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Scaled svg cache #13679
Scaled svg cache #13679
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I just tried it, and can confirm, that this solves the issue as well! |
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The initial booting takes longer with caching enabled:
Tested with LateNight Classic |
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It turns out that the Apple conditions are no longer relevant in Qt5 after we have removed the custom scaling. |
This crashes for me reproduceable, if I switch to Shade |
…el resolution. This also allows to remove the conditional Apple code form Qt4
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…when a painter is still not descructed.
Good catch. A narrowing the painter scope fixes the issue. I have no idea why it does not crash when starting with Shade Sunset or Shade Dark. Maybe by luck? |
Ah got it. Without the last commit it crashes here all the time, no luck anymore ... good. |
Done. |
Works as expected now! Thank you! Code looking good to me! |
Thank you for review. Merge? |
I think we need a test with a Mac and the high-DPI Retina-Display as well. @fwcd / @m0dB could you give this PR a try? |
There are only a few SVG buttons in Shade. |
The LateNight scaling issue should be fixed with the last commit. It turns out that these buttons are rendered via qss and not via the Paintable. @m0dB: Can you confirm if you also see blurry buttons with the 2.4 branch? |
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This will unfortunatly not be available in the next relevant Ubuntu version. |
Ok, this means we can merge this safety? With QSS SVGs we have now discovered two issues:
So maybe it is worth to hack around the Qt limitations |
I confirm that the qss buttons look blurry with 2.4. This branch does not improve that (but IIRC that is expected?) I confirm that the scaling issue that was introduced with Latenight is solved. |
Great! Thanks for testing again! |
This is on top of #13678
It is used to demonstrates a scaled SVG cache.
@JoergAtGithub Can you benchmark that on your side. With manual testing I do not notice an improvement.
There are currently test debug messages, to trace how it works. they need to be removed before benchmarking.
When we have confirmed, I will streamline the whole class to properly consider the device pixel ratio everywhere.