EGL_KHR_image is a functional superset of both EGL_KHR_image_base and
EGL_KHR_image_pixmap, which were split off later to allow the former to be
more modular. Older drivers might only expose EGL_KHR_image if they were
released before the split happened.
REVIEW: 102879
Fixes rendering issues with R300 and similar GPUs. If the texture
uses GL_TEXTURE_RECTANGLE_ARB as target the tex coordinates need
to be adjusted. This at least fixes missing text on EffectFrames
with graphicssystem native on R300. Hopefully more issues are
resolved by the change.
BUG: 269576
CCBUG: 282882
FIXED-IN: 4.7.3
This brings some consistency with GLES2 where also one shader
is always on the stack and allows to use the test whether a shader
is bound to see if the GL2 code path is used. This fixes an issue
with cover/flip switch which tested for a bound shader before the
shader was pushed in multi screen setups.
As well it should bring some improvements as the simple screen
shader is not unbound and rebound in each rendered frame.
BUG: 283609
FIXED-IN: 4.7.3
BUG: 283481
it's even worse, since it interferes with generally upscaled windows
(keeps them big, applies false transition and causes a final snapback)
and windata->highlight doesn't end at zero, so the entire screen is
still a little scaled when the effect ends (and snaps down afterwards)
now it snaps down when starting the leave what is better in general
and the only usable solution for upscaled windows.
some day presentwindows might be derived from the yet-to-add
animationeffect class ;-)
This patch introduces some kind of damage propagation. In the old version of the blur effect
we had to repaint the whole window if sth behind the blurred area was damaged. The new texture
cache, which was introduced by the last patch, gives us the opportunity to only update parts of
blurred background texture. This means that the damaged area can only propagate with the speed
of the blurring radius per window layer.
REVIEW: 102665
It previously worked only when struts changed, this makes it work
e.g. when moving a window between desktops that have different
struts, or when sending a windows between differently sized screens.
This caused situations in which the shader was pushed but never
popped from the stack as for the latter case there was a check
whether the effect is active.
BUG: 280455