Damage damage;
Pixmap pixmap;
GLXPixmap glx_pixmap;
+ int recreate_pixmap;
unsigned texture;
unsigned mask_texture;
int use_mask;
+ int recreate_mask;
} CompositedWindow;
typedef struct CompositedMonitor
window->pixmap = XCompositeNameWindowPixmap(compositor->display, window->window);
window->glx_pixmap = glXCreatePixmap(compositor->display, screen->fbconfig, window->pixmap, attribs);
+ window->recreate_pixmap = 0;
}
void update_window_mask(Compositor *compositor, CompositedWindow *window)
glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, width, height, 0, GL_RED, GL_UNSIGNED_BYTE, data);
free(data);
+
+ window->recreate_mask = 0;
}
CompositedWindow *add_window(Compositor *compositor, CompositedScreen *screen, Window w)
window->glx_pixmap = None;
XCompositeRedirectWindow(compositor->display, window->window, CompositeRedirectManual);
- if(window->map_state==IsViewable)
- create_window_pixmap(compositor, screen, window);
+ window->recreate_pixmap = (window->map_state==IsViewable);
window->texture = create_2d_texture();
window->mask_texture = create_2d_texture();
-
- if(window->map_state==IsViewable)
- update_window_mask(compositor, window);
+ window->recreate_mask = (window->map_state==IsViewable);
XShapeSelectInput(compositor->display, window->window, ShapeNotifyMask);
return;
window->map_state = IsViewable;
- create_window_pixmap(compositor, screen, window);
- update_window_mask(compositor, window);
+ window->recreate_pixmap = 1;
+ window->recreate_mask = 1;
mark_dirty(compositor, screen);
}
window->width = event->width;
window->height = event->height;
window->border = event->border_width;
- create_window_pixmap(compositor, screen, window);
+ window->recreate_pixmap = 1;
}
reorder_window(screen, window, event->above);
window = find_window_global(compositor, event->window, &screen);
if(window && window->map_state==IsViewable)
{
- update_window_mask(compositor, window);
+ window->recreate_mask = 1;
mark_dirty(compositor, screen);
}
}
XDamageSubtract(compositor->display, window->damage, None, None);
+ if(window->recreate_pixmap)
+ create_window_pixmap(compositor, screen, window);
+ if(window->recreate_mask)
+ update_window_mask(compositor, window);
+
glBindTexture(GL_TEXTURE_2D, window->texture);
compositor->glXBindTexImageEXT(compositor->display, window->glx_pixmap, GLX_FRONT_LEFT_EXT, NULL);
glUniform4f((use_mask ? screen->masked_geometry_loc : screen->geometry_loc),