| Commit message (Collapse) | Author | Age | Files | Lines |
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The precision specifiers need to be there on OpenGL ES 2.0.
Reviewed-by: Tom
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Reviewed-by: Tom
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Reviewed-by: Trust Me
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This brings performance back up to where it was pre-merge.
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Conflicts:
src/opengl/gl2paintengineex/qglengineshadermanager.cpp
src/opengl/gl2paintengineex/qglengineshadermanager_p.h
src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp
src/opengl/gl2paintengineex/qpaintengineex_opengl2_p.h
Merge custom shader / GL blur pixmap filter implementation from graphics
team repo with implementation from kinetic graphics-team repo.
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Ensures that the programs are evicted from the cache when the shaders
are destroyed.
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This will make it easier to implement pixmap filters, YUV->RGB
conversions, etc in other parts of Qt.
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I added a QGLContextResource class which can be used internally in Qt
for sharing resources between contexts. The QGLContextResource is a
hash map where the context is used as 'key', and the resource is the
'value'. All the sharing contexts point to the same resource, and the
resource is automatically deleted when it is not referenced any more.
Now, the shader manager uses the QGLContextResource class.
I also added a pointer to a struct in the QGLContextPrivate class. The
struct is shared between all the sharing contexts and is deleted
automatically. Currently, the struct only contains the resolved OpenGL
function pointers.
The shared context register code has been simplified.
Reviewed-by: Tom
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Simplified caching of uniform locations.
Reviewed-by: Samuel
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Keep track of uniform locations for the current shader program in the
shader manager. Also don't change texture parameters unless necessary.
Reviewed-by: Kim
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Reviewed-by: Trust Me
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The pen color should be used when drawPixmap is called with a bitmap,
and the brush color should be used for texture patterns that are
bitmaps.
Task-number: 245802
Reviewed-by: Trond
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seem fixable easily)
Merge-request: 594
Reviewed-by: Rohan McGovern <rohan.mcgovern@nokia.com>
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Now there's only a copy of the texture glyph cache in graphics memory,
avoiding the system memory copy that we used earlier. In addition the
texture will use the GL_ALPHA texture format when possible, making it
consume less graphics memory as well.
Reviewed-by: Tom
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The list of shaders shouldn't change too much now.
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Returns true if it had to change the shader program so the engine knows
it needs to clean the uniforms.
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Rename inputVertex -> vertexCoordsArray to be more consistent with other
vertex attribute array naming conventions.
SimpleVertexShader has also been replaced with a combination of
MainVertexShader & PositionOnlyVertexShader, so can be killed.
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If you see shocking pink in the rendering output, it's probably because
the "simple" shader is in use but color writes have somehow been
enabled. :-)
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