Currently, thumbnail items are rendered by kwin. This means that qtquick
code cannot do things such as applying shader effects to window thumbnails
or simply draw custom controls on top of thumbnails.
With this change, task switchers and qml extensions will be able to
place their own contents on top of thumbnails and apply custom effects
to them.
In order to integrate window thumbnails, a window is rendered on kwin
side using its own opengl context. A fence is inserted in the command
stream to ensure that the qtquick machinery doesn't start using the
offscreen texture while there are still rendering commands being executed.
Thumbnails are rendered into offscreen textures as we don't have full
control over when qtquick windows render their contents and to work around
the fact that things such as VAOs can't be shared across OpenGL contexts.
WindowThumbnailItem and DesktopThumbnailItem act as texture providers.
It's unused and the advantages of keeping it are outweighed by the
disadvantages - the returned value is dependant on the window type.
If you need to draw a drop-shadow that matches the shape of the window
or something along that line, render the window into an offscreen
texture and sample the alpha channel in a fragment shader.
Putting the OpenGL post processing rotation into its own class cleans
the EglGbmBackend code up a bit and adds post processing rotation for
the EglStreamBackend
The looking glass effect creates an opengl texture at load time without
a current context, which aborts the test.
The test should be converted into an integration test. Mocking the GL
library is simply not feasible and not worth the trouble. :/
It is error-prone to have multiple sources for the same data. If the
base implementation (Compositor::compositing()) changes, other helpers
can get out of sync.
When finishing compositing, Workspace::compositing() will return true,
but it will be preferred if it returns false instead so kwin can properly
update x11 window visibility status, etc.
Instead of checking whether the compositor has a scene, check the status
of the compositor. It will not be "On" during teardown.
This allows creating a GLTexture object and attaching a dmabuf to it.
Currently, we can do that by using the foreign GLTexture constructor,
but it makes the deletion of the texture handle more error prone.
In the future, we can add a method that allocates the texture storage,
but there's no need for that yet.
Currently, if discard() is called, kwin will crash because
EglPixmapTexture does not override the discard method.
In principle, neither GlxPixmapTexture nor EglPixmapTexture should mess
around with internals of the GLTexture class. It is better to have a
wrapper texture with a bind method, which will re-bind the pixmap to the
opengl texture if necessary.
It seems like without a surface creation of the scene fails somehow. At
least until the exact problem is solved, update outputs for EglStream
gpus before creating the EglStreamBackend.
BUG: 438363
At the moment, the test depends on the implicit client connection flush
in BufferInterface::unref(). It will be highly desirable if that connection
flush is gone as it allows us batching wayland events better. It also
allows us remove a system call from a hot path.
The pointing finger cursor is used to show that a piece of text is a
clickable link, and it is inappropriate to use it in other contexts.
Regular UI elements that do something when single-clicked continue to
use the standard arrow cursor in other contexts, so let's follow that
convention in the Present Windows and Desktop Grid effects too.
BUG: 421928
FIXED-IN: 5.23
This commit removes the separators lines below "scale method" and
"rendering backend", options here shouldn't be separated since they
are all related to eachother.
Currently, each effect's list items expands when you click on any
non-interactive part of it, but it does not collapse when you click on
it again.
With this commit, now it does.
BUG: 421883
FIXED-IN: 5.23
Makes for an odd decoration.
We generally will not have an app_id in the cases where we are creating
a token just in case it's necessary down the line.
If a client already has powers to move clients around, let them also
activate using the right protocols as well.
This is useful to be able to implement SNI or Notifications where the
shell doesn't get full surface activation when interacting with it.
This hack was added in the past to prevent the combobox from being
pushed out of view when the label next to it was very long, as it can be
in certain languages. However it had the effect of making the label get
elided in *all* languages, and also the issue it was working around is
no longer present; even with very long text, the combobox no longer gets
pushed out of view, and instead the formlayout first switches to mobile
view and then elides the Label, exactly as intended. So we can safely
remove the hack.
BUG: 438504
FIXED-IN: 5.22.2
If a redirected animation reaches the end, the timeline value will be 0,
i.e. the interpolated() function has to return the from value, not `to`.
BUG: 438368
When the aboutToDestroy signal is emitted, the compositor object is
already partially destroyed. This contradicts to the name of the signal.
In addition to that, it will be better to call the stop method in the
destructors of X11Compositor and WaylandClient as it allows them to add
custom cleanup code when compositing is turned off.
If a window is animated using DeformEffect, allocate an offscreen
texture with the scale factor of the screen where the window is
considered to be on.
Also, resize the offscreen texture on demand in order to make resource
handling more efficient.
At the moment, we handle window quads inefficiently. Window quads from
all items are merged into a single list just to be broken up again.
This change removes window quads from libkwineffects. This allows us to
handle window quads efficiently. Furthermore, we could optimize methods
such as WindowVertex::left() and so on. KWin spends reasonable amount
of time in those methods when many windows have to be composited.
It's a necessary prerequisite for making wl_surface painting code role
agnostic.
Window quads need to be in some coordinate space. Since we want items to
be used not only for rendering windows, window-local coordinates do not
suffice.
This change makes scene items generate quads in the item-local coordinate
space.
The model matrix is used to map the quads to the global screen coordinate
system from the item coordinate space.
Since the quads are in the item local coordinate space, the mvp matrix
needs to be updated on every draw call. Given the render data, tracking
the last mvp matrix won't result in less glUniform calls. If this indeed
becomes a serious performance bottleneck, we can explore the possibility
of dumping mvp matrices in a UBO, which have been introduced in OpenGL
3.1.