Added a separate property to enable mipmapping on QSGPaintedItem.
Don't use QSGItem's smooth property for that anymore.
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@ -103,6 +103,8 @@ QSGPaintedItemPrivate::QSGPaintedItemPrivate()
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, geometryDirty(false)
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, contentsDirty(false)
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, opaquePainting(false)
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, antialiasing(false)
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, mipmap(false)
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{
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}
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@ -225,6 +227,40 @@ void QSGPaintedItem::setAntialiasing(bool enable)
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update();
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}
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/*!
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Returns true if mipmaps are enabled; otherwise, false is returned.
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By default, mipmapping is not enabled.
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\sa setMipmap()
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*/
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bool QSGPaintedItem::mipmap() const
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{
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Q_D(const QSGPaintedItem);
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return d->mipmap;
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}
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/*!
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If \a enable is true, mipmapping is enabled on the associated texture.
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Mipmapping increases rendering speed and reduces aliasing artifacts when the item is
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scaled down.
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By default, mipmapping is not enabled.
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\sa mipmap()
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*/
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void QSGPaintedItem::setMipmap(bool enable)
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{
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Q_D(QSGPaintedItem);
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if (d->mipmap == enable)
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return;
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d->mipmap = enable;
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update();
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}
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/*!
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This function returns the outer bounds of the item as a rectangle; all painting must be
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restricted to inside an item's bounding rect.
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@ -416,7 +452,7 @@ QSGNode *QSGPaintedItem::updatePaintNode(QSGNode *oldNode, UpdatePaintNodeData *
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node->setSize(QSize(qRound(br.width()), qRound(br.height())));
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node->setSmoothPainting(d->antialiasing);
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node->setLinearFiltering(d->smooth);
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node->setMipmapping(d->smooth);
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node->setMipmapping(d->mipmap);
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node->setOpaquePainting(d->opaquePainting);
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node->setFillColor(d->fillColor);
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node->setContentsScale(d->contentsScale);
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@ -75,6 +75,9 @@ public:
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bool antialiasing() const;
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void setAntialiasing(bool enable);
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bool mipmap() const;
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void setMipmap(bool enable);
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QRectF contentsBoundingRect() const;
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QSize contentsSize() const;
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@ -63,6 +63,7 @@ public:
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bool contentsDirty : 1;
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bool opaquePainting: 1;
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bool antialiasing: 1;
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bool mipmap: 1;
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};
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QT_END_NAMESPACE
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