Use glTexStorage2D() to allocate storage for the texture. The structure
of the resulting texture becomes immutable and the texture is always
mipmap complete. This allows the driver to skip the mipmap consistency
checks when validating the texture at draw time.
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.
GLTexture would set both the minification and magnification filters
to GL_NEAREST if the texture filter was set to any mipmap filter other
than GL_LINEAR_MIPMAP_LINEAR.
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.
Paint is in the middle of the compositor rendering loop. Updating
the shadow at that point breaks KWin. Thus we delay the update to
the next event cycle. Obviously it would be even better to only
update the shadow if it changed, but that might be too expensive.
If a Client closed during move/resize with the outline being shown
for quick tile/maximize area, the outline never got removed.
BUG: 341673
FIXED-IN: 5.1.2
REVIEW: 121410
The decoration button configuration interface is merged into the QML
part using two list views (left buttons, right buttons) and a grid
view for all the available buttons.
This brings back the configuration for decoration plugins. As a change
to the old variant the configure button is moved into the list view
together with the preview. It is enabled/disabled depending on data
provided by the DecorationModel. For a plugin the DecorationModel
queries for a boolean "kcmodule" key in the metadata. For a theme it
invokes the slot hasConfiguration with the theme name which returns
whether the theme provides configuration.
The actual opening of the configuration is triggered from the
PreviewBridge, which uses the existing KPluginFactory to load the
KCModule. The decoration plugin must provide the keyword "kcmodule"
for it.
So far Aurorae is adjusted and provides configuration for the Plastik
decoration. The interaction with the configuration module works, but
the configuration itself for Plastik seems to be currently broken.
KNewStuff is no longer hard-coded to Aurorae themes. Instead the
availability of KNewStuff is derived from the available plugin
metadata. If the section org.kde.kdecoration2 contains a key
"KNewStuff" it's value is interpreted as the knsrc config file name.
If there is at least one plugin with such a key KNS gets enabled.
If there are multiple plugins providing KNS support the download
button is turned into a button with a connected menu and each menu
entry points to one of the available resources. Of course this is
not optimal, but KNS doesn't allow the combining of multiple config
files.
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.
Effects currently modify the matrices by reading back the uniform
values from the shader they assume will be used to paint the window,
set new values for the uniforms, call paintWindow(), and then restore
the uniforms to their previous values.
This is both slow and unreliable, and will not work with dynamically
generated shaders.
This patch solves the problem by putting the matrices in
WindowPaintData and making it the responsibility of the paintWindow()
implementation to set the uniforms.
This adds new API in ShaderManager that makes it possible to request a
shader based on a set of traits. ShaderManager generates these shaders
on demand and caches them in a hash table.
* Border Sizes
* Close menu double click
Both are added to the Settings and exposed in the decoration kcm.
As it started to no longer scale the kcm uses a ui file.
Still missing:
* buttons
* custom decoration configuration
* GHNS
* search