Have feature flags as appropriate. OpenGL is causing a mess here
but let's support what we can since some of this will become relevant
in more sophisticated mesh drawing cases with 3D in particular.
Change-Id: Idfa7b4642ec87147978e03d78d6233efbd151491
Reviewed-by: Lars Knoll <lars.knoll@qt.io>
Draws 1024 cubes at random x,y positions with varying color with
a single instanced draw call.
Change-Id: I8737503acf23866ad4734b1d88753415a3b93445
Reviewed-by: Lars Knoll <lars.knoll@qt.io>
...but this will vary between backends, or in some cases
even between implementations of the same API.
Point size is settable only via the vertex shader (gl_PointSize).
It is silently ignored with D3D and HLSL.
Line widths other than 1 are supported only on OpenGL and Vulkan.
(but this is in fact deprecated with GL and optional with Vulkan)
Add QRhi::Feature values for both.
The line width is now settable on QRhiGraphicsPipeline. It is not a
dynamic state since the static, per-pipeline width is good enough for
most cases. (and the feature is not supported on half of the backends
anyways so it will get limited use in practice).
Change-Id: I6d3a32269527c452b794b2cb8b0f03101eab40b2
Reviewed-by: Lars Knoll <lars.knoll@qt.io>
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>
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>