| Commit message (Collapse) | Author | Age | Files | Lines |
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Reviewed-by: Trust Me
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If combined depth-stencil buffer is not supported, create
separate depth and stencil buffers.
Task-number: QTBUG-12861
Reviewed-by: Trond
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Got rid of an ugly switch statement.
Reviewed-by: Tom
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Reviewed-by: Trust Me
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Now QGLFBO doesn't do stacking, QGLPaintDevice's base implementation is
ok to use.
Reviewed-By: Trond
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Having this behaviour in QGLFrameBufferObject complicates alot of things
and isn't really necessary.
Reviewed-by: Tom Cooksey
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Also, unbind the texture after it is initialized.
Reviewed-by: Sarah Smith
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We need to make sure that the FBO is bound in a valid context.
Reviewed-by: Tom
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Sometimes it isn't possible to arrange for the QGLFramebufferObject
to be destroyed before the QGLContext group in which it was created.
Especially during application shutdown or in applications with
multiple shared contexts.
This change modifies QGLFramebufferObject to use QGLSharedResourceGuard,
which ensures that when the last QGLContext in a sharing group is
destroyed, any remaining FBO's will revert to !isValid(). It is now
safe to destroy the context before the FBO, or the FBO before the context.
Unit test included.
Reviewed-by: Sarah Smith
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QGLPaintDevice::format() was returning the context's format, not
the format of the window surface's FBO. This caused the OpenGL1
paint engine to think that the window didn't have depth and
stencil buffers, even though the FBO most certainly did.
This change makes QGLPaintDevice::format() virtual and overrides it
in QGLFBOGLPaintDevice to return an updated format that includes
the context parameters plus the extra features that the FBO supports.
Reviewed-by: Tom Cooksey
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Reviewed-by: Trust Me
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This patch changes the ordering of QGL2PaintEngine::begin a bit because
QGLPixmapData needs to use the paint engine's drawTexture method within
beginPaint().
Also, this initialises needsSync to true and removes the setState call.
So now all the state initialisation is done in ensureActive rather than
begin.
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This patch also refactors QGL2PaintEngineEx::ensureActive() and the
logic which handles multiple paint engines rendering to the same
QGLContext. In a nut-shell:
* QGLPaintDevice::beginPaint() stores the currently bound FBO
* QGLPaintDevice::ensureActiveTarget() makes sure that GL rendering will
end up in the paint device (I.e. the right context is current and the
right FBO is bound). If a different context or FBO was bound, it is
_not_ remembered.
* QGLPaintDevice::endPaint() restores whatever FBO was bound when
beginPaint() was called.
This logic allows interleaved painter rendering to multiple FBOs and
contexts to work as expected. It also allows a stacked begin/end to work
properly when it's mixed with native GL rendering (as far as current
render target is concerened. GL state clobbering is obviously a
different topic).
QGLPaintDevice::context() also had to be made virtual as there's no good
place to call setContext. This might be possible to change in the future
though.
Finally, to make this work, QGLFramebufferObjectPrivate had to be moved
into it's own private header.
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