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authorLaszlo Agocs <laszlo.agocs@qt.io>2020-09-30 14:08:53 +0200
committerLaszlo Agocs <laszlo.agocs@qt.io>2020-10-02 13:14:08 +0200
commitd92b0e18c1b987e60304c2e366ff374405adaab1 (patch)
tree07734992c8ce08cedf3214c1893dc033c21c2996 /src/gui/rhi/qrhimetal.mm
parent3080194ae41128e91da59301a7e221303a2f04a5 (diff)
rhi: Make per-frame flags per-pass where appropriate
ExternalContentsInPass becomes a per-pass flag now. Why is this beneficial? Because while Qt Quick has no choice for its render pass, not being able to guess if the application wants to do some native rendering in there, Quick 3D's render passes, all the ones that are under Quick3D's control, do not have native rendering from the application in them, and so using secondary command buffers with Vulkan is not necessary. Introduce something similar for compute and OpenGL. By knowing that none of the resources used in a pass are used with a compute pass (e.g. because we know that there are no compute passes at all) a small amount of time can be saved by skipping tracking buffers and textures because the only purpose of said tracking is to generate barriers that are relevant only to compute. Change-Id: I0eceb4774d87803c73a39db527f5707a9f4d75c1 Reviewed-by: Andy Nichols <andy.nichols@qt.io>
Diffstat (limited to 'src/gui/rhi/qrhimetal.mm')
-rw-r--r--src/gui/rhi/qrhimetal.mm7
1 files changed, 5 insertions, 2 deletions
diff --git a/src/gui/rhi/qrhimetal.mm b/src/gui/rhi/qrhimetal.mm
index a31d37c01a..4caaca4a3a 100644
--- a/src/gui/rhi/qrhimetal.mm
+++ b/src/gui/rhi/qrhimetal.mm
@@ -1898,7 +1898,8 @@ void QRhiMetal::beginPass(QRhiCommandBuffer *cb,
QRhiRenderTarget *rt,
const QColor &colorClearValue,
const QRhiDepthStencilClearValue &depthStencilClearValue,
- QRhiResourceUpdateBatch *resourceUpdates)
+ QRhiResourceUpdateBatch *resourceUpdates,
+ QRhiCommandBuffer::BeginPassFlags)
{
QMetalCommandBuffer *cbD = QRHI_RES(QMetalCommandBuffer, cb);
Q_ASSERT(cbD->recordingPass == QMetalCommandBuffer::NoPass);
@@ -2013,7 +2014,9 @@ void QRhiMetal::endPass(QRhiCommandBuffer *cb, QRhiResourceUpdateBatch *resource
enqueueResourceUpdates(cb, resourceUpdates);
}
-void QRhiMetal::beginComputePass(QRhiCommandBuffer *cb, QRhiResourceUpdateBatch *resourceUpdates)
+void QRhiMetal::beginComputePass(QRhiCommandBuffer *cb,
+ QRhiResourceUpdateBatch *resourceUpdates,
+ QRhiCommandBuffer::BeginPassFlags)
{
QMetalCommandBuffer *cbD = QRHI_RES(QMetalCommandBuffer, cb);
Q_ASSERT(cbD->recordingPass == QMetalCommandBuffer::NoPass);