- 15 Jan, 2019 1 commit
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Laszlo Agocs authored
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- 11 Jan, 2019 2 commits
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Laszlo Agocs authored
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Laszlo Agocs authored
so 'make docs' will start doing something now
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- 06 Jan, 2019 1 commit
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Laszlo Agocs authored
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- 05 Jan, 2019 1 commit
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Laszlo Agocs authored
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- 03 Jan, 2019 2 commits
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Laszlo Agocs authored
Exercised in examplewindow. (run plainqwindow_metal in XCode)
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Laszlo Agocs authored
Exercise in trianglerenderer
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- 02 Jan, 2019 1 commit
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Laszlo Agocs authored
Plus add timestamps and rename setOutputDevice to setDevice.
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- 01 Jan, 2019 1 commit
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Laszlo Agocs authored
Only complete for Metal atm. The real nice part here is the inclusion of some additional calculations (like approximate byte size for textures and such).
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- 31 Dec, 2018 1 commit
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Laszlo Agocs authored
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- 30 Dec, 2018 1 commit
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Laszlo Agocs authored
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- 27 Dec, 2018 1 commit
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Laszlo Agocs authored
Implement texture stuff for Metal for now, and exercise it in texuploads.
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- 13 Dec, 2018 1 commit
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Laszlo Agocs authored
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- 07 Dec, 2018 2 commits
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Laszlo Agocs authored
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Laszlo Agocs authored
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- 05 Dec, 2018 3 commits
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Laszlo Agocs authored
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Laszlo Agocs authored
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Laszlo Agocs authored
color only
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- 04 Dec, 2018 1 commit
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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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- 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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- 30 Nov, 2018 4 commits
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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
With an example.
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Laszlo Agocs authored
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- 27 Nov, 2018 1 commit
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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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- 14 Nov, 2018 1 commit
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Laszlo Agocs authored
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- 29 Oct, 2018 1 commit
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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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- 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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