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-rw-r--r--src/quick/scenegraph/qsgdefaultrendercontext.cpp10
1 files changed, 5 insertions, 5 deletions
diff --git a/src/quick/scenegraph/qsgdefaultrendercontext.cpp b/src/quick/scenegraph/qsgdefaultrendercontext.cpp
index 6f10611ba3..2c5b4ff5c8 100644
--- a/src/quick/scenegraph/qsgdefaultrendercontext.cpp
+++ b/src/quick/scenegraph/qsgdefaultrendercontext.cpp
@@ -99,12 +99,12 @@ void QSGDefaultRenderContext::initialize(void *context)
#ifdef Q_OS_LINUX
const char *vendor = (const char *) funcs->glGetString(GL_VENDOR);
- if (strstr(vendor, "nouveau"))
+ if (vendor && strstr(vendor, "nouveau"))
m_brokenIBOs = true;
const char *renderer = (const char *) funcs->glGetString(GL_RENDERER);
- if (strstr(renderer, "llvmpipe"))
+ if (renderer && strstr(renderer, "llvmpipe"))
m_serializedRender = true;
- if (strstr(vendor, "Hisilicon Technologies") && strstr(renderer, "Immersion.16"))
+ if (vendor && renderer && strstr(vendor, "Hisilicon Technologies") && strstr(renderer, "Immersion.16"))
m_brokenIBOs = true;
#endif
@@ -262,8 +262,8 @@ void QSGDefaultRenderContext::compileShader(QSGMaterialShader *shader, QSGMateri
"QSGRenderContext::compile()",
"materials with custom compile step cannot have custom vertex/fragment code");
QOpenGLShaderProgram *p = shader->program();
- p->addShaderFromSourceCode(QOpenGLShader::Vertex, vertexCode ? vertexCode : shader->vertexShader());
- p->addShaderFromSourceCode(QOpenGLShader::Fragment, fragmentCode ? fragmentCode : shader->fragmentShader());
+ p->addCacheableShaderFromSourceCode(QOpenGLShader::Vertex, vertexCode ? vertexCode : shader->vertexShader());
+ p->addCacheableShaderFromSourceCode(QOpenGLShader::Fragment, fragmentCode ? fragmentCode : shader->fragmentShader());
p->link();
if (!p->isLinked())
qWarning() << "shader compilation failed:" << endl << p->log();