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* rhi: vulkan: Sanitize device extension handlingLaszlo Agocs2020-03-031-0/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | Instead of qputenv("QT_VULKAN_DEVICE_EXTENSIONS", "VK_KHR_get_memory_requirements2;VK_NV_ray_tracing"); one can now do params.deviceExtensions = { "VK_KHR_get_memory_requirements2", "VK_NV_ray_tracing" }; on the QRhiVulkanInitParams passed to QRhi::create(). The environment variable stays important for Qt Quick applications, which provide no configurability for the QRhi construction (yet). On the other hand, applications using QRhi directly can now also use the new approach to specify the list of device extensions to enable. In addition, take QVulkanInfoVector<QVulkanExtension> into use. There is no reason not to rely on the infrastructure provided by QVulkanInstance. This also implies showing an informative warning for unsupported extensions, instead of merely failing the device creation. (applications will likely not be able to recover of course, but at least the reason for failing is made obvious this way) Task-number: QTBUG-82435 Change-Id: Ib47fd1a10c02be5ceef2c973e61e896c34f92fa3 Reviewed-by: Eirik Aavitsland <eirik.aavitsland@qt.io>
* RHI: Remove old native texture APIPaul Olav Tvete2020-01-061-6/+0
| | | | | | Task-number: QTBUG-78570 Change-Id: I8c4850828ac03319ac923a26c2e985883956c286 Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
* rhi: vulkan: Expose the VkRenderPass via the usual mechanismsLaszlo Agocs2019-08-291-0/+5
| | | | | | | | | Qt Quick in turn will expose it via QSGRendererInterface. Essential when adding custom Vulkan rendering into a Qt Quick application because the custom pipeline state objects will need to reference a VkRenderPass. Change-Id: Idf4092cfc3937830fb8123164081059b0d8d030e Reviewed-by: Andy Nichols <andy.nichols@qt.io>
* Introduce the Qt graphics abstraction as private QtGui helpersLaszlo Agocs2019-06-131-0/+85
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>