Apparently in nvidia we get corruptions when a texture created for a window
is used in another one.
With this patch we tell the texture has changed when we move it from a
window to another, so it's re-created and we keep textures for all windows
separately. This way we ensure they don't mix.
REVIEW: 119465
We previously only supported compose-over-border when the centre was not
set to tile.
It's possible to use compose over border with tile.. even if it doesn't
make much sense.
Given that creating an opacityMask loads most of the image anyway, we
can make use of the FrameSVG painter path and avoid any additional code
complexity here.
REVIEW: 119406
Revert the changes in contentsRect, it was clearly not the best place to
put the code that contains the code that computes the content size.
Instead move the code in FrameSvgItem, duplicates data and code but works.
Use FrameSVG as 9 tiles instead of uploading a big texture of the finished frame each time.
This also saves the cache being populated with full created frames in different sizes; which end up taking up space in the disk and shared memory cache as well as the GPU memory.
A code path falls back to the original uploading the entire texture if obscure settings are used, i.e overlay.
Benchmarks:
apitrace when resizing a frame goes from an average of 7.6ms per frame of CPU time just for the swizzling and uploading to 1.4ms
GPU time also drops from 40us to 10us
Themes will need to remove stretch-borders (when we gain nothing from stretching; i.e Breeze) to get the most out of it.
REVIEW: 119330
It's unreasonable to use private API, so make everything public API so that
every user of FrameSvg have as much features exposed as possible.
Reviewed by David Edmundson
Fallback to the old code if there's something not (yet?) handled by the
new implementation. This way we get to optimize for the the common use-case
without breaking former, complex, code-paths.
Reviewed by David Edmundson