- Feb 07, 2013
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Gunnar Sletta authored
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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- Jan 30, 2013
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Gunnar Sletta authored
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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- Jan 18, 2013
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Gunnar Sletta authored
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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