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authorLaszlo Agocs <laszlo.agocs@qt.io>2019-09-07 21:03:53 +0200
committerLaszlo Agocs <laszlo.agocs@qt.io>2019-09-23 12:50:25 +0200
commit67ce1dd81014836aa8b900fd039adfc7c63414b5 (patch)
tree077321b519f0616961bb0c3bbd77bcf70333a778 /src/quickshapes
parent18955f3c89443d13a0b6dfa8056df1d38d5bbff6 (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')
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