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author | Paul Lemire <paul.lemire@kdab.com> | 2017-11-16 10:17:10 +0100 |
---|---|---|
committer | Sean Harmer <sean.harmer@kdab.com> | 2017-11-16 09:52:22 +0000 |
commit | f2557d36835dcdcd669c68563c4892abd85fb053 (patch) | |
tree | 6572c32908e4aa1d37e72454b7a1ea81117bb8ce /src/render/jobs/job_common_p.h | |
parent | 728e5b1d80917c1ac1efaff62d0fbbf3b203550c (diff) |
Fix rendering following LayersDirty
The LayersDirty flag on the renderer was being checked within a running
QAspectJob, which resulted in broken rendering (since the flag is cleared
before running the jobs).
Also in the case of Scene3D we could end up resetting the LayersDirty flag
even though we hadn't really rebuilt the caches. Overhaul this part to make it
more robust. The render views now always look into the caches and we schedule
job to rebuilt the caches instead of doing both at the same time.
Updated unit tests accordining and removed the access of the renderer's dirty
bits within jobs.
Change-Id: Id6b415ba86c91754a960aec3fd88af1ddc21ebe0
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Diffstat (limited to 'src/render/jobs/job_common_p.h')
-rw-r--r-- | src/render/jobs/job_common_p.h | 3 |
1 files changed, 2 insertions, 1 deletions
diff --git a/src/render/jobs/job_common_p.h b/src/render/jobs/job_common_p.h index aa9828193..56c4346ed 100644 --- a/src/render/jobs/job_common_p.h +++ b/src/render/jobs/job_common_p.h @@ -102,7 +102,8 @@ namespace JobTypes { SyncTextureLoading, LoadSkeleton, UpdateSkinningPalette, - ProximityFiltering + ProximityFiltering, + SyncFilterEntityByLayer }; } // JobTypes |