The implementation consists of a class in libkwineffects.
There are some slight modifications in the compositor. Regions for
different outputs are drawn at different times.
Currently only per output color correction is implemented. However, the
grounds are prepared for implementing per window color correction
easily.
The ColorCorrection class needs to communicate via D-Bus with a KDED
module, KolorServer, which is a part of KolorManager.
The only visible part for the user consists of a check box in the
advanced tab for the compositing KCM.
The actual correction is done by injecting a piece of code in the
fragment shader, code that does a 3D lookup into a special color lookup
texture. The data for these textures is obtained from KolorServer. All
D-Bus calls are async.
The public member variables for opacity, saturation and brightness
are removed in favor for getter and setters. The variables are
moved into a private class. Those are now qreal instead of double.
To make usage inside the effects easier a multiply method is added
which multiplies the current value with passed in factor and returns
the new value in a functional programming style.
This commit is the top-most of a patch series to refactor
ScreenPaintData and WindowPaintData. Other related commits are:
* 0811772
* ebdc7ec
* 2c8dd8d
* 7699726
* 68e0201
* 611cb09
REVIEW: 105141
BUG: 303314
FIXED-IN: 4.10
No effect has ever made use of contents opacity. Which means it
is not needed. Removing means faster effects as we used to
multiply the value (always 1.0) with the opacity in each frame
for each window.
This makes kwin in OpenGL2 mode more coherent with kwin_gles.
Despite some fullscreen effects they should now make the same
(pure) OpenGL calls.
REVIEW: 103804
a) fixes the texture offset calculation
b) arranges he shadow pixmaps as border in the texture to avoid interpolation issues.
BUG: 280116
BUG: 282882
CCBUG: 291161
BUG: 293325
REVIEW: 103888
a) fixes the texture offset calculation
b) arranges he shadow pixmaps as border in the texture to avoid interpolation issues.
BUG: 280116
BUG: 282882
CCBUG: 291161
BUG: 293325
REVIEW: 103888
This patch reduces the number of QRegion and WindowQuadList operations
by drawing the opaque and translucent parts of the window within the
same bottom to top pass.
REVIEW: 103671
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
Additionally:
- hide the GLTexture implementation using dpointers
- drop the unused function SceneOpenGL::Texture::optimizeBindDamage()
- Texture::load now loads a new texture and does not update the existing one
REVIEW: 101999
Due to changes in build system we have always either OpenGL or OpenGL ES.
This allows to remove the KWIN_HAVE_OPENGL_COMPOSITING define. In the
effects the define is kept as KWIN_HAVE_OPENGL which can be used in
future to build also an XRender only effect system.
All the functionality of Overlay Window is moved to its own class
OverlayWindow. It is created and owned by class Scene, since almost
all function calls are called from this class.
REVIEW: 101866
Construct window quads which will end on the screen instead of
rendering the windows several times and using scissoring to
restrict to the area which will end on screen.
REVIEW: 101765
This commit merges the two signals clientClosed() and unmanagedClosed() to windowClosed() which
is now provided by Toplevel.
The approriate slots in effects.h and effects.cpp were merges as well, since they did the
same.
The direct method calls of the method windowClosed() in SceneOpenGL and SceneXRender were
removed and are now connected to the appropriate signal in windowAdded().
This commit just makes the declaration of windowClosed() in Class Scene be a Q_SLOT.
The inheriting classes SceneOpenGL and SceneXRender are updated as well.
The method windowGeometryShapeChanged() from the class Scene is now a slot. It is now connected to the signal geometryShapeChanged() which is sent from Toplevel instances Client and Unmanaged.
All direct method calls were deleted.
The method windowOpacityChanged is now a protected slot in class Scene. The implementations in the subclasses SceneOpenGL and SceneXRender are the same. The slots are connected to the singal opacityChanged() from Toplevel. The connection is done in the method windowAdded() in both SceneOpenGL and SceneXRender.
Copies the shadow parts into one image and creates a GLTexture
from the image, so that we can render the complete shadow with
just one texture and one painting pass.
Should remove most of the overhead involved when rendering the new Shadows.
As a side effect this should fix missing shadows with non-NPOT GPUs and
a rendering glitch reported with NVIDIA.
REVIEW: 101742
When using graphicssystem native the texture may be using
GL_TEXTURE_RECTANGLE_ARB instead of GL_TEXTURE_2D. This
needs to be honoured in order to make KWin work reliable
with e.g. R300 chipsets.
BUG: 274607
CCBUG: 276622
FIXED-IN: 4.7.0
The adjusted code for generating texture coordinates did not
take care of GL_TEXTURE_RECTANGLE_ARB textures causing the
generation of wrong texcoords.
BUG: 276622
FIXED-IN: 4.7.0
The uniforms textureWidth and textureHeight were only needed for
normal windows. For everything else it was just 1.0/1.0, that is
normalized.
The makeArrays method is changed to produce normalized texcoords
obsoleting the need for these uniforms. So two uniforms less, one
calculation in vertex shaders less and many many lines of code
removed.
At the same time makeArrays is also adjusted to take care of
yInverted of the texture, which is needed as we no longer can use
the enableUnnormalizedTexCoords which did the yInverted transformation.
REVIEW: 101646
by checking the graphicssystem at startup
also avoid pixmap and memory leaking on the xrender backend, validate some pointers
on deletion in SceneOpnGL and avoid attempts to render ::isNull pixmaps
With raster a QPixmap is no longer a XPixmap which fails all code
which assumes that an QPixmap is an XPixmap. Depending on were in
the codebase we either convert such pixmaps to images (OpenGL) or
create a XPixmap and use QPixmap::fromX11Pixmap to get a "real"
pixmap.
It is possible that there are more code pathes were we would need
a XPixmap. Currently tested is basic functionality of no-compositing,
XRender compositing, OpenGl/GLX and OpenGL ES/EGL compositing.
For OpenGL compositing raster might result in performance improvements,
for XRender it is possible that there are regressions when using raster.
By default KWin uses whatever is the default of the system, so we just
no longer enforce native.
Of course it is a bad idea to use graphicssystem OpenGL. As that
is broken anyways in Qt, we do not check for it.
Many thanks to Philipp Knechtges for bringing up the issue, convincing
me that we need it and providing most of the patch.
REVIEW: 101132
CCMAIL: Philipp.Knechtges@rwth-aachen.de
On NVIDIA it is possible that the actual rendering gets delayed to
after the deletion of the pixmap during the end of fullscreen effects.
This was causing freezes. By using glFlush before deleting the pixmaps
we can ensure that the pixmap is not needed anymore after the pixmaps
are deleted.
BUG: 261323
FIXED-IN: 4.6.3