| Commit message (Collapse) | Author | Age | Files | Lines |
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This avoids ending up with invalid pointers when under some circumstances the
target (which is not owned by the QQuickAnimatorJob) is destroyed between the
time the QQuickAnimatorJob is created and the time it is initialized. This is
the case when the target of an Animator is the item loaded by a Loader and
that the animator is started just before setting the Loader to inactive.
Also added an auto test for that special case.
Task-number: QTBUG-49634
Change-Id: Iab9bfe76d13755ba735432c6f97bde175d308814
Reviewed-by: Thomas McGuire <thomas.mcguire@kdab.com>
Reviewed-by: Gunnar Sletta <gunnar@sletta.org>
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This is a suitable hook for custom animator jobs to access
QQuickItemPrivate::containerChildNode().
Change-Id: Ie23fd9d6fe053843dd9ac2e8153fabd36873883a
Reviewed-by: Gunnar Sletta <gunnar@sletta.org>
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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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The use of one QCoreApp::postEvent() per completed animation added up
to a very large overhead when 1000+ animators were used at the same
time. This is very relevant for sprite games and similar and deserves
to work at least as good as normal animations.
Instead, store the animations to stop and stop then on the gui thread
later as a result of frameSwapped. For the benchmark in question this
allows for roughly double the amount of animators being started and
stopped.
Change-Id: Iae3d1ec1502ee1908fdbba708fa9f976aa230064
Reviewed-by: Michael Brasser <michael.brasser@live.com>
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Every time initialize() was called, we would increment the ref on
an item. However, initialize is called every time the job is started,
so the ref would increase and only decrease once, leading to a leaked
helper. Change it to only increment the first time.
A different problem was that when an item was destroyed, we could run
the risk of the QQuickTransformAnimatorJob destructor being called
with the helper's item being null. This would lead to the helper not
being removed from the cache and a dangling helper would remain in the
transforms cache. Now change it so that when a target is destroyed, we
explicitly destroy the helper as well (as no animation can happen then
anyway) and reset all pointers in the job.
Change-Id: I1ce76db134bbc1871d32f1224ba5b68a4a4eeafa
Reviewed-by: Michael Brasser <michael.brasser@live.com>
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Conflicts:
.qmake.conf
src/qml/jsruntime/qv4arraydata.cpp
src/quick/scenegraph/util/qsgatlastexture.cpp
Change-Id: Ic4c96066d5c37dcf0d5446baed590ea005d445ce
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We had several separate issues relating to how the jobs were cleaned up.
The first was that upon getting setWindow(0), the animator did not
reset m_controller to 0, leading to the starts() coming after that to
post null jobs to the controller. This would later crash in
beforeNodeSync as the starting job was null.
The second issue was that during shutdown, QQuickAnimatorProxy
would try to delete jobs on the controller which was already
deleted. The controller is deleted on the GUI thread regardless
of render loop, so this was solved with a QPointer.
The third was that we were a bit too aggressive in trying to clean up
jobs on the GUI thread, so we introduced a new bool which gets set to
true in startJob() so that Proxy::deleteJob() knows who owns the job.
Task-number: QTBUG-37833
Change-Id: I1b6221a2c1ce2bfd0758801b950cda00ff6899d0
Reviewed-by: Michael Brasser <michael.brasser@live.com>
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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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The non-threaded render loops would clean up the nodes for a window
when it was hidden, but the animators kept running and had a reference
to the deleted nodes. This was not a problem for the threaded render
loop as it would wipe the animator controller as well which would
clean the jobs.
Fix it by triggering a reset of all nodes in the animators when the
window is told to clean up. If an animator is ticked when it doesn't
have a node, it will simply do nothing. When the window is made visible
again, we call initialize on all animators to find the new node.
Task-number: QTBUG-37995
Change-Id: Ie5609d95db29f4b2b30ca5bf641dce901e528389
Reviewed-by: Michael Brasser <michael.brasser@live.com>
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Triggered by tst_examples, it appears that we can have jobs in
m_deleting that are also still listed in m_starting. So similar to
what we do in beforeNodeSync, we now also take any deletion-scheduled
jobs out of m_starting/m_stopping in the destructor.
Change-Id: I2e00570a4e4669f8172354bf5806c5285920030a
Reviewed-by: Lars Knoll <lars.knoll@digia.com>
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Change the design from posting events for starting and stopping
to use the scene graph's existing 'sync' point. This gives
much higher predictability and makes both ownership and cleanup
cleaner and also reduces intermediate states while events are
waiting to be delivered.
Task-number: QTBUG-34137
Change-Id: I069ac22acbddaa47925b8172ba98ac340fe9bf8d
Reviewed-by: Michael Brasser <michael.brasser@live.com>
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Change-Id: Ie9b9a04cf41033bb475875f419b16ce91f6a477d
Reviewed-by: Michael Brasser <michael.brasser@live.com>
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If the target of a job was deleted while it was running we need
to avoid any operations on that job.
Task-number: QTBUG-33723
Change-Id: Ia86856e7f32465f58e25c87f9c74c99b7cb0caea
Reviewed-by: Lars Knoll <lars.knoll@digia.com>
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Change-Id: I5ba663ba0fa089ea786cf43cb4dfa40cbc955342
Reviewed-by: Alan Alpert (Personal) <416365416c@gmail.com>
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This introduces 6 new QML types for animating state in the
scene graph when the UI thread is blocked. The QObject property
being animated is updated after the animation completes.
It works also with the "windows" and "basic" render loops, but
offer litte benefit then compared to in the "threaded" case.
Change-Id: Ic19e47c898c0b8bd53e457db922b3c9c457c8147
Reviewed-by: Lars Knoll <lars.knoll@digia.com>
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