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authorPaul Lemire <paul.lemire@kdab.com>2015-12-04 12:00:59 +0100
committerSean Harmer <sean.harmer@kdab.com>2015-12-07 19:07:05 +0000
commitc7700e8ab5eae71405f4e5d01e46df14d39b454e (patch)
treee10f772f398fbfbb335835b3d257ed2e6abcad95 /src/render
parent2bf03c849a5a85d2963c81fe162459b5be1d4865 (diff)
QRenderAspect: register ComputeDispatch backend node
Change-Id: I1e84bc9dd02ae2c0b4f7c180f0043b4a734d78fd Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Diffstat (limited to 'src/render')
-rw-r--r--src/render/frontend/qrenderaspect.cpp3
1 files changed, 3 insertions, 0 deletions
diff --git a/src/render/frontend/qrenderaspect.cpp b/src/render/frontend/qrenderaspect.cpp
index 3d53a0723..8b9e48fee 100644
--- a/src/render/frontend/qrenderaspect.cpp
+++ b/src/render/frontend/qrenderaspect.cpp
@@ -73,6 +73,7 @@
#include <Qt3DRender/qfrustumculling.h>
#include <Qt3DRender/qlight.h>
#include <Qt3DRender/qlighting.h>
+#include <Qt3DRender/qdispatchcompute.h>
#include <Qt3DRender/private/cameraselectornode_p.h>
#include <Qt3DRender/private/layerfilternode_p.h>
@@ -115,6 +116,7 @@
#include <Qt3DRender/private/frustumculling_p.h>
#include <Qt3DRender/private/light_p.h>
#include <Qt3DRender/private/lighting_p.h>
+#include <Qt3DRender/private/dispatchcompute_p.h>
#include <Qt3DCore/qentity.h>
#include <Qt3DCore/qtransform.h>
@@ -276,6 +278,7 @@ void QRenderAspect::registerBackendTypes()
registerBackendType<QFrustumCulling>(QBackendNodeFunctorPtr(new Render::FrameGraphNodeFunctor<Render::FrustumCulling, QFrustumCulling>(d->m_nodeManagers->frameGraphManager())));
registerBackendType<QLight>(QBackendNodeFunctorPtr(new Render::RenderLightFunctor(d->m_nodeManagers)));
registerBackendType<QLighting>(QBackendNodeFunctorPtr(new Render::FrameGraphNodeFunctor<Render::Lighting, QLighting>(d->m_nodeManagers->frameGraphManager())));
+ registerBackendType<QDispatchCompute>(QBackendNodeFunctorPtr(new Render::FrameGraphNodeFunctor<Render::DispatchCompute, QDispatchCompute>(d->m_nodeManagers->frameGraphManager())));
}
void QRenderAspect::renderInitialize(QOpenGLContext *context)