kwin: Rename flushBuffer() to present()
This function doesn't flush any buffered commands, it presents or posts the color buffer to the surface to which the GL context is bound.
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007733f14a
commit
e578676f42
8 changed files with 11 additions and 11 deletions
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@ -187,7 +187,7 @@ bool EglOnXBackend::initBufferConfigs()
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return true;
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}
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void EglOnXBackend::flushBuffer()
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void EglOnXBackend::present()
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{
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if (lastMask() & Scene::PAINT_SCREEN_REGION && surfaceHasSubPost && eglPostSubBufferNV) {
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const QRect damageRect = lastDamage().boundingRect();
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@ -216,7 +216,7 @@ SceneOpenGL::TexturePrivate *EglOnXBackend::createBackendTexture(SceneOpenGL::Te
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void EglOnXBackend::prepareRenderingFrame()
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{
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if (!lastDamage().isEmpty())
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flushBuffer();
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present();
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startRenderTimer();
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}
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@ -38,7 +38,7 @@ public:
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virtual void endRenderingFrame(int mask, const QRegion &damage);
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protected:
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virtual void flushBuffer();
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virtual void present();
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private:
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void init();
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@ -429,7 +429,7 @@ void GlxBackend::waitSync()
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#undef VSYNC_DEBUG
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void GlxBackend::flushBuffer()
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void GlxBackend::present()
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{
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if (isDoubleBuffer()) {
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if (lastMask() & Scene::PAINT_SCREEN_REGION) {
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@ -535,7 +535,7 @@ SceneOpenGL::TexturePrivate *GlxBackend::createBackendTexture(SceneOpenGL::Textu
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void GlxBackend::prepareRenderingFrame()
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{
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if (!lastDamage().isEmpty())
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flushBuffer();
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present();
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glXWaitX();
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}
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@ -48,7 +48,7 @@ public:
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virtual void endRenderingFrame(int mask, const QRegion &damage);
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protected:
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virtual void flushBuffer();
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virtual void present();
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private:
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void init();
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@ -133,7 +133,7 @@ void OpenGLBackend::setFailed(const QString &reason)
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void OpenGLBackend::idle()
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{
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flushBuffer();
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present();
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}
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/************************************************
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@ -453,7 +453,7 @@ protected:
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/**
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* @brief Backend specific flushing of frame to screen.
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**/
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virtual void flushBuffer() = 0;
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virtual void present() = 0;
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/**
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* @brief Sets the backend initialization to failed.
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*
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@ -189,14 +189,14 @@ int SceneXrender::paint(QRegion damage, ToplevelList toplevels)
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if (m_overlayWindow->window()) // show the window only after the first pass, since
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m_overlayWindow->show(); // that pass may take long
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flushBuffer(mask, damage);
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present(mask, damage);
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// do cleanup
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stacking_order.clear();
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return renderTimer.elapsed();
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}
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void SceneXrender::flushBuffer(int mask, QRegion damage)
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void SceneXrender::present(int mask, QRegion damage)
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{
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if (mask & PAINT_SCREEN_REGION) {
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// Use the damage region as the clip region for the root window
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@ -61,7 +61,7 @@ public Q_SLOTS:
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virtual void windowClosed(KWin::Toplevel* c, KWin::Deleted* deleted);
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private:
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void createBuffer();
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void flushBuffer(int mask, QRegion damage);
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void present(int mask, QRegion damage);
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void initXRender(bool createOverlay);
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XRenderPictFormat* format;
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Picture front;
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