1. 16 Mar, 2019 2 commits
  2. 15 Mar, 2019 1 commit
    • Laszlo Agocs's avatar
      Expose sample count from render targets · 7188859e
      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.
      7188859e
  3. 11 Mar, 2019 1 commit
  4. 07 Mar, 2019 1 commit
  5. 28 Feb, 2019 1 commit
  6. 23 Feb, 2019 1 commit
    • Laszlo Agocs's avatar
      Introduce dynamic uniform buffer offsets · b8d5e754
      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.
      b8d5e754
  7. 13 Feb, 2019 1 commit
  8. 04 Feb, 2019 1 commit
  9. 23 Jan, 2019 2 commits
    • Laszlo Agocs's avatar
      d3d: report buf, tex, etc. as shareable and handle orphaning · 8e80a130
      Laszlo Agocs authored
      This is simple since no deferred release queue is used here.
      8e80a130
    • Laszlo Agocs's avatar
      vk: resource sharing · f4266304
      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).
      f4266304
  10. 22 Jan, 2019 3 commits
  11. 21 Jan, 2019 1 commit
  12. 10 Jan, 2019 2 commits
  13. 09 Jan, 2019 1 commit
    • Laszlo Agocs's avatar
      d3d: move host writes where they belong · ccb04e70
      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.
      ccb04e70
  14. 08 Jan, 2019 1 commit
  15. 07 Jan, 2019 3 commits
  16. 06 Jan, 2019 1 commit
  17. 05 Jan, 2019 1 commit
  18. 04 Jan, 2019 2 commits
  19. 03 Jan, 2019 1 commit
  20. 31 Dec, 2018 1 commit
  21. 30 Dec, 2018 1 commit
  22. 27 Dec, 2018 1 commit
  23. 20 Dec, 2018 1 commit
  24. 13 Dec, 2018 1 commit
  25. 07 Dec, 2018 1 commit
  26. 06 Dec, 2018 1 commit
  27. 05 Dec, 2018 2 commits
  28. 04 Dec, 2018 1 commit
    • Laszlo Agocs's avatar
      Add support color renderbuffers · e099c9b1
      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.
      e099c9b1
  29. 03 Dec, 2018 3 commits