1. 01 Mar, 2019 1 commit
  2. 28 Feb, 2019 1 commit
  3. 25 Feb, 2019 1 commit
  4. 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
  5. 19 Feb, 2019 3 commits
  6. 18 Feb, 2019 1 commit
  7. 16 Feb, 2019 1 commit
  8. 13 Feb, 2019 2 commits
  9. 12 Feb, 2019 1 commit
  10. 04 Feb, 2019 1 commit
  11. 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
  12. 25 Jan, 2019 2 commits
  13. 24 Jan, 2019 1 commit
  14. 23 Jan, 2019 3 commits
  15. 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
  16. 21 Jan, 2019 1 commit
  17. 19 Jan, 2019 5 commits
  18. 18 Jan, 2019 2 commits
  19. 15 Jan, 2019 1 commit
  20. 14 Jan, 2019 2 commits
  21. 11 Jan, 2019 2 commits
  22. 10 Jan, 2019 6 commits