Use texture atlas for static icon item
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Authored by davidedmundson on Jan 30 2017, 9:58 AM.

Details

Summary

Icon's are generally small, they may as well go in the existing shared
texture atlas, save some memory and it means more items can be batched
whilst rendering.

The textures used during animation are unchanged for now as it also
requires changing FadingNode's shader.

Test Plan

Ran plasma.
We use atlas's in frame/SVGItem already so it should be fine.

Diff Detail

Repository
R242 Plasma Framework (Library)
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Unit
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davidedmundson retitled this revision from to Use texture atlas for static icon item.
davidedmundson updated this object.
davidedmundson edited the test plan for this revision. (Show Details)
davidedmundson added a reviewer: Plasma.
Restricted Application added projects: Plasma, Frameworks. · View Herald TranscriptJan 30 2017, 9:58 AM
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mart accepted this revision.Jan 30 2017, 10:02 AM
mart added a reviewer: mart.
mart added a subscriber: mart.

thatnks, makes sense
(and let's see if makes a difference with the phone, may be telling)

This revision is now accepted and ready to land.Jan 30 2017, 10:02 AM
This revision was automatically updated to reflect the committed changes.
drosca added a subscriber: drosca.Feb 14 2017, 9:03 AM

This broke rendering of icons in Quicklaunch plasmoid for me (Sandy Bridge GPU), you can see on the screenshot that it is pixelated. Also the image slightly moves during the active animation, as texture atlas is used only when animation is not running.
I can only see this issue in Quicklaunch, but I can't really see anything wrong/special it is doing.

This shouldn't have any impact to it being pixelated, it just changes where the texture is stored, it can't make it any smaller.

Are you sure it's definitely this change?

Yes.

Latest master 263f119e1 - broken.
Latest master 263f119e1 with this change reverted - fixed.