- Jan 22, 2014
-
-
Ulf Hermann authored
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>
-
Ulf Hermann authored
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>
-
- Jan 07, 2014
-
-
Gunnar Sletta authored
Mixing printf and qDebug can make the output come out of sync. Change-Id: Ia71e71b09cb3bf651010eb2eb652db7899b07f0d Reviewed-by:
Robin Burchell <robin+qt@viroteck.net>
-
- Dec 12, 2013
-
-
Gunnar Sletta authored
If another GL context is bound to another surface on the GUI thread, we can run into issues while cleaning up the SG nodes. Task-number: QTBUG-34898 Change-Id: Ifa02b7cdbc7ab38b3a149a21452cc5071498a7d1 Reviewed-by:
Laszlo Agocs <laszlo.agocs@digia.com>
-
- Dec 03, 2013
-
-
Gunnar Sletta authored
Task-number: QTBUG-33363 (cherry-picked from commit 12eab916 ) Change-Id: Ia2b0c329157786cb4ec703989f12d2fdb1ce6bc8 Reviewed-by:
Laszlo Agocs <laszlo.agocs@digia.com>
-
- Nov 19, 2013
-
-
Gunnar Sletta authored
Task-number: QTBUG-33363 Change-Id: Ia2b0c329157786cb4ec703989f12d2fdb1ce6bc8 Reviewed-by:
Laszlo Agocs <laszlo.agocs@digia.com>
-
- Nov 18, 2013
-
-
Gunnar Sletta authored
Task-number: QTBUG-34806 Change-Id: I5013baaff0ca86357292474976944c1a3056f219 Reviewed-by:
Friedemann Kleint <Friedemann.Kleint@digia.com> Reviewed-by:
Laszlo Agocs <laszlo.agocs@digia.com>
-
- Nov 01, 2013
-
-
Gunnar Sletta authored
This API is primarily a hook which is needed by the Qt WebEngine to set up sharing with the scene graph's OpenGL contexts. Change-Id: I5bb03abd9ab99f502db8e413fe838a8b30365b8d Reviewed-by:
Jocelyn Turcotte <jocelyn.turcotte@digia.com>
-
- Oct 30, 2013
-
-
Gunnar Sletta authored
See the task for the full reasoning behind this patch. The threaded renderloop has been refactored to have one window per thread. This is mostly a simplification of the current code path where for loops over multiple windows are turned into if (window). The QSGContext has been split into two classes, QSGRenderContext for which there is one per OpenGLContext. The rest of the patch is name changes and a couple of cleanups in the hopes of simplifying this change. Task-number: QTBUG-33993 Change-Id: I31c81f9694d7da7474a72333169be38de62613c4 Reviewed-by:
Sean Harmer <sean.harmer@kdab.com>
-
- Sep 30, 2013
-
-
Gunnar Sletta authored
Change-Id: I3750c47640bf21c3567c5fa1c4667e3e2552942e Reviewed-by:
Lars Knoll <lars.knoll@digia.com>
-
- Jun 07, 2013
-
-
Alan Alpert authored
This was the one convenience that was lost when transitioning templates from QQuickView + Item{} to QQmlApplicationEngine + Window{}. As the default window incubation controller was tied to the first window's frameSwapped, we could easily run into a situation where a secondary window required incubation while the first window was idle. This would then starve the incubation controller. Instead make it so that the renderloop emits "timeToIncubate" once it is done with a renderpass over all windows, so the incubator gets to run once and exactly once per vsync when animating. The incubator logic was also flawed in that it could post a lot of events to itself as a result of incubatingObjectCountChanged and thus starve system events while processing incubation requests. Now we start a timer and don't start it again until we have completed an incubation pass. Task-number: QTBUG-31203 Change-Id: Iea9e2c81efb46bb7875c70ccda0cdc4b3b3e58e7 Reviewed-by:
Alan Alpert <aalpert@blackberry.com> Reviewed-by:
Gunnar Sletta <gunnar.sletta@digia.com>
-
- May 06, 2013
-
-
Christiaan Janssen authored
Change-Id: Ide71b330b13fc3816ed191bd9af84e0fce0d9587 Reviewed-by:
Kai Koehne <kai.koehne@digia.com>
-
- Apr 24, 2013
-
-
Gunnar Sletta authored
The normal GUI thread render loop has several problems on windows. It does not do vsync animations and on some hardware, where the vsync delta is higher than the time it takes to fire a 16ms timer, the eventloop will always contain at least one event and we never return to processing non-client area events, like resize. Also, threaded OpenGL seems rather unstable, so the threaded renderer is not a stable option. So we introduce a windows based renderloop. It is fully cross platform but written to make the most out of the limitations which exist. The overall goal is: - vsync animations when allowed by the system. We get this by using an animation driver and advancing in sync with rendering - Keep system load low and allow for NC processing. The maybeUpdate function will start a short timer which will let the renderloop idle for few ms, allowing the eventloop to pick up system events. (this is similar to what the threaded renderer also does, btw) Change-Id: Ic192fd0ed7d5ecdaa2c887c08cbeb42c5de6b8a8 Reviewed-by:
Friedemann Kleint <Friedemann.Kleint@digia.com> Reviewed-by:
Samuel Rødal <samuel.rodal@digia.com>
-