If you can use Qt 5.13, ComputeCommand has a runType property(Continuous/Manual) and a trigger function which you can use for one shot compute calls.
https://doc-snapshots.qt.io/qt5-5.13/qt3drender-qcomputecommand.html Another option would be to set the enabled property of your DispatchCompute FG node to false once you know you don't need to execute your compute shader. Paul On 6/1/19 1:21 AM, Daniel Proksch wrote: > Hi all, > > I'm trying to implement a Qt3D FrameGraph (QML) that allows for > one-shot dispatch of a compute shader. > My current approach is to add a ComputeCommand component to my > ComputeEntity whenever I want the dispatch to happen. > When the compute task is done (i.e. in the next frame) I want to > remove the ComputeCommand component again, so that the shader is no > longer invoked. > > Is that approach reasonable? > And is there a signal that is triggered whenever a frame is completed > (so that I can remove the ComputeCommand)? > > Many thanks! > > _______________________________________________ > Interest mailing list > Interest@qt-project.org > https://lists.qt-project.org/listinfo/interest
smime.p7s
Description: S/MIME Cryptographic Signature
_______________________________________________ Interest mailing list Interest@qt-project.org https://lists.qt-project.org/listinfo/interest