Virtual machines aren't properly supporting atomic mode setting yet, which
causes the cursor to be offset, and will cause more issues with overlay
planes. In order to prevent that from impacting users, fall back to legacy,
unless KWIN_DRM_NO_AMS is set.
BUG: 427060
FIXED-IN: 5.24.4
Some effects (AnimationEffect) transform windows without setting
PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS flag. Make the scene disable
render optimizations if that's the case.
Whether AnimationEffect does a right thing is up to debate.
Window painting is no longer split in two phases - PAINT_WINDOW_OPAQUE
and PAINT_WINDOW_TRANSLUCENT.
PAINT_WINDOW_TRANSLUCENT is used as a hint to the occlusion culling
logic to ignore the opaque region.
Given that, the handling of the opaque region can be simplified. If no
effect sets the PAINT_WINDOW_TRANSLUCENT flag, then the opaque region
can be used as is.
It's not possible to get the surface damage before calling
Scene::paint(), which is a big problem because it blocks proper surface
damage and buffer damage calculation when walking render layer tree.
This change reworks the scene compositing stages to allow getting the
next surface damage before calling Scene::paint().
The main challenge is that the effects can expand the surface damage. We
have to call prePaintWindow() and prePaintScreen() before actually
starting painting. However, prePaintWindow() is called after starting
rendering.
This change makes Scene call prePaintWindow() and prePaintScreen() so
it's possible to know the surface damage beforehand. Unfortunately, it's
also a breaking change. Some fullscreen effects will have to adapt to
the new Scene paint order. Paint hooks will be invoked in the following
order:
* prePaintScreen() once per frame
* prePaintWindow() once per frame
* paintScreen() can be called multiple times
* paintWindow() can be called as many times as paintScreen()
* postPaintWindow() once per frame
* postPaintScreen() once per frame
After walking the render layer tree, the Compositor will poke the render
backend for the back buffer repair region and combine it with the
surface damage to get the buffer damage, which can be passed to the
render backend (in order to optimize performance with tiled gpus) and
Scene::paint(), which will determine what parts of the scene have to
repainted based on the buffer damage.
They still aren't realtime animated, but by making them respond to the
realtimeGesture() call, they can use callbacks to determine if they should be shown
or not. This allows you to swipe up, have it trigger, then swipe down in the same
motion and get it to untrigger without ever having to release.
Fixed a bunch of bugs and polished the slide effect.
Plugged the slide effect into the new VirtualDesktopManager interface desktopChanging() to allow for mac os style desktop switching.
BUG: 448419 BUG: 401479
Hard to avoid as long as we don't have CI coverage yet, but that will take
a bit more time, we need KWin (and all its dependencies) to fully build
first.
The raspberry pi exposes opaque formats for the cursor plane, and interprets
them as being opaque as well... Considering that we effectively don't support
anything else with the QPainter anyways, just hardcode ARGB8888 until we paint
the cursor with OpenGl.
This reverts commit ca7fc44814.
Reverting work with no explanation is unacceptable, especially when
you've already been asked to stop multiple times.
CWG has already been contacted regarding this conduct, which is
starting to seem like vandalism of KDE's codebase. I am CCing sysadmins
and officially recommending an emergency recovation of commit access
for uhhadd@gmail.com to prevent further abusive behavior.
CCMAIL: uhhadd@gmail.com
CCMAIL: sysadmin@kde.org
This reverts commit 154528cdef.
This commit was reverted with no explanation, context, or discussion. In
the future, please discuss things like this before doing them. KWin is a
community project, not a personal playground.
CCMAIL: uhhadd@gmail.com
KColorScheme::createApplicationPalette is quite expensive and DecorationPalette::palette is called quite a lot
Cache the result and only update when needed
This fixes a bug introduced in https://invent.kde.org/plasma/kwin/-/merge_requests/2045 where it would no longer check if it should redraw the whole region unless the data clip intersected. This would lead to flickering in certain cases
BUG: 421135
Allows removing some CMake checks config-kwin.h contents. This is
supported by all compilers and required for C++17. While touching those
lines I also cleaned up an unnecessary HAVE_UNISTD_H check (glibc always
has it and and incorrect use of HAVE_SYS_PROCCTL_H.
fbdev has been deprecated and unmaintained for a while. With Linux 5.14
including SimpleDRM driver, we can drop it. (at the time of writing this
commit message, the latest Linux version is 5.16).
[6/6] Make autotests create fake input devices
This test was the only one where input() could return a nullptr. With
this test removed, autotests can now expect input() to always return a
sane valid value and are therefor simpler to write.
That test belongs in kwayland-server anyway and kwayland-server's test
suite already tests that starting without XDG_RUNTIME_DIR is a no-no
thing
[5/6] Make autotests create fake input devices
Migrate all input simulation functions from kwinApp()->platform()->...
to the their counter part in the Test namespace.
[4/6] Make autotests create fake input devices
This translates all required input simulating methods from
kwinApp()->platform()->... to seperate functions in the Test namespace.
[3/6] Make autotests create fake input devices
This commit adds back all three VirtualInputDevices for simulating
keyboard, touch and pointer input events from autotests.
[1/6] Make autotests create fake input devices
The goal of this patch set is simulating user input in unit tests via
InputDevices and no longer use the Platform to fake input. This matches
more closely with how input is processed when running a full plasma
wayland session, i.e. with the DRM and libinput backends.
This line had several problems:
1. Using un-namespaced `units` properties
2. Using `width` in a Layout
3. Using largeSpacing instead of gridUnit for indentation
All are fixed with ths commit.