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preroll waveformrenderer using rendergraph #14190
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LGTM! Just a nit with QStringLiteral
qstringliteral Co-authored-by: Antoine Colombier <[email protected]>
qstringliteral Co-authored-by: Antoine Colombier <[email protected]>
qstringliteral Co-authored-by: Antoine Colombier <[email protected]>
qstringliteral Co-authored-by: Antoine Colombier <[email protected]>
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couple nits. Love seeing a PR with a negative line diff ;)
QImage image(imagePixelW, imagePixelH, QImage::Format_ARGB32_Premultiplied); | ||
QImage image(imagePixelW, imagePixelH, QImage::Format_RGBA8888_Premultiplied); |
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can you quickly explain your rationale behind this?
According to the QImage docs:
Note: Avoid most rendering directly to most of these formats using QPainter. Rendering is best optimized to the Format_RGB32 and Format_ARGB32_Premultiplied formats, and secondarily for rendering to the Format_RGB16, Format_RGBX8888, Format_RGBA8888_Premultiplied, Format_RGBX64 and Format_RGBA64_Premultiplied formats
dynamic_cast<PatternMaterial&>(material()) | ||
.setTexture(std::make_unique<Texture>(m_waveformRenderer->getContext(), | ||
drawPrerollImage(m_markerLength, |
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does this allocate continuously in the hot paintGL
path?
const int reserved = (preRollVisible ? numVerticesPerRectangle : 0) + | ||
(postRollVisible ? numVerticesPerRectangle : 0); |
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does it make sense to move closer to the first use? and potentially give it a better name?
Ports the preroll waveformrenderer to a rendergraph node. This can be reviewed and merged independently from the PRs for the other waveformrenderers.