kwin: Rename SceneOpenGL::debug to m_debug and add an accessor
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4f2d12a4a7
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631769d18f
2 changed files with 7 additions and 5 deletions
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@ -141,7 +141,7 @@ SceneOpenGL::SceneOpenGL(Workspace* ws, OpenGLBackend *backend)
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glDrawBuffer(GL_BACK);
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#endif
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debug = qstrcmp(qgetenv("KWIN_GL_DEBUG"), "1") == 0;
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m_debug = qstrcmp(qgetenv("KWIN_GL_DEBUG"), "1") == 0;
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// set strict binding
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if (options->isGlStrictBindingFollowsDriver()) {
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@ -1131,7 +1131,7 @@ void SceneOpenGL::Window::performPaint(int mask, QRegion region, WindowPaintData
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restoreStates(Content, data.opacity(), data.brightness(), data.saturation());
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m_texture->unbind();
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#ifndef KWIN_HAVE_OPENGLES
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if (m_scene && m_scene->debug) {
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if (m_scene && m_scene->debug()) {
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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renderQuads(mask, region, contentQuads, m_texture, false);
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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@ -1234,7 +1234,7 @@ void SceneOpenGL::Window::paintDecoration(GLTexture *texture, TextureType type,
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texture->unbind();
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#ifndef KWIN_HAVE_OPENGLES
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if (m_scene && m_scene->debug) {
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if (m_scene && m_scene->debug()) {
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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GLVertexBuffer::streamingBuffer()->render(region, GL_TRIANGLES, m_hardwareClipping);
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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@ -1282,7 +1282,7 @@ void SceneOpenGL::Window::paintShadow(const QRegion ®ion, const WindowPaintDa
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restoreStates(Shadow, data.opacity(), data.brightness(), data.saturation());
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texture->unbind();
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#ifndef KWIN_HAVE_OPENGLES
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if (m_scene && m_scene->debug) {
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if (m_scene && m_scene->debug()) {
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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renderQuads(0, region, quads, texture, true);
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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@ -56,6 +56,8 @@ public:
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void idle();
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bool debug() const { return m_debug; }
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/**
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* @brief Factory method to create a backend specific texture.
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*
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@ -98,7 +100,7 @@ private:
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bool viewportLimitsMatched(const QSize &size) const;
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private:
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QHash< Toplevel*, Window* > windows;
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bool debug;
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bool m_debug;
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OpenGLBackend *m_backend;
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};
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