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author | Luboš Luňák <l.lunak@collabora.com> | 2019-11-26 15:49:07 +0100 |
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committer | Luboš Luňák <l.lunak@collabora.com> | 2019-11-27 09:53:07 +0100 |
commit | 3de02c68cd9a3bcfe7cc4c6c526f6c9d853651b2 (patch) | |
tree | 81597a707a89876c1f1c8feff59764229a4f6252 | |
parent | always test Skia before OpenGL (diff) | |
download | core-feature/skia.tar.gz core-feature/skia.zip |
use idle priority in visualbackendtest
feature/skia
At least Skia and OpenGL use POST_PAINT priority for flushing drawn
contents to the screen. Using the higher REPAINT priority here could
mean that actually showing the contents would not happen. Also,
at least with Skia+Vulkan, it seems that Skia could queue commands
indefinitely, eventually running out of resources.
Change-Id: Ia3969bad18d710b006325a0fba11dc318ff93786
-rw-r--r-- | vcl/backendtest/VisualBackendTest.cxx | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/vcl/backendtest/VisualBackendTest.cxx b/vcl/backendtest/VisualBackendTest.cxx index cab225918087..47b4149ef324 100644 --- a/vcl/backendtest/VisualBackendTest.cxx +++ b/vcl/backendtest/VisualBackendTest.cxx @@ -103,7 +103,7 @@ public: , mpVDev(VclPtr<VirtualDevice>::Create()) { maUpdateTimer.SetInvokeHandler(LINK(this, VisualBackendTestWindow, updateHdl)); - maUpdateTimer.SetPriority(TaskPriority::REPAINT); + maUpdateTimer.SetPriority(TaskPriority::DEFAULT_IDLE); if (mbAnimate) { maUpdateTimer.SetTimeout(1000.0); |