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path: root/src/quick/scenegraph/adaptations/software/qsgsoftwarethreadedrenderloop.cpp
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* Delay the deletion of QSGTextures until all windows are synchronizedDominik Holland2017-06-161-0/+2
| | | | | | | | | | | | | | | | With the 'basic' and the 'windows' render loop the scene graph context is shared. Because of this we cannot start deleting textures after the first window is synchronized as it may contain textures needed by the another window, which is not yet synchronized. QWindowPrivate::syncSceneGraph() is not calling endSync() anymore as it doesn't know whether it is the last window or not. Instead the renderloop is now responsible for calling endSync() once this is safe to do. Change-Id: Icb50ebfb447c928e38b41df7e26f3bfafdb4a811 Reviewed-by: Robert Griebl <robert.griebl@pelagicore.com> Reviewed-by: Gunnar Sletta <gunnar@crimson.no>
* Run includemocs in qtdeclarativeThiago Macieira2017-04-261-0/+1
| | | | | Change-Id: I84e363d735b443cb9beefffd14b8c023a37aa489 Reviewed-by: Lars Knoll <lars.knoll@qt.io>
* QSGThreadedRenderLoop: Correctly stop the animation timer ...Robin Burchell2017-01-121-0/+5
| | | | | | | | | | | | | | | | | | | ... when destroying the last window while it is still visible. For the case of windowDestroyed(), the QQuickWindow can still be isVisible true and isExposed true. Given these circumstances, we would not stop the timer (assuming that we needed to keep it running), but this is actually wrong when we are evaluating a timer change depending on the window being destroyed. By calling startOrStopAnimationTimer again, after the window has been removed from m_windows, we will successfully stop the timer -- the only cost being an unnecessary polish event being sent from the first call (which will be ignored). Task-number: QTBUG-58091 Change-Id: I043ce5d88eafee15019e1c8d41c06d531d1da059 Reviewed-by: Gunnar Sletta <gunnar@crimson.no>
* Merge remote-tracking branch 'origin/5.7' into 5.8Liang Qi2016-11-281-8/+16
| | | | | | | | | | | | | | | | The renderers added in 5.8 had to be adapted to the changed profiling macros from 5.6. Conflicts: src/plugins/scenegraph/d3d12/qsgd3d12renderloop.cpp src/plugins/scenegraph/d3d12/qsgd3d12threadedrenderloop.cpp src/quick/scenegraph/adaptations/software/qsgsoftwarerenderloop.cpp src/quick/scenegraph/adaptations/software/qsgsoftwarethreadedrenderloop.cpp src/quick/util/qquickprofiler_p.h tests/auto/qml/qjsengine/tst_qjsengine.cpp tests/auto/qml/qqmlvaluetypes/tst_qqmlvaluetypes.cpp Change-Id: Icb370b7c95aab12589ad73881ac6d178759a5c6b
* Software Adaptation: Add threaded render loopAndy Nichols2016-07-271-0/+991
This is a new attempt at providing a threaded render loop for the software adaptation in scenegraph. This approach is modeled after the D3D12 backend, and provides a separate thread for each window. To enable use the environment variable QSG_RENDER_LOOP=threaded as with the other backends. Change-Id: I6932975dd9c5579d36f0135aa4626dcc43b45ecd Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>