From c7442deb3275c2fec71ab3c9ca0395b59fe8a772 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Lubo=C5=A1=20Lu=C5=88=C3=A1k?= Date: Mon, 17 Dec 2007 14:33:33 +0000 Subject: [PATCH] Updates. svn path=/trunk/KDE/kdebase/workspace/; revision=749636 --- COMPOSITE_TODO | 59 ++++---------------------------------------------- 1 file changed, 4 insertions(+), 55 deletions(-) diff --git a/COMPOSITE_TODO b/COMPOSITE_TODO index 457e262113..a01e043e15 100644 --- a/COMPOSITE_TODO +++ b/COMPOSITE_TODO @@ -23,14 +23,11 @@ TODO KDE 4.0 TODO ================================= -/ different handling of differeng gfx cards - / check that nvidia/ati/intel work and add specific hacks if needed - / the same about driver versions - - default effects and their settings +- shortcuts - sane defaults, not conflicts + - effects (to do) - / add configuration options (dialogs) - add generic support to use effect only for certain window types [Seli] - explosion ? - use for forcible killing (add support to windowClosed()) @@ -44,7 +41,6 @@ KDE 4.0 TODO - taskbar thumbnail [Seli] - we'll go with the hacky one, fix performance problems -- fix shading - window-specific rules need to apply to unmanaged windows as well (where applicable) - some window-specific rules also related to compositing - opacity @@ -60,8 +56,6 @@ KDE 4.0 TODO - should OpenGL fall back to XRender if OpenGL initialization fails? -- more notification functions for effects - - documentation - disable application effects when kwin can provide them, e.g. shadow/transparency @@ -72,13 +66,6 @@ KDE 4.0 TODO General TODO ================================= -? alpha clear hack - - some decorations have parts transparent, probably because they don't expect - to have an alpha channel - - should be probably simply fixed in the decorations - - if not feasible, code that makes non-alpha windows opaque (SceneOpenGL::Window::prepareRenderStates()) - could be used to also ignore alpha channel of the decoration - ? wait for decoration repaints - it is sometimes visible that the window contents are painted first and the decoration only afterwards with a small delay @@ -86,8 +73,6 @@ General TODO - 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 @@ -106,18 +91,11 @@ General TODO / 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 +* - windows could be unmapped but quickly mapped back when a live thumbnail is needed * window grouping is not implemented for unmanaged windows (used e.g. by DimInactive) % clean up and sort out shortcuts so that they don't conflict and make sense - - also make configurable etc. - -% installed headers currently include config.h files to find out about e.g. OpenGL - - this needs to be sorted out somehow, installed headers shouldn't do this ? hidden previews currently needs input shape extension, otherwise the window can possibly interfere - not very likely though, so is this worth bothering at all? @@ -125,6 +103,7 @@ General TODO + hidden preview has two modes unimplemented - global setting for animation speed? + - effects (to do) - effect for windows demanding attention - rays? ripples? @@ -154,11 +133,6 @@ OpenGL TODO - ati (others?): power_of_two windows are drawn white unless non-tfp_mode is forced in findTextureTarget() -+ 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 - - 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 @@ -204,14 +178,6 @@ Effects framework TODO - during some more complicated effects, input (at least mouse) should be disabled, because currently there is no way to do input redirection -* 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. @@ -224,7 +190,6 @@ Effects framework TODO % consider using http://lists.kde.org/?l=kwin&m=118094888517415&w=2 for notification functions % API cleanups and making sure it will stay backwards compatible -? - should we try at all for 4.0? it will be probably still too "unstable" at that point Effects TODO @@ -246,27 +211,13 @@ Effects TODO + effects to replace widget effects (the ones in the Effects tab in "kcmshell style") / 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 - - should also have a graph showing how much of the screen is redraw, to detect too big redraws - -+ 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 / present windows + - option to show windows with relative sizes to each other @@ -278,6 +229,4 @@ Effects TODO * DimInactive flickers when switching between windows (temporarily no window becomes active) -+ generic class for shader effects - - focus effect (windows waves a little when it gets focus)