diff --git a/src/compositor/mutter-shaped-texture.c b/src/compositor/mutter-shaped-texture.c index 347af0c7d..984374a88 100644 --- a/src/compositor/mutter-shaped-texture.c +++ b/src/compositor/mutter-shaped-texture.c @@ -299,9 +299,6 @@ mutter_shaped_texture_paint (ClutterActor *actor) guint tex_width, tex_height; ClutterActorBox alloc; CoglHandle material; -#if 1 /* please see comment below about workaround */ - guint depth; -#endif if (priv->clip_region && gdk_region_empty (priv->clip_region)) return; @@ -363,35 +360,6 @@ mutter_shaped_texture_paint (ClutterActor *actor) } material = priv->material; -#if 1 - /* This was added as a workaround. It seems that with the intel - * drivers when multi-texturing using an RGB TFP texture, the - * texture is actually 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. */ - g_object_get (stex, "pixmap-depth", &depth, NULL); - if (depth == 24) - { - if (priv->material_workaround == COGL_INVALID_HANDLE) - { - material = priv->material_workaround = cogl_material_new (); - - cogl_material_set_layer_combine (material, 0, - "RGB = MODULATE (TEXTURE, PREVIOUS)" - "A = REPLACE (PREVIOUS)", - NULL); - cogl_material_set_layer_combine (material, 1, - "RGBA = MODULATE (PREVIOUS, TEXTURE[A])", - NULL); - } - - material = priv->material_workaround; - } -#endif - cogl_material_set_layer (material, 1, priv->mask_texture); }