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authorLaszlo Agocs <laszlo.agocs@qt.io>2021-12-21 16:04:30 +0100
committerLaszlo Agocs <laszlo.agocs@qt.io>2022-01-07 01:03:47 +0100
commit7cbac745dcbc42a8bbb19246d4ad98939c3217f8 (patch)
treed7ac998a896eb6e7a1744b07225fa8cc03e94970 /src/gui/rhi/qrhid3d11.cpp
parent521fea91690174ddd6340fc6f82554613854b017 (diff)
rhi: Returns mapping tables by value from QShader
As these are QList and QHash. All existing usages are based on this anyway, no value in being able to indicate "not available" - an empty container fulfills the same role. Change-Id: I8059025fa7a4acb6fc674cd98b16fcafa19ed85d Reviewed-by: Andy Nichols <andy.nichols@qt.io>
Diffstat (limited to 'src/gui/rhi/qrhid3d11.cpp')
-rw-r--r--src/gui/rhi/qrhid3d11.cpp9
1 files changed, 3 insertions, 6 deletions
diff --git a/src/gui/rhi/qrhid3d11.cpp b/src/gui/rhi/qrhid3d11.cpp
index 74abfdff87..eaaf0c6991 100644
--- a/src/gui/rhi/qrhid3d11.cpp
+++ b/src/gui/rhi/qrhid3d11.cpp
@@ -4156,8 +4156,7 @@ bool QD3D11GraphicsPipeline::create()
return false;
}
vsByteCode = bytecode;
- if (const QShader::NativeResourceBindingMap *map = shaderStage.shader().nativeResourceBindingMap(shaderKey))
- vs.nativeResourceBindingMap = *map;
+ vs.nativeResourceBindingMap = shaderStage.shader().nativeResourceBindingMap(shaderKey);
rhiD->m_shaderCache.insert(shaderStage, QRhiD3D11::Shader(vs.shader, bytecode, vs.nativeResourceBindingMap));
vs.shader->AddRef();
break;
@@ -4167,8 +4166,7 @@ bool QD3D11GraphicsPipeline::create()
qWarning("Failed to create pixel shader: %s", qPrintable(comErrorMessage(hr)));
return false;
}
- if (const QShader::NativeResourceBindingMap *map = shaderStage.shader().nativeResourceBindingMap(shaderKey))
- fs.nativeResourceBindingMap = *map;
+ fs.nativeResourceBindingMap = shaderStage.shader().nativeResourceBindingMap(shaderKey);
rhiD->m_shaderCache.insert(shaderStage, QRhiD3D11::Shader(fs.shader, bytecode, fs.nativeResourceBindingMap));
fs.shader->AddRef();
break;
@@ -4286,8 +4284,7 @@ bool QD3D11ComputePipeline::create()
return false;
}
- if (const QShader::NativeResourceBindingMap *map = m_shaderStage.shader().nativeResourceBindingMap(shaderKey))
- cs.nativeResourceBindingMap = *map;
+ cs.nativeResourceBindingMap = m_shaderStage.shader().nativeResourceBindingMap(shaderKey);
if (rhiD->m_shaderCache.count() >= QRhiD3D11::MAX_SHADER_CACHE_ENTRIES)
rhiD->clearShaderCache();