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authorLaszlo Agocs <laszlo.agocs@theqtcompany.com>2016-04-20 11:42:23 +0200
committerLaszlo Agocs <laszlo.agocs@theqtcompany.com>2016-04-20 13:22:32 +0000
commit27d23848a36f9f5688eff2bed7a9dd1778fdd8ac (patch)
tree9fae8b94aab6776bfc6e3fd1e55c832ad3fc6457 /src/plugins/scenegraph/d3d12/qsgd3d12engine_p.h
parent9c19298510f2e5eb88d5825d53e141dab752d5bf (diff)
D3D12: Recursive layer support
To avoid using the same color buffer both as a shader resource and as a render target, recursive layers add a second render target and just play ping-pong with them. Multisampling does not need this since rendering happens into a MS buffer while shader access uses a separate, non-MS color buffer. Change-Id: I6fd65318f69390d7af9ca6763d1d9fe2329780aa Reviewed-by: Andy Nichols <andy.nichols@qt.io>
Diffstat (limited to 'src/plugins/scenegraph/d3d12/qsgd3d12engine_p.h')
-rw-r--r--src/plugins/scenegraph/d3d12/qsgd3d12engine_p.h5
1 files changed, 3 insertions, 2 deletions
diff --git a/src/plugins/scenegraph/d3d12/qsgd3d12engine_p.h b/src/plugins/scenegraph/d3d12/qsgd3d12engine_p.h
index 47c090b34d..6deef9f06b 100644
--- a/src/plugins/scenegraph/d3d12/qsgd3d12engine_p.h
+++ b/src/plugins/scenegraph/d3d12/qsgd3d12engine_p.h
@@ -341,12 +341,13 @@ public:
void queueTextureUpload(uint id, const QVector<QImage> &images, const QVector<QPoint> &dstPos);
void releaseTexture(uint id);
SIZE_T textureSRV(uint id) const;
- void activateTexture(uint id);
+ void useTexture(uint id);
uint genRenderTarget();
void createRenderTarget(uint id, const QSize &size, const QVector4D &clearColor, uint samples);
void releaseRenderTarget(uint id);
- void activateRenderTargetAsTexture(uint id);
+ void useRenderTargetAsTexture(uint id);
+ uint activeRenderTarget() const;
// QSGRendererInterface
GraphicsAPI graphicsAPI() const override;