It was removed and simplified some conditionals. We don't need test for
pDev->isMaster inside xf86CursorSetCursor() because only MD enters there.
In the last chunk, ScreenPriv fields were being assigned without need, so
that code was wrapped inside the conditional to avoid it.
I also tried to make the identation more sane in some parts that I touched.
Signed-off-by: Tiago Vignatti <vignatti@c3sl.ufpr.br>
Minor modification, part of the original patch led to cursors not being
updated properly when controlled through XTest.
Signed-off-by: Peter Hutterer <peter@cs.unisa.edu.au>
The only function that cat set SWCursor before xf86DeviceCursorInitialize()
is xf86InitCursor() when VCP and is created.
Signed-off-by: Tiago Vignatti <vignatti@c3sl.ufpr.br>
Signed-off-by: Peter Hutterer <peter@cs.unisa.edu.au>
Missing parameter caused event processing to go nuts when checking valuators.
X.Org Bug 15936 <http://bugs.freedesktop.org/show_bug.cgi?id=15936>
Signed-off-by: Peter Hutterer <peter@cs.unisa.edu.au>
KdInitOutput() used to enable Composite when it was disabled by default,
but now this hack prevents ``-extension Composite'' from working.
Remove it, as Composite is enabled by default anyway.
Use dummy config functions to replace those from config/config.c, and
therefore do not link Xprt with $CONFIG_LIB.
Works around an endlessly spinning loop in dix/dispatch.c::Dispatch()
(WaitForSomething() not waiting) when built with dbus, which was
causing Xprt to use 95% cpu.
Since glyphs are stored in pixmaps now, they can make their way into VRAM,
which invalidates a bunch of fast-path assumptions in the XAA code. Thus
you end up doing color-expands or WriteBitmap from la-la land and your
aliased glyphs go all funny.
Since XAA isn't ever growing the ability to do sane glyph accel, just force
glyph pixmaps into host memory by catching them at CreatePixmap time.
We need a manual call to SetCursor when we switch from SW to HW rendering and
the other way round. This way we display the new cursor after removing the old
one.
In addition, we only update the internal state for the VCP's sprite. This way,
when we switch back to HW rendering the state is up-to-date and wasn't
overwritten with the other sprite's state.
The second part is a hack. It would be better to keep a state for each sprite,
but then again we don't have hardware that can render multiple cursors so we
might as well do with the hack.
Switches back to HW cursors when sprites other than the VCP are removed.
The current state requires the cursor to change shape once before it updates
to SW / HW rendering (whatever is appropriate), e.g. by moving into a
different window. Until this is done, the cursor is invisible.
This patch only creates a Files section if required, so if no entries are
added, an empty Files section will not be created.
Signed-off-by: Peter Hutterer <peter@cs.unisa.edu.au>