Commit graph

26 commits

Author SHA1 Message Date
l10n daemon script
6c1447875e SVN_SILENT made messages (.desktop file) - always resolve ours
In case of conflict in i18n, keep the version of the branch "ours"
To resolve a particular conflict, "git checkout --ours path/to/file.desktop"
2021-09-24 01:13:57 +00:00
l10n daemon script
16f5ce9361 SVN_SILENT made messages (.desktop file) - always resolve ours
In case of conflict in i18n, keep the version of the branch "ours"
To resolve a particular conflict, "git checkout --ours path/to/file.desktop"
2021-09-08 01:27:17 +00:00
Xaver Hugl
1be65e818c Port screenId based rendering methods to AbstractOutput 2021-08-25 13:53:33 +02:00
l10n daemon script
d2aac8cb05 SVN_SILENT made messages (.desktop file) - always resolve ours
In case of conflict in i18n, keep the version of the branch "ours"
To resolve a particular conflict, "git checkout --ours path/to/file.desktop"
2021-08-01 01:21:11 +00:00
Vlad Zahorodnii
cb219da766 Remove screenGeometryChanged() in OpenGLBackend and QPainterBackend
The screenGeometryChanged() function is very X11-specific. On Wayland,
it's effectively unused.
2021-07-26 14:55:54 +00:00
Vlad Zahorodnii
3ab2ea40c4 Remove mask arg in Scene::paintScreen()
Render backends don't pass anything to the scene.
2021-07-25 09:59:04 +03:00
Vlad Zahorodnii
603db353a3 scenes/qpainter: Avoid setting brush in paintBackground()
Calling QPainter::setBrush() without saving the current state, produces
mysterious black rectangles around clip region rects.
2021-07-24 16:32:16 +03:00
Vlad Zahorodnii
2fe102768a Remove QPainterBackend::needsFullRepaint()
A better alternative is to return the damage region in the beginFrame()
function. This way, the render backend can force full screen repaints or
indicate what parts of the buffer needs to be repainted (for buffer age)
2021-07-24 14:54:17 +03:00
Vlad Zahorodnii
d543c0dff6 Remove unused mask param in QPainterBackend::endFrame()
It is unused and it is not a good idea to pass Scene's mask to the
render backend as it results in higher coupling between Platform and
Scene.
2021-07-23 20:42:59 +00:00
Vlad Zahorodnii
f431b6ad96 wayland: Cache last surface-to-buffer matrix
If window quads need to be generated after the wl_surface is destroyed,
the SurfaceItemWayland::mapToBuffer() function will return wrong values.

In order to fix that, we need to store the last surface-to-buffer matrix
in SurfaceItem.
2021-07-22 06:26:00 +00:00
Vlad Zahorodnii
4ebe5d32b4 scene: Introduce z-property
This allows placing child items below their parent item by setting
negative Z values.
2021-07-08 06:55:38 +00:00
Vlad Zahorodnii
5339b1a9d7 scene: Move item preprocessing to scene
We no longer use window pixmaps to get the shape and the opaque regions,
so preprocess() can be called now only if we are about to paint the item.
2021-06-14 07:56:02 +00:00
Vlad Zahorodnii
a6268595fb scene: Generate quads in item local coordinate space
Window quads need to be in some coordinate space. Since we want items to
be used not only for rendering windows, window-local coordinates do not
suffice.

This change makes scene items generate quads in the item-local coordinate
space.

The model matrix is used to map the quads to the global screen coordinate
system from the item coordinate space.

Since the quads are in the item local coordinate space, the mvp matrix
needs to be updated on every draw call. Given the render data, tracking
the last mvp matrix won't result in less glUniform calls. If this indeed
becomes a serious performance bottleneck, we can explore the possibility
of dumping mvp matrices in a UBO, which have been introduced in OpenGL
3.1.
2021-06-14 07:56:02 +00:00
Vlad Zahorodnii
86bb4e68ef Refactor window quad handling
The scene items depend on the scene windows for caching window quads.
The goal of this change is to move window quads management to item.

Merging window quads in one list and then splitting them is inefficient,
it will be highly desirable if window quads are removed from the public
api so we can optimize window quad management.

With this change, the window quad type becomes irrelevant to render
backends for the most part. Note that the Xrender backend is a bit
nitpicky about window quads, so the shadow item doesn't create generic
"WindowQuadShadow" quads anymore.
2021-06-11 06:03:08 +00:00
Vlad Zahorodnii
de122825fd scenes/qpainter: Remove support for drop-shadows
Drop-shadows with the software render backend impact performance quite
significantly. It also makes it easier to prepare render backends for the
item based design.
2021-06-11 06:03:08 +00:00
Vlad Zahorodnii
870c1e5557 scenes/qpainter: Clean up includes
Wayland-specific code in the qpainter renderer was removed long time ago.
2021-05-26 09:36:20 +03:00
Vlad Zahorodnii
f46c7bae8d Move decoration renderer to decoration item
Currently, the implementation of the DecoratedClient and the decoration
renderer are strongly coupled. This poses a problem with the item based
design as the ultimate goal is to have scene items construct paint nodes
which are then fed to the renderer. The DecorationItem has to have
control over the decoration texture. Another issue is that the scene
cannot smoothly cross-fade between two window states if the decoration
is removed, e.g. from fullscreen mode to normal and vice versa.

This change moves the decoration renderer to the decoration item. With
the introduction of a generic scene texture atlas, we hope to get rid of
the decoration renderer altogether.
2021-05-26 06:35:03 +00:00
Vlad Zahorodnii
7f32594692 Port decoration renderers to Decoration::damaged signal 2021-05-26 06:35:03 +00:00
Vlad Zahorodnii
e4ec955d88 Remove shadow related bits in Scene::Window 2021-05-19 14:13:47 +03:00
Vlad Zahorodnii
0f2f69ad7c Decouple window pixmaps from scene windows
One of the scene redesign goals is to make wayland surface items
re-usable. So we have the same rendering path for drag-and-drop icons,
software cursors, and window surfaces.

The biggest issue at the moment is that window pixmaps are tightly
coupled with scene windows.

This change de-couples window pixmaps from scene windows. In order to
achieve that, some architecture changes were made.

The WindowPixmap class was replaced with the SurfacePixmap class. A
surface pixmap is created by a surface item.

Under the hood, a SurfacePixmap will create a PlatformSurfaceTexture
object, which contains all the information necessary for the renderer.

The SceneOpenGLTexture class was removed. However, the GLX and the EGL
on X11 backends still mess with GLTexture's internals.
2021-05-18 09:11:24 +00:00
l10n daemon script
31cdb8676d SVN_SILENT made messages (.desktop file) - always resolve ours
In case of conflict in i18n, keep the version of the branch "ours"
To resolve a particular conflict, "git checkout --ours path/to/file.desktop"
2021-05-03 01:21:56 +00:00
Vlad Zahorodnii
c9ac2e3fb8 decoration: Fix rendering issues with scale factors < 1
QPainter::setWindow() doesn't work as we expect if the device pixel
ratio of the paint device is less than 1, for example 0.5 or 0.75.

QPainter only allows the effective device pixel ratios that are greater
than or equal to 1. This restriction probably has to be lifted.

For the time being, this change introduces a helper function that can be
used to determine the scale factor by which QPainter::window() must be
multiplied.

BUG: 432766
2021-04-26 11:41:37 +00:00
Vlad Zahorodnii
326d211691 platform: Use damage tracked by SurfaceItem
There is no need for both kwin and kwaylandserver track damage.
2021-03-31 13:56:55 +00:00
Vlad Zahorodnii
47113e09b8 scene: Introduce window items
Currently, dealing with sub-surfaces is very difficult due to the scene
design being heavily influenced by X11 requirements.

The goal of this change is to re-work scene abstractions to make improving
the wayland support easier.

The Item class is based on the QQuickItem class. My hope is that one day
we will be able to transition to QtQuick for painting scene, but in
meanwhile it makes more sense to have a minimalistic internal item class.

The WindowItem class represents a window. The SurfaceItem class represents
the contents of either an X11, or a Wayland, or an internal surface. The
DecorationItem and the ShadowItem class represent the server-side deco and
drop-shadow, respectively.

At the moment, the SurfaceItem is bound to the scene window, but the long
term plan is to break that connection so we could re-use the SurfaceItem
for things such as software cursors and drag-and-drop additional icons.

One of the responsibilities of the Item is to schedule repaints as needed.
Ideally, there shouldn't be any addRepaint() calls in the core code. The
Item class schedules repaints on geometry updates. In the future, it also
has to request an update if its opacity or visibility changes.
2021-03-31 13:56:55 +00:00
Vlad Zahorodnii
8570b64384 Rename visibleRect to visibleGeometry
"rect"s have their origin at the top-left corner of the frame. However,
visibleRect() returns a QRect that's in the global coordinates.
2021-02-16 06:56:04 +00:00
Vlad Zahorodnii
93e0265e4e Move source code to src/ directory
Once in a while, we receive complaints from other fellow KDE developers
about the file organization of kwin. This change addresses some of those
complaints by moving all of source code in a separate directory, src/,
thus making the project structure more traditional. Things such as tests
are kept in their own toplevel directories.

This change may wreak havoc on merge requests that add new files to kwin,
but if a patch modifies an already existing file, git should be smart
enough to figure out that the file has been relocated.

We may potentially split the src/ directory further to make navigating
the source code easier, but hopefully this is good enough already.
2021-02-10 15:31:43 +00:00