Commit graph

21 commits

Author SHA1 Message Date
Vlad Zagorodniy
c7639fd7ed Port away from deprecated headers
Summary: Headers like stdio.h are deprecated in C++.

Test Plan:
Compiles.

clangd no longer spews these warnings

{F6997789, size=full}

Reviewers: #kwin, davidedmundson

Reviewed By: #kwin, davidedmundson

Subscribers: kwin

Tags: #kwin

Differential Revision: https://phabricator.kde.org/D22351
2019-07-09 23:59:07 +03:00
Volker Krause
008143c9db Update URLs to use https
Summary: Largely done automatically using the tools from D19996.

Reviewers: yurchor, zzag

Reviewed By: yurchor, zzag

Subscribers: zzag, yurchor, kwin, kde-doc-english

Tags: #kwin, #documentation

Differential Revision: https://phabricator.kde.org/D20017
2019-03-25 19:26:23 +01:00
Yuri Chornoivan
d17a3ff88f Fix minor Doxygen issues 2019-01-12 12:31:32 +02:00
Vlad Zagorodniy
ce9965ccad Fix typo
Summary: crate -> create

Test Plan: Still compiles.

Reviewers: #kwin, davidedmundson

Reviewed By: #kwin, davidedmundson

Subscribers: kwin

Tags: #kwin

Differential Revision: https://phabricator.kde.org/D14584
2018-08-04 22:35:40 +03:00
David Edmundson
a3cff85e7a Remove Qt module declarations in includes
Summary:
Test Plan: Compiles

Subscribers: kwin

Tags: #kwin

Differential Revision: https://phabricator.kde.org/D13359
2018-06-05 18:07:23 +01:00
Martin Flöser
054d923411 Move SceneXRender into a plugin
Summary:
First step for loading the compositor Scenes through plugins. The general
idea is that we currently needlessly pull in all the Scenes although only
one will be used.

E.g. on X11 we pull in QPainter, although they are not compatible. On
Wayland we pull in XRender although they are not compatible.

Furthermore our current Scene creation strategy is not really fault
tolerant and can create situations where we don't get a compositor. E.g
on fbdev backend the default settings won't work as it does not support
OpenGL.

Long term I want to tackle those conceptional problems together:
we try to load all plugins supported by the current platform till we have
a scene which works. Thus on Wayland we don't end up in a situation where
we don't have a working compositor because the configuration is bad.

To make this possible the switch statement in the Scene needs to go and
needs to be replaced by a for loop iterating over all the available
scenes on the platform. If we go there it makes sense to replace it
directly with a plugin based approach.

So this is a change which tackles the problem by first introducing the
plugin loading. The xrender based scene (as it's the most simple one)
is moved into a plugin. It is first tried to find a scene plugin and only
if there is none the existing code is used.

Test Plan: Tested all scenes

Reviewers: #kwin, #plasma

Subscribers: plasma-devel, kwin

Tags: #kwin

Differential Revision: https://phabricator.kde.org/D7232
2017-09-01 17:42:28 +02:00
Martin Gräßlin
df1146bfa6 [wayland] Shadow gains support for a Wayland protocol
For Wayland clients we now are able to get shadows.

Internally this reuses large parts of the X11 implementation. This
could be improved to make the Scene's better aware of the Wayland
shadow, so that less memory is needed.
2015-07-15 11:25:16 +02:00
Martin Gräßlin
2910645df0 [scene-xrender] Implement support for DecorationShadow
The DecorationShadow on XRender is implemented by creating the
required QPixmaps in ::prepareBackend. That way the rendering
infrastructure can be shared with the window based shadows.

BUG: 342758
REVIEW: 122009
2015-01-19 09:30:01 +01:00
Martin Gräßlin
b5a626c2d7 Introduce a texture cache for DecorationShadows in SceneOpenGLShadow
The DecorationShadow supports the concept of sharing shadows between
multiple Decorations and this is supported by our Shadow class. But
still the created GLTextures were not shared.

This change introduces a sharing mechanismn for all GLTextures created
for a DecorationShadow. Thus if two decorations share the same
DecorationShadow they will also share the same GLTexture.
2014-12-04 10:36:19 +01:00
Martin Gräßlin
027a7a1646 [kdecoration2] Decoration::shadow returns QSharedPointer
Adjust all components to use the QSharedPointer. Aurorae obviously has
to create a QSharedPointer, Shadow holds a QSharedPointer for the
DecorationShadow (advantage: is kept when the Decoration is destroyed),
and the KCM needs to add a property on PreviewItem to get access to the
Shadow. It's no longer a Q_PROPERTY on Decoration and we cannot re-add
it as a dynamic property (cannot be read from QML side).
2014-12-01 09:40:24 +01:00
Martin Gräßlin
7353bf4c28 [shadow] Needs to keep a QPointer to the DecorationShadow
The DecorationShadow might be deleted at any time, so we better
keep track of it properly.
2014-10-28 11:01:43 +01:00
Martin Gräßlin
08d146de91 Introduce support for DecorationShadow
Surprisingly the DecorationShadow is modelled after the Shadow in KWin.
It provides the same offsets and a QImage exactly like the OpenGL
implementation needs it. This makes it easy to hook it into our existing
Shadow implementation with only a few changes.

Shadow now first tries to create a Shadow from the Decoration and only
if that fails it tries the X11 property. The pixmaps are not initialized
for the DecorationShadow and because of that currently only the OpenGL
backend gets initialized for DecorationShadows. The other backends might
need adjustments and also a transition to just using one image.
2014-07-25 14:02:27 +02:00
Martin Gräßlin
634a84e5c0 Port reading the shadow property to XCB 2013-09-11 08:21:44 +02:00
Martin Gräßlin
32b6ef42b9 Strip module path from all Qt #include <>
Done with:
fixqt4headers.pl --strip-modules

REVIEW: 109176
2013-03-06 10:26:56 +01:00
Thomas Lübking
634a504ce1 straighten xrender shadow implementation
did not publish function & enum in the baseclass, but inlined the accessor

REVIEW: 103232
(cherry picked from commit ecfa39ac3ca1c9823a6b320ff0f7a60ab32f0418)
2011-11-27 15:03:41 +01:00
Martin Gräßlin
b837a3fca1 Render Shadow with only one GL texture
Copies the shadow parts into one image and creates a GLTexture
from the image, so that we can render the complete shadow with
just one texture and one painting pass.

Should remove most of the overhead involved when rendering the new Shadows.

As a side effect this should fix missing shadows with non-NPOT GPUs and
a rendering glitch reported with NVIDIA.

REVIEW: 101742
2011-07-03 09:24:28 +02:00
Martin Gräßlin
7287019050 Update cached Shadow information on size changes
In order to notice when the geometry changes a new signal is
added to toplevel and both Unmanaged and Client connect all their
signals which are emitted whenever the geometry changes in some way
to this new signal.

Shadow connects to the signal and updates the quads and region
whenever the size changes.
2011-04-03 12:43:57 +02:00
Martin Gräßlin
38e9ab9a4e Move ownership on Shadow from Toplevel to Scene::Window
The Shadow is clearly an aspect of the compositor. Therefore the
Shadow has to be owned and controlled by the Scene::Window.
Nevertheless Toplevel needs to know about the Shadow cause of reading
the property.
2011-04-03 11:31:33 +02:00
Martin Gräßlin
c82fed057f Verify that Shadow pixmaps are valid
At least in rekonq the shadow pixmaps are not valid causing
an exception to be thrown and crashing kwin.
2011-04-02 19:03:08 +02:00
Martin Gräßlin
89aa8ee8db Fix repainting of shadow after window closes
Unmanaged needs to repaint the complete geometry including shadow
when it ends compositing. Therefore we need to track the shadow
passing to deleted correctly. Disadvantage: when turning off
compositing the shadow is kept. Need to solve in a better way!
2011-04-01 21:49:44 +02:00
Martin Gräßlin
12220a0d59 Initial implementation of new Shadows in KWin
For a complete documentation of new functionality refer to:
http://community.kde.org/KWin/Shadow

The current implementation includes a new Shadow class and Toplevel
holds a pointer to an instance of this class. The Shadow class reads
the data from the X11 Property. There is one extended class located
in SceneOpenGL to render the shadow.

Compositor is adjusted to include the shadow region into the painting
passes.

Implementation for XRender still missing and Shadow needs to respond
to size changes of the Toplevel to update cached shadow region and
WindowQuads.
2011-03-27 12:33:07 +02:00