diff options
author | Kevin Ottens <kevin.ottens@kdab.com> | 2015-02-04 17:34:34 +0100 |
---|---|---|
committer | Sean Harmer <sean.harmer@kdab.com> | 2015-02-08 15:01:59 +0000 |
commit | 6ac96d11449769118dc1f5b443fc7112bed3facc (patch) | |
tree | 7691ae1280398f0dea4b9bba83cb76042822d76a /src/render/backend/qrenderaspect.cpp | |
parent | 906891f92bcdde3cad6618114689a57899bacb83 (diff) |
No need to depend on managers from RenderParameter
This way we can also get rid of the specific functor, the generic one is
enough again. That's possible thanks to createBackendNode availability.
Change-Id: I6ef4dc811c4304f1cf551200e1cedd9a81a53f43
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Diffstat (limited to 'src/render/backend/qrenderaspect.cpp')
-rw-r--r-- | src/render/backend/qrenderaspect.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/render/backend/qrenderaspect.cpp b/src/render/backend/qrenderaspect.cpp index 1f2cd7175..03026118d 100644 --- a/src/render/backend/qrenderaspect.cpp +++ b/src/render/backend/qrenderaspect.cpp @@ -212,7 +212,7 @@ void QRenderAspect::registerBackendTypes() registerBackendType<QSortMethod>(QBackendNodeFunctorPtr(new Render::FrameGraphNodeFunctor<Render::SortMethod, QSortMethod>(d->m_renderer->frameGraphManager()))); registerBackendType<QFrameGraphSelector>(QBackendNodeFunctorPtr(new Render::FrameGraphNodeFunctor<Render::FrameGraphSubtreeSelector, QFrameGraphSelector>(d->m_renderer->frameGraphManager()))); registerBackendType<QFrameGraph>(QBackendNodeFunctorPtr(new Render::FrameGraphComponentFunctor(d->m_renderer))); - registerBackendType<QParameter>(QBackendNodeFunctorPtr(new Render::RenderParameterFunctor(d->m_renderer->parameterManager(), d->m_renderer->shaderDataManager(), d->m_renderer->textureManager()))); + registerBackendType<QParameter>(QBackendNodeFunctorPtr(new Render::RenderNodeFunctor<Render::RenderParameter, Render::ParameterManager>(d->m_renderer->parameterManager()))); registerBackendType<QShaderData>(QBackendNodeFunctorPtr(new Render::RenderShaderDataFunctor(d->m_renderer->shaderDataManager()))); } |