| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
| |
Change-Id: I94adc182a0f744b022fb13f4e2dbd16e47e2ba71
Reviewed-by: Michael Brasser <michael.brasser@live.com>
|
|
|
|
|
|
| |
Change-Id: I62e83c360619a2e096401330a61a6f2602b743d2
Task-number: QTBUG-70660
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
|
|
|
|
|
|
|
|
|
|
|
| |
Which didn't handle indirect drawing, compute and tessellation
Since ES 3.1/3.2 don't provide API for glShaderStorageBlockBinding,
code was adjusted to use the default binding points and not require
that API.
Change-Id: Ie4dcd05f0a1d72e4a25f49b5fae138dc605ba5e3
Task-number: QTBUG-70660
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
...to enable sampler2DMS uniforms.
Also fixes the ES3 helper when it comes to uniformByteSize.
[ChangeLog] 2D samplers for multisample textures are now supported
on OpenGL ES 3.1 and newer
Task-number: QTBUG-68403
Change-Id: Iee1bd8baf097e19d89f651845938c681fb2a4df9
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
|
|
This is another step toward isolating the renderer from the render aspect
Change-Id: I4031675b961d6645b65bbe05cf62d150993038b0
Task-number: QTBUG-61151
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
|