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authorLaszlo Agocs <laszlo.agocs@qt.io>2020-04-07 17:31:10 +0200
committerLaszlo Agocs <laszlo.agocs@qt.io>2020-04-14 14:51:23 +0200
commitef7ce181b89e7894d2c72c1cfc6f5e576272f2dc (patch)
tree5d761e3083c6510d795276230da9a959e0c2a638 /src/quick/items/qquickframebufferobject.cpp
parent176b37fe72a4d8e4a497b54208d3a4406b766665 (diff)
Update QQuickFBO docs and remove TODO
We will support QQuickFramebufferObject in 6.0 too, but only when Qt Quick is running with OpenGL. Change-Id: I076688fa9cc36cde03b8d51df47e5acc887a814d Reviewed-by: Andy Nichols <andy.nichols@qt.io>
Diffstat (limited to 'src/quick/items/qquickframebufferobject.cpp')
-rw-r--r--src/quick/items/qquickframebufferobject.cpp11
1 files changed, 6 insertions, 5 deletions
diff --git a/src/quick/items/qquickframebufferobject.cpp b/src/quick/items/qquickframebufferobject.cpp
index 62b982340d..e13ae3442e 100644
--- a/src/quick/items/qquickframebufferobject.cpp
+++ b/src/quick/items/qquickframebufferobject.cpp
@@ -75,6 +75,12 @@ public:
* for integrating OpenGL rendering using a framebuffer object (FBO)
* with Qt Quick.
*
+ * \warning This class is only functional when Qt Quick is rendering via
+ * OpenGL. It is not compatible with other graphics APIs, such as Vulkan or
+ * Metal. It should be treated as a legacy class that is only present in order
+ * to enable Qt 5 applications to function without source compatibility breaks
+ * as long as they tie themselves to openGL.
+ *
* On most platforms, the rendering will occur on a \l {Scene Graph and Rendering}{dedicated thread}.
* For this reason, the QQuickFramebufferObject class enforces a strict
* separation between the item implementation and the FBO rendering. All
@@ -83,11 +89,6 @@ public:
* Everything that relates to rendering must be located in the
* QQuickFramebufferObject::Renderer class.
*
- * \warning This class is only functional when Qt Quick is rendering
- * via OpenGL, either directly or through the \l{Scene Graph
- * Adaptations}{RHI-based rendering path}. It is not compatible with
- * other RHI backends, such as, Vulkan or Metal.
- *
* To avoid race conditions and read/write issues from two threads
* it is important that the renderer and the item never read or
* write shared variables. Communication between the item and the renderer