| Commit message (Collapse) | Author | Age | Files | Lines |
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Change-Id: I4d897c522087654649547c0ca4750ba4dbfa5cbf
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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1. glTexImage*D does not accept compressed formats.
2. Replacing it with glCompressedTexImage*D is not an option as per GLES 2.0 spec
since passing null data is not allowed.
3. glCompressedTexSubImage*D must always be preceded by a glCompressedTexImage*d
(or glTexStorage*D) call.
4. Therefore the only way is to do nothing in allocateStorage() and switch to
glCompressedTexImage*D in setCompressedData() whenever mutable storage is in use.
This makes ETC1 textures working on the Beaglebone (and presumably others).
Change-Id: I21a040f6ed4aecaa494b6e5a6c6cd75b7389c15c
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Qt copyrights are now in The Qt Company, so we could update the source
code headers accordingly. In the same go we should also fix the links to
point to qt.io.
Outdated header.LGPL removed (use header.LGPL21 instead)
Old header.LGPL3 renamed to header.LGPL3-COMM to match actual licensing
combination. New header.LGPL-COMM taken in the use file which were
using old header.LGPL3 (src/plugins/platforms/android/extract.cpp)
Added new header.LGPL3 containing Commercial + LGPLv3 + GPLv2 license
combination
Change-Id: I6f49b819a8a20cc4f88b794a8f6726d975e8ffbe
Reviewed-by: Matti Paaso <matti.paaso@theqtcompany.com>
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Shadow sampling is an old OpenGL feature (hello, OpenGL 1.3!), which
was missing from QOpenGLTexture. This commit adds the relevant support.
Change-Id: I9f6b552d806a356d24ee08121af6bc9ce684f2b5
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Storage allocation was quite wrong in the general case.
1) We can't pass unsized texture formats to immutable storage
allocations, so we need to check for that.
2) Second, when allocating mutable storage on GLES, apparently
the driver is allowed to peek at the external pixel type. The
texture can then only get data in the pixel type passed
at storage allocation time.
(I guess that, for the sake of simplicity, the drivers are allowed
not to perform any pixel conversions.)
I'm still not convinced about the wording in the GLES2/3
specifications, but apparently ANGLE behaves this way, so we need
to fix this kind of allocation. Unfortunately the only way
is to ask, at storage allocation time, what's the external
pixel format/type, so we need to introduce an allocateStorage
overload taking those as arguments and using them for the
glTexImage* calls.
Task-number: QTBUG-41822
Task-number: QTBUG-42623
Change-Id: Idf745d549f01c5db3e56e86cf9b1f53a77cfccc6
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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- Renamed LICENSE.LGPL to LICENSE.LGPLv21
- Added LICENSE.LGPLv3
- Removed LICENSE.GPL
Change-Id: Iec3406e3eb3f133be549092015cefe33d259a3f2
Reviewed-by: Iikka Eklund <iikka.eklund@digia.com>
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Change-Id: I7a4dd22ea3bcebf4c3ec3ad731628fd8f3c247e0
Reviewed-by: Thiago Macieira <thiago.macieira@intel.com>
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An API oversight caused the image upload methods to take a "void *",
which is not necessary at all. The underlying texture uploading calls
(i.e. the gl(Compressed)Tex(Sub)Image<N>D family) all take a "const void *".
The methods taking a "void *" get deprecated.
Change-Id: Idfda58d4d7d0af1f335e5cbad7d700f4ccad652c
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Task-number: QTBUG-33274
Change-Id: I9259d947d11f8ba330a2cd7f5620d8f1af0a804b
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Reviewed-by: Gunnar Sletta <gunnar.sletta@digia.com>
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