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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/qsgd3d12layer_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/qsgd3d12layer_p.h')
-rw-r--r--src/plugins/scenegraph/d3d12/qsgd3d12layer_p.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/src/plugins/scenegraph/d3d12/qsgd3d12layer_p.h b/src/plugins/scenegraph/d3d12/qsgd3d12layer_p.h
index d167cf4f66..f1ab580a84 100644
--- a/src/plugins/scenegraph/d3d12/qsgd3d12layer_p.h
+++ b/src/plugins/scenegraph/d3d12/qsgd3d12layer_p.h
@@ -98,6 +98,7 @@ private:
QSGD3D12RenderContext *m_rc;
uint m_rt = 0;
+ uint m_secondaryRT = 0;
QSize m_rtSize;
QSize m_size;
QRectF m_rect;