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authorLaszlo Agocs <laszlo.agocs@qt.io>2019-09-10 14:09:41 +0200
committerLaszlo Agocs <laszlo.agocs@qt.io>2019-09-12 10:40:16 +0000
commit0616e14de0bf867bc2730b2b07005fbcbb234bb4 (patch)
treee7b0b86d78289279216c36aebee5a7b3bf1a49c3 /src/gui/rhi/qrhimetal.mm
parentd39d1a9e67affb3fd44fdd9ec71a50282a6fed1f (diff)
rhi: Better handling of device loss
Starting with D3D11. The other backends will follow later. Change-Id: I4f165c9f1743df0fb00bdce1e898917575bf5f6e Reviewed-by: Christian Strømme <christian.stromme@qt.io>
Diffstat (limited to 'src/gui/rhi/qrhimetal.mm')
-rw-r--r--src/gui/rhi/qrhimetal.mm5
1 files changed, 5 insertions, 0 deletions
diff --git a/src/gui/rhi/qrhimetal.mm b/src/gui/rhi/qrhimetal.mm
index 3bf95ad676..770786db98 100644
--- a/src/gui/rhi/qrhimetal.mm
+++ b/src/gui/rhi/qrhimetal.mm
@@ -596,6 +596,11 @@ void QRhiMetal::releaseCachedResources()
d->shaderCache.clear();
}
+bool QRhiMetal::isDeviceLost() const
+{
+ return false;
+}
+
QRhiRenderBuffer *QRhiMetal::createRenderBuffer(QRhiRenderBuffer::Type type, const QSize &pixelSize,
int sampleCount, QRhiRenderBuffer::Flags flags)
{