| Commit message (Collapse) | Author | Age | Files | Lines |
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From Qt 5.7 -> LGPL v2.1 isn't an option anymore, see
http://blog.qt.io/blog/2016/01/13/new-agreement-with-the-kde-free-qt-foundation/
Updated license headers to use new LGPL header instead of LGPL21 one
(in those files which will be under LGPL v3)
Change-Id: I046ec3e47b1876cd7b4b0353a576b352e3a946d9
Reviewed-by: Lars Knoll <lars.knoll@theqtcompany.com>
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This information is already registered by the QMessageLogger ctor.
Where, by dropping the << Q_FUNC_INFO in ostream-style qDebug(), only
a string literal remained, converted to printf-style qDebug() on the
go.
Change-Id: I3f261c98fd7bcfa1fead381a75a82713bb75e6f3
Reviewed-by: Olivier Goffart (Woboq GmbH) <ogoffart@woboq.com>
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Assuming that the target is always GL_TEXTURE_2D is not going to be sufficient
when working with EGLStreams for example where GL_TEXTURE_EXTERNAL_OES is a
must. The blitter is now changed to support multiple programs so other targets
can easily be added as well in the future, if necessary.
Change-Id: I247d30600222fb5af6305ed5d9740baa5e43e83e
Reviewed-by: Louai Al-Khanji <louai.al-khanji@theqtcompany.com>
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Qt copyrights are now in The Qt Company, so we could update the source
code headers accordingly. In the same go we should also fix the links to
point to qt.io.
Outdated header.LGPL removed (use header.LGPL21 instead)
Old header.LGPL3 renamed to header.LGPL3-COMM to match actual licensing
combination. New header.LGPL-COMM taken in the use file which were
using old header.LGPL3 (src/plugins/platforms/android/extract.cpp)
Added new header.LGPL3 containing Commercial + LGPLv3 + GPLv2 license
combination
Change-Id: I6f49b819a8a20cc4f88b794a8f6726d975e8ffbe
Reviewed-by: Matti Paaso <matti.paaso@theqtcompany.com>
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- Renamed LICENSE.LGPL to LICENSE.LGPLv21
- Added LICENSE.LGPLv3
- Removed LICENSE.GPL
Change-Id: Iec3406e3eb3f133be549092015cefe33d259a3f2
Reviewed-by: Iikka Eklund <iikka.eklund@digia.com>
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if it has not already been destroyed
Change-Id: If9a29da25eb23d5d65204eecabe095df215737ee
Reviewed-by: Laszlo Agocs <laszlo.agocs@digia.com>
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Follow the good practice of checking for isCreated() before calling
VAO functions like bind(). Use also the vao binder where applicable.
Change-Id: Ib827f3bce838396bf2e08f9480fa63801d4d3a50
Reviewed-by: Jørgen Lind <jorgen.lind@digia.com>
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Task-number: QTBUG-39834
Change-Id: I3f6b041c992365d611aa97a41bc37e80b764b78a
Reviewed-by: Jørgen Lind <jorgen.lind@digia.com>
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and copying a lot of garbage.
Change-Id: Idf1d23d06423a98ce503c9bcf9614b12dd1fb92a
Reviewed-by: Laszlo Agocs <laszlo.agocs@digia.com>
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Change-Id: Icb1a0354ac1caee38e3cb0cba6d7daec99d66c54
Reviewed-by: Laszlo Agocs <laszlo.agocs@digia.com>
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Change-Id: I23251f5288b41f5b7f86406984fdd854127797a9
Reviewed-by: Laszlo Agocs <laszlo.agocs@digia.com>
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Change-Id: I5d88a2e204ca23e178a4e3044b9cb13392c3e763
Reviewed-by: Jørgen Lind <jorgen.lind@digia.com>
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This fixes the issue that the blitter required sometimes the
texture wrapping to be repeat
Change-Id: I86150d008422facf9040873b0983b0e44be9ad24
Reviewed-by: Laszlo Agocs <laszlo.agocs@digia.com>
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The Origin for Target rect was deemed a confusing concept. The current
implementation would translate the target rect to the coordinate system
specified. However, the order and "direction" of the vertices would
always be the same. So drawing a texture in for one target rect defined in
one coordinate system would paint the texture the same way as it would
when a texture was drawn for a target rect drawn in the "opposite"
coordinate system. The point with this was that if you wanted to "flip"
the texture you would specify that with the source coordinate system.
However, this approach breaks on different levels, such as QRect has functions
which expects a top left coordinate system (ie. top() and bottom()).
In the end Qt uses a top left coordinate system, hence QWindow specifies
a top left coordinate system, and hence the api becomes easier if it is
not possible to define the coordinate system of the target viewport.
Change-Id: I7dd59b3718380876e87a4bff88381d7a1c7d58c1
Reviewed-by: Laszlo Agocs <laszlo.agocs@digia.com>
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private api, but useful for 2d gui code that suddenly finds itself
needing to get a set of textures onto some fbo
I didn't want to include ARB_copy_image since it looks like its from
texture/renderbuffer -> texture/renderbuffer while this class implies
texture -> write fbo. We could wrap ARB_copy_image in QOpenGLTexture or
some other class or we can add it later.
I have not added any QOpenGLTexture functions since this class opperates
on the GLuint identifier. We can add overloads later.
Change-Id: I3e565b33466c1c183a249a33c3e82c6786debd55
Reviewed-by: Paul Olav Tvete <paul.tvete@digia.com>
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