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authorOliver Wolff <oliver.wolff@qt.io>2019-01-31 13:10:50 +0100
committerOliver Wolff <oliver.wolff@qt.io>2019-02-08 08:59:51 +0000
commit86cf366a30c178006ee23f0fbf5bee1748a26b57 (patch)
treee58ad24937ddedc1066366516a068df04d9a5d8f /src/plugins/platforms/winrt/qwinrtbackingstore.cpp
parent74e04d6ace7aa949db97ae2e46c38a4dc0d4d36a (diff)
winrt: Use ES3 ANGLE code path when blitting widgets
We run into validation issues when using the ES2 code path when blitting widgets on winrt. By using ES3 we not only avoid this issue, but there might also be performance gains. We now call window()->format() instead of window()->requestedFormat as the latter will not respect the values that were set on initialization of the native window (which is done in QWinRTWindow's constructor). Change-Id: I5ed7a9326691375f9c9cb5d8d22ee8d1b643fbd0 Reviewed-by: Andre de la Rocha <andre.rocha@qt.io> Reviewed-by: Miguel Costa <miguel.costa@qt.io>
Diffstat (limited to 'src/plugins/platforms/winrt/qwinrtbackingstore.cpp')
-rw-r--r--src/plugins/platforms/winrt/qwinrtbackingstore.cpp7
1 files changed, 3 insertions, 4 deletions
diff --git a/src/plugins/platforms/winrt/qwinrtbackingstore.cpp b/src/plugins/platforms/winrt/qwinrtbackingstore.cpp
index c23d48b2dd..fbf611d7f7 100644
--- a/src/plugins/platforms/winrt/qwinrtbackingstore.cpp
+++ b/src/plugins/platforms/winrt/qwinrtbackingstore.cpp
@@ -45,8 +45,7 @@
#include <QtGui/QOpenGLContext>
#include <QtGui/QOpenGLFramebufferObject>
-#include <GLES2/gl2.h>
-#include <GLES2/gl2ext.h>
+#include <GLES3/gl3.h>
QT_BEGIN_NAMESPACE
@@ -83,7 +82,7 @@ bool QWinRTBackingStore::initialize()
return true;
d->context.reset(new QOpenGLContext);
- QSurfaceFormat format = window()->requestedFormat();
+ QSurfaceFormat format = window()->format();
d->context->setFormat(format);
d->context->setScreen(window()->screen());
if (!d->context->create())
@@ -138,7 +137,7 @@ void QWinRTBackingStore::flush(QWindow *window, const QRegion &region, const QPo
const int y2 = y1 + bounds.height();
const int x1 = bounds.x();
const int x2 = x1 + bounds.width();
- glBlitFramebufferANGLE(x1, y1, x2, y2,
+ glBlitFramebuffer(x1, y1, x2, y2,
x1, d->size.height() - y1, x2, d->size.height() - y2,
GL_COLOR_BUFFER_BIT, GL_NEAREST);