2020-08-02 22:22:19 +00:00
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/*
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KWin - the KDE window manager
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This file is part of the KDE project.
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2015-05-05 13:04:15 +00:00
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2020-08-02 22:22:19 +00:00
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SPDX-FileCopyrightText: 2015 Martin Gräßlin <mgraesslin@kde.org>
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2015-05-05 13:04:15 +00:00
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2020-08-02 22:22:19 +00:00
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SPDX-License-Identifier: GPL-2.0-or-later
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*/
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2015-05-05 13:04:15 +00:00
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#include "scene_qpainter_fb_backend.h"
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#include "fb_backend.h"
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#include "composite.h"
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fb_backend_qpainter_backend: Use logind to determine if the session is active.
Summary: TTYs are only available for seat0, so when starting a framebuffer kwin on seat1, it never draws, because drawing is always suspended, because it is being treated as not active
Test Plan: The framebuffer backend draws on seat1, and /dev/fb1 and when I switch back to my Weston greeter, (when it's also using the frame buffer,) it doesn't try to draw on top of it.
Reviewers: #kwin, graesslin
Reviewed By: #kwin, graesslin
Subscribers: davidedmundson, rkflx, graesslin, kwin, #kwin
Tags: #kwin
Differential Revision: https://phabricator.kde.org/D9574
2018-04-24 12:18:03 +00:00
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#include "logind.h"
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2015-05-05 13:04:15 +00:00
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#include "cursor.h"
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Introduce RenderLoop
At the moment, our frame scheduling infrastructure is still heavily
based on Xinerama-style rendering. Specifically, we assume that painting
is driven by a single timer, etc.
This change introduces a new type - RenderLoop. Its main purpose is to
drive compositing on a specific output, or in case of X11, on the
overlay window.
With RenderLoop, compositing is synchronized to vblank events. It
exposes the last and the next estimated presentation timestamp. The
expected presentation timestamp can be used by effects to ensure that
animations are synchronized with the upcoming vblank event.
On Wayland, every outputs has its own render loop. On X11, per screen
rendering is not possible, therefore the platform exposes the render
loop for the overlay window. Ideally, the Scene has to expose the
RenderLoop, but as the first step towards better compositing scheduling
it's good as is for the time being.
The RenderLoop tries to minimize the latency by delaying compositing as
close as possible to the next vblank event. One tricky thing about it is
that if compositing is too close to the next vblank event, animations
may become a little bit choppy. However, increasing the latency reduces
the choppiness.
Given that, there is no any "silver bullet" solution for the choppiness
issue, a new option has been added in the Compositing KCM to specify the
amount of latency. By default, it's "Medium," but if a user is not
satisfied with the upstream default, they can tweak it.
2020-11-19 08:52:29 +00:00
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#include "renderloop.h"
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2015-05-05 13:04:15 +00:00
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#include "virtual_terminal.h"
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Introduce RenderLoop
At the moment, our frame scheduling infrastructure is still heavily
based on Xinerama-style rendering. Specifically, we assume that painting
is driven by a single timer, etc.
This change introduces a new type - RenderLoop. Its main purpose is to
drive compositing on a specific output, or in case of X11, on the
overlay window.
With RenderLoop, compositing is synchronized to vblank events. It
exposes the last and the next estimated presentation timestamp. The
expected presentation timestamp can be used by effects to ensure that
animations are synchronized with the upcoming vblank event.
On Wayland, every outputs has its own render loop. On X11, per screen
rendering is not possible, therefore the platform exposes the render
loop for the overlay window. Ideally, the Scene has to expose the
RenderLoop, but as the first step towards better compositing scheduling
it's good as is for the time being.
The RenderLoop tries to minimize the latency by delaying compositing as
close as possible to the next vblank event. One tricky thing about it is
that if compositing is too close to the next vblank event, animations
may become a little bit choppy. However, increasing the latency reduces
the choppiness.
Given that, there is no any "silver bullet" solution for the choppiness
issue, a new option has been added in the Compositing KCM to specify the
amount of latency. By default, it's "Medium," but if a user is not
satisfied with the upstream default, they can tweak it.
2020-11-19 08:52:29 +00:00
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#include "vsyncmonitor.h"
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2015-05-05 13:04:15 +00:00
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// Qt
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#include <QPainter>
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namespace KWin
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{
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FramebufferQPainterBackend::FramebufferQPainterBackend(FramebufferBackend *backend)
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: QObject()
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, QPainterBackend()
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2019-02-22 12:17:46 +00:00
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, m_renderBuffer(backend->screenSize(), QImage::Format_RGB32)
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2015-05-05 13:04:15 +00:00
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, m_backend(backend)
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2019-02-22 12:17:46 +00:00
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, m_needsFullRepaint(true)
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2015-05-05 13:04:15 +00:00
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{
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m_renderBuffer.fill(Qt::black);
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m_backend->map();
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2019-02-22 12:17:46 +00:00
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m_backBuffer = QImage((uchar*)m_backend->mappedMemory(),
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m_backend->bytesPerLine() / (m_backend->bitsPerPixel() / 8),
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m_backend->bufferSize() / m_backend->bytesPerLine(),
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m_backend->bytesPerLine(), m_backend->imageFormat());
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2015-05-05 13:04:15 +00:00
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m_backBuffer.fill(Qt::black);
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2019-02-22 12:17:46 +00:00
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Introduce RenderLoop
At the moment, our frame scheduling infrastructure is still heavily
based on Xinerama-style rendering. Specifically, we assume that painting
is driven by a single timer, etc.
This change introduces a new type - RenderLoop. Its main purpose is to
drive compositing on a specific output, or in case of X11, on the
overlay window.
With RenderLoop, compositing is synchronized to vblank events. It
exposes the last and the next estimated presentation timestamp. The
expected presentation timestamp can be used by effects to ensure that
animations are synchronized with the upcoming vblank event.
On Wayland, every outputs has its own render loop. On X11, per screen
rendering is not possible, therefore the platform exposes the render
loop for the overlay window. Ideally, the Scene has to expose the
RenderLoop, but as the first step towards better compositing scheduling
it's good as is for the time being.
The RenderLoop tries to minimize the latency by delaying compositing as
close as possible to the next vblank event. One tricky thing about it is
that if compositing is too close to the next vblank event, animations
may become a little bit choppy. However, increasing the latency reduces
the choppiness.
Given that, there is no any "silver bullet" solution for the choppiness
issue, a new option has been added in the Compositing KCM to specify the
amount of latency. By default, it's "Medium," but if a user is not
satisfied with the upstream default, they can tweak it.
2020-11-19 08:52:29 +00:00
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connect(VirtualTerminal::self(), &VirtualTerminal::activeChanged, this, [this](bool active) {
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if (active) {
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reactivate();
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} else {
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deactivate();
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2015-05-05 13:04:15 +00:00
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}
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Introduce RenderLoop
At the moment, our frame scheduling infrastructure is still heavily
based on Xinerama-style rendering. Specifically, we assume that painting
is driven by a single timer, etc.
This change introduces a new type - RenderLoop. Its main purpose is to
drive compositing on a specific output, or in case of X11, on the
overlay window.
With RenderLoop, compositing is synchronized to vblank events. It
exposes the last and the next estimated presentation timestamp. The
expected presentation timestamp can be used by effects to ensure that
animations are synchronized with the upcoming vblank event.
On Wayland, every outputs has its own render loop. On X11, per screen
rendering is not possible, therefore the platform exposes the render
loop for the overlay window. Ideally, the Scene has to expose the
RenderLoop, but as the first step towards better compositing scheduling
it's good as is for the time being.
The RenderLoop tries to minimize the latency by delaying compositing as
close as possible to the next vblank event. One tricky thing about it is
that if compositing is too close to the next vblank event, animations
may become a little bit choppy. However, increasing the latency reduces
the choppiness.
Given that, there is no any "silver bullet" solution for the choppiness
issue, a new option has been added in the Compositing KCM to specify the
amount of latency. By default, it's "Medium," but if a user is not
satisfied with the upstream default, they can tweak it.
2020-11-19 08:52:29 +00:00
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});
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}
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void FramebufferQPainterBackend::reactivate()
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{
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const QVector<AbstractOutput *> outputs = m_backend->outputs();
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for (AbstractOutput *output : outputs) {
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output->renderLoop()->uninhibit();
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}
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Compositor::self()->addRepaintFull();
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}
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void FramebufferQPainterBackend::deactivate()
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{
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const QVector<AbstractOutput *> outputs = m_backend->outputs();
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for (AbstractOutput *output : outputs) {
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output->renderLoop()->inhibit();
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}
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2015-05-05 13:04:15 +00:00
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}
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FramebufferQPainterBackend::~FramebufferQPainterBackend() = default;
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2019-02-22 12:17:46 +00:00
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QImage* FramebufferQPainterBackend::bufferForScreen(int screenId)
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2015-05-05 13:04:15 +00:00
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{
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2019-02-22 12:17:46 +00:00
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Q_UNUSED(screenId)
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2015-05-05 13:04:15 +00:00
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return &m_renderBuffer;
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}
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2020-11-09 13:35:15 +00:00
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bool FramebufferQPainterBackend::needsFullRepaint(int screenId) const
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2015-05-05 13:04:15 +00:00
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{
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2020-11-09 13:35:15 +00:00
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Q_UNUSED(screenId)
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2019-02-22 12:17:46 +00:00
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return m_needsFullRepaint;
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2015-05-05 13:04:15 +00:00
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}
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2020-11-09 14:31:26 +00:00
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void FramebufferQPainterBackend::beginFrame(int screenId)
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2015-05-05 13:04:15 +00:00
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{
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2020-11-09 13:35:15 +00:00
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Q_UNUSED(screenId)
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2019-02-22 12:17:46 +00:00
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m_needsFullRepaint = true;
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2015-05-05 13:04:15 +00:00
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}
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2020-11-09 14:31:26 +00:00
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void FramebufferQPainterBackend::endFrame(int screenId, int mask, const QRegion &damage)
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2015-05-05 13:04:15 +00:00
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{
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2020-11-09 13:35:15 +00:00
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Q_UNUSED(screenId)
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2015-05-05 13:04:15 +00:00
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Q_UNUSED(mask)
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Q_UNUSED(damage)
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2019-02-22 12:17:46 +00:00
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fb_backend_qpainter_backend: Use logind to determine if the session is active.
Summary: TTYs are only available for seat0, so when starting a framebuffer kwin on seat1, it never draws, because drawing is always suspended, because it is being treated as not active
Test Plan: The framebuffer backend draws on seat1, and /dev/fb1 and when I switch back to my Weston greeter, (when it's also using the frame buffer,) it doesn't try to draw on top of it.
Reviewers: #kwin, graesslin
Reviewed By: #kwin, graesslin
Subscribers: davidedmundson, rkflx, graesslin, kwin, #kwin
Tags: #kwin
Differential Revision: https://phabricator.kde.org/D9574
2018-04-24 12:18:03 +00:00
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if (!LogindIntegration::self()->isActiveSession()) {
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2015-05-05 13:04:15 +00:00
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return;
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}
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2019-02-22 12:17:46 +00:00
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m_needsFullRepaint = false;
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Introduce RenderLoop
At the moment, our frame scheduling infrastructure is still heavily
based on Xinerama-style rendering. Specifically, we assume that painting
is driven by a single timer, etc.
This change introduces a new type - RenderLoop. Its main purpose is to
drive compositing on a specific output, or in case of X11, on the
overlay window.
With RenderLoop, compositing is synchronized to vblank events. It
exposes the last and the next estimated presentation timestamp. The
expected presentation timestamp can be used by effects to ensure that
animations are synchronized with the upcoming vblank event.
On Wayland, every outputs has its own render loop. On X11, per screen
rendering is not possible, therefore the platform exposes the render
loop for the overlay window. Ideally, the Scene has to expose the
RenderLoop, but as the first step towards better compositing scheduling
it's good as is for the time being.
The RenderLoop tries to minimize the latency by delaying compositing as
close as possible to the next vblank event. One tricky thing about it is
that if compositing is too close to the next vblank event, animations
may become a little bit choppy. However, increasing the latency reduces
the choppiness.
Given that, there is no any "silver bullet" solution for the choppiness
issue, a new option has been added in the Compositing KCM to specify the
amount of latency. By default, it's "Medium," but if a user is not
satisfied with the upstream default, they can tweak it.
2020-11-19 08:52:29 +00:00
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FramebufferOutput *output = static_cast<FramebufferOutput *>(m_backend->findOutput(screenId));
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output->vsyncMonitor()->arm();
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2015-05-05 13:04:15 +00:00
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QPainter p(&m_backBuffer);
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2016-07-11 08:53:04 +00:00
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p.drawImage(QPoint(0, 0), m_backend->isBGR() ? m_renderBuffer.rgbSwapped() : m_renderBuffer);
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2015-05-05 13:04:15 +00:00
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}
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}
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