- 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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- 13 Mar, 2019 1 commit
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Laszlo Agocs authored
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- 12 Mar, 2019 4 commits
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Laszlo Agocs authored
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Laszlo Agocs authored
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Laszlo Agocs authored
These may be used by Q3DS for HDR images (IBL).
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Laszlo Agocs authored
do not reimplement the same logic that is already there in qopenglfunctions.cpp
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- 11 Mar, 2019 1 commit
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Laszlo Agocs authored
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- 10 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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- 04 Mar, 2019 2 commits
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Laszlo Agocs authored
Inspired by QObject::deleteLater()...
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Laszlo Agocs authored
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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 2 commits
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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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Laszlo Agocs authored
the non-rgba8 formats are a todo for now
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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 2 commits
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Laszlo Agocs authored
Playing with NoVSync on the additional windows is nice but does not change much in practice. On Metal it's still all bad regardless, for instance.
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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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- 20 Feb, 2019 1 commit
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Laszlo Agocs authored
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- 19 Feb, 2019 1 commit
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Laszlo Agocs authored
sigh
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- 18 Feb, 2019 1 commit
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Laszlo Agocs authored
Because we do not currently deal with this on d3d11.
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- 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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- 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 5 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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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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Laszlo Agocs authored
...in order to reduce code duplication.
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- 22 Jan, 2019 4 commits
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Laszlo Agocs authored
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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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Laszlo Agocs authored
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- 21 Jan, 2019 1 commit
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Laszlo Agocs authored
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