Summary:
A new method to tell the effects system whether the compositor scene
is able to drive animations. E.g. on software emulation (llvmpipe) it's
better to not do any animations at all.
This information can be used by effects to adjust their behavior, e.g.
PresentWindows could skip transitions or effects can use it in their
supported check to completely disable themselves.
As a first step all scripted effects are considered to be unsupported
if animations are not supported. They inherit AnimationEffect and are
all about driving animations.
The information whether animations are supported comes from the Scene.
It's implemented in the following way:
* XRender: animations are always supported
* QPainter: animations are never supported
* OpenGL: animations are supported, except for software emulation
In addition - for easier testing - there is a new env variable
KWIN_EFFECTS_FORCE_ANIMATIONS to overwrite the selection.
Reviewers: #kwin, #plasma
Subscribers: kwin
Tags: #kwin
Differential Revision: https://phabricator.kde.org/D2386
Summary:
With this change SlidingPopups is able to animate Wayland clients
properly, though windowHidden does not yet work for OpenGL based
windows (buffer seems to get lost somewhere).
Reviewers: #kwin, #plasma_on_wayland
Subscribers: plasma-devel, kwin
Tags: #plasma_on_wayland, #kwin
Differential Revision: https://phabricator.kde.org/D2085
Summary:
This reverts commit 14d1fdf63f.
The zoom effect is definitely the wrong way, it's broken (can be
triggered without moving the mouse, expands windows outside of their
allotted area (looks like broken sizing/placement), isn't animated so
feels very choppy, isn't using well-known highlight semantics), the
result is that it feels unnatural and jarring. To be honest, when I
looked at it, I was looking for a bug in the code, e.g. margins not
being taken into account. It didn't come up in me that this could be
wanted behavior, until I read the code.
As to the original commit message: The highlight is useless for this
case, as any window can be dragged or activated, highlighted or not.
What *could* work is to somehow intensify the colors, but that again
would have to be animated, and play well with the ongoing desktop-zoom
animation, the mouse pointer location changes relative to the window, so
it's really complex to get right. I thought of this for a while, I don't
think the complexity that has to be implemented is worth the benefit,
because, what does highlighted really mean here? "window is under the
mouse" isn't a useful metric, as we don't know if the user is changing
desktops or rearranging windows, and "window under mouse" changes
depending on the zoom level, "window can be dragged or activated" also
isn't a useful metric, as I can do that with any window, anyway.
Test Plan: Tested with patch applied, desktopgrid windows don't jump around anymore.
Reviewers: graesslin
Reviewed By: graesslin
Subscribers: plasma-devel
Projects: #plasma
Differential Revision: https://phabricator.kde.org/D1209
A QEvent* is passed around, this could also be a QWheelEvent. Only
present windows static casted, all other effects verified.
Documentation is not existing, so we don't know what was intended.
even if scaled or translated, if WindowForceBlurRole is set
do the blur anyways
same thing for backgroundcontrast
reviewed by: Martin Gräßlin <mgraesslin@kde.org>
this effect, derived from the Maximize one, will
take the place of the manual window position
animation that Plasma tooltip are using.
this should cause less problems as animationg
positions on X is very error prone, plus it's
less jarring when the tooltip sizes changes too,
since that gets animated as well (behavior similar
to Windows7 taskbar tooltips)
REVIEW:126968
Effects which require mipmaps need to check for LimitedNPOT and
disable the functionality if only limited NPOT is available.
Ideally the effects could also check whether the texture they
operate on is a power of two, but that's a little overkill for
the rather uncommon setup.
REVIEW: 126966
If a window is fullscreen and wants fullscreen blur behind it, we
use the blur from logout effect. This is mostly intended for the
Application Dashboard which requires a fullscreen blur. The generic
blur effect is not designed for such usage and is rather costly.
This simplified blur just needs framebuffer blit and midmaps. This
makes it rather cheap in usage and also doesn't need a cached texture.
REVIEW: 126906
One resource is used for shader version 1.10 and one for version 1.40.
The ideas behind this change is to remove the locating of the shader
sources and also to fix that user provided shaders could be loaded
instead of the original ones (possible attack vector on Wayland).
To simplify the ShaderManager provides a new method call to load the
shader from the resource. This means the effects don't need to
duplicate the check for the shader version any more and also don't
need to duplicate the file reading functionality.
REVIEW: 126905
The blur effect so far calculated a custom model view projection matrix.
This is not needed as we have the current projection matrix available in
WindowPaintData and EffectFrame.
REVIEW: 126215