- 21 Mar, 2019 3 commits
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Laszlo Agocs authored
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Laszlo Agocs authored
It is not symmetric with beginPass() and endPass() otherwise (as those do allow null).
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Laszlo Agocs authored
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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
Shaders and camera logic not yet there. It is essential to have a test that exercises depth-only passes and rendering into a depth texture that is then used in another pass. Some simple shadow casting directional light is a good example for this.
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- 16 Mar, 2019 3 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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- 12 Mar, 2019 3 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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- 11 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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- 05 Mar, 2019 1 commit
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Laszlo Agocs authored
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- 04 Mar, 2019 1 commit
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Laszlo Agocs authored
Inspired by QObject::deleteLater()...
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- 02 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 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
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- 27 Feb, 2019 1 commit
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Laszlo Agocs authored
build() handles this already but then doing an uploadStaticBuffer() should also silently become a no-op.
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- 25 Feb, 2019 3 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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Laszlo Agocs authored
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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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- 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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- 16 Feb, 2019 1 commit
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Laszlo Agocs authored
Plus a small doc enhancement for viewport/scissor.
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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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- 11 Feb, 2019 2 commits
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Laszlo Agocs authored
Plus some doc cleanups.
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Laszlo Agocs authored
Focus on those that are used in combination with the pipeline state and starting a renderpass.
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- 08 Feb, 2019 2 commits
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Laszlo Agocs authored
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Laszlo Agocs authored
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- 07 Feb, 2019 1 commit
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Laszlo Agocs authored
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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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