Updated tst_nodestest to use the DirtyForceUpdate flag.
Changed test to use DirtyForceUpdate instead of DirtyAll, and removed DirtyRenderOrder and DirtyAll enums which should not be used.
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@ -452,8 +452,6 @@ QSGShaderEffectNode* QSGCustomParticle::buildCustomNode()
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if (s.vertexCode.isEmpty())
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s.vertexCode = qt_particles_default_vertex_code;
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m_material.setProgramSource(s);
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node->markDirty(QSGNode::DirtyMaterial);
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node->markDirty(QSGNode::DirtyAll);
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return node;
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}
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@ -458,9 +458,9 @@ void QSGNode::markDirty(DirtyFlags flags)
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int geometryCountDiff = 0;
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if (flags & DirtyNodeAdded)
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geometryCountDiff = m_subtreeGeometryCount;
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geometryCountDiff += m_subtreeGeometryCount;
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if (flags & DirtyNodeRemoved)
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geometryCountDiff = -m_subtreeGeometryCount;
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geometryCountDiff -= m_subtreeGeometryCount;
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QSGNode *p = m_parent;
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while (p) {
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@ -82,11 +82,9 @@ public:
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DirtyNodeAdded = 0x0004,
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DirtyNodeRemoved = 0x0008,
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DirtyGeometry = 0x0010,
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DirtyRenderOrder = 0x0020,
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DirtyMaterial = 0x0040,
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DirtyOpacity = 0x0080,
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DirtyForceUpdate = 0x0100,
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DirtyAll = 0xffff,
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DirtyPropagationMask = DirtyMatrix
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| DirtyClipList
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@ -196,14 +196,14 @@ public:
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if (renderer->rootNode()->parent()) {
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// Mark the root dirty to build a clean state from the root and down
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renderer->rootNode()->markDirty(QSGNode::DirtyAll);
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renderer->rootNode()->markDirty(QSGNode::DirtyForceUpdate);
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}
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renderer->renderScene();
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if (renderer->rootNode()->parent()) {
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// Mark the parent of the root dirty to force the root and down to be updated.
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renderer->rootNode()->parent()->markDirty(QSGNode::DirtyAll);
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renderer->rootNode()->parent()->markDirty(QSGNode::DirtyForceUpdate);
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}
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}
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