- Mar 25, 2025
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Soham Kute authored
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- Mar 24, 2025
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- Since hiding the window destroys the wl_surface (before Qt 6.9), this causes crash on Wayland (adjustments after video window setup is complete). - With `CompositorX11`, adjusting a flag (such as always on top) and then (immediately after) toggling the visibility of a window breaks the window. This is a problem when, for example always on top and client side decorations change together. Although it is stated that "some window managers don't like to change frame window hint on visible window", I have not observed an adverse behavior on X11 (Qt 6.2 and Qt 6.8), and Wayland (Qt 6.8) with KWin X11/Wayland 6.3.1. If this is a problem of a certain window manager, the workaround should be only done for that window manager and not in all cases. At the same time, Qt does not seem to state that adjusting `Qt::FramelessWindowHint` needs to be done when the window is hidden. So I believe that this should be safe to proceed.
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Imperatively assigning the model is problematic here, because the model may be accessed before it is assigned. With declarative approach, it is the QML engine's responsibility make sure the model is assigned at appropriate time before it is accessed. Qt documentation states that [1]: > If a parent is not provided to createObject(), a reference to the > returned object must be held so that it is not destroyed by the > garbage collector. This is true regardless of whether Item::parent > is set afterwards, because setting the Item parent does not change > object ownership. Only the graphical parent is changed. Since the old model is no longer referenced anymore after `MainCtx.grouping` changes, this approach should be fine. I have tested this on both Qt 6.2 and 6.8. [1] https://doc.qt.io/qt-6/qml-qtqml-component.html#createObject-method
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This is useful when `QSGTextureView` is used as the source of a `ShaderEffect` that does not support atlas textures. Notable examples are `FastBlur` and `MultiEffect`.
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This reverts commit 2baca715. Unfortunately it turns out that "They support atlas/sub textures" is not fully correct. I made that assumption after taking a look at the shader code, and I concluded that they simply did not bother setting `supportsAtlasTextures` to `true` from its default value `false` due to negligence because the shader code that samples the source texture primarily uses the coordinate Qt supplies (`qt_MultiTexCoord0`) where it already takes the atlas textures into account. ShaderEffect's documentation states that: > If supportsAtlasTextures is true, coordinates will be based on position in > the atlas instead. Therefore, the coordinates supplied can be used as is with atlas textures. In fact, we (and Qt) are already doing this in various places (`vec4 texel = texture(source, qt_TexCoord0)`). The blur effect shaders uses the same (pre-adjusted) coordinate for sampling the texture. So, I thought that setting `supportsAtlasTextures` would not have a negative impact. However, due to the way Qt does blurring, this pre-adjusted (atlas) coordinate is offsetted and that offset is obviously specific to the blur effect and not pre-adjusted for the atlas texture (as Qt does with `ShaderEffect`) since they never claim to support atlas textures in blur effect, they don't bother normalizing the offset coordinate according to the atlas. Unfortunately, this means that atlas textures must be detached from the atlas, incurring a copy, to be used as a source for the blur effect. This is not a big problem for us, because most of the places where we use the blur effect already have the source textures independent (not in the atlas). And we still benefit from `QSGTextureView` that it prevents incurring a copy when the source texture is not in the atlas. - Main view (for mini player frosted glass effect background) is an item layer (not to mention a dynamic texture). They are never put in the atlas. - Player background uses mipmap, currently Qt does not support mipmapped atlas textures, so all mipmapped textures are independent textures. We use mipmapping here not to prevent this issue, but we actually benefit from mipmapping in this case as we do fluent size change based on window size. - Music artist header background, depending on the atlas size, may be put in the atlas. This currently depends on the initial window size, if it is small, the texture is not put in the atlas and blurring works fine. This is because currently Qt determines the atlas size based on the initial window size (I guess this is from the times when they primarily targeted mobile platforms with Qt Quick, back in 2010s). Unfortunately `QQuickImage` (`Image`) does not have a parameter to disable putting textures in the atlas. Setting `mipmap` as done in player would be fine, but we don't want/need mipmapping in music artist view. This does not mean much anyway, as with the revert here the shader effect would ask the texture to "remove" itself from the atlas (by copying, as per the default RHI atlas texture implementation), so blurring starts working fine. This change brings an additional requirement, although not used currently, if a target of `QSGTextureView` is in the atlas, and the texture view is used as source for blur effect, the request of detaching from the atlas texture (`QSGTexture::removedFromAtlas()`) would fail. The next commit makes sure that `::removedFromAtlas()` works fine with `QSGTextureView`, too, even though currently it is not used (I used a trick to disable layering instead of using `QSGTextureView` in music artist header).
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Register the modules into the buildsystem while keeping the dependencies being initialized conditionally, so they can be referenced elsewhere.
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The libraries are used on modules in other files, and gets undefined on non-windows platforms.
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- Use root size for the shader if image is not available, as in that case the image would not have a sensible size. The implicit size is chosen arbitrarily to be 64x64 instead of 0x0, which is mainly relevant when root does not have an overridden size. - Do not bother calculating the crop rate if there is no image. - Do not do outlining if there is no image, as in that case it means there is nothing to outline. This ensures that background is shown while the image is loading. `ShaderEffect` uses a transparent dummy texture with repeat wrap mode when the texture is not available. With source over blending of the texture into the background, a fully transparent source yields the destination color, which is the background color.
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It should be acceptable to not have background rectangle with non-RHI graphics backend (no shader support).
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It should be acceptable to not have background rectangle with non-RHI graphics backend (no shader support).
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It should be acceptable to not have background rectangle with non-RHI graphics backend (no shader support).
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Currently only `CompositorDirectComposition` does graceful exit on scene graph error.
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Startup time is defined as the time it takes to start playing the initial item when the application is opened. Currently probing is done synchronously each time the interface starts. This is not ideal, as we don't expect the system to suddenly start supporting a particular graphics api. Obviously, due to hardware change or driver update or any reason this may change, so we still need to check that each time. In this case, the worst can happen is that `QQuickWindow` emits error and terminates the application (usually with an error message box) when the api is no longer supported. However, since the cached api is checked each time asynchronously, the next startup would be fine. This basically improves the startup performance, at the expense of causing an error and terminating the application (in the worst case) if the system suddenly starts not supporting once valid api. The worst case is a rare case, so I believe that this would be a good optimization.
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Steve Lhomme authored
Fixes some CVE's [^1]. [^1]: https://github.com/libarchive/libarchive/releases/tag/v3.7.8
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refs #29053 resf #29055 regression by 44879313 ttml: fix null deref on empty uri
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- Mar 22, 2025
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Signed-off-by:
Claudio Cambra <developer@claudiocambra.com>
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Fixes a number of issues with thumbnailing and with crashes on view deletion Signed-off-by:
Claudio Cambra <developer@claudiocambra.com>
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Signed-off-by:
Claudio Cambra <developer@claudiocambra.com>
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Soham Kute authored
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- Mar 21, 2025
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Soham Kute authored
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This allows to use libvlc_video_engine_anw callbacks with SW decoding. We don't need to setBuffersGeometry() when using MediaCodec.
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The ANativeWindow can com from a Java SurfaceView or a NDK AImageReader. This allow to use libvlc on android without any Java/JNI support.
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