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-rw-r--r--src/core/frame.c38
1 files changed, 1 insertions, 37 deletions
diff --git a/src/core/frame.c b/src/core/frame.c
index 855dc50d..f6e884a5 100644
--- a/src/core/frame.c
+++ b/src/core/frame.c
@@ -62,10 +62,7 @@ void
meta_window_ensure_frame (MetaWindow *window)
{
MetaFrame *frame;
- MetaScreen *screen;
XSetWindowAttributes attrs;
- XVisualInfo visual_info;
- Visual *visual;
int status;
if (window->frame)
@@ -90,47 +87,14 @@ meta_window_ensure_frame (MetaWindow *window)
frame->need_reapply_frame_shape = TRUE;
frame->is_flashing = FALSE;
- meta_verbose ("Framing window %s: visual %s default, depth %d default depth %d\n",
- window->desc,
- XVisualIDFromVisual (window->xvisual) ==
- XVisualIDFromVisual (window->screen->default_xvisual) ?
- "is" : "is not",
- window->depth, window->screen->default_depth);
meta_verbose ("Frame geometry %d,%d %dx%d\n",
frame->rect.x, frame->rect.y,
frame->rect.width, frame->rect.height);
- /* Default depth/visual handles clients with weird visuals; they can
- * always be children of the root depth/visual obviously, but
- * e.g. DRI games can't be children of a parent that has the same
- * visual as the client. NULL means default visual.
- *
- * We look for an ARGB visual if we can find one, otherwise use
- * the default of NULL.
- */
-
- screen = meta_window_get_screen (window);
- status = XMatchVisualInfo (window->display->xdisplay,
- XScreenNumberOfScreen (screen->xscreen),
- 32, TrueColor,
- &visual_info);
-
- if (!status)
- {
- /* Special case for depth 32 windows (assumed to be ARGB),
- * we use the window's visual. Otherwise we just use the system visual.
- */
- if (window->depth == 32)
- visual = window->xvisual;
- else
- visual = NULL;
- }
- else
- visual = visual_info.visual;
frame->xwindow = meta_ui_create_frame_window (window->screen->ui,
window->display->xdisplay,
- visual,
+ window->xvisual,
frame->rect.x,
frame->rect.y,
frame->rect.width,