Most is just switched to the ::read(). That should be enough for all the
Effects which have a KSharedConfig::Ptr underneath. If not we just need
to find a good place to put the reload.
Instead of using EffectsHandler::sendReloadMessage we generate the dbus
interface in each plugin and call the reconfigure slot directly. That way
it's more type safe and we don't need to link kwineffects from the
configs.
REVIEW: 116875
There are no advantages for the effects KCM to have all the effect
config modules in one plugin.
By having a plugin per effect we can use the KPluginTrader to easily
find the configuration plugin for a given effect and load it.
To make this possible the following changes are done:
* config_builtins.cpp is deleted
* add_subdirectory is used for all effects which have a config module
* toplevel CMakeLists.txt contains the sources again for the effects
which have a config module, but effects which don't have a config
module are still included and thus the macro is still used
* plugin created for the config module, name pattern is:
kwin_effectname_config
* plugin installed to ${PLUGIN_INSTALL_DIR}/kwin/effects/configs
* desktop file adjusted to new plugin name and keyword removed
* desktop file converted to json as meta data and no longer installed
* Uses K_PLUGIN_FACTORY_WITH_JSON
* Macros for config are dropped from kwineffects.h
REVIEW: 116854
As all effects have always been compiled into the same .so file it's
questionable whether resolving the effects through a library is useful
at all. By linking against the built-in effects we gain the following
advantages:
* don't have to load/unload the KLibrary
* don't have to resolve the create, supported and enabled functions
* no version check required
* no dependency resolving (effects don't use it)
* remove the KWIN_EFFECT macros from the effects
All the effects are now registered in an effects_builtins file which
maps the name to a factory method and supported or enabled by default
methods.
During loading the effects we first check whether there is a built-in
effect by the given name and make a shortcut to create it through that.
If that's not possible the normal plugin loading is used.
Completely unscientific testing [1] showed an improvement of almost 10
msec during loading all the effects I use.
[1] QElapsedTimer around the loading code, start kwin five times, take
average.
REVIEW: 115073
* "" needs to be wrapped in QStringLiteral
* QString::fromUtf8 needed for const char* and QByteArray
* QByteArray::constData() needed to get to the const char*
The ShaderBinder class can be used for the case that a block of code
should be executed with a given Shader being bound. This is useful for
all the cases where there is a if-block for OpenGL2 execution with a
Shader being pushed in the first line to the ShaderManager and popped in
the last line of the block. With the helper this can be simplified to:
ShaderBinder binder(myCustomShader);
or
ShaderBinder binder(ShaderManager::GenericShader);
The ctor of ShaderBinder pushes the given Shader to the stack and once
the helper goes out of scope it will be popped again from the stack.
In addition the helper can take care of OpenGL 1 compositing, that is it
just does nothing. So it can also be used where there is a shared OpenGL1
and OpenGL2 code path where the Shader should only be pushed in OpenGL2.
This basically removes all the checks for the compositing type before
pushing/popping a Shader to the stack.
REVIEW: 106521
The main usage of ShaderManager::isValid was to have OpenGL2 specific
code pathes. Now we have an actual OpenGL2Compositing type and we know
that the ShaderManager is valid if we have this compositing type and we
know that it is not valid on OpenGL1Compositing. This gives us a much
better check and allows us to use the isValid method just for where we
want to check whether the shaders compiled successfully.
In addition some effects require OpenGL2, so we do not need to check
again that the ShaderManager is valid. Such usages are removed.
The CompositingType enum turns into flags and two new values are
introduced: OpenGL1Compositing and OpenGL2Compositing.
Those new values are or-ed to OpenGLCompositing so that a simple check
for the flag OpenGLCompositing works in case of one of those two new
values. To make the generic check for OpenGL compositing easier a method
in EffectsHandler is introduced to just check for this.
The scenes now return either OpenGL1Compositing or OpenGL2Compositing
depending on which Scene implementation. None returns OpenGLCompositing.
The supportInformation is extended to also read the properties
on all effects. In addition each effect can be queried just for
itself through D-Bus, e.g.:
qdbus org.kde.kwin /KWin supportInformationForEffect kwin4_effect_blur
All effects are extended to provide their configured and read
settings through properties. In some cases also important
runtime information is exposed.
REVIEW: 105977
BUG: 305338
FIXED-IN: 4.9.1
This makes kwin in OpenGL2 mode more coherent with kwin_gles.
Despite some fullscreen effects they should now make the same
(pure) OpenGL calls.
REVIEW: 103804
Due to changes in build system we have always either OpenGL or OpenGL ES.
This allows to remove the KWIN_HAVE_OPENGL_COMPOSITING define. In the
effects the define is kept as KWIN_HAVE_OPENGL which can be used in
future to build also an XRender only effect system.