Aug 9 2019
Jul 26 2019
The crash does not come from KisCanvas2 but KisNode actually, as I said that it happens only when the undo command is not created (so KisNode is deleted by KisNodeReplaceBasedStrokeStrategy::Private's destructor, which is executed in the image thread (by the destructor of KisStroke)).
Jul 25 2019
On the crash upon deletion of stroke strategy without creating an undo command:
Jul 8 2019
A note on KisNode::copyFromNode():
Currently the methods return a KUndo2Command that will do the changes. However, it should be possible to make them only do the changes, by taking a clone of the active layer before making undoable changes to it.
Jun 28 2019
Refactor out q-pointers and derived d-pointers in Flake
Jun 21 2019
Jun 20 2019
Discussion on derived d-pointers.
Discussion on q-pointers.
Jun 18 2019
There is said to be delay when switching between snapshots if one uses OpenGL canvas.
May 29 2019
The branch for this task is at https://invent.kde.org/tusooaw/krita/commits/tusooaw/T10991-snapshot-docker (deleted after merging)
May 27 2019
May 17 2019
May 8 2019
Apr 29 2019
Apr 19 2019
Apr 6 2019
Apr 1 2019
Mar 28 2019
Mar 19 2019
Feb 20 2019
Feb 19 2019
ok, for the frames stuff, based on this reddit post:
Feb 18 2019
I like the colored bar, but I do think that having an icon with danger sign would also helpful.
Feb 17 2019
Regarding the bar, I was thinking something like this(though perhaps should go into red faster). The smaller lighter box at the start is the imagesize compared to the full colored box, which would be the total ram consumption(stats.totalMemorySize) vs total memory limit. Problem: Sometimes the imagesize(stats.imageSize) is larger than the total ram consumption(stats.totalMemorySize), and I don't know why, @dkazakov?
Feb 10 2019
I'm thinking we should have an icon that shows up at 50%, as the current one shows up at 87.5%. Furthermore, I remember an old presentation of this shooter game where they set the healthbar to start warning the player at 50%, because humans aren't very good at judging their resources, and they found players would manage their resource(health) much better when they were warned at 50%.
Jan 17 2019
Very good. Thank you for opening this topic. From a user perspective; I'll answer something basic and minimal: a yellow icon (maybe with a orange outline) appears on the bottom (near the memory usage) around 80% of max resources used. The icon might look like a button one can press: a pop-up display a small text explaining basic things about ram and proposing solution: reduce layer stack by merging, split large animation into scenes, etc...
Dec 2 2018
Oct 17 2018
@dkazakov I see that you've changed the code to use devicePixelRatioF. I can see that the canvas now attempts to render at 100% device pixel size.
Oct 10 2018
One more issue: The fix seems to have used the integer version of devicePixelRatio somewhere instead of the floating point devicePixelRatioF. This is from my observation forcing a 1.5x scaling on Windows. I haven't checked the code. Even though Qt now rounds the scale factor to nearest integer on Windows, we should assume that real fractional scaling support will be added in the future. In fact the then-in-progress task https://bugreports.qt.io/browse/QTBUG-53022 is exactly for this. (It might even be already supported on KDE, but I can't confirm.) So please fix it to use the floating point devicePixelRatio.
@dkazakov Thanks for the partial fix. I've done some testing on Windows with krita-nightly-x64-v188.8.131.52-239-ge64348e693, so here's my observations/findings:
Oct 7 2018
Oct 5 2018
Oct 4 2018
Okay, it looks like Qt actually creates the double-sized frame buffer, but we still see it as a single-sized (and reset the viewport). We should just set the viewport to this doubled size.