| Commit message (Collapse) | Author | Age | Files | Lines |
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Change-Id: If17511da64dd666a536408aa3cb3178ef6db0403
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Resetting texture to unit assignment at every frame seems to trigger
constant shader recompilation on macOS. Maybe GL driver is implemented
on top of Metal which has more restrictions.
Not resetting the assignment means the same texture units are used
for consecutive frames and fixes excessive recompilation.
Refactored the code to move the texture handling to separate class.
Change-Id: I480f76e7e7b0ea669c6acb039cc3d079937ff97f
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Slightly reorganize jobs between jobs needed for rendering and jobs
that should run even when no rendering is required.
Change-Id: I02d262efd8cb46c71c40ac6dbcd4d1b25bb725e1
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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...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>
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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>
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