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authorLaszlo Agocs <laszlo.agocs@qt.io>2021-12-21 13:26:45 +0100
committerLaszlo Agocs <laszlo.agocs@qt.io>2022-01-06 14:56:25 +0100
commit0a59101495634a02e7b893682904f4cfc5898624 (patch)
treeaadaf9ee66173de05d85579dc85338daa48a4a84 /LICENSE.LGPL3
parentc20b213eabd8138f8566c7a1fd0633625c47b520 (diff)
rhi: Add support for separate image and sampler objects
For Direct 3D, Metal, and Vulkan this is natively supported. (and makes no difference in particular for D3D and Metal because they do not have the legacy combined image sampler concept anyways) With OpenGL it will work too, but this relies on SPIR-Cross magic and is still using a combined sampler (e.g. a sampler2D) in the GLSL shader. The GL backend walks back and forth in the mapping tables from the shader baker in order to make this work, which is presumably slightly more expensive than combined image samplers. Do note that combined image samplers (i.e. sampler2D in the shader and QRhiShaderResourceBinding::sampledTexture() in code) continue to be the primary, recommended way for any user of the rhi for the time being. Change-Id: I194721bc657b1ffbcc1bb79e6eadebe569a25087 Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org> Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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