Age | Commit message (Collapse) | Author |
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Change-Id: Iacd75beecc14023173a9aa52a30298bbfe787d61
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Change-Id: I5b71e3c9edc3e1e89e52c2e17b5fe0a025ac66ea
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Annotate when we are in an OpenGL rendering zone.
Check for this in the VCL signal handler, and force OpenGL off here
if exception occurred inside an OpenGL code-path.
Change-Id: I85a4b3d4a374593dc55d01a39ec4c7c3c262c332
Reviewed-on: https://gerrit.libreoffice.org/17881
Reviewed-by: Michael Meeks <michael.meeks@collabora.com>
Tested-by: Michael Meeks <michael.meeks@collabora.com>
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Change-Id: Id0258fe0db89aa06b91233ae2052f018d606cc74
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Since commit f31e6debfa7e330f985a0846a6ca91130d3dab20 this drags in
ridiculous amounts of boost headers, for probably negigible improvemnts
of sin(x)/x for tiny x values.
The compile time impact was not negligible, moving this nonsense to its
own header removes 1.79 GB of preprocessor input from a full build.
Change-Id: Ic41b2210eac8b130726610f2dbdbb449379225d1
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ChangChange all vertex shaders to accept model, view, projection
matrix to calculate the vertex position. So now we don't need to
convert the coordinates to OpenGL coordinate space [-1.0, 1.0]
anymore.
Additionally make it possible to offset vertex coordinates so
we can apply 0.5 px offset (to hit the pixel center) at some
operations.
Change-Id: I8e0a61d5fd4ab6aaa1c0c94439061725918577a0
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Change-Id: I2297bf392a405f02be2450f4624f1c9fc0b512ce
Reviewed-on: https://gerrit.libreoffice.org/16373
Reviewed-by: Noel Grandin <noelgrandin@gmail.com>
Tested-by: Noel Grandin <noelgrandin@gmail.com>
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Change-Id: Ibc9f88d2588c028cd71aa86c26d970a73025ef22
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Change-Id: I909cf7e77f9d7194575636248196fda311fffdb6
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The plain scaling is rather rough, and in fact drawing a scaled bitmap
the normal way gives much better results (because OutputDevice pre-scales
the bitmap before it's drawn). This one may be a bit slow perhaps,
but hopefully nobody there's no code that'd extensively use bitmap
drawing with custom transformations (wishful thinking).
Change-Id: I83e05307adfaeac0ed0757f1a0b2603f64caf8f8
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Change-Id: I0e4ad776cbf31f9a130aedf0f9741927560b5ac1
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Was missing from 82bc764bc9, without this opengl scaling wasn't used for these.
Change-Id: If853435b12383e799afe2f057c43263b2d2297fa
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I.e. make it possible for the opengl backend to decide to use a different
scaling algorithm.
Change-Id: I36e76de071797129c7636b3048c93bc6e5d93aca
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Change-Id: I516cdbc466f3d6427e36fea8c5cdbe718ce7d0ea
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Change-Id: Idbf9026c5e64ef41d4c913153dfddf36923ff7de
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Conflicts:
include/vcl/opengl/OpenGLContext.hxx
vcl/inc/openglgdiimpl.hxx
vcl/opengl/gdiimpl.cxx
vcl/opengl/x11/gdiimpl.cxx
vcl/source/opengl/OpenGLContext.cxx
Change-Id: I17f6ce66fb8b5bc027d35b4016ae56c24ee0a738
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Change-Id: I332c954259bdc7e34718449023f5aa82323987cc
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~X11SalVirtualDevice() was destroying X resources referred to by
OpenGLSalBitmap's mpContext, which were subsequently accessed by
Bitmap::AcquireReadAccess on the floating Bitmap. Better to use the
default window's GLContext for all bitmap operations.
Change-Id: I9009980e791cff1a1f36d626592d72c7a32efd39
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Change-Id: I8a6a5ffe71c9e5f16533fd1f0944d4fd2a051c73
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Conflicts:
vcl/opengl/gdiimpl.cxx
Change-Id: I6421265325e72023d1affe671d75488185772786
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Change-Id: Ib5d12b0e57b537bbd1798121e80cd517d9c8f751
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Otherwise we will get the report of an error much much later, most probably in
a totally unrelated part.
Change-Id: I33d3c6d01126f5766beb179eeaeb3276a9078226
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Change-Id: I90486137323afc03a23afa6c18c27840fe8456e1
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Change-Id: I949e13277fa176d64d7fba9a57e3ca6f3f0dd732
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