Instead of calculating the elapsed time from epoch clock, using
a QElapsedTimer as well as reusing the timer object instead of
creating a new one in the scene each frame.
REVIEW: 102473
Additionally:
- hide the GLTexture implementation using dpointers
- drop the unused function SceneOpenGL::Texture::optimizeBindDamage()
- Texture::load now loads a new texture and does not update the existing one
REVIEW: 101999
All the functionality of Overlay Window is moved to its own class
OverlayWindow. It is created and owned by class Scene, since almost
all function calls are called from this class.
REVIEW: 101866
With raster a QPixmap is no longer a XPixmap which fails all code
which assumes that an QPixmap is an XPixmap. Depending on were in
the codebase we either convert such pixmaps to images (OpenGL) or
create a XPixmap and use QPixmap::fromX11Pixmap to get a "real"
pixmap.
It is possible that there are more code pathes were we would need
a XPixmap. Currently tested is basic functionality of no-compositing,
XRender compositing, OpenGl/GLX and OpenGL ES/EGL compositing.
For OpenGL compositing raster might result in performance improvements,
for XRender it is possible that there are regressions when using raster.
By default KWin uses whatever is the default of the system, so we just
no longer enforce native.
Of course it is a bad idea to use graphicssystem OpenGL. As that
is broken anyways in Qt, we do not check for it.
Many thanks to Philipp Knechtges for bringing up the issue, convincing
me that we need it and providing most of the patch.
REVIEW: 101132
CCMAIL: Philipp.Knechtges@rwth-aachen.de
This fixes my issue that mouse events are eaten on R600G.
I am a little bit surprised that it worked at all with nouveau.
Now my issues are fixed and finally, finally my primary system uses
the free driver stack (though only GLES).
This should help preventing flickering/tearing with various
ES drivers.
Thanks to Jammy Zhou for pointing out this problem and providing
the patch.
CCMAIL: jammy.zhou@linaro.org
The vertex buffer implementation uses the shader manager to decide
whether core painting should be used or not. Shader manager is only
used by shaders using vertex attributes instead of gl_Vertex etc.
A color can be specified to render the geometry of the VBO.
For legacy painting glColor is used, for shader a uniform is set.
In order to allow rendering without texcoords, it is possible to pass
a null pointer as texcoords.
Shader added to scene which just renders a colored geometry without texturing.