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${ noResults }
3 Commits (5afe5f810e2a76dc6fff4088746f2728c8a6a93d)
| Author | SHA1 | Message | Date |
|---|---|---|---|
|
|
3a6d55b16e |
Get rid of the unreliable lastMask in the GL backend
REVIEW: 109396 |
13 years ago |
|
|
e578676f42 |
kwin: Rename flushBuffer() to present()
This function doesn't flush any buffered commands, it presents or posts the color buffer to the surface to which the GL context is bound. |
14 years ago |
|
|
6152cc4fa5 |
Split out the windowing system related part of SceneOpenGL
The handling for creating and managing the OpenGL context is split out of the SceneOpenGL into the abstract OpenGLBackend and it's two subclasses GlxBackend and EglOnXBackend. The backends take care of creating the OpenGL context on the windowing system, e.g. on glx an OpenGL context on the overlay window is created and in the egl case an EGL context is created. This means that the SceneOpenGL itself does not have to care about the specific underlying infrastructure. Furthermore the backend provides the Textures for the specific texture from pixmap operations. For that in each of the backend files an additional subclass of the TexturePrivate is defined. These subclasses hold the EglImage and GLXPixmap respectively. The backend is able to create such a private texture and for that the ctor of the Texture is changed to take the backend as a parameter and the Scene provides a factory method for creating Textures. To make this work inside Window the Textures are now hold as pointers which seems a better choice anyway as to the member functions pointers are passed. |
14 years ago |