While direct scanout happens, the damage of the SurfaceItem is reset, which
can cause the OpenGL texture to not be updated once direct scanout ends,
and leave the texture outdated until the surface is damaged again.
In order to fix that, make sure the texture is always fully updated after
the SurfaceItem has been used in direct scanout.
If `callDBus` hits a problem, KWin will log a debug message saying that an error occurred, but it does not log the actual error message. This makes troubleshooting KWin scripts more difficult.
Since the call failed, log the message at warning level to make it more visible.
TabBox::hide() used to contain the following code
QApplication::syncX();
XEvent otherEvent;
while (XCheckTypedEvent(display(), EnterNotify, &otherEvent))
;
The purpose of XSync() is to flush any pending requests and wait until
the X server processes them. After that, we can go through event queue
to find relevant events.
Why did tabbox go through the event queue to find the EnterNotify
events? It's unclear. So it was removed in
b4c957b617. However, the XSync() call was
left out. It doesn't make sense on its own. So remove it too.
In the Overview effect, pressing the space bar doesn't always insert a
space character into the search field as one would expect; when the text
in the search field matches any windows, it instead activates the
highlighted window. At other times, it does insert a space as expected.
This behavior is unpredictable and unintuitive, so this commit fixes the
issue by intercepting the key input event and inserting a space when the
search field has focus. In this state, the highlighted window can be
activated using the enter/return key. When the search field doesn't have
focus, a press of the space bar will continue to activate the selected
window.
While tilt is sent on X11, we're currently only sending pressure events and not tilt/rotation events on Wayland. Since Krita is still running in X11, and it's running through XWayland - it's technically a Wayland client and gets no tilt/rotation. This fixes that issue :-)
I saw !3231 which was working on complete Wayland tablet support, but it's been stagnating. I just wanted tilt & rotation support now, so I added a way to query capabilities from the `m_capabilities` variable on the private interface we already fetched.
Tested on Krita using the Tablet Debug Log.
The size is used in NETRootInfo::setDesktopGeometry, which seems to cause
some applications to misbehave or even crash because they attempt to create
a texture larger than what the GPU supports
CCBUG: 461848
The widget was renamed a while back, but the KCM still used the old
term to refer to it when letting the user choose the visual effect that
it shows the user. Let's change that.
BUG: 463087
FIXED-IN: 5.27
gbm_bo_create_with_modifiers implies the GBM_BO_USE_SCANOUT flag, which
disables complex (tiled or compressed) formats that cannot be used for
scanout. This reduces performance. We don't need to scan out buffers
created for sceencasting/etc., so this is suboptimal.
By switching to gbm_bo_create_with_modifiers2, we can explicitly pass
the flags and avoid falling back to lower performance formats. Also add
a config check and fall back to the old version, to retain compatibility
with older mesa versions.
Since modifiers are listed in preference order, the last one is usually
the most general fallback. If we drop it, we risk winding up with no
usable modifiers.
On Apple GPUs with the Asahi driver, the received modifiers are usually
compressed, twiddled, and linear. Dropping linear means we only request
complex formats. But then gbm_bo_create_with_modifiers always requests
a scanout-capable BO which cannot support complex formats, and we wind
up with nothing. This breaks screencasting on these platforms.
The main motivation behind this change is to share rendering code
between windows and the cursor, specifically the Item class which
requires a Scene.
Note that Scene subclasses are responsible for issuing
ItemRenderer::renderItem() calls. The main reason for that is the
current architecture of the effects system, specifically we need to call
some effects hooks before and after painting a window.