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authorGunnar Sletta <gunnar@sletta.org>2015-06-11 10:17:45 +0200
committerSimon Hausmann <simon.hausmann@theqtcompany.com>2015-06-15 09:31:08 +0000
commite9c5ac78deaae6775ad5cf08c022a0105f7702a7 (patch)
tree8eca91f4d1dc1c13f07f96369023e42b65bbcded /src/quick/scenegraph/qsgcontext_p.h
parentd845227aca013f9d3c0d63a394a5c27733f6d019 (diff)
Add QQuickWindow::TextureIsOpaque as option to createTextureFromImage.
Opaque textures can be a lot faster, so give this option without forcing the user to reimplement her/his own QSGTexture class. The old behavior was that createTextureFromImage() disregarded TextureHasAlphaChannel and looked solely at the image's format. To keep this behavior intact, we introduce a second opt-in flag to switch textures from auto-detect to false, namely TextureIsOpaque. [ChangeLog][QtQuick][QQuickWindow] Add TextureIsOpaque option to createTextureFromImage() Change-Id: I248db4bc5f7920864b6aa8d831ce24d23ad370ef Reviewed-by: Laszlo Agocs <laszlo.agocs@theqtcompany.com>
Diffstat (limited to 'src/quick/scenegraph/qsgcontext_p.h')
-rw-r--r--src/quick/scenegraph/qsgcontext_p.h10
1 files changed, 8 insertions, 2 deletions
diff --git a/src/quick/scenegraph/qsgcontext_p.h b/src/quick/scenegraph/qsgcontext_p.h
index d1897f20f9..49b6f6e2a0 100644
--- a/src/quick/scenegraph/qsgcontext_p.h
+++ b/src/quick/scenegraph/qsgcontext_p.h
@@ -88,6 +88,12 @@ class Q_QUICK_PRIVATE_EXPORT QSGRenderContext : public QObject
{
Q_OBJECT
public:
+ enum CreateTextureFlags {
+ CreateTexture_Alpha = 0x1,
+ CreateTexture_Atlas = 0x2,
+ CreateTexture_Mipmap = 0x4
+ };
+
QSGRenderContext(QSGContext *context);
~QSGRenderContext();
@@ -107,8 +113,8 @@ public:
virtual QSGDistanceFieldGlyphCache *distanceFieldGlyphCache(const QRawFont &font);
QSGTexture *textureForFactory(QQuickTextureFactory *factory, QQuickWindow *window);
- virtual QSGTexture *createTexture(const QImage &image) const;
- virtual QSGTexture *createTextureNoAtlas(const QImage &image) const;
+ virtual QSGTexture *createTexture(const QImage &image, uint flags = CreateTexture_Alpha) const;
+
virtual QSGRenderer *createRenderer();
virtual void compile(QSGMaterialShader *shader, QSGMaterial *material, const char *vertexCode = 0, const char *fragmentCode = 0);