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author | Laszlo Agocs <[email protected]> | 2016-04-20 11:42:23 +0200 |
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committer | Laszlo Agocs <[email protected]> | 2016-04-20 13:22:32 +0000 |
commit | 27d23848a36f9f5688eff2bed7a9dd1778fdd8ac (patch) | |
tree | 9fae8b94aab6776bfc6e3fd1e55c832ad3fc6457 /src/quick/scenegraph | |
parent | 9c19298510f2e5eb88d5825d53e141dab752d5bf (diff) |
D3D12: Recursive layer support
To avoid using the same color buffer both as a shader resource and as a
render target, recursive layers add a second render target and just play
ping-pong with them. Multisampling does not need this since rendering
happens into a MS buffer while shader access uses a separate, non-MS color
buffer.
Change-Id: I6fd65318f69390d7af9ca6763d1d9fe2329780aa
Reviewed-by: Andy Nichols <[email protected]>
Diffstat (limited to 'src/quick/scenegraph')
0 files changed, 0 insertions, 0 deletions