Merge lp:~smspillaz/unity/unity.fix_864784_868120_872625v2 into lp:unity
|Approved by:||Tim Penhey on 2012-01-06|
|Merged at revision:||1816|
|Diff against target:||
1729 lines (+1188/-297)
11 files modified
|To merge this branch:||bzr merge lp:~smspillaz/unity/unity.fix_864784_868120_872625v2|
|Related bugs and blueprints:|
This proposal supersedes a proposal from 2011-11-14.
Description of the Change
We should use one framebuffer object per screen rather than one per monitor. Using one per monitor leads to all kinds of interesting rendering glitches because the plugins expect that paint is clipped to the entire backbuffer rather than paint being contained in one buffer.
This should also fix crashes on changing resolutions, as we don't have the race condition where a monitor paints and an fbo hasn't been created for it yet.
Also adds a testcase now, its in standalone-
The testcase is a little quirky because we're trying to simulate what's going on when unity is actually running embedded in another opengl application, which means that we have to use nux's embedded mode rather than testing BackgroundEffec
- 1792. By Sam Spilsbury on 2011-12-16
Remove useless constructors
- 1793. By Sam Spilsbury on 2011-12-19
- 1794. By Sam Spilsbury on 2011-12-19
Use libunityshell.so to look up glXGetProcAddress and fix typo
- 1795. By Sam Spilsbury on 2011-12-22
:nuxPrologue call to after we have painted the framebuffer
since we are painting it using assumptions on the compiz projection matrix.
- 1796. By Sam Spilsbury on 2011-12-23
Don't process damage events on windows that are on top of unity
- 1797. By Sam Spilsbury on 2011-12-23
Use identity matrix. Fixes redraw issues with the framebuffer object code
when there are windows stacked above it
- 1798. By Sam Spilsbury on 2011-12-23
Clean up the framebuffer object paint code
- 1799. By Sam Spilsbury on 2012-01-05
Style fixes, check gl error, don't disable scissor bit explicitly