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Reviewed-by: Trust Me
(cherry picked from commit 774a3536b00c4d6e4c4c10b708e31b4373a338e3)
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There is really no good way of detecting if to use EGL instead of
GLX using qmake. So this is the behavior for now:
if QtOpenGL is compiled with "desktop gl" then use GLX if its compiled
with OpenGLES2 then use EGL.
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Autocompletion and a hint of dyslexia made me not see this before :)
Reviewed-by: paul
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resources. The example plugins EGLFS uses only 1 native
context. Make sure that we only use this 1 context, and that we dont
wrap it in many different QPlatformGLContexts or QGLContexts instanses.
This change also removes the QPlatformWindow link which was made in the
initial QPlatformGLContext change. Lighthouse has to support situations
where a context isnt bound to a QPlatformWindow.
Reviewed-by: gunnar
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This means the threading functionality has been delegated down to
QPlatformGLContext. However, it is still possible to use
QGLContext::currentContext to retrieve the QGLContext. This so that
QGLFunctions, QGLShaderProgram etc can be used without a QGLWidget.
Reviewed-by: paul
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QPlatformGlContext has now a pure virtual format getter.
The way its intended to work is that the tlw has a QPlatformWindowFormat
which is the requested format. Once you get the QPlatformGlContext of
the window, you can request the QPlatformWindowFormat of the context to
see what you really got.
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seperated the functionality into different files, and made the
paintdevice belong to the windowsurface. Everything really belongs to
the screen, since everything is full screen but, this makes it more on
par with the other plugins.
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Moved the openkode egl code into a convenience directory so it can be
used by other plugins
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