• Charles Yin's avatar
    Refactor context2d thread logic · 4236e7f7
    Charles Yin authored
    
    1. Use QQuickContext2DRenderThread for Threaded rendering
    2. Make FBO target works with all render strategies
    3. Remove some unnessary locks, call texture methods by invoking meta calls
    4. Run existing tests with all render targets and strategies (except Cooperative)
    
    Change-Id: I0db5c91d848b86bcc1536c30d7a5804b66a817f1
    Reviewed-by: default avatarYunqiao Yin <charles.yin@nokia.com>
    4236e7f7
qsgtexturematerial.h 3.55 KiB
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#ifndef QSGTEXTUREMATERIAL_H
#define QSGTEXTUREMATERIAL_H
#include <QtQuick/qsgmaterial.h>
#include <QtQuick/qsgtexture.h>
QT_BEGIN_NAMESPACE
class Q_QUICK_EXPORT QSGOpaqueTextureMaterial : public QSGMaterial
public:
    QSGOpaqueTextureMaterial();
    virtual QSGMaterialType *type() const;
    virtual QSGMaterialShader *createShader() const;
    virtual int compare(const QSGMaterial *other) const;
    void setTexture(QSGTexture *texture);
    QSGTexture *texture() const { return m_texture; }
    void setMipmapFiltering(QSGTexture::Filtering filtering) { m_mipmap_filtering = filtering; }
    QSGTexture::Filtering mipmapFiltering() const { return (QSGTexture::Filtering) m_mipmap_filtering; }
    void setFiltering(QSGTexture::Filtering filtering) { m_filtering = filtering; }
    QSGTexture::Filtering filtering() const { return (QSGTexture::Filtering)  m_filtering; }
    void setHorizontalWrapMode(QSGTexture::WrapMode mode) { m_horizontal_wrap = mode; }
    QSGTexture::WrapMode horizontalWrapMode() const { return (QSGTexture::WrapMode) m_horizontal_wrap; }
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void setVerticalWrapMode(QSGTexture::WrapMode mode) { m_vertical_wrap = mode; } QSGTexture::WrapMode verticalWrapMode() const { return (QSGTexture::WrapMode) m_vertical_wrap; } protected: QSGTexture *m_texture; uint m_filtering: 2; uint m_mipmap_filtering: 2; uint m_horizontal_wrap : 1; uint m_vertical_wrap: 1; uint m_reserved : 26; }; class Q_QUICK_EXPORT QSGTextureMaterial : public QSGOpaqueTextureMaterial { public: virtual QSGMaterialType *type() const; virtual QSGMaterialShader *createShader() const; }; QT_END_NAMESPACE #endif