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-rw-r--r--src/quick/scenegraph/qsgrenderloop.cpp24
1 files changed, 7 insertions, 17 deletions
diff --git a/src/quick/scenegraph/qsgrenderloop.cpp b/src/quick/scenegraph/qsgrenderloop.cpp
index cb9f7f331f..a9f7a3a963 100644
--- a/src/quick/scenegraph/qsgrenderloop.cpp
+++ b/src/quick/scenegraph/qsgrenderloop.cpp
@@ -39,7 +39,6 @@
#include "qsgrenderloop_p.h"
#include "qsgthreadedrenderloop_p.h"
-#include "qsgwindowsrenderloop_p.h"
#include "qsgrhisupport_p.h"
#include <private/qquickanimatorcontroller_p.h>
@@ -238,13 +237,10 @@ QSGRenderLoop *QSGRenderLoop::instance()
} else {
loopType = BasicRenderLoop;
#ifdef Q_OS_WIN
- // With desktop OpenGL (opengl32.dll), use threaded. Otherwise (ANGLE) use windows.
if (QOpenGLContext::openGLModuleType() == QOpenGLContext::LibGL
&& QGuiApplicationPrivate::platformIntegration()->hasCapability(QPlatformIntegration::ThreadedOpenGL))
{
loopType = ThreadedRenderLoop;
- } else {
- loopType = WindowsRenderLoop;
}
#else
if (QGuiApplicationPrivate::platformIntegration()->hasCapability(QPlatformIntegration::ThreadedOpenGL))
@@ -271,10 +267,6 @@ QSGRenderLoop *QSGRenderLoop::instance()
default:
break;
}
-
- // no 'windows' because that's not yet ported to the rhi
- if (loopType == WindowsRenderLoop)
- loopType = BasicRenderLoop;
}
// The environment variables can always override. This is good
@@ -288,12 +280,14 @@ QSGRenderLoop *QSGRenderLoop::instance()
if (Q_UNLIKELY(qEnvironmentVariableIsSet("QSG_RENDER_LOOP"))) {
const QByteArray loopName = qgetenv("QSG_RENDER_LOOP");
- if (loopName == "windows")
- loopType = WindowsRenderLoop;
- else if (loopName == "basic")
+ if (loopName == "windows") {
+ qWarning("The 'windows' render loop is no longer supported. Using 'basic' instead.");
+ loopType = BasicRenderLoop;
+ } else if (loopName == "basic") {
loopType = BasicRenderLoop;
- else if (loopName == "threaded")
+ } else if (loopName == "threaded") {
loopType = ThreadedRenderLoop;
+ }
}
switch (loopType) {
@@ -303,12 +297,8 @@ QSGRenderLoop *QSGRenderLoop::instance()
s_instance = new QSGThreadedRenderLoop();
break;
#endif
- case WindowsRenderLoop:
- qCDebug(QSG_LOG_INFO, "windows render loop");
- s_instance = new QSGWindowsRenderLoop();
- break;
default:
- qCDebug(QSG_LOG_INFO, "QSG: basic render loop");
+ qCDebug(QSG_LOG_INFO, "basic render loop");
s_instance = new QSGGuiThreadRenderLoop();
break;
}