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>
5 lines
312 B
Batchfile
5 lines
312 B
Batchfile
qsb --glsl "120,300 es" --hlsl 50 --msl 12 -c shadowmap.vert -o shadowmap.vert.qsb
|
|
qsb --glsl "120,300 es" --hlsl 50 --msl 12 -c shadowmap.frag -o shadowmap.frag.qsb
|
|
qsb --glsl "120,300 es" --hlsl 50 --msl 12 -c main.vert -o main.vert.qsb
|
|
qsb --glsl "120,300 es" --hlsl 50 --msl 12 -c main.frag -o main.frag.qsb
|