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author | Laszlo Agocs <laszlo.agocs@qt.io> | 2019-09-07 21:03:53 +0200 |
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committer | Laszlo Agocs <laszlo.agocs@qt.io> | 2019-09-23 12:50:25 +0200 |
commit | 67ce1dd81014836aa8b900fd039adfc7c63414b5 (patch) | |
tree | 077321b519f0616961bb0c3bbd77bcf70333a778 /src/quickshapes | |
parent | 18955f3c89443d13a0b6dfa8056df1d38d5bbff6 (diff) |
Add an env var to periodically kill the device on d3d
...in order to test the handling of losing the device.
The D3D11 backend of QRhi provides a convenient way to test this.
Hook it up to a QSG_RHI_SIMULATE_DEVICE_LOSS environment variable.
The value is the number of frames to wait before breaking the
ID3D11Device.
We cannot currently recover from a device loss. Hence the importance
of being able to test in a simple way. The rhi code path needs to be
brought up to the level of the direct OpenGL path in this respect,
in separate patches.
Change-Id: I66d6315dc60a9673903da9bed36de0cdd115f4a7
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
Diffstat (limited to 'src/quickshapes')
0 files changed, 0 insertions, 0 deletions