1. 20 Mar, 2019 2 commits
  2. 19 Mar, 2019 1 commit
  3. 18 Mar, 2019 2 commits
  4. 16 Mar, 2019 4 commits
  5. 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
  6. 14 Mar, 2019 1 commit
  7. 12 Mar, 2019 4 commits
  8. 11 Mar, 2019 1 commit
  9. 07 Mar, 2019 2 commits
  10. 04 Mar, 2019 1 commit
  11. 01 Mar, 2019 1 commit
  12. 28 Feb, 2019 1 commit
  13. 25 Feb, 2019 1 commit
  14. 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
  15. 19 Feb, 2019 3 commits
  16. 18 Feb, 2019 1 commit
  17. 16 Feb, 2019 1 commit
  18. 13 Feb, 2019 2 commits
  19. 12 Feb, 2019 1 commit
  20. 04 Feb, 2019 1 commit
  21. 27 Jan, 2019 1 commit
    • Laszlo Agocs's avatar
      vk: more locks for rsh · 7c0da12d
      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.
      7c0da12d
  22. 25 Jan, 2019 2 commits
  23. 24 Jan, 2019 1 commit
  24. 23 Jan, 2019 3 commits
  25. 22 Jan, 2019 1 commit
    • Laszlo Agocs's avatar
      Revise the rsh strategy a bit · 92c6904d
      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.
      92c6904d