The Shadow no longer owns the texture, so it can be loaded while
compositing is off.
This changes removes the compositing status check to simplify code.
At the moment, graphics buffers coming from wayland and internal windows
use different code paths to update textures. However, they don't have
to.
If the internal windows are ported to GraphicsBuffer, it will be
possible to unify SurfacePixmapInternal and SurfacePixmapWayland to make
pixmap logic a bit simpler.
* speeds up incremental builds as changes to a header will not always
need the full mocs_compilation.cpp for all the target's headers rebuild,
while having a moc file sourced into a source file only adds minor
extra costs, due to small own code and the used headers usually
already covered by the source file, being for the same class/struct
* seems to not slow down clean builds, due to empty mocs_compilation.cpp
resulting in those quickly processed, while the minor extra cost of the
sourced moc files does not outweigh that in summary.
Measured times actually improved by some percent points.
(ideally CMake would just skip empty mocs_compilation.cpp & its object
file one day)
* enables compiler to see all methods of a class in same compilation unit
to do some sanity checks
* potentially more inlining in general, due to more in the compilation unit
* allows to keep using more forward declarations in the header, as with the
moc code being sourced into the cpp file there definitions can be ensured
and often are already for the needs of the normal class methods
This allows us to avoid losing precision when updating surface pixmaps.
Surface damage needs special handling either way.
Another advantage from switching to buffer damage is that it lets us to
decouple surface textures from surface items, which is useful for making
surface helpers more reusable.
After porting the desktop background window to the layer-shell protocol,
the desktop window is not raised up in the stack anymore when the
showing desktop window is activated. The main reason to avoid this is to
avoid fighting and overriding layer shell logic.
As another way to implement the show desktop mode, this change makes the
workspace hide windows that don't belong to desktop.
It's a better solution for a couple of reasons: "keep above" and other
overlay windows will be properly hidden and it lets us avoid touching
the stacking order.
BUG: 387593
BUG: 406101
BUG: 469827
Hiding the QWindow handle confuses QWidget, which results in user
actions menu not showing up on second launch. Might be a Qt bug.
On the other hand, it makes sense to close dismissed popups, so let's do
it.
This reverts commit 08e392f368.
It appears like with RHI, user code can't mess with its current opengl
context, so let's update shadows immediately.
Just to be sure, shadow cleanup logic in ShadowItem has been hardened to
avoid disturbing the current opengl context unnecessarily.
BUG: 467926
Currently, the normal window lifecycle looks as follows: create Window,
wait until it's shown, add it to Workspace, wait until it's closed,
create a Deleted, copy properties from the original window to the
deleted one, destroy the original window, wait until the last deleted
window reference is dropped.
There are a couple of issues with this design: we can't nicely
encapsulate X11 or Wayland specific implementation details if they need
to be accessed for closed windows; manual copying of properties is
cumbersome and error prone and we've had a dozen of cases where effects
worked incorrectly because some properties had not been copied.
The goal of this patch is to drop Deleted and extend the lifetime of the
original window, but with a special state set: Window::isDeleted().
The main danger is that somebody can try to do something with deleted
windows that they should not do, but on the other hand, such code needs
to be guarded with relevant checks too.
When a window is closed, a Deleted object will be constructed and the
Window's properties will be copied over to it. The long term plan is to
stop doing that, i.e. keep the Window alive but just flip a few flags to
indicate that it's been closed.
In order to unify decoration management, this change ensures that it's
okay to have decorations live as long as the Deleted.
It's needed to work around the cleanup logic of decorations.
Currently, decorations have a valid QObject parent and they're managed
using std::shared_ptr. That's not a perfect combination, but changing it
is also going to be an involved task because the QObject parent is used
to look up the Window.
In long term, it won't matter since we want to get rid of Deleted.
For what it's worth, it restores the order in which Deleted and normal
windows used to be destroyed prior to
995d509e45.
The internal window doesn't gravitate the geometry during interactive
resize so it can produce unexpected results when dragging the top-left
window corner.
Aurorae decoration plugin creates an unmapped internal window, it's not
rendered and so it's not added to the Workspace.
Internal window setups compositing in its constructor too. It means that
the WindowItem will have a link to the scene, but since the Compositor
has no any idea about the internal window yet, that scene can become a
dangling pointer, and kwin can crash when the window item is destroyed.
BUG: 466313
This reverts commit 4b1ef33c1e.
It introduced a crash. The large icons task switcher can create and
destroy the shadow in the middle of painting. When a shadow is
destroyed, kwin can make opengl context current. It will reset current
QOpenGLContext, and QtQuick can crash.
BUG: 466279
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.
This is needed to establish explicit connection between an item and the
scene it belongs to. For now, the scene must be known at the item
construction time. Perhaps it can be improved in the future by items
inheriting their scene from the parent item, but the scene would need to
be refactored more so there's a root item or something like that.
Due to being a compositor, kwin has to conform to some certain
interfaces. It means a lot of virtual functions and function tables to
integrate with C APIs. Naturally, we not always want to use every
argument in such functions.
Since we get -Wunused-parameter from -Wall, we have to plumb those
unused arguments in order to suppress compiler warnings at the moment.
However, I don't think that extra work is worth it. We cannot change or
alter prototypes in any way to fix the warning the desired way. Q_UNUSED
and similar macros are not good indicators of whether an argument is
used too, we tend to overlook putting or removing those macros. I've
also noticed that Q_UNUSED are not used to guide us with the removal no
longer needed parameters.
Therefore, I think it's worth adding -Wno-unused-parameter compiler
option to stop the compiler producing warnings about unused parameters.
It changes nothing except that we don't need to put Q_UNUSED anymore,
which can be really cumbersome sometimes. Note that it doesn't affect
unused variables, you'll still get a -Wunused-variable compiler warning
if a variable is unused.
testDbusInterface fails with Qt 6 build because QCOMPARE detects the
type difference between QString and QByteArray.
Since these properties being byte arrays has caused reasonable amount of
discomfort, let's make them QStrings. It will fix the test and make some
scripted effect code more cleaner.
This enables again the crossfade between the old window picture and the new one in the maximize and morphingpopup effects.
It does that with the OffScreenEffect redirect() feature.
BUG:439689
BUG:435423
Things such as Output, InputDevice and so on are made to be
multi-purpose. In order to make this separation more clear, this change
moves that code in the core directory. Some things still link to the
abstraction level above (kwin), they can be tackled in future refactors.
Ideally code in core/ should depend either on other code in core/ or
system libs.
Window::handleInteractiveMoveResize() calls setMoveResizeGeometry(),
which breaks in a way the encapsulation.
This change refactors geometry handling in handleInteractiveMoveResize()
so the next geometry is computed in a temporary variable and the move
resize geometry is updated either using move() or
doInteractiveResizeSync().
This change adjusts the window management abstractions in kwin for the
drm backend providing more than just "desktop" outputs.
Besides that, it has other potential benefits - for example, the
Workspace could start managing allocation of the placeholder output by
itself, thus leading to some simplifications in the drm backend. Another
is that it lets us move wayland code from the drm backend.
With fractional scaling integer based logical geometry may not match
device pixels. Once we have a floating point base we can fix that. This
also is
important for our X11 scale override, with a scale of 2 we could
get logical sizes with halves.
We already have all input being floating point, this doubles down on it
for all remaining geometry.
- Outputs remain integer to ensure that any screen on the right remains
aligned.
- Placement also remains integer based for now.
- Repainting is untouched as we always expand outwards
(QRectF::toAdjustedRect().
- Decoration is untouched for now
- Rules are integer in the config, but floating in the adjusting/API
This should also be fine.
At some point we'll add a method to snap to the device pixel
grid. Effectively `round(value * dpr) / dpr` though right now things
mostly work.
This also gets rid of a lot of hacks for QRect right and bottom which
are very
confusing.
Parts to watch out in the port are:
QRectF::contains now includes edges
QRectF::right and bottom are now sane so previous hacks have to be
removed
QRectF(QPoint, QPoint) behaves differently for the same reason
QRectF::center too
In test results some adjusted values which are the result of
QRect.center because using QRectF's center should behave the same to the
user.
If PlasmaCore.Dialog resizes while visible, the kwin shadow property
used by InternalWindow may update the shadow during rendering and cause
crash related to current context.
There are a few benefits to using smart pointers from the standard library:
- std::unique_ptr has move semantics. With move semantics, transfer of ownership
can be properly expressed
- std::shared_ptr is more efficient than QSharedPointer
- more developers are used to them, making contributions for newcomers easier
We're also already using a mix of both; because Qt shared pointers provide
no benefits, porting to standard smart pointers improves consistency in
the code base. Because of that, this commit ports most of the uses of QSharedPointer
to std::shared_ptr, and some uses of QScopedPointer to std::unique_ptr