- 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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- 21 Jan, 2019 1 commit
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Laszlo Agocs authored
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- 19 Jan, 2019 5 commits
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Laszlo Agocs authored
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Laszlo Agocs authored
Here we choose to go the heavy weight route and turn it into a d-pointered (implicitly shared, even) class since the data a binding description needs may grow in yet-unknown ways when introducing support for other resource types.
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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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- 18 Jan, 2019 2 commits
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Laszlo Agocs authored
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Laszlo Agocs authored
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- 15 Jan, 2019 1 commit
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Laszlo Agocs authored
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- 14 Jan, 2019 2 commits
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Laszlo Agocs authored
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Laszlo Agocs authored
...and play with capture scopes as well. None of this will eliminate the nextDrawable Called Early warning and the strangely-ordered frame navigator view in XCode which is annoying but there is nothing we can do about it.
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- 11 Jan, 2019 2 commits
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Laszlo Agocs authored
so 'make docs' will start doing something now
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Laszlo Agocs authored
...because we only really need to make sure arg changes are not skipped upon a new pass, just changing the pipeline state has no effect on this. Clarify the docs a bit as well.
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- 10 Jan, 2019 6 commits
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Laszlo Agocs authored
...and even the entire draw call in some cases.
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Laszlo Agocs authored
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Laszlo Agocs authored
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Laszlo Agocs authored
also start some minor optimizations to the imgui demo
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Laszlo Agocs authored
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Laszlo Agocs authored
Esp. for Metal where we now avoid superfluous set* for shader resources.
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