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authorLuboš Luňák <l.lunak@collabora.com>2019-11-26 15:49:07 +0100
committerLuboš Luňák <l.lunak@collabora.com>2019-11-27 09:53:07 +0100
commit3de02c68cd9a3bcfe7cc4c6c526f6c9d853651b2 (patch)
tree81597a707a89876c1f1c8feff59764229a4f6252
parent8557650ca474410f632c8cfe6468a656c97579bc (diff)
use idle priority in visualbackendtestfeature/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.cxx2
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);