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authorLuboš Luňák <l.lunak@collabora.com>2019-11-26 15:49:07 +0100
committerLuboš Luňák <l.lunak@collabora.com>2019-11-27 09:55:19 +0100
commit1c2e5e47a4bdccc6682071c06b9e744bbeac6e52 (patch)
treeeea93cd6c12af4c504eb5b0e5dfadf43a82022e4 /vcl/backendtest
parent5e063cd7bb63772e6aab3a029dec13abcd748526 (diff)
use idle priority in visualbackendtest
At least Skia and OpenGL use POST_PAINT priority for flushing drawn contents to the screen. Using the higher REPAINT priority here could mean that actually showing the contents would not happen. Also, at least with Skia+Vulkan, it seems that Skia could queue commands indefinitely, eventually running out of resources. Change-Id: Ia3969bad18d710b006325a0fba11dc318ff93786
Diffstat (limited to 'vcl/backendtest')
-rw-r--r--vcl/backendtest/VisualBackendTest.cxx2
1 files changed, 1 insertions, 1 deletions
diff --git a/vcl/backendtest/VisualBackendTest.cxx b/vcl/backendtest/VisualBackendTest.cxx
index cab225918087..47b4149ef324 100644
--- a/vcl/backendtest/VisualBackendTest.cxx
+++ b/vcl/backendtest/VisualBackendTest.cxx
@@ -103,7 +103,7 @@ public:
, mpVDev(VclPtr<VirtualDevice>::Create())
{
maUpdateTimer.SetInvokeHandler(LINK(this, VisualBackendTestWindow, updateHdl));
- maUpdateTimer.SetPriority(TaskPriority::REPAINT);
+ maUpdateTimer.SetPriority(TaskPriority::DEFAULT_IDLE);
if (mbAnimate)
{
maUpdateTimer.SetTimeout(1000.0);