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-rw-r--r--src/quick/items/qquickgenericshadereffect.cpp18
1 files changed, 11 insertions, 7 deletions
diff --git a/src/quick/items/qquickgenericshadereffect.cpp b/src/quick/items/qquickgenericshadereffect.cpp
index 3e7eda28eb..1d71555849 100644
--- a/src/quick/items/qquickgenericshadereffect.cpp
+++ b/src/quick/items/qquickgenericshadereffect.cpp
@@ -44,11 +44,11 @@
QT_BEGIN_NAMESPACE
-// The generic shader effect is used when the scenegraph backend indicates
-// SupportsShaderEffectNode. This, unlike the monolithic and interconnected (e.g.
-// with particles) OpenGL variant, passes most of the work to a scenegraph node
-// created via the adaptation layer, thus allowing different implementation in
-// the backends.
+// The generic shader effect is used whenever on the RHI code path, or when the
+// scenegraph backend indicates SupportsShaderEffectNode. This, unlike the
+// monolithic and interconnected (e.g. with particles) OpenGL variant, passes
+// most of the work to a scenegraph node created via the adaptation layer, thus
+// allowing different implementation in the backends.
QQuickGenericShaderEffect::QQuickGenericShaderEffect(QQuickShaderEffect *item, QObject *parent)
: QObject(parent)
@@ -254,6 +254,10 @@ QSGNode *QQuickGenericShaderEffect::handleUpdatePaintNode(QSGNode *oldNode, QQui
if (!node) {
QSGRenderContext *rc = QQuickWindowPrivate::get(m_item->window())->context;
node = rc->sceneGraphContext()->createShaderEffectNode(rc, mgr);
+ if (!node) {
+ qWarning("No shader effect node");
+ return nullptr;
+ }
m_dirty = QSGShaderEffectNode::DirtyShaderAll;
}
@@ -445,7 +449,7 @@ bool QQuickGenericShaderEffect::updateShader(Shader shaderType, const QByteArray
// provided and monitored like with an application-provided shader.
QSGGuiThreadShaderEffectManager::ShaderInfo::Variable v;
v.name = QByteArrayLiteral("source");
- v.bindPoint = 0;
+ v.bindPoint = 0; // fake
v.type = texturesSeparate ? QSGGuiThreadShaderEffectManager::ShaderInfo::Texture
: QSGGuiThreadShaderEffectManager::ShaderInfo::Sampler;
m_shaders[shaderType].shaderInfo.variables.append(v);
@@ -559,7 +563,7 @@ QT_WARNING_POP
} else {
// Do not warn for dynamic properties.
if (!m_item->property(v.name.constData()).isValid())
- qWarning("ShaderEffect: '%s' does not have a matching property!", v.name.constData());
+ qWarning("ShaderEffect: '%s' does not have a matching property", v.name.constData());
}
vd.value = m_item->property(v.name.constData());