Moves calculation of projection and modelview matrix
(aligned to new scene_opengl code) to effect start,
caches the matrices in private members and sets them
on WindowPaintData
BUG: 343509
REVIEW: 122355
FIXED-IN: 5.3
This change allows to include the effect_builtins.cpp into the build of
e.g. a kcm without having to link against all effects.
The use case for this is when one needs to resolve just the name of an
effect without wanting to hard code the name.
This is a kind of workaround for the flicker of fading out windows.
When a window is faded out it is a deleted and can by that be used
as a sufficient solution to work around the problem.
BUG: 307112
FIXED-IN: 5.2.0
REVIEW: 121909
Prior to this commit we didn't know if mipmaps were going to be used
when we created the GL texture, which meant that we couldn't tell the
driver whether to allocate storage for mipmaps or not.
This resulted in one of two things happening depending on the driver;
either it would allocate storage for mipmaps that in most cases would
never be used, or it wouldn't and would later be forced to reallocate
the texture when mipmaps were added.
By adding this parameter we can now explicitly tell the driver how
many mipmap levels will be used.
The parameter is only added to the non-image constructor for now. The
image constructor is changed to only allocate a single level, which
matches how textures created from images are used in kwin. This may
need to be revisited in the future.
This code is broken in a number of different ways; firstly by assuming
that the mipmaps need to be regenerated when the texture filter has
changed. Secondly by preventing mipmaps from being specified by other
means.
This commit removes the code from bind() and adds a generateMipmaps()
method instead.
The cube effect was relying on paintWindow() using the generic shader
without explicitly telling it to do so. This makes the cube effect
work with dynamic shaders.
Instead of getting size from displayWidth() and displayHeight() use
the information we have from Screens. This means there is only one
place to have the information and by that we can ensure that all
components use the same data to rely on. displayWidth/displayHeight
seem to provide the wrong information when unplugging an output
without disabling the output. This results in rendering artefacts.
But KWin::Screens has the correct information available.
On MacBooks the "Exposé" button is on XF86LaunchA. Let's use it
for activating Present Windows (ALL) as an alternative shortcut.
For non-macbook users this doesn't hurt, for MacBook users it's a
nice touch to have the key working as indicated by the pictogram.
Yes, it's realy Key_LaunchC:
"On X11 this key is mapped to XF86XK_LaunchA key for legacy reasons."
REVIEW: 118721
Scripts and scripted effects can provide a ui file which gets loaded at
runtime. Obviously such a ui file is not translated. This introduces
quite a hack to load the translated strings.
In the metadata.desktop file the scripted component can provide a key
X-KWin-Config-TranslationDomain. The genericscriptedconfig tries to
locate the metadata.desktop file and reads this entry. If it is present
we extract all string properties of the loaded UI and pass them through
ki18nd.
REVIEW: 118585