Ensure the QMenu is polished before creating the native window

Call ::ensurePolished from QMenu::exec before the native window gets
created. This ensures that the style handles the menu before its too
late. E.g. a style which wants to create RGBA menus needs to add the
appropriate flag before the native window gets created. Without this
change the style cannot change to RGBA as the native window has already
been created and changing the format used by QWindow is not possible
after QWindow::create was called.

Change-Id: Ic861037a438b4cb74c59a00be0ef2d633db538ed
Reviewed-by: Friedemann Kleint <Friedemann.Kleint@digia.com>
Reviewed-by: Gabriel de Dietrich <gabriel.dedietrich@digia.com>
Reviewed-by: David Edmundson <davidedmundson@kde.org>
Reviewed-by: Frederik Gladhorn <frederik.gladhorn@digia.com>
Direct2D QPA: Bump copyright year to match reality

Change-Id: I443b74e3d464285febc28345f35d1445e8102015
Reviewed-by: Friedemann Kleint <Friedemann.Kleint@digia.com>
Avoid corruption in Q(Open)GLFunctions when used on multiple threads

Using Q(Open)GLFunctions concurrently on multiple threads had some issues
due to incorrect synchronization: The m_groups list in the
QOpenGLMultiGroupSharedResource, in which the Q(Open)GLFunctions instance
is stored, became corrupted under certain scenarios, for example in the
tst_qglthreads autotest and any two threads that happen to enter an
initializeOpenGLFunctions() or QOpenGLContext::functions() call concurrently.

Locking in value() has been introduced in 666c25c089acf7fcc9e9a6b7665074c6286d604e
to fix such issues, however using the context group's mutex is not enough: that still
allows two threads using two contexts with a different context group to concurrently
enter insert(). Instead, the MultiGroupSharedResource has to have its own mutex
to protect its own member variables.

Task-number: QTBUG-38771
Change-Id: If01c44c2084b95e487bc9146576ca180ed8044da
Reviewed-by: Jørgen Lind <jorgen.lind@digia.com>
ANGLE D3D11: Don't use mipmaps in level 9 textures

As the mipmaps levels aren't being generated on level 9, they shouldn't
be used. Fall back to multisampled textures instead (which is the
behavior for non-power-of-two textures anyway). This fixes an issue in
which textured polygons (e.g. QML Images) turn black when scaled down.

Change-Id: I648b8be473dc38f4e1b26724cbaff610e586fdbd
Reviewed-by: Friedemann Kleint <Friedemann.Kleint@digia.com>
Reviewed-by: Oliver Wolff <oliver.wolff@digia.com>