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* rhi: update manual test shadersLaszlo Agocs2023-04-201-0/+0
| | | | | | | | | | ...so we have core profile compatible GLSL code in them. Just so one can run e.g. triquadcube with -g -c (OpenGL with a core profile context). Pick-to: 6.5 Change-Id: I585d3b4f0c7cd71ce7fae1fff4bf9a84cb7410da Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
* rhi: Enable msaatexture manual test on OpenGLLaszlo Agocs2020-08-171-0/+0
| | | | | | | | | | | | | ...now that a recent path enables MultisampleTextures for ES >= 3.1 and GL 3.x and up. Just need to make sure the .qsb contains something for OpenGL as well. While we are at it, make updated .qsb files for all the commonly used shaders since what we had before was version 4. Bump them to version 5. Change-Id: If2040f4894e6360d1ebd5daf7e698508e5e6e42e Reviewed-by: Andy Nichols <andy.nichols@qt.io>
* Regenerate qsb files for auto and manual testsLaszlo Agocs2020-01-221-0/+0
| | | | | | | | | | | | | They are now version 4, which is hopefully the final format, relying on nothing but QDataStream. Except for the qshader autotest which tests all the 1..4 versions and so needs appropriate test data. Also unifies the batch file naming. Change-Id: Iec478be86d14dbec7ffb9d5f9b62c14fca5d7c9e Reviewed-by: Eirik Aavitsland <eirik.aavitsland@qt.io>
* Introduce the Qt graphics abstraction as private QtGui helpersLaszlo Agocs2019-06-131-0/+0
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>