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path: root/src/plugins/platforms/android/qandroidplatformopenglwindow.cpp
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* Android: Support offscreen surfaces on pbuffersEskil Abrahamsen Blomfeldt2014-06-041-0/+9
| | | | | | | | This is pretty much the same thing that eglfs does. Task-number: QTBUG-38960 Change-Id: Ibf310ca8e3a4e31e5310ab3a3d3e851eae31a4ad Reviewed-by: Laszlo Agocs <laszlo.agocs@digia.com>
* Android: Fix flashing on startup/shutdownEskil Abrahamsen Blomfeldt2014-06-041-3/+21
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | There were several issues on startup of the application which were caused by the fact that we would get the wrong available screen geometry on startup, set this as the initial surface size and then expose native windows with this size. This would cause first a flicker of white on the early expose and the window contents to jump around as the window was resized to the actual available space on screen. The fix for this is to postpone the first expose until we have actually got a proper screen size from the main layout. We use width,height = 0 as an indicator that the available geometry is not yet known, and we skip posting any expose events before this is set by the layout. In addition, since we removed the surface before we shut down the application, it was by a white rectangle before the shutdown transition happens, and this white rectangle will be animated instead of application contents. To rectify this, we make sure the last surface in the stack remains in the layout until it is either replaced by a different surface or until the application has shut down. This way, the shutdown animation will work on this surface instead. [ChangeLog][Android] Fixed regression where there would be flickering on startup and shutdown of the application. Task-number: QTBUG-38960 Change-Id: Ia1579ca8c522d8beeab066f78070ad49009d0238 Reviewed-by: Paul Olav Tvete <paul.tvete@digia.com>
* Make full use of QT_ANDROID_RASTER_IMAGE_DEPTH env variable.BogDan Vatra2014-02-221-1/+1
| | | | | | | | If raster only apps set QT_ANDROID_RASTER_IMAGE_DEPTH to 16 (RGB16), we should create also RGB16 native surface. Change-Id: I82692ff34b0e604e627d1d86a437272e3700daf8 Reviewed-by: Paul Olav Tvete <paul.tvete@digia.com>
* Fix surface leak, cleanup opengl window.BogDan Vatra2014-01-311-9/+4
| | | | | | | | | | ANativeWindow_fromSurface already acquires the surface, no need to call ANativeWindow_acquire. Remove unused variables. Change-Id: I563573072687927256aef76fab20f645f35778a2 Reviewed-by: Eskil Abrahamsen Blomfeldt <eskil.abrahamsen-blomfeldt@digia.com>
* Android: Remove debug output from platform windowEskil Abrahamsen Blomfeldt2014-01-211-6/+0
| | | | | | | Some debug info and a #warning had somehow made it through :) Change-Id: I420a7637bfd5d1a79a342eacefcc35430994feff Reviewed-by: Alex Blasche <alexander.blasche@digia.com>
* Support multiple native surfaces on Android.BogDan Vatra2014-01-171-0/+160
Support for multiple native surfaces is needed by applications that need to mix raster windows with GL windows. Rework the raster and opengl implementation, get rid of eglfs and fbconvenience dependencies. Create a single android platform plugin. [ChangeLog][Android] Rework the raster and opengl implementation. [ChangeLog][Android] Create a single android platform plugin. Task-number: QTBUG-34650 Change-Id: I9b1ab51554823329dda8cfbf8fef27c38f917c7b Reviewed-by: Paul Olav Tvete <paul.tvete@digia.com>