszlo Agocs authored
...because we only really need to make sure arg changes are not skipped upon a new pass, just changing the pipeline state has no effect on this. Clarify the docs a bit as well.
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- 10 Jan, 2019 2 commits
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Laszlo Agocs authored
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Laszlo Agocs authored
Esp. for Metal where we now avoid superfluous set* for shader resources.
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- 09 Jan, 2019 1 commit
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Laszlo Agocs authored
There was a reason for defering (two passes update the same dyn.buffer in the same frame, those can be accumulated instead of doing a full DISCARD write twice) but the logic was broken due to optimizing out the BindGraphicsPipeline in some cases. So keep it simple for now, the multi-update in same frame case is discouraged anyway.
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- 08 Jan, 2019 1 commit
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Laszlo Agocs authored
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- 07 Jan, 2019 3 commits
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Laszlo Agocs authored
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Laszlo Agocs authored
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Laszlo Agocs authored
...also write more sophisticated output in the profiler stream when it comes to frame timings.
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