| Commit message (Collapse) | Author | Age | Files | Lines |
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Clean up helper definitions required for old SDKs and MinGW and
move the remaining ones to the files that require them.
Ensure compilations with MinGW 4.9.
Task-number: QTBUG-51673
Change-Id: I607989dd1d9197f237c6d021209a2c94aeb84021
Reviewed-by: Joerg Bornemann <joerg.bornemann@qt.io>
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Conflicts:
configure
src/3rdparty/double-conversion/include/double-conversion/utils.h
src/corelib/global/qnamespace.qdoc
src/corelib/tools/qsimd_p.h
tests/auto/corelib/io/qfile/tst_qfile.cpp
Change-Id: I3ca1007bab5355d251c13002a18e93d81c254d34
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Detect if DirectWrite 2 is available, and support color fonts if possible.
One limitation worth mentioning is that if the color font contains regular,
monochrome glyphs as well, then these will be drawn in black, and not in the
pen color. Fixing this would require some elaborate rewrites in the font
rendering system, since we would have to have two font caches per
color font (one for mono and one for colors), or do some sort of trick where
we make argb(r, g, b, 0) mean subpixel alpha instead, and detect glyphs that
are not correctly premultiplied when blitting to the screen.
Another limitation is that the approach does not work with distance field
rendering. In principle we could support this on Windows, since the
format is vector based, but it would also require substantial work and
it is not possible to support for Apple/Google fonts anyway, so it would
just lead to code which is not cross-platform.
[ChangeLog][Windows] Added support for color fonts (color emojis) when
DirectWrite 2 is available.
Change-Id: I6a608dd5d2aa3a7e762a06830902bddac7c550a5
Reviewed-by: Simon Hausmann <simon.hausmann@theqtcompany.com>
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Make sure we always set the base feature as a flag in qtconfig, and
set the sub-feature in addition if it's being used.
Change-Id: Icfeb0ec1ac9e1a615b5b22eb5fcce47e0e7fc153
Reviewed-by: Oswald Buddenhagen <oswald.buddenhagen@theqtcompany.com>
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Task-number: QTBUG-51673
Change-Id: I5b58a7d1651fce7f868a4d3fdd8fa46f35e67695
Reviewed-by: Oliver Wolff <oliver.wolff@theqtcompany.com>
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Conflicts:
tests/auto/corelib/io/qprocess/tst_qprocess.cpp
Change-Id: Ib6955eb874b516b185b45d6c38cec646fbaa95f4
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Windows 10: SHGetFileInfo() (as called by item views on file system
models has been observed to trigger a WM_PAINT on the mainwindow
for totally obscure reasons, causing a recursive repaint. Suppress
this by running it via QThreadPool.
Task-number: QTBUG-45298
Task-number: QTBUG-48823
Task-number: QTCREATORBUG-14888
Change-Id: I7479102b9b8fb0771681260298c3d735e66f220f
Reviewed-by: Joerg Bornemann <joerg.bornemann@theqtcompany.com>
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std::vector is all that the Array original author dreamed about,
and more: never shrinks capacity, non CoWed, ...
Appart from append(), the Array API was modeled after std::vector
(size_t size_type, etc) already, so the port to std::vector is
minimal. The only change besides append() -> push_back() was not
assuming const_iterator being const T*.
Remove now-unused Array.
Change-Id: I02bc71441d01e554e320746d82dbc00f74c5466d
Reviewed-by: Friedemann Kleint <Friedemann.Kleint@theqtcompany.com>
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DirectWrite is not supported on Windows XP.
Task-number: QTBUG-49711
Change-Id: Ie1df6250814226d53fe4fb3a1c6bd024f6018796
Reviewed-by: Joerg Bornemann <joerg.bornemann@theqtcompany.com>
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This is needed to be able to use Qt (with dynamic ANGLE) in a plugin
while the host runs a different version of Qt (and ANGLE).
In addition to changing the LIBEGL_NAME and LIBGLESV2_NAME variables
you also need to update the value of the LIBRARY definition in the
.def files for ANGLE:
qtbase/src/3rdparty/angle/src/libGLESv2/libGLESv2[d?].def
qtbase/src/3rdparty/angle/src/libGLESv2/libEGL[d?].def
Task-number: QTBUG-48431
Change-Id: Idd00d039ba3e20cc0ec7496bee36ed1c90383b0d
Reviewed-by: Friedemann Kleint <Friedemann.Kleint@theqtcompany.com>
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This makes it possible to reuse it for the minimalegl QPA plugin.
Change-Id: I1c3dbaf67f32294a5d0e03cc1eb8557049b810a5
Reviewed-by: Oliver Wolff <oliver.wolff@theqtcompany.com>
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This change reverts c47b04696a9d1dab04c4a59ed9ce4c28aa00fe98 .
Task-number: QTBUG-38993
Task-number: QTBUG-46615
Change-Id: I180dcac3a65a33498b90a71bbcad5e45a12af77c
Reviewed-by: Paul Olav Tvete <paul.tvete@theqtcompany.com>
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Fix style issues along the way.
Change-Id: Ic6a6de28e198eb0b14c198b802e78845703909b9
Reviewed-by: Joerg Bornemann <joerg.bornemann@theqtcompany.com>
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And thus do not disable warnings for the whole module when
configured with -qt-freetype.
Change-Id: I601a7c2990c8e3377531a28078db73800c138ec1
Reviewed-by: Oswald Buddenhagen <oswald.buddenhagen@theqtcompany.com>
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This deduplicates qmake rules in platformsupport and platform plugins.
Change-Id: Ie9c7d933c4433b96bf502e9753a12faa238b4569
Reviewed-by: Lars Knoll <lars.knoll@digia.com>
Reviewed-by: Oswald Buddenhagen <oswald.buddenhagen@theqtcompany.com>
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Use a built-in JSON file in case the QT_OPENGL_BUGLIST environment
variable is not set. When QT_OPENGL_BUGLIST is set, the built-in list
is ignored.
To make the implementation simpler and more readable, some of the code
in QWindowsOpenGLTester is reshuffled a bit. It also caches the results
now, so it is safe and fast to call supportedRenderers() and friends
multiple times.
The blacklist currently contains the Intel card from QTBUG-43263 (Intel
GMA / HD3000 ?) and may also apply to QTBUG-42240.
[ChangeLog][QtGui] Qt now contains a built-in GPU driver blacklist for
Windows that disables the usage of desktop OpenGL with some older cards
that are known to be unstable with opengl32.dll.
Task-number: QTBUG-42240
Task-number: QTBUG-43263
Change-Id: I1ecd65b51fca77925317d52048e7ab01d9b8797c
Reviewed-by: Friedemann Kleint <Friedemann.Kleint@theqtcompany.com>
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Compile qwindowsopengltester on all platforms and add struct
GpuDescription with detection method based on IDirect3D9 (dynamically
loaded).
Expose as a QVariantMap-property to QWindowsNativeInterface to be
able to access it from qtdiag.
Task-number: QTBUG-43263
Change-Id: I3c6cd0bbbe36465e0e05f7064ecfc943d6ea4101
Reviewed-by: Laszlo Agocs <laszlo.agocs@theqtcompany.com>
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This adds support for the environment variable
QT_DEVICE_PIXEL_RATIO for the Windows platform plugin.
Task-number: QTBUG-38993
Task-number: QTBUG-38858
Change-Id: I6831eb6d3a09a80be7bbef46395e91531b61cc50
Reviewed-by: Alessandro Portale <alessandro.portale@digia.com>
Reviewed-by: Paul Olav Tvete <paul.tvete@digia.com>
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Windows does not provide SplitVCursor, SplitHCursor,
OpenHandCursor, ClosedHandCursor, DragCopyCursor,
DragMoveCursor, DragLinkCursor.
This change adds those mouse cursors mimicking the look
of the standard Aero cursors. 32px, 48px and 64px for
each one.
For WinCE or if Qt is configured without png support, the
behavior should not be changed by this patch.
Task-number: QTBUG-38993
Change-Id: Ic0f739d7c5031168b7d105b4d41271a9359d0728
Reviewed-by: Friedemann Kleint <Friedemann.Kleint@digia.com>
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The dynamic builds (-opengl dynamic) are now functional on Windows.
In such a build no components in Qt link to any OpenGL libraries directly
and qmake will not automatically add any such libraries to the
applications' makefiles. Instead, the libraries are chosen and loaded
during runtime and applications are expected to use QOpenGLFunctions
instead of direct OpenGLfunction calls.
Set the environment variable QT_OPENGL to desktop or angle to skip testing
and force the given implementation. The application attributes (AA_UseOpenGLES
and such) are also taken into account.
The testing logic is same as before: We try to load opengl32 and
resolve a shader related function. If this fails, ANGLE is chosen. This
allows utilizing full desktop OpenGL on systems that have proper drivers,
while a transparent fallback to ANGLE will be done automatically for
systems that don't. The latter includes also remote desktop connections.
Software rendering via Mesa llvmpipe is supported too. The fallback is
automatic on systems where the desktop test fails and ANGLE fails to load
or initialize (e.g. due to missing libs like d3dcompiler), as long as a
suitable patched build of Mesa is available.
[ChangeLog][QtGui] Dynamic OpenGL implementation loading is now supported
on Windows. This requires Qt to be configured with -opengl dynamic.
Task-number: QTBUG-36483
Change-Id: Ie8bb25a6d55b3a1609b00150aeccd909aec27313
Reviewed-by: Friedemann Kleint <Friedemann.Kleint@digia.com>
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The patch introduces a new build configuration on Windows which
can be requested by passing -opengl dynamic to configure.
Platforms other than Windows (including WinRT) are not affected.
The existing Angle and desktop configurations are not affected.
These continue to function as before and Angle remains the default.
In the future, when all modules have added support for the dynamic
path, as described below, the default configuration could be changed
to be the dynamic one. This would allow providing a single set of
binaries in the official builds instead of the current two.
When requesting dynamic GL, Angle is built but QT_OPENGL_ES[_2] are
never defined. Instead, the code path that has traditionally been
desktop GL only becomes the dynamic path that has to do runtime
checks. Qt modules and applications are not linked to opengl32.dll or
libegl/glesv2.dll in this case. Instead, QtGui exports all necessary
egl/egl/gl functions which will, under the hood, forward all requests
to a dynamically loaded EGL/WGL/GL implementation.
Porting guide (better said, changes needed to prepare your code to
work with dynamic GL builds when the fallback to Angle is utilized):
1. In !QT_OPENGL_ES[_2] code branches use QOpenGLFunctions::isES() to
differentiate between desktop and ES where needed. Keep in mind that
it is the desktop GL header (plus qopenglext.h) that is included,
not the GLES one.
QtGui's proxy will handle some differences, for example calling
glClearDepth will route to glClearDepthf when needed. The built-in
eglGetProcAddress is able to retrieve pointers for standard GLES2
functions too so code resolving OpenGL 2 functions will function
in any case.
2. QT_CONFIG will contain "opengl" and "dynamicgl" in dynamic builds,
but never "angle" or "opengles2".
3. The preprocessor define QT_OPENGL_DYNAMIC is also available in
dynamic builds. The usage of this is strongly discouraged and should
not be needed anywhere except for QtGui and the platform plugin.
4. Code in need of the library handle can use
QOpenGLFunctions::platformGLHandle().
The decision on which library to load is currently based on a simple
test that creates a dummy window/context and tries to resolve an
OpenGL 2 function. If this fails, it goes for Angle. This seems to work
well on Win7 PCs for example that do not have proper graphics drivers
providing OpenGL installed but are D3D9 capable using the default drivers.
Setting QT_OPENGL to desktop or angle skips the test and forces
usage of the given GL. There are also two new application attributes
that could be used for the same purpose.
If Angle is requested but the libraries are not present, desktop is
tried. If desktop is requested, or if angle is requested but nothing
works, the EGL/WGL functions will still be callable but will return 0.
This conveniently means that eglInitialize() and such will report a failure.
Debug messages can be enabled by setting QT_OPENGLPROXY_DEBUG. This will
tell which implementation is chosen.
The textures example application is ported to OpenGL 2, the GL 1
code path is removed.
[ChangeLog][QtGui] Qt builds on Windows can now be configured for
dynamic loading of the OpenGL implementation. This can be requested
by passing -opengl dynamic to configure. In this mode no modules will
link to opengl32.dll or Angle's libegl/libglesv2. Instead, QtGui will
dynamically choose between desktop and Angle during the first GL/EGL/WGL
call. This allows deploying applications with a single set of Qt libraries
with the ability of transparently falling back to Angle in case the
opengl32.dll is not suitable, due to missing graphics drivers for example.
Task-number: QTBUG-36483
Change-Id: I716fdebbf60b355b7d9ef57d1e069eef366b4ab9
Reviewed-by: Friedemann Kleint <Friedemann.Kleint@digia.com>
Reviewed-by: Jørgen Lind <jorgen.lind@digia.com>
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Commit 773dd01 introduced a general mingw platform scope, which
is cleaner and more flexible than matching the spec name.
Change-Id: Ie3a9cb791a83f7c8a51bc4e23069190c452ab521
Reviewed-by: Thiago Macieira <thiago.macieira@intel.com>
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Add a layer of abstraction in some spots where the Direct2D plugin will hook in.
Change-Id: Ifca7daf6ad0284af52a81822e970c2317d339234
Reviewed-by: Friedemann Kleint <Friedemann.Kleint@digia.com>
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