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-rw-r--r--src/render/backend/renderer.cpp9
1 files changed, 4 insertions, 5 deletions
diff --git a/src/render/backend/renderer.cpp b/src/render/backend/renderer.cpp
index b056d4380..099c20c25 100644
--- a/src/render/backend/renderer.cpp
+++ b/src/render/backend/renderer.cpp
@@ -564,7 +564,7 @@ void Renderer::doRender()
const bool canSubmit = isReadyToSubmit();
// Lock the mutex to protect access to the renderQueue while we look for its state
- QMutexLocker locker(&m_renderQueueMutex);
+ QMutexLocker locker(m_renderQueue->mutex());
const bool queueIsComplete = m_renderQueue->isFrameQueueComplete();
const bool queueIsEmpty = m_renderQueue->targetRenderViewCount() == 0;
@@ -704,7 +704,7 @@ void Renderer::doRender()
// we allow the render thread to proceed
void Renderer::enqueueRenderView(Render::RenderView *renderView, int submitOrder)
{
- QMutexLocker locker(&m_renderQueueMutex); // Prevent out of order execution
+ QMutexLocker locker(m_renderQueue->mutex()); // Prevent out of order execution
// We cannot use a lock free primitive here because:
// - QVector is not thread safe
// - Even if the insert is made correctly, the isFrameComplete call
@@ -722,8 +722,7 @@ void Renderer::enqueueRenderView(Render::RenderView *renderView, int submitOrder
bool Renderer::canRender() const
{
- // Make sure that we've not been told to terminate whilst waiting on
- // the above wait condition
+ // Make sure that we've not been told to terminate
if (m_renderThread && !m_running.load()) {
qCDebug(Rendering) << "RenderThread termination requested whilst waiting";
return false;
@@ -1513,7 +1512,7 @@ QVector<Qt3DCore::QAspectJobPtr> Renderer::renderBinJobs()
renderBinJobs.push_back(m_textureGathererJob);
}
- QMutexLocker lock(&m_renderQueueMutex);
+ QMutexLocker lock(m_renderQueue->mutex());
if (m_renderQueue->wasReset()) { // Have we rendered yet? (Scene3D case)
// Traverse the current framegraph. For each leaf node create a
// RenderView and set its configuration then create a job to