Merge lp:~sil2100/unity/fix-1070735-6.0 into lp:unity/6.0

Proposed by Łukasz Zemczak
Status: Merged
Approved by: Łukasz Zemczak
Approved revision: no longer in the source branch.
Merged at revision: 2794
Proposed branch: lp:~sil2100/unity/fix-1070735-6.0
Merge into: lp:unity/6.0
Diff against target: 12 lines (+2/-0)
1 file modified
plugins/unityshell/src/unityshell.cpp (+2/-0)
To merge this branch: bzr merge lp:~sil2100/unity/fix-1070735-6.0
Reviewer Review Type Date Requested Status
Daniel van Vugt Approve
Review via email: mp+132596@code.launchpad.net

Commit message

Cherry-picked rev 2872 from lp:unity:
Stop Unity UI elements from flickering. This could happen in some odd
cases where UnityScreen::damageRegion has not received the full damage
region for the frame, most likely due to the *SetEnabled() toggles.
So the fix is to tell Nux about the final, complete, set of damage just
before rendering. This ensures Nux is always told about everything it has
to redraw on every frame, rather than flickering.
(LP: #1070735)

Description of the change

Cherry-picked from https://code.launchpad.net/~vanvugt/unity/fix-1070735/+merge/131639 .

One-liner fix, but probably best if Daniel checks it if it applies for Q.

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Revision history for this message
Daniel van Vugt (vanvugt) wrote :

Looks good to me.

review: Approve

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1=== modified file 'plugins/unityshell/src/unityshell.cpp'
2--- plugins/unityshell/src/unityshell.cpp 2012-10-10 09:34:57 +0000
3+++ plugins/unityshell/src/unityshell.cpp 2012-11-01 16:56:22 +0000
4@@ -1308,6 +1308,8 @@
5
6 didShellRepaint = false;
7 firstWindowAboveShell = NULL;
8+
9+ compizDamageNux(cScreen->currentDamage());
10 }
11
12 void UnityScreen::donePaint()

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