- 20 Mar, 2019 2 commits
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Laszlo Agocs authored
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Laszlo Agocs authored
As we assume the texture will then be sampled afterwards so a store action of DontCare is potentially wrong.
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- 19 Mar, 2019 1 commit
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Laszlo Agocs authored
Introduce a new getter in QRhi.
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- 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 4 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
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- 15 Mar, 2019 1 commit
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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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- 14 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
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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 2 commits
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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 1 commit
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Laszlo Agocs authored
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- 01 Mar, 2019 1 commit
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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 1 commit
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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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- 19 Feb, 2019 3 commits
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Laszlo Agocs authored
the srb is nulled out anyways on each pass now
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Laszlo Agocs authored
As the pass uses a different encoder.
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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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- 16 Feb, 2019 1 commit
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Laszlo Agocs authored
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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
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- 27 Jan, 2019 1 commit
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Laszlo Agocs authored
Plus add a note for Metal. Remove and leave out threading/rsh details for now as things are not quite clear yet when it comes to QRhis operating in parallel with one or more shared resource.
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- 25 Jan, 2019 2 commits
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Laszlo Agocs authored
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Laszlo Agocs authored
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- 24 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
...in order to reduce code duplication.
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- 22 Jan, 2019 1 commit
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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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