diff options
Diffstat (limited to 'src/gui/painting/qplatformbackingstore.cpp')
-rw-r--r-- | src/gui/painting/qplatformbackingstore.cpp | 32 |
1 files changed, 28 insertions, 4 deletions
diff --git a/src/gui/painting/qplatformbackingstore.cpp b/src/gui/painting/qplatformbackingstore.cpp index 4843e93858..add3624feb 100644 --- a/src/gui/painting/qplatformbackingstore.cpp +++ b/src/gui/painting/qplatformbackingstore.cpp @@ -186,6 +186,28 @@ void QPlatformTextureList::clear() */ #ifndef QT_NO_OPENGL + +static QRect deviceRect(const QRect &rect, QWindow *window) +{ + QRect deviceRect(rect.topLeft() * window->devicePixelRatio(), + rect.size() * window->devicePixelRatio()); + return deviceRect; +} + +static QRegion deviceRegion(const QRegion ®ion, QWindow *window) +{ + if (!(window->devicePixelRatio() > 1)) + return region; + + QVector<QRect> rects; + foreach (QRect rect, region.rects()) + rects.append(deviceRect(rect, window)); + + QRegion deviceRegion; + deviceRegion.setRects(rects.constData(), rects.count()); + return deviceRegion; +} + /*! Flushes the given \a region from the specified \a window onto the screen, and composes it with the specified \a textures. @@ -205,7 +227,7 @@ void QPlatformBackingStore::composeAndFlush(QWindow *window, const QRegion ®i context->makeCurrent(window); QOpenGLFunctions *funcs = context->functions(); - funcs->glViewport(0, 0, window->width(), window->height()); + funcs->glViewport(0, 0, window->width() * window->devicePixelRatio(), window->height() * window->devicePixelRatio()); if (!d_ptr->blitter) { d_ptr->blitter = new QOpenGLTextureBlitter; @@ -214,16 +236,18 @@ void QPlatformBackingStore::composeAndFlush(QWindow *window, const QRegion ®i d_ptr->blitter->bind(); - QRect windowRect(QPoint(), window->size()); + QRect windowRect(QPoint(), window->size() * window->devicePixelRatio()); + for (int i = 0; i < textures->count(); ++i) { GLuint textureId = textures->textureId(i); funcs->glBindTexture(GL_TEXTURE_2D, textureId); - QMatrix4x4 target = QOpenGLTextureBlitter::targetTransform(textures->geometry(i), windowRect); + QRect targetRect = deviceRect(textures->geometry(i), window); + QMatrix4x4 target = QOpenGLTextureBlitter::targetTransform(targetRect, windowRect); d_ptr->blitter->blit(textureId, target, QOpenGLTextureBlitter::OriginBottomLeft); } - GLuint textureId = toTexture(region); + GLuint textureId = toTexture(deviceRegion(region, window)); if (!textureId) return; |