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authorLaszlo Agocs <laszlo.agocs@theqtcompany.com>2016-02-13 21:31:15 +0100
committerLaszlo Agocs <laszlo.agocs@theqtcompany.com>2016-02-19 14:51:37 +0000
commit2d1f8937acf874a37b7ef1d0814ee6dc7912f81b (patch)
tree684f38ebd72bffc9ad484e43e1ecd33721471230 /.gitignore
parent3b6ebe6338747b4b24558c9b5f2c9702f4cce1be (diff)
Add the skeleton for a D3D12 backend
Proof of concept. The plan is to proceed slowly with supporting node types one by one, starting with QSGRectangleNode. Opaque rectangles work already, but only non-smooth for now. The renderer is incomplete (no clip/opacity) and is based on simplerenderer on scenegraph playground. Buffer handling is not necessarily optimal yet. Use QT_QUICK_BACKEND=d3d12 to request this backend. Set QT_D3D_DEBUG=1 to enable the D3D debug layer. The render loop handles everything, incl. swap chain setup, handling resizes, etc. This being D3D, there are no further enablers needed from the QtGui or platform plugin side. By default the first hardware adapter is picked. In the absence of that, WARP is tried. The list of adapters is printed at startup, use QT_D3D_ADAPTER_INDEX to force a given card in case there are multiple ones in the system. The goal is not to productize a fast and great renderer, but to pave the way to better future backends for D3D12 and similar graphics APIs. Compiling in the support into Qt Quick is bad since the dependency onto d3d12.dll is not necessarily acceptable, but it's good enough for now, this being a wip branch. Change-Id: Ifbe088e7507223328096b22eec2c73f77bb5680e Reviewed-by: Andy Nichols <andy.nichols@theqtcompany.com>
Diffstat (limited to '.gitignore')
-rw-r--r--.gitignore4
1 files changed, 4 insertions, 0 deletions
diff --git a/.gitignore b/.gitignore
index e949cddb22..67c40bff90 100644
--- a/.gitignore
+++ b/.gitignore
@@ -282,3 +282,7 @@ src/qml/RegExpJitTables.h
src/qml/udis86_itab.c
src/qml/udis86_itab.h
+# Generated HLSL bytecode headers
+hlsl_vs_*.h
+hlsl_ps_*.h
+hlsl_cs_*.h