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Diffstat (limited to 'src/plugins/scenegraph/d3d12/qsgd3d12engine_p_p.h')
-rw-r--r--src/plugins/scenegraph/d3d12/qsgd3d12engine_p_p.h4
1 files changed, 4 insertions, 0 deletions
diff --git a/src/plugins/scenegraph/d3d12/qsgd3d12engine_p_p.h b/src/plugins/scenegraph/d3d12/qsgd3d12engine_p_p.h
index 40d1fdb510..047036b52a 100644
--- a/src/plugins/scenegraph/d3d12/qsgd3d12engine_p_p.h
+++ b/src/plugins/scenegraph/d3d12/qsgd3d12engine_p_p.h
@@ -142,6 +142,8 @@ public:
void endFrame();
void beginLayer();
void endLayer();
+ void invalidateCachedFrameState();
+ void restoreFrameState(bool minimal = false);
uint genBuffer();
void releaseBuffer(uint id);
@@ -176,6 +178,8 @@ public:
void releaseRenderTarget(uint id);
void activateRenderTargetAsTexture(uint id);
+ void *getResource(QSGRendererInterface::Resource resource) const;
+
// the device is intentionally hidden here. all resources have to go
// through the engine and, unlike with GL, cannot just be created in random
// places due to the need for proper tracking, managing and releasing.