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* Enable QRhi Metal backend on iOSLaszlo Agocs2019-11-271-3/+3
| | | | | | | | | | While we are at it, remove the Border and MirrorOnce wrap modes that have not been supported on OpenGL, because they are unsupported with Metal+iOS as well. Task-number: QTBUG-78580 Change-Id: I0db94b9d3a6125b3bb5d7b1db5d02a42cd94d2c2 Reviewed-by: Tor Arne Vestbø <tor.arne.vestbo@qt.io>
* rhi: Fix clear value in offscreen testLaszlo Agocs2019-07-311-1/+1
| | | | | | | Leftover from the migration to QColor as color clear value. Change-Id: Ibf49d65234a1e14d53035b46249753a5929ca22b Reviewed-by: Andy Nichols <andy.nichols@qt.io>
* rhi: Add compute api and implement for Vulkan and MetalLaszlo Agocs2019-06-171-2/+2
| | | | | | | | | | | | | 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>
* Introduce the Qt graphics abstraction as private QtGui helpersLaszlo Agocs2019-06-133-0/+381
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>