- 18 Mar, 2019 2 commits
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Laszlo Agocs authored
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Laszlo Agocs authored
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- 16 Mar, 2019 3 commits
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Laszlo Agocs authored
...when running on gles 3.0+ or gl.
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Laszlo Agocs authored
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Laszlo Agocs authored
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- 15 Mar, 2019 2 commits
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Laszlo Agocs authored
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Laszlo Agocs authored
This is a convenience to allow renderers to figure out the sample count for their pso by just querying renderTarget()->sampleCount() where the render target is set up and provided from another component outside of the renderer's knowledge and control.
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- 12 Mar, 2019 1 commit
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Laszlo Agocs authored
These may be used by Q3DS for HDR images (IBL).
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- 11 Mar, 2019 1 commit
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Laszlo Agocs authored
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- 07 Mar, 2019 3 commits
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Laszlo Agocs authored
...so that setting QRhiSwapChain::sRGB behaves identically between all 4 backends.
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Laszlo Agocs authored
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Laszlo Agocs authored
The order is important here, if there are multiple operations targeting or reading from the same texture.
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- 01 Mar, 2019 2 commits
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Laszlo Agocs authored
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Laszlo Agocs authored
...and add a semi-format that can be used to port code with the 'if modernGL then GL_R8 else GL_ALPHA' pattern (in order to support GLES 2.0).
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- 28 Feb, 2019 1 commit
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Laszlo Agocs authored
...which comes handy to avoid problems of alloc, destroy, alloc -> same address as before.
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- 25 Feb, 2019 2 commits
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Laszlo Agocs authored
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Laszlo Agocs authored
To help dealing with ancient GLES 2.0 implementations.
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- 23 Feb, 2019 1 commit
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Laszlo Agocs authored
Shader resources are now set via a dedicated API (setShaderResources) instead of setGraphicsPipeline. Also extend docs about command buffers and defered command execution. Do a little cleanup for gl and d3d when it comes to the "fake" command queues.
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- 13 Feb, 2019 1 commit
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Laszlo Agocs authored
Complements isYUpInFramebuffer().
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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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- 24 Jan, 2019 1 commit
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Laszlo Agocs authored
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- 23 Jan, 2019 1 commit
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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 1 commit
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Laszlo Agocs authored
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- 21 Jan, 2019 2 commits
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Laszlo Agocs authored
...and allow importing an already existing QOpenGLContext via QRhiGles2NativeHandles. This way the API is fully consistent with other backends and typical applications become shorter due to not having to create a context, having a convenience function to create the QOffscreenSurface, and not having to worry about depth/stencil in QSurfaceFormat.
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Laszlo Agocs authored
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- 13 Jan, 2019 1 commit
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Laszlo Agocs authored
Nothing "basic" about it. Jus use RenderTargetData.
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- 06 Jan, 2019 1 commit
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Laszlo Agocs authored
...and do some naming cleanup (currentFrame -> currentFrameSlot).
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- 05 Jan, 2019 1 commit
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Laszlo Agocs authored
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- 03 Jan, 2019 1 commit
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Laszlo Agocs authored
Exercised in examplewindow. (run plainqwindow_metal in XCode)
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- 31 Dec, 2018 1 commit
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Laszlo Agocs authored
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- 30 Dec, 2018 1 commit
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Laszlo Agocs authored
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- 29 Dec, 2018 1 commit
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Laszlo Agocs authored
plus rework it a bit for metal
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- 27 Dec, 2018 1 commit
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Laszlo Agocs authored
Implement texture stuff for Metal for now, and exercise it in texuploads.
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- 20 Dec, 2018 1 commit
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Laszlo Agocs authored
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- 13 Dec, 2018 1 commit
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Laszlo Agocs authored
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- 11 Dec, 2018 1 commit
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Laszlo Agocs authored
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- 06 Dec, 2018 1 commit
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Laszlo Agocs authored
So the surface/layer reported size gets priority over what we can calculate from the QWindow. On some platforms the values can differ...
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- 05 Dec, 2018 2 commits
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Laszlo Agocs authored
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Laszlo Agocs authored
color only
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- 04 Dec, 2018 1 commit
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Laszlo Agocs authored
Let's pretend it's 2008 and forget about multisample textures for a moment. Therefore, add support for color renderbuffers. These are only useful when sample count is > 1 i.e. multisampling is requested. In combination with the yet-to-be-added resolve operation this would allow doing msaa offscreen rendering on GLES 3.0 (or GLES 2.0 with extensions) systems as well (those do not have multisample textures) Backends other than gl just use a texture under the hood. With OpenGL we use a renderbuffer, however, not a texture. This may seem like a horrible waste of time but will eventually be helpful to get a port of Qt Quick that is feature-wise identical to today's OpenGL path, without changing the OpenGL version requirements. Introduces isFeatureSupported, so examples like msaatexture can conveniently qFatal (hehe) when the GL backend reports multisample textures are not supported. While we are at it, make some examples nicer by not having to repeat releasing resources one by one. The example (msaarenderbuffer) is not finished yet since adding support for resolve (vkCmdResolveImage, glBlitFrameBuffer, etc.) is a future task.
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