For optimization purposes, kwin will ignore repaint regions scheduled by
invisible windows, e.g. hidden docks, minimized windows, etc.
The problem is that it sort of breaks w->addRepaintFull(). If a lot of
animation frames are dropped, for example due to heavy cpu load, the
sliding popups animation can jump from the middle of animation right up
to the end. It will schedule a repaint but it will be ignored.
In order to work around that issue, this change makes the sliding popups
effect schedule workspace repaints in postPaintScreen() to ensure that
the Scene will always repaint dirty regions.
Hopefully, this should fix bugs where auto-hide panels sometimes flicker
on Wayland.
BUG: 444502
The screen count can be retrieved by checking the number of items in the
EffectHandler.screens property.
The replacement for the numberScreensChanged signal are the screenAdded
and the screenRemoved signals.
The main motivation behind this change is to clean up the screens api
and reduce the number of usages of the Screens class.
This provides a way to create, destroy, and rename virtual desktops in
the overview effect as well as switch between desktops.
The mechanics of switching between virtual desktops can be revisited
later though.
Linking builtin effects against KCMs is really awkward. This change
decouples builtin effects from KCMs that use EffectsModel.
In order to discover builtin effects, metadata files are installed in
kwin's data dir, which will be subsequently read by EffectsModel.
The main motivation behind this change is to prepare kwin for importing
kwayland-server code in libkwin.
As is, builtin effects are linked with libkwin. Some builtin effects
have wayland specific code. If we move wayland stuff in libkwin, there's
going to be a circular dependency between kwin4_effect_builtins and
libkwin targets.
This change intends to break that dependency by linking builtin effects
to kwin executable.
The main issue with that is that EffectLoader would need to discover the
effects indirectly. QStaticPlugin is used for that purpose.
Besides breaking the cyclic dependency, it makes builtin effects use the
same plugin infrastructure in libkwineffects that external effects use.
Metadata in src/effects/effect_builtins.cpp was converted in a list of
python dictionaries, which was fed to a python script that generated
main.cpp and metadata.json files.
As is, libkwineffects doesn't use any specific apis in kwayland-server,
it simply "forwards" wayland display and surfaces from libkwin. Given
that, there is no need to link libkwineffects with kwayland-server. If
an effect needs to access wayland specific stuff, it can link explicitly
against kwayland-server.
The main motivation behind this change is to further loosen up
dependencies between various kwin components and kwayland-server so the
latter can be moved back to kwin.
Currently, cpp source files are included partially in effect sub-folders
and src/effects/CMakeLists.txt, which is really confusing and hard to
follow.
With this change, effect targets will be defined in their own subfolders.
This makes build files more straightforward.
Effect sub-targets are eventually merged into a monolithic
kwin4_effect_builtins target.
Another reason for modularizing builtin effects is that no two effects
can generate moc files with the same name atm even though they are in
different sub-folders. This can be potentially useful in the future, e.g.
making effects static plugins in order to decouple builtin effects from
libkwin (every effect subfolder would need a main.cpp or plugin.cpp file,
which will include the associated moc file).
The GLTexture class is forward declared and the ShowFpsEffect class has
a QScopedPointer<GLTexture> field. We either need to include the
kwinglutils.h header file or add a destructor that does nothing and
define it in the cpp file, where kwinglutils.h is included.
clientArea() was changed to forbid "-1" screen ids, but it seems like
the thumbnail aside effect can pass it to refer to the active screen.
This change makes the thumbnail aside effect handle "-1" screen id case
explicitly. It will be also useful for EffectScreen transition.
BUG: 443166
ksmserver provides the backing window (the hidden black one) for the
lockscreen. We don't want to animate this fading out.
It no longer provides the logout prompt since several plasma releases.
This makes ExpoLayout easier to maintain. As is, the main issue with it
is the number of layout algorithms.
With this, the ExpoLayout is going to have two layout algorithms - one is
very simple and the other not so.
With per-screen rendering, the projection matrix is no longer created
with the workspace geometry, i.e. all screen geometries united, so the
center of the workspace geometry may not map to (0, 0) in the clip
coordinates.
GLRenderTarget::virtualScreenGeometry() can be used to query the rect
that was used to create the projection matrix.
BUG: 442770
Removing (WIP) will result in more work for translators. There are other
ways to indicate the effect is not ready for its prime time yet, e.g.
being disabled by default.
The present windows allows the user to search windows by their caption
or window role. This change brings that functionality to this effect.
BUG: 441302
The previous implementation added noise in linear space, which resulted in
the effect becoming more pronounced on black backgrounds. This patch
changes the process to be applied in perceptual space, by making the noise
addition pass a separate draw call and disabling GL_FRAMEBUFFER_SRGB during
that.
After this change, noise will look much more suppressed and almost never
grainy. This change also changes the range of the noise from
[-strength..strength) to [0..strength), as blending can only be either
additive or subtractive. As a result, users might need to ramp up their
noise parameter after this change.
v2: Add more explanation around the draw call.
v3: Fix noise not fading out with the fade out effect.
v4: Restore an accidentally removed comment.
v5: Add CCBUG.
v6: Rebase.
v7: Fix a formatting issue.
CCBUG: 409620
Currently, ExpoLayout delays layout updates by using a singleshot timer
(primarily due to the author of the effect not being aware of
QQuickItem::polish() and QQuickItem::updatePolish()).
This change makes ExpoLayout schedule layout updates using QtQuick's
native item polish machinery, which gets triggered before rendering and
thus we can batch more geometry updates.
In addition to that, this change simplifies the initialization code in
ScreenView by making the fact that ExpoLayout is arranged right before
rendering internal to the WindowHeap type.
It's confusing to have two signals (virtualScreenGeometryChanged() and
screenGeometryChanged()) that indicate the same thing.
This change ports parts of kwin from the screenGeometryChanged() signal
to the virtualScreenGeometryChanged() signal with the main motivation to
drop the former.
The virtualScreenGeometryChanged() signal was chosen as the replacement
for the consistency sake with EffectsHandler's virtualScreenGeometry and
virtualScreenSize properties.
The current duration is 300ms, which is inappropriate for two reasons:
1. It's too slow
2. It doesn't match one of the standard durations. The effect should
ideally use those durations directly, but if this is not possible
for technical reasons, it should use the effective value of one of
those durations. Units.longDuration is 200ms which is the most
appropriate one to use here.
Therefore, change the animation duration from 300ms to 200ms to match
the standard Units.longDuration duration.
BUG: 441308
FIXED-IN: 5.23
This makes it easier to spot if the effect is activated while there is
only one maximized window.
Note that anchors.margins cannot be used unfortunately as it won't take
effect until the ExpoLayout item is fully constructed. It may take a
couple of cycles for the geometry to settle down, which makes reasoning
about how the effect works difficult.
BUG: 312146
Once an animation starts due to property change, it cannot be easily
re-targeted. This can cause undesired animation jumps if a property
changes during startup (for example from 0 to its final value).
With this change, the window heap's animation will be disabled until
the effect starts the intro animation.
The ExpoLayout delays relayouting for optimization purposes. However,
this means that new geometry will be available only after returning to
the event loop.
This change delays starting the intro animation so it can be started
with new geometries.
According to the Qt documentation, if an item overrides the
geometryChanged() method, it must call the base class method.
QQuickItem::geometryChanged() is responsible for emitting signals such
as xChanged(), yChanged(), etc.
Currently, window thumbnails may be placed behind the panel, which
doesn't look good.
With this, the window heap will cover the same area as the maximize
area.
This makes the WindowHeap more robust to layout changes. Currently, the
main issue with it is that thumbnails will be misplaced if the heap's
scene position changes.
Kirigami.ScenePosition automagically keeps track of the item's scene pos.
This effect is meant to be as a replacement for the present windows and
the desktop grid effect. It is written using QML.
So far, this effect implements only the basic features of the present
windows effect. Desktop management features will be added later.
CCBUG: 295775
CCBUG: 303438
This reverts commit ac16bef409.
It causes crashes and color channels seem to be swapped.
GLTexture::toImage() needs more work before it can be used in the
screenshot effect, or maybe dropped.
Makes it possible to apply the dpms settings per screen instead of
applying it to all of them, which is wrong at many levels.
Will be even more important with other effects like rotation.
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.
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
The Xrender backend was added at the time when OpenGL drivers were not
particularly stable. Nowadays though, it's a totally different situation.
The OpenGL render backend has been the default one for many years. It's
quite stable, and it allows implementing many advanced features that
other render backends don't.
Many features are not tested with it during the development cycle; the
only time when it is noticed is when changes in other parts of kwin break
the build in the xrender backend. Effectively, the xrender backend is
unmaintained nowadays.
Given that the xrender backend is effectively unmaintained and our focus
being shifted towards wayland, this change drops the xrender backend in
favor of the opengl backend.
Besides being de-facto unmaintained, another issue is that QtQuick does
not support and most likely will never support the Xrender API. This
poses a problem as we want thumbnail items to be natively integrated in
the qtquick scene graph.
With the ongoing scene redesign, it needs to be rewritten. However,
given that it is not used widely based on support information from
various bug reports and our available man power is sparse, the most
reasonable thing is to drop the effect, unfortunately.
With the ongoing scene redesign, it needs to be rewritten. However,
given that it is not used widely based on support information from
various bug reports and our available man power is sparse, the most
reasonable thing is to drop the effect, unfortunately.
With the ongoing scene redesign, it needs to be rewritten. However,
given that it is not used widely based on support information from
various bug reports and our available man power is sparse, the most
reasonable thing is to drop the effect, unfortunately.
With the ongoing scene redesign, it needs to be rewritten. However,
given that it is not used widely based on support information from
various bug reports and our available man power is sparse, the most
reasonable thing is to drop the effect, unfortunately.
EffectWindow::shape() doesn't fit the item based design. This change
ports the blur effect away from the shape() function to the rect()
function. The XShape extension was introduced when windows with an alpha
channel wasn't really a thing. Setting a shape served as a way to clip a
window, the most notable example is xeyes.
If an application relies on the xshape extension to actually clip the
window and not to force the window manager not to put the server-side
deco, it most likely doesn't support translucency and therefore it
shouldn't set the blur region to begin with.
This change makes the blur effect ignore the xshape region similar to
the background contrast effect. It allows us to decouple a bit more
effects from the rest of rendering machinery and thus make it easier for
us to move forward with the scene redesign goal.
Similar to the slide effect, the desktop grid can use the clip region to
clip windows when needed. This will improve performance because the desktop
grid effect will do less work. Currently, it clips quads on its own in
prePaintWindow, copies them over in a temporary list, and lets the opengl
scene clip the window quads again.
We can clip windows differently by just passing a custom region to the
paintWindow() function down the effects chain, which the desktop grid
effect already does.
The old behavior and the old bugs are preserved. The Xrender code path is
unaffected.
In general, on Wayland, there is no such a thing as "window scale factor"
because sub-surfaces can have different buffer scales. However, we know
the scale factor of the output where the window is considered to be on. So
we can use the screen's scale factor as the window's scale factor. In
most cases, it will produce the correct result.
For the scene redesign, window quads need to be removed from the effects
api. This change ports the screenshot effect away from quads.
In order to exclude the server-side decoration from the window
screenshot, the effect will render the contents of the client geometry
into the offscreen texture. If the window is client-side decorated, the
entire window will be rendered as before.
The good thing about this approach is that the screenshot effect will do
less work, it won't loop over window quads to compute the bounding rect
or filter out the deco quads.
Many reasons have been brought up over the years for why this effect is
not appropriate to be enabled by default:
- It was designed to highlight the whizzy technical feature of being
able to make windows transparent, which is no longer particularly
impressive today.
- It looks visually dated.
- It can produce a confusing visual soup by blending a window being
moved or resized with the content below it, which we recently disabled
for the Highlight Windows effect.
- If one window is covering up another as a way to deliberately hide the
content of the lower window, this effect will reveal the hidden
content whenever the upper window is moved or resized at all.
Overall it does not seem to have enough advantages to offset these
issues. Let's disable it by default--but only for the people who did not
modify its configuration at all. We can assume that those people like
it, so let's keep it on for them.
BUG: 384054
FIXED-IN: 5.23
Closes Phab task T7915
On X11, the lockscreen greeter is an override-redirect window so the
scale and the glide effect ignore it.
On Wayland, the lockscreen greeter is a regular window so both effects
try to animate it upon the screen being unlocked, which looks bad.
According to the HIG, the InCubic easing curve should be used if the
animated item changes its state from visible to invisible and the
OutCubic easing curve if vice versa.
Since the scripted effects were ported to QJSEngine, it's possible now to
use ECMAScript 2015 perks such as classes, let and const.
This change ports the scale effect to some ES6 features to make the code
neater.
Reducing the oppacity of these windows causes them to appear as phantoms
in the corners of the screen. They look quite odd on top of anything else
in the corners of the screen, such as any Plasma panels.
However making them 100% opaque doesn;t work either, since then they
look interactive, but they're not, and can't be made so due to the
scripting API used here.
So our only real option to remove the weirdness is to make them 100%
transparent, and therefore show the entirety of the desktop with no sign
that the effect is in use.
The last presentation timestamps should be reset when all animations
finish rather than when the effect finishes. Otherwise, the calculated
time diff for the first animation frame will be too big.
BUG: 433471
Showing the panels makes this effect a little bit more integrated
with the desktop. With the panels disabled it creates a separate state,
with the panels enabled it creates a more friendly state with
the effect adding to the already existing experience.
With the new interface, the compositor sends raw image data instead of
encoding it as a png image, which causes a lot of overhead on Wayland.
In addition to that, the new interface is more extensible, for example
we can add new options or change the written image data format, however
the latter is less likely to happen.
BUG: 433776
On Wayland, when the compositor sends a screenshot to the requesting
app, it encodes the screenshot as a PNG image and sends the encoded data
over the pipe. The requesting app (Spectacle) then needs to decode the
data.
The issue is that encoding PNG images is not cheap. This is the main
reason why Spectacle is shown with a huge delay after you press the
PrtScr key.
In order to fix the latency issue, we need to transfer raw image data.
Unfortunately, the current dbus api of the screenshot is too cluttered
and the best option at the moment is to start with a clean slate.
This change prepares the screenshot effect for versioned dbus interface.
Most of existing dbus logic was moved out in a separate class. In order
to schedule screen shots, the screenshot effect got some new API.
QFuture<QImage> scheduleScreenShot(window, flags)
QFuture<QImage> scheduleScreenShot(area, flags)
QFuture<QImage> scheduleScreenShot(screen, flags)
If a dbus interface needs to take a screenshot, it needs to call one of
the overloaded scheduleScreenShot() functions. Every overload returns a
QFuture object that can be used for querying the result.
This change also introduces "sink" and "source" objects in the dbus api
implementation to simplify handling of QFuture objects.
Note that the QFutureInterface is undocumented, so if you use it, you do
it on your own risk. However, since Qt 5.15 is frozen for non-commercial
use and some other Plasma projects already use QFutureInterface, this
is not a big concern. For what it's worth, in Qt 6, there's the QPromise
class, which is equivalent to the QFutureInterface class.
CCBUG: 433776
CCBUG: 430869
This provides the compositor a way to indicate what output is being
rendered. The effects such as the screenshot can check the provided
screen object in order to function as expected.