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author | Laszlo Agocs <laszlo.agocs@qt.io> | 2021-07-26 16:37:32 +0200 |
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committer | Qt Cherry-pick Bot <cherrypick_bot@qt-project.org> | 2021-08-02 15:17:47 +0000 |
commit | 4188b2fd8fe01a9066f91901b3be23a154e2f344 (patch) | |
tree | 81a57e1260f30ed959608f2f890d8834cbc639ea /src/qml/jsruntime/qv4generatorobject_p.h | |
parent | 5c2b68f66e1cf597a9a66df5305a5cc8781e7085 (diff) |
Sync shadereffect materialType cleanup between renderloops
Follow 05ec3315e2ae723cd32b1b49260f0d09ee1fa423 from 5.15.
The windows render loop is gone in Qt 6, and there can only
be one type of material type cache (no legacy OpenGL path).
The same issue is present, however: the basic and threaded
render loops behave differently when it comes to calling
cleanupMaterialTypeCache(). Make the behavior identical
and follow a uniform order (1. tear down the scene graph
2. then drop cached QSGMaterialTypes)
Task-number: QTBUG-94844
Change-Id: I61f4962fe8ae1a359a22fbe72e40eb2525d81e03
Reviewed-by: Michael Brasser <michael.brasser@live.com>
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
(cherry picked from commit aedb4853a509d63a599779fa5115083f84fad389)
Reviewed-by: Qt Cherry-pick Bot <cherrypick_bot@qt-project.org>
Diffstat (limited to 'src/qml/jsruntime/qv4generatorobject_p.h')
0 files changed, 0 insertions, 0 deletions