1. 05 Sep, 2014 - 5 commits
  2. 03 Sep, 2014 - 4 commits
  3. 02 Sep, 2014 - 4 commits
  4. 01 Sep, 2014 - 6 commits
    • Frederik Gladhorn's avatar
      Try harder to return accessible names · c6c1da2f
      Frederik Gladhorn authored
      
      Always check if there is another accessible set as title for the one
      queried. For text fields also return the placeholder property if nothing
      else is set.
      
      Change-Id: I3f10ff04338a405ad8de00e75e15dded4aaeed3b
      Reviewed-by: default avatarJocelyn Turcotte <jocelyn.turcotte@digia.com>
      c6c1da2f
    • Frederik Gladhorn's avatar
      Revert "Revert "Improve roles"" · b88a0e84
      Frederik Gladhorn authored
      This reverts commit 0540dc56
      
      .
      The change in qtbase is in and qt5.git has been updated.
      
      Change-Id: I6c44d2d8316e4f05a4f480ed276967d026c7a130
      Reviewed-by: default avatarJocelyn Turcotte <jocelyn.turcotte@digia.com>
      b88a0e84
    • Jocelyn Turcotte's avatar
      Avoid duplicating timers in MessagePumpForUIQt · ae970040
      Jocelyn Turcotte authored
      
      Since DoDelayedWork always returns the time of the next delayed work
      to process, we would create a new timer for the same event every
      time we process an event. This would cause a timer starvation on
      Windows for example.
      
      Instead of blindly creating timers, keep track of the requested delay
      and create a new timer only if the new delay is shorted than the
      currently scheduled one.
      
      Change-Id: I2606231f0a48b8feb85f058a78eb772d26b222f3
      Reviewed-by: default avatarAndras Becsi <andras.becsi@digia.com>
      ae970040
    • WebKit Team's avatar
      Support using MessagePumpForUIQt in standalone base::Threads · fd5bba61
      WebKit Team authored
      
      We currently assume that MessagePumpForUIQt will only be used on Qt's
      GUI thread but OSX and Windows do have some cases where TYPE_UI is
      used for non-UI threads. This currently causes asserts in debug on
      OSX since the DNS thread quits prematurely.
      
      Instead of overriding all those edge cases to use TYPE_DEFAULT,
      properly support MessagePumpForUIQt::Run by using a QEventLoop.
      
      Change-Id: Icdb65966867ca6fd3679c75a698007f63848babc
      Reviewed-by: default avatarAndras Becsi <andras.becsi@digia.com>
      fd5bba61
    • Jocelyn Turcotte's avatar
      Wait on sync point fences instead of creating a new fence · 5b8e3ecf
      Jocelyn Turcotte authored
      
      Posting a runnable on the GPU thread's message loop and creating a GL
      fence sync there assumes that there is a current GL context, and that
      synchronizing with this context will make sure that we wait for all
      GL context producing any of our consumed texture mailboxes.
      
      This is however not always the case like when:
      - The current GL context on the GPU thread is destroyed right before
        our runnable is handled, displaying errors on the console that
        glFlush needs a current context.
      - The GL driver will do extra scheduling and let the scene graph
        thread synchronize its GL command stream only with the GL context
        in which the fence sync was created.
      
      To remedy the situation, make sure that Chromium creates a fence sync
      for every sync points associated with a mailbox that we consume and
      do so directly in the GL context associated with the originating
      glInsertSyncPointCHROMIUM call. Wait for all those syncs on the Qt
      side afterward.
      
      This might also help with a few erratic behaviors noticed on some
      embedded GL drivers.
      
      Change-Id: I5fc60fcf51497477b2e1b3a535d0a141954fc6e5
      Reviewed-by: default avatarAndras Becsi <andras.becsi@digia.com>
      5b8e3ecf
    • Frederik Gladhorn's avatar
      React to Accessibility being enabled/disabled globally · 41efc549
      Frederik Gladhorn authored
      
      Change-Id: I57a85682d132bfefcdb0e3d1b3065f0474317e32
      Reviewed-by: default avatarJocelyn Turcotte <jocelyn.turcotte@digia.com>
      41efc549
  5. 29 Aug, 2014 - 2 commits
    • Jocelyn Turcotte's avatar
      Fix crashes when running in debug on OSX · f677f0a4
      Jocelyn Turcotte authored
      
      When building debug-and-release, only the release version of
      core_generated.gyp, defining NDEBUG, would be generated by
      gyp_generator.prf.
      
      Both the debug and release ninja files would be generated by gyp from
      that same file and we would end up defining NDEBUG for src/core
      source files even in debug while the rest of the content layer would
      be properly built without it, causing crashes with object having
      unexpected sizes and non-symetrical clean-up routines.
      
      Skia doesn't seem to complain anymore if I build in release without
      this so simply remove it.
      
      Change-Id: I021f87f2dac5aa21831992824d39dc44216b5f58
      Reviewed-by: default avatarAndras Becsi <andras.becsi@digia.com>
      f677f0a4
    • Allan Sandfeld Jensen's avatar
      Add Qt WebEngine Widgets API for allowing certificate errors · 66def056
      Allan Sandfeld Jensen authored
      
      This adds API for overriding some certificate errors. Once overridden
      any identical error for the same hostname and certificate will use
      the same override.
      
      Similar API for QtWebEngine QML should be added in a later patch.
      
      Change-Id: I144147b86d9b592e3f87346a1e48890acee0c670
      Reviewed-by: default avatarJocelyn Turcotte <jocelyn.turcotte@digia.com>
      66def056
  6. 28 Aug, 2014 - 3 commits
  7. 26 Aug, 2014 - 6 commits
  8. 22 Aug, 2014 - 2 commits
  9. 21 Aug, 2014 - 4 commits
  10. 20 Aug, 2014 - 3 commits
  11. 19 Aug, 2014 - 1 commit
    • Michael Brüning's avatar
      Tell ANGLE to enable multithread protection. · 33b4d6f1
      Michael Brüning authored
      
      This is done on initialization of the Web Engine as this should
      happen before any contexts and Direct 3D devices are created.
      
      It makes D3D9 create a device with the D3DCREATE_MULTITHREADED
      flag and makes D3D11 enable multithread protection using the
      ID3D10Multithread interface.
      
      Depends on the appropriate counterpart in QtANGLE.
      
      Change-Id: I8204de2f8ebe993273ff9f11af55caacb1290e4e
      Reviewed-by: default avatarAllan Sandfeld Jensen <allan.jensen@digia.com>
      33b4d6f1