| Commit message (Collapse) | Author | Age | Files | Lines |
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Reviewed-by: Trust Me
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Reviewed-by: Trust Me
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Reviewed-by: Trond
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The recommended specifiers are lowp for colors / normal vectors, mediump
for texture coordinates when a limited range is sufficient, and highp
for generic texture coordinates and vertex coordinates / transformation
matrices.
We used to use mediump for texture coordinate in some places, but
since we don't control the texturing scenarios we need to handle the
worst case, which is zooming in on part of a large texture (2048x2048)
with bilinear filtering. To properly handle this case without color
banding mediump is probably not sufficient, so we'll use highp for
texture coordinates.
Reviewed-by: Tom
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The precision specifiers need to be there on OpenGL ES 2.0.
Reviewed-by: Tom
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Conflicts:
src/gui/graphicsview/qgraphicsitem_p.h
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Some GL ES 2 implementations seem to have problems with
glCopyTexSubImage2D(), so we fall back and read the old font texture
into system memory and re-upload the new font texture.
Also, the precision used for texture coordinates in the fragment
programs wasn't high enough, which could lead to rendering artifacts.
Reviewed-by: Samuel
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Reviewed-by: Trust Me
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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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The gl_Position x, y, and z coordinates are always divided by the
homogenuous w coordinate to yield the final coordinates. Since we want
the depth to be constant for the whole item we need to premultiply it by
the w-coordinate. We can do this in the main() function in the vertex
programs since all the vertex programs use the depth uniform, thus
simplifying the programs a bit.
Reviewed-by: Trond
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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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Use the stencil method to draw clip paths and regions to the Z-buffer
instead of using glClear / glScissor. Using different depth values for
the various clip parts also makes restore() very cheap when only
IntersectClip is used.
As an additional bonus this patch gives antialiased clip in the GL 2
paint engine.
Task-number: 254658
Reviewed-by: Trond
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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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I.e. After composition, not before.
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- But now it can handle non-solid-color pens, the whole reason for
the refactor in the first place.
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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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- atan2 is just called atan in GLSL (which supports overloads)
- varyings can't be modified in fragment shaders
- #defines need to be on their own line
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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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Reviewed-by: Samuel Rødal
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