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authorGunnar Sletta <gunnar.sletta@jollamobile.com>2014-05-15 21:01:06 +0200
committerThe Qt Project <gerrit-noreply@qt-project.org>2014-05-19 11:15:08 +0200
commit851ae1a77dc207ec11b8ed3f0786bfe1c1905e4c (patch)
tree6576f581a94851366e4481ea6994b610636f5fe0 /src/quick/util/qquickanimatorjob.cpp
parent8f6254a88e4c634203df779aa385d9955e91b56f (diff)
Fix crash with running animators on re-shown windows.
The non-threaded render loops would clean up the nodes for a window when it was hidden, but the animators kept running and had a reference to the deleted nodes. This was not a problem for the threaded render loop as it would wipe the animator controller as well which would clean the jobs. Fix it by triggering a reset of all nodes in the animators when the window is told to clean up. If an animator is ticked when it doesn't have a node, it will simply do nothing. When the window is made visible again, we call initialize on all animators to find the new node. Task-number: QTBUG-37995 Change-Id: Ie5609d95db29f4b2b30ca5bf641dce901e528389 Reviewed-by: Michael Brasser <michael.brasser@live.com>
Diffstat (limited to 'src/quick/util/qquickanimatorjob.cpp')
-rw-r--r--src/quick/util/qquickanimatorjob.cpp26
1 files changed, 21 insertions, 5 deletions
diff --git a/src/quick/util/qquickanimatorjob.cpp b/src/quick/util/qquickanimatorjob.cpp
index 3bc4cef5b9..0bf95a49b4 100644
--- a/src/quick/util/qquickanimatorjob.cpp
+++ b/src/quick/util/qquickanimatorjob.cpp
@@ -281,6 +281,12 @@ void QQuickTransformAnimatorJob::initialize(QQuickAnimatorController *controller
}
}
+void QQuickTransformAnimatorJob::nodeWasDestroyed()
+{
+ if (m_helper)
+ m_helper->node = 0;
+}
+
void QQuickTransformAnimatorJob::Helper::sync()
{
const quint32 mask = QQuickItemPrivate::Position
@@ -326,7 +332,7 @@ void QQuickTransformAnimatorJob::Helper::sync()
void QQuickTransformAnimatorJob::Helper::apply()
{
- if (!wasChanged)
+ if (!wasChanged || !node)
return;
QMatrix4x4 m;
@@ -412,6 +418,11 @@ void QQuickOpacityAnimatorJob::initialize(QQuickAnimatorController *controller)
}
}
+void QQuickOpacityAnimatorJob::nodeWasDestroyed()
+{
+ m_opacityNode = 0;
+}
+
void QQuickOpacityAnimatorJob::writeBack()
{
if (m_target)
@@ -420,7 +431,7 @@ void QQuickOpacityAnimatorJob::writeBack()
void QQuickOpacityAnimatorJob::updateCurrentTime(int time)
{
- if (!m_controller)
+ if (!m_controller || !m_opacityNode)
return;
Q_ASSERT(m_controller->m_window->openglContext()->thread() == QThread::currentThread());
@@ -504,13 +515,18 @@ void QQuickUniformAnimatorJob::setTarget(QQuickItem *target)
m_target = target;
}
+void QQuickUniformAnimatorJob::nodeWasDestroyed()
+{
+ m_node = 0;
+ m_uniformIndex = -1;
+ m_uniformType = -1;
+}
+
void QQuickUniformAnimatorJob::afterNodeSync()
{
m_node = static_cast<QQuickShaderEffectNode *>(QQuickItemPrivate::get(m_target)->paintNode);
- if (m_node) {
- m_uniformIndex = -1;
- m_uniformType = -1;
+ if (m_node && m_uniformIndex == -1 && m_uniformType == -1) {
QQuickShaderEffectMaterial *material =
static_cast<QQuickShaderEffectMaterial *>(m_node->material());
bool found = false;