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Change-Id: I970d21d7ac97a602a5f374f6c89cd4bfdcd847b8
Reviewed-by: Thiago Macieira <thiago.macieira@intel.com>
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Since the variable names in QShaderDescription are later compared to
QByteArrays we can gain some performance from not having to convert them
to QByteArrays later.
Task-Id: QTBUG-83706
Change-Id: Iaf80d0966f45cbb09e7c1000b7854bc488e57bb3
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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The proper solution is to use qint32 everywhere, but that is left as
a separate exercise.
Change-Id: Id0c06b102b56a1b3b48dd67c6c29c28da7d1f22d
Reviewed-by: Eirik Aavitsland <eirik.aavitsland@qt.io>
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This is the first time that we add something to QShaderDescription
after migrating to the non-JSON based serialization system. This now
involves checking the "qsb version" when deserializing.
Task-number: QTBUG-82624
Change-Id: I2bd875ef21e461559b878dccc5537cdfa43feaa2
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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We use the this struct to describe combined image samplers and storage
images as well. Especially with the former, it is not unlikely that we
will need arrays, so e.g. layout(binding = 1) uniform samplerCube
shadowCubes[8]. In this case the '8' is something that must be reported in
to the reflection information.
The new arrayDims member is expected to work exactly like the similarly
named member in BlockVariable.
Task-number: QTBUG-82624
Change-Id: I1fb8b0318906ff4c116c1a7ec23a399c6545c730
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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...but keep support for deserializing for all older versions in order to play
nice with existing .qsb files.
The usage of binary JSON and then CBOR is a historical artifact: relying
on the QJsonDocument (which we generate for purposes unrelated to binary
serialization) was a convenient shortcut. However, writing to and
reading from a QDataStream instead (which QShader already does) is trivial.
In order not to be limited by potential CBOR requirements in the future,
take it all into our own hands.
Extend the qshader autotest accordingly.
Task-number: QTBUG-81298
Change-Id: If0047b659bd6601ca47b5bbbce1b719630cde01e
Reviewed-by: Paul Olav Tvete <paul.tvete@qt.io>
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Binary Json is deprecated and we should not use it. We can already
serialize shaders to CBOR. Push the deprecation warning mechanism to the
only user of fromBinaryJson().
Change-Id: I1d56157ab92f74eaab49400be647317e7833e35e
Reviewed-by: Sona Kurazyan <sona.kurazyan@qt.io>
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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Also remove the example code for deprecated methods and use CBOR instead
where it makes sense.
Task-number: QTBUG-81068
Change-Id: Iffb7a4b3d7b16a1e485fc05b3ab2e2468e9e0718
Reviewed-by: Ulf Hermann <ulf.hermann@qt.io>
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Binary JSON is said to become deprecated. Therefore, add support
for CBOR. Binary JSON is still supported for deserialization, so
all existing .qsb files will continue to work, as long as the
binaryjson feature is enabled in the Qt build.
Also makes QShaderDescription comparable. This is important for
tests in particular.
A nice side effect of using CBOR is that .qsb files become smaller.
For a typical Qt Quick material shader this can mean a reduction of
300 bytes or more.
Task-number: QTBUG-79576
Change-Id: I5547c0266e3e8128c9653e954e47487352267f71
Reviewed-by: Paul Olav Tvete <paul.tvete@qt.io>
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Change-Id: Iab74325da3bd0a22c1f69856b038d0b5615e4e63
Reviewed-by: Giuseppe D'Angelo <giuseppe.dangelo@kdab.com>
Reviewed-by: Marc Mutz <marc.mutz@kdab.com>
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This is private API for the time being. Without this the QRhi*
classes show up in the class list in the docs.
Change-Id: I662abb9cc8eaae13ffe9266bd6313faa8e138353
Reviewed-by: Christian Strømme <christian.stromme@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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Private API, do not bother with these yet.
Change-Id: I77fb8fadee427425759ed42234944b30155db0f5
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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