From a58893eeda6bd48f41bdfa19eda147343be5f81e Mon Sep 17 00:00:00 2001 From: Laszlo Agocs Date: Fri, 12 Dec 2014 12:18:08 +0100 Subject: [PATCH] Update scenegraph docs regarding threaded render loop usage Change-Id: I4f8aa9b209096bbcdabcb689007e4166279f8a4c Reviewed-by: Gunnar Sletta --- .../doc/src/concepts/visualcanvas/scenegraph.qdoc | 18 ++++++++++-------- 1 file changed, 10 insertions(+), 8 deletions(-) diff --git a/src/quick/doc/src/concepts/visualcanvas/scenegraph.qdoc b/src/quick/doc/src/concepts/visualcanvas/scenegraph.qdoc index 046c23f..9b8b76d 100644 --- a/src/quick/doc/src/concepts/visualcanvas/scenegraph.qdoc +++ b/src/quick/doc/src/concepts/visualcanvas/scenegraph.qdoc @@ -244,18 +244,20 @@ animations, process events, etc. \endlist -The threaded renderer is currently used by default on Linux with -non-Mesa based drivers, OS X and EGLFS based QPA platforms, but this -is subject to change. It is possible to force use of the threaded -renderer by setting \c {QSG_RENDER_LOOP=threaded} in the -environment. +The threaded renderer is currently used by default on Windows with +opengl32.dll, Linux with non-Mesa based drivers, OS X and EGLFS but +this is subject to change. It is possible to force use of the threaded +renderer by setting \c {QSG_RENDER_LOOP=threaded} in the environment. \section2 Non-threaded Render Loop The non-threaded render loop is currently used by default on Windows -and non-EGLFS based embedded platforms. This is mostly a precautionary -measure, as not all combinations of OpenGL drivers and windowing -systems have been tested. +with ANGLE or a non-default opengl32 implementation and Linux with +Mesa drivers. For the latter this is mostly a precautionary measure, +as not all combinations of OpenGL drivers and windowing systems have +been tested. At the same time implementations like ANGLE or Mesa +llvmpipe are not able to function properly with threaded rendering at +all so not using threaded rendering is essential for these. Even when using the non-threaded render loop, you should write your code as if you are using the threaded renderer, as failing to do so -- 2.7.4