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Conflicts:
tests/auto/qml/debugger/qv8profilerservice/qv8profilerservice.pro
Change-Id: I2fd99ed8bd03302b9bbf31e6f21990f6455c4f1c
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Change-Id: I76922074c02c368f8a8a6998c478a33537e9a6e8
Reviewed-by: Gunnar Sletta <gunnar.sletta@digia.com>
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Fixed headers to include the Qt module directory in their #include
directives, e.g. <QtCore/QObject> instead of <QObject>.
QTBUG-29797
Change-Id: I6f61973deb4e48158d3eff896afd81ca4b8ae960
Reviewed-by: Gunnar Sletta <gunnar.sletta@digia.com>
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The patch should make valgrind happy, by not using an uninitialized
memory.
Change-Id: Iec7f16c56f250dd121a37f03da4cfc5d9e5c0742
Reviewed-by: Gunnar Sletta <gunnar.sletta@digia.com>
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Task-number: QTBUG-30158
Change-Id: Ic8239fe6f074c989e4474d46042e1a82796b4908
Reviewed-by: Samuel Rødal <samuel.rodal@digia.com>
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Change-Id: I32bb720e9c9aa0278959dd64e5e1c449bdace7d1
Reviewed-by: Gunnar Sletta <gunnar.sletta@digia.com>
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Change-Id: I710d80ebb4e5a12fda1f58f54089b0e72268dfcf
Reviewed-by: Samuel Rødal <samuel.rodal@digia.com>
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To get accurate sampling of the native text rendering, we use
nearest filtering. This, however, does not work well when we're
sampling in the middle of pixels and the result is that with
text which is positioned at 0.5 offsets, we will sample the
wrong pixels and get artifacts from this. The main use case
for native rendered text is unrotated and unscaled text,
so we fix this use case by pixel-aligning the translation
factor.
Done-with: Samuel
Task-number: QTBUG-30022
Change-Id: I6911196d6ff491dca3b329c42da1c6dd7263cff0
Reviewed-by: Gunnar Sletta <gunnar.sletta@digia.com>
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Change-Id: If829341b0baef7b253a386a195d3b5e4238b8103
Reviewed-by: Eskil Abrahamsen Blomfeldt <eskil.abrahamsen-blomfeldt@digia.com>
Reviewed-by: Oswald Buddenhagen <oswald.buddenhagen@digia.com>
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refs/staging/dev
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Change-Id: Ia02971527a2d1a80c5624d69330428818aab3a41
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util/qqmlpropertymap.h:87:9: error: declaration of 'parent' shadows a member of 'this' [-Werror=shadow]
[and others]
Change-Id: I2ff1a3c133efe2132e74dad00596931a84a7f421
Reviewed-by: Alan Alpert <aalpert@rim.com>
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I also cleaned up the naming of the other scene graph examples a bit,
so that they sort together in the samples list and have a more obvious
naming scheme.
Task-number: QTBUG-29548
Change-Id: I455eacb02c06058a6d49e12e4f1813ec80b655f6
Reviewed-by: Samuel Rødal <samuel.rodal@digia.com>
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These include guards stem from the olden days before the QSG
prefix and many of them are conflict prone, which can lead
to pretty bisarrer errors for the user.
Change-Id: I0e76c68a588404b6e82be9ecc2e7afa3b9a48e78
Reviewed-by: Samuel Rødal <samuel.rodal@digia.com>
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We needs this on non-compositing window managers to trigger
repaints on partial updates.
Change-Id: Ied5f3e854173c5e00ad7e1222aeb66eb9c96158c
Reviewed-by: Samuel Rødal <samuel.rodal@digia.com>
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Task-number: QTBUG-29780
Change-Id: I6f35253dbec6346af239c0ab341caad9f4f9b862
Reviewed-by: Jens Bache-Wiig <jens.bache-wiig@digia.com>
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refs/staging/dev
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Change-Id: I33db683ebf12248b2ed14eeaf65c4bcade14bfbf
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Change-Id: I7e1d07a9f34d6edf9dbe3449d34636f700218532
Reviewed-by: Samuel Rødal <samuel.rodal@digia.com>
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To advance animations in line with vsync, we used a dedicated event
from the rendering thread which we fired immediately after sync. This
is a bit elaborate as we know in Gui when sync is complete and we can
just animate there and then.
This means we can remove all animation logic from the rendering
thread, making it simpler.
I also updated the syncAndRender pass so that it does not render
anything if the scene graph reported no changes during the
sync pass. This will prevent non-visual animations and property
updates from triggering render passes which will save quite a
few cycles.
Change-Id: I62bb5484f0673f99abe726fca5a9b424f6b0a317
Reviewed-by: Eskil Abrahamsen Blomfeldt <eskil.abrahamsen-blomfeldt@digia.com>
Reviewed-by: Samuel Rødal <samuel.rodal@digia.com>
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Change-Id: I6f9ab43ad6d149295487d9f69ceb0131cd142776
Reviewed-by: Samuel Rødal <samuel.rodal@digia.com>
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variable is only used for debugging purposes, where debugging part
is inside preprocessor check. Creation of the object should be there
as well.
Change-Id: I6c9e842ad05d8e45f6d67f5e5dedebc896cda157
Reviewed-by: Gunnar Sletta <gunnar.sletta@digia.com>
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We have a number of places where we delete scene graph objects with
deleteLater() and change the scene graph. The timing of when the
deleteLater happens is very important as we need to complete
the updates to the scene graph first.
In this particular case, a QQuickShaderEffectSource was released,
and an update was scheduled but because animations were running we
were already beginning to render a new frame before the update was
handled, causing a crash.
The only safe place to run deferred deletes is after we have
performed a proper sync with the item scene.
Task-number: QTBUG-29485
Change-Id: I6e93d4e6276fe82d3f4c818781b188e03c46e510
Reviewed-by: Samuel Rødal <samuel.rodal@digia.com>
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Add support for APPLE_texture_format_BGRA8888,
IMG_texture_format_BGRA8888,
EXT_texture_format_BGRA8888 and EXT_bgra. The apple one acts
just like the desktop EXT_bgra one, so they need slightly
different handling than the ES extensions.
This change also has the benefit that we no longer have a dedicated
ES path.
Change-Id: Ibf6dbf7548ca16a1bada61c677181d8f809c69a2
Reviewed-by: Gunnar Sletta <gunnar.sletta@digia.com>
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This was disabled a long while back because we thought the code was
broken, and it turned out the problem was that our sort function
had a bug. b570d384c0704ea12364e353493eeb6f1ae34cd3 fixed the
actual problem, so now we reenable it.
Task-number: QTBUG-28563
Change-Id: I4032df82a1fd4cf7f775c8c64302c18239879fea
Reviewed-by: Michael Brasser <michael.brasser@live.com>
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I thought this was a serious bug in the renderer, but it turned out to
be qmlscene just overriding the surface format without requesting the
needed depth and stencil buffers. An easy mistake to make, hence
introduce the warning.
Task-number: QTBUG-29037
Change-Id: I59d09d1b2a139e3add851777ff2eeb6c4efb47ec
Reviewed-by: Samuel Rødal <samuel.rodal@digia.com>
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We do not require a reference here, as the texture is only bound
once. It is the texture factory that is reused (when
QQuickWIndow::setPersistentSceneGraph(false) is set and the window
is hidden and then re-exposed). With this patch it becomes trivial to
create a custom QSGContextPlugin with a texture factory that does
not retain the QImage, freeing up memory. This is useful in the
case of an embedded system with only a single window that
is never hidden or re-exposed.
Change-Id: I1cfa6efc3a2e9e641b456bf90c55d563061757b8
Reviewed-by: Gunnar Sletta <gunnar.sletta@digia.com>
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The typical bottlenecks during rendering are usually compiling
shader programs, uploading textures and preparing glyphs,
so add profiling data around them.
Change-Id: I9c330a0f6b769836d303a035b2c0dce832842aec
Reviewed-by: Samuel Rødal <samuel.rodal@digia.com>
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The macro was made empty in qtbase/ba3dc5f3b56d1fab6fe37fe7ae08096d7dc68bcb
and is no longer necessary or used.
Discussed-on: http://lists.qt-project.org/pipermail/development/2013-January/009284.html
Change-Id: Ia07e99676e0134fde5e32880edb95e57c779a7ff
Reviewed-by: Laszlo Papp <lpapp@kde.org>
Reviewed-by: Jędrzej Nowacki <jedrzej.nowacki@digia.com>
Reviewed-by: Alan Alpert <aalpert@rim.com>
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This change starts using the superior implementation of the scene graph
render loop which has been worked on in the scenegraph-playground
project for a while. It uses a far more straightforward locking/sync
paradigm compared to the existing one and is less deadlock and error
prone. It also enables the scene graph thread to run on its own when
the GUI thread is blocked, enabling threaded animations.
This changes also introduces a naming change inside Qt Quick from
"Window Manager" -> "Render Loop" as that fits better to what the
code does.
Change-Id: I1c2170ee04fcbef79660bd7dae6cace647cdb276
Reviewed-by: Samuel Rødal <samuel.rodal@digia.com>
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Conflicts:
src/qml/doc/qtqml.qdocconf
src/quick/doc/qtquick.qdocconf
Change-Id: I087fa14720995a5e53c43567dc4a3c29eb9992a9
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While ANGLE builds only provide the OpenGL ES2 APIs, it's still
a desktop technology and we should default to using high quality
anti-aliasing.
Task-number: QTBUG-28782
Change-Id: Iefc764589e935899ead278cedef4c302694dd2bb
Reviewed-by: Gunnar Sletta <gunnar.sletta@digia.com>
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Change-Id: I86b6bb9007d268ec039614a1693ecd839901e6d9
Reviewed-by: Jerome Pasion <jerome.pasion@digia.com>
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Change-Id: I6c3bd7bebe3d62d1cfd0fa6334544c9db8398c76
Reviewed-by: Akseli Salovaara <akseli.salovaara@digia.com>
Reviewed-by: Sergio Ahumada <sergio.ahumada@digia.com>
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Change-Id: Idb39fc0b6d5e538b90ae8a0b98d9f4d77e1fb617
Reviewed-by: Yoann Lopes <yoann.lopes@digia.com>
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Change-Id: If456248c10c24c3d2f2a383f29e72c74d2dee8bf
Reviewed-by: Yoann Lopes <yoann.lopes@digia.com>
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Change-Id: Ic3b9defa6ac61409adcfb2b5cb8167698ed00255
Reviewed-by: Gunnar Sletta <gunnar.sletta@digia.com>
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...by turning pointer into array variables.
Change-Id: Ia5a0cedcf28d54210cc1f179db5c519e7e0672cc
Reviewed-by: Thiago Macieira <thiago.macieira@intel.com>
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Use include with module name in the public headers.
Change-Id: I50d3767a5538bc3f935ebf61b56894c8f0461981
Reviewed-by: Christopher Adams <chris.adams@jollamobile.com>
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This avoids awkward situations such as when clipping to a parent item of
the same size and makes it easier to reason about the bounding rectangle
of the item.
Task-number: QTBUG-21341
Change-Id: If015cfbc5792429f4a407fc0547ea71eca779eda
Reviewed-by: Lars Knoll <lars.knoll@digia.com>
Reviewed-by: Shawn Rutledge <shawn.rutledge@digia.com>
Reviewed-by: Laszlo Papp <lpapp@kde.org>
Reviewed-by: Tor Arne Vestbø <tor.arne.vestbo@digia.com>
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We need to use a resource guard for the FBO in case there is no
current context when the glyph cache is deleted.
This reverts commit b3264e2cb6a8fe87754aa1335ab9f8d5e3910c14 which
was implemented as a band-aid for this crash.
Change-Id: I5b3a09a3998da38836ea851cd0978d3ddadcd2cc
Reviewed-by: Samuel Rødal <samuel.rodal@digia.com>
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The new AA algorithm which is implemented in the vertex shader of
SmoothColorMaterialShader and SmoothTextureMaterialShader exposes
a driver bug in the glsl compiler/optimiser for the GPU used in
the BlackBerry PlayBook.
The bug results in the if (scale < 0.0) scale = 1.0 code always
being executed even when the condition is false. This leads to
massive corrupion of Image, Rectangle, and BorderImage elements
when the antialiasing property is enabled.
This commit works around the compiler bug by refactoring the
vertex shader to explicitly include an else clause. The check for
negative values is now performed on the numerator only as the
denominator is dot(dir, dir) which is always positive (square of
magnitude of dir vector).
This gives the correct behaviour on all platforms (that I have
access to).
Change-Id: I236542c9b59ff2915e95cbd9300b442be316bba9
Reviewed-by: Samuel Rødal <samuel.rodal@digia.com>
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Change copyrights and license headers from Nokia to Digia
Change-Id: Ie7f5d49ed8235d7a7845ab68f99ad1c220e64d5c
Reviewed-by: Lars Knoll <lars.knoll@digia.com>
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If 'count' is not initialized, it could be anything and if the
call to glGetIntegerv() fails and leaves this value unchanged
then the loop could go through any number of iterations.
Change-Id: Ibdcfd018b70e265ef6aeab87a5df8c0530c653a7
Reviewed-by: Samuel Rødal <samuel.rodal@digia.com>
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Change-Id: I7fa055049b9e5900d597754c6004febb153de12b
Reviewed-by: Jerome Pasion <jerome.pasion@nokia.com>
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Change-Id: Ica7685aefde84ec80d8af7a67541af454de4adce
Reviewed-by: Jerome Pasion <jerome.pasion@nokia.com>
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Change-Id: I03c4faa1aee60cd1ad706cb6c1b983f03311d251
Reviewed-by: aavit <qt_aavit@ovi.com>
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Change-Id: I0f7e60fd6060381bd8790dfaacc3a39a890a0fe7
Reviewed-by: aavit <qt_aavit@ovi.com>
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Task-number: QTBUG-23192
Change-Id: I4a91dfaa0aa80d3cdc6c785fcaefdeafe60a2149
Reviewed-by: Gunnar Sletta <gunnar.sletta@nokia.com>
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OS X 10.6 does not support the GL_ARB_framebuffer_sRGB extension.
Change-Id: Ifea8eaf3ffca6242d908538afeb983131a113c73
Reviewed-by: Lars Knoll <lars.knoll@nokia.com>
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