Currently when we move the mouse the one render loop triggers a repaint.
When the cursor layer needs a new update we end up in the compositor
repainting the main content.
Even though painting should mostly no-op it still goes through all
existing items and effects to collect damage, still potentially making
the GL context current which could stall. A waste when we know we
haven't got anything to do. It's enough to cause noticable mouse lag on
some hardware.
Co-authored-by: Vlad Zahorodnii <vlad.zahorodnii@kde.org>
It never belonged in the OutputBackend, but we also didn't have a better
place when the relevant code had been added.
With the introduction of graphics buffer allocators, it's no longer the
case.
Some wheels might send fewer or more than 120 fractions per step.
In order to always register a discrete step, we count these as a step
already at half(120/2) of one mouse wheel step in stepping mode.
The timer resets the initial value of the step because the mouse
can switch between free spin and stepping mode.
When transitioning from free spin to stepping mode,
the mouse calibrates its wheel position to the starting point
and generates some fractions.
As a result, our starting position can appear far from the zero point,
potentially causing us to count two(or zero) steps instead of one.
Additionally, the compositor might start when the mouse is in
free spin mode(or the mouse could be connected in free spin mode),
leading to the same issue.
https://gitlab.freedesktop.org/libinput/libinput/-/issues/814
At the moment, popups are assigned to the current desktop and activity.
However, a toplevel can be on several virtual desktops. If user switches
between virtual desktops and the active window does not change, it can
result in not being able to dismiss or open new popups depending on the
toolkit implementation details.
To prevent that, keep popups on same virtual desktops as their parents.
BUG: 398628
Removes the dependency on Plasma Framework from the KCMs.
This won't use the current Plasma theme but always the default one.
However, the monitor graphic hasn't really been used anywhere else
anymore (it used to be in e.g. the wallpaper settings in Plasma 4),
so I think this is alright.
The buffer transform specifies a transform from the buffer coordinate
space to the surface coordinate space.
The inverse buffer transform specifies a transform from the surface
coordinate space to the buffer coordinate space.
OutputTransform::map(QRect, QSizeF) expects both arguments to be in the
same coordinate space.
In case of SurfaceInterfacePrivate::computeSourceBox(), both should be
scaled surface coordinates so bufferTransform.inverted() maps the source
rect to the proper buffer coordinate space.
Ensures that e.g. context menus move about with their parents when they
get moved around.
However, as per spec don't re-constrain the window when its positioner
is non-reactive. This change calculates the offset from its parent window
once initially and places the window relative to that whenever the parent
moves.
Only when the positioner is reactive, will it recalculate the placement fully.
BUG: 461994
XdgPopupWindow disregards it for the most part anyway and asks workspace
for the placement area directly. Also gives XdgPopupWindow more control
on the placement when it's all contained inside of it for the upcoming commit.
Selection acts as an abstraction around multiple X11Sources, when we get
a new source we asyncronously emit that x11OffersChanged when it
completes.
If the selection is lost, we were just deleting the source, without
notifying other parts.
XwlDataSource is the datasource that SeatInterface knows about. We need
to delete this when the X11 connection is no longer valid. SeatInterface
will update the selection when the XwmlDataSource is deleted if it's the
active selection.
The hook is introduced as updating the selection in Clipboard will cause
Selection to delete m_xSource which gets messy.
BUG: 449909
The preview item implements hover event filters, which by default
are accepted and not propagated to their parent, breaking the
hightlight on hover for the GridView.
We can simply "ignore()" those events so they are propagated,
but still fully functional.
Preemptively, do the same also for mouse events, which seem to be
already propagated now, but shouldn't according to the QQuickItem
documentation.
CCBUG: 473011
While not common a client can have bound the global multiple times
and create window objects through all of them. In this case the event
send to the client would carry the wrong object since only the clients
of the two resources were checked for equality.
We can save the resource of the window managment the window
belongs to by extending the resource and storing it there.
Sending the initialState has been moved out of resource_bind since
it happens directly after allocate() and there being no opportunity
to set the custom wmResource field in between.
Instead of hardcoding ARGB8888 and using implicit modifiers, look through
the list of available formats and modifiers and pick a match that egl will
actually accept.
Given how the blur effect works, if a pixel changes, the surrounding
pixels may have to be repainted as well. Currently, it's achieved by
expanding the damage in the BlurEffect::prePaintWindow() function.
However, it means that the blur effect should see both surface and
buffer damage in the pre paint pass.
Unfortunately, after refactoring surface and buffer damage tracking,
kwin no longer provides the buffer damage in the pre paint pass (it does
so for good reasons). This broke the blur effect. As an example, you may
see visual glitches when moving the software cursor over blurred areas
of a window.
In order to fix this issue, the blur effect has to cache background
behind every window to avoid blurring already blurred areas.
This change implements a background cache. Unfortunately, since the
blur effect's code has become very difficult to change over the years,
this change rewrites the relevant parts of the blur effect.
With the proposed design, the blur effect is going to maintain cached
background for every window + offscreen render targets. It may have
issues with animated windows, however in practice, it seems to behave
good enough. However, if it becomes pressing matter, we can move from
simplistic design in this patch to somewhat more sophisticated design
that involves textures with rounded up size.
BUG: 455526
At the moment, the blur effect operates in two modes:
- generic where the blur effect samples from pixels outside the window
- and a more strict version where the blur effect only blurs what's
behind the window
The latter mode is preferred for panels and its popup. However, it also
makes sense to enable this mode for normal windows too. This simplifies
the blur effect a bit.