- 07 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 4 commits
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Laszlo Agocs authored
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Laszlo Agocs authored
No user control over resolving (unlike normal textures) so readbacks must do an implicit resolve, when needed.
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Laszlo Agocs authored
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Laszlo Agocs authored
color only
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- 04 Dec, 2018 2 commits
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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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Laszlo Agocs authored
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- 03 Dec, 2018 4 commits
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Laszlo Agocs authored
...including some buffer upload improvements...
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Laszlo Agocs authored
...and fix up the whole res update system for d3d and gl. (make it go through the (fake) command buffer like everything else)
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Laszlo Agocs authored
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Laszlo Agocs authored
hints -> flags for rt, add sampleCount for tex
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- 01 Dec, 2018 1 commit
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Laszlo Agocs authored
...for non-compressed textures.
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- 30 Nov, 2018 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
...in order to make the api nicer. Does not affect the internals.
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Laszlo Agocs authored
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- 29 Nov, 2018 2 commits
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Laszlo Agocs authored
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Laszlo Agocs authored
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- 28 Nov, 2018 2 commits
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Laszlo Agocs authored
This is not as good as other backends when it comes to formats, but the gl backend is lacking in that area anyways.
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Laszlo Agocs authored
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- 26 Nov, 2018 2 commits
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Laszlo Agocs authored
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Laszlo Agocs authored
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- 25 Nov, 2018 1 commit
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Laszlo Agocs authored
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- 23 Nov, 2018 2 commits
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Laszlo Agocs authored
not yet implemented
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Laszlo Agocs authored
only implemented for Vulkan for now
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- 22 Nov, 2018 3 commits
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Laszlo Agocs authored
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Laszlo Agocs authored
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Laszlo Agocs authored
...and related plumbing here and there.
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- 21 Nov, 2018 2 commits
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Laszlo Agocs authored
This reverts commit 2676ad23.
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Laszlo Agocs authored
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- 01 Nov, 2018 1 commit
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Laszlo Agocs authored
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- 29 Oct, 2018 3 commits
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Laszlo Agocs authored
While we are at it, rename QRhiRenderPass to QRhiRenderPassDescriptor because renderpass on its own is a somwhat misleading naming.
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Laszlo Agocs authored
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Laszlo Agocs authored
...and add the - for now - unused buildCompatibleRenderPass functions.
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- 27 Oct, 2018 1 commit
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Laszlo Agocs authored
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- 26 Oct, 2018 1 commit
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Laszlo Agocs authored
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