* origin/aseigo/activityrunner:
extract messages
Service objects are owned by the caller
SVN_SILENT made messages (.desktop file)
match on name, not id
shh
crash fix + skip current
switch to a controller
less debug
add activity runner to build
make it possible to connect to this easier
first draft of an activity runner
add a new function fallbackPainting to GLVertexBufferPrivate class
replace the hard-coded index values for vertex and texCoords attributes in corePainting
Reviewed by: Martin Gräßlin <mgraesslin@kde.org>
This should help preventing flickering/tearing with various
ES drivers.
Thanks to Jammy Zhou for pointing out this problem and providing
the patch.
CCMAIL: jammy.zhou@linaro.org
This is a "dummy" merge (-s ours), keeping the tree just as it was
in master. Everything in 4.6 was verified to be already forward-ported
into master, so we're not losing anything.
The purpose of this merge is to allow doing useful merges
from 4.6 to master later without getting a ton of conflicts.
Shortcuts for quick tile to the quarters of the screen
added in 4.6.
Thanks to Arthur Arlt for implementing this feature.
FEATURE: 265461
FIXED-IN: 4.7.0
CCMAIL: arre2000@gmx.de
This solves the regression with NVIDIA drivers resulting in a black screen.
Apparently NVIDIA does not support glXCopySubBuffer and the copying of pixels
fails with a shader bound.
So unbinding the shader before copying the pixels and rebinding the shader
afterwards resolves the issue.
This allows to remove the temporary hack to make NVIDIA work, again.
possibly prevents leaking ItemInfos
secure some accesses (selected_window), not sure whether this caused the unreproducable crash when used as proxy in coverswitch
manual fwd port of 84384efb52367e720ad82ace04ac8da668afc5ec
CCBUG: 253079
possibly prevents leaking ItemInfos
secure some accesses (selected_window), not sure whether this caused the unreproducable crash when used as proxy in coverswitch
CCBUG: 253079
KWin's new shaders fail with NVIDIA and present just a black screen
for the ortho shader (generic shader seems to work). Temporarily
disabling the shaders to force a fallback to old rendering code.
Of course the bug in the shader needs to be fixed.
Apparently glXQueryDrawable does not work in NVIDIA blob for binding
a texture from an icon. This fixes an abort, but the root cause should
be found and fixed properly.