effects/blur: Remove leftovers after blur cache
The original purpose of m_damageArea was to indicate which region of the blur cache became dirty and needs to be updated. However, we no longer need to keep track of damaged area since the blur cache was removed.
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2 changed files with 1 additions and 13 deletions
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@ -471,7 +471,6 @@ void BlurEffect::uploadGeometry(GLVertexBuffer *vbo, const QRegion &blurRegion,
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void BlurEffect::prePaintScreen(ScreenPrePaintData &data, int time)
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{
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m_damagedArea = QRegion();
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m_paintedArea = QRegion();
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m_currentBlur = QRegion();
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@ -499,8 +498,6 @@ void BlurEffect::prePaintWindow(EffectWindow* w, WindowPrePaintData& data, int t
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}
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data.clip = newClip;
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const QRegion oldPaint = data.paint;
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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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// if we have to paint a non-opaque part of this window that intersects with the
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@ -518,8 +515,6 @@ void BlurEffect::prePaintWindow(EffectWindow* w, WindowPrePaintData& data, int t
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// blur everything
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if (m_paintedArea.intersects(expandedBlur) || data.paint.intersects(blurArea)) {
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data.paint |= expandedBlur;
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// we keep track of the "damage propagation"
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m_damagedArea |= (w->isDock() ? (expandedBlur & m_damagedArea) : expand(expandedBlur & m_damagedArea)) & blurArea;
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// we have to check again whether we do not damage a blurred area
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// of a window
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if (expandedBlur.intersects(m_currentBlur)) {
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@ -529,12 +524,6 @@ void BlurEffect::prePaintWindow(EffectWindow* w, WindowPrePaintData& data, int t
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m_currentBlur |= expandedBlur;
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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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m_damagedArea -= data.clip;
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m_damagedArea |= oldPaint;
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// in contrast to m_damagedArea does m_paintedArea keep track of all repainted areas
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m_paintedArea -= data.clip;
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m_paintedArea |= data.paint;
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}
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@ -89,8 +89,7 @@ private:
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bool m_renderTargetsValid;
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long net_wm_blur_region;
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QRegion m_damagedArea; // keeps track of the area which has been damaged (from bottom to top)
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QRegion m_paintedArea; // actually painted area which is greater than m_damagedArea
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QRegion m_paintedArea; // keeps track of all painted areas (from bottom to top)
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QRegion m_currentBlur; // keeps track of the currently blured area of the windows(from bottom to top)
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int m_downSampleIterations; // number of times the texture will be downsized to half size
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