Merge lp:~vanvugt/unity/fix-1043260-6.0 into lp:unity/6.0
Status: | Merged |
---|---|
Approved by: | Andrea Azzarone |
Approved revision: | no longer in the source branch. |
Merged at revision: | 2742 |
Proposed branch: | lp:~vanvugt/unity/fix-1043260-6.0 |
Merge into: | lp:unity/6.0 |
Diff against target: |
24 lines (+9/-5) 1 file modified
plugins/unityshell/src/unityshell.cpp (+9/-5) |
To merge this branch: | bzr merge lp:~vanvugt/unity/fix-1043260-6.0 |
Related bugs: |
Reviewer | Review Type | Date Requested | Status |
---|---|---|---|
Andrea Azzarone (community) | Approve | ||
Compiz Maintainers | Pending | ||
Review via email: mp+126656@code.launchpad.net |
This proposal supersedes a proposal from 2012-09-19.
Commit message
Don't keep re-blurring parts of the shell we've already painted, because
that will creep in and look like a shadow on the edge of the blur region.
(LP: #1043260)
This happens when the same texture (the FBO texture) is both the source and
the destination for the three blur operations (launcher, panel, then dash).
My quick fix is to take a copy of the FBO texture at the start of the frame
(before any shell is painted), rather than reading from the same texture
(FBO) that we're writing to.
This also fixes LP: #1039999, because we are no longer assuming the backbuffer
is an FBO. Instead we let Nux decide and take the right steps to read the
real backbuffer, whatever that is.
Description of the change
See commit message.
Warning:
This fix will slow down active blur a little.
If we desperately want to maintain performance then I suggest either: BackgroundEffec tHelper. cpp and rewrite it to only do one blur (used by all geos) per frame.
(a) Don't approve it and let the bugs slip into quantal b2; or
(b) Ask a Nux/Unity expert to look at unity-shared/