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-rw-r--r--src/quick/items/qquickshadereffectsource.cpp13
1 files changed, 10 insertions, 3 deletions
diff --git a/src/quick/items/qquickshadereffectsource.cpp b/src/quick/items/qquickshadereffectsource.cpp
index bdfef7ca88..59b788643a 100644
--- a/src/quick/items/qquickshadereffectsource.cpp
+++ b/src/quick/items/qquickshadereffectsource.cpp
@@ -53,6 +53,7 @@
QT_BEGIN_NAMESPACE
DEFINE_BOOL_CONFIG_OPTION(qmlFboOverlay, QML_FBO_OVERLAY)
+DEFINE_BOOL_CONFIG_OPTION(qmlFboFlushBeforeDetach, QML_FBO_FLUSH_BEFORE_DETACH)
namespace
{
@@ -75,6 +76,8 @@ namespace
BindableFbo::~BindableFbo()
{
+ if (qmlFboFlushBeforeDetach())
+ glFlush();
if (m_depthStencil)
m_depthStencil->detach();
}
@@ -128,6 +131,7 @@ void QQuickShaderEffectSourceNode::markDirtyTexture()
QQuickShaderEffectTexture::QQuickShaderEffectTexture(QQuickItem *shaderSource)
: QSGDynamicTexture()
, m_item(0)
+ , m_device_pixel_ratio(1)
, m_format(GL_RGBA)
, m_renderer(0)
, m_fbo(0)
@@ -310,6 +314,7 @@ void QQuickShaderEffectTexture::grab()
m_renderer = m_context->createRenderer();
connect(m_renderer, SIGNAL(sceneGraphChanged()), this, SLOT(markDirtyTexture()));
}
+ m_renderer->setDevicePixelRatio(m_device_pixel_ratio);
m_renderer->setRootNode(static_cast<QSGRootNode *>(root));
bool deleteFboLater = false;
@@ -957,11 +962,12 @@ QSGNode *QQuickShaderEffectSource::updatePaintNode(QSGNode *oldNode, UpdatePaint
: m_textureSize;
Q_ASSERT(!textureSize.isEmpty());
+ QQuickItemPrivate *d = static_cast<QQuickItemPrivate *>(QObjectPrivate::get(this));
+
// Crate large textures on high-dpi displays.
- if (sourceItem() && sourceItem()->window())
- textureSize *= sourceItem()->window()->devicePixelRatio();
+ if (sourceItem())
+ textureSize *= d->window->devicePixelRatio();
- QQuickItemPrivate *d = static_cast<QQuickItemPrivate *>(QObjectPrivate::get(this));
const QSize minTextureSize = d->sceneGraphContext()->minimumFBOSize();
// Keep power-of-two by doubling the size.
while (textureSize.width() < minTextureSize.width())
@@ -969,6 +975,7 @@ QSGNode *QQuickShaderEffectSource::updatePaintNode(QSGNode *oldNode, UpdatePaint
while (textureSize.height() < minTextureSize.height())
textureSize.rheight() *= 2;
+ m_texture->setDevicePixelRatio(d->window->devicePixelRatio());
m_texture->setSize(textureSize);
m_texture->setRecursive(m_recursive);
m_texture->setFormat(GLenum(m_format));