qApp is defined differently depending on whether QCoreApplication,
QGuiApplication, or QApplication is included.
Use QGuiApplication::instance() to improve code readability.
CCBUG: 450359
This really should not fail unless we did something seriously wrong
on our end, such as changing GL context during paintScreen.
If we add an invalid `GLSync` to the queue it can lead to very hard
to debug crashes in seemingly unrelated parts of the rendering
process, when the queue is drained, potentially seconds after the
actual failure that occurred here.
Signed-off-by: Eike Hein <eike.hein@mbition.io>
If a window appears on the screen, the highlight window effect will try
to fast-forward animation to the target state by setting the animation
duration to 0. However, TimeLine doesn't like that because it will
eventually lead to division by zero.
This change makes the highlight window effect fast-forward the
transition to highlight or ghost state by using the complete() function.
BUG: 450323
Allows to drop the direct dependency on KDeclarative only used
for `QmlObjectSharedEngine` outside of `KCModuleQML`
Signed-off-by: Eike Hein <eike.hein@mbition.io>
With the xdg_toplevel.configure_bounds support, the compositor is
finally able to tell the client the maximum recommended window size.
That approach allows us to keep the compositor side simple and it
prevents (as long as the app is well behaved) annoying visual glitches
such as mapping window with one size and then quickly resizing it to
the final size.
paintScreen() already tries to ensure that the damage region doesn't go
outside the scene geometry. With this change, it will try to clip the
damage region to the render target rect, which saves us an extra region
intersection and simplifies code that calls paintScreen().
Having a render loop in the Platform has always been awkward. Another
way to interpret the platform not supporting per screen rendering would
be that all outputs share the same render loop.
On X11, Scene::painted_screen is going to correspond to the primary
screen, we should not rely on this assumption though!
Neither SceneQPainter nor SceneOpenGL have to compute the projection
matrix by themselves. It can be done by the Scene when setting the
projection matrix. The main benefit behind this change is that it
reduces the amount of custom setup code around paintScreen(), which
makes us one step closer to getting rid of graphics-specific paint()
function and just calling paintScreen().
This allows us to make the GLRenderTarget a bit nicer when using it to
wrap the default fbo as we don't know what the color attachment texture
is besides its size.
This means that the responsibility of ensuring that the color attachment
outlives the fbo is now up to the caller. However, most of kwin code
has been written that way, so it's not an issue.
It's effectively unused and removing it allows us to get rid of
GLTexture field, which is very useful for abstracting the concept of a
"render target" across OpenGL and QPainter backends.
It's currently being used only by the X11 standalone backend. We should
either port the X11 backend to manual dirty state tracking or waiting
until it gets dropped. The main motivation for getting rid of the dirty
state tracking in the GLTexture is that it keeps kwin open for
alternative opengl wrappers, e.g. QOpenGL, and it simplifies GLTexture
code.
Because the GLRenderTarget and the GLVertexBuffer use the global
coordinate system, they are not ergonomic in render layers.
Assigning the device pixel ratio to GLRenderTarget and GLVertexBuffer is
an interesting api design choice too. Scaling is a window system
abstraction, which is absent in OpenGL or Vulkan. For example, it's not
possible to create an OpenGL texture with a scale factor of 2. It only
works with device pixels.
This change makes the GLRenderTarget and the GLVertexBuffer more
ergonomic for usages other than rendering the workspace by removing all
the global coordinate system and scaling stuff. That's the
responsibility of the users of those two classes.
In order to support layered rendering and tiled outputs KWin needs to be
able to split rendering of outputs into multiple surfaces. This commit
prepares the drm backend for that, by moving most of the code in EglGbmBackend
out to a EglGbmSurface class, which will later be used for overlay surfaces
and rendering to multiple connectors side by side.
In doing that, this commit also cleans up the code a bit, removes a lot of
now unnecessary multi-gpu stuff and potentially makes modesets a little
bit more efficient by re-using resources more often.
This allows to track per effect dependencies more precisely. The main
problem with a library and a comment next to it saying who needs it is
that the comment can get easily outdated.
There are two operations failing currently, so we QEXPECT_FAIL
them for now:
- A new client is not moved to the screen set by the rule
(Wayland only). Affects Apply, Force and Remember
- Disabling and enabling an output will not move the client
to the Forced screen (On X11 and Wayland, BUG:409979)
/proc/%/exec always points to the canonical/real path of a binary,
the exec field of a .desktop might contain a symlink and therefore
differ from canonical path.
Explicitely canonicalizing the path in exec prevents this mismatch.
The first move() in X11Client::createDecoration() will alter the client
size, which will result in the subsequent resize() incorrectly resizing
to a smaller window size.
In order to fix that issue, this change makes X11Client adjust the
frame geometry atomically after creating or destroying window decoration.
BUG: 449988
If the window is initially maximized, there won't be any current
decoration when XdgToplevelClient changes the maximize mode, we need to
use m_nextDecoration.
BUG: 450053
With the xdg_toplevel.configure_bounds event, the compositor will be
able to indicate the client the maximum desired surface size.
It can be used to prevent mapping too big application windows, etc.