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* Regenerate projects one last time before mergewip/cmakeAlexandru Croitor2020-02-121-2/+1
| | | | | | Change-Id: Ia24cf56b79ca6dacd370a7e397024e9b663e0167 Reviewed-by: Liang Qi <liang.qi@qt.io> Reviewed-by: Simon Hausmann <simon.hausmann@qt.io>
* Merge remote-tracking branch 'origin/dev' into merge-devLeander Beernaert2020-01-242-13/+129
|\ | | | | | | Change-Id: I31b761cfd5ea01373c60d02a5da8c33398d34739
| * qshader autotest: Avoid variable shadowingLaszlo Agocs2020-01-141-4/+6
| | | | | | | | | | | | | | Nicer this way. Change-Id: Ia132b8e394f1080623abe4b1452a41c5ca31272c Reviewed-by: Johan Helsing <johan.helsing@qt.io>
| * Move away from CBOR in QShaderDescription serializationLaszlo Agocs2020-01-132-9/+123
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | ...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>
* | Merge remote-tracking branch 'origin/dev' into wip/cmakeLeander Beernaert2019-11-197-4/+201
|\| | | | | | | Change-Id: Ifecc2d9db396d783124df8567553ba5f846f30bb
| * rhi: Move to CBOR in QShader and expand the autotestLaszlo Agocs2019-10-297-4/+201
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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>
* | Port rhi testsLeander Beernaert2019-10-281-0/+27
|/ | | | | | Change-Id: I3bf5731696a0647bf0e62758eb3d1742ba097041 Reviewed-by: Qt CMake Build Bot Reviewed-by: Alexandru Croitor <alexandru.croitor@qt.io>
* Introduce the Qt graphics abstraction as private QtGui helpersLaszlo Agocs2019-06-136-0/+264
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>