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author | Paul Lemire <paul.lemire@kdab.com> | 2023-02-24 09:07:57 +0100 |
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committer | Qt Cherry-pick Bot <cherrypick_bot@qt-project.org> | 2023-02-24 11:16:13 +0000 |
commit | f4e8dd2e191f062fa527dd5e6bdd7611f1e68d02 (patch) | |
tree | 13a6773874ab8b725abd424e203a3095bf6f8f0c /examples/qt3d/advancedcustommaterial/shaders.qrc | |
parent | 0c13d600cc45f58fe395b0cb7f1ae127d553872b (diff) |
OpenGL SubmissionContext: reset m_renderTargetFormat for default FBO6.4
We rely on m_renderTargetFormat when doing render capture to know
in whick internal format the currently bound FBO is.
m_renderTargetFormat is reset once per surface change based on the
QSurfaceFormat. However, when using custom RenderTargets, it gets
overwritten in the call to SubmissionContext::activateRenderTarget which
happens for each RenderView. If we switch back to the default FBO in a
RenderView that follows one using a custom RenderTarget, both using the same
surface, we failed to reset the m_renderTargetFormat and it would mistakenly
remain to the value set for the custom RenderTarget.
If a RenderCapture were to happen at that stage, this would lead to crashes
as we would compute the capture buffer assuming a format that doesn't
match that of the current FBO.
Change-Id: I5c722f20857b23b5696617065c8f50406e10aea9
Reviewed-by: Mike Krus <mike.krus@kdab.com>
(cherry picked from commit 77823b3b678a586f90d1211fa27dddfbf1fe4e71)
Reviewed-by: Qt Cherry-pick Bot <cherrypick_bot@qt-project.org>
Diffstat (limited to 'examples/qt3d/advancedcustommaterial/shaders.qrc')
0 files changed, 0 insertions, 0 deletions