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* Make Sprite a configurable featureLars Knoll2016-10-101-2/+7
| | | | | | Change-Id: Iab5c5261cb3cdce3d02fa6cd19ae6f594b6fc649 Reviewed-by: Oswald Buddenhagen <oswald.buddenhagen@theqtcompany.com> Reviewed-by: Simon Hausmann <simon.hausmann@qt.io>
* Software Adaptation: Add threaded render loopAndy Nichols2016-07-271-2/+4
| | | | | | | | | | | 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>
* Add QSGSpriteNode to the Scenegraph Adaptation LayerAndy Nichols2016-07-141-2/+4
| | | | | | | | | | | | Most core Qt Quick items use one of the nodes provided by the Scenegraph Adaptation Layer, however the two items that provide support for Sprites created their own custom nodes. There was significant redundancy in this, and it made it only possible to use the OpenGL adaptation. The AnimatedSprite and SpriteSequence items have been cleaned up, and now use the new QSGSpriteNode. Change-Id: Idc20b9c5da9dc1c94f6368021785382cdf7cec5a Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
* Add cross-backend simple rect, texture, and ninepatch nodesLaszlo Agocs2016-06-221-6/+6
| | | | | | | | | | | | | | | | | | | | | | | | | | | | QSGSimpleRectNode is deprecated -> use QSGRectangleNode via QQuickWindow::createRectangleNode() instead. QSGSimpleTextureNode is deprecated -> use QSGImageNode via QQuickWindow::createImageNode() instead. The OpenGL version of the simple rectangle node is switched over to the vertex color material instead of flat, to allow for better batching. Use the same concept for nine patch nodes. The "style" node from Quick Controls 1 is now QSGNinePatchNode in order to provide a proper cross-backend solution which is already necessary due to the software backend, but now generalize it to apply to the accelerated backends with proper materials as well. QC can now simply call createNinePatchNode() without further ado. Also fixes a bug with the D3D12 texture material not enabling blending when needed. When it comes to the internal class names, QSGRectangleNode and QSGImageNode get the Internal prefix in the adaptation layer in order to differentiate from the public API. This involves quite a lot of renaming, but results in a nice and clean public API. Change-Id: Iddf9f9412377843ea6d652bcf25e68d1d74659ea Reviewed-by: Gunnar Sletta <gunnar@sletta.org>
* Turn the SoftwareContext plugin into the Scenegraph Software AdaptationAndy Nichols2016-03-101-0/+39
The 2D renderer will now become a built-in adaptation of scenegraph that should always be available to fallback to when there are no other renders available. So rather than be an external plugin, now it is a built in adaptation. Change-Id: Ifa02fd50f3085ad1e6f1a73c3ce1e1825b677cc7 Reviewed-by: Laszlo Agocs <laszlo.agocs@theqtcompany.com>