{
Q_D(QQuickWindow);
- d->animationController->deleteLater();
if (d->renderControl) {
QQuickRenderControlPrivate::get(d->renderControl)->windowDestroyed();
} else if (d->windowManager) {
#include "qsgrenderloop_p.h"
#include "qsgthreadedrenderloop_p.h"
#include "qsgwindowsrenderloop_p.h"
+#include <private/qquickanimatorcontroller_p.h>
#include <QtCore/QCoreApplication>
#include <QtCore/QTime>
} else if (gl && window == gl->surface() && current) {
gl->doneCurrent();
}
+
+ delete d->animationController;
}
void QSGGuiThreadRenderLoop::renderWindow(QQuickWindow *window)
qCDebug(QSG_LOG_RENDERLOOP) << QSG_RT_PAD << "- cleanup without an OpenGL context";
}
+ QQuickWindowPrivate *dd = QQuickWindowPrivate::get(window);
+
QQuickShaderEffectMaterial::cleanupMaterialCache();
// The canvas nodes must be cleaned up regardless if we are in the destructor..
if (wipeSG) {
- QQuickWindowPrivate *dd = QQuickWindowPrivate::get(window);
dd->cleanupNodesOnShutdown();
} else {
qCDebug(QSG_LOG_RENDERLOOP) << QSG_RT_PAD << "- persistent SG, avoiding cleanup";
sgrc->invalidate();
QCoreApplication::processEvents();
QCoreApplication::sendPostedEvents(0, QEvent::DeferredDelete);
+ if (inDestructor)
+ delete dd->animationController;
if (current)
gl->doneCurrent();
qCDebug(QSG_LOG_RENDERLOOP) << QSG_RT_PAD << "- invalidating scene graph";
****************************************************************************/
#include "qsgwindowsrenderloop_p.h"
-
#include <QtCore/QCoreApplication>
#include <QtCore/QLibraryInfo>
#include <QtCore/QThread>
#include <QtQuick/QQuickWindow>
#include <private/qquickprofiler_p.h>
-
#include <private/qquickshadereffectnode_p.h>
+#include <private/qquickanimatorcontroller_p.h>
QT_BEGIN_NAMESPACE
hide(window);
QQuickWindowPrivate *d = QQuickWindowPrivate::get(window);
+
bool current = false;
QScopedPointer<QOffscreenSurface> offscreenSurface;
if (m_gl) {
} else if (m_gl && current) {
m_gl->doneCurrent();
}
+
+ delete d->animationController;
}
bool QSGWindowsRenderLoop::anyoneShowing() const