Summary:
A new method to tell the effects system whether the compositor scene
is able to drive animations. E.g. on software emulation (llvmpipe) it's
better to not do any animations at all.
This information can be used by effects to adjust their behavior, e.g.
PresentWindows could skip transitions or effects can use it in their
supported check to completely disable themselves.
As a first step all scripted effects are considered to be unsupported
if animations are not supported. They inherit AnimationEffect and are
all about driving animations.
The information whether animations are supported comes from the Scene.
It's implemented in the following way:
* XRender: animations are always supported
* QPainter: animations are never supported
* OpenGL: animations are supported, except for software emulation
In addition - for easier testing - there is a new env variable
KWIN_EFFECTS_FORCE_ANIMATIONS to overwrite the selection.
Reviewers: #kwin, #plasma
Subscribers: kwin
Tags: #kwin
Differential Revision: https://phabricator.kde.org/D2386
The Scripted and PluginEffectLoader perform locating all effects which
are to be loaded in a thread. When the EffectLoader gets cleared so far
the query did not get canceled. This resulted in effects maybe getting
loaded.
This problems shows on build.kde.org if the test is too fast and tears
down the Effect system while effects are still being queried.
Reviewed-By: David Edmundson
This implementation of the AbstractEffectLoader is able to to load the
scripted KWin Effects. It uses KServiceTypeTrader to find all the
candidates to load.