parent
055b4d032f
commit
f72f465c13
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@ -245,7 +245,7 @@ void BlurEffect::prePaintWindow(EffectWindow* w, WindowPrePaintData& data, int t
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}
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}
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data.clip = newClip;
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data.clip = newClip;
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// we dont have to blur a region we dont see
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// we don't have to blur a region we don't see
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m_currentBlur -= newClip;
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m_currentBlur -= newClip;
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// if we have to paint a non-opaque part of this window that intersects with the
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// if we have to paint a non-opaque part of this window that intersects with the
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// currently blurred region we have to redraw the whole region
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// currently blurred region we have to redraw the whole region
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@ -268,7 +268,7 @@ void BlurEffect::prePaintWindow(EffectWindow* w, WindowPrePaintData& data, int t
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}
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}
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m_currentBlur |= expandedBlur;
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m_currentBlur |= expandedBlur;
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// we dont consider damaged areas which are occluded and are not
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// we don't consider damaged areas which are occluded and are not
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// explicitly damaged by this window
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// explicitly damaged by this window
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m_damagedArea -= data.clip;
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m_damagedArea -= data.clip;
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m_damagedArea |= data.paint;
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m_damagedArea |= data.paint;
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@ -2631,7 +2631,7 @@ void Client::finishMoveResize(bool cancel)
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setQuickTileMode(electricMode);
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setQuickTileMode(electricMode);
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const ElectricBorder border = electricBorderFromMode(electricMode);
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const ElectricBorder border = electricBorderFromMode(electricMode);
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if (border == ElectricNone)
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if (border == ElectricNone)
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kDebug(1212) << "invalid electric mode" << electricMode << "leading to invalid array acces,\
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kDebug(1212) << "invalid electric mode" << electricMode << "leading to invalid array access,\
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this should not have happened!";
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this should not have happened!";
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#ifdef KWIN_BUILD_SCREENEDGES
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#ifdef KWIN_BUILD_SCREENEDGES
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else
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else
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@ -324,7 +324,7 @@ void Scene::paintSimpleScreen(int orig_mask, QRegion region)
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// Clip out the client area, so we only draw the rest in the next pass
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// Clip out the client area, so we only draw the rest in the next pass
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data->region -= data->clip;
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data->region -= data->clip;
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// if prePaintWindow didnt change the clipping area we only have to paint
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// if prePaintWindow didn't change the clipping area we only have to paint
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// the decoration
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// the decoration
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if (data-> clip == data.key()->clientShape().translated(data.key()->x(), data.key()->y())) {
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if (data-> clip == data.key()->clientShape().translated(data.key()->x(), data.key()->y())) {
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data->mask |= PAINT_DECORATION_ONLY;
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data->mask |= PAINT_DECORATION_ONLY;
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@ -656,7 +656,7 @@ void SceneOpenGL::Window::paintDecoration(const QPixmap* decoration, TextureType
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// This is especially needed if we draw the opaque part of the window
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// This is especially needed if we draw the opaque part of the window
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// and the decoration in two different passes (as we in Scene::paintSimpleWindow do).
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// and the decoration in two different passes (as we in Scene::paintSimpleWindow do).
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// Otherwise we run into the situation that in the first pass there are some
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// Otherwise we run into the situation that in the first pass there are some
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// pending decoration repaints but we dont paint the decoration and in the
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// pending decoration repaints but we don't paint the decoration and in the
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// second pass it's the other way around.
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// second pass it's the other way around.
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if (quads.isEmpty())
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if (quads.isEmpty())
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return;
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return;
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@ -672,7 +672,7 @@ void SceneOpenGL::Texture::bind()
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{
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{
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glEnable(mTarget);
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glEnable(mTarget);
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glBindTexture(mTarget, mTexture);
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glBindTexture(mTarget, mTexture);
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// if one of the GLTexture::load functions is called, the glxpixmap doesnt
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// if one of the GLTexture::load functions is called, the glxpixmap doesn't
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// have to exist
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// have to exist
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if (options->glStrictBinding && glxpixmap) {
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if (options->glStrictBinding && glxpixmap) {
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glXReleaseTexImageEXT(display(), glxpixmap, GLX_FRONT_LEFT_EXT);
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glXReleaseTexImageEXT(display(), glxpixmap, GLX_FRONT_LEFT_EXT);
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@ -691,7 +691,7 @@ void SceneOpenGL::Texture::unbind()
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if (hasGLVersion(1, 4, 0)) {
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if (hasGLVersion(1, 4, 0)) {
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glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, 0.0f);
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glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, 0.0f);
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}
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}
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// if one of the GLTexture::load functions is called, the glxpixmap doesnt
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// if one of the GLTexture::load functions is called, the glxpixmap doesn't
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// have to exist
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// have to exist
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if (options->glStrictBinding && glxpixmap) {
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if (options->glStrictBinding && glxpixmap) {
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glBindTexture(mTarget, mTexture);
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glBindTexture(mTarget, mTexture);
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