diff options
Diffstat (limited to 'src/plugins/renderers/rhi/renderer/renderer.cpp')
-rw-r--r-- | src/plugins/renderers/rhi/renderer/renderer.cpp | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/src/plugins/renderers/rhi/renderer/renderer.cpp b/src/plugins/renderers/rhi/renderer/renderer.cpp index 75c9dbaae..ad69f37e5 100644 --- a/src/plugins/renderers/rhi/renderer/renderer.cpp +++ b/src/plugins/renderers/rhi/renderer/renderer.cpp @@ -2645,21 +2645,21 @@ void Renderer::cleanGraphicsResources() } // Clean buffers - const QVector<Qt3DCore::QNodeId> buffersToRelease = + const QList<Qt3DCore::QNodeId> buffersToRelease = m_nodesManager->bufferManager()->takeBuffersToRelease(); for (Qt3DCore::QNodeId bufferId : buffersToRelease) m_submissionContext->releaseBuffer(bufferId); // When Textures are cleaned up, their id is saved so that they can be // cleaned up in the render thread - const QVector<Qt3DCore::QNodeId> cleanedUpTextureIds = std::move(m_textureIdsToCleanup); + const QList<Qt3DCore::QNodeId> cleanedUpTextureIds = std::move(m_textureIdsToCleanup); for (const Qt3DCore::QNodeId textureCleanedUpId : cleanedUpTextureIds) cleanupTexture(textureCleanedUpId); // Abandon GL shaders when a Shader node is destroyed Note: We are sure // that when this gets executed, all scene changes have been received and // shader nodes updated - const QVector<Qt3DCore::QNodeId> cleanedUpShaderIds = + const QList<Qt3DCore::QNodeId> cleanedUpShaderIds = m_nodesManager->shaderManager()->takeShaderIdsToCleanup(); for (const Qt3DCore::QNodeId shaderCleanedUpId : cleanedUpShaderIds) { cleanupShader(m_nodesManager->shaderManager()->lookupResource(shaderCleanedUpId)); @@ -2667,7 +2667,7 @@ void Renderer::cleanGraphicsResources() m_nodesManager->shaderManager()->releaseResource(shaderCleanedUpId); } - const QVector<Qt3DCore::QNodeId> cleanedUpRenderTargetIds = + const QList<Qt3DCore::QNodeId> cleanedUpRenderTargetIds = m_nodesManager->renderTargetManager()->takeRenderTargetIdsToCleanup(); for (const Qt3DCore::QNodeId renderTargetCleanedUpId : cleanedUpRenderTargetIds) { cleanupRenderTarget(m_nodesManager->renderTargetManager()->lookupResource(renderTargetCleanedUpId)); |