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-rw-r--r--src/quick/scenegraph/coreapi/qsgbatchrenderer.cpp10
-rw-r--r--src/quick/scenegraph/coreapi/qsgbatchrenderer_p.h6
2 files changed, 8 insertions, 8 deletions
diff --git a/src/quick/scenegraph/coreapi/qsgbatchrenderer.cpp b/src/quick/scenegraph/coreapi/qsgbatchrenderer.cpp
index 0e77befe04..d91004fbee 100644
--- a/src/quick/scenegraph/coreapi/qsgbatchrenderer.cpp
+++ b/src/quick/scenegraph/coreapi/qsgbatchrenderer.cpp
@@ -496,11 +496,6 @@ void Updater::visitGeometryNode(Node *n)
if (e->batch)
renderer->invalidateBatchAndOverlappingRenderOrders(e->batch);
}
- if (n->dirtyState & QSGNode::DirtyMaterial) {
- Element *e = n->element();
- if (e->batch && e->batch->isMaterialCompatible(e) == BatchBreaksOnCompare)
- renderer->invalidateBatchAndOverlappingRenderOrders(e->batch);
- }
}
SHADOWNODE_TRAVERSE(n) visitNode(child);
@@ -1240,7 +1235,10 @@ void Renderer::nodeChanged(QSGNode *node, QSGNode::DirtyState state)
if (e->isMaterialBlended != blended) {
m_rebuild |= Renderer::FullRebuild;
e->isMaterialBlended = blended;
- } else if (!e->batch) {
+ } else if (e->batch) {
+ if (e->batch->isMaterialCompatible(e) == BatchBreaksOnCompare)
+ invalidateBatchAndOverlappingRenderOrders(e->batch);
+ } else {
m_rebuild |= Renderer::BuildBatches;
}
}
diff --git a/src/quick/scenegraph/coreapi/qsgbatchrenderer_p.h b/src/quick/scenegraph/coreapi/qsgbatchrenderer_p.h
index 5dbbc22870..8bf4a13af6 100644
--- a/src/quick/scenegraph/coreapi/qsgbatchrenderer_p.h
+++ b/src/quick/scenegraph/coreapi/qsgbatchrenderer_p.h
@@ -527,7 +527,7 @@ public:
float lastOpacity;
};
- ShaderManager(QSGRenderContext *ctx) : blitProgram(0), visualizeProgram(0), context(ctx) { }
+ ShaderManager(QSGRenderContext *ctx) : visualizeProgram(0), blitProgram(0), context(ctx) { }
~ShaderManager() {
qDeleteAll(rewrittenShaders);
qDeleteAll(stockShaders);
@@ -540,11 +540,13 @@ public:
Shader *prepareMaterial(QSGMaterial *material);
Shader *prepareMaterialNoRewrite(QSGMaterial *material);
+ QOpenGLShaderProgram *visualizeProgram;
+
+private:
QHash<QSGMaterialType *, Shader *> rewrittenShaders;
QHash<QSGMaterialType *, Shader *> stockShaders;
QOpenGLShaderProgram *blitProgram;
- QOpenGLShaderProgram *visualizeProgram;
QSGRenderContext *context;
};