| Commit message (Collapse) | Author | Age | Files | Lines |
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Now it should always be possible to do
import QtGraphicalEffects 1.m
where m is Qt's minor version.
[ChangeLog][Qt Graphical Effects] In Qt 5.12 and newer versions, this
module is available with the same minor version as the Qt release
minor version number. For example import QtGraphicalEffects 1.12 will
work in Qt 5.12, even though there has been no API change, and the
maximum possible import version will automatically increment in future
Qt versions. This is intended to reduce confusion.
Change-Id: I4fa13fa9a662933161ff726a3e2ba586b2f7f6ff
Reviewed-by: Simon Hausmann <simon.hausmann@qt.io>
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Change-Id: I333a33a65ce4ff2469f7eb66663808cb75d756a2
Reviewed-by: Leena Miettinen <riitta-leena.miettinen@qt.io>
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- Remove unused old license files
- Unify licensing
* Tools and tests are nowdays licensed under GPL-EXCEPT, update
correct license header to those
* Src is nowdays licensed under LGPL, update correct license
header to there
Task-number: QTBUG-57147
Change-Id: I9664c854108ca7c1e0be02fdae9e8d7c480dfd4c
Reviewed-by: Lars Knoll <lars.knoll@qt.io>
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Change-Id: Ie42ce93850475c036b2bb4e1fa9068c597317c48
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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The faster code path looks a lot worse in this case, so fall back to use the
generic arbitrary large blur size for this case.
Change-Id: I3984b3bf48732a83dd112b7beb0fb4c3f8d38568
Reviewed-by: Mitch Curtis <mitch.curtis@theqtcompany.com>
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Change-Id: Ifcffcaf3d057162bb6eb8af9cd3c2277bc5bf206
Reviewed-by: Mitch Curtis <mitch.curtis@theqtcompany.com>
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The mask code uses the fallback shader which is equivalent,
performance wise, to what we have in Qt 5.4, but in the interest of
keeping one codebase for all the blurring, we'll replace it anyway.
'transparentBorder' doesn't do anything anymore because it never
really worked to begin with and it doesn't make sense. See comment in
code.
'fast' codepath has been removed because it isn't really all that
fast.
[ChangeLog] MaskedBlur has a new blur implementation. The default
values of properties has been updated such that 'layer.effect:
MaskedBlur { maskSource: myMask }' works out of the box. The 'fast'
and 'transparentBorder' properties no longer have any effect.
Change-Id: Ibc05442914b563c50c95212fb0d4578f02990504
Reviewed-by: Laszlo Agocs <laszlo.agocs@theqtcompany.com>
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The fast code path has been removed, same rationale as in the
'DropShadow' case.
[ChangeLog] Glow has a new and faster blur implementation. Its default
values have been updated so that 'layer.effect: Glow { }' produces
sensibe output and 'fast' no longer has any effect.
Change-Id: I88aa16baf294851531f414ec52095d46561dbea8
Reviewed-by: Laszlo Agocs <laszlo.agocs@theqtcompany.com>
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Change-Id: Ia2e04f8d16fa90a56aad2eb65aa14eef34c7a3f0
Reviewed-by: Laszlo Agocs <laszlo.agocs@theqtcompany.com>
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The shader source generation has been moved to C++ and the following
improvements have been made to the algorithm:
- Rely on linear sampling to roughly halve the number of samples
required to perform blurring, while still mathmatically accurate.
- Avoid dependent texture reads by calculating the sample positions
in the vertex shader. This only works if the vec2 is used in
texture2D() directly from the varying without any arithmetic and no
swizzle mask applied. The fragment shader can then in many cases
prefetch the texture value.
- Implement a fallback shader which is used when samples exceed the
maximum number of varyings. The old implementation supported 32
samples. The new one switches to the fallback when the required
samples / 2 exceeds the number of available varying registers on
the GPU. The fallback shader is equivalent to the old code
performance wise, but supports an arbitrary high number of samples.
[ChangeLog] Gaussian Blur has a new implementation. Faster for smaller
kernels, similar for larger kernels but allows arbitrarily large
kernels. The fast version will support at least 15x15 kernels on
OpenGL ES and 59x59 kernels on Desktop GL. GaussianBlur.deviation is
now a very costly parameter to change.
Change-Id: I1ac44633ec6b3b667ebfab2211fa53e706804787
Reviewed-by: Laszlo Agocs <laszlo.agocs@theqtcompany.com>
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This gives us a bit better control in terms of what we
want to check for. It should also fix some subtle bugs
when layer and ShaderEffectSource is used as input.
Change-Id: I29de13598811623c31563ac6e88f070aee0bab54
Task-number: QTBUG-40849
Reviewed-by: Lars Knoll <lars.knoll@digia.com>
Reviewed-by: Laszlo Agocs <laszlo.agocs@theqtcompany.com>
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Qt copyrights are now in The Qt Company, so we could update the source
code headers accordingly. In the same go we should also fix the links to
point to qt.io.
Change-Id: I8983b05749d75b438a314e7f385a85c612a04f6f
Reviewed-by: Jani Heikkinen <jani.heikkinen@theqtcompany.com>
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Change-Id: Ib685e533a97bae865df5802c4f9e7399c8cfd078
Reviewed-by: Mitch Curtis <mitch.curtis@digia.com>
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Task-number: QTBUG-31902
Change-Id: Id9d81ffddda3ee666840f602bb8c85ff00545547
Reviewed-by: Jerome Pasion <jerome.pasion@digia.com>
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Change-Id: Idaf2ac8f4dc2a8586c6e148bd67a33e9bdd677e1
Reviewed-by: Akseli Salovaara <akseli.salovaara@digia.com>
Reviewed-by: Sergio Ahumada <sergio.ahumada@digia.com>
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-moved API documentation in QML files
-moved snippets, images, and qdoc files to src/effects/doc
-deleted old .pri and .qdocconf files
-fixed relative paths
Change-Id: I4e757e707b5f93a215506f8c2cbb7eb1f2321d4c
Reviewed-by: Geir Vattekar <geir.vattekar@digia.com>
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Change copyrights and license headers from Nokia to Digia
Change-Id: I06d9e8f818910ab9243afb73087f187a4b3b05f4
Reviewed-by: Janne Anttila <janne.anttila@digia.com>
Reviewed-by: Sergio Ahumada <sergio.ahumada@digia.com>
Reviewed-by: Lars Knoll <lars.knoll@digia.com>
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Private is more widely used term for files that
do not belong to public API.
Change-Id: Ib4219a4026bc04f79f0803272f8af6a13b517ca8
Reviewed-by: Kim Gronholm <kim.1.gronholm@nokia.com>
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Change-Id: I210c10369f97ab8289bff3c3d7e6dc26d9215936
Reviewed-by: Jyri Tahtela <jyri.tahtela@nokia.com>
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