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author | Sean Harmer <sean.harmer@kdab.com> | 2016-07-18 12:35:09 +0100 |
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committer | Sean Harmer <sean.harmer@kdab.com> | 2016-07-19 07:03:43 +0000 |
commit | bd02208b69b417e0d84109bb36ace59a09cf37ad (patch) | |
tree | 2d45f883ea79437bdb84dd9fa6f83711cc9105aa /src/render/materialsystem/shaderdata.cpp | |
parent | e295086efc8155f9d737adacb0d76f5549ca2d9c (diff) |
Fix data race when multiple renderview builders transform light data
Whilst fixing this, realized a logical flaw in the handling of
ShaderData nodes. See QTBUG-54818.
Change-Id: Ia204ca403cafa2dbafc83e1761b7f78f5d6a1832
Reviewed-by: Kevin Ottens <kevin.ottens@kdab.com>
Diffstat (limited to 'src/render/materialsystem/shaderdata.cpp')
-rw-r--r-- | src/render/materialsystem/shaderdata.cpp | 3 |
1 files changed, 3 insertions, 0 deletions
diff --git a/src/render/materialsystem/shaderdata.cpp b/src/render/materialsystem/shaderdata.cpp index 6de0047a3..1f68bed13 100644 --- a/src/render/materialsystem/shaderdata.cpp +++ b/src/render/materialsystem/shaderdata.cpp @@ -241,6 +241,9 @@ bool ShaderData::updateViewTransform(const QMatrix4x4 &viewMatrix) bool ShaderData::updateWorldTransform(const QMatrix4x4 &worldMatrix) { + // TODO: Factor this out into a job that populates data in the corresponding + // renderview or other intermediate data structure. See QTBUG-54818 + QMutexLocker lock(&m_mutex); if (m_worldMatrix != worldMatrix) { m_worldMatrix = worldMatrix; |