Commit message (Collapse) | Author | Age | Files | Lines | |
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* | Store a native resource binding map in QShader | Laszlo Agocs | 2019-10-24 | 1 | -0/+5 |
| | | | | | | | | | The deserializer remains compatible with .qsb files without this additional section. Task-number: QTBUG-79368 Change-Id: I03e2a634febbd88da7f6a4369f104855ea31e3af Reviewed-by: Christian Strømme <christian.stromme@qt.io> | ||||
* | rhi: Remove reserved and since from the shader classes | Laszlo Agocs | 2019-06-17 | 1 | -3/+0 |
| | | | | | | | | | | | | Private API, do not bother with these yet. Change-Id: I77fb8fadee427425759ed42234944b30155db0f5 Reviewed-by: Lars Knoll <lars.knoll@qt.io> | ||||
* | Introduce the Qt graphics abstraction as private QtGui helpers | Laszlo Agocs | 2019-06-13 | 1 | -0/+227 |
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> |