e7a1fbfc47
Arrays of textures have always been supported, but we will encounter cases when we need to work with texture array objects as well. Note that currently it is not possible to expose only a slice of the array to the shader, because there is no dedicated API in the SRB, and thus the same SRV/UAV (or equivalent) is used always, capturing all elements in the array. Therefore in the shader the last component of P in texture() is in range 0..array_size-1. Change-Id: I5a032ed016aeefbbcd743d5bfb9fbc49ba00a1fa Reviewed-by: Andy Nichols <andy.nichols@qt.io>
8 lines
577 B
Batchfile
8 lines
577 B
Batchfile
qsb --glsl "100 es,120" --hlsl 50 --msl 12 -c color.vert -o color.vert.qsb
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qsb --glsl "100 es,120" --hlsl 50 --msl 12 -c color.frag -o color.frag.qsb
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qsb --glsl "100 es,120" --hlsl 50 --msl 12 -c texture.vert -o texture.vert.qsb
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qsb --glsl "100 es,120" --hlsl 50 --msl 12 -c texture.frag -o texture.frag.qsb
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qsb --glsl "310 es,150" --hlsl 50 --msl 12 -c texture_ms4.frag -o texture_ms4.frag.qsb
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qsb --glsl "100 es,120,150" --hlsl 50 --msl 12 -c texture_arr.vert -o texture_arr.vert.qsb
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qsb --glsl "100 es,120,150" --hlsl 50 --msl 12 -c texture_arr.frag -o texture_arr.frag.qsb
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