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authorLaszlo Agocs <laszlo.agocs@theqtcompany.com>2014-12-12 12:18:08 +0100
committerLaszlo Agocs <laszlo.agocs@theqtcompany.com>2014-12-17 10:17:20 +0100
commita58893eeda6bd48f41bdfa19eda147343be5f81e (patch)
tree5a773aebe799fee45e22580cc7dd16d437112779 /src/quick/doc
parent92a1c1f60c637c211cd16cbe7ea9cbc663da1013 (diff)
Update scenegraph docs regarding threaded render loop usage
Change-Id: I4f8aa9b209096bbcdabcb689007e4166279f8a4c Reviewed-by: Gunnar Sletta <gunnar@sletta.org>
Diffstat (limited to 'src/quick/doc')
-rw-r--r--src/quick/doc/src/concepts/visualcanvas/scenegraph.qdoc18
1 files changed, 10 insertions, 8 deletions
diff --git a/src/quick/doc/src/concepts/visualcanvas/scenegraph.qdoc b/src/quick/doc/src/concepts/visualcanvas/scenegraph.qdoc
index 046c23f8f0..9b8b76da83 100644
--- a/src/quick/doc/src/concepts/visualcanvas/scenegraph.qdoc
+++ b/src/quick/doc/src/concepts/visualcanvas/scenegraph.qdoc
@@ -244,18 +244,20 @@ animations, process events, etc.
\endlist
-The threaded renderer is currently used by default on Linux with
-non-Mesa based drivers, OS X and EGLFS based QPA platforms, but this
-is subject to change. It is possible to force use of the threaded
-renderer by setting \c {QSG_RENDER_LOOP=threaded} in the
-environment.
+The threaded renderer is currently used by default on Windows with
+opengl32.dll, Linux with non-Mesa based drivers, OS X and EGLFS but
+this is subject to change. It is possible to force use of the threaded
+renderer by setting \c {QSG_RENDER_LOOP=threaded} in the environment.
\section2 Non-threaded Render Loop
The non-threaded render loop is currently used by default on Windows
-and non-EGLFS based embedded platforms. This is mostly a precautionary
-measure, as not all combinations of OpenGL drivers and windowing
-systems have been tested.
+with ANGLE or a non-default opengl32 implementation and Linux with
+Mesa drivers. For the latter this is mostly a precautionary measure,
+as not all combinations of OpenGL drivers and windowing systems have
+been tested. At the same time implementations like ANGLE or Mesa
+llvmpipe are not able to function properly with threaded rendering at
+all so not using threaded rendering is essential for these.
Even when using the non-threaded render loop, you should write your
code as if you are using the threaded renderer, as failing to do so