Removes a few TODO items mentioning that some code was exactly the same
in a couple of different places.
drm: Remove unnecessary cast
zzag |
KWin |
Removes a few TODO items mentioning that some code was exactly the same
in a couple of different places.
drm: Remove unnecessary cast
Using it right now
Will push in 2 different commits
No Linters Available |
No Unit Test Coverage |
Buildable 25529 | |
Build 25547: arc lint + arc unit |
The removed TODO comments are about extending GLTexture's API. Ideally, one should be able to create/update a GLTexture object from the given raw pixel data. GLTexture tries to be smart and allocate immutable storage for the texture. The problem is that nothing prohibits a client to flip flop between client buffer types, e.g. in one frame wl-shm, and in another frame wl-drm. So, if immutable storage has been allocated for the texture, we need to re-create the GLTexture if the client has attached a buffer of different type than the current one. In general, this should not be a big problem, but given the current window pixmap abstractions, it's not easy to do. We need to re-work SceneOpenGLTexture or even better get rid of it before extending GLTexture.
Anyway, I think we could merge the proposed code refactoring. However, please keep the TODO comments.
platformsupport/scenes/opengl/abstract_egl_backend.cpp | ||
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482–486 ↗ | (On Diff #79727) | I don't follow this change. setYInverted() must be called before updateMatrix(). Is there a reason why you swapped them? |
plugins/platforms/drm/remoteaccess_manager.cpp | ||
65 ↗ | (On Diff #79727) | Coding style: whitespace before *. |
plugins/platforms/drm/remoteaccess_manager.h | ||
48 ↗ | (On Diff #79727) | Coding style: whitespace before *. |