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@ -780,8 +780,11 @@ bool SceneOpenGL::Texture::load(xcb_pixmap_t pix, const QSize &size, int depth) |
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if (pix == XCB_NONE) |
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return false; |
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return load(pix, size, depth, |
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QRegion(0, 0, size.width(), size.height())); |
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// decrease the reference counter for the old texture
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d_ptr = d_func()->backend()->createBackendTexture(this); //new TexturePrivate();
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Q_D(Texture); |
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return d->loadTexture(pix, size, depth); |
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} |
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bool SceneOpenGL::Texture::load(const QImage& image, GLenum target) |
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@ -805,17 +808,6 @@ void SceneOpenGL::Texture::findTarget() |
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d->findTarget(); |
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} |
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bool SceneOpenGL::Texture::load(xcb_pixmap_t pix, const QSize &size, |
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int depth, const QRegion ®ion) |
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{ |
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Q_UNUSED(region) |
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// decrease the reference counter for the old texture
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d_ptr = d_func()->backend()->createBackendTexture(this); //new TexturePrivate();
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Q_D(Texture); |
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return d->loadTexture(pix, size, depth); |
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} |
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bool SceneOpenGL::Texture::update(const QRegion &damage) |
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{ |
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Q_D(Texture); |
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@ -1236,7 +1228,7 @@ bool OpenGLWindowPixmap::bind() |
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return false; |
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} |
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bool success = m_texture->load(pixmap(), toplevel()->size(), toplevel()->depth(), toplevel()->damage()); |
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bool success = m_texture->load(pixmap(), toplevel()->size(), toplevel()->depth()); |
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if (success) |
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toplevel()->resetDamage(); |
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