| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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>
|
|
|
|
|
| |
Change-Id: I84e363d735b443cb9beefffd14b8c023a37aa489
Reviewed-by: Lars Knoll <lars.knoll@qt.io>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
... 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>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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
|
|
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>
|