| Commit message (Collapse) | Author | Age | Files | Lines |
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This change moves the w, h, d variables to QPixmapData and introduces
is_null to keep track of nullness. This is possible only because
QPixmapData is internal API; otherwise we'd have to be smarter.
The optimization makes the QPixmap::width() function take 7 instructions,
down from 34 before. For the calculator demo in the declarative ui branch
this reduces a block of 750000 instructions (out of 30000000) to around
100000-150000 instructions.
Tested on Windows, Linux, Mac. Raster, X11 and OpenGL paint engines. Have
not tested the DirectFB engine.
Reviewed-by: Trond
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Reviewed-by: Trust Me
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The window surface has been modified to track widget deletion to make
sure it doesn't try to access the widget's context data after deletion.
QGLPixmapData now also uses GL_RGB instead of GL_RGBA when appropriate,
and hasAlphaChannel() has been modified in view of this.
A number of other issues have been fixed in QGLPixmapData, and the
autotest has been modified to use a more lenient pixmap compare function
due to off-by-one pixel errors here and there.
Reviewed-by: Trond
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In the fill case we can simply set a flag saying the pixmap needs to be
filled, and then when painting on the pixmap we start by filling the
background using glClear via the existing
QGLDrawable::autoFillBackground interface.
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In the case where a GL pixmap is used when there it still has an active
engine we need to ensure that the pixmap has been flushed from the
render FBO first. The newly added QGLPixmapData::copyBackFromRenderFbo()
handles this.
In addition, because several GL 2 paint engines can be active on the same
context at the same time, we can't make any assumptions and need to call
the newly added QGL2PaintEngineEx::ensureCreated() in the beginning of
any state-dependent paint engine function.
QGL2PaintEngineEx::ensureCreated() correctly transfers control to the
current engine if a different engine is active.
Running lance with -pixmap and -graphicssystem opengl works correctly
with the GL pixmap backend now.
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We now use FBOs to implement render-to-pixmap for the GL pixmap backend.
A multisample FBO is used for rendering, and is then blitted onto a
non-multisample FBO dynamically bound to the relevant texture.
Reviewed-by: Tom
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