| Commit message (Collapse) | Author | Age | Files | Lines |
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From now on we prefer nullptr instead of 0 to clarify cases where
we are assigning or testing a pointer rather than a numeric zero.
Also, replaced cases where 0 was passed as Qt::KeyboardModifiers
with Qt::NoModifier (clang-tidy replaced them with nullptr, which
waas wrong, so it was just as well to make the tests more readable
rather than to revert those lines).
Change-Id: I4735d35e4d9f42db5216862ce091429eadc6e65d
Reviewed-by: Simon Hausmann <simon.hausmann@qt.io>
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Change-Id: I176f91a8c51e81a2df3fe91733118261491223ee
Reviewed-by: Lars Knoll <lars.knoll@qt.io>
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Change-Id: I71275a2076c3d32ee2896571be882067320a2e9e
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Change-Id: I84e363d735b443cb9beefffd14b8c023a37aa489
Reviewed-by: Lars Knoll <lars.knoll@qt.io>
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Change-Id: I6cbd83b61fac34c2ba6936711289ec09a490719a
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GL_EXT_xxxx is not sufficient here. QOpenGLFunctions already has support
for the ANGLE and some other variants of the framebuffer multisample and
blit extensions, so use that instead of the manual checks.
Change-Id: I2d8e0850d3b0b9a9cfd9e55aa38adad07a0ba45d
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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[ChangeLog][Qt Quick] Added the properties ShaderEffectSource.samples
and Item.layer.samples to allow requesting MSAA rendering of an item
subtree, without enabling multisampling for the entire scene.
Task-number: QTBUG-58945
Change-Id: I9102cfabba10d4dc1e7ad2aa0b258ada6d9a5a47
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Currently the Qt Quick module depends on either the OpenGL or OpenGLES
headers being available at build time. Since we are adding support for
adaptations that do not depend on OpenGL, it should be possible to build
Qt Quick in environments that do not have OpenGL development headers.
This does present many challenges though because in some cases GL types,
and classes that require OpenGL are part of the public APIs. However
since these classes were never available when QT_NO_OPENGL was defined,
it should be possible to redefine the function signatures under this
scenario, since it's not possible to break binary compatibility if there
never were any binaries to break compatibility with.
One of the bigger changes that was necessary to facilitate this change
is creating interfaces out of QSGContext and QSGRenderContext. Here the
default behavior was usage of OpenGL directly, even though subclasses
could override all OpenGL usage. Making them interfaces should bring
QSGContext and QSGRenderContext more in line with the other classes
present in the adaptation layer.
Change-Id: Iaa54dc0f6cfd18d2da1d059548abf509bd71f200
Reviewed-by: Laszlo Agocs <laszlo.agocs@theqtcompany.com>
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From Qt 5.7 -> LGPL v2.1 isn't an option anymore, see
http://blog.qt.io/blog/2016/01/13/new-agreement-with-the-kde-free-qt-foundation/
Updated license headers to use new LGPL header instead of LGPL21 one
(in those files which will be under LGPL v3)
Change-Id: Ic36f1a0a1436fe6ac6eeca8c2375a79857e9cb12
Reviewed-by: Lars Knoll <lars.knoll@theqtcompany.com>
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Using textures generated by ShaderEffectSource items (or Item.layer)
with custom OpenGL code was non-intuitive due to mismatching coordinate
systems, so added a possibility to control the generated texture
orientation.
[ChangeLog][QtQuick][ShaderEffectSource] Added possibility to mirror
generated OpenGL texture.
Change-Id: I7c03d8b6fbfc43d69812c15d244200fb8e7c7bb9
Reviewed-by: Gunnar Sletta <gunnar@sletta.org>
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Change-Id: I4d5640ff95e1361ec7e65fb3e87d7726d8185ff5
Reviewed-by: Sergio Ahumada <sahumada@texla.cl>
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Qt copyrights are now in The Qt Company, so we could update the source
code headers accordingly. In the same go we should also fix the links to
point to qt.io.
Change-Id: I61120571787870c0ed17066afb31779b1e6e30e9
Reviewed-by: Iikka Eklund <iikka.eklund@theqtcompany.com>
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Conflicts:
src/quick/items/context2d/qquickcanvasitem.cpp
src/quick/scenegraph/coreapi/qsgbatchrenderer.cpp
src/quick/scenegraph/coreapi/qsgrenderer.cpp
src/quick/scenegraph/qsgadaptationlayer.cpp
src/quick/scenegraph/qsgrenderloop.cpp
src/quick/scenegraph/qsgthreadedrenderloop.cpp
src/quick/scenegraph/qsgwindowsrenderloop.cpp
src/quick/scenegraph/util/qsgatlastexture.cpp
src/quick/scenegraph/util/qsgtexture.cpp
src/quick/util/qquickprofiler_p.h
Change-Id: Ie274c3baf72a8a0711c87d67238d68e2b2887429
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This logic changed then timing for when the layer's m_dirtyTexture
was set and unset, which had some side effects. Revert to the old
and known-to-work behavior of using a connection.
Change-Id: I4048e7ae70491afe36b2d766e6c506d9febc44ed
Task-number: QTBUG-41451
Reviewed-by: Mitch Curtis <mitch.curtis@digia.com>
Reviewed-by: Giulio Camuffo <giulio.camuffo@jollamobile.com>
Reviewed-by: Simon Hausmann <simon.hausmann@digia.com>
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Conflicts:
src/quick/items/qquickpainteditem.h
src/quick/items/qquickshadereffectsource.cpp
src/quick/items/qquickshadereffectsource_p.h
Change-Id: If98096443afe85fc4370cef971eace050006a61b
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This basically renames QQuickShaderEffectTexture to QSGDefaultLayer and
introduces QSGLayer as interface to be used. QQuickShaderEffectTexture is
generic for the scene graph and has no QtQuick dependencies. The interface
separation allows scene graph backends to customize layers.
Change-Id: I9a7f37addaa4b80a34ff9a1456b0cb9b16d4e9f3
Reviewed-by: Gunnar Sletta <gunnar.sletta@jollamobile.com>
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