1. 05 Nov, 2014 - 1 commit
  2. 20 Oct, 2014 - 1 commit
    • Gunnar Sletta's avatar
      Tweak new animation driver. · 5871f3e8
      Gunnar Sletta authored
      
      We're removing the bad/reallyBad concept for the benefit of an
      accumulated lag. When the lag passes over a certain threshold, we
      switch to time based. The logic for switching back remains unchanged.
      
      We also fixed the switching so that elapsed() does not jump from the
      predicted time to the animation system's wall time, but rather
      continues from the predicted time with a walltime offset (this is how
      it was always intended to be).
      
      Task-number: QTBUG-42020
      Change-Id: I7ee9181aca46cbc18a74fae5e8d513365906c017
      Reviewed-by: default avatarEskil Abrahamsen Blomfeldt <eskil.abrahamsen-blomfeldt@theqtcompany.com>
      5871f3e8
  3. 18 Sep, 2014 - 1 commit
  4. 27 Aug, 2014 - 2 commits
  5. 25 Aug, 2014 - 1 commit
  6. 23 Aug, 2014 - 2 commits
  7. 13 Aug, 2014 - 1 commit
    • Lars Knoll's avatar
      Create rectangle nodes in the text editing through the context · fb339b21
      Lars Knoll authored
      
      Unfortunately we can't re-use the QSGSimpleRectNode, as it doesn't provide us
      with virtual methods to move it's creation into the context. But's since it's
      only 20 lines of code anyway, this is still a nice cleanup. And it also allows
      the re-use of any optimizations in the renderer for QSGRectangleNode.
      
      Change-Id: I957777fbbeb0a994a9c257baf3bfe87fce8cc9e8
      Reviewed-by: default avatarLars Knoll <lars.knoll@digia.com>
      fb339b21
  8. 11 Aug, 2014 - 2 commits
  9. 08 Aug, 2014 - 2 commits
  10. 01 Aug, 2014 - 1 commit
  11. 01 Jul, 2014 - 1 commit
  12. 23 Jun, 2014 - 1 commit
  13. 03 Jun, 2014 - 1 commit
  14. 23 May, 2014 - 1 commit
  15. 25 Apr, 2014 - 1 commit
  16. 04 Apr, 2014 - 1 commit
  17. 18 Mar, 2014 - 1 commit
  18. 03 Mar, 2014 - 1 commit
  19. 19 Feb, 2014 - 1 commit
  20. 13 Feb, 2014 - 1 commit
  21. 06 Feb, 2014 - 1 commit
  22. 04 Feb, 2014 - 1 commit
  23. 27 Jan, 2014 - 1 commit
  24. 22 Jan, 2014 - 2 commits
    • Gunnar Sletta's avatar
      Enforce texture cleanup to happen at the end of the sync phase. · 52a9d06b
      Gunnar Sletta authored
      
      This was ok for the threaded renderer, but for the single-threaded
      renderers where the event loop was spinning we could run the risk
      of scheduling a texture for deleteLater() and then cleaning it
      up before we got around to the sync phase.
      
      Task-number: QTBUG-35670
      Change-Id: I92074294b427fd8ab2a1823ba79c7ac3b59094ec
      Reviewed-by: default avatarMichael Brasser <michael.brasser@live.com>
      52a9d06b
    • Gunnar Sletta's avatar
      Make it possible to render without a depth buffer. · e7ad7739
      Gunnar Sletta authored
      
      Some GL implementations (especially on embedded) will give us an
      OpenGL context without a depth buffer. In low memory scenarios, it
      might also be feasible to request a non-depth buffer context to save
      the depth buffer memory. The renderer deals with this by treating all
      nodes as translucent, by not adjusting the shaders and by not creating
      the extra z-order vertex attribute for merged nodes.
      
      Change-Id: I8edc92d530daa3e2628df2ba52901b47d87eaf26
      Reviewed-by: default avatarLaszlo Agocs <laszlo.agocs@digia.com>
      e7ad7739
  25. 29 Nov, 2013 - 1 commit
  26. 20 Nov, 2013 - 1 commit
    • Gunnar Sletta's avatar
      Enforce window rendering in sequence on llvmpipe. · 3f1245aa
      Gunnar Sletta authored
      
      When rendering multiple windows in parallel on llvmpipe we end up with
      crashes deep inside llvmpipe as multiple threads seem to access
      unprotected resources. Work around this bug by enforcing that scene
      graph rendering happens on one window at a time.
      
      Task-number: QTCREATORBUG-10666
      Change-Id: I2f734e8f653b2a9b4108eb189280ab922581e2c0
      Reviewed-by: default avatarKai Koehne <kai.koehne@digia.com>
      3f1245aa
  27. 13 Nov, 2013 - 1 commit
    • Sean Harmer's avatar
      Adapt Qt Quick 2 renderer to work with OpenGL Core Profile · 3afffa47
      Sean Harmer authored
      
      The basic approach is to have the batched renderer create and bind a
      vertex array object if it detects we are using an OpenGL Core profile
      context. The VAO is bound for the duration of the QQ2 renderer's
      work cycle and unbound at the end so as to not interfere with any
      other VAO's a user may wish to use.
      
      All shaders have been copied and ported to be compliant with the
      GLSL 150 core specification which is the minimum for a Core profile
      context (OpenGL 3.2 Core). We are not using any newer features as
      yet so this will work anywhere we can get a Core profile context.
      
      The QSGShaderSourceBuilder class has been extended to resolve any
      requests for shaders to the same basefilename with "_core"
      appended prior to any file extension. This could be extended in
      the future to allow version, or GPU or platform specific shaders.
      
      The QSGShaderSourceBuilder has also been extended to allow it to
      insert #define definitions in the prologue of a shader. Any such
      definition is inserted:
      
      * After the last #extension directive (if any are found)
      * Otherwise after the #version directive (if found)
      * Otherwise at the start of the shader source
      
      This is required by the custom particle shaders which make
      extensive use of such #defines.
      
      In addition the mechanism used by the distance field glyph cache to
      extend the cache with new glyphs has been modified to work (and
      work more efficiently) when using a Core profile context.
      
      Rather than using a shader program and a buffer filling quad to
      blit the old texture into the new cache texture, we instead use
      the technique of framebuffer blitting. The existing fallback
      implementation using glTexSubImage2D() is still available if
      needed.
      
      The DECLARATIVE_EXAMPLE_MAIN macro has been extended to allow easy
      testing of any of the QtDeclarative examples with a core profile
      context. Just run the example with
      
      QT_QUICK_CORE_PROFILE=1 ./text
      
      for e.g. The only ones that may not work out of the box are those
      that provide GLSL shader source e.g. the customparticles or
      shader effect examples. These work fine if the shader source is
      adapted to GLSL 150 core.
      
      In the future it may be a good idea to expose some context property
      to QML that the user can use to determine what shader source
      variation to provide to Qt Quick. Along these lines it would also
      be very nice to allow the provision of shader source to
      ShaderEffect or CustomParticle from a separate source file just as
      we now do within Qt Quick.
      
      Task-number: QTBUG-32050
      Change-Id: Ia6e9f06dbb8508af9ae03c6b60fb418b4cc9e41f
      Reviewed-by: default avatarLars Knoll <lars.knoll@digia.com>
      3afffa47
  28. 07 Nov, 2013 - 1 commit
  29. 05 Nov, 2013 - 1 commit
  30. 01 Nov, 2013 - 1 commit
  31. 30 Oct, 2013 - 2 commits
    • Gunnar Sletta's avatar
      Work around Nouveau driver bugs · 4a7f1326
      Gunnar Sletta authored
      
      Change-Id: I25311a2bd88f41087352e0a43ba505f4e27b7e85
      Reviewed-by: default avatarJørgen Lind <jorgen.lind@digia.com>
      4a7f1326
    • Gunnar Sletta's avatar
      Use one render loop per QQuickWindow · 906d5c5c
      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: default avatarSean Harmer <sean.harmer@kdab.com>
      906d5c5c
  32. 16 Oct, 2013 - 1 commit
  33. 03 Oct, 2013 - 1 commit
  34. 02 Oct, 2013 - 1 commit