| Commit message (Collapse) | Author | Age | Files | Lines |
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Conflicts:
tests/auto/qtwidgets/tst_qtwidgets.cpp
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When you link cross-compiled applications on Linux, the linker needs to
be able to find not just the libraries the application links against
(like libQtGui.so), but the libraries' dependencies. E.g.
examples/widgets/wiggly links against QtGui. QtGui links against
libEGL.so. Therefore, when you link wiggly, the linker has to be able to
find libEGL.so, even though wiggly doesn't use EGL directly.
To facilitate this, -Wl,rpath-link=/path/to/egl needs to be added to
QMAKE_PRL_LIBS in libQtGui.prl and -Wl,rpath-link=/path/to/gl needs to
be added to QMAKE_PRL_LIBS in libQtOpenGL.prl. This only needs to be
done when the EGL/GL libs are not in the default search directories. As
the paths will also change depending on the mkspec, two new variables
have been added: QMAKE_LFLAGS_EGL & QMAKE_LFLAGS_OPENGL. These can be
set in the mkspec and will be added to the relevent prls. E.g.
QMAKE_LFLAGS_EGL += -Wl,-rpath-link=$${QMAKE_LIBDIR_EGL}
QMAKE_LFLAGS_OPENGL += -Wl,-rpath-link=$${QMAKE_LIBDIR_OPENGL}
Reviewed-by: Marius Storm-Olsen
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Reviewed-by: Samuel
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Breaks the GL2 paint engine on X11 and OpenGL/ES 2.0.
This reverts commit b8ff02a67ebd8246253823b53cfed98eef400547.
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Reviewed-by: Trustme
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The antialiasing is currently not gamma corrected.
Reviewed-by: Samuel
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Engine-specific pixmap filters were being created, used, and destroyed
every time draw() was called on QPixmapColorizeFilter, QPixmapBlurFilter,
and so on. This had a heavy performance penalty and made it difficult
for the GL paint engine to cache shaders from one request to the next.
A generic filter can request an engine-specific filter that matches its
parameters. The engine can either create a new one or return a previously
allocated filter object.
Ownership of engine-specific pixmap filter objects is moved to the
paint engine itself.
Reviewed-by: Andrew den Exter
Reviewed-by: Michael Brasser
Reviewed-by: Michael Goddard
Reviewed-by: Sarah Smith
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Reviewed-by: trustme
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The code does not use QGLShader directly any more.
Reviewed-by: trustme
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The defines are GL_MODELVIEW/GL_PROJECTION, not GL_MODELVIEW_MATRIX/etc.
The _MATRIX defines are for fetching the matrix, not setting it.
Reviewed-by: trustme
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Matrix functions do not exist under OpenGL/ES 2.0.
Reviewed-by: trustme
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Slightly increase threshold for when to shrink an FBO, and reduce the
number of calls to glBindFramebuffer.
Reviewed-by: Tom
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The setTextureCoordsEnabled was enabled in two places, but never disabled
causing it to always be used. When using a varying in a vertex shader
and not using it again in the fragment shader this produces a warning,
and rightly so. Since the property is 100% detectable based on the
fragment shader used, move the logic into the shader selection code
and kill the property all together. This should also speed up
solid filling a bit...
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The GL1 engine will use the raster fall back for pixmap filters. We
anyhow use GLSL for the filters, which requires OpenGL 2 support, and in
that case the GL2 engine is the default.
Reviewed-by: Gunnar Sletta
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1) Need to transfer to brush drawing mode when switching active engine,
to make sure we reset the vertex / texture coordinate pointers for image
drawing.
2) QGLPixmapGLPaintDevice::beginPaint() was changed to use
QGLContext::drawTexture() for blitting the old texture contents to the
render FBO, which means that we also need to set up viewport, modelview,
and projection matrices, and ensure that clipping / stencil testing
is disabled.
3) Make sure stencil testing is disabled when clearing the FBO.
Reviewed-by: Tom
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Reviewed-by: Samuel
Reviewed-by: Tom Cooksey
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Change c72eaee91136bbe1a9fa99cdb0a7593bec60264b was wrong, we should
call ensureActive(), not syncState().
Task-number: 261113
Reviewed-by: Trond
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When dumping the rectangle clip to the depth buffer due to needing to
intersect with a more complex clip, we didn't take into consideration
that writeClip will transform the path by the current matrix, whereas
the rectangle clip is in device coordinates. Thus, we need to map the
path by the inverse matrix.
Task-number: 260701
Reviewed-by: Trond
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We need to call ensureActive() when save() is called, to make sure
systemStateChanged() gets called and updates the scissorTestEnabled
flag, so that we don't lose it on the next restore().
Task-number: 261113
Reviewed-by: Trond
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Reviewed-by: Trond
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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 in the fragment shader.
Task-number: 260982
Reviewed-by: Samuel
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Use qpen_ and qbrush_ accessors for slightly better performance
and avoid calling for the same value again and again. Secondly,
the engine doesn't use its pen and brush states so there is
no point in maintaining them, so don't reset old brush all the
time.
Reviewed-by: Samuel
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Reviewed-by: Samuel
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The handling for the current QGLContext was looking up the same
TLS data several times per call (hasLocalData() and localData()
calls particularly).
This change also refactors the code a little so that the
setting of the QGLContext within makeCurrent() and doneCurrent()
is in one location in the code instead of six (one per platform).
Reviewed-by: Michael Brasser
Reviewed-by: Sarah Smith
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Reviewed-by: Sarah Smith
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Update documentation and #ifdef out the implementation.
Reviewed-by: trustme
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The renderText() function is only for legacy desktop systems,
so revert the previous attempts to port it to OpenGL/ES.
Documentation note added to direct users to QPainter::drawText()
for the correct way to render text onto an OpenGL paint device.
Reviewed-by: trustme
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Conflicts:
tests/auto/qhttpnetworkconnection/qhttpnetworkconnection.pro
tests/auto/qhttpnetworkreply/qhttpnetworkreply.pro
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Stops the license checker failing each time the file is re-generated.
Also added "_P" to the generated header guard, as it's a private header.
Reviewed-by: Gunnar Sletta
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Reviewed-by: Trust Me
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Need to unbind the window surface FBO and re-bind it in the child
widget's context before doing a blit.
Reviewed-by: Kim
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There are too many platform regressions when using the FBO as a backend
for the opengl engine. We need to find whether it's possible to work
around them, but for the time being, to preserve compatibility, we
only use FBOs when using the opengl2 engine.
Example of issue: Smudged text and smudged diagonal lines on Windows XP
when running with opengl engine and latest nvidia driver.
Reviewed-by: Trond
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QGL2PaintEngineEx::clip() needs to call ensureActive() to make sure the
engine is active and synced before doing any clipping operations. We
also need to set needsSync to false before entering setState() since
otherwise we end up in an infinite loop in the case where
replayClipOperations() again calls QGL2PaintEngineEx::clip().
Reviewed-by: Tom
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Reviewed-by: Gunnar
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Reviewed-by: trustme
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Reviewed-by: trustme
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This change should make qt_resolve_buffer_extensions() handle all
of the ARB, OES, and regular name variants for glBindBuffer(), etc
that may occur in the wild.
Reviewed-by: trustme
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Reviewed-by: trustme
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