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authorLaszlo Agocs <laszlo.agocs@theqtcompany.com>2016-04-28 12:22:36 +0200
committerLaszlo Agocs <laszlo.agocs@theqtcompany.com>2016-04-29 09:36:40 +0000
commitcb1033fd603a438041a16ba55547d77133ad1e79 (patch)
treee7af709074277664cb203f2c2e4a02a08e0bfb8d /src/quick/scenegraph/qsgadaptationlayer_p.h
parent96cdc5be2aa0cf87033591cfd76661291b3f6933 (diff)
D3D12: Handle special shader effect cases
Like when there is only one shader is given by the ShaderEffect item, or when texture providers disappear (use a dummy texture in this case). Changing the cull mode works now too. Fix also the inconsistent naming (activate -> use) for textures in the glpyh cache. The cbuffer is now correctly aligned. Filtering and wrap modes are now taken from the texture, meaning 'smooth' and 'wrapMode' works. Change-Id: I265a7676d87d470dc8b3a8f59ea64bdadbc58c5d Reviewed-by: Andy Nichols <andy.nichols@qt.io>
Diffstat (limited to 'src/quick/scenegraph/qsgadaptationlayer_p.h')
-rw-r--r--src/quick/scenegraph/qsgadaptationlayer_p.h4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/quick/scenegraph/qsgadaptationlayer_p.h b/src/quick/scenegraph/qsgadaptationlayer_p.h
index c06e681d30..09690acf56 100644
--- a/src/quick/scenegraph/qsgadaptationlayer_p.h
+++ b/src/quick/scenegraph/qsgadaptationlayer_p.h
@@ -332,8 +332,8 @@ public:
};
struct ShaderData {
- ShaderData() : valid(false) { }
- bool valid;
+ ShaderData() : hasShaderCode(false) { }
+ bool hasShaderCode;
QSGGuiThreadShaderEffectManager::ShaderInfo shaderInfo;
QVector<VariableData> varData;
};