kwin/COMPOSITE_TODO

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This file lists TODO items for the compositing code.
See file COMPOSITE_HOWTO for setting up kwin_composite.
See file HACKING for details on developing KWin, including building
the kwin_composite branch.
See effects/howto.* for a HOWTO on writting effects.
See documentation in source (mainly in scene.cpp) for description
of the design of the compositing framework.
TODO
=================================
* = not done, will be either done by me, or should be at least discussed first with me
+ = not done, I don't plan on doing it that soon
- in other words, these should be the best ones for you if you want to help
! = like +, but they should be relatively simple
- in other words, these should be the best if you want to get started with the code
/ = work in progress
? = should it be done?
% = should be probably done later, during cleanups and preparations for being stable
General TODO
=================================
? alpha clear hack
+ - find out if it affects performance
+ - if yes, try to find a better way of solving the problem
! - since kompmgr has an option to make only the decoration transparent,
it should be possible to do the same here - if the window has alpha and a decoration
or if there should be only the decoration transparent, paint first the contents
and then the decoration - this should make it possible to paint the decoration
without the random alpha that is right now handled by the alpha hack
? wait for decoration repaints
- it is sometimes visible that the window contents are painted first and the decoration
only afterwards with a small delay
? - this has been already greatly improved by r632378, so it's maybe not worth it anymore
- maybe posted paint events need to be processed immediatelly, or maybe the compositing
code should not update the window until the decoration is finished painting
? Expose events for overlay window - is it necessary to track it, like with root window?
% paint throttling
- there's 5ms grace period per repaint to avoid overloading the system with just compositing
and not letting the system do anything else - check and evaluate
% support for new window types from the wm spec for compositing
- this will have to be done in Qt, kdecore and kwin
* handle properly stacking order of deleted windows for showing in effects
* handle properly deleted windows that reappear (windowReadded() function?)
/ consider using an extra class for representing deleted windows
- cleaning up Client/Unmanaged instances may still leave e.g. timers around if they're overlooked
- an extra class could copy some interesting data and "replace" the old instance
% during screensaving, do no let non-screensaver windows show above screensaver
- kdesktop_lock watches for such things and raises again, but there's a small gap
% nvidia drivers by default use fake refresh rates as a workaround for some X limitations
- see the DynamicTwinView section in nvidia README
- this makes KWin repaint at a different rate than it should
* handling of window pixmap for unmapped windows
- currently it's kept around after a window is unmapped
* - but it's still discarded on e.g. resize - how to solve this?
* - perhaps there should be an option not to unmap windows in order to always have live thumbnails
* - another option could be to unmap but quickly map when a live thumbnail is needed
* cursorPos() does not work reliably now (not from e.g. timers, it needs events), so it's disabled
OpenGL TODO
=================================
/ Check/make it work with other gfx cards
? Xgl support
- Compiz itself doesn't work when compiled with the libGL from nvidia,
it ships its own and links against it
? - might be worth trying to use that libGL as well
- it may be just because of the special libGL, but when testing with Xgl
it even seemed non-conformant - none of the provided configs had
GLX_RENDER_TYPE with GLX_RGBA_BIT even though required by GLX
and other funny things. Indeed, it may be just me being still pretty
clueless about these things.
? - is there a good reason to support Xgl? With the 9625 nvidia drivers
it seems to work fine without them and there's AIGLX
+ AIGLX support
- kind of works, needs more work
+ - it needs indirect rendering, should be autodetected and disabled somehow
% - may require LIBGL_ALWAYS_INDIRECT set with older X.org
(http://lists.kde.org/?l=kwin&m=116439615124838&w=2)
(http://lists.freedesktop.org/archives/xorg/2006-December/020323.html)
/ GL_ARB_texture_rectangle vs GL_ARB_texture_non_power_of_two
% - works; bugs in tfp_mode with power_of_two textures
- ati (others?): power_of_two windows are drawn white unless non-tfp_mode
is forced in findTextureTarget()
? in SceneOpenGL::bindTexture() with tfp_mode, with some gfx cards it seems
to be faster to not short-circuit the texture binding when there's been
no damage
+ strict binding
- there is code to support strict binding as required by AIGLX, but it's disabled, because
copy_buffer in bindTexture() ensures strict binding as a side-effect
- since copy_buffer hack should be removed in the future, strict binding will need to be enabled then
- http://lists.kde.org/?l=kwin&m=116363084129170&w=2
% bindTexture() optimize copied areas
- right now bindTexture() updates every damaged area and resets the window damage
- it might make things faster to update only areas that need to be repainted
and keep the rest damaged until needed
% clipping optimization
- like XRender code has paintTransformedScreen(), avoid painting parts that are
obscured (makes a difference with many windows open)
- http://lists.kde.org/?l=kwin&m=116585618111882&w=2
+ shm mode needs support for more data formats than GL_BGRA in order to support e.g. 16bpp mode
- http://www.xfree86.org/current/glTexImage2D.3.html
% with current nvidia glXCreatePixmap in tfp mode fails with pixmaps 32x32 and smaller
+ vertices list (and possibly more things) should not be part of SceneOpenGL::Window
- otherwise drawWindow() used for thumbnails would use them too
- they should be probably part of WindowPaintData
XRender TODO
==============================
+ SceneXrender::Window::performPaint() doesn't use saturation
+ SceneXrender::Window::performPaint() doesn't use brightness
Effects framework TODO
==============================
* more notification functions for effects are needed
- currently there are only very few notification functions (windowAdded, windowActivated,...)
! - window state changes
? more
* shadows
/ support for grabbing input
- during some more complicated effects, input (at least mouse) should be disabled,
because currently there is no way to do input redirection
? pre-paint pass should be done completely before the paint pass
- currently prePaintWindow() is done only after paintScreen() has already started,
which means that if an effect sets PAINT_WINDOW_TRANSFORMED it needs to set it
also in prePaintScreen()
* PAINT_DISABLED turning off from effects needs some improvement
- a window may have painting disabled for various reasons and their numbers may increase
over time
- so e.g. an effect showing minimized windows cannot simply turn off DISABLED
for minimized windows, because it may be disabled also for other reasons
- there should be some utility function that will be called by the effect
with arguments saying which disabled windows it wants enabled
+ EffectWindow should be completely opaque when kept as the only API for effects
- no inlines, etc.
Effects TODO
===============================
+ adapt the kcontrol module used by Kompmgr
- in kcmkwin/kwinoptions
! - uses ~/.xcompmgr, convert to use normal KConfig
? - I don't think these effects should be plugins or anything like that,
probably simply write to kwinrc and use the Option class in KWin
+ implements all effects Kompmgr could do
+ - all effects from the Opacity tab should be already doable
! - applying translucency only to the decoration
- use clientSize() and clientPos() from Client
- see also the alpha clear hack todo entry
! - not usign ARGB visuals
- just clear the alpha channel in the alpha clear hack
- or do it while painting (see also the alpha clear hack todo entry)
! - the rest - should be simple
* - shadows
- framework is not ready for them yet (see the todo entry)
+ - tab Effects
! - fade-in should be simple
+ - fade between changes
- will need notification about opacity changes
- not sure if this is doable for other opacity changes then the ones
initiated by the user or by the application
* - fade-out needs framework for disappearing windows (see the todo entry)
+ minimize/shade effects
- to replace the ones from KWin core
/ - minimizing
- check support for it and the avoid_animation flag
+ - shading
- shading will probably need special support
/ zoom effect
- enlarge a portion of the screen
+ logout effect
* - should be triggered by ksmserver somehow
+ effects to replace widget effects (the ones in the Effects tab in "kcmshell style")
+ - needs support for new window types from the current draft of the EWMH WM spec
+ - needs patching Qt, netwm* classes in kdecore
/ showfps effect
- for debugging, just shows transparent fps in some corner
- just painting the number in paintScreen() should do, with glPushMatrix() and glLoadIdentity()
to avoid all transformations
+ - needs bindPixmapToTexture() or something like that, for displaying the text
- should also detect kwin being idle - it probably should detect in pre-paint that the only
damage is its own area and avoid damaging for the next round in post-paint
+ debugpaint effect
- should show what is damaged during each repaint step
- probably just e.g. paint a red almost transparent area over damaged areas
- needs special care to avoid causing infinite loops by its own damage (i.e. it damages
part of screen to clear its own painting, that triggers itself again next repaint)
? other effects
+ virtual desktop change effects
+ - ... yes, you guessed it, the cube
+ - something that presents all virtual desktops as being in grid (as in pager)
and zooms out of the old one and into the new one
- or whatever