Always rebinding should not make sense anymore.
svn path=/trunk/KDE/kdebase/workspace/; revision=677309
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5 changed files with 1 additions and 9 deletions
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@ -79,7 +79,6 @@ All general configuration option are in group [Translucency] in kwinrc config fi
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UseTranslucency=<true|false> - enables/disables compositing support
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GLMode=<TFP|SHM|Fallback> - selects texture creating mode
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RefreshRate=<number> - manually specified refresh rate, should be usually automatically detected
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GLAlwaysRebind=<true|false> - may increase speed with some graphics cards
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GLDirect=<true|false> - enables/disables direct rendering
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GLVSync=<true|false> - enables/disables synchronizing with monitor refresh
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@ -108,10 +108,6 @@ OpenGL TODO
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- ati (others?): power_of_two windows are drawn white unless non-tfp_mode
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is forced in findTextureTarget()
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? in SceneOpenGL::bindTexture() with tfp_mode, with some gfx cards it seems
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to be faster to not short-circuit the texture binding when there's been
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no damage
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+ strict binding
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- there is code to support strict binding as required by AIGLX, but it's disabled, because
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copy_buffer in bindTexture() ensures strict binding as a side-effect
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@ -190,7 +190,6 @@ unsigned long Options::updateSettings()
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glMode = GLSHM;
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else
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glMode = GLFallback;
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glAlwaysRebind = config.readEntry("GLAlwaysRebind", false );
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glDirect = config.readEntry("GLDirect", true );
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glVSync = config.readEntry("GLVSync", true );
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glStrictBinding = config.readEntry( "GLStrictBinding", false );
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@ -298,7 +298,6 @@ class Options : public KDecorationOptions
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enum GLMode { GLTFP, GLSHM, GLFallback };
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GLMode glMode;
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bool glAlwaysRebind;
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bool glDirect;
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bool glVSync;
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bool glStrictBinding;
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@ -1107,8 +1107,7 @@ void SceneOpenGL::Window::prepareForPainting()
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// Bind the window pixmap to an OpenGL texture.
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bool SceneOpenGL::Window::bindTexture()
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{
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if( texture.texture() != None && toplevel->damage().isEmpty()
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&& !options->glAlwaysRebind ) // interestingly with some gfx cards always rebinding is faster
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if( texture.texture() != None && toplevel->damage().isEmpty())
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{
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// texture doesn't need updating, just bind it
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glBindTexture( texture.target(), texture.texture());
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