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(-)files/patch-kwin_effects_blur_blur.cpp (+11 lines)
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--- kwin/effects/blur/blur.cpp.orig	2017-01-11 16:01:39 UTC
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+++ kwin/effects/blur/blur.cpp
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@@ -387,7 +387,7 @@ bool BlurEffect::shouldBlur(const Effect
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     if (w->isDesktop())
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         return false;
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-    bool scaled = !qFuzzyCompare(data.xScale(), 1.0) && !qFuzzyCompare(data.yScale(), 1.0);
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+    bool scaled = !qFuzzyCompare(data.xScale(), qreal(1.0)) && !qFuzzyCompare(data.yScale(), qreal(1.0));
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     bool translated = data.xTranslation() || data.yTranslation();
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     if (scaled || ((translated || (mask & PAINT_WINDOW_TRANSFORMED)) && !w->data(WindowForceBlurRole).toBool()))
(-)files/patch-kwin_scene__xrender.cpp (+20 lines)
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--- kwin/scene_xrender.cpp.orig	2017-01-11 16:04:04 UTC
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+++ kwin/scene_xrender.cpp
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@@ -392,7 +392,7 @@ void SceneXrender::Window::performPaint(
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 {
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     setTransformedShape(QRegion());  // maybe nothing will be painted
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     // check if there is something to paint
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-    bool opaque = isOpaque() && qFuzzyCompare(data.opacity(), 1.0);
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+    bool opaque = isOpaque() && qFuzzyCompare(data.opacity(), qreal(1.0));
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     /* HACK: It seems this causes painting glitches, disable temporarily
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     if (( mask & PAINT_WINDOW_OPAQUE ) ^ ( mask & PAINT_WINDOW_TRANSLUCENT ))
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         { // We are only painting either opaque OR translucent windows, not both
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@@ -469,7 +469,7 @@ void SceneXrender::Window::performPaint(
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         xscale *= screen_paint.xScale();
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         yscale *= screen_paint.yScale();
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     }
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-    if (!qFuzzyCompare(xscale, 1.0) || !qFuzzyCompare(yscale, 1.0)) {
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+    if (!qFuzzyCompare(xscale, qreal(1.0)) || !qFuzzyCompare(yscale, qreal(1.0))) {
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         scaled = true;
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         xform.matrix11 = DOUBLE_TO_FIXED(1.0 / xscale);
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         xform.matrix22 = DOUBLE_TO_FIXED(1.0 / yscale);

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