| Commit message (Collapse) | Author | Age | Files | Lines |
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Fix the include path of the event dispatcher which changed after
08a4b7f74507be7aa9dc09a9234d3bc83d4ed908.
Change-Id: Ie679b189bd65dc3388ba0d28d01036e3d05683e7
Reviewed-by: Joerg Bornemann <joerg.bornemann@theqtcompany.com>
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Call QWindowSystemInterface::handleWindowScreenChanged() in
QWindowsIntegration::createPlatformWindow() should the effective
screen be different from the initial screen due to the geometry.
In order to avoid code duplication in the Direct2D plugin, fold the
helper method createWindowData() into
QWindowsIntegration::createPlatformWindow() and introduce a new
virtual helper to create the actual platform window for
QWindowsDirect2DIntegration to hook in.
Task-number: QTBUG-48379
Change-Id: I49c7a50a12245691414ab49bffe802239a87d2d6
Reviewed-by: J-P Nurmi <jpnurmi@theqtcompany.com>
Reviewed-by: Joerg Bornemann <joerg.bornemann@theqtcompany.com>
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Work around QPaintDevice::metric's int return type
by adding a new metric that returns a scaled devicePixelRatio.
Choose a scale factor that gives us more than enough
range.
The QPaintDevice::devicePixelRatio() convenience accessor
is public API and can unfortunately not be changed
to return a qreal. Add devicePixelRatioF() which
returns the (unscaled) devicePixelRatio.
Change all call sites of QPaintDevice::devicePixelRatio()
to use QPainDevice::devicePixelRatioF().
Task-number: QTBUG-46615
Change-Id: I97ec4000fe379b7ff5e1624a871ae2512790aad9
Reviewed-by: Paul Olav Tvete <paul.tvete@theqtcompany.com>
Reviewed-by: Lars Knoll <lars.knoll@theqtcompany.com>
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qwindowsdirect2dpaintengine.cpp(365): warning C4838: conversion from 'const qreal' to 'FLOAT' requires a narrowing conversion
qwindowsdirect2dpaintengine.cpp(928): warning C4838: conversion from 'const qreal' to 'FLOAT' requires a narrowing conversion
qwindowsdirect2dpaintengine.cpp(928): warning C4838: conversion from 'int' to 'UINT32' requires a narrowing conversion
qwindowsdirect2dpaintengine.cpp(1398): warning C4838: conversion from 'qreal' to 'FLOAT' requires a narrowing conversion
qwindowsdirect2dpaintengine.cpp(1426): warning C4838: conversion from 'double' to 'FLOAT' requires a narrowing conversion
qwindowsdirect2dbitmap.cpp(78): warning C4838: conversion from 'int' to 'UINT32' requires a narrowing conversion
qwindowsdirect2dwindow.cpp(166): warning C4838: conversion from 'double' to 'BYTE' requires a narrowing conversion
Change-Id: I6992260ed2696fa4c47c1c0dd666f448f115879a
Reviewed-by: Joerg Bornemann <joerg.bornemann@theqtcompany.com>
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This makes it easier to change the version numbers by changing
the macros in QtGui.
Task-number: QTBUG-46009
Change-Id: I94c9591ec6f7c9173a698df9e1fe8fd6a904caf4
Reviewed-by: Paul Olav Tvete <paul.tvete@theqtcompany.com>
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Change-Id: Iab85ccdf49ee81214ada87a2e476f650b39a29ce
Reviewed-by: Joerg Bornemann <joerg.bornemann@theqtcompany.com>
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Conflicts:
examples/xml/htmlinfo/simpleexample.html
examples/xml/rsslisting/rsslisting.cpp
qmake/generators/win32/msbuild_objectmodel.cpp
src/3rdparty/harfbuzz-ng/src/hb-private.hh
src/corelib/global/qlogging.cpp
src/corelib/io/qstorageinfo_unix.cpp
src/corelib/thread/qwaitcondition_unix.cpp
src/gui/kernel/qguiapplication.cpp
src/plugins/platforms/linuxfb/qlinuxfbintegration.cpp
src/testlib/doc/src/qt-webpages.qdoc
tests/auto/other/qaccessibility/tst_qaccessibility.cpp
Change-Id: Ib272ff0bc30a1a5d51275eb3cd2f201dc82c11ff
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Move the optimized dash drawing into stroke() in order to apply the
optimization to polygons in addition to lines.
In the case of polygons/polylines, a vertex patch is redrawn using the
original dash brush in order to respect the joinStyle of the line.
As the line correction code flows through both the optimized dashed path
and the standard geometry code path, line adjustment is now also performed
for normal geometry.
Task-number: QTBUG-40604
Done-with: Louai Al-Khanji <louai.al-khanji@theqtcompany.com>
Done-with: Andrew Knight <andrew.knight@theqtcompany.com>
Change-Id: I668369b4aadb6a1bbbd4d621cb8ce1e3b19fbbc9
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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LOGFONT docs clearly states `lfFaceName` member is a null-terminated
string of length not longer than LF_FACESIZE, including trailing null.
This patch covers two cases at once:
1. If family name is longer than LF_FACESIZE - 1, it would be truncated
and terminated with null, to prevent memory access beyond
the LOGFONT instance.
2. If family name is a fromRawData QString, we don't assume it is
null-terminated either and guarantee trailing null ourselves.
Change-Id: I8f607efc7d0901537a4179e36cc51df94203f08d
Reviewed-by: Friedemann Kleint <Friedemann.Kleint@theqtcompany.com>
Reviewed-by: Eskil Abrahamsen Blomfeldt <eskil.abrahamsen-blomfeldt@theqtcompany.com>
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In rare cases, the Windows event loop can be spinning inside the inner
loop and the message hook is never called. This can be triggered on the
Direct2D platform by opening 32+ window handles.
The issue can be worked around by using the same approach Windows CE uses:
don't rely on the message hook to inform the event loop that the post
message has been delivered. Instead, uninstall the hook and let it be
called directly by the event loop.
Task-number: QTBUG-42428
Change-Id: I10280126dd50729bc260aa5f7029549e2e061c01
Reviewed-by: Louai Al-Khanji <louai.al-khanji@theqtcompany.com>
Reviewed-by: Friedemann Kleint <Friedemann.Kleint@theqtcompany.com>
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If the size of the window has changed, the backing bitmap should be
reset with the new geometry.
Change-Id: I1ca430cd7b5df1845b4fef31f5bf8f05d889a2fc
Reviewed-by: Louai Al-Khanji <louai.al-khanji@theqtcompany.com>
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When painting a pixmap with rasterFill, the brush should be offset to
match the fill path.
Change-Id: I4e361932643c4a98dce74e55ed16fae274bce43b
Reviewed-by: Louai Al-Khanji <louai.al-khanji@theqtcompany.com>
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For QLatin1String, operator== is overloaded, so comparing to a latin-1
(C) string literal is efficient, since strlen() is comparatively fast.
OTOH, QStringLiteral, when not using RVO, litters the code with
QString dtor calls, which are not inline. Worse, absent lambdas,
it even allocates memory.
So, just compare using QLatin1String instead.
Change-Id: I7af3bf3a67c55dae33ffaf9922d004fa168a3f9c
Reviewed-by: Thiago Macieira <thiago.macieira@intel.com>
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This introduces a combined brush/dash pattern which can be used to
perform faster dashed straight-line drawing. The dash pattern is
prerendered to a tiled bitmap brush, resulting in a significant speedup
for lines with many elements.
As the result of non-rectilinear lines may lose quality compared to the
native dashed renderer, the slow/high quality codepath can be activated
by setting the QPainter::HighQualityAntialiasing render hint.
Task-number: QTBUG-40604
Change-Id: I771e9a81c042b4d8b6891dc9280932696e5a0694
Reviewed-by: Andrew Knight <andrew.knight@digia.com>
Reviewed-by: Louai Al-Khanji <louai.al-khanji@digia.com>
Reviewed-by: Friedemann Kleint <Friedemann.Kleint@digia.com>
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When the composition mode changes to a mode which is not supported by
Direct2D's primitive blending, the rendering follows the emulated (slow)
code path using rasterFill(). This allows the direct2d paint engine to
handle all composition modes supported by QImage.
Task-number: QTBUG-40602
Change-Id: I0ac0b5c89aab2483cb2ef7768d6dec8e16913249
Done-with: Andrew Knight <andrew.knight@digia.com>
Reviewed-by: Andrew Knight <andrew.knight@digia.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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Since we already tell direct2d that we are using pixel sizes in the
QWindowsDirect2DDeviceContextPrivate constructor and thereby enable
scaling inside direct2d, there is no need to scale the font size again.
Change-Id: Id9c9ed4d2848bcd09f997e41fb87802a3fe2432b
Reviewed-by: Andrew Knight <andrew.knight@digia.com>
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1cdcf64ad5c0f42d23ad1a53c965df5c69a6bb4b recently introduced a rendering
bug whereby certain clips would be handled incorrectly.
Change-Id: I3f486819c66b1d665243c8dc1e9d077dd2f64f25
Reviewed-by: Andrew Knight <andrew.knight@digia.com>
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This switches the font rendering to use gray scale antialiasing when in
translucent rendering mode. It does so by adding a flags argument to the
paint engine, allowing for future expansion in communicating render hints
from the device to the engine.
Task-number: QTBUG-41002
Change-Id: I0265154716a12060e851b603a109e9c693f5e843
Reviewed-by: Louai Al-Khanji <louai.al-khanji@digia.com>
Reviewed-by: Friedemann Kleint <Friedemann.Kleint@digia.com>
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When using WA_TranslucentBackground/FramelessWindowHint, the backing
store must paint to an offscreen texture instead of the swap chain in
order to achieve the desired results. This texture is then presented to
the screen using UpdateLayeredWindowIndirect().
As the swap chain is not needed in this mode, its construction is skipped
if indirect rendering is active.
Furthermore, the layering options were updated to fix an issue with
transparent layers overpainting the background. The layer options were
switched to D2D1_LAYER_OPTIONS1_NONE, which appears to work for both
translucent and non-translucent rendering modes.
Task-number: QTBUG-40601
Change-Id: I656f7cdfb424d1eda6f82c2c69500e78d8c1726a
Reviewed-by: Louai Al-Khanji <louai.al-khanji@digia.com>
Reviewed-by: Friedemann Kleint <Friedemann.Kleint@digia.com>
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When drawing QGlyphRun objects through QPainter the QFont passed in
QStaticTextItem/QTextItem is not properly initialized with the correct
size, weight, style strategy etc. Shuffle things around so we always go
through QFontEngine for font data, as that should be more reliable.
Change-Id: I43811c868ebd4fb1d9e937ee28a6d637267b4c7f
Reviewed-by: Risto Avila <risto.avila@digia.com>
Reviewed-by: Andrew Knight <andrew.knight@digia.com>
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Change-Id: I0a3272233de7e685c750f001eb45a5e326d0f35b
Reviewed-by: Laszlo Agocs <laszlo.agocs@digia.com>
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Replace old virtual declarations by Q_DECL_OVERRIDE where
applicable.
Errors discovered: QWindowsScreen::primaryOrientation() did not
overwrite any method, changed to orientation().
Task-number: QTBUG-38858
Task-number: QTBUG-38993
Change-Id: Ie85d5235f3cd35c7a24cac3c1c7693c6508b1009
Reviewed-by: Oliver Wolff <oliver.wolff@digia.com>
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For whatever reason direct2d and the raster engine disagree by one pixel
about the positioning of positively sloping aliased lines. To get the same
output, we shift such lines by one pixel.
Change-Id: I4b20319770c02e3fdd212b3535ccae3c27ca9f2f
Reviewed-by: Risto Avila <risto.avila@digia.com>
Reviewed-by: Friedemann Kleint <Friedemann.Kleint@digia.com>
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It turns out that supporting HighRes painting with Direct2D is quite
simple. Two things are necessary.
First, we set the unit mode to D2D1_UNIT_MODE_PIXELS on all our device
contexts, which tells Direct2D that we specify everything in pixels.
Direct2D will internally do the required conversions.
Second, we scale font sizes according to DPI.
Previously rendering errors resulted when a highres mode was used, this
fixes those errors.
Task-number: QTBUG-39105
Change-Id: Ibb4dbea4746687228249e2c36d48c4bd6c5c7bf9
Reviewed-by: Risto Avila <risto.avila@digia.com>
Reviewed-by: Friedemann Kleint <Friedemann.Kleint@digia.com>
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Change-Id: Ib40daa1ba56cce423b29ac8f1ab50e4638980728
Reviewed-by: Risto Avila <risto.avila@digia.com>
Reviewed-by: Friedemann Kleint <Friedemann.Kleint@digia.com>
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The function already needs information from the engine for conversion,
moving it into the private class makes it possible to get this info
directly in the method and makes calling the method nicer.
Change-Id: I47fa9a4531d0d0605aa587fba90fbfdf036f0998
Reviewed-by: Risto Avila <risto.avila@digia.com>
Reviewed-by: Friedemann Kleint <Friedemann.Kleint@digia.com>
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This function was used only in one place and duplicated a lot of logic
with the very similar QVectorPath conversion function. Just use
QVectorPath everywhere instead.
Change-Id: I3a4821f0452634c309ca0730047ea6ef7a7591ca
Reviewed-by: Risto Avila <risto.avila@digia.com>
Reviewed-by: Friedemann Kleint <Friedemann.Kleint@digia.com>
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Hooking into the caching mechanism gets us a measurable performance boost
for paths that are drawn repeatedly, around 10% on my machine when drawing
aliased arcs.
Change-Id: I32f4ed7daa8a51b5c5a9c6d5414ab5d4ef759f70
Reviewed-by: Risto Avila <risto.avila@digia.com>
Reviewed-by: Friedemann Kleint <Friedemann.Kleint@digia.com>
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Change-Id: I2d8ec5faed959d6d642242b3e26ee0f185ee3d53
Reviewed-by: Friedemann Kleint <Friedemann.Kleint@digia.com>
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Use native direct2d stroking instead of falling back to
QPaintEngineEx::stroke which in turn calls the pure virtual
QPaintEngineEx::fill which is reimplemented in QWindowsDirect2DPaintEngine.
In some cases like arc stroking this is significantly faster (up to 3x in
my measurements) and results in better visual quality.
Change-Id: I1c86ff772ba591432ff6550c7c59704ace4f0e0f
Reviewed-by: Risto Avila <risto.avila@digia.com>
Reviewed-by: Friedemann Kleint <Friedemann.Kleint@digia.com>
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It turns out that the version we were testing against was more recent than
basic Windows 7 SP1 + Platform Update. The direct2d version that
combination produces without any other updates is 6.2.9200.16492, and it
is sufficient for us.
Change-Id: Ib9840647371e2bb5c71bf74486348444ed4b4c19
Reviewed-by: Risto Avila <risto.avila@digia.com>
Reviewed-by: Friedemann Kleint <Friedemann.Kleint@digia.com>
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When checking whether a QPen should be treated as cosmetic we need to
take into account the render hints set on the painter as well.
Change-Id: I8200611af08000d2d1626d8ef97eb3f6dac4951c
Reviewed-by: Risto Avila <risto.avila@digia.com>
Reviewed-by: Andrew Knight <andrew.knight@digia.com>
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Let's do the same thing the raster engine does. Much faster too.
Change-Id: I88ea9d2c2ac78feee1193b75a9e96c62a7bd5979
Reviewed-by: Risto Avila <risto.avila@digia.com>
Reviewed-by: Friedemann Kleint <Friedemann.Kleint@digia.com>
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Microsoft recommends setting the maximum frame latency to 1:
http://blogs.windows.com/windows/b/appbuilder/archive/2013/12/18/optimizing-directx-apps-for-low-latency-input-and-longer-battery-life.aspx
http://msdn.microsoft.com/en-us/library/windows/desktop/hh780339(v=vs.85).aspx
Apparently it slightly reduces power consumption and it also slightly
increases performance. So let's set it.
Change-Id: I8a540f1e54e83d6dc13f25564e10b751e202ce66
Reviewed-by: Risto Avila <risto.avila@digia.com>
Reviewed-by: Friedemann Kleint <Friedemann.Kleint@digia.com>
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Change-Id: I443b74e3d464285febc28345f35d1445e8102015
Reviewed-by: Friedemann Kleint <Friedemann.Kleint@digia.com>
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Since we require a relatively recent system, check the version of the
direct2d dll on disk and report an error to the user if it is too old.
Previously only a cryptic runtime error resulted from a direct2d version
that was too old.
Change-Id: I6c3955e1a98326fca6bcdc871b0a25291391ba88
Reviewed-by: Risto Avila <risto.avila@digia.com>
Reviewed-by: Friedemann Kleint <Friedemann.Kleint@digia.com>
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After analysing text drawing performance two things seem to take up most
of the time. The first is font lookup, the second is QVector
initialization.
To address the first point a per paint engine instance font cache is
introduced. At the moment no mechanism exists to clear this cache and
it is unbounded.
To address the second point, we simply switch to using QVarLengthArray
instead of QVector.
In an artificial benchmark that draws text in a tight loop, the first
change raised fps from ~70 to ~100. The second change further raised this
number to ~115 fps.
Change-Id: Iafa25c3e35bc42bd7c1582b0636e721c5193b494
Reviewed-by: Friedemann Kleint <Friedemann.Kleint@digia.com>
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On some Intel configurations the current DXGI discovery breaks. Fix this
by adhering to Microsoft's guidelines for discovery of the DXGI factory:
http://msdn.microsoft.com/en-us/library/windows/desktop/hh780339(v=vs.85).aspx
Not querying the adapter directly as in the code snippet on the site above
seems to have been a typo originally.
Change-Id: Ibd7546462cdab7e5ad03db9abc16fe1615b631f4
Reviewed-by: Friedemann Kleint <Friedemann.Kleint@digia.com>
Reviewed-by: Andrew Knight <andrew.knight@digia.com>
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Remove the intermediate pixmap in the backing store and draw directly to
the window swap chain. This is faster and reduces memory pressure on the
graphics card.
In case of native child widgets we need to read back the back buffer,
which incurs an extra copy in this case.
In an artificial benchmark drawing animated full screen
gradients as fast as possible this patch increases performance by 42% on
my current machine from 480fps to around 680fps, i.e. the time for
actually getting the pixels to the screen is now lower.
Change-Id: Ifbeda0e199afec03cecfe76337679a9e9d082bdd
Reviewed-by: Risto Avila <risto.avila@digia.com>
Reviewed-by: Friedemann Kleint <Friedemann.Kleint@digia.com>
Reviewed-by: Andrew Knight <andrew.knight@digia.com>
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refs/staging/stable
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This merge adds the opengl rename.
Change-Id: I84ea0b6abee9780ebb2cf3f64ab9e3fdf2acab3e
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they have been fully superseded by 4255ba40ab073afcf2a095b135883612859af4c2.
Change-Id: If7ac14c8b7d3cf00fb0cb916036b62eb86c9cee0
Reviewed-by: Joerg Bornemann <joerg.bornemann@digia.com>
Reviewed-by: Oswald Buddenhagen <oswald.buddenhagen@digia.com>
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Directly handling primitives is faster than using the catch-all fill
function which converts arbitrary paths into a direct2d geometry. So do
so.
Change-Id: I71ce73dbe75aa9b61e741c358d8787d0ea48ee46
Reviewed-by: Risto Avila <risto.avila@digia.com>
Reviewed-by: Friedemann Kleint <Friedemann.Kleint@digia.com>
Reviewed-by: Andrew Knight <andrew.knight@digia.com>
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Aliased drawing has so far not been perfectly pixel aligned, resulting in
less than stellar output in some instances. Although a little hacky,
adding 0.5 to all coordinates when in aliased mode fixes things up nicely.
There doesn't appear to be a better way to get d2d to cooperate as we
would like it to.
Change-Id: I10ee494d2f576bfd0eca6d4429095a3726c0bf14
Reviewed-by: Risto Avila <risto.avila@digia.com>
Reviewed-by: Andrew Knight <andrew.knight@digia.com>
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Change-Id: I4eea073ad11ba8684212258b344c1f237598a9c5
Reviewed-by: Risto Avila <risto.avila@digia.com>
Reviewed-by: Friedemann Kleint <Friedemann.Kleint@digia.com>
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By only starting/ending drawing once in the backing store, we can avoid
multiple start/ends and thus flushes of the direct2d device context. This
can potentially be much faster with some drivers when many widgets that
draw to the same backing store need to redraw. Because starts/ends of
QWindowsDirect2DDeviceContext are already refcounted this works out of the
box.
Change-Id: Ib48edceef6a1041ae0509587c77ac0caa8b29fc6
Reviewed-by: Risto Avila <risto.avila@digia.com>
Reviewed-by: Friedemann Kleint <Friedemann.Kleint@digia.com>
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Improve the way we fall back to the raster engine by forwarding painting
state. Amongst other things this makes perspective transforms appear
correct.
Change-Id: I729de56ef3112bbc01516fc11c295f33a2aada0d
Reviewed-by: Risto Avila <risto.avila@digia.com>
Reviewed-by: Friedemann Kleint <Friedemann.Kleint@digia.com>
Reviewed-by: Andrew Knight <andrew.knight@digia.com>
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Fix the paint handling to support QPaintEngineEx style state updates. This
fixes most of the outstanding issues, as QPainter save and restore were
essentially broken before
Change-Id: I477d8acfd71bba32dfac4c491bc5bbaad1804ec5
Reviewed-by: Friedemann Kleint <Friedemann.Kleint@digia.com>
Reviewed-by: Risto Avila <risto.avila@digia.com>
Reviewed-by: Andrew Knight <andrew.knight@digia.com>
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