Doc: fix warnings and spelling in RhiItem and RenderTarget

RhiItem::autoRenderTarget is not a property (the accessor functions are
protected), so link to the getter explicitly when referring to the
different behaviors that depend on it.

Pick-to: 6.8
Change-Id: I792399b4361993a3b2e7b6990c0c3de1cb3d311c
Reviewed-by: Andreas Eliasson <andreas.eliasson@qt.io>
This commit is contained in:
Volker Hilsheimer 2024-06-10 10:56:34 +02:00
parent 3df9607d2e
commit f859f23d07
2 changed files with 24 additions and 24 deletions

View File

@ -226,7 +226,7 @@ void QQuickRenderTarget::setDepthTexture(QRhiTexture *texture)
\enum QQuickRenderTarget::Flag
Flags for the static QQuickRenderTarget constructor functions.
\value MultisampleResolve Indicates the the \c sampleCount argument is not
\value MultisampleResolve Indicates that the \c sampleCount argument is not
the number of samples for the provided texture (and that the texture is
still a non-multisample texture), but rather the desired samples for
multisample antialiasing. Triggers automatically creating and managing an

View File

@ -919,7 +919,7 @@ QRhi *QQuickRhiItemRenderer::rhi() const
Unlike the depth-stencil buffer and the QRhiRenderTarget, this texture is
always available and is managed by the QQuickRhiItem, independent of the
value of \l {QQuickRhiItem::}{autoRenderTarget}.
value of \l {QQuickRhiItem::}{isAutoRenderTargetEnabled}.
\note When \l {QQuickRhiItem::}{sampleCount} is larger than 1, and so
multisample antialiasing is enabled, the return value is \nullptr. Instead,
@ -944,12 +944,12 @@ QRhiTexture *QQuickRhiItemRenderer::colorTexture() const
When \l {QQuickRhiItem::}{sampleCount} is larger than 1, and so multisample
antialising is enabled, the returned QRhiRenderBuffer has a matching sample
count and serves as the color buffer. Graphics pipelines used to render into
this buffer must be created with the same sample count, and the
count and serves as the color buffer. Graphics pipelines used to render
into this buffer must be created with the same sample count, and the
depth-stencil buffer's sample count must match as well. The multisample
content is expected to be resolved into the texture returned from
resolveTexture(). When \l {QQuickRhiItem::}{autoRenderTarget} is \c true,
renderTarget() is set up automatically to do this, by setting up
resolveTexture(). When \l {QQuickRhiItem::}{isAutoRenderTargetEnabled} is
\c true, renderTarget() is set up automatically to do this, by setting up
msaaColorBuffer() as the
\l{QRhiColorAttachment::renderBuffer()}{renderbuffer} of color attachment 0
and resolveTexture() as its
@ -989,11 +989,11 @@ QRhiRenderBuffer *QQuickRhiItemRenderer::msaaColorBuffer() const
With MSAA enabled, this is the texture that gets used by the item's
underlying scene graph node when texturing a quad in the main render pass
of Qt Quick. However, the QQuickRhiItemRenderer's rendering must target the
(multisample) QRhiRenderBuffer returned from msaaColorBuffer(). When
\l {QQuickRhiItem::}{autoRenderTarget} is \c true, this is taken care of by
the QRhiRenderTarget returned from renderTarget(). Otherwise, it is up to
the subclass code to correctly configure a render target object with both
the color buffer and resolve textures.
(multisample) QRhiRenderBuffer returned from msaaColorBuffer(). When \l
{QQuickRhiItem::}{isAutoRenderTargetEnabled} is \c true, this is taken care
of by the QRhiRenderTarget returned from renderTarget(). Otherwise, it is
up to the subclass code to correctly configure a render target object with
both the color buffer and resolve textures.
\sa colorTexture()
*/
@ -1007,10 +1007,10 @@ QRhiTexture *QQuickRhiItemRenderer::resolveTexture() const
Must only be called from initialize() and render().
Available only when \l {QQuickRhiItem::}{autoRenderTarget} is \c true.
Otherwise the returned value is \nullptr and it is up the reimplementation
of initialize() to create and manage a depth-stencil buffer and a
QRhiTextureRenderTarget.
Available only when \l {QQuickRhiItem::}{isAutoRenderTargetEnabled} is \c
true. Otherwise the returned value is \nullptr and it is up the
reimplementation of initialize() to create and manage a depth-stencil
buffer and a QRhiTextureRenderTarget.
\sa colorTexture(), renderTarget()
*/
@ -1025,10 +1025,10 @@ QRhiRenderBuffer *QQuickRhiItemRenderer::depthStencilBuffer() const
Must only be called from initialize() and render().
Available only when \l {QQuickRhiItem::}{autoRenderTarget} is \c true.
Otherwise the returned value is \nullptr and it is up the reimplementation
of initialize() to create and manage a depth-stencil buffer and a
QRhiTextureRenderTarget.
Available only when \l {QQuickRhiItem::}{isAutoRenderTargetEnabled} is \c
true. Otherwise the returned value is \nullptr and it is up the
reimplementation of initialize() to create and manage a depth-stencil
buffer and a QRhiTextureRenderTarget.
When creating \l{QRhiGraphicsPipeline}{graphics pipelines}, a
QRhiRenderPassDescriptor is needed. This can be queried from the returned
@ -1090,14 +1090,14 @@ QRhiRenderTarget *QQuickRhiItemRenderer::renderTarget() const
resources previously created by the subclass are destroyed because they
belong to the previous QRhi that should not be used anymore.
When \l {QQuickRhiItem::}{autoRenderTarget} is \c true, which is the
default, a depth-stencil QRhiRenderBuffer and a QRhiTextureRenderTarget
When \l {QQuickRhiItem::}{isAutoRenderTargetEnabled} is \c true, which is
the default, a depth-stencil QRhiRenderBuffer and a QRhiTextureRenderTarget
associated with the colorTexture() (or msaaColorBuffer()) and the
depth-stencil buffer are created and managed automatically.
Reimplementations of initialize() and render() can query those objects via
depthStencilBuffer() and renderTarget(). When
\l {QQuickRhiItem::}{autoRenderTarget} is set to \c false, these objects are
no longer created and managed automatically. Rather, it will be
depthStencilBuffer() and renderTarget(). When \l
{QQuickRhiItem::}{isAutoRenderTargetEnabled} is set to \c false, these
objects are no longer created and managed automatically. Rather, it will be
up the the initialize() implementation to create buffers and set up the
render target as it sees fit. When manually managing additional color or
depth-stencil attachments for the render target, their size and sample