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-rw-r--r--src/quick/scenegraph/qsgrhishadereffectnode.cpp12
1 files changed, 6 insertions, 6 deletions
diff --git a/src/quick/scenegraph/qsgrhishadereffectnode.cpp b/src/quick/scenegraph/qsgrhishadereffectnode.cpp
index fe9cecb51b..6f6544548c 100644
--- a/src/quick/scenegraph/qsgrhishadereffectnode.cpp
+++ b/src/quick/scenegraph/qsgrhishadereffectnode.cpp
@@ -211,9 +211,9 @@ class QSGRhiShaderEffectMaterialShader : public QSGMaterialRhiShader
public:
QSGRhiShaderEffectMaterialShader(const QSGRhiShaderEffectMaterial *material);
- bool updateUniformData(const RenderState &state, QSGMaterial *newMaterial, QSGMaterial *oldMaterial) override;
- void updateSampledImage(const RenderState &state, int binding, QSGTexture **texture, QSGMaterial *newMaterial, QSGMaterial *oldMaterial) override;
- bool updateGraphicsPipelineState(const RenderState &state, GraphicsPipelineState *ps, QSGMaterial *newMaterial, QSGMaterial *oldMaterial) override;
+ bool updateUniformData(RenderState &state, QSGMaterial *newMaterial, QSGMaterial *oldMaterial) override;
+ void updateSampledImage(RenderState &state, int binding, QSGTexture **texture, QSGMaterial *newMaterial, QSGMaterial *oldMaterial) override;
+ bool updateGraphicsPipelineState(RenderState &state, GraphicsPipelineState *ps, QSGMaterial *newMaterial, QSGMaterial *oldMaterial) override;
};
QSGRhiShaderEffectMaterialShader::QSGRhiShaderEffectMaterialShader(const QSGRhiShaderEffectMaterial *material)
@@ -228,7 +228,7 @@ static inline QColor qsg_premultiply_color(const QColor &c)
return QColor::fromRgbF(c.redF() * c.alphaF(), c.greenF() * c.alphaF(), c.blueF() * c.alphaF(), c.alphaF());
}
-bool QSGRhiShaderEffectMaterialShader::updateUniformData(const RenderState &state, QSGMaterial *newMaterial, QSGMaterial *oldMaterial)
+bool QSGRhiShaderEffectMaterialShader::updateUniformData(RenderState &state, QSGMaterial *newMaterial, QSGMaterial *oldMaterial)
{
Q_UNUSED(oldMaterial);
QSGRhiShaderEffectMaterial *mat = static_cast<QSGRhiShaderEffectMaterial *>(newMaterial);
@@ -381,7 +381,7 @@ bool QSGRhiShaderEffectMaterialShader::updateUniformData(const RenderState &stat
return changed;
}
-void QSGRhiShaderEffectMaterialShader::updateSampledImage(const RenderState &state, int binding, QSGTexture **texture,
+void QSGRhiShaderEffectMaterialShader::updateSampledImage(RenderState &state, int binding, QSGTexture **texture,
QSGMaterial *newMaterial, QSGMaterial *oldMaterial)
{
Q_UNUSED(oldMaterial);
@@ -426,7 +426,7 @@ void QSGRhiShaderEffectMaterialShader::updateSampledImage(const RenderState &sta
*texture = mat->m_dummyTexture;
}
-bool QSGRhiShaderEffectMaterialShader::updateGraphicsPipelineState(const RenderState &state, GraphicsPipelineState *ps,
+bool QSGRhiShaderEffectMaterialShader::updateGraphicsPipelineState(RenderState &state, GraphicsPipelineState *ps,
QSGMaterial *newMaterial, QSGMaterial *oldMaterial)
{
Q_UNUSED(state);