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-rw-r--r--src/corelib/codecs/qiconvcodec.cpp2
-rw-r--r--src/gui/painting/qpainter.cpp3
-rw-r--r--src/opengl/gl2paintengineex/qglengineshadersource_p.h12
3 files changed, 15 insertions, 2 deletions
diff --git a/src/corelib/codecs/qiconvcodec.cpp b/src/corelib/codecs/qiconvcodec.cpp
index 389bb48..8c4cc82 100644
--- a/src/corelib/codecs/qiconvcodec.cpp
+++ b/src/corelib/codecs/qiconvcodec.cpp
@@ -62,7 +62,7 @@
#elif defined(Q_OS_AIX)
# define NO_BOM
# define UTF16 "UCS-2"
-#elif defined(Q_OS_MAC)
+#elif defined(Q_OS_FREEBSD) || defined(Q_OS_MAC)
# define NO_BOM
# if Q_BYTE_ORDER == Q_BIG_ENDIAN
# define UTF16 "UTF-16BE"
diff --git a/src/gui/painting/qpainter.cpp b/src/gui/painting/qpainter.cpp
index a9257c7..beda9d6 100644
--- a/src/gui/painting/qpainter.cpp
+++ b/src/gui/painting/qpainter.cpp
@@ -475,7 +475,8 @@ void QPainterPrivate::draw_helper(const QPainterPath &originalPath, DrawOperatio
p.end();
q->save();
- q->resetMatrix();
+ state->matrix = QTransform();
+ state->dirtyFlags |= QPaintEngine::DirtyTransform;
updateState(state);
engine->drawImage(absPathRect,
image,
diff --git a/src/opengl/gl2paintengineex/qglengineshadersource_p.h b/src/opengl/gl2paintengineex/qglengineshadersource_p.h
index acd4461..6bcf010 100644
--- a/src/opengl/gl2paintengineex/qglengineshadersource_p.h
+++ b/src/opengl/gl2paintengineex/qglengineshadersource_p.h
@@ -260,12 +260,24 @@ static const char* const qglslPositionWithTextureBrushVertexShader = "\
static const char* const qglslAffinePositionWithTextureBrushVertexShader
= qglslPositionWithTextureBrushVertexShader;
+#if defined(QT_OPENGL_ES_2)
+// OpenGL ES does not support GL_REPEAT wrap modes for NPOT textures. So instead,
+// we emulate GL_REPEAT by only taking the fractional part of the texture coords.
+// TODO: Special case POT textures which don't need this emulation
+static const char* const qglslTextureBrushSrcFragmentShader = "\
+ varying highp vec2 brushTextureCoords; \
+ uniform lowp sampler2D brushTexture; \
+ lowp vec4 srcPixel() { \
+ return texture2D(brushTexture, fract(brushTextureCoords)); \
+ }";
+#else
static const char* const qglslTextureBrushSrcFragmentShader = "\
varying highp vec2 brushTextureCoords; \
uniform lowp sampler2D brushTexture; \
lowp vec4 srcPixel() { \
return texture2D(brushTexture, brushTextureCoords); \
}";
+#endif
static const char* const qglslTextureBrushSrcWithPatternFragmentShader = "\
varying highp vec2 brushTextureCoords; \