On GLES, check for OES_texture_3D extension for color correction
Remove a block of ugly hack code that was supposedly needed to build
with OpenGL ES.
Convert the lookup texture data to uint8 on OpenGL ES before sending it
via glTexImage3D, because uint16 is not supported.
Check if the shaders have been reinitialized successfuly when trying to
activate color correction, prevent black screens when there are issues
with the shaders.
BUG: 315419
REVIEW: 111225
(cherry picked from commit 68c68ee3c2b54f968c4d8275f1e8a2e0ccc90dd7)
capping shadows is seen as bug (and is ugly and
because of the non lanczos transition causes visual
flicker) so if the window+shadows extends the buffer,
lanczos is simply not possible.
BUG: 314838
FIXED-IN: 4.11
REVIEW: 111425
the only thing it does on these systems is cause users
trouble because usually when there's a client where
unredirection makes sense, that uses OpenGL - and then
things break in the driver.
CCBUG: 252817
REVIEW: 111476
The logics relied on a static timout to arm the timer:
when last successfull activation had been longer ago than 250ms.
We now cap the configured reactivation timeout at min 250m
guessing that this was somehow supposed as well by this.
BUG: 322057
FIXED-IN: 4.11
REVIEW: 111549
when visualPixels is not 0, this means the titlebar does
not touch an upper/lower border, thus moving that direction
is ok and protection should be sought horizontally
BUG: 322507
FIXED-IN: 4.11
REVIEW: 111573
This method returns true when glMapBufferRange() is likely to perform
worse than glBufferSubData() when updating an unused range in a buffer
object.
This is the case with the NVIDIA driver, where glMapBufferRange()
will force thread serialization. The driver tracks which ranges of
the buffer are in use, so calls to glBufferSubData() should not
cause a pipeline stall.
This dependency is causing build problems on a number of systems,
and it doesn't make much sense to bring in a whole library for three
one-line convenience functions.
This provides some sort of synthetic XSYNC support
for unmanaged clients and allows them to do an initial
update after mapping and before being painted (prevent
flicker)
Also it helps with Unmanaged clients performing quick
map/unmap/map cycles what also seems to induce the black
window issue on the nvidia blob.
CCBUG: 284888
BUG: 319184
FIXED-IN: 4.11
REVIEW: 111292
Instead have a synthetic motion after the effect started
and explicitly set the selected window on click/drags
BUG: 314840
BUG: 314715
FIXED-IN: 4.11
CCBUG: 314717
REVIEW: 111276
This will not provide a 100% fix, since at least KMainWindow
toolbars at some point start to behave like override_redirects
BUG: 320921
REVIEW: 111303
FIXED-IN: 4.11
Assume that the default framebuffer has the same dimensions as the screen.
By not quering the dimensions of the viewport we don't risk serialization
in drivers that use threaded dispatch.
This reverts commit 23dff966437bb664a2ffdb3f7957ef39978f5fad.
Using QVector is not a win when effects such as wobbly windows are
active, due to the realloc overhead. So revert this change for now.