diff --git a/src/core/frame.c b/src/core/frame.c index 0ab30e4ed..9335fb629 100644 --- a/src/core/frame.c +++ b/src/core/frame.c @@ -37,7 +37,6 @@ meta_window_ensure_frame (MetaWindow *window) { MetaFrame *frame; XSetWindowAttributes attrs; - Visual *visual; gulong create_serial; if (window->frame) @@ -58,37 +57,14 @@ meta_window_ensure_frame (MetaWindow *window) frame->is_flashing = FALSE; frame->borders_cached = FALSE; - meta_verbose ("Framing window %s: visual %s default, depth %d default depth %d\n", - window->desc, - XVisualIDFromVisual (window->xvisual) == - XVisualIDFromVisual (window->screen->default_xvisual) ? - "is" : "is not", - window->depth, window->screen->default_depth); meta_verbose ("Frame geometry %d,%d %dx%d\n", frame->rect.x, frame->rect.y, frame->rect.width, frame->rect.height); - /* Default depth/visual handles clients with weird visuals; they can - * always be children of the root depth/visual obviously, but - * e.g. DRI games can't be children of a parent that has the same - * visual as the client. NULL means default visual. - * - * We look for an ARGB visual if we can find one, otherwise use - * the default of NULL. - */ - - /* Special case for depth 32 windows (assumed to be ARGB), - * we use the window's visual. Otherwise we just use the system visual. - */ - if (window->depth == 32) - visual = window->xvisual; - else - visual = NULL; - frame->ui_frame = meta_ui_create_frame (window->screen->ui, window->display->xdisplay, frame->window, - visual, + window->xvisual, frame->rect.x, frame->rect.y, frame->rect.width,