0a59101495
For Direct 3D, Metal, and Vulkan this is natively supported. (and makes no difference in particular for D3D and Metal because they do not have the legacy combined image sampler concept anyways) With OpenGL it will work too, but this relies on SPIR-Cross magic and is still using a combined sampler (e.g. a sampler2D) in the GLSL shader. The GL backend walks back and forth in the mapping tables from the shader baker in order to make this work, which is presumably slightly more expensive than combined image samplers. Do note that combined image samplers (i.e. sampler2D in the shader and QRhiShaderResourceBinding::sampledTexture() in code) continue to be the primary, recommended way for any user of the rhi for the time being. Change-Id: I194721bc657b1ffbcc1bb79e6eadebe569a25087 Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org> Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
50 lines
2.8 KiB
Batchfile
50 lines
2.8 KiB
Batchfile
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:: Copyright (C) 2019 The Qt Company Ltd.
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:: GNU General Public License Usage
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qsb --glsl "150,120,100 es" --hlsl 50 -c --msl 12 -o simple.vert.qsb simple.vert
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qsb --glsl "150,120,100 es" --hlsl 50 -c --msl 12 -o simple.frag.qsb simple.frag
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qsb --glsl "150,120,100 es" --hlsl 50 -c --msl 12 -o simpletextured.vert.qsb simpletextured.vert
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qsb --glsl "150,120,100 es" --hlsl 50 -c --msl 12 -o simpletextured.frag.qsb simpletextured.frag
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qsb --glsl "150,120,100 es" --hlsl 50 -c --msl 20 -o simpletextured_array.frag.qsb simpletextured_array.frag
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qsb --glsl "150,120,100 es" --hlsl 50 -c --msl 12 -o simpletextured_separate.frag.qsb simpletextured_separate.frag
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qsb --glsl "150,120,100 es" --hlsl 50 -c --msl 12 -o textured.vert.qsb textured.vert
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qsb --glsl "150,120,100 es" --hlsl 50 -c --msl 12 -o textured.frag.qsb textured.frag
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qsb --glsl "150,120,100 es" --hlsl 50 -c --msl 12 -o textured_multiubuf.vert.qsb textured_multiubuf.vert
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qsb --glsl "150,120,100 es" --hlsl 50 -c --msl 12 -o textured_multiubuf.frag.qsb textured_multiubuf.frag
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