From 1478dd7470c1215daf8cee2e2082d0c30ebb9aba Mon Sep 17 00:00:00 2001 From: Allan Sandfeld Jensen <allan.jensen@qt.io> Date: Mon, 9 Apr 2018 15:02:59 +0200 Subject: [PATCH] Find and hold mask texture of render passes MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit 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> --- src/core/delegated_frame_node.cpp | 4 ++++ 1 file changed, 4 insertions(+) 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(); -- GitLab