QSGMaterialShader *QSGContext::prepareMaterial(QSGMaterial *material)
{
Q_D(QSGContext);
-
- if (material->m_reserved)
- return reinterpret_cast<QSGMaterialShader *>(material->m_reserved);
-
QSGMaterialType *type = material->type();
QSGMaterialShader *shader = d->materials.value(type);
- if (shader) {
- material->m_reserved = shader;
+ if (shader)
return shader;
- }
#ifndef QSG_NO_RENDER_TIMING
if (qsg_render_timing || QQmlProfilerService::enabled)
#endif
shader = material->createShader();
- material->m_reserved = shader;
shader->compile();
shader->initialize();
d->materials[type] = shader;