Commit graph

18 commits

Author SHA1 Message Date
Xaver Hugl
ee146d33b9 libkwineffects: move files out to more fitting places 2023-11-14 17:03:40 +01:00
Laurent Montel
bc6116c5a7 There's no QVector anymore, QList is the QVector in Qt6 2023-10-19 13:43:53 +00:00
Vlad Zahorodnii
14ab38b596 composite.h -> compositor.h 2023-09-08 09:48:59 +03:00
Xaver Hugl
27f90476b4 libkwineffects: rename kwingl* files to gl* 2023-09-07 16:41:22 +02:00
Xaver Hugl
267dd543f2 scene: port away from manual memory management 2023-08-11 15:47:36 +02:00
Laurent Montel
b823747c3b Add explicit moc includes to sources for moc-covered headers
* speeds up incremental builds as changes to a header will not always
  need the full mocs_compilation.cpp for all the target's headers rebuild,
  while having a moc file sourced into a source file only adds minor
  extra costs, due to small own code and the used headers usually
  already covered by the source file, being for the same class/struct
* seems to not slow down clean builds, due to empty mocs_compilation.cpp
  resulting in those quickly processed, while the minor extra cost of the
  sourced moc files does not outweigh that in summary.
  Measured times actually improved by some percent points.
  (ideally CMake would just skip empty mocs_compilation.cpp & its object
  file one day)
* enables compiler to see all methods of a class in same compilation unit
  to do some sanity checks
* potentially more inlining in general, due to more in the compilation unit
* allows to keep using more forward declarations in the header, as with the
  moc code being sourced into the cpp file there definitions can be ensured
  and often are already for the needs of the normal class methods
2023-07-15 08:40:49 +00:00
Xaver Hugl
16fb2848ed libkwineffects: handle GLTexture upload failures
This is required for properly dealing with GPU resets
2023-05-25 19:13:52 +02:00
Xaver Hugl
572bc75de4 libkwineffects: handle GLTexture allocation failures
This is required for properly dealing with GPU resets
2023-05-25 18:46:45 +02:00
Xaver Hugl
f1536973d4 introduce ColorDescription and fix screen casting with color management 2023-05-23 22:49:12 +00:00
Vlad Zahorodnii
f4af66d167 scene: Don't touch texture sampling params in ItemRendererOpenGL
Items must be responsible for choosing texture sampling parameters.
Doing so in the ItemRendererOpenGL breaks the encapsulation.
2023-04-28 10:28:46 +00:00
Vlad Zahorodnii
072d5ff045 scene: Avoid changing current opengl context if the shadow has no texture
If there's nothing to be destroyed, do nothing.
2023-03-31 10:37:30 +00:00
Vlad Zahorodnii
e88a4e34a3 Remove some include_directories()
It seems we've settled on dir/dir/header.h includes, so let's use them
consistently.
2023-03-23 14:37:48 +02:00
Xaver Hugl
e83c593fda adapt to kdecoration changes 2023-03-19 15:26:15 +00:00
Xaver Hugl
e4938297e6 scene: fix texture inversion with the drm backend
Specify the render target to buffer transformation and take that into
account in effects and when calculating the projection matrix.
2023-03-09 13:22:53 +00:00
Vlad Zahorodnii
0e906ec182 scene: Decouple scene bits from Shadow class
Currently the Shadow class is scene specific, which adds coupling
between Window and scene bits.

This change introduces ShadowTextureProvider that contains scene
specific stuff so the Shadow acts like a data source and is not coupled
to concrete scene.
2023-02-22 10:07:41 +00:00
Vlad Zahorodnii
7c58f169e0 Store shadow elements as QImages
At quick glance, it doesn't seem like there's any benefit from storing
the shadow elements as pixmaps. It saves us some QImage <-> QPixmap
conversions too.
2023-01-18 07:27:40 +00:00
Xaver Hugl
3c8d2d6f18 window: use std::unique_ptr to manage the shadow 2023-01-07 21:52:10 +01:00
Vlad Zahorodnii
6c71bfd800 scene: Rename Scene to WorkspaceScene
Currently, the Scene class is used to represent the contents of the
Workspace so rename it to match its usage.
2022-12-21 11:49:07 +02:00
Renamed from src/scene/scene_opengl.cpp (Browse further)