1. 16 Mar, 2019 1 commit
  2. 15 Mar, 2019 1 commit
    • Laszlo Agocs's avatar
      Expose sample count from render targets · 7188859e
      Laszlo Agocs authored
      This is a convenience to allow renderers to figure out the sample
      count for their pso by just querying renderTarget()->sampleCount()
      where the render target is set up and provided from another component
      outside of the renderer's knowledge and control.
      7188859e
  3. 11 Mar, 2019 1 commit
  4. 07 Mar, 2019 1 commit
  5. 28 Feb, 2019 1 commit
  6. 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
  7. 13 Feb, 2019 1 commit
  8. 04 Feb, 2019 1 commit
  9. 25 Jan, 2019 1 commit
  10. 21 Jan, 2019 1 commit
  11. 11 Jan, 2019 1 commit
  12. 10 Jan, 2019 3 commits
  13. 06 Jan, 2019 1 commit
  14. 05 Jan, 2019 2 commits
  15. 03 Jan, 2019 1 commit
  16. 31 Dec, 2018 1 commit
  17. 30 Dec, 2018 1 commit
  18. 29 Dec, 2018 1 commit
  19. 27 Dec, 2018 1 commit
  20. 20 Dec, 2018 1 commit
  21. 13 Dec, 2018 1 commit
  22. 12 Dec, 2018 1 commit
  23. 10 Dec, 2018 2 commits
  24. 07 Dec, 2018 1 commit
  25. 06 Dec, 2018 3 commits
  26. 05 Dec, 2018 1 commit
  27. 04 Dec, 2018 1 commit
    • Laszlo Agocs's avatar
      Add support color renderbuffers · e099c9b1
      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.
      e099c9b1
  28. 03 Dec, 2018 3 commits
  29. 30 Nov, 2018 1 commit
  30. 26 Nov, 2018 2 commits
  31. 25 Nov, 2018 1 commit