Boxswitch is activated as tabbox, possibly due to a downstream issue
This results in multiple effects being assigned to the tabbox and no
GUI way for the user to fix this.
Since the BoxSwitch effects nowadays only exists as sidearm for
coverswitch, the tabbox setting is now hardcoded and disabled in the
effect, making it completely impossible to accidentally use it as tabbox.
BUG: 303387
REVIEW: 106695
FIXED-IN: 4.9.3
The logic has already ensured that the ARBBlurShader can only be used
when using the OpenGL1 compositor, the OpenGL 2 compositor needs to use
the GLSLBlurShader.
This change moves the complete ARBBlurShader into a KWIN_HAVE_OPENGL_1
ifdef section.
As a side-effect the ::create method can now return a NULL pointer which
makes more sense then returning an ARBBlurShader in case that the
GLSLShader is not supported.
REVIEW: 106738
If the build option is enabled KWIN_HAVE_OPENGL_1 is passed as a compile
flag when build against OpenGL.
This compile flag is meant to replace the KWIN_HAVE_OPENGLES. So far code
has been ifdefed for special behavior of OpenGL ES 2.0 and to remove
fixed functionality calls which are not available in OpenGL ES 2.0.
With this build flag the fixed functionality calls which are only used in
the OpenGL1 Compositor can be removed and keeping the KWIN_HAVE_OPENGLES
for the real differences between OpenGL 2.x and OpenGL ES 2.0.
E.g. a call like glColor4f should be in an
glColor4f(1.0, 1.0, 1.0, 1.0);
while a call like glPolygonMode should be in an
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
Building for OpenGL ES 2.0 of course implies that KWIN_HAVE_OPENGL_1 is
not defined.
Given that the Catalyst driver is now supporting direct rendering and by
that can use the OpenGL 2 code path we do no longer need to force
disable the Blur effect and Lanczos filters which used to crash in the
ARB shader path.
The ARB shader path - which can only be used in OpenGL 1 - is kept
disabled for Catalyst.
CCBUG: 270818
CCBUG: 286795
REVIEW: 106798
The ShaderBinder class can be used for the case that a block of code
should be executed with a given Shader being bound. This is useful for
all the cases where there is a if-block for OpenGL2 execution with a
Shader being pushed in the first line to the ShaderManager and popped in
the last line of the block. With the helper this can be simplified to:
ShaderBinder binder(myCustomShader);
or
ShaderBinder binder(ShaderManager::GenericShader);
The ctor of ShaderBinder pushes the given Shader to the stack and once
the helper goes out of scope it will be popped again from the stack.
In addition the helper can take care of OpenGL 1 compositing, that is it
just does nothing. So it can also be used where there is a shared OpenGL1
and OpenGL2 code path where the Shader should only be pushed in OpenGL2.
This basically removes all the checks for the compositing type before
pushing/popping a Shader to the stack.
REVIEW: 106521
The main usage of ShaderManager::isValid was to have OpenGL2 specific
code pathes. Now we have an actual OpenGL2Compositing type and we know
that the ShaderManager is valid if we have this compositing type and we
know that it is not valid on OpenGL1Compositing. This gives us a much
better check and allows us to use the isValid method just for where we
want to check whether the shaders compiled successfully.
In addition some effects require OpenGL2, so we do not need to check
again that the ShaderManager is valid. Such usages are removed.
The CompositingType enum turns into flags and two new values are
introduced: OpenGL1Compositing and OpenGL2Compositing.
Those new values are or-ed to OpenGLCompositing so that a simple check
for the flag OpenGLCompositing works in case of one of those two new
values. To make the generic check for OpenGL compositing easier a method
in EffectsHandler is introduced to just check for this.
The scenes now return either OpenGL1Compositing or OpenGL2Compositing
depending on which Scene implementation. None returns OpenGLCompositing.
Left over from the cleanup which basically resulted in the active window
being put to the inactive's window opacity.
Thanks for the early notification of that issue.
BUG: 306449
FIXED-IN: 4.9.2
The effect should have had two animations:
* on move resize
* on active/inactive change
But the timeline was adjusted in the prePaintWindow call and the timeline
is effect global and not per window. Which means that for each window the
same time is added. So instead of adding time t each frame t*n with n
being the number of windows got added. So in most cases the animation
ended in the first or second frame which means its not visible.
Through git blame I was able to track down that this incorrect behavior
was introduced in 2008. An animation broken for more than four years
without anybody noticing is probably not required. Because of that it's
dropped from the effect. As this includes quite some code and performance
improvements it goes into the release branch.
A better solution could be implemented, but that should be for 4.10.
BUG: 306263
FIXED-IN: 4.9.2
REVIEW: 106335
There were quite some useless checks like e.g. first checking whether
a window is the desktop and taking a different code path for that case
and in the other code path checking again.
Also using the new introduced boolean values for the checks instead of
comparing floating point numbers all the time.
The effect gets a set of boolean values to check whether it is active for
one of the categories (e.g. move resize, decorations).
This allows to easily check whether the effect is active at all, that is
if all values are at 1.0 the effect will never affect a window.
In all other cases it can be combined with looking at the available
windows to e.g. enable the effect for move resize only when there is a
window which is either moved or resized. This check is performed whenever
an action happens which could cause a window to become inactive.
BUG: 306262
FIXED-IN: 4.9.2