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2 commits

Author SHA1 Message Date
David Edmundson
fc887ab907 Render GL Window decorations at the correct scale
Summary:
Under wayland we support high DPI putting by putting a separation
between the logical co-ordinate system and the resolution of rendered
assets.

When a window is on a high DPI screen, we should render at the higher
resolution.

Like the window scaling this handles any combination of a 2x scaled
decoration being rendered on a 1x screen or vice versa.

---
This patch is a bit different from the other scaling stuff. We have to
generate the quads *before* we have an updated texture with the new
scale. This means the scale isn't attached to the buffer like elsewhere.

That's why I added a property in TopLevel so there's still one canonical
source and things can't get out of sync.

BUG: 384765

Test Plan:
Crystal clear breeze and oxygen decos on my @2x display
Drag windows to attached @1x display, things still look OK when across 2
screens
Changing the scale of a screen updated the decos instantly

Reviewers: #plasma, graesslin

Reviewed By: #plasma, graesslin

Subscribers: graesslin, plasma-devel, kwin, #kwin

Tags: #kwin

Differential Revision: https://phabricator.kde.org/D8600
2017-11-01 17:59:11 +00:00
Martin Flöser
054d923411 Move SceneXRender into a plugin
Summary:
First step for loading the compositor Scenes through plugins. The general
idea is that we currently needlessly pull in all the Scenes although only
one will be used.

E.g. on X11 we pull in QPainter, although they are not compatible. On
Wayland we pull in XRender although they are not compatible.

Furthermore our current Scene creation strategy is not really fault
tolerant and can create situations where we don't get a compositor. E.g
on fbdev backend the default settings won't work as it does not support
OpenGL.

Long term I want to tackle those conceptional problems together:
we try to load all plugins supported by the current platform till we have
a scene which works. Thus on Wayland we don't end up in a situation where
we don't have a working compositor because the configuration is bad.

To make this possible the switch statement in the Scene needs to go and
needs to be replaced by a for loop iterating over all the available
scenes on the platform. If we go there it makes sense to replace it
directly with a plugin based approach.

So this is a change which tackles the problem by first introducing the
plugin loading. The xrender based scene (as it's the most simple one)
is moved into a plugin. It is first tried to find a scene plugin and only
if there is none the existing code is used.

Test Plan: Tested all scenes

Reviewers: #kwin, #plasma

Subscribers: plasma-devel, kwin

Tags: #kwin

Differential Revision: https://phabricator.kde.org/D7232
2017-09-01 17:42:28 +02:00
Renamed from scene_xrender.cpp (Browse further)