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This is a system-level failure, with which we can do very little,
so we abort.
Change-Id: I945da8bd28df35a6c8987160a2f0177d27d6c95d
Reviewed-by: Robin Burchell <robin.burchell@viroteck.net>
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Conflicts:
src/qml/qml/qqmlobjectcreator_p.h
Change-Id: I60858ddb46866a8fa1a8576bb05b412afeeb4e41
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Change-Id: I415e632aa4e584c8fca745581f25a676db0eae42
Reviewed-by: Giulio Camuffo <giulio.camuffo@jollamobile.com>
Reviewed-by: Robin Burchell <robin.burchell@viroteck.net>
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- Renamed LICENSE.LGPL to LICENSE.LGPLv21
- Added LICENSE.LGPLv3 & LICENSE.GPLv2
- Removed LICENSE.GPL
Change-Id: I84a565e2e0caa3b76bf291a7d188a57a4b00e1b0
Reviewed-by: Jani Heikkinen <jani.heikkinen@digia.com>
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Change-Id: I438c33a1dc83fd0cd1ec08bb4e4a1257a3216ca2
Reviewed-by: Laszlo Agocs <laszlo.agocs@digia.com>
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The eventloop recursion in the threaded render loop
was there to preempt any pending event to make sure
we worked with as recent as possible input events. The
benefit of this was never verified.
The recursion after the actual flush was to fix animations
which were constantly started during touch events, such
as a behavior tracking the mouse point. This is fixed
differently.
Event loop recursion is always dangerous, so we're
doing what we can to avoid it.
Change-Id: I120b2e98350e3b9068153415a671408773fbc769
Reviewed-by: Michael Brasser <michael.brasser@live.com>
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Conflicts:
.qmake.conf
examples/quick/scenegraph/openglunderqml/squircle.h
src/quick/doc/src/qmltypereference.qdoc
src/quick/scenegraph/qsgthreadedrenderloop.cpp
Change-Id: Ife4f4b897044a7ffcd0710493c6aed1d87cf1ef9
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Change-Id: If4b8fa77e6e3a288487a011e83791ad6a189675c
Reviewed-by: Manish Sharma <83.manish@gmail.com>
Reviewed-by: Laszlo Agocs <laszlo.agocs@digia.com>
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Previously the polish timings were collected incorrectly from the
windows render loop and not at all from the basic render loop. By
collecting the polish times at the right places we can get rid of
the 2-argument profile macro as well.
Task-number: QTBUG-39876
Change-Id: I0b4aaf87162c652b8dcea6cd4f54db053f8312fe
Reviewed-by: Gunnar Sletta <gunnar.sletta@jollamobile.com>
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Change-Id: I865ee838b0fd6c257b7189f24130012b98206fd1
Reviewed-by: Shawn Rutledge <shawn.rutledge@digia.com>
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Because we do event processing in polishAndSync, hide() or
handleObscurity() might have been called by the time we
continue execution. We already handled that windowDestroyed()
was called.
Change-Id: If45bcf3fa18cef1a60ca31bc26d3830045f581d9
Reviewed-by: Laszlo Agocs <laszlo.agocs@digia.com>
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Change-Id: Ia3fc01f11ff28441d4ef095b520297a73e3399d6
Reviewed-by: Laszlo Agocs <laszlo.agocs@digia.com>
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Conflicts:
src/quickwidgets/qquickwidget.cpp
Change-Id: Id4b080aea713df68608847bb82570231e37ce536
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The threaded render loop continues to run the polish-and-sync timer for
ever in case the QQuickWindow is destroyed while the timer is active.
Instead of pumping the timer events on the render thread for ever, the
timer has to be killed somewhere.
Change-Id: I8e458624e26ebfacb6cc69a4f2fbb3da57ae5e0e
Reviewed-by: Gunnar Sletta <gunnar.sletta@jollamobile.com>
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Conflicts:
.qmake.conf
src/plugins/accessible/quick/quick.pro
src/quick/items/qquickpincharea.cpp
src/quick/scenegraph/coreapi/qsgbatchrenderer.cpp
src/quick/scenegraph/qsgthreadedrenderloop.cpp
Manually adjusted for TestHTTPServer constructor change:
tests/auto/quick/qquickimage/tst_qquickimage.cpp
Change-Id: I5e58a7c08ea92d6fc5e3bce98571c54f7b2ce08f
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Task-number: QTBUG-38564
Change-Id: Ice1170339f7d650fcb6accfccf325471629343d6
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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This removes QSGContext::sharedOpenGLContext and replace its uses
with QOpenGLContextPrivate::globalShareContext, which is also going
to be used by QOpenGLWidget and QQuickWidget.
Change-Id: I1e296c3e6832f717caaf31ba7d7b27c06249219b
Reviewed-by: Laszlo Agocs <laszlo.agocs@digia.com>
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Change-Id: I95f1d6fe4695a09b1b6ccaf026137dabc22ec82c
Reviewed-by: Michael Brasser <michael.brasser@live.com>
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Using the requested format (we don't have anything else since the platform
window is gone) is wrong on EGL implementations that offer a different set
of configurations for window and pbuffer surfaces, because we may end up
with a pbuffer surface that is incompatible with the context/window due to
having different color buffer sizes.
To be absolutely sure that the surface is compatible, store the actual
surface format so that it is available even after the platform window is
gone.
Change-Id: Id17c25439c463d4c37af95fc90f336d3f67c6427
Reviewed-by: Gunnar Sletta <gunnar.sletta@jollamobile.com>
Reviewed-by: Lars Knoll <lars.knoll@digia.com>
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Multiply by window->devicePixelRatio() at all
qt_gl_read_framebuffer() call sites.
Task-number: QTBUG-35962
Change-Id: If58e4f97fc5d931ba2e222f8cb1a0641d52c3257
Reviewed-by: Gunnar Sletta <gunnar.sletta@jollamobile.com>
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The QUnifiedTimer in the GUI thread doesn't cover the render thread
animations. We need a separate registration for those. We also need
to keep track of which animation events are coming from which
threads.
Task-number: QTCREATORBUG-11659
Change-Id: I1fdd80a5630cc6a33e527b99be7347f3bd63510f
Reviewed-by: Gunnar Sletta <gunnar.sletta@jollamobile.com>
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The cleanup() function would deregister the render loop from all
windows the render loop had seen, but the render loop doesn't see
windows until the window gets a showEvent and for some implementations
it was removed as a result of hideEvent. So add explicit tracking to
QSGRenderLoop which is managed by QQuickWindow's constructor and
destructor. With this, we no longer need the lists from the
subclasses, so these functions are removed again.
Change-Id: I05e5507ad57e23c80bacd99752654cc7d0890dc1
Reviewed-by: Paul Olav Tvete <paul.tvete@digia.com>
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e13547c595913c58e6bd6a5ed80fdc729fae7d47 used a global static to clean
up QSGRenderLoop which is triggered very late, potentially after
SG backend API plugins have been unloaded. This results in crashes
when used in combination with scenegraph-playgrounds's customcontext.
Partially revert the change and instead clean up at the time of
QApp::aboutToQuit and make sure we also disconnect cleanly from
all QQuickWindows.
This change also ensures that QSGRenderLoop::windowDestroyed() gets
called for all QQuickWindows registered with the render loop. This
ensures that rendering stops and that scene graph nodes and resources
will be cleaned up regardless of whether the application has
remembered to delete the window or not. This is a good thing as it
makes the scene graph shutdown a bit cleaner.
Change-Id: I9cb9093979f8eac05542f118a6ff9cfe5c84f745
Reviewed-by: Paul Olav Tvete <paul.tvete@digia.com>
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Instead of sending multiple touch updates per frame, we
store the last one and flush the pending events just before
we enter into the scene graph sync phase.
[ChangeLog][QtQuick] QQuickWindow will compresses touch events
and delivers at most one touch event per frame.
Done-with: Robin Burchell <robin.burchell@jollamobile.com>
Change-Id: Ia0169bc4a3f0da67709b91ca65c326934b55d372
Reviewed-by: Laszlo Agocs <laszlo.agocs@digia.com>
Reviewed-by: Shawn Rutledge <shawn.rutledge@digia.com>
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[ChangeLog][QtQuick][SceneGraph] There might not be an OpenGL context
bound when QQuickWindow::sceneGraphInvalidated() is emitted if an
error occurs while cleaning up the scene graph (such as
EGL_CONTEXT_LOST). This is according to the documentation, but has
never occurred in practice before.
Change-Id: I13dbfbb4b6d0d27fa42fcb8b54df16ea02284807
Reviewed-by: Laszlo Agocs <laszlo.agocs@digia.com>
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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This beast has grown and grown for some time so it was time
to take step back and look at a few of the problems again.
1. show/hide vs exposed/obscured. There is really no reason why we
should even bother with show. It only adds the window to a list,
we can do that in handleExposure and simplify things a bit.
2. Expose, polish, repaint, sync stuff was growing increasingly
complex with multiple waits and several events and states
interacting. So I merged the expose into the sync and passed that
information along to the render thread. The render thread now knows if
the sync is for a normal state-sync or an expose. For a normal sync it
will wake GUI right away. For an expose, it waits until after the
renderpass has completed and the frame is swapped.
Change-Id: I0b9e5135215662a43fb4ff2a51438e33c845c4a7
Reviewed-by: Michael Brasser <michael.brasser@live.com>
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Add QQuickWidget::sceneGraphError() equivalent to
QQuickWindow::sceneGraphError(), move message formatting code
to QQuickWindowPrivate.
Change-Id: I18cd4d7e0f6ee1011c29375218dc6a044b0d2cf2
Reviewed-by: Laszlo Agocs <laszlo.agocs@digia.com>
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Increase the size of the stack for the scene graph thread on x86
QNX systems. The default stack size (132K) is too small for the
MESA graphics driver shared libraries on these systems.
Task-number: QTBUG-37338
Change-Id: I8b50aece98ef3f530f2202fc89a0e90b0b2e2e72
Reviewed-by: Sergio Ahumada <sahumada@blackberry.com>
Reviewed-by: Gunnar Sletta <gunnar.sletta@jollamobile.com>
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On platforms with misbehaving expose behavior, we will get
and exposure, even though the window is not renderable.
This results in the renderthread being in the "wait for polish"
state while the GUI thread goes back to "no state". Check
for this and reset render thread's expose cycle when it
is hit.
Task-number: QTBUG-37201
Change-Id: I6a6c89d9016301ff19443f88a2c182012b4eb65f
Reviewed-by: Ulf Hermann <ulf.hermann@digia.com>
Reviewed-by: Eskil Abrahamsen Blomfeldt <eskil.abrahamsen-blomfeldt@digia.com>
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The error signal patch added some usages of QOpenGLFunctions::isES().
These need to be temporarily removed.
Change-Id: Ibd1d8094059020708aefe4b3502ba56d624928b3
Reviewed-by: Friedemann Kleint <Friedemann.Kleint@digia.com>
Reviewed-by: Jørgen Lind <jorgen.lind@digia.com>
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Introduced the concept of an expose cycle, as the WM_Expose
is followed by WM_RequestSync and only after we handled the
sync and then swap, should we unlock. Otherwise, we are
potentially waiting for the wrong swap.
This also fixes a bug when we get an expose while the render
thread is animating on its own. We would previously set
RequestRepaint, but this could potentially be reset by a render
thread animation if the GUI thread took a short while getting
to the point where it sent the RequestSync. If that requestsync
did not result in SG changes, we would not render anything.
With the exposeCycle, we are now guaranteed to repaint after
we handled the sync, which is how it should be.
Task-number: QTBUG-35805
Change-Id: Ib5c588f135763142e57f84b39dd3827fd05b9485
Reviewed-by: Morten Johan Sørvig <morten.sorvig@digia.com>
Reviewed-by: Eskil Abrahamsen Blomfeldt <eskil.abrahamsen-blomfeldt@digia.com>
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Also marked the new afterAnimation() signal as \since 5.3 and
introduced proper revisioning on the new signals.
[Changelog][QtQuick] Added QQuickWindow::afterSynchronizing(),
openglContextCreated(), sceneGraphAboutToStop(). Useful for
deeper integration with the rendering.
Change-Id: I5532b310506c2432325595e55ef9307b8934abee
Reviewed-by: Laszlo Agocs <laszlo.agocs@digia.com>
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When nothing is connected to this signal, an error will be printed or,
in case of Windows, a message box will be shown. If there is something
connected, it is up to the application to handle the error.
[ChangeLog] Added a new sceneGraphError() signal to QQuickWindow
which applications can use to detect errors like OpenGL context creation
failures and react in their own custom ways.
Task-number: QTBUG-36138
Change-Id: I33b1e5e0e3f25872af67c5bb5ae937e3470b25f3
Reviewed-by: Friedemann Kleint <Friedemann.Kleint@digia.com>
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[ChangeLog] QQuickWindow will now emit the afterAnimating() signal
from the gui thread before each scenegraph sync request.
Change-Id: I4897c82f75066238e781455d4fce4fb6bbe2558e
Reviewed-by: Pasi Keränen <pasi.keranen@digia.com>
Reviewed-by: Lars Knoll <lars.knoll@digia.com>
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The QtQuick parts of the QML profiler service thus become a proper
global profiler which can be independently enabled and disabled.
Change-Id: Ifad03801cab2be66a264fc46fdebdae582fcc99b
Reviewed-by: Kai Koehne <kai.koehne@digia.com>
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Conflicts:
src/qml/compiler/qv4ssa.cpp
src/qml/jsruntime/qv4arrayobject.cpp
src/qml/jsruntime/qv4context.cpp
Change-Id: Ied5b23bec4dc14abe51127c507aed668f855c1e1
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Without this change, it is not possible to implement a custom context
without also implementing a renderloop.
Change-Id: Iac2aa732251cdf7221b28f665394cdd336a3d846
Reviewed-by: Michael Brasser <michael.brasser@live.com>
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Allow multiple detailTypes in each packet and extend the profiling code
to make use of that. Note that this changes the usual order of
pixmapSizeKnown and PixmapLoadingFinished events. As far as I can see
this doesn't affect the QML profiler frontend and the order of these
events isn't specified anywhere.
Change-Id: Id39ad98594ccf35add4415e08daf9e92ab561237
Reviewed-by: Simon Hausmann <simon.hausmann@digia.com>
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Don't needlessly duplicate information about the profiler being available
and allow inlining. Use macros to check availability of the profiler
in calling code and generally simplify the code.
Task-number: QTBUG-35315
Change-Id: I0a9daec4a95f74b9db795ef2918a01fb772ea107
Reviewed-by: Michael Brasser <michael.brasser@live.com>
Reviewed-by: Simon Hausmann <simon.hausmann@digia.com>
Reviewed-by: Kai Koehne <kai.koehne@digia.com>
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Mixing printf and qDebug can make the output come out of sync.
Change-Id: Ia71e71b09cb3bf651010eb2eb652db7899b07f0d
Reviewed-by: Robin Burchell <robin+qt@viroteck.net>
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Conflicts:
src/qml/qml/qqmlcompiler.cpp
Change-Id: I802731139d47c5b733dd805f7bf432d67d7331e1
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Ie76dbe5fd4ab935db3da34f3ff63d217a3ba5013 fails to set the format
for the QOffscreenSurface, resulting in BAD_MATCH failures when trying
to make it current.
Task-number: QTBUG-35410
Change-Id: I1d420556fad4df96a1893cb3513e398eeb6e71aa
Reviewed-by: Lars Knoll <lars.knoll@digia.com>
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When shutting down, we left the gl context current on the window even
when it was hidden. On mac this was a problem as it would optimize
away our makeCurrent when the surface was made visible again, leading
to nothing being rendered. So we call doneCurrent regardless during
invalidateGL(). We also check and verify that makeCurrent in
invalidateGL() actually succeeds.
This lead to another problem which is that closing the app using [x]
will call QWindow::destroy() on all windows, removing their platform
windows and causing makeCurrent to fail. To still gracefully clean up
resources, we introduced the concept of an offscreen fallback surface
which is temporarirly used during the cleanup when needed.
The problem is still present on QWindow+QOpenGLContext level, and
I've opened QTBUG-35363 to fix this.
Task-number: QTBUG-35234
Change-Id: Ie76dbe5fd4ab935db3da34f3ff63d217a3ba5013
Reviewed-by: Laszlo Agocs <laszlo.agocs@digia.com>
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In debug mode fixes a crash. The next Q_ASSERT dereferrenced
QCoreApplication::instance().
In release mode fixes hundreds of messages about timers:
"QObject::startTimer: Timers can only be used with threads started
with QThread"
A case where this is reproducible is having a QQuickItem that's child
of qApp, or in some child hierarchy of qApp.
Change-Id: I3b506aefdb537b74dc0d6c755b6874d31be159a1
Reviewed-by: Gunnar Sletta <gunnar.sletta@digia.com>
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Otherwise they may not be recreated in the correct configuration.
Change-Id: Ib103b1874d7f104680eae7b6f43f722b5fa93bf2
Done-with: Aaron Kennedy <aaron.kennedy@jollamobile.com>
Reviewed-by: Gunnar Sletta <gunnar.sletta@digia.com>
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Change-Id: I894ad7b4888744833f487b481950c087fa960a5c
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The Mac OS X platform plugin has been fixed so that this
hack is no longer needed. Not to mention that it breaks on XCB.
We keep the warning about bad exposes from the plugin in debug
mode. These are still useful for tracking down future bugs.
Task-number: QTBUG-35143
Change-Id: I5125f7ae2b7fd77c55e9a29b10aa5434598a9ea9
Reviewed-by: Ulf Hermann <ulf.hermann@digia.com>
Reviewed-by: Gabriel de Dietrich <gabriel.dedietrich@digia.com>
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Change-Id: I4d024aeb4618228cad3000ddfda32e5c8aba5742
Reviewed-by: Gunnar Sletta <gunnar.sletta@digia.com>
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When a window is shown and quickly hidden again we can get to
a state, on a asynchronous windowing system API, where the
isExposed=true event has been pushed to the event queue but
not yet processed at the time the user calls hide().
As hide() immediately sets isVisible() to false, we end up with
isExposed=true and isVisible=false which prevent the WM_Obscure
event to be sent to render loop which means the render thread
thought the window was still on screen when we reched the
shutdown in WM_TryRelease.
Changed WM_TryRelease handling to disregard window state when
the window is being deleted. This forces SG and GL cleanup
and stops the thread.
Task-number: QTBUG-35055
Change-Id: Ibac5aa27354d6450f30a61450214cb785ab855bf
Reviewed-by: J-P Nurmi <jpnurmi@digia.com>
Reviewed-by: Laszlo Agocs <laszlo.agocs@digia.com>
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