RenderGeometry is a list of vertices that should be rendered. It's
needed so we can convert WindowQuadList to device coordinates and do
clipping in device coordinates. The intention is also to use it to
replace arbitrary float arrays in effects eventually.
This rounds the position of geometry in the OpenGL scene, which means
things that are fractionally scaled and end up between pixel boundaries
are instead aligned to pixels. This doesn't fully solve the fractional
scaling blurriness, as we still need the application to provide a buffer
with the correct size. If we do have a buffer with the correct size, we
will now render properly aligned. For example, internal clients should
now be correct.
The Workspace requires at least one output and no output has 0x0 size.
This fixes a crash in confineToBoundingBox() where qBound() asserts that
the min value is less than the max value, in our case the x coordinate
of the left edge of the workspace is less than the x coordinate of the
right edge of the workspace.
Task Manager has this option, so let's keep them consistent.
Surprisingly, when a window is set to "All Desktops", choosing "All
Desktops" again clears that flag, i.e. sets the window back to only
single desktop. But it is not intuitive at all. So let's have this
separate action to pin a window to current desktop.
Note: Wayland allows for multiple but not all desktops to be assigned to
a window, so it works differently there. Should we have a similar
option there too?
BUG: 458415
Client-side wrappers for input-method-unstable-v1 fail to build because
wl_keyboard_interface is referenced in the header file generated by
wayland-scanner.
Unfortunately, qt6_generate_wayland_protocol_client_sources() forces
--include-core-only argument, this is addressed in Qt 6.4.1, but in
meanwhile let's ship a copy of Qt6WaylandClientMacros.cmake file until
the required Qt version is out.
Since we now use an orthographic matrix as main projection matrix, the
glide and sheet effects don't really work as intended anymore. To fix
that, copy over the old perspective matrix and use that as base rather
than the current orthographic matrix.
It is quite a bit easier to reason about the conversion to device
coordinates when we actually have code that does that, instead of
implicitly assuming OpenGL handles it. Additionally, it means we don't
need to convert back to logical coordinates again when we're rounding
pixel values.