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>
9 lines
326 B
Plaintext
9 lines
326 B
Plaintext
<!DOCTYPE RCC><RCC version="1.0">
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<qresource>
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<file alias="color.vert.qsb">../shared/color.vert.qsb</file>
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<file alias="color.frag.qsb">../shared/color.frag.qsb</file>
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<file alias="texture.vert.qsb">../shared/texture.vert.qsb</file>
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<file alias="texture.frag.qsb">../shared/texture.frag.qsb</file>
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</qresource>
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</RCC>
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