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authorLaszlo Agocs <laszlo.agocs@digia.com>2014-11-22 20:47:07 +0100
committerJørgen Lind <jorgen.lind@theqtcompany.com>2014-12-12 09:41:07 +0100
commitf9a00808991b01f5c3b473e9ec5d309b25b230b9 (patch)
treedb6e749ef685d842c76d3bd46fa9d3e33b163564 /tests/auto/quick/qquickanimatedsprite
parent88508e9f4081a9b0008793dbe90c65f6b96c0f0f (diff)
Default to threaded when using opengl32
This appplies only when using opengl32.dll. When using ANGLE or when using another non-opengl32 DLL, the "windows" single-threaded loop is chosen, just like before. One badly written autotest is fixed. We must never assume that performing some QQuickWindow related work will leave a context current on the main thread. The assumption worked by accident with the single-threaded render loop. [ChangeLog][QtQuick] Changed to use the threaded render loop by default on Windows when running with desktop OpenGL (opengl32.dll). Change-Id: I21798622c19ca510a97a96c19c1e70e29f086e3a Reviewed-by: Friedemann Kleint <Friedemann.Kleint@theqtcompany.com> Reviewed-by: Jørgen Lind <jorgen.lind@theqtcompany.com>
Diffstat (limited to 'tests/auto/quick/qquickanimatedsprite')
-rw-r--r--tests/auto/quick/qquickanimatedsprite/tst_qquickanimatedsprite.cpp12
1 files changed, 11 insertions, 1 deletions
diff --git a/tests/auto/quick/qquickanimatedsprite/tst_qquickanimatedsprite.cpp b/tests/auto/quick/qquickanimatedsprite/tst_qquickanimatedsprite.cpp
index ed97123644..535a875be0 100644
--- a/tests/auto/quick/qquickanimatedsprite/tst_qquickanimatedsprite.cpp
+++ b/tests/auto/quick/qquickanimatedsprite/tst_qquickanimatedsprite.cpp
@@ -36,6 +36,9 @@
#include <private/qabstractanimation_p.h>
#include <private/qquickanimatedsprite_p.h>
#include <QtGui/qpainter.h>
+#include <QtGui/qopenglcontext.h>
+#include <QtGui/qopenglfunctions.h>
+#include <QtGui/qoffscreensurface.h>
class tst_qquickanimatedsprite : public QQmlDataTest
{
@@ -251,7 +254,14 @@ void tst_qquickanimatedsprite::test_largeAnimation()
prevFrame = frame;
}
int maxTextureSize;
- ::glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTextureSize);
+ QOpenGLContext ctx;
+ ctx.create();
+ QOffscreenSurface offscreenSurface;
+ offscreenSurface.setFormat(ctx.format());
+ offscreenSurface.create();
+ QVERIFY(ctx.makeCurrent(&offscreenSurface));
+ ctx.functions()->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTextureSize);
+ ctx.doneCurrent();
maxTextureSize /= 512;
QVERIFY(maxFrame > maxTextureSize); // make sure we go beyond the texture width limitation
QCOMPARE(loopCounter, sprite->loops());