From 5bbc9986f99a5d61c2e43b79fe815ea8ca450fcd Mon Sep 17 00:00:00 2001 From: Laszlo Agocs Date: Wed, 26 Feb 2020 15:07:49 +0100 Subject: rhi: d3d: Use native resource binding mapping table when present MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Newer versions of QShaderBaker will now use distinct, zero-based b, t+s, and u register spaces in the generated HLSL source. If this is the case, the native resource binding map (which so far we only used with Metal) contains the SPIR-V binding -> HLSL register binding mappings. This way we won't end up with invalid resource binding attempts (consider that e.g. D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT is only 16), just because, for example, a combined image sampler had a binding of 18 which then got blindly mapped to s18 and t18 in HLSL. Task-number: QTBUG-82472 Change-Id: I8bdcb5378634cf159f6367424582f9e9e5821c8e Reviewed-by: Christian Strømme --- src/gui/rhi/qrhid3d11.cpp | 257 +++++++++++++++++++++++++++++++++++----------- 1 file changed, 198 insertions(+), 59 deletions(-) (limited to 'src/gui/rhi/qrhid3d11.cpp') diff --git a/src/gui/rhi/qrhid3d11.cpp b/src/gui/rhi/qrhid3d11.cpp index ce39b42cf5..7b583e6fd2 100644 --- a/src/gui/rhi/qrhid3d11.cpp +++ b/src/gui/rhi/qrhid3d11.cpp @@ -580,6 +580,11 @@ void QRhiD3D11::setGraphicsPipeline(QRhiCommandBuffer *cb, QRhiGraphicsPipeline } } +static const int RBM_SUPPORTED_STAGES = 3; +static const int RBM_VERTEX = 0; +static const int RBM_FRAGMENT = 1; +static const int RBM_COMPUTE = 2; + void QRhiD3D11::setShaderResources(QRhiCommandBuffer *cb, QRhiShaderResourceBindings *srb, int dynamicOffsetCount, const QRhiCommandBuffer::DynamicOffset *dynamicOffsets) @@ -667,8 +672,17 @@ void QRhiD3D11::setShaderResources(QRhiCommandBuffer *cb, QRhiShaderResourceBind } } - if (srbUpdate) - updateShaderResourceBindings(srbD); + if (srbUpdate) { + const QShader::NativeResourceBindingMap *resBindMaps[RBM_SUPPORTED_STAGES]; + memset(resBindMaps, 0, sizeof(resBindMaps)); + if (gfxPsD) { + resBindMaps[RBM_VERTEX] = &gfxPsD->vs.nativeResourceBindingMap; + resBindMaps[RBM_FRAGMENT] = &gfxPsD->fs.nativeResourceBindingMap; + } else { + resBindMaps[RBM_COMPUTE] = &compPsD->cs.nativeResourceBindingMap; + } + updateShaderResourceBindings(srbD, resBindMaps); + } const bool srbChanged = gfxPsD ? (cbD->currentGraphicsSrb != srb) : (cbD->currentComputeSrb != srb); const bool srbRebuilt = cbD->currentSrbGeneration != srbD->generation; @@ -1774,7 +1788,26 @@ void QRhiD3D11::dispatch(QRhiCommandBuffer *cb, int x, int y, int z) cbD->commands.append(cmd); } -void QRhiD3D11::updateShaderResourceBindings(QD3D11ShaderResourceBindings *srbD) +static inline QPair mapBinding(int binding, + int stageIndex, + const QShader::NativeResourceBindingMap *nativeResourceBindingMaps[]) +{ + const QShader::NativeResourceBindingMap *map = nativeResourceBindingMaps[stageIndex]; + if (!map || map->isEmpty()) + return { binding, binding }; // old QShader versions do not have this map, assume 1:1 mapping then + + auto it = map->constFind(binding); + if (it != map->cend()) + return *it; + + // Hitting this path is normal too. It is not given that the resource is + // present in the shaders for all the stages specified by the visibility + // mask in the QRhiShaderResourceBinding. + return { -1, -1 }; +} + +void QRhiD3D11::updateShaderResourceBindings(QD3D11ShaderResourceBindings *srbD, + const QShader::NativeResourceBindingMap *nativeResourceBindingMaps[]) { srbD->vsubufs.clear(); srbD->vsubufoffsets.clear(); @@ -1799,6 +1832,31 @@ void QRhiD3D11::updateShaderResourceBindings(QD3D11ShaderResourceBindings *srbD) srbD->csUAVs.clear(); + struct Stage { + struct Buffer { + int breg; // b0, b1, ... + ID3D11Buffer *buffer; + uint offsetInConstants; + uint sizeInConstants; + }; + struct Texture { + int treg; // t0, t1, ... + ID3D11ShaderResourceView *srv; + }; + struct Sampler { + int sreg; // s0, s1, ... + ID3D11SamplerState *sampler; + }; + struct Uav { + int ureg; + ID3D11UnorderedAccessView *uav; + }; + QVarLengthArray buffers; + QVarLengthArray textures; + QVarLengthArray samplers; + QVarLengthArray uavs; + } res[RBM_SUPPORTED_STAGES]; + for (int i = 0, ie = srbD->sortedBindings.count(); i != ie; ++i) { const QRhiShaderResourceBinding::Data *b = srbD->sortedBindings.at(i).data(); QD3D11ShaderResourceBindings::BoundResourceData &bd(srbD->boundResourceData[i]); @@ -1818,26 +1876,24 @@ void QRhiD3D11::updateShaderResourceBindings(QD3D11ShaderResourceBindings *srbD) // (ByteWidth) is always a multiple of 256. const uint sizeInConstants = uint(aligned(b->u.ubuf.maybeSize ? b->u.ubuf.maybeSize : bufD->m_size, 256) / 16); if (b->stage.testFlag(QRhiShaderResourceBinding::VertexStage)) { - srbD->vsubufs.feed(b->binding, bufD->buffer); - srbD->vsubufoffsets.feed(b->binding, offsetInConstants); - srbD->vsubufsizes.feed(b->binding, sizeInConstants); + QPair nativeBinding = mapBinding(b->binding, RBM_VERTEX, nativeResourceBindingMaps); + if (nativeBinding.first >= 0) + res[RBM_VERTEX].buffers.append({ nativeBinding.first, bufD->buffer, offsetInConstants, sizeInConstants }); } if (b->stage.testFlag(QRhiShaderResourceBinding::FragmentStage)) { - srbD->fsubufs.feed(b->binding, bufD->buffer); - srbD->fsubufoffsets.feed(b->binding, offsetInConstants); - srbD->fsubufsizes.feed(b->binding, sizeInConstants); + QPair nativeBinding = mapBinding(b->binding, RBM_FRAGMENT, nativeResourceBindingMaps); + if (nativeBinding.first >= 0) + res[RBM_FRAGMENT].buffers.append({ nativeBinding.first, bufD->buffer, offsetInConstants, sizeInConstants }); } if (b->stage.testFlag(QRhiShaderResourceBinding::ComputeStage)) { - srbD->csubufs.feed(b->binding, bufD->buffer); - srbD->csubufoffsets.feed(b->binding, offsetInConstants); - srbD->csubufsizes.feed(b->binding, sizeInConstants); + QPair nativeBinding = mapBinding(b->binding, RBM_COMPUTE, nativeResourceBindingMaps); + if (nativeBinding.first >= 0) + res[RBM_COMPUTE].buffers.append({ nativeBinding.first, bufD->buffer, offsetInConstants, sizeInConstants }); } } break; case QRhiShaderResourceBinding::SampledTexture: { - // A sampler with binding N is mapped to a HLSL sampler and texture - // with registers sN and tN by SPIRV-Cross. QD3D11Texture *texD = QRHI_RES(QD3D11Texture, b->u.stex.tex); QD3D11Sampler *samplerD = QRHI_RES(QD3D11Sampler, b->u.stex.sampler); bd.stex.texId = texD->m_id; @@ -1845,16 +1901,25 @@ void QRhiD3D11::updateShaderResourceBindings(QD3D11ShaderResourceBindings *srbD) bd.stex.samplerId = samplerD->m_id; bd.stex.samplerGeneration = samplerD->generation; if (b->stage.testFlag(QRhiShaderResourceBinding::VertexStage)) { - srbD->vssamplers.feed(b->binding, samplerD->samplerState); - srbD->vsshaderresources.feed(b->binding, texD->srv); + QPair nativeBinding = mapBinding(b->binding, RBM_VERTEX, nativeResourceBindingMaps); + if (nativeBinding.first >= 0 && nativeBinding.second >= 0) { + res[RBM_VERTEX].textures.append({ nativeBinding.first, texD->srv }); + res[RBM_VERTEX].samplers.append({ nativeBinding.second, samplerD->samplerState }); + } } if (b->stage.testFlag(QRhiShaderResourceBinding::FragmentStage)) { - srbD->fssamplers.feed(b->binding, samplerD->samplerState); - srbD->fsshaderresources.feed(b->binding, texD->srv); + QPair nativeBinding = mapBinding(b->binding, RBM_FRAGMENT, nativeResourceBindingMaps); + if (nativeBinding.first >= 0 && nativeBinding.second >= 0) { + res[RBM_FRAGMENT].textures.append({ nativeBinding.first, texD->srv }); + res[RBM_FRAGMENT].samplers.append({ nativeBinding.second, samplerD->samplerState }); + } } if (b->stage.testFlag(QRhiShaderResourceBinding::ComputeStage)) { - srbD->cssamplers.feed(b->binding, samplerD->samplerState); - srbD->csshaderresources.feed(b->binding, texD->srv); + QPair nativeBinding = mapBinding(b->binding, RBM_COMPUTE, nativeResourceBindingMaps); + if (nativeBinding.first >= 0 && nativeBinding.second >= 0) { + res[RBM_COMPUTE].textures.append({ nativeBinding.first, texD->srv }); + res[RBM_COMPUTE].samplers.append({ nativeBinding.second, samplerD->samplerState }); + } } } break; @@ -1866,9 +1931,12 @@ void QRhiD3D11::updateShaderResourceBindings(QD3D11ShaderResourceBindings *srbD) bd.simage.id = texD->m_id; bd.simage.generation = texD->generation; if (b->stage.testFlag(QRhiShaderResourceBinding::ComputeStage)) { - ID3D11UnorderedAccessView *uav = texD->unorderedAccessViewForLevel(b->u.simage.level); - if (uav) - srbD->csUAVs.feed(b->binding, uav); + QPair nativeBinding = mapBinding(b->binding, RBM_COMPUTE, nativeResourceBindingMaps); + if (nativeBinding.first >= 0) { + ID3D11UnorderedAccessView *uav = texD->unorderedAccessViewForLevel(b->u.simage.level); + if (uav) + res[RBM_COMPUTE].uavs.append({ nativeBinding.first, uav }); + } } else { qWarning("Unordered access only supported at compute stage"); } @@ -1882,9 +1950,12 @@ void QRhiD3D11::updateShaderResourceBindings(QD3D11ShaderResourceBindings *srbD) bd.sbuf.id = bufD->m_id; bd.sbuf.generation = bufD->generation; if (b->stage.testFlag(QRhiShaderResourceBinding::ComputeStage)) { - ID3D11UnorderedAccessView *uav = bufD->unorderedAccessView(); - if (uav) - srbD->csUAVs.feed(b->binding, uav); + QPair nativeBinding = mapBinding(b->binding, RBM_COMPUTE, nativeResourceBindingMaps); + if (nativeBinding.first >= 0) { + ID3D11UnorderedAccessView *uav = bufD->unorderedAccessView(); + if (uav) + res[RBM_COMPUTE].uavs.append({ nativeBinding.first, uav }); + } } else { qWarning("Unordered access only supported at compute stage"); } @@ -1896,27 +1967,75 @@ void QRhiD3D11::updateShaderResourceBindings(QD3D11ShaderResourceBindings *srbD) } } + // QRhiBatchedBindings works with the native bindings and expects + // sorted input. The pre-sorted QRhiShaderResourceBinding list (based + // on the QRhi (SPIR-V) binding) is not helpful in this regard, so we + // have to sort here every time. + for (int stage = 0; stage < RBM_SUPPORTED_STAGES; ++stage) { + std::sort(res[stage].buffers.begin(), res[stage].buffers.end(), [](const Stage::Buffer &a, const Stage::Buffer &b) { + return a.breg < b.breg; + }); + std::sort(res[stage].textures.begin(), res[stage].textures.end(), [](const Stage::Texture &a, const Stage::Texture &b) { + return a.treg < b.treg; + }); + std::sort(res[stage].samplers.begin(), res[stage].samplers.end(), [](const Stage::Sampler &a, const Stage::Sampler &b) { + return a.sreg < b.sreg; + }); + std::sort(res[stage].uavs.begin(), res[stage].uavs.end(), [](const Stage::Uav &a, const Stage::Uav &b) { + return a.ureg < b.ureg; + }); + } + + for (const Stage::Buffer &buf : qAsConst(res[RBM_VERTEX].buffers)) { + srbD->vsubufs.feed(buf.breg, buf.buffer); + srbD->vsubufoffsets.feed(buf.breg, buf.offsetInConstants); + srbD->vsubufsizes.feed(buf.breg, buf.sizeInConstants); + } srbD->vsubufs.finish(); srbD->vsubufoffsets.finish(); srbD->vsubufsizes.finish(); + for (const Stage::Buffer &buf : qAsConst(res[RBM_FRAGMENT].buffers)) { + srbD->fsubufs.feed(buf.breg, buf.buffer); + srbD->fsubufoffsets.feed(buf.breg, buf.offsetInConstants); + srbD->fsubufsizes.feed(buf.breg, buf.sizeInConstants); + } srbD->fsubufs.finish(); srbD->fsubufoffsets.finish(); srbD->fsubufsizes.finish(); + for (const Stage::Buffer &buf : qAsConst(res[RBM_COMPUTE].buffers)) { + srbD->csubufs.feed(buf.breg, buf.buffer); + srbD->csubufoffsets.feed(buf.breg, buf.offsetInConstants); + srbD->csubufsizes.feed(buf.breg, buf.sizeInConstants); + } srbD->csubufs.finish(); srbD->csubufoffsets.finish(); srbD->csubufsizes.finish(); + for (const Stage::Texture &t : qAsConst(res[RBM_VERTEX].textures)) + srbD->vsshaderresources.feed(t.treg, t.srv); + for (const Stage::Sampler &s : qAsConst(res[RBM_VERTEX].samplers)) + srbD->vssamplers.feed(s.sreg, s.sampler); srbD->vssamplers.finish(); srbD->vsshaderresources.finish(); + for (const Stage::Texture &t : qAsConst(res[RBM_FRAGMENT].textures)) + srbD->fsshaderresources.feed(t.treg, t.srv); + for (const Stage::Sampler &s : qAsConst(res[RBM_FRAGMENT].samplers)) + srbD->fssamplers.feed(s.sreg, s.sampler); srbD->fssamplers.finish(); srbD->fsshaderresources.finish(); + for (const Stage::Texture &t : qAsConst(res[RBM_COMPUTE].textures)) + srbD->csshaderresources.feed(t.treg, t.srv); + for (const Stage::Sampler &s : qAsConst(res[RBM_COMPUTE].samplers)) + srbD->cssamplers.feed(s.sreg, s.sampler); srbD->cssamplers.finish(); srbD->csshaderresources.finish(); + for (const Stage::Uav &u : qAsConst(res[RBM_COMPUTE].uavs)) + srbD->csUAVs.feed(u.ureg, u.uav); srbD->csUAVs.finish(); } @@ -2205,8 +2324,8 @@ void QRhiD3D11::executeCommandBuffer(QD3D11CommandBuffer *cbD, QD3D11SwapChain * case QD3D11CommandBuffer::Command::BindGraphicsPipeline: { QD3D11GraphicsPipeline *psD = cmd.args.bindGraphicsPipeline.ps; - context->VSSetShader(psD->vs, nullptr, 0); - context->PSSetShader(psD->fs, nullptr, 0); + context->VSSetShader(psD->vs.shader, nullptr, 0); + context->PSSetShader(psD->fs.shader, nullptr, 0); context->IASetPrimitiveTopology(psD->d3dTopology); context->IASetInputLayout(psD->inputLayout); context->OMSetDepthStencilState(psD->dsState, stencilRef); @@ -2281,7 +2400,7 @@ void QRhiD3D11::executeCommandBuffer(QD3D11CommandBuffer *cbD, QD3D11SwapChain * annotations->SetMarker(reinterpret_cast(QString::fromLatin1(cmd.args.debugMark.s).utf16())); break; case QD3D11CommandBuffer::Command::BindComputePipeline: - context->CSSetShader(cmd.args.bindComputePipeline.ps->cs, nullptr, 0); + context->CSSetShader(cmd.args.bindComputePipeline.ps->cs.shader, nullptr, 0); break; case QD3D11CommandBuffer::Command::Dispatch: context->Dispatch(cmd.args.dispatch.x, cmd.args.dispatch.y, cmd.args.dispatch.z); @@ -3137,6 +3256,7 @@ QD3D11ShaderResourceBindings::~QD3D11ShaderResourceBindings() void QD3D11ShaderResourceBindings::release() { sortedBindings.clear(); + boundResourceData.clear(); } bool QD3D11ShaderResourceBindings::build() @@ -3153,8 +3273,8 @@ bool QD3D11ShaderResourceBindings::build() boundResourceData.resize(sortedBindings.count()); - QRHI_RES_RHI(QRhiD3D11); - rhiD->updateShaderResourceBindings(this); + for (BoundResourceData &bd : boundResourceData) + memset(&bd, 0, sizeof(BoundResourceData)); generation += 1; return true; @@ -3195,15 +3315,17 @@ void QD3D11GraphicsPipeline::release() rastState = nullptr; } - if (vs) { - vs->Release(); - vs = nullptr; + if (vs.shader) { + vs.shader->Release(); + vs.shader = nullptr; } + vs.nativeResourceBindingMap.clear(); - if (fs) { - fs->Release(); - fs = nullptr; + if (fs.shader) { + fs.shader->Release(); + fs.shader = nullptr; } + fs.nativeResourceBindingMap.clear(); rhiD->unregisterResource(this); } @@ -3405,13 +3527,14 @@ static pD3DCompile resolveD3DCompile() return nullptr; } -static QByteArray compileHlslShaderSource(const QShader &shader, QShader::Variant shaderVariant, QString *error) +static QByteArray compileHlslShaderSource(const QShader &shader, QShader::Variant shaderVariant, QString *error, QShaderKey *usedShaderKey) { QShaderCode dxbc = shader.shader({ QShader::DxbcShader, 50, shaderVariant }); if (!dxbc.shader().isEmpty()) return dxbc.shader(); - QShaderCode hlslSource = shader.shader({ QShader::HlslShader, 50, shaderVariant }); + const QShaderKey key = { QShader::HlslShader, 50, shaderVariant }; + QShaderCode hlslSource = shader.shader(key); if (hlslSource.shader().isEmpty()) { qWarning() << "No HLSL (shader model 5.0) code found in baked shader" << shader; return QByteArray(); @@ -3463,6 +3586,9 @@ static QByteArray compileHlslShaderSource(const QShader &shader, QShader::Varian return QByteArray(); } + if (usedShaderKey) + *usedShaderKey = key; + QByteArray result; result.resize(int(bytecode->GetBufferSize())); memcpy(result.data(), bytecode->GetBufferPointer(), size_t(result.size())); @@ -3554,20 +3680,23 @@ bool QD3D11GraphicsPipeline::build() if (cacheIt != rhiD->m_shaderCache.constEnd()) { switch (shaderStage.type()) { case QRhiShaderStage::Vertex: - vs = static_cast(cacheIt->s); - vs->AddRef(); + vs.shader = static_cast(cacheIt->s); + vs.shader->AddRef(); vsByteCode = cacheIt->bytecode; + vs.nativeResourceBindingMap = cacheIt->nativeResourceBindingMap; break; case QRhiShaderStage::Fragment: - fs = static_cast(cacheIt->s); - fs->AddRef(); + fs.shader = static_cast(cacheIt->s); + fs.shader->AddRef(); + fs.nativeResourceBindingMap = cacheIt->nativeResourceBindingMap; break; default: break; } } else { QString error; - const QByteArray bytecode = compileHlslShaderSource(shaderStage.shader(), shaderStage.shaderVariant(), &error); + QShaderKey shaderKey; + const QByteArray bytecode = compileHlslShaderSource(shaderStage.shader(), shaderStage.shaderVariant(), &error, &shaderKey); if (bytecode.isEmpty()) { qWarning("HLSL shader compilation failed: %s", qPrintable(error)); return false; @@ -3580,23 +3709,27 @@ bool QD3D11GraphicsPipeline::build() switch (shaderStage.type()) { case QRhiShaderStage::Vertex: - hr = rhiD->dev->CreateVertexShader(bytecode.constData(), SIZE_T(bytecode.size()), nullptr, &vs); + hr = rhiD->dev->CreateVertexShader(bytecode.constData(), SIZE_T(bytecode.size()), nullptr, &vs.shader); if (FAILED(hr)) { qWarning("Failed to create vertex shader: %s", qPrintable(comErrorMessage(hr))); return false; } vsByteCode = bytecode; - rhiD->m_shaderCache.insert(shaderStage, QRhiD3D11::Shader(vs, bytecode)); - vs->AddRef(); + if (const QShader::NativeResourceBindingMap *map = shaderStage.shader().nativeResourceBindingMap(shaderKey)) + vs.nativeResourceBindingMap = *map; + rhiD->m_shaderCache.insert(shaderStage, QRhiD3D11::Shader(vs.shader, bytecode, vs.nativeResourceBindingMap)); + vs.shader->AddRef(); break; case QRhiShaderStage::Fragment: - hr = rhiD->dev->CreatePixelShader(bytecode.constData(), SIZE_T(bytecode.size()), nullptr, &fs); + hr = rhiD->dev->CreatePixelShader(bytecode.constData(), SIZE_T(bytecode.size()), nullptr, &fs.shader); if (FAILED(hr)) { qWarning("Failed to create pixel shader: %s", qPrintable(comErrorMessage(hr))); return false; } - rhiD->m_shaderCache.insert(shaderStage, QRhiD3D11::Shader(fs, bytecode)); - fs->AddRef(); + if (const QShader::NativeResourceBindingMap *map = shaderStage.shader().nativeResourceBindingMap(shaderKey)) + fs.nativeResourceBindingMap = *map; + rhiD->m_shaderCache.insert(shaderStage, QRhiD3D11::Shader(fs.shader, bytecode, fs.nativeResourceBindingMap)); + fs.shader->AddRef(); break; default: break; @@ -3655,46 +3788,52 @@ void QD3D11ComputePipeline::release() { QRHI_RES_RHI(QRhiD3D11); - if (!cs) + if (!cs.shader) return; - cs->Release(); - cs = nullptr; + cs.shader->Release(); + cs.shader = nullptr; + cs.nativeResourceBindingMap.clear(); rhiD->unregisterResource(this); } bool QD3D11ComputePipeline::build() { - if (cs) + if (cs.shader) release(); QRHI_RES_RHI(QRhiD3D11); auto cacheIt = rhiD->m_shaderCache.constFind(m_shaderStage); if (cacheIt != rhiD->m_shaderCache.constEnd()) { - cs = static_cast(cacheIt->s); + cs.shader = static_cast(cacheIt->s); + cs.nativeResourceBindingMap = cacheIt->nativeResourceBindingMap; } else { QString error; - const QByteArray bytecode = compileHlslShaderSource(m_shaderStage.shader(), m_shaderStage.shaderVariant(), &error); + QShaderKey shaderKey; + const QByteArray bytecode = compileHlslShaderSource(m_shaderStage.shader(), m_shaderStage.shaderVariant(), &error, &shaderKey); if (bytecode.isEmpty()) { qWarning("HLSL compute shader compilation failed: %s", qPrintable(error)); return false; } - HRESULT hr = rhiD->dev->CreateComputeShader(bytecode.constData(), SIZE_T(bytecode.size()), nullptr, &cs); + HRESULT hr = rhiD->dev->CreateComputeShader(bytecode.constData(), SIZE_T(bytecode.size()), nullptr, &cs.shader); if (FAILED(hr)) { qWarning("Failed to create compute shader: %s", qPrintable(comErrorMessage(hr))); return false; } + if (const QShader::NativeResourceBindingMap *map = m_shaderStage.shader().nativeResourceBindingMap(shaderKey)) + cs.nativeResourceBindingMap = *map; + if (rhiD->m_shaderCache.count() >= QRhiD3D11::MAX_SHADER_CACHE_ENTRIES) rhiD->clearShaderCache(); - rhiD->m_shaderCache.insert(m_shaderStage, QRhiD3D11::Shader(cs, bytecode)); + rhiD->m_shaderCache.insert(m_shaderStage, QRhiD3D11::Shader(cs.shader, bytecode, cs.nativeResourceBindingMap)); } - cs->AddRef(); + cs.shader->AddRef(); generation += 1; rhiD->registerResource(this); -- cgit v1.2.3