Merge branch 'KDE/4.7'

Conflicts:
	kwin/libkwineffects/kwinglutils.cpp
	kwin/libkwineffects/kwinglutils.h
This commit is contained in:
Martin Gräßlin 2011-07-03 09:30:38 +02:00
commit 08b2aebd30
7 changed files with 211 additions and 89 deletions

View file

@ -426,6 +426,11 @@ QImage GLTexture::convertToGLFormat(const QImage& img) const
return res;
}
bool GLTexture::isYInverted() const
{
return y_inverted;
}
} // namespace KWin
#endif

View file

@ -60,6 +60,10 @@ public:
int height() const {
return mSize.height(); /// @since 4.5
}
/**
* @since 4.7
**/
bool isYInverted() const;
virtual bool load(const QImage& image, GLenum target = GL_TEXTURE_2D);
virtual bool load(const QPixmap& pixmap, GLenum target = GL_TEXTURE_2D);

View file

@ -513,14 +513,7 @@ void SceneOpenGL::Window::performPaint(int mask, QRegion region, WindowPaintData
// shadow
if (m_shadow) {
paintShadow(WindowQuadShadowTop, region, data);
paintShadow(WindowQuadShadowTopRight, region, data);
paintShadow(WindowQuadShadowRight, region, data);
paintShadow(WindowQuadShadowBottomRight, region, data);
paintShadow(WindowQuadShadowBottom, region, data);
paintShadow(WindowQuadShadowBottomLeft, region, data);
paintShadow(WindowQuadShadowLeft, region, data);
paintShadow(WindowQuadShadowTopLeft, region, data);
paintShadow(region, data);
}
// decorations
Client *client = dynamic_cast<Client*>(toplevel);
@ -659,10 +652,17 @@ void SceneOpenGL::Window::paintDecoration(const QPixmap* decoration, TextureType
#endif
}
void SceneOpenGL::Window::paintShadow(WindowQuadType type, const QRegion &region, const WindowPaintData &data)
void SceneOpenGL::Window::paintShadow(const QRegion &region, const WindowPaintData &data)
{
WindowQuadList quads = data.quads.select(type);
Texture *texture = static_cast<SceneOpenGLShadow*>(m_shadow)->textureForQuadType(type);
WindowQuadList quads = data.quads.select(WindowQuadShadowTopLeft);
quads.append(data.quads.select(WindowQuadShadowTop));
quads.append(data.quads.select(WindowQuadShadowTopRight));
quads.append(data.quads.select(WindowQuadShadowRight));
quads.append(data.quads.select(WindowQuadShadowBottomRight));
quads.append(data.quads.select(WindowQuadShadowBottom));
quads.append(data.quads.select(WindowQuadShadowBottomLeft));
quads.append(data.quads.select(WindowQuadShadowLeft));
GLTexture *texture = static_cast<SceneOpenGLShadow*>(m_shadow)->shadowTexture();
if (!texture) {
return;
}
@ -744,7 +744,7 @@ void SceneOpenGL::Window::makeDecorationArrays(const WindowQuadList& quads, cons
GLVertexBuffer::streamingBuffer()->setData(quads.count() * 6, 2, vertices.data(), texcoords.data());
}
void SceneOpenGL::Window::renderQuads(int, const QRegion& region, const WindowQuadList& quads, Texture *tex, bool normalized)
void SceneOpenGL::Window::renderQuads(int, const QRegion& region, const WindowQuadList& quads, GLTexture *tex, bool normalized)
{
if (quads.isEmpty())
return;
@ -762,7 +762,7 @@ void SceneOpenGL::Window::renderQuads(int, const QRegion& region, const WindowQu
size.setHeight(1.0);
}
#endif
quads.makeArrays(&vertices, &texcoords, size, tex->getYInverted());
quads.makeArrays(&vertices, &texcoords, size, tex->isYInverted());
GLVertexBuffer::streamingBuffer()->setData(quads.count() * 6, 2, vertices, texcoords);
GLVertexBuffer::streamingBuffer()->render(region, GL_TRIANGLES);
delete[] vertices;
@ -798,7 +798,7 @@ void SceneOpenGL::Window::prepareStates(TextureType type, double opacity, double
}
}
void SceneOpenGL::Window::prepareStates(TextureType type, double opacity, double brightness, double saturation, GLShader* shader, Texture *texture)
void SceneOpenGL::Window::prepareStates(TextureType type, double opacity, double brightness, double saturation, GLShader* shader, GLTexture *texture)
{
if (shader) {
prepareShaderRenderStates(type, opacity, brightness, saturation, shader);
@ -835,7 +835,7 @@ void SceneOpenGL::Window::prepareShaderRenderStates(TextureType type, double opa
shader->setUniform(GLShader::AlphaToOne, opaque ? 1 : 0);
}
void SceneOpenGL::Window::prepareRenderStates(TextureType type, double opacity, double brightness, double saturation, Texture *tex)
void SceneOpenGL::Window::prepareRenderStates(TextureType type, double opacity, double brightness, double saturation, GLTexture *tex)
{
#ifdef KWIN_HAVE_OPENGLES
Q_UNUSED(type)
@ -1000,7 +1000,7 @@ void SceneOpenGL::Window::restoreStates(TextureType type, double opacity, double
}
}
void SceneOpenGL::Window::restoreStates(TextureType type, double opacity, double brightness, double saturation, GLShader* shader, Texture *texture)
void SceneOpenGL::Window::restoreStates(TextureType type, double opacity, double brightness, double saturation, GLShader* shader, GLTexture *texture)
{
if (shader) {
restoreShaderRenderStates(type, opacity, brightness, saturation, shader);
@ -1026,7 +1026,7 @@ void SceneOpenGL::Window::restoreShaderRenderStates(TextureType type, double opa
#endif
}
void SceneOpenGL::Window::restoreRenderStates(TextureType type, double opacity, double brightness, double saturation, Texture *tex)
void SceneOpenGL::Window::restoreRenderStates(TextureType type, double opacity, double brightness, double saturation, GLTexture *tex)
{
Q_UNUSED(type)
#ifdef KWIN_HAVE_OPENGLES
@ -1535,71 +1535,169 @@ void SceneOpenGL::EffectFrame::cleanup()
//****************************************
SceneOpenGLShadow::SceneOpenGLShadow(Toplevel *toplevel)
: Shadow(toplevel)
, m_texture(NULL)
{
}
SceneOpenGLShadow::~SceneOpenGLShadow()
{
for (int i=0; i<ShadowElementsCount; ++i) {
m_shadowTextures[i].discard();
}
delete m_texture;
}
SceneOpenGL::Texture *SceneOpenGLShadow::textureForQuadType(WindowQuadType type)
void SceneOpenGLShadow::buildQuads()
{
SceneOpenGL::Texture *texture = NULL;
QPixmap pixmap;
switch (type) {
case WindowQuadShadowTop:
texture = &m_shadowTextures[ShadowElementTop];
pixmap = shadowPixmap(ShadowElementTop);
break;
case WindowQuadShadowTopRight:
texture = &m_shadowTextures[ShadowElementTopRight];
pixmap = shadowPixmap(ShadowElementTopRight);
break;
case WindowQuadShadowRight:
texture = &m_shadowTextures[ShadowElementRight];
pixmap = shadowPixmap(ShadowElementRight);
break;
case WindowQuadShadowBottomRight:
texture = &m_shadowTextures[ShadowElementBottomRight];
pixmap = shadowPixmap(ShadowElementBottomRight);
break;
case WindowQuadShadowBottom:
texture = &m_shadowTextures[ShadowElementBottom];
pixmap = shadowPixmap(ShadowElementBottom);
break;
case WindowQuadShadowBottomLeft:
texture = &m_shadowTextures[ShadowElementBottomLeft];
pixmap = shadowPixmap(ShadowElementBottomLeft);
break;
case WindowQuadShadowLeft:
texture = &m_shadowTextures[ShadowElementLeft];
pixmap = shadowPixmap(ShadowElementLeft);
break;
case WindowQuadShadowTopLeft:
texture = &m_shadowTextures[ShadowElementTopLeft];
pixmap = shadowPixmap(ShadowElementTopLeft);
break;
default:
// nothing
break;
// prepare window quads
WindowQuadList quads = shadowQuads();
quads.clear();
const QRectF topRect(QPoint(0, 0), shadowPixmap(ShadowElementTop).size());
const QRectF topRightRect(QPoint(0, 0), shadowPixmap(ShadowElementTopRight).size());
const QRectF rightRect(QPoint(0, 0), shadowPixmap(ShadowElementRight).size());
const QRectF bottomRightRect(QPoint(0, 0), shadowPixmap(ShadowElementBottomRight).size());
const QRectF bottomRect(QPoint(0, 0), shadowPixmap(ShadowElementBottom).size());
const QRectF bottomLeftRect(QPoint(0, 0), shadowPixmap(ShadowElementBottomLeft).size());
const QRectF leftRect(QPoint(0, 0), shadowPixmap(ShadowElementLeft).size());
const QRectF topLeftRect(QPoint(0, 0), shadowPixmap(ShadowElementTopLeft).size());
if ((leftRect.width() - leftOffset() > topLevel()->width()) ||
(rightRect.width() - rightOffset() > topLevel()->width()) ||
(topRect.height() - topOffset() > topLevel()->height()) ||
(bottomRect.height() - bottomOffset() > topLevel()->height())) {
// if our shadow is bigger than the window, we don't render the shadow
setShadowRegion(QRegion());
return;
}
if (texture) {
if (texture->texture() != None) {
glBindTexture(texture->target(), texture->texture());
} else if (!pixmap.isNull()) {
const bool success = texture->load(pixmap);
if (!success) {
kDebug(1212) << "Failed to bind shadow pixmap";
return NULL;
}
} else {
return NULL;
}
// calculate the width
const qreal cornerWidth = topLeftRect.width() + topRightRect.width() + bottomLeftRect.width() + bottomRightRect.width();
const qreal leftRightWidth = leftRect.width() + rightRect.width();
const qreal topBottomWidth = topRect.width() + bottomRect.width();
// calculate the height
const qreal cornerHeight = qMax<int>(topLeftRect.height(), qMax<int>(topRightRect.height(), qMax<int>(bottomLeftRect.height(), bottomRightRect.height())));
const qreal leftRightHeight = qMax<int>(leftRect.height(), rightRect.height());
const qreal width = m_texture->width();
const qreal height = m_texture->height();
qreal tx1, tx2, ty1, ty2;
tx1 = tx2 = ty1 = ty2 = 0.0;
tx2 = topLeftRect.width()/width;
ty2 = topLeftRect.height()/height;
WindowQuad topLeftQuad(WindowQuadShadowTopLeft);
topLeftQuad[ 0 ] = WindowVertex(-leftOffset(), -topOffset(), tx1, ty1);
topLeftQuad[ 1 ] = WindowVertex(-leftOffset() + topLeftRect.width(), -topOffset(), tx2, ty1);
topLeftQuad[ 2 ] = WindowVertex(-leftOffset() + topLeftRect.width(), -topOffset() + topLeftRect.height(), tx2, ty2);
topLeftQuad[ 3 ] = WindowVertex(-leftOffset(), -topOffset() + topLeftRect.height(), tx1, ty2);
quads.append(topLeftQuad);
tx2 = topRect.width()/width;
ty1 = (cornerHeight + leftRightHeight)/height;
ty2 = (cornerHeight + leftRightHeight + topRect.height())/height;
WindowQuad topQuad(WindowQuadShadowTop);
topQuad[ 0 ] = WindowVertex(-leftOffset() + topLeftRect.width(), -topOffset(), tx1, ty1);
topQuad[ 1 ] = WindowVertex(topLevel()->width() + rightOffset() - topRightRect.width(), -topOffset(), tx2, ty1);
topQuad[ 2 ] = WindowVertex(topLevel()->width() + rightOffset() - topRightRect.width(), -topOffset() + topRect.height(),tx2, ty2);
topQuad[ 3 ] = WindowVertex(-leftOffset() + topLeftRect.width(), -topOffset() + topRect.height(), tx1, ty2);
quads.append(topQuad);
tx1 = topLeftRect.width()/width;
tx2 = (topLeftRect.width() + topRightRect.width())/width;
ty1 = 0.0;
ty2 = topRightRect.height()/height;
WindowQuad topRightQuad(WindowQuadShadowTopRight);
topRightQuad[ 0 ] = WindowVertex(topLevel()->width() + rightOffset() - topRightRect.width(), -topOffset(), tx1, ty1);
topRightQuad[ 1 ] = WindowVertex(topLevel()->width() + rightOffset(), -topOffset(), tx2, ty1);
topRightQuad[ 2 ] = WindowVertex(topLevel()->width() + rightOffset(), -topOffset() + topRightRect.height(), tx2, ty2);
topRightQuad[ 3 ] = WindowVertex(topLevel()->width() + rightOffset() - topRightRect.width(), -topOffset() + topRightRect.height(), tx1, ty2);
quads.append(topRightQuad);
tx1 = leftRect.width()/width;
tx2 = leftRightWidth/width;
ty1 = cornerHeight/height;
ty2 = (cornerHeight+rightRect.height())/height;
WindowQuad rightQuad(WindowQuadShadowRight);
rightQuad[ 0 ] = WindowVertex(topLevel()->width() + rightOffset() - rightRect.width(), -topOffset() + topRightRect.height(), tx1, ty1);
rightQuad[ 1 ] = WindowVertex(topLevel()->width() + rightOffset(), -topOffset() + topRightRect.height(), tx2, ty1);
rightQuad[ 2 ] = WindowVertex(topLevel()->width() + rightOffset(), topLevel()->height() + bottomOffset() - bottomRightRect.height(), tx2, ty2);
rightQuad[ 3 ] = WindowVertex(topLevel()->width() + rightOffset() - rightRect.width(), topLevel()->height() + bottomOffset() - bottomRightRect.height(), tx1, ty2);
quads.append(rightQuad);
tx1 = (topLeftRect.width() + topRightRect.width() + bottomLeftRect.width())/width;
tx2 = cornerWidth/width;
ty1 = 0.0;
ty2 = bottomRightRect.height()/height;
WindowQuad bottomRightQuad(WindowQuadShadowBottomRight);
bottomRightQuad[ 0 ] = WindowVertex(topLevel()->width() + rightOffset() - bottomRightRect.width(), topLevel()->height() + bottomOffset() - bottomRightRect.height(), tx1, ty1);
bottomRightQuad[ 1 ] = WindowVertex(topLevel()->width() + rightOffset(), topLevel()->height() + bottomOffset() - bottomRightRect.height(), tx2, ty1);
bottomRightQuad[ 2 ] = WindowVertex(topLevel()->width() + rightOffset(), topLevel()->height() + bottomOffset(), tx2, ty2);
bottomRightQuad[ 3 ] = WindowVertex(topLevel()->width() + rightOffset() - bottomRightRect.width(), topLevel()->height() + bottomOffset(), tx1, ty2);
quads.append(bottomRightQuad);
tx1 = topRect.width()/width;
tx2 = topBottomWidth/width;
ty1 = (cornerHeight + leftRightHeight)/height;
ty2 = (cornerHeight + leftRightHeight + bottomRect.height())/height;
WindowQuad bottomQuad(WindowQuadShadowBottom);
bottomQuad[ 0 ] = WindowVertex(-leftOffset() + bottomLeftRect.width(), topLevel()->height() + bottomOffset() - bottomRect.height(), tx1, ty1);
bottomQuad[ 1 ] = WindowVertex(topLevel()->width() + rightOffset() - bottomRightRect.width(), topLevel()->height() + bottomOffset() - bottomRect.height(), tx2, ty1);
bottomQuad[ 2 ] = WindowVertex(topLevel()->width() + rightOffset() - bottomRightRect.width(), topLevel()->height() + bottomOffset(), tx2, ty2);
bottomQuad[ 3 ] = WindowVertex(-leftOffset() + bottomLeftRect.width(), topLevel()->height() + bottomOffset(), tx1, ty2);
quads.append(bottomQuad);
tx1 = (topLeftRect.width() + topRightRect.width())/width;
tx2 = (topLeftRect.width() + topRightRect.width() + bottomLeftRect.width())/width;
ty1 = 0.0;
ty2 = bottomLeftRect.height()/height;
WindowQuad bottomLeftQuad(WindowQuadShadowBottomLeft);
bottomLeftQuad[ 0 ] = WindowVertex(-leftOffset(), topLevel()->height() + bottomOffset() - bottomLeftRect.height(), tx1, ty1);
bottomLeftQuad[ 1 ] = WindowVertex(-leftOffset() + bottomLeftRect.width(), topLevel()->height() + bottomOffset() - bottomLeftRect.height(), tx2, ty1);
bottomLeftQuad[ 2 ] = WindowVertex(-leftOffset() + bottomLeftRect.width(), topLevel()->height() + bottomOffset(), tx2, ty2);
bottomLeftQuad[ 3 ] = WindowVertex(-leftOffset(), topLevel()->height() + bottomOffset(), tx1, ty2);
quads.append(bottomLeftQuad);
tx1 = 0.0;
tx2 = leftRect.width()/width;
ty1 = cornerHeight/height;
ty2 = (cornerHeight+leftRect.height())/height;
WindowQuad leftQuad(WindowQuadShadowLeft);
leftQuad[ 0 ] = WindowVertex(-leftOffset(), -topOffset() + topLeftRect.height(), tx1, ty1);
leftQuad[ 1 ] = WindowVertex(-leftOffset() + leftRect.width(), -topOffset() + topLeftRect.height(), tx2, ty1);
leftQuad[ 2 ] = WindowVertex(-leftOffset() + leftRect.width(), topLevel()->height() + bottomOffset() - bottomLeftRect.height(), tx2, ty2);
leftQuad[ 3 ] = WindowVertex(-leftOffset(), topLevel()->height() + bottomOffset() - bottomLeftRect.height(), tx1, ty2);
quads.append(leftQuad);
m_shadowQuads = quads;
}
bool SceneOpenGLShadow::prepareBackend()
{
const QRect topRect(QPoint(0, 0), shadowPixmap(ShadowElementTop).size());
const QRect topRightRect(QPoint(0, 0), shadowPixmap(ShadowElementTopRight).size());
const QRect rightRect(QPoint(0, 0), shadowPixmap(ShadowElementRight).size());
const QRect bottomRightRect(QPoint(0, 0), shadowPixmap(ShadowElementBottomRight).size());
const QRect bottomRect(QPoint(0, 0), shadowPixmap(ShadowElementBottom).size());
const QRect bottomLeftRect(QPoint(0, 0), shadowPixmap(ShadowElementBottomLeft).size());
const QRect leftRect(QPoint(0, 0), shadowPixmap(ShadowElementLeft).size());
const QRect topLeftRect(QPoint(0, 0), shadowPixmap(ShadowElementTopLeft).size());
// calculate the width
const int cornerWidth = topLeftRect.width() + topRightRect.width() + bottomLeftRect.width() + bottomRightRect.width();
const int leftRightWidth = leftRect.width() + rightRect.width();
const int topBottomWidth = topRect.width() + bottomRect.width();
const int width = qMax<int>(cornerWidth, qMax<int>(leftRightWidth, topBottomWidth));
// calculate the height
const int cornerHeight = qMax<int>(topLeftRect.height(), qMax<int>(topRightRect.height(), qMax<int>(bottomLeftRect.height(), bottomRightRect.height())));
const int leftRightHeight = qMax<int>(leftRect.height(), rightRect.height());
const int topBottomHeight = qMax<int>(topRect.height(), bottomRect.height());
const int height = cornerHeight + leftRightHeight + topBottomHeight;
QImage image(width, height, QImage::Format_ARGB32);
image.fill(Qt::transparent);
QPainter p;
p.begin(&image);
p.drawPixmap(0, 0, shadowPixmap(ShadowElementTopLeft));
p.drawPixmap(topLeftRect.width(), 0, shadowPixmap(ShadowElementTopRight));
p.drawPixmap(topLeftRect.width() + topRightRect.width(), 0, shadowPixmap(ShadowElementBottomLeft));
p.drawPixmap(topLeftRect.width() + topRightRect.width() + bottomLeftRect.width(), 0, shadowPixmap(ShadowElementBottomRight));
p.drawPixmap(0, cornerHeight, shadowPixmap(ShadowElementLeft));
p.drawPixmap(leftRect.width(), cornerHeight, shadowPixmap(ShadowElementRight));
p.drawPixmap(0, cornerHeight + leftRightHeight, shadowPixmap(ShadowElementTop));
p.drawPixmap(topRect.width(), cornerHeight + leftRightHeight, shadowPixmap(ShadowElementBottom));
p.end();
if (m_texture) {
delete m_texture;
m_texture = NULL;
}
return texture;
m_texture = new GLTexture(image);
return true;
}
} // namespace

View file

@ -167,16 +167,16 @@ protected:
QMatrix4x4 transformation(int mask, const WindowPaintData &data) const;
void paintDecoration(const QPixmap* decoration, TextureType decorationType, const QRegion& region, const QRect& rect, const WindowPaintData& data, const WindowQuadList& quads, bool updateDeco);
void paintShadow(WindowQuadType type, const QRegion &region, const WindowPaintData &data);
void paintShadow(const QRegion &region, const WindowPaintData &data);
void makeDecorationArrays(const WindowQuadList& quads, const QRect &rect, Texture *tex) const;
void renderQuads(int, const QRegion& region, const WindowQuadList& quads, Texture* tex, bool normalized = false);
void renderQuads(int, const QRegion& region, const WindowQuadList& quads, GLTexture* tex, bool normalized = false);
void prepareStates(TextureType type, double opacity, double brightness, double saturation, GLShader* shader);
void prepareStates(TextureType type, double opacity, double brightness, double saturation, GLShader* shader, Texture *texture);
void prepareRenderStates(TextureType type, double opacity, double brightness, double saturation, Texture *tex);
void prepareStates(TextureType type, double opacity, double brightness, double saturation, GLShader* shader, GLTexture *texture);
void prepareRenderStates(TextureType type, double opacity, double brightness, double saturation, GLTexture *tex);
void prepareShaderRenderStates(TextureType type, double opacity, double brightness, double saturation, GLShader* shader);
void restoreStates(TextureType type, double opacity, double brightness, double saturation, GLShader* shader);
void restoreStates(TextureType type, double opacity, double brightness, double saturation, GLShader* shader, Texture *texture);
void restoreRenderStates(TextureType type, double opacity, double brightness, double saturation, Texture *tex);
void restoreStates(TextureType type, double opacity, double brightness, double saturation, GLShader* shader, GLTexture *texture);
void restoreRenderStates(TextureType type, double opacity, double brightness, double saturation, GLTexture *tex);
void restoreShaderRenderStates(TextureType type, double opacity, double brightness, double saturation, GLShader* shader);
private:
@ -237,16 +237,14 @@ public:
SceneOpenGLShadow(Toplevel *toplevel);
virtual ~SceneOpenGLShadow();
/**
* Returns the Texture for a specific ShadowQuad. The method takes care of performing
* the Texture from Pixmap operation. The calling method can use the returned Texture
* directly.
* In error case the method returns @c NULL.
* @return OpenGL Texture for the Shadow Quad. May be @c NULL.
**/
SceneOpenGL::Texture *textureForQuadType(WindowQuadType type);
GLTexture *shadowTexture() {
return m_texture;
}
protected:
virtual void buildQuads();
virtual bool prepareBackend();
private:
SceneOpenGL::Texture m_shadowTextures[ShadowElementsCount];
GLTexture *m_texture;
};
} // namespace

View file

@ -162,6 +162,9 @@ public:
protected:
virtual void buildQuads();
virtual bool prepareBackend() {
return true;
};
private:
QPixmap m_resizedElements[ShadowElementsCount];

View file

@ -110,6 +110,9 @@ bool Shadow::init(const QVector< long > &data)
m_bottomOffset = data[ShadowElementsCount+2];
m_leftOffset = data[ShadowElementsCount+3];
updateShadowRegion();
if (!prepareBackend()) {
return false;
}
buildQuads();
return true;
}

View file

@ -23,6 +23,7 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
#include <QtCore/QObject>
#include <QtGui/QPixmap>
#include <kwineffects.h>
#include <qvarlengtharray.h>
namespace KWin {
@ -58,7 +59,10 @@ public:
/**
* @return Cached Shadow Quads
**/
const WindowQuadList &shadowQuads() {
const WindowQuadList &shadowQuads() const {
return m_shadowQuads;
};
WindowQuadList &shadowQuads() {
return m_shadowQuads;
};
@ -125,6 +129,14 @@ protected:
};
virtual void buildQuads();
void updateShadowRegion();
Toplevel *topLevel() {
return m_topLevel;
};
void setShadowRegion(const QRegion &region) {
m_shadowRegion = region;
};
virtual bool prepareBackend() = 0;
WindowQuadList m_shadowQuads;
private:
static QVector<long> readX11ShadowProperty(WId id);
@ -139,7 +151,6 @@ private:
int m_leftOffset;
// caches
QRegion m_shadowRegion;
WindowQuadList m_shadowQuads;
QSize m_cachedSize;
};