diff options
author | Luboš Luňák <l.lunak@collabora.com> | 2019-11-26 15:49:07 +0100 |
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committer | Luboš Luňák <l.lunak@collabora.com> | 2019-11-27 09:55:19 +0100 |
commit | 1c2e5e47a4bdccc6682071c06b9e744bbeac6e52 (patch) | |
tree | eea93cd6c12af4c504eb5b0e5dfadf43a82022e4 /vcl | |
parent | 5e063cd7bb63772e6aab3a029dec13abcd748526 (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')
-rw-r--r-- | vcl/backendtest/VisualBackendTest.cxx | 2 |
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); |