Merge lp:~smspillaz/unity/untiy.less-paint-insanity into lp:unity
Status: | Superseded |
---|---|
Proposed branch: | lp:~smspillaz/unity/untiy.less-paint-insanity |
Merge into: | lp:unity |
Diff against target: |
158 lines (+31/-75) 2 files modified
plugins/unityshell/src/unityshell.cpp (+31/-71) plugins/unityshell/src/unityshell.h (+0/-4) |
To merge this branch: | bzr merge lp:~smspillaz/unity/untiy.less-paint-insanity |
Related bugs: |
Reviewer | Review Type | Date Requested | Status |
---|---|---|---|
Marco Trevisan (Treviño) | Pending | ||
Jason Smith | Pending | ||
Unity Team | Pending | ||
Review via email: mp+107701@code.launchpad.net |
This proposal has been superseded by a proposal from 2012-06-07.
Description of the change
Removes the whole scanning of the list thing in getWindowPaintList and the whole "trying to figure out where the window was because we don't actually know" in glDraw by scanning the paint list again and again.
There's a much better way of doing this - just hook glPaint, skip the wrap chain to core (eg every single plugin skipped) and tell core not to do anything with the window.
I have no idea why there is a bunch of logic about whether or not to paint the panel in glDraw (that was moved to glPaint). Someone enlighten me?
Unmerged revisions
- 2371. By Sam Spilsbury
-
Just use PAINT_WINDOW_
NO_CORE_ INSTANCE_ MASK properly in glPaint
rather than futzing around with paint lists