1. 13 Nov, 2014 - 1 commit
    • Eskil Abrahamsen Blomfeldt's avatar
      Invalidate font caches when switching between threads · dd08a22a
      Eskil Abrahamsen Blomfeldt authored
      
      The font caches can only be used from a single thread at a time.
      QFontEngineFT for instance, uses a global static thread storage
      which is accessed on releasing and creating engines, and this
      causes a crash if the font engine is created on one thread and
      released on another.
      
      We use the updatePolish() function to make sure the caches are
      empty before entering updatePaintNode(), and then we invalidate
      the cache again after updatePaintNode() is done.
      
      [ChangeLog][Text] Fixed uncommon crash in text nodes.
      
      Change-Id: I01dbc2ed58aeebd03d77a157c700330334bdb385
      Task-number: QTBUG-38800
      Reviewed-by: default avatarKonstantin Ritt <ritt.ks@gmail.com>
      v5.4.0-rc1
      dd08a22a
  2. 26 Aug, 2014 - 1 commit
  3. 25 Aug, 2014 - 1 commit
  4. 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
  5. 23 Jul, 2014 - 1 commit
  6. 02 Jul, 2014 - 1 commit
  7. 08 May, 2014 - 1 commit
  8. 05 May, 2014 - 1 commit
  9. 18 Mar, 2014 - 2 commits
  10. 13 Mar, 2014 - 1 commit
  11. 10 Mar, 2014 - 1 commit
  12. 29 Jan, 2014 - 1 commit
  13. 27 Jan, 2014 - 1 commit
  14. 03 Dec, 2013 - 1 commit
  15. 30 Oct, 2013 - 1 commit
    • 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
  16. 24 Oct, 2013 - 1 commit
  17. 02 Oct, 2013 - 1 commit
  18. 30 Sep, 2013 - 1 commit
  19. 25 Sep, 2013 - 3 commits
  20. 12 Sep, 2013 - 1 commit
  21. 03 Jul, 2013 - 1 commit
  22. 23 Jun, 2013 - 1 commit
  23. 14 Jun, 2013 - 1 commit
  24. 11 Jun, 2013 - 1 commit
  25. 07 Jun, 2013 - 1 commit
  26. 22 May, 2013 - 1 commit
  27. 30 Apr, 2013 - 1 commit
  28. 25 Apr, 2013 - 1 commit
  29. 24 Apr, 2013 - 1 commit
  30. 04 Apr, 2013 - 1 commit
  31. 02 Apr, 2013 - 1 commit
  32. 20 Mar, 2013 - 1 commit
    • Pierre Rossi's avatar
      Optimize QQuickTextEdit for larger documents. · f513e884
      Pierre Rossi authored
      
      The rationale is to not end up re-processing the whole document on each update
      Since we know where the editing takes place, we can break down the text edit's
      contents in several text nodes and only re-create the affected text nodes upon
      editing.
      
      This requires ripping out the SelectionEngine helper class from QQuickTextNode
      so that QQuickTextEdit can tap into its functionality directly.
      
      A positive side-effect of this exercise is that it should be much harder to
      to come across GlyphNodes packing more than 16300 glyphs or so.
      
      Task-number: QTBUG-29596
      Change-Id: Id29b0709baa43f5b29c44ab02398ba996be3e28a
      Reviewed-by: default avatarYoann Lopes <yoann.lopes@digia.com>
      f513e884
  33. 19 Mar, 2013 - 1 commit
    • Frederik Gladhorn's avatar
      Make sure that TextInteractionFlags get set. · 7148a797
      Frederik Gladhorn authored
      
      The first time the function is called,
      it could fail to set the flags.
      
      Calling setSelectByKeyboard(true) would not actually
      set the text interaction flags (was == on).
      
      The test didn't detect it because it called setReadOnly
      before setSelectByKeyboard.
      
      Change-Id: Ia54cc782b6ad5a74f1d7029c92fa230116d034b0
      Reviewed-by: default avatarJ-P Nurmi <jpnurmi@digia.com>
      7148a797
  34. 15 Mar, 2013 - 1 commit
  35. 13 Mar, 2013 - 1 commit
  36. 07 Mar, 2013 - 2 commits