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authorAllan Sandfeld Jensen <allan.jensen@qt.io>2018-04-09 15:02:59 +0200
committerAllan Sandfeld Jensen <allan.jensen@qt.io>2018-04-09 15:46:27 +0000
commit1478dd7470c1215daf8cee2e2082d0c30ebb9aba (patch)
tree6dc177bade1e49ce21e7d0c5f55cf6dced2e72c1 /src/core/delegated_frame_node.cpp
parentda5b421cba5ae998eb318c6339881621314240d2 (diff)
Find and hold mask texture of render passes
Even if we don't yet implement handling it, we need to hold it to not assert later on it missing from held resources. Task-number: QTBUG-67414 Change-Id: Ic14efba383ba7f1809238768b386b2254fad7121 Reviewed-by: Jüri Valdmann <juri.valdmann@qt.io> Reviewed-by: Viktor Engelmann <viktor.engelmann@qt.io>
Diffstat (limited to 'src/core/delegated_frame_node.cpp')
-rw-r--r--src/core/delegated_frame_node.cpp4
1 files changed, 4 insertions, 0 deletions
diff --git a/src/core/delegated_frame_node.cpp b/src/core/delegated_frame_node.cpp
index 83a39ba22..a59e5a847 100644
--- a/src/core/delegated_frame_node.cpp
+++ b/src/core/delegated_frame_node.cpp
@@ -1086,6 +1086,10 @@ void DelegatedFrameNode::handleQuad(
switch (quad->material) {
case viz::DrawQuad::RENDER_PASS: {
const viz::RenderPassDrawQuad *renderPassQuad = viz::RenderPassDrawQuad::MaterialCast(quad);
+ if (!renderPassQuad->mask_texture_size.IsEmpty()) {
+ ResourceHolder *resource = findAndHoldResource(renderPassQuad->mask_resource_id(), resourceCandidates);
+ Q_UNUSED(resource); // FIXME
+ }
QSGTexture *layer =
findRenderPassLayer(renderPassQuad->render_pass_id, m_sgObjects.renderPassLayers).data();