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authorPaul Lemire <paul.lemire350@gmail.com>2015-06-18 20:36:21 +0200
committerSean Harmer <sean.harmer@kdab.com>2015-06-27 15:15:32 +0000
commita77484da96603dbeb81e4afa2691c85e3db51135 (patch)
tree124135ee2e0ab709a04e82cca3027b29ff2cc462 /src/render/backend/renderer_p.h
parentaa35a11b6444d0bc14b5640c636cd6c8cfe931d6 (diff)
Make the AspectManager loop use the Renderer's VSyncFrameAdvanceService
The next step is removing the RenderQueues which are of no use anymore Change-Id: Ia334bb3a1ab8cb1ecab16419a42442658df8d8c4 Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Diffstat (limited to 'src/render/backend/renderer_p.h')
-rw-r--r--src/render/backend/renderer_p.h3
1 files changed, 3 insertions, 0 deletions
diff --git a/src/render/backend/renderer_p.h b/src/render/backend/renderer_p.h
index 9f7df1e70..dd58c2512 100644
--- a/src/render/backend/renderer_p.h
+++ b/src/render/backend/renderer_p.h
@@ -121,6 +121,7 @@ class ParameterManager;
class ShaderDataManager;
class UBOManager;
class TextureImageManager;
+class VSyncFrameAdvanceService;
class Renderer
{
@@ -183,6 +184,7 @@ public:
inline RenderStateSet *defaultRenderState() const { return m_defaultRenderStateSet; }
inline QList<AbstractSceneParser *> sceneParsers() const { return m_sceneParsers; }
+ inline VSyncFrameAdvanceService *vsyncFrameAdvanceService() const { return m_vsyncFrameAdvanceService.data(); }
QOpenGLFilter *contextInfo() const;
@@ -260,6 +262,7 @@ private:
RenderQueues *m_renderQueues;
QScopedPointer<RenderThread> m_renderThread;
+ QScopedPointer<VSyncFrameAdvanceService> m_vsyncFrameAdvanceService;
void buildDefaultMaterial();
void buildDefaultTechnique();