diff options
author | Laszlo Agocs <laszlo.agocs@theqtcompany.com> | 2014-12-12 12:18:08 +0100 |
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committer | Laszlo Agocs <laszlo.agocs@theqtcompany.com> | 2014-12-17 10:17:20 +0100 |
commit | a58893eeda6bd48f41bdfa19eda147343be5f81e (patch) | |
tree | 5a773aebe799fee45e22580cc7dd16d437112779 /src/quick/doc | |
parent | 92a1c1f60c637c211cd16cbe7ea9cbc663da1013 (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.qdoc | 18 |
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 |