kwin: Replace calls to QElapsedTimer::restart() with start()
It doesn't make sense to call restart() without using the return value, or when the timer has never been started.
This commit is contained in:
parent
eb9988b788
commit
ebd0d9303b
2 changed files with 6 additions and 5 deletions
|
@ -168,7 +168,7 @@ void Workspace::setupCompositing()
|
||||||
} else
|
} else
|
||||||
vBlankInterval = 1 << 10; // no sync - DO NOT set "0", would cause div-by-zero segfaults.
|
vBlankInterval = 1 << 10; // no sync - DO NOT set "0", would cause div-by-zero segfaults.
|
||||||
vBlankPadding = 3; // vblank rounding errors... :-(
|
vBlankPadding = 3; // vblank rounding errors... :-(
|
||||||
nextPaintReference.restart();
|
nextPaintReference.start();
|
||||||
checkCompositeTimer();
|
checkCompositeTimer();
|
||||||
XCompositeRedirectSubwindows(display(), rootWindow(), CompositeRedirectManual);
|
XCompositeRedirectSubwindows(display(), rootWindow(), CompositeRedirectManual);
|
||||||
new EffectsHandlerImpl(scene->compositingType()); // sets also the 'effects' pointer
|
new EffectsHandlerImpl(scene->compositingType()); // sets also the 'effects' pointer
|
||||||
|
@ -393,10 +393,10 @@ void Workspace::performCompositing()
|
||||||
if (scene->waitSyncAvailable()) {
|
if (scene->waitSyncAvailable()) {
|
||||||
// vsync: paint the scene, than rebase the timer and use the duration for next timeout estimation
|
// vsync: paint the scene, than rebase the timer and use the duration for next timeout estimation
|
||||||
scene->paint(repaints, windows);
|
scene->paint(repaints, windows);
|
||||||
nextPaintReference.restart();
|
nextPaintReference.start();
|
||||||
} else {
|
} else {
|
||||||
// no vsyc -> inversion: reset the timer, then paint the scene, this way we can provide a constant framerate
|
// no vsyc -> inversion: reset the timer, then paint the scene, this way we can provide a constant framerate
|
||||||
nextPaintReference.restart();
|
nextPaintReference.start();
|
||||||
scene->paint(repaints, windows);
|
scene->paint(repaints, windows);
|
||||||
}
|
}
|
||||||
// reset the roundin error corrective... :-(
|
// reset the roundin error corrective... :-(
|
||||||
|
|
|
@ -172,11 +172,12 @@ void Scene::updateTimeDiff()
|
||||||
// Simply set it to one (zero would mean no change at all and could
|
// Simply set it to one (zero would mean no change at all and could
|
||||||
// cause problems).
|
// cause problems).
|
||||||
time_diff = 1;
|
time_diff = 1;
|
||||||
|
last_time.start();
|
||||||
} else
|
} else
|
||||||
time_diff = last_time.elapsed();
|
time_diff = last_time.restart();
|
||||||
|
|
||||||
if (time_diff < 0) // check time rollback
|
if (time_diff < 0) // check time rollback
|
||||||
time_diff = 1;
|
time_diff = 1;
|
||||||
last_time.restart();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Painting pass is optimized away.
|
// Painting pass is optimized away.
|
||||||
|
|
Loading…
Reference in a new issue