- 10 Nov, 2014 - 1 commit
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Laszlo Agocs authored
The same old issue surfaces in the windows render loop too. The basic render loop is already fixed, apply a similar patch to the windows one too. Task-number: QTBUG-42213 Change-Id: I07068315f5164014e329b8ce061947c97ae9da61 Reviewed-by:
Friedemann Kleint <Friedemann.Kleint@theqtcompany.com> Reviewed-by:
Sean Harmer <sean.harmer@kdab.com>
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- 22 Oct, 2014 - 1 commit
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Laszlo Agocs authored
Having a retina and non-retina screen connected resulted in getting no output from QQuickRenderControl and QQuickWidget on the non-retina screen. This is caused by the fact that Quick is blindly calling QWindow::devicePixelRatio(). This approach is wrong when using QQuickRenderControl since the QQuickWindow does not have an actual native window and so devicePixelRatio() merely returns some default value which will definitely be wrong for one of the screens. The patch fixes the problem by introducing QQuickWindow::effectiveDevicePixelRatio(), which, via QQuickRenderControl::renderWindowFor, supports the redirected case too. Task-number: QTBUG-42114 Change-Id: I057e01f0a00758dde438fc9b10af3a435b06bb0b Reviewed-by:
Paul Olav Tvete <paul.tvete@digia.com>
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- 24 Sep, 2014 - 1 commit
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Gunnar Sletta authored
They would unconditionally call cleanupNodesOnShutdown on hide(), but QQuickWindow::sceneGraphInvalidated would only be emitted if this was the last window being hidden, leading to an inconsistent state in the application. Since the non-threaded render loops do not support releasing resources (there is one OpenGL context and one QSGRenderContext shared between all windows) we delay cleanup until the window is destroyed. This change also make the render loops track the windows until they are destroyed, similar to what the threaded one does. The purpose of this is to, in the case of dangling windows, only trigger invalidation of the scene graph when the last QQuickWindow is destroyed through QSGRenderLoop::cleanup(). Task-number: QTBUG-41210 Change-Id: I7e12a4f726ebb3e7935c822b6046abb3590c583a Reviewed-by:
Ulf Hermann <ulf.hermann@digia.com> Reviewed-by:
Laszlo Agocs <laszlo.agocs@digia.com>
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- 11 Sep, 2014 - 1 commit
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Ulf Hermann authored
Some features, like the memory profiler, create huge amounts of data. Often enough, we're not actually interested in all the data available from the profiler and collecting it all can lead to excessive memory consumption. This change enables us to optionally turn various aspects of QML profiling off. Task-number: QTBUG-41118 Change-Id: I7bb223414e24eb903124ffa6e0896af6ce974e49 Reviewed-by:
Gunnar Sletta <gunnar@sletta.org>
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- 25 Aug, 2014 - 1 commit
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Jani Heikkinen authored
- Renamed LICENSE.LGPL to LICENSE.LGPLv21 - Added LICENSE.LGPLv3 & LICENSE.GPLv2 - Removed LICENSE.GPL Change-Id: I84a565e2e0caa3b76bf291a7d188a57a4b00e1b0 Reviewed-by:
Jani Heikkinen <jani.heikkinen@digia.com>
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- 05 Aug, 2014 - 1 commit
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Jocelyn Turcotte authored
Change-Id: I438c33a1dc83fd0cd1ec08bb4e4a1257a3216ca2 Reviewed-by:
Laszlo Agocs <laszlo.agocs@digia.com>
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- 02 Jul, 2014 - 1 commit
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Ulf Hermann authored
Previously the polish timings were collected incorrectly from the windows render loop and not at all from the basic render loop. By collecting the polish times at the right places we can get rid of the 2-argument profile macro as well. Task-number: QTBUG-39876 Change-Id: I0b4aaf87162c652b8dcea6cd4f54db053f8312fe Reviewed-by:
Gunnar Sletta <gunnar.sletta@jollamobile.com>
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- 01 Jul, 2014 - 1 commit
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Gunnar Sletta authored
Change-Id: I865ee838b0fd6c257b7189f24130012b98206fd1 Reviewed-by:
Shawn Rutledge <shawn.rutledge@digia.com>
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- 05 May, 2014 - 1 commit
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Gunnar Sletta authored
Instead of sending multiple touch updates per frame, we store the last one and flush the pending events just before we enter into the scene graph sync phase. [ChangeLog][QtQuick] QQuickWindow will compresses touch events and delivers at most one touch event per frame. Done-with: Robin Burchell <robin.burchell@jollamobile.com> Change-Id: Ia0169bc4a3f0da67709b91ca65c326934b55d372 Reviewed-by:
Laszlo Agocs <laszlo.agocs@digia.com> Reviewed-by:
Shawn Rutledge <shawn.rutledge@digia.com>
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- 25 Apr, 2014 - 1 commit
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Laszlo Agocs authored
Task-number: QTBUG-38564 Change-Id: Ice1170339f7d650fcb6accfccf325471629343d6 Reviewed-by:
Sean Harmer <sean.harmer@kdab.com>
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- 04 Apr, 2014 - 1 commit
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Jocelyn Turcotte authored
This removes QSGContext::sharedOpenGLContext and replace its uses with QOpenGLContextPrivate::globalShareContext, which is also going to be used by QOpenGLWidget and QQuickWidget. Change-Id: I1e296c3e6832f717caaf31ba7d7b27c06249219b Reviewed-by:
Laszlo Agocs <laszlo.agocs@digia.com>
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- 20 Mar, 2014 - 1 commit
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Morten Johan Sørvig authored
Multiply by window->devicePixelRatio() at all qt_gl_read_framebuffer() call sites. Task-number: QTBUG-35962 Change-Id: If58e4f97fc5d931ba2e222f8cb1a0641d52c3257 Reviewed-by:
Gunnar Sletta <gunnar.sletta@jollamobile.com>
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- 17 Mar, 2014 - 1 commit
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Gunnar Sletta authored
The cleanup() function would deregister the render loop from all windows the render loop had seen, but the render loop doesn't see windows until the window gets a showEvent and for some implementations it was removed as a result of hideEvent. So add explicit tracking to QSGRenderLoop which is managed by QQuickWindow's constructor and destructor. With this, we no longer need the lists from the subclasses, so these functions are removed again. Change-Id: I05e5507ad57e23c80bacd99752654cc7d0890dc1 Reviewed-by:
Paul Olav Tvete <paul.tvete@digia.com>
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- 14 Mar, 2014 - 1 commit
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Gunnar Sletta authored
e13547c5 used a global static to clean up QSGRenderLoop which is triggered very late, potentially after SG backend API plugins have been unloaded. This results in crashes when used in combination with scenegraph-playgrounds's customcontext. Partially revert the change and instead clean up at the time of QApp::aboutToQuit and make sure we also disconnect cleanly from all QQuickWindows. This change also ensures that QSGRenderLoop::windowDestroyed() gets called for all QQuickWindows registered with the render loop. This ensures that rendering stops and that scene graph nodes and resources will be cleaned up regardless of whether the application has remembered to delete the window or not. This is a good thing as it makes the scene graph shutdown a bit cleaner. Change-Id: I9cb9093979f8eac05542f118a6ff9cfe5c84f745 Reviewed-by:
Paul Olav Tvete <paul.tvete@digia.com>
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- 13 Mar, 2014 - 1 commit
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Friedemann Kleint authored
Add QQuickWidget::sceneGraphError() equivalent to QQuickWindow::sceneGraphError(), move message formatting code to QQuickWindowPrivate. Change-Id: I18cd4d7e0f6ee1011c29375218dc6a044b0d2cf2 Reviewed-by:
Laszlo Agocs <laszlo.agocs@digia.com>
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- 04 Mar, 2014 - 1 commit
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Laszlo Agocs authored
The error signal patch added some usages of QOpenGLFunctions::isES(). These need to be temporarily removed. Change-Id: Ibd1d8094059020708aefe4b3502ba56d624928b3 Reviewed-by:
Friedemann Kleint <Friedemann.Kleint@digia.com> Reviewed-by:
Jørgen Lind <jorgen.lind@digia.com>
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- 25 Feb, 2014 - 1 commit
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Gunnar Sletta authored
Also marked the new afterAnimation() signal as \since 5.3 and introduced proper revisioning on the new signals. [Changelog][QtQuick] Added QQuickWindow::afterSynchronizing(), openglContextCreated(), sceneGraphAboutToStop(). Useful for deeper integration with the rendering. Change-Id: I5532b310506c2432325595e55ef9307b8934abee Reviewed-by:
Laszlo Agocs <laszlo.agocs@digia.com>
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- 21 Feb, 2014 - 1 commit
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Laszlo Agocs authored
When nothing is connected to this signal, an error will be printed or, in case of Windows, a message box will be shown. If there is something connected, it is up to the application to handle the error. [ChangeLog] Added a new sceneGraphError() signal to QQuickWindow which applications can use to detect errors like OpenGL context creation failures and react in their own custom ways. Task-number: QTBUG-36138 Change-Id: I33b1e5e0e3f25872af67c5bb5ae937e3470b25f3 Reviewed-by:
Friedemann Kleint <Friedemann.Kleint@digia.com>
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- 20 Feb, 2014 - 1 commit
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Laszlo Agocs authored
[ChangeLog] QQuickWindow will now emit the afterAnimating() signal from the gui thread before each scenegraph sync request. Change-Id: I4897c82f75066238e781455d4fce4fb6bbe2558e Reviewed-by:
Pasi Keränen <pasi.keranen@digia.com> Reviewed-by:
Lars Knoll <lars.knoll@digia.com>
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- 15 Feb, 2014 - 1 commit
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Ulf Hermann authored
The QtQuick parts of the QML profiler service thus become a proper global profiler which can be independently enabled and disabled. Change-Id: Ifad03801cab2be66a264fc46fdebdae582fcc99b Reviewed-by:
Kai Koehne <kai.koehne@digia.com>
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- 04 Feb, 2014 - 1 commit
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Gunnar Sletta authored
Without this change, it is not possible to implement a custom context without also implementing a renderloop. Change-Id: Iac2aa732251cdf7221b28f665394cdd336a3d846 Reviewed-by:
Michael Brasser <michael.brasser@live.com>
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- 22 Jan, 2014 - 2 commits
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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>
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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>
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- 07 Jan, 2014 - 1 commit
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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>
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- 12 Dec, 2013 - 1 commit
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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>
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- 03 Dec, 2013 - 1 commit
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Gunnar Sletta authored
Task-number: QTBUG-33363 (cherry-picked from commit 12eab916 ) Change-Id: Ia2b0c329157786cb4ec703989f12d2fdb1ce6bc8 Reviewed-by:
Laszlo Agocs <laszlo.agocs@digia.com>
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- 19 Nov, 2013 - 1 commit
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Gunnar Sletta authored
Task-number: QTBUG-33363 Change-Id: Ia2b0c329157786cb4ec703989f12d2fdb1ce6bc8 Reviewed-by:
Laszlo Agocs <laszlo.agocs@digia.com>
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- 18 Nov, 2013 - 1 commit
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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>
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- 01 Nov, 2013 - 1 commit
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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>
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- 30 Oct, 2013 - 1 commit
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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>
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- 30 Sep, 2013 - 1 commit
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Gunnar Sletta authored
Change-Id: I3750c47640bf21c3567c5fa1c4667e3e2552942e Reviewed-by:
Lars Knoll <lars.knoll@digia.com>
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- 07 Jun, 2013 - 1 commit
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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>
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- 06 May, 2013 - 1 commit
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Christiaan Janssen authored
Change-Id: Ide71b330b13fc3816ed191bd9af84e0fce0d9587 Reviewed-by:
Kai Koehne <kai.koehne@digia.com>
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- 24 Apr, 2013 - 1 commit
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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>
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