Revert the changes in contentsRect, it was clearly not the best place to
put the code that contains the code that computes the content size.
Instead move the code in FrameSvgItem, duplicates data and code but works.
Use FrameSVG as 9 tiles instead of uploading a big texture of the finished frame each time.
This also saves the cache being populated with full created frames in different sizes; which end up taking up space in the disk and shared memory cache as well as the GPU memory.
A code path falls back to the original uploading the entire texture if obscure settings are used, i.e overlay.
Benchmarks:
apitrace when resizing a frame goes from an average of 7.6ms per frame of CPU time just for the swizzling and uploading to 1.4ms
GPU time also drops from 40us to 10us
Themes will need to remove stretch-borders (when we gain nothing from stretching; i.e Breeze) to get the most out of it.
REVIEW: 119330
It's unreasonable to use private API, so make everything public API so that
every user of FrameSvg have as much features exposed as possible.
Reviewed by David Edmundson
While debugging a glitch I found out a bug in the painting code that hide
behind QRect documentation. See comment in sectionRect. This never rendered
correctly.
This reverts commit c38e6a204e.
This causes problems on the panel toolbox.
We were already trying to set a parent; however as it's a property of a QQuickItem
it only changes the visual parent; kdeclarative has a code path that if there's
a visual parent to skip the memory management; bug is probably there instead.
This originates from the request of downstreams to hide packages that are still installed.
why should be easier than not installing them i don't know, *but* semantically I think it makes sense act as if the package was not existing when the metadata says it's hidden
REVIEW:119329
Adds a new entry point to the widgets gallery so we can test it
from qmlscene.
It's a valid use case for the components and the best tool we
have for testing that we didn't break components.
REVIEW: 119322
Fallback to the old code if there's something not (yet?) handled by the
new implementation. This way we get to optimize for the the common use-case
without breaking former, complex, code-paths.
Reviewed by David Edmundson
This patch simplifies the grid a bit more by using Canvas instead of
Rectangles, so actually lowering the number of Items needed to create
the grid from 16 to just 1.
It works pretty neatly with no junctions problem at all.
REVIEW: 119283
Given the FrameData and the total size, we get to know where is the
contents going to be and gives us the information to extrapolate where to
put all the borders and corners.
Reviewed by David Edmundson