With per-screen rendering, every output may have different EGLConfig.
Having a single global EGLConfig doesn't work out well.
This change removes Platform::sceneEglConfig(). It's used primarily to
create the global share context. In hindsight, the global share context
can be created without EGLConfig as it's never made current.
EGL_NO_CONFIG_KHR is part of EGL_KHR_no_config_context extension, which
is supported by both Mesa and NVIDIA driver so it should be safe to make
it mandatory.
At this point, desktop() is -1 since the client hasn't been moved to any
virtual desktop yet.
It seems like checking desktop() is a typo. It makes more sense to check
desktopId.
This ports relevant apis in WindowRules to the VirtualDesktop class.
If the client has no desktop rule, the desktop list that has been passed
to the checkDesktops() function will be returned.
If the client has a desktop window rule, the checkDesktop() function
will return a list with a single VirtualDesktop object or none if the
window is forced to be on all virtual desktops.
The main motivation behind this change is to reduce the number of usages
of int-based virtual desktop apis. int-based desktop ids are highly
unreliable. For example, if a new virtual desktop is inserted in the
middle or removed in the middle, the desktop ids will change. This makes
working with virtual desktops code more challenging due to its behavior.
This is not an issue with VirtualDesktop objects.
This change avoids unnecessary copying of QImage data when updating
textures using QImages that have non-ARGB32_Premultiplied formats.
There are three cases where texture unpacking can not be done/is
not worth doing: if GLES is used, and the extension for unpacking
subimages is not supported; if the entire image is being updated;
or if a format conversion needs to be done, in which case only the
region to update will have its format converted, and the resulting
image can be passed directly to glTexSubImage2d without setting
unpacking parameters.
These repaints were added to fix visual artifacts that appear when
shadow is removed, but since items schedule repaints when needed, we can
remove these two.
Wayland- and X11-specific code paths are not needed.
If the window is on all virtual desktops, Toplevel::desktops() will be
an empty list.
If the window is on a particular virtual desktop, Toplevel::desktops()
will contain that desktop. On X11, the desktops list can have at most
only one item.
The old calculation ignored the render time and safety margin of the
frame scheduling algorithm, which makes VRR activate properly only when
the refresh rate is much lower than the maximum refresh rate.
This further decouples scene items from scene windows. The SurfaceItem
still needs to access the underlying window, I would like to re-iterate
over that later.
With this change, it will be possible to introduce WindowItem factory
function in the Toplevel class.
toplevel.h is included in many places. Changing virtualdesktops.h may
trigger rebuild of all kwin.
With this change, only cpp files that use virtualdesktops.h will need to
be recompiled.
The main idea behind _NET_WM_FRAME_OVERLAP is to extend the borders of
the server-side decoration so the application can draw on top of it. It
was inspired by similar feature in Windows.
However, _NET_WM_FRAME_OVERLAP is basically unused. Neither GTK nor Qt
support it and I have never seen any application that uses it.
At the moment, kwin is the only compositing window manager that supports
_NET_WM_FRAME_OVERLAP. Neither mutter nor compiz nor compton and so on
support it.
Since _NET_WM_FRAME_OVERLAP is practically unused, there's no point for
keeping supporting it.
This change shouldn't affect any existing app as _NET_WM_FRAME_OVERLAP
atom is not listed in _NET_SUPPORTED.
This ensures that surface role objects can be still accessed when either
XdgToplevelClient or XdgPopupClient is destroyed. As far as I know, it
doesn't cause any problems right now, but this makes resource destruction
handling consistent, we tend to perform cleanup in aboutToBeDestroyed
signal slots.
SceneOpenGLShadow::prepareBackend used to use QImage::Format_Indexed8,
plus a special code path in GLTexture, to create single-channel OpenGL textures.
Now that Qt supports QImage::Format_Alpha8, this workaround can be removed.
Currently, a vertex coordinate is transformed first, then mapped to
the global screen coordinates. This causes a problem if a transform
is applied to the top-most item and child items are not at (0, 0).
For example, scaled windows may have popping out sub-surfaces, etc.
With this change, the item transforms will be computed differently. For
example, if the parent item is transformed, a child's transform will
look as follows
[Parent's translation][Parent's transform][Child's translation]
instead of
[Parent's translation][Child's translation][Parent's transform]
In the future, I'd like to get rid of the Item::setTransform() call in
OpenGLWindow::performPaint() and have either AnimationEffect or
libkwineffects call Item::setTransform().
BUG: 440201
Deleting QQuickWindow will force any remaining runnables to complete.
This is important for any items (such as our new ThumbnailItem) that
deletes resources in queued cleanups.
We need to invoke this manually whilst we still have an active render
control with a valid context, otherwise remaining runnables will no-op.
We also then want to manually delete our scene contents before the view
so they're not orphaned temporarily.
This fixes a memory leak observed with the new Overview effect.
If a sub-surface should be considered unmapped, make the corresponding
item invisible.
Note that this must apply only to sub-surfaces. Whether the main surface
should be visible is up to kwin. It may want to play an animation when
the toplevel surface is unmapped, etc.
In GLTexture::update, reuse the mechanism from the GLTexture(QImage, ...)
constructor to upload QImage data directly when the QImage format
has compatible GL format and type codes. Before this change, all QImage
formats other than ARGB32_Premultiplied required a format conversion.
As per the xdg-shell specification, the compositor can only attach
a wl_buffer to an xdg_surface once the compositor has sent an
xdg_surface.configure event. Previously, there was a race condition
in which WaylandOutput objects were added/enabled on creation, making
it possible for the EglWaylandOutputs to be set up and for
EglWaylandBackend to draw a frame (thereby attaching a buffer), all
before the xdg_surface.configure configure event was received.
Compositors other than kwin would then send an unconfigured buffer
error and close the connection.
This commit avoids the problem by not marking the WaylandBackend
ready for use until all the output surfaces constructed at startup
have received their initial configure event. (In practice, this
takes one additional roundtrip.)
We're porting away from using plugin keywords (and have done that for
the breeze and oxygen decoration). However to allow that we need to
adjust the loading code.
Keep the old codepath for compatibility.
BUG: 440786
Blending is quite expensive especially with software rendering.
In the case of Firefox on Wayland, it uses a ARGB8888 buffer but marks the
entire surface as opaque, so the alpha channel can be ignored.
CCBUG: 440386
When the last output gets disconnected, create a virtual output as a
placeholder until we have access to a physical output again. While
this placecholder never gets rendered to, with virtual outputs in
general that is possible (with gbm and qpainter atm) and can be done
for future use cases like wireless displays.
CCBUG: 420160
CCBUG: 438839
QImage is implicitly shared. However, methods such as QImage::bits() may
detach. In order to avoid the detach, one either needs make the image
const or use QImage::constBits() method.
Currently, the GLTexture class uses QImage::bits() all over the place.
It prevents implicit detaching by storing images in const variables. Such
code is fragile. Adding an intermediate (optional) conversion step may
result in odd performance regressions.
Currently, the shape region is not copied to the Deleted. If either
SurfaceItemX11 or SurfaceItemXwayland needs to build quads for a shaped
window, it won't be able to do so properly because the corresponding
x11 window is long time gone.
If the shape region changes before the window is unmapped, you may still
see visual artifacts. Unfortunately, the only way to fix that bug is to
switch to wayland.
BUG: 440001
BUG: 438458
BUG: 435378