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author | Laszlo Agocs <laszlo.agocs@theqtcompany.com> | 2016-04-20 11:42:23 +0200 |
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committer | Laszlo Agocs <laszlo.agocs@theqtcompany.com> | 2016-04-20 13:22:32 +0000 |
commit | 27d23848a36f9f5688eff2bed7a9dd1778fdd8ac (patch) | |
tree | 9fae8b94aab6776bfc6e3fd1e55c832ad3fc6457 /src/plugins/scenegraph/d3d12/qsgd3d12layer_p.h | |
parent | 9c19298510f2e5eb88d5825d53e141dab752d5bf (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.h | 1 |
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; |