It seems that with the latest intel drivers when multi-texturing using an RGB
TFP texture, the texture is being setup internally as an RGBA texture, where
the alpha channel is mostly 0.0 so you only see a shimmer of the window. This
workaround forcibly defines the alpha channel as 1.0. Maybe there is some
clutter/cogl state that is interacting with this that is being overlooked,
but for now this seems to work. (Tested on i945 + DRI2)
Add 'hide_after_effect' flag to MutterWindowPrivate, tracking
whether the window needs to be hidden after all outstanding effects
finish.
Set or clear the flag as appropriate in clutter_cmp_set_window_hidden.
In mutter_window_effect_completed, if hide_after_effect is TRUE
and no other effects are in progress, hide the window.
When there is custom handler installed for the tab releavant tab function
we do not want to actually call it form inside of this function, only to
ensure that the grab is not released. The handler will get called in the
normal way in process_event(). Whoever installed the handler (and requested
the grab) also has to ensure the grab is released.
Requiring the compositor private object to be a GObject allows the
return value of meta_window_get_compositor_private() to be used
via gobject-introspection, since the type and memory management
can be determined.
This allows a reverse mapping from MetaWindow to MutterWindow.
- Change meta_window_get/set_compositor_private to use GObject
rather than void *
- Adapt code in compositor-mutter.c to match.
Now that Cogl has the material API we can use Cogl calls for
multi-texturing instead of directly calling GL.
The MutterShapedTexture actor keeps a handle to a material with the
right combine modes for combining the texture and the shape
mask. Before each paint it sets the layers of the material to be the
two textures.
A second material with different combine modes 1is also created if the
pixmap is 24 bit to implement the workaround from commit 72da8c57.
It seems that with the latest intel drivers when multi-texturing using an RGB
TFP texture, the texture is being setup internally as an RGBA texture, where
the alpha channel is mostly 0.0 so you only see a shimmer of the window. This
workaround forcibly defines the alpha channel as 1.0. Maybe there is some
clutter/cogl state that is interacting with this that is being overlooked,
but for now this seems to work. (Tested on i945 + DRI2)