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authorGunnar Sletta <gunnar.sletta@jollamobile.com>2014-04-25 16:21:00 +0200
committerThe Qt Project <gerrit-noreply@qt-project.org>2014-05-01 14:28:05 +0200
commitef5a68dfa19bbdb588e9061ed788b805fc3155e1 (patch)
tree18e32d4d33444156333c8cab771def69037ab1c9 /src/quick/items/qquickitemgrabresult.cpp
parenta292bcb1438034a24e95ec08be04a76ba832d793 (diff)
Make sure we rebuild batches properly after a Blending material change.
If a node sent DirtyGeometry and DirtyMaterial in the same round and DirtyGeometry triggered its batch to be invalidated, we would take the no-batch code path which did set the rebuild state to BuildBatches. This looks ok on screen, but if the node changed from alpha to opaque, it would not be put into an opaque batch. For things like full screen rectangles, this can potentially hurt performance. To prevent doing a full rebuild on any material change on batchless items (aka all Rectangle nodes), we store the blend state of the material in the element and do a full rebuild only when blend state changes. Change-Id: Ifdf06fb72ef02ca47a135c821ddbcbe0d164ca29 Reviewed-by: Laszlo Agocs <laszlo.agocs@digia.com>
Diffstat (limited to 'src/quick/items/qquickitemgrabresult.cpp')
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