When a sync object is deleted, the fence it is connected to must already
be signalled, or the driver will busy-wait forever.
Signal fences before deleting syncs to avoid this.
BUG: 343551
FIXED-IN: 5.3
REVIEW: 123090
Mostly refactoring to not take the global X11 information (connection,
display, etc.). Adds a dedicated ctor overload which takes the
X11WindowedBackend.
SceneOpenGL is adjusted to create an EGLOnXBackend instead of Wayland one
if the X11WindowedBackend is used.
EglWaylandBackend gains support for creating textures from a
BufferInterface. At the same time it loses the possibility to use
the Xcb shm extension to load the texture. That is Xwayland is
required.
In order to support it in a better way the WindowPixmap is passed
to the Texture for loading and updating. Which is then passed to the
backend specific implementation.
Effects currently modify the matrices by reading back the uniform
values from the shader they assume will be used to paint the window,
set new values for the uniforms, call paintWindow(), and then restore
the uniforms to their previous values.
This is both slow and unreliable, and will not work with dynamically
generated shaders.
This patch solves the problem by putting the matrices in
WindowPaintData and making it the responsibility of the paintWindow()
implementation to set the uniforms.
The DecorationShadow supports the concept of sharing shadows between
multiple Decorations and this is supported by our Shadow class. But
still the created GLTextures were not shared.
This change introduces a sharing mechanismn for all GLTextures created
for a DecorationShadow. Thus if two decorations share the same
DecorationShadow they will also share the same GLTexture.
Instead of getting size from displayWidth() and displayHeight() use
the information we have from Screens. This means there is only one
place to have the information and by that we can ensure that all
components use the same data to rely on. displayWidth/displayHeight
seem to provide the wrong information when unplugging an output
without disabling the output. This results in rendering artefacts.
But KWin::Screens has the correct information available.
Register a callback function for debug output when KHR_debug or
ARB_debug_output is supported.
Only error messages and warnings about undefined behavior are
enabled in release builds, while all debug messages are enabled
in debug builds.
Move the buffer-swap-pending state from the compositing backends to
the Compositor class. The Compositor is the only class that needs to
access the state, and this way it to do it without calling through
a chain of virtual functions. This commit adds two new functions to
Compositor; aboutToSwapBuffers() and bufferSwapComplete(). The
backends call these functions to set and reset the buffer-swap-pending
state.
This commit also renames a number of functions and variables to make
their meaning clear.
The act of promoting the contents of the back buffer to become the
contents of the front buffer is referred to as posting the buffer,
presenting the buffer, or swapping the buffers; rendering the buffer
is what paintScreen() does.
Create and import X sync fences into GL and use them to synchronize
the kwin command stream with the X command stream.
This prevents damaged windows from being composited by kwin before
the rendering that triggered the damage events have finished on
the GPU.
Requires GL_EXT_x11_sync_object.
Tested-by: Marco Martin <notmart@gmail.com>
This adds a SceneOpenGL::Texture::load(..., xcb_visualid_t) overload,
and uses it to bind window pixmaps to textures.
By taking the RGBA masks in the visual into account when choosing an
FBConfig for the GLXPixmap, we are able to disambiguate formats that
have the same depth, such as GL_RGB10_A2 and GL_RGBA8.
Surprisingly the DecorationShadow is modelled after the Shadow in KWin.
It provides the same offsets and a QImage exactly like the OpenGL
implementation needs it. This makes it easy to hook it into our existing
Shadow implementation with only a few changes.
Shadow now first tries to create a Shadow from the Decoration and only
if that fails it tries the X11 property. The pixmaps are not initialized
for the DecorationShadow and because of that currently only the OpenGL
backend gets initialized for DecorationShadows. The other backends might
need adjustments and also a transition to just using one image.
The Renderer gets reparented to the Deleted. While passing it to
the Deleted the Scene's implementation can ensure that the buffers
are up to date. After passing to Deleted it's no longer allowed to
call the render method.
NOTE: this is not working completely yet, lots of code is still ifdefed
other parts are still broken.
The main difference for the new decoration API is that it is neither
QWidget nor QWindow based. It's just a QObject which processes input
events and has a paint method to render the decoration. This means all
the workarounds for the QWidget interception are removed. Also the paint
redirector is removed. Instead each compositor has now its own renderer
which can be optimized for the specific case. E.g. the OpenGL compositor
renders to a scratch image which gets copied into the combined texture,
the XRender compositor copies into the XPixmaps.
Input events are also changed. The events are composed into QMouseEvents
and passed through the decoration, which might accept them. If they are
not accpted we assume that it's a press on the decoration area allowing
us to resize/move the window. Input events are not completely working
yet, e.g. wheel events are not yet processed and double click on deco
is not yet working.
Overall KDecoration2 is way more stateful and KWin core needs more
adjustments for it. E.g. borders are allowed to be disabled at any time.