The XDamageDestroy has a weird requirement saying that it can be called
as long as the X11 window is still valid. On the other hand, one could
argue that it is more intuitive if the damage handle becomes inert if the
associated window is destroyed. Unfortunately, that's not the case and
as git history shows, it's an easy way to shoot yourself in the foot, we
had the exact warning many years ago.
The problem with the XDamageDestroy API is that it is simply unreliable
given the asynchronous nature of communication between kwin and xorg.
Anyway, with X11 sunsetting, let's destroy the damage handle only when
the X11 window is unmapped and not bother too much about it.
If a wl_eglstream buffer is attached to a surface, but then later a different
type of buffer, such as a dmabuf, is attached to the same surface, kwin will
mistakenly keep trying to acquire frames from the EGLStream associated with the
previous buffer. This can happen if an Xwayland window is made full-screen
causing it to switch to the flipping presentation path, for instance. The
result is that the window contents will no longer be updated.
Instead, the eglstream backend's loadTexture and updateTexture functions should
first pass the buffer to eglCreateStreamAttribNV. If it fails with
EGL_BAD_STREAM_KHR, that indicates it is indeed a wl_eglstream, and that we've
already associated a server-side EGLStream with it in attachStreamConsumer, so
we can proceed as usual. If it fails with EGL_BAD_ACCESS, though, that
indicates it is not a wl_eglstream and we should fall back to the parent class
which handles attaching other buffer types. If it doesn't fail at all, that
means the client tried to attach a new wl_eglstream to a surface without first
attaching the stream consumer. There's not really a great way to handle this,
so just re-use the previous EGLStream.
This is to ensure that both kwin and Qt use the same EGLDisplay. Note
that the native context handle can have no display, however it's very
unlikely to happen.
There are EGL implementations that will refuse to create a context if
the share context belongs to other EGLDisplay. Currently, that's the
case on some platforms.
If eglGetPlatformDisplayEXT() is called with the same parameters, it'll
return the same EGLDisplay. The main motivation behind this change is to
ensure that both kwin and Qt share the same EGLDisplay, QtXCB calls
eglGetPlatformDisplayEXT() without any additional args.
If EGL_PLATFORM_X11_SCREEN_EXT is not specified via attrs, the EGL
implementation will use the default screen, which is the same as
m_x11ScreenNumber.
The decorationPressId never gets reset as the decoration isn't below the
touch point anymore after the quick tile, so if we have no decoration
under the touch point reset the decorationPressId to -1.
CCBUG: 430560
If compositing is disabled, compositor will be null.
We hit a path where we could destroyOffscreenTexture when the
compositing is disabled then again when the Thumbnail is destroyed. In
this case we query Compositor::self()->scene() and crash.
Currently, thumbnail items are rendered by kwin. This means that qtquick
code cannot do things such as applying shader effects to window thumbnails
or simply draw custom controls on top of thumbnails.
With this change, task switchers and qml extensions will be able to
place their own contents on top of thumbnails and apply custom effects
to them.
In order to integrate window thumbnails, a window is rendered on kwin
side using its own opengl context. A fence is inserted in the command
stream to ensure that the qtquick machinery doesn't start using the
offscreen texture while there are still rendering commands being executed.
Thumbnails are rendered into offscreen textures as we don't have full
control over when qtquick windows render their contents and to work around
the fact that things such as VAOs can't be shared across OpenGL contexts.
WindowThumbnailItem and DesktopThumbnailItem act as texture providers.
It's unused and the advantages of keeping it are outweighed by the
disadvantages - the returned value is dependant on the window type.
If you need to draw a drop-shadow that matches the shape of the window
or something along that line, render the window into an offscreen
texture and sample the alpha channel in a fragment shader.
Putting the OpenGL post processing rotation into its own class cleans
the EglGbmBackend code up a bit and adds post processing rotation for
the EglStreamBackend
The looking glass effect creates an opengl texture at load time without
a current context, which aborts the test.
The test should be converted into an integration test. Mocking the GL
library is simply not feasible and not worth the trouble. :/
It is error-prone to have multiple sources for the same data. If the
base implementation (Compositor::compositing()) changes, other helpers
can get out of sync.
When finishing compositing, Workspace::compositing() will return true,
but it will be preferred if it returns false instead so kwin can properly
update x11 window visibility status, etc.
Instead of checking whether the compositor has a scene, check the status
of the compositor. It will not be "On" during teardown.
This allows creating a GLTexture object and attaching a dmabuf to it.
Currently, we can do that by using the foreign GLTexture constructor,
but it makes the deletion of the texture handle more error prone.
In the future, we can add a method that allocates the texture storage,
but there's no need for that yet.
Currently, if discard() is called, kwin will crash because
EglPixmapTexture does not override the discard method.
In principle, neither GlxPixmapTexture nor EglPixmapTexture should mess
around with internals of the GLTexture class. It is better to have a
wrapper texture with a bind method, which will re-bind the pixmap to the
opengl texture if necessary.
It seems like without a surface creation of the scene fails somehow. At
least until the exact problem is solved, update outputs for EglStream
gpus before creating the EglStreamBackend.
BUG: 438363
At the moment, the test depends on the implicit client connection flush
in BufferInterface::unref(). It will be highly desirable if that connection
flush is gone as it allows us batching wayland events better. It also
allows us remove a system call from a hot path.
The pointing finger cursor is used to show that a piece of text is a
clickable link, and it is inappropriate to use it in other contexts.
Regular UI elements that do something when single-clicked continue to
use the standard arrow cursor in other contexts, so let's follow that
convention in the Present Windows and Desktop Grid effects too.
BUG: 421928
FIXED-IN: 5.23
This commit removes the separators lines below "scale method" and
"rendering backend", options here shouldn't be separated since they
are all related to eachother.
Currently, each effect's list items expands when you click on any
non-interactive part of it, but it does not collapse when you click on
it again.
With this commit, now it does.
BUG: 421883
FIXED-IN: 5.23
Makes for an odd decoration.
We generally will not have an app_id in the cases where we are creating
a token just in case it's necessary down the line.