diff --git a/COMPOSITE_HOWTO b/COMPOSITE_HOWTO index 75e7766cc2..1bc9ac90b3 100644 --- a/COMPOSITE_HOWTO +++ b/COMPOSITE_HOWTO @@ -79,7 +79,6 @@ All general configuration option are in group [Translucency] in kwinrc config fi UseTranslucency= - enables/disables compositing support GLMode= - selects texture creating mode RefreshRate= - manually specified refresh rate, should be usually automatically detected -GLAlwaysRebind= - may increase speed with some graphics cards GLDirect= - enables/disables direct rendering GLVSync= - enables/disables synchronizing with monitor refresh diff --git a/COMPOSITE_TODO b/COMPOSITE_TODO index fc4c04c6a3..6d7bf8b625 100644 --- a/COMPOSITE_TODO +++ b/COMPOSITE_TODO @@ -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 diff --git a/options.cpp b/options.cpp index d937ef84d6..384e100dad 100644 --- a/options.cpp +++ b/options.cpp @@ -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 ); diff --git a/options.h b/options.h index 7ce33fbcb0..097b606133 100644 --- a/options.h +++ b/options.h @@ -298,7 +298,6 @@ class Options : public KDecorationOptions enum GLMode { GLTFP, GLSHM, GLFallback }; GLMode glMode; - bool glAlwaysRebind; bool glDirect; bool glVSync; bool glStrictBinding; diff --git a/scene_opengl.cpp b/scene_opengl.cpp index 87ee8dce75..71ffa4caa0 100644 --- a/scene_opengl.cpp +++ b/scene_opengl.cpp @@ -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());