| Commit message (Collapse) | Author | Age | Files | Lines |
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The resetShaderResources() done when starting a render or compute pass
purges all vertex, index, SRV, and UAV bindings. This will be optimized
at a later point, but until then the command buffer's state should be
updated accordingly, otherwise certain use cases end up with incorrect
rendering results due to not binding vertex/index/shader resources
as appropriate.
This fixes the shadowmap example on d3d.
Change-Id: I4d07929b8664b64bc608c6c8df474b0ee7c2ddbb
Reviewed-by: Lars Knoll <lars.knoll@qt.io>
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Also revise how we reset shader input/outputs at the beginning
of a pass.
Change-Id: I6d4057f32318ca09b12e16c602bb1033a3ec8e3c
Reviewed-by: Lars Knoll <lars.knoll@qt.io>
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D3D11 and GL (4.3+, ES 3.1+) will come separately at a
later time.
Change-Id: If30f2f3d062fa27e57e9912674669225b82a7b93
Reviewed-by: Lars Knoll <lars.knoll@qt.io>
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Needed by Qt Quick to handle cases where the application (or other Qt)
code contains OpenGL calls, and Qt Quick facilitates this by ensuring
the scenegraph's GL context is current. The expectation is that when
running with the GL backend of the rhi, all such code remains fully
functional. So add a makeCurrent type of call into the QRhi API that is
a no-op with anything other than OpenGL.
Change-Id: I6f774bf828e31802bdab0c3fef9421cdc0cebe5c
Reviewed-by: Lars Knoll <lars.knoll@qt.io>
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Comes with backends for Vulkan, Metal, Direct3D 11.1, and OpenGL (ES).
All APIs are private for now.
Shader conditioning (i.e. generating a QRhiShader in memory or on disk
from some shader source code) is done via the tools and APIs provided
by qt-labs/qtshadertools.
The OpenGL support follows the cross-platform tradition of requiring
ES 2.0 only, while optionally using some (ES) 3.x features. It can
operate in core profile contexts as well.
Task-number: QTBUG-70287
Change-Id: I246f2e36d562e404012c05db2aa72487108aa7cc
Reviewed-by: Lars Knoll <lars.knoll@qt.io>
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