53599592e0
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>
21 lines
296 B
Prolog
21 lines
296 B
Prolog
TEMPLATE=subdirs
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SUBDIRS = \
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kernel
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!uikit: SUBDIRS += \
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image \
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math3d \
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painting \
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qopenglconfig \
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qopengl \
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qvulkan \
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text \
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util \
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itemmodels \
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rhi
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!qtConfig(opengl)|winrt: SUBDIRS -= qopengl qopenglconfig
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!qtConfig(vulkan): SUBDIRS -= qvulkan
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