| Commit message (Collapse) | Author | Age | Files | Lines |
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QRhi has APIs (but private ones) that allow retrieving and
restoring the contents of the "pipeline cache". (which may map
directly to VkPipelineCache, or may be a simulated, OpenGL
program binary based solution)
In many cases it is convenient if the saving of the cache blob
to a file, and then, during subsequent runs of the application,
the loading of cache contents, can be enabled via environment
variables:
QSG_RHI_PIPELINE_CACHE_SAVE=filename maps to setting the
EnablePipelineCacheDataSave flag on the QRhi, and writing
the collected data to file upon application exit. (more correctly,
when the QRhi is about to be destroyed by the render loop)
QSG_RHI_PIPELINE_CACHE_LOAD=filename maps to attempting to read
the contents of the specified file, and, if successful, passing it
to QRhi right after initialization. When supported and the data is
not corrupt or incomplete, the result is likely improved pipeline
creation times (the exact details depend on the driver with Vulkan,
while with OpenGL it all maps to glProgramBinary instead of compiling
from source)
Setting QSG_INFO=1 can be useful to see what is happening when the above
2 env.vars. are set.
With OpenGL the simulated "pipeline cache" is orthogonal to the Qt 5 era
shader program disk cache: loading from both is supported transparently
to the application. When QSG_RHI_PIPELINE_CACHE_SAVE is enabled, the
disk cache will not be written to.
Task-number: QTBUG-90398
Change-Id: I82d9a81e9dab39d3513a6aa7c6e1ff748a4ec6e5
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Upon a QWindow destroy() and show() we can get to syncAndRenderer
with sync not requested. It will be followed by a full sync+render
request afterwards, but first we need to gracefully survive that
somewhat obscure initial round (obscure because the window is fully
usable, so we get a swapchain, but then we do not sync, so there is no
QSGRenderer created)
Exhibited by tst_qquickwindow::headless. It correctly showed a warning
on all platforms and rhi backends, but was only fatal on macOS and Metal
for some reason.
Fixes: QTBUG-88513
Change-Id: I0396b648af0fd2bef2964b79a28359a7f806530d
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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...while extending the autotest to cover more complicated cases, such as
grabbing again after show-hide and doing show-grab-hide-grab-show-grab.
In fact some of these cases have not been working in Qt 5. Now the basic
render loop is fixed up to support the all the combinations threaded
does.
Task-number: QTBUG-87399
Change-Id: Id01995bc3a2660b16cfb2f8bedc84becea0be1bb
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Change-Id: I728cecd85807eb835703a0bb8bb4acdb1f2068ae
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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With some platforms there is no valid window size yet when the render
thread hits syncAndRender (of course, it does not actually render then).
In this case we emitted an afterFrameEnd without a corresponding
beforeFrameBegin. Just make sure both signal emissions are under the same
condition.
This is tested by the frameSignals case in tst_qquickwindow but since
that's not exercised with the threaded render loop by the CI atm, the
fail was not noticed.
Change-Id: I300ffcc117daa4c6163ce15dd60ceffba659bd69
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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What exactly this will cause is another question. But at least now the
traditional OpenGL way of setting the QSurfaceFormat's swapInterval 0
will have an effect with the other APIs as well.
Change-Id: I6d50952502a70e84828ed87347e2a948299f6f42
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Also fixes a plain bug in the basic render loop: using static to measure
elapsed time is broken in a multi-window setup.
Change-Id: Ie81fd9f4ec274f8ef095a8be7f280173f143de04
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Change-Id: Ib68ddb664cee1ef1530d8d0bfb59e8d97a7d2f27
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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Task-number: QTBUG-86089
Change-Id: If1b3369d49b5088b78f683d7512b156af3765bce
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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The classic example is Shape, which needs to dirty the QQuickItem in
updatePolish() in order to get it picked up in the synchronize step.
That part is fine, but we do not want maybeUpdate() to issue a
requestUpdate() then since we are effectively in progress of doing an
update, so having another full round of polish/sync/render is a waste.
Task-number: QTBUG-86089
Change-Id: Ie41563b34da17e7134631791ed024b31e87e21e3
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Also rename the incomprehensibly named maybePostPolishRequest(), because
it is just a call to QWindow::requestUpdate() nowadays.
postUpdateRequest() makes it clear what it is.
Task-number: QTBUG-86089
Change-Id: I4c9ca1336c26d163772368067eda0f1ef84b9d97
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Fixes: QTBUG-86209
Change-Id: Iea09d22f09df3b50ebdf55d1c72affb5603bdcda
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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Both for the swapchain and more importantly, layers. The latter was
never implemented, not in Qt 5 with OpenGL either, and it becomes a
problem for resource-limited use cases because QSG_NO_DEPTH_BUFFER still
creates depth/stencil attachments for layers even though the 2D
rendering has no use for those then.
Clarify the QQuickGraphicsConfiguration docs as well. The story is
fairly convoluted, because the useDepthFor2D flag one can set from C++
is not 100% the same as the env.var. (and it really should not be)
The flag is about relying on depth testing in 2D (and so enabling the
potentially more efficient opaque batches), but it does not prevent adding
a View3D or other stuff that requires a depth buffer. The env.var on
the other hand does both: it (depending on the platform) disables
depth (and often stencil) buffers, thus using fewer resources, and also
triggers the depth-less 2D rendering path (alpha batches only). But that
is not always compatible with 3D then (like an offscren View3D will work,
other modes may not)
Change-Id: I5ac1ce154fe78a3ec8bd1a698c1c0b944ce8077e
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Make the before signal closer to the actual QRhi::beginFrame() call.
This fixes emitting a beforeFrameBegin unnecessarily when unexposing and
then exposing a window again.
Change-Id: Icc562a57798986c8d04c6800eabc41981c5da85b
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Otherwise the old one leaks as shown in the QQuickWindow test.
Change-Id: I50a8c1b5e7ebc52a2bf9a901d9fae94559d2bcea
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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These persistent hints are still taken into account by the threaded
render loop, so keep them, but get rid of "OpenGL Context" from the
function names.
The qquickwindow autotest has been updated accordingly, and with a few
OpenGL-related cleanups it now runs without any warnings or skips with
OpenGL-on-RHI, while it skips only 1 case when running with some other
API, and 2 with the software backend.
[ChangeLog][Qt Quick][QQuickWindow] The setPersistentOpenGLContext() and
isPersistentOpenGLContext() functions are renamed to
setPersistentGraphics() and isPersistentGraphics().
Change-Id: Ifc4cc7c4b94fe9f7e402b39ca4f28952dcafd588
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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This is not maintained and probably not compatible with QRhi-based
rendering anyways.
Remove it for now.
Task-number: QTBUG-84718
Task-number: QTBUG-84623
Change-Id: I423b45e247c751c94f1407cfb53f056d6ea7a10c
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Task-number: QTBUG-84718
Task-number: QTBUG-84623
Change-Id: I14392c365a52ecc410362500bbe29b4dd7953007
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Change-Id: I0f8583a67b1838b4314ff48173a3e5029ddd6c1d
Reviewed-by: Paul Olav Tvete <paul.tvete@qt.io>
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This also removes QQuickUniformAnimator, which is not yet ported
to RHI (QTBUG-83976)
Task-number: QTBUG-83977
Change-Id: I3e656e6817ac991371b7f6557f050e122635d279
Reviewed-by: Eirik Aavitsland <eirik.aavitsland@qt.io>
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Fixes: QTBUG-84059
Change-Id: Id70c043f96e9525a5a6053efbf99c5ea3408da65
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Change-Id: I0bc2cbce373febcb9073f15067eebbc1723462ba
Reviewed-by: Eirik Aavitsland <eirik.aavitsland@qt.io>
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tst_qquickwindow::grab is now expected to pass in all combinations
(both direct GL and RHI with any backend).
Task-number: QTBUG-78608
Change-Id: I8c1f2ff3d50144c7dd4498160818d0860b67db15
Reviewed-by: Eirik Aavitsland <eirik.aavitsland@qt.io>
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If the window becomes "obscured" (hidden), rendering (i.e. the render
thread) stops. Getting a PlatformSurfaceAboutToBeDestroyed afterwards
led to sending (and blocking) the WMReleaseSwapchainEvent to the render
thread. This lead to a deadlock. While this is not something that
happens normally, the problem is showcased by the "headless" case of
the qquickwindow autotest which has a quite aggressive destroy() call
on the QQuickWindow.
Change-Id: I4726b76646564162af645508e08e35e268fea7e4
Reviewed-by: Paul Olav Tvete <paul.tvete@qt.io>
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This is the behavior with direct OpenGL. With QRhi, we avoided returning
early because QRhi::beginFrame() was already called, so rendering the
frame seemed like a better choice, at first at least. (the SkipPresent
flag was likely introduced at a later point)
Now we just do an endFrame() with SkipPresent set, and then return
without moving on to the rendering phase.
This fixes the noUpdateWhenNothingChanges case in the qquickwindow
autotest.
Additionally, it is suspected that this also fixes the qquicklayout auto
test failures: there we have tests that wait for the frameSwapped()
signal. Until now we did not abort the update when sync resulted in no
changes (with RHI), which confuses said tests because there is an
unexpected frameSwapped() signal emitted.
Change-Id: Id6a859d27a525ed2c16c6b331b1ad5debabfcd77
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
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New additions to the QQuickWindow signal family. Out of the three stages
of the (modern) frame generation process, only two are covered by the
existing beforeRendering, beforeRenderPassRecording -
afterRenderPassRecording, afterRendering pairs.
With the new ones, the rendering of a simple Qt Quick scene looks like
the following:
emit beforeFrameBegin
QRhi::beginFrame()
emit beforeRendering
... (additional render passes targeting textures when layers or View3D are involved)
QRhi::beginPass()
emit beforeRenderPassRecording
...
emit afterRenderPassRecording
QRhi::endPass()
emit afterRendering
QRhi::endFrame()
emit afterFrameEnd
This fits very well the revised QQuickRenderControl API, which has
explicit beginFrame-endFrame points as well. So now we can make both
QQuickRenderControl and the render loops to emit these signals at the
appropriate points.
Task-number: QTBUG-83883
Change-Id: Ib385b29393f3b39b0700432d14ea3976cf337fa0
Reviewed-by: Shawn Rutledge <shawn.rutledge@qt.io>
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Main goals of these changes:
1) Add an ability to work with disabled and inactive palettes from QML
2) Eliminate massive code duplication in qtquickcontrols2 module
3) Provide easily extensible architecture for this piece of
functionality
Architectural part.
Palette
It was decided to not change existing QPalette, but add thin wrappers
around it to provide all required functionality. These wrappers are
highly coupled with QPalette class because of using some enum values
from it.
There are two new classes QQuickPalette and QQuickColorGroup.
QQuickPalette class inherits QQuickColorGroup class and represents
Active/All color group. QQuickPalette also provides an access to three
color groups: Active, Inactive, and Disabled.
In order to access colors the special class QQuickPaletteColorProvider
is used. This is a wrapper around QPalette that provides some
convenience functions.
Interface
The private property "palette" should be exposed.
Implementation
All private parts of classes that implement
QQuickAbstractPaletteProvider have to inherit
QQuickPaletteProviderPrivateBase class. This template class implement
all functionality: create palette, resolve dependencies, connect objects
etc. This is important to mention that related data is lazily
allocatable on demand only. Hence, there is no memory overhead for
regular items.
Change-Id: I911424b730451b1ad47f68fd8007953b66eddb28
Reviewed-by: Volker Hilsheimer <volker.hilsheimer@qt.io>
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Also add some comments to improve maintainability.
Task-number: QTBUG-81740
Change-Id: I4be90768f7a8506b1fb493885062b98be9f4f58a
Reviewed-by: Eirik Aavitsland <eirik.aavitsland@qt.io>
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This adds Q_TRACE tracepoints for all places that are covered by
the QML profiler's QSG integration. The big advantage over the
existing framework is that these trace points can be visualized
next to other system tracepoints to correlate the data better with
load and resource consumption induced by other processes on the
system.
Change-Id: I0c5b70a0870f0b89e4533c351c099e13fd18a55f
Reviewed-by: Ulf Hermann <ulf.hermann@qt.io>
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...because if we are going to go on doing a frame then the repaint request
is fulfilled. Leaving the bit set would cause the render thread's main loop
to start another frame right after the current one is queued, which is kind
of bad in certain scheduling and blocking cases because the main thread
may end up starving due to the unnecessary extra (and sync-less) frame.
Task-number: QTBUG-80498
Change-Id: I6c9a8f60e5f49d771d7d284bb7399eadbde33b8c
Reviewed-by: Paul Olav Tvete <paul.tvete@qt.io>
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So on Windows one now gets a message box with a reasonable message,
instead of the OpenGL nonsense. Then the application closes when pressing
Abort etc.
On other platforms there is a qFatal, printing the same message.
Involves simplifying the OpenGL version a bit since passing isES type of
flags through multiple layers is not justified here.
Task-number: QTBUG-80365
Change-Id: Ie3ea1e9395a283f7e95eda78c1d3894797ff0acf
Reviewed-by: Eirik Aavitsland <eirik.aavitsland@qt.io>
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Task-number: QTBUG-80365
Change-Id: I929fb76eb8d023ab048f6d1c91be078de3cfe750
Reviewed-by: Paul Olav Tvete <paul.tvete@qt.io>
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It is being deprecated.
Change-Id: I844bd92af85bc53a8fc0371408d05277bd49f511
Reviewed-by: Simon Hausmann <simon.hausmann@qt.io>
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
Reviewed-by: Ulf Hermann <ulf.hermann@qt.io>
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The arguments to renderSceneGraph() were incorrect in the threaded
render loop, unlike basic. Fix it up to follow what we do in the
basic loop. (The first argument is the QWindow size (logical). The
second is only used when rendering via the rhi, and is the output
surface/layer size, in pixels. This will get simplified in Qt 6.)
This fixes broken rendering with Metal and the threaded render loop
for windows with dpr > 1.
Change-Id: I427ba5def8cc34900e6fe650e1006ca5f0fa90a4
Reviewed-by: Paul Olav Tvete <paul.tvete@qt.io>
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There are ways to close the window without hitting the code paths in the
render loops that delete the animation controller. Probably if no frame
was ever rendered.
Change-Id: If3e9d2051525c4ff50eda19084c967578fe4f4b0
Reviewed-by: Simon Hausmann <simon.hausmann@qt.io>
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...as this will be done automatically by QRhiSwapChain after the
corresponding QtGui changes.
Task-number: QTBUG-78641
Change-Id: I8edeb728f3aba07bfa6bc6331966fba4bdee71f4
Reviewed-by: Tor Arne Vestbø <tor.arne.vestbo@qt.io>
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Change-Id: I90d43d5daa75bbc52c9c10f4ef920b898bbd39d4
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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Task-number: QTBUG-78089
Change-Id: I22f8bb5ec0af33397df14e064a0306bd4c5a5ef5
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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What we are doing for now is setting ExternalContentsInPass always.
This way vulkanunderqml works as expected. For applications that do
not integrate external rendering this means that there is now an
additional secondary command buffer per render pass, but we can
live with this for now.
Later (Qt 6) there should be a way to declare this (that the application
will want to issue native rendering stuff) up front in QQuickWindow or
somewhere.
Change-Id: I736741f9b0eee2f8295b046bacdce862e6a546f5
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Change-Id: I505ba09d6a0144f18bf29cda2f549c8b69ada1a5
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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Change-Id: I4e8d3111a2f3b77e984756cc9eef49d42f0b647c
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Required with Metal. Drawables and various system resources get
autoreleased and there is no pool to handle these on the SG render
thread by default.
This may present a slight perf hit in debug builds due to
QMacAutoReleasePool doing smart but - for us - unnecessary stuff
every time (so in our case, every frame) but will do for now.
This complements the QRhiMetal change for not holding onto the
drawable when skipping the present. The pool is essential then
to prevent nextDrawable from starving and so blocking.
Task-number: QTBUG-76953
Change-Id: Iaf803a0e20504d6b349d3564eda1677868fb29ef
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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This was visible on X11 only because there beginFrame() happened
to fail once or twice with out-of-date swapchain when there were
a lot of resizes in a row. Handle this case correctly by waking up
the main thread as appropriate.
Change-Id: I67dc18522e1c05070267fd355095324f48259276
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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This was disabled due to the unmerged qtbase api change.
Change-Id: I38beb8f2aa11dc233765bcfe06e91940b64b5758
Reviewed-by: Lars Knoll <lars.knoll@qt.io>
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Opt in via environment variables:
QSG_RHI=1 -> enable using QRhi instead of GL
QSG_RHI_BACKEND -> set to vulkan, metal, d3d11, gl to override the default
(the default is d3d11 on Windows, metal on Mac, gl elsewhere)
Or force a given rhi backend via the existing
QQuickWindow::setSceneGraphBackend().
Otherwise the default behavior is the same as before, the rhi code path
is never active by default.
-no-opengl builds are supported in the sense that they work and default
to the software backend. However, the rhi code path cannot currently be
used in such builds, even though QRhi from qtbase is fully functional
with Vulkan, D3D, or Metal even when qtbase was configured with
-no-opengl. This cannot be utilized by Quick atm due to OpenGL usage
being all over the place in the sources corresponding to the default
backend, and those host the rhi code path as well. This will be cleaned up
hopefully in Qt 6, with the removal all direct OpenGL usage.
Other env.vars.:
QSG_RHI_DEBUG_LAYER=1 -> enable D3D debug or Vulkan validation layer
(assuming the system is set up for this)
QSG_RHI_SHADEREFFECT_DEBUG=1 -> print stuff from ShaderEffect
QSG_SAMPLES=1,2,4,... -> MSAA sample count (but QSurfaceFormat works too)
QT_D3D_ADAPTER_INDEX=0,1,... -> D3D adapter index
QT_VK_PHYSICAL_DEVICE_INDEX=0,1,... -> Vulkan physical device index
QSG_RHI_UINT32_INDEX=1 -> always use uint index data (both
merged/unmerged, convert when needed - with some rhi backends this is
implicit)
QSG_RENDER_LOOP -> to override the render loop as usual. The default
with RHI is threaded for Metal, threaded for Vulkan on Windows, basic
for Vulkan on Linux and Android (to be checked later), while the existing
rules apply for OpenGL.
Not supported when running with QRhi:
- particles
- compressed atlases (though this is transparent to the apps)
- QSGRenderNode
- QQuickRenderControl
- QQuickFramebufferObject
- certain QQuickWindow functionality that depends directly on OpenGL
- anisotropic filtering for textures
- native text may lack some gamma correction
- QSGEngine applicability unclear
- some QML profiler logs may be incorrect or irrelevant
Change-Id: I7822e99ad79e342e4166275da6e9e66498d76521
Reviewed-by: Lars Knoll <lars.knoll@qt.io>
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When using the threaded render loop, the rendering thread assumes
ownership of the rendering context. If the rendering thread is never
started, that context is leaked. This happens in tests sometimes when we
create and destroy a window without waiting for exposure.
So this patch maintains the ownership in the render loop for created
contexts until the per-window thread is started.
Task-number: QTBUG-74348
Change-Id: Ifa397fab0833c82110ac4571c1e3790351c43afd
Reviewed-by: BogDan Vatra <bogdan@kdab.com>
Reviewed-by: Ulf Hermann <ulf.hermann@qt.io>
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This amends 6c08137faf1a53db879701126608833474a2450b.
Fixes: QTBUG-71705
Change-Id: I0e9ca137c039802d348af4a29146395155e497c0
Reviewed-by: Liang Qi <liang.qi@qt.io>
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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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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This update mostly removes qdoc comment markers from comments that
should not have been qdoc comments.
Change-Id: I8ccaa7fd4ae610371e25066e048fcba6cfba8038
Reviewed-by: Martin Smith <martin.smith@qt.io>
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This generates more compact code, saving 20480 bytes on disk
(Linux 64 bit, release build).
Change-Id: I73d6d88b7b61b87a5d714e131fcf86ee80c83f38
Reviewed-by: Ulf Hermann <ulf.hermann@qt.io>
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