Always rebinding should not make sense anymore.

svn path=/trunk/KDE/kdebase/workspace/; revision=677309
This commit is contained in:
Luboš Luňák 2007-06-18 21:24:01 +00:00
parent 4040e9be58
commit cdb2d046c3
5 changed files with 1 additions and 9 deletions

View file

@ -79,7 +79,6 @@ All general configuration option are in group [Translucency] in kwinrc config fi
UseTranslucency=<true|false> - enables/disables compositing support
GLMode=<TFP|SHM|Fallback> - selects texture creating mode
RefreshRate=<number> - manually specified refresh rate, should be usually automatically detected
GLAlwaysRebind=<true|false> - may increase speed with some graphics cards
GLDirect=<true|false> - enables/disables direct rendering
GLVSync=<true|false> - enables/disables synchronizing with monitor refresh

View file

@ -108,10 +108,6 @@ OpenGL TODO
- ati (others?): power_of_two windows are drawn white unless non-tfp_mode
is forced in findTextureTarget()
? in SceneOpenGL::bindTexture() with tfp_mode, with some gfx cards it seems
to be faster to not short-circuit the texture binding when there's been
no damage
+ strict binding
- there is code to support strict binding as required by AIGLX, but it's disabled, because
copy_buffer in bindTexture() ensures strict binding as a side-effect

View file

@ -190,7 +190,6 @@ unsigned long Options::updateSettings()
glMode = GLSHM;
else
glMode = GLFallback;
glAlwaysRebind = config.readEntry("GLAlwaysRebind", false );
glDirect = config.readEntry("GLDirect", true );
glVSync = config.readEntry("GLVSync", true );
glStrictBinding = config.readEntry( "GLStrictBinding", false );

View file

@ -298,7 +298,6 @@ class Options : public KDecorationOptions
enum GLMode { GLTFP, GLSHM, GLFallback };
GLMode glMode;
bool glAlwaysRebind;
bool glDirect;
bool glVSync;
bool glStrictBinding;

View file

@ -1107,8 +1107,7 @@ void SceneOpenGL::Window::prepareForPainting()
// Bind the window pixmap to an OpenGL texture.
bool SceneOpenGL::Window::bindTexture()
{
if( texture.texture() != None && toplevel->damage().isEmpty()
&& !options->glAlwaysRebind ) // interestingly with some gfx cards always rebinding is faster
if( texture.texture() != None && toplevel->damage().isEmpty())
{
// texture doesn't need updating, just bind it
glBindTexture( texture.target(), texture.texture());