also
- replace QHash::operator[]
- replace double by float (-> ARM, and we don't need that precision)
- weaken some value checks ("== 1.0f")
- fix last paint of hiding windows (w->addRepaintFull() trap)
REVIEW: 103404
Finally it is possible :-) If it causes an impact on performance
during the release candidates I'm going to revert.
REVIEW: 103375
BUG: 255106
FIXED-IN: 4.8.0
Make use of new extension of protocol for magic number -1.
If offset is -1 KWin has to decide the offset. This fixes all the
incorrect animations and allows us to perform clipping again by
filtering out the window quads which should not be visible.
Additionally the effect now sanitizes the offset. That is for e.g.
Yakuake setting an offset of 0, but there is a strut on the top
corner causing Yakuake not to appear on 0, but with an offset of
the strut. Such cases are now considered as well and the animation
is fixed.
REVIEW: 103367
BUG: 287602
CCBUG: 261159
CCBUG: 278760
FIXED-IN: 4.8.0
The windows, that are considered to be always on top and that are on
all desktops, should also be always painted on top of everything while
switching the desktop.
This fixes graphical glitches that appear next to the borders of plasma
tooltips. Additionally I added a variable that forces the effect to
drop the cache, which might be useful in the future to fix bugs.
This should fix 2 issues with the blur effect:
- It is now sufficient to have a damaged EXPANDED blurArea to trigger
an update of the caching texture.
- No glitches in cases where the taskbarthumbnail effect paints a
thumbnail of a blurred window.
CCBUG: 288568
Fixes a regression. When resize effect is available we can do a
fast resizing by only perform the resizing after the user ended
resizing the window.
REVIEW: 103363
There seems to be a problem with nouveau GLES if you want to create an
EGLImageKHR more than once in a frame for the same pixmap. This patch
circumvents the problem in the way that it implements tfp the same way
as the mesa example in
mesa/demos/src/egl/opengles1/texture_from_pixmap.c does it. A nice
side effect of this is that it also avoids the overhead of recreating
the texture for every damaged window.
REVIEW: 103303