QOpenGLTextureBlitter fix allocating 4 times as much memory as needed
and copying a lot of garbage. Change-Id: Idf1d23d06423a98ce503c9bcf9614b12dd1fb92a Reviewed-by: Laszlo Agocs <laszlo.agocs@digia.com>bb10
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1248eddd14
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102cec7ec0
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@ -261,12 +261,12 @@ bool QOpenGLTextureBlitter::create()
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d->vertexBuffer.create();
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d->vertexBuffer.bind();
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d->vertexBuffer.allocate(vertex_buffer_data, sizeof(vertex_buffer_data) * sizeof(vertex_buffer_data[0]));
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d->vertexBuffer.allocate(vertex_buffer_data, sizeof(vertex_buffer_data));
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d->vertexBuffer.release();
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d->textureBuffer.create();
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d->textureBuffer.bind();
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d->textureBuffer.allocate(texture_buffer_data, sizeof(texture_buffer_data) * sizeof(texture_buffer_data[0]));
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d->textureBuffer.allocate(texture_buffer_data, sizeof(texture_buffer_data));
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d->textureBuffer.release();
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d->vertexCoordAttribPos = d->program->attributeLocation("vertexCoord");
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