EffectWindowImpl affects rather the WindowItem, so move its ownership to
it. This encapsulates compositing setup so it's effectively same as
creating a window item, except some annoyances on X11.
Currently when we move the mouse the one render loop triggers a repaint.
When the cursor layer needs a new update we end up in the compositor
repainting the main content.
Even though painting should mostly no-op it still goes through all
existing items and effects to collect damage, still potentially making
the GL context current which could stall. A waste when we know we
haven't got anything to do. It's enough to cause noticable mouse lag on
some hardware.
Co-authored-by: Vlad Zahorodnii <vlad.zahorodnii@kde.org>
This change adds support for xdg_wm_base v6, which introduces
xdg_toplevel suspended state.
The suspended state is tied to the visibility of the window item so the
effects could possibily "resume" window content updates.
Use the linear filter to ensure that the cursor doesn't look blocky with
some scale factors and use the clamp-to-edge wrap mode to avoid
potential artifacts when the image is scaled.
At the moment, the SurfaceItem needs to track individual properties that
may contribute to the buffer source box. That's error prone.
To fix that, this change makes the SurfaceInterface indicate when the
source box has changed and the SurfaceItem should sync its source box,
discard quads, etc.
At the moment, graphics buffers coming from wayland and internal windows
use different code paths to update textures. However, they don't have
to.
If the internal windows are ported to GraphicsBuffer, it will be
possible to unify SurfacePixmapInternal and SurfacePixmapWayland to make
pixmap logic a bit simpler.
The buffer source box is synchronized when the surface-to-buffer matrix
changes. However, when using 100% scaling, it's likely that the
surface-to-buffer matrix will be identity and therefore no corresponding
signal to indicate the change will be emitted.
To fix that, we need to update the buffer source box also when the
buffer size changes.
In some cases, it's desired to know what the inverse transform of a
given output transform is. It's possible to make it work by providing
helper functions, but we tend to avoid doing so.
This change converts the OutputTransform from an enum to a class so it's
possible to have both data + methods in the same type. Unfortunately,
unlike Rust, C++ provides no way to attach methods to enums, classes and
structs is the only way to go.
Being in the KWin namespace has a couple of advantages: the enum can be
forward declared, and the transform can be replaced with a slightly more
complex but useful type.
If the surface item's contents is scaled, i.e. its scale factor doesn't
match the output's scale, GL_LINEAR will be applied to smooth the
contents. The unfortunate thing is that it's possible some of the
changed pixels will bleed to the neighbor ones.
In order to handle that scenario better, this change makes the
SurfaceItem expand the damage if there's scale factor mismatch.
bufferSourceBox and bufferTransform properties were introduced to detect
if the surface contents is going to be scaled. bufferSourceBox covers
both crop transform from wp_viewport and scale factor from wl_surface.
bufferTransform is same as wl_surface's buffer transform property.
* 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
This allows us to avoid losing precision when updating surface pixmaps.
Surface damage needs special handling either way.
Another advantage from switching to buffer damage is that it lets us to
decouple surface textures from surface items, which is useful for making
surface helpers more reusable.
Floating point arithmetic and/or the use of GL_LINEAR in the pipeline,
may result in visual glitches due to rounding (errors). As a short-term
fix until a proper (more involved) solution is in place for Plasma 6,
pad the damage slightly in all directions to alleviate those effects.
If a closed window is kept alive, it means that somebody needs to
animate it and therefore it should be visible. Otherwise the window
would be destroyed and its item would be removed from the scene.
This change makes the WindowItem not change its visibility if the
associated window is closed. If the window had been invisible before
it was closed, the item would be invisible; if the window had been
visible before it was closed, the item would be visible.
After porting the desktop background window to the layer-shell protocol,
the desktop window is not raised up in the stack anymore when the
showing desktop window is activated. The main reason to avoid this is to
avoid fighting and overriding layer shell logic.
As another way to implement the show desktop mode, this change makes the
workspace hide windows that don't belong to desktop.
It's a better solution for a couple of reasons: "keep above" and other
overlay windows will be properly hidden and it lets us avoid touching
the stacking order.
BUG: 387593
BUG: 406101
BUG: 469827
This is done by converting from the sRGB + gamma 2.2 input from clients
to linear with the color space of the output (BT.709 or BT2020 atm) in
a shadow buffer, and then convert from the shadow buffer to the transfer
function the output needs (sRGB or PQ).
The ImageCursorSource used to be primarily a porting aid. That is, if we
couldn't port some code to SurfaceCursorSource or ShapeCursorSource, the
ImageCursorSource was used in interim. Now, all parts of kwin have been
ported to ShapeCursorSource and SurfaceCursorSource, so the image cursor
source can be dropped.
The ClientBuffer type is empty now, most of the things have been
upstreamed to the GraphicsBuffer type. So let's drop it to simplify the
type hierarchy.
The debug shader is targeted to help with debugging blurriness when
using fractional scaling.
The shader works as follows:
- if the vertex coordinate has fractional part, the item will be
highlighted with blue color
- if the texture coordinate (in device pixels) has fractional part,
the item will be highlighted with red color
The shader can be toggled by setting the KWIN_SCENE_VISUALIZE=fractional
environment variable.
Currently, managed and override-redirect windows are split in two types:
X11Window and Unmanaged. While looking at it strictly from type
perspective, this is great. But it creates other problems, e.g. we need
to put shared X11-specific code in the base Window class or mess with
"base" classes.
As an alternative solution, this change merges the Unmanaged class into
the X11Window class and disables some functionality based on the value
of isUnmanaged().
X11Window::manage() is used to create a managed Window. X11Window::track()
is used to create an unmanaged Window.
Currently, the normal window lifecycle looks as follows: create Window,
wait until it's shown, add it to Workspace, wait until it's closed,
create a Deleted, copy properties from the original window to the
deleted one, destroy the original window, wait until the last deleted
window reference is dropped.
There are a couple of issues with this design: we can't nicely
encapsulate X11 or Wayland specific implementation details if they need
to be accessed for closed windows; manual copying of properties is
cumbersome and error prone and we've had a dozen of cases where effects
worked incorrectly because some properties had not been copied.
The goal of this patch is to drop Deleted and extend the lifetime of the
original window, but with a special state set: Window::isDeleted().
The main danger is that somebody can try to do something with deleted
windows that they should not do, but on the other hand, such code needs
to be guarded with relevant checks too.