diff options
author | Laszlo Agocs <laszlo.agocs@qt.io> | 2024-03-12 14:54:13 +0100 |
---|---|---|
committer | Laszlo Agocs <laszlo.agocs@qt.io> | 2024-03-14 15:54:53 +0100 |
commit | bc61d6fcfa2884f8d2f32b611505c35ada4c443b (patch) | |
tree | 1cfb2967a854cbb7444f0771d5a677c0f4681ff4 /src/gui/rhi/qrhimetal.mm | |
parent | 4c49e0fde4f3b586a34436c608a2c8d8f2368300 (diff) |
rhi: Make it possible to discard depth/stencil even when using a texture
Also implement this for OpenGL ES since it can be relevant with tiled
architectures wrt performance.
Task-number: QTBUG-122669
Change-Id: I90dcfe4f5f9edbb8dfb51189d46b89ef2c7a7c06
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
Diffstat (limited to 'src/gui/rhi/qrhimetal.mm')
-rw-r--r-- | src/gui/rhi/qrhimetal.mm | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/gui/rhi/qrhimetal.mm b/src/gui/rhi/qrhimetal.mm index 7530186f11..6302a958c9 100644 --- a/src/gui/rhi/qrhimetal.mm +++ b/src/gui/rhi/qrhimetal.mm @@ -4226,7 +4226,7 @@ bool QMetalTextureRenderTarget::create() QMetalTexture *depthTexD = QRHI_RES(QMetalTexture, m_desc.depthTexture()); d->fb.dsTex = depthTexD->d->tex; d->fb.hasStencil = rhiD->isStencilSupportingFormat(depthTexD->format()); - d->fb.depthNeedsStore = true; + d->fb.depthNeedsStore = !m_flags.testFlag(DoNotStoreDepthStencilContents); if (d->colorAttCount == 0) { d->pixelSize = depthTexD->pixelSize(); d->sampleCount = depthTexD->samples; |