| Commit message (Collapse) | Author | Age | Files | Lines |
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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>
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Change-Id: I3f1b5cca75973abf8970b3f1929a3a0ea385d8f1
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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m_initialized is inherited from GraphicsContext, having another
m_initialized in SubmissionContext is wrong.
Change-Id: I431ba67c671b8854fafce769c8bfd90ba71e7441
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Taking into account we have texture sharing in the backend,
we can only update frontend texture properties once we have
created the shared backend texture.
Code was adjusted to retrieve these properties when creating
the GLTexture. Such changes are stored and sent on the next
run loop from a job where they are distributed to all referenced
frontend Texture.
The status property handling has also been updated to send status
changes to all shared textures instead of just the texture whose
data generator is used to gather the data.
A manual test checking texture property updates, sharing and
remote url sharing has also been added.
Change-Id: I8ed2449fe57c9d7337580b0f7561f974cbd5006d
Task-number: QTBUG-65775
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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The MetalRoughMaterial provides parameters for the env light textures even
though they are optional but are needed to avoid issues with unbound textures
on some drivers.
In practice, when an env light is present, the values would be overridden.
However if no env light is present, when setting the texture values on the
shader, they would actually reference invalid textures and Qt3D would not
render. We want to keep the behavior for the general case but make an
exception for MetalRoughMaterial, therefore we are checking if the missing
textures are the ones for env light or not before aborting.
Ideally, we should shortly be able to remove the QParameters altogether with
the Shader Builder.
Change-Id: Id54436ff9e328c390eacceb3e63809c757b28b2a
Reviewed-by: Kevin Ottens <kevin.ottens@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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Task-number: QTBUG-68395
Change-Id: I216f32bd22d12c6fa6f2efd09765ad95754326b4
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Prevent simultanious usage of the GLTexture being rendered to by scene2d.
Task-number: QTBUG-68511
Task-number: QT3DS-1792
Change-Id: I88de12cba68ef7af2c7afb1f6e9d6143028efc86
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Change-Id: I666d4ca1ad39f81e41a9b47a8828d1689ff2b33e
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In the non locked submission phase of the renderer, the GLTextures must have
had their content/properties already updated as this is too late to actually
create or upload texture based on references which may be invalid or outdated.
This wasn't properly handled. We now perfom the GLTexture creation and data
upload when both the RenderThread and AspectThread are locked.
Task-number: QTBUG-67989
Change-Id: I07ac23120e8d37a86e60d2b892d1437b8cb0b3dc
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I4aceeeb455aedc3c84e3a17983a894f1f84bdc09
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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When using bindFrameBufferObject with ES2 the only available target is
GL_FRAMEBUFFER.
Change-Id: Ie8fd50a57deeae3e8e02885e954ff73d85712c14
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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Current we require a combined DepthStencil RenderBuffer, however this is
an extension in ES2 so it's not a given that it will be available. It
is still possible to setup separate Depth and Stencil buffers for those
devices that only support that (similar to what Scenegraph does).
Change-Id: Ia112b30e229bfc553cd0cdc0f8dd8b57290c7081
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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Change-Id: If89cc9d4be85ad36dfd7549e58327d8a525210e9
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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By reusing existing VAOVertexAttribute instance
Change-Id: I78554a5849f76a01e901371e4dcb363779906f86
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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The apply method was removed from GenericState and its subclasses.
This allows to keep the GenericStates in the aspect part and let the renderer
perform the right calls based on the state class it is provided with.
Change-Id: I9c3ac04b4eb489e7443e67615e35e850c0aba07f
Task-number: QTBUG-61151
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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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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