97da4519ba
Even though there is no D3D-specific logic in the windows platform plugin, meaning a QWindow with either OpenGLSurface or VulkanSurface (or anything really) is DXGI/D3D-compatible, it now looks like it is beneficial, and more future proof, if there is a dedicated surface type. As the linked report shows, there are OpenGL-specific workarounds accumulated in the platform plugin, while not being clear if these are relevant to non-OpenGL content, or if they are relevant at all still. (and some of these can be difficult/impossible to retest and verify in practice) When D3D-based windows use the same surface type, all these are active for those windows as well, while Vulkan-based windows have their own type and so some of these old workarounds are not active for those. To reduce confusion, having a dedicated surface type for D3D as well allows the logic to skip the old OpenGL workarounds, giving us (and users) a more clear overall behavior when it comes to OpenGL vs. Vulkan vs. D3D. The change is compatible with any existing code in other modules because any code that uses OpenGLSurface for D3D will continue to work, using the new type can be introduced incrementally. Task-number: QTBUG-89715 Change-Id: Ieba86a580bf5a3636730952184dc3a3ab7669b26 Reviewed-by: Tor Arne Vestbø <tor.arne.vestbo@qt.io> |
||
---|---|---|
.. | ||
CMakeLists.txt | ||
multiwindow_threaded.cpp | ||
multiwindow_threaded.pro | ||
multiwindow_threaded.qrc | ||
window.cpp | ||
window.h |