diff options
Diffstat (limited to 'src/gui/rhi/qrhi.cpp')
-rw-r--r-- | src/gui/rhi/qrhi.cpp | 30 |
1 files changed, 17 insertions, 13 deletions
diff --git a/src/gui/rhi/qrhi.cpp b/src/gui/rhi/qrhi.cpp index 94367fbcd5..3cc6a8da83 100644 --- a/src/gui/rhi/qrhi.cpp +++ b/src/gui/rhi/qrhi.cpp @@ -677,23 +677,27 @@ Q_LOGGING_CATEGORY(QRHI_LOG_INFO, "qt.rhi.general") can be set via \l{QRhiGraphicsPipeline::setPatchControlPointCount()}{setPatchControlPointCount()}, and shaders for tessellation control and evaluation can be specified in the - QRhiShaderStage list. \b{Tessellation is considered an experimental feature - in QRhi and can only be expected to be supported with Vulkan, OpenGL and - OpenGL ES for the time being}, assuming the implementation reports it as - supported at run time. Tessellation shaders have portability issues between - APIs (for example, translating GLSL/SPIR-V to HLSL is problematic due to - the way hull shaders are structured, whereas Metal uses a somewhat - different tessellation pipeline than others), and therefore no guarantees - can be given for a universal solution for now. + QRhiShaderStage list. Tessellation is considered an experimental feature in + QRhi and can only be expected to be supported with Vulkan, OpenGL (ES), and + Direct 3D, assuming the implementation reports it as supported at run time. + Tessellation shaders have portability issues between APIs (for example, + translating GLSL/SPIR-V to HLSL is problematic due to the way hull shaders + are structured, whereas Metal uses a somewhat different tessellation + pipeline than others), and therefore no guarantees can be given for a + universal solution for now. (for Direct 3D in particular, handwritten HLSL + hull and domain shaders must be injected into each QShader since qsb cannot + generate these from SPIR-V) \value GeometryShader Indicates that the geometry shader stage is supported. When supported, a geometry shader can be specified in the - QRhiShaderStage list. \b{Geometry Shaders are considered an experimental + QRhiShaderStage list. Geometry Shaders are considered an experimental feature in QRhi and can only be expected to be supported with Vulkan, - OpenGL (3.2+) and OpenGL ES (3.2+) for the time being}, assuming the - implementation reports it as supported at run time. Geometry shaders have - portability issues between APIs, and therefore no guarantees can be given - for a universal solution for now. + Direct 3D, OpenGL (3.2+) and OpenGL ES (3.2+), assuming the implementation + reports it as supported at run time. Geometry shaders have portability + issues between APIs, and therefore no guarantees can be given for a + universal solution for now. (for Direct 3D in particular, a handwritten + HLSL geometry shader must be injected into each QShader since qsb cannot + generate this from SPIR-V) \value TextureArrayRange Indicates that for \l{QRhi::newTextureArray()}{texture arrays} it is possible to specify a |