Commit graph

40 commits

Author SHA1 Message Date
Vlad Zahorodnii
9f2cb0ae1b Provide expected presentation time to effects
Effects are given the interval between two consecutive frames. The main
flaw of this approach is that if the Compositor transitions from the idle
state to "active" state, i.e. when there is something to repaint,
effects may see a very large interval between the last painted frame and
the current. In order to address this issue, the Scene invalidates the
timer that is used to measure time between consecutive frames before the
Compositor is about to become idle.

While this works perfectly fine with Xinerama-style rendering, with per
screen rendering, determining whether the compositor is about to idle is
rather a tedious task mostly because a single output can't be used for
the test.

Furthermore, since the Compositor schedules pointless repaints just to
ensure that it's idle, it might take several attempts to figure out
whether the scene timer must be invalidated if you use (true) per screen
rendering.

Ideally, all effects should use a timeline helper that is aware of the
underlying render loop and its timings. However, this option is off the
table because it will involve a lot of work to implement it.

Alternative and much simpler option is to pass the expected presentation
time to effects rather than time between consecutive frames. This means
that effects are responsible for determining how much animation timelines
have to be advanced. Typically, an effect would have to store the
presentation timestamp provided in either prePaint{Screen,Window} and
use it in the subsequent prePaint{Screen,Window} call to estimate the
amount of time passed between the next and the last frames.

Unfortunately, this is an API incompatible change. However, it shouldn't
take a lot of work to port third-party binary effects, which don't use the
AnimationEffect class, to the new API. On the bright side, we no longer
need to be concerned about the Compositor getting idle.

We do still try to determine whether the Compositor is about to idle,
primarily, because the OpenGL render backend swaps buffers on present,
but that will change with the ongoing compositing timing rework.
2020-12-10 07:14:42 +00:00
Vlad Zahorodnii
4ce853e8e4 Prettify license headers 2020-08-07 19:57:56 +00:00
Vlad Zahorodnii
1fb9f6f13a Switch to SPDX license markers
The main advantage of SPDX license identifiers over the traditional
license headers is that it's more difficult to overlook inappropriate
licenses for kwin, for example GPL 3. We also don't have to copy a
lot of boilerplate text.

In order to create this change, I ran licensedigger -r -c from the
toplevel source directory.
2020-08-07 19:57:56 +00:00
Vlad Zahorodnii
b3b5a54859 [effects/snaphelper] Use windowFrameGeometryChanged
Summary:
Use windowFrameGeometryChanged rather than windowGeometryShapeChanged
because we are interested only in frame geometry changes.

Reviewers: #kwin, davidedmundson

Reviewed By: #kwin, davidedmundson

Subscribers: kwin

Tags: #kwin

Differential Revision: https://phabricator.kde.org/D26909
2020-02-12 10:52:26 +02:00
Vlad Zahorodnii
55b4912004 Update my email address 2020-01-14 18:17:18 +02:00
Albert Astals Cid
e144748c7a Add some const &
Summary:
Won't make things go much faster since everything that was
being passed by value is refcounted but still const & is a bit faster
than refcounting

For shared pointers instead of adding const & we move them into the
destination variable saving some cpu usage but at the same time making
clear the pointer is being stored by not being const &

Reviewers: zzag

Reviewed By: zzag

Subscribers: zzag, kwin

Tags: #kwin

Differential Revision: https://phabricator.kde.org/D25022
2019-10-30 19:23:01 +01:00
Vlad Zahorodnii
f93875535c Update my last name 2019-09-29 17:03:25 +03:00
Vlad Zagorodniy
47c8405388 [effects/snaphelper] Do massive overhaul
Summary:
This patch fixes some of issues that the Snap Helper effect currently
has:

* If a window is being moved, there are visual artifacts (cause: missing
  addRepaint's);
* It uses addRepaintFull;
* For some reason, if a window goes deleted, it will be kept around as
  long as the Snap Helper effect needs it (visually, it doesn't look
  good).

Among other changes:
* Use variables to store color and width of grid lines;
* Use new connect syntax;
* Port to TimeLine;
* Fix coding style in some places.

Test Plan:
Tried the effect with different rendering backends, no longer see visual
artifacts when moving or resizing windows.

Reviewers: #kwin, romangg

Reviewed By: #kwin, romangg

Subscribers: romangg, abetts, kwin

Tags: #kwin

Differential Revision: https://phabricator.kde.org/D15695
2018-11-05 16:59:19 +02:00
Martin Gräßlin
6aa19b1587 [effects] Use shader traits in SnapHelper effect
To simplify rendering is moved from postPaintScreen to paintScreen.
2016-01-25 14:11:54 +01:00
Martin Gräßlin
4230a0d331 [effects] Get xcb_connection_t* and rootWindow through EffectsHandler API
So far the effects could just use the connection() and rootWindow()
provided by kwinglobals. Thus an internal detail from KWin core is
accessed directly.

To be more consistent with the rest of the API it's wrapped through the
EffectsHandler and with a convenient method in Effect.

The connection() is provided as xcbConnection() to free the very generic
name connection which could create confusion once we provide a wayland
connection to the Effects.

The rootWindow() is provided as x11RootWindow() to indicate that it is
for the X11 world.

REVIEW: 117597
2014-04-16 16:05:05 +02:00
Martin Gräßlin
76efe517a7 Turn built-in effects into a library kwin links against
As all effects have always been compiled into the same .so file it's
questionable whether resolving the effects through a library is useful
at all. By linking against the built-in effects we gain the following
advantages:
* don't have to load/unload the KLibrary
* don't have to resolve the create, supported and enabled functions
* no version check required
* no dependency resolving (effects don't use it)
* remove the KWIN_EFFECT macros from the effects

All the effects are now registered in an effects_builtins file which
maps the name to a factory method and supported or enabled by default
methods.

During loading the effects we first check whether there is a built-in
effect by the given name and make a shortcut to create it through that.
If that's not possible the normal plugin loading is used.

Completely unscientific testing [1] showed an improvement of almost 10
msec during loading all the effects I use.

[1] QElapsedTimer around the loading code, start kwin five times, take
average.

REVIEW: 115073
2014-01-24 14:13:59 +01:00
Martin Gräßlin
81ef314bdd SnapHelper effect supports QPainter compositing 2014-01-09 13:29:40 +01:00
Montel Laurent
dd8cf0b678 normalize signal/slot 2013-05-11 14:09:15 +02:00
Martin Gräßlin
f45ade7785 Port preMultiply of color to xcb_render
Method returns a xcb_render_color_t instead of an XRenderColor.

With this change kwinxrenderutils is XLib free!
2013-02-14 14:20:27 +01:00
Martin Gräßlin
79af33c136 Cleanup in SnapHelper effect
* use <> includes
* remove commented and unused code
2013-02-04 08:33:24 +01:00
Martin Gräßlin
e790284eee Port SnapHelper effect to XCB 2013-02-04 08:33:24 +01:00
Thomas Lübking
dcab3d44f3 snaphelper: repaint center rect on resizing client
BUG: 311551
FIXED-IN: 4.10
REVIEW: 108005
2013-01-02 19:05:10 +01:00
Martin Gräßlin
c2a4f81927 Introduce a helper class to automatically push/pop Shaders
The ShaderBinder class can be used for the case that a block of code
should be executed with a given Shader being bound. This is useful for
all the cases where there is a if-block for OpenGL2 execution with a
Shader being pushed in the first line to the ShaderManager and popped in
the last line of the block. With the helper this can be simplified to:

ShaderBinder binder(myCustomShader);

or

ShaderBinder binder(ShaderManager::GenericShader);

The ctor of ShaderBinder pushes the given Shader to the stack and once
the helper goes out of scope it will be popped again from the stack.

In addition the helper can take care of OpenGL 1 compositing, that is it
just does nothing. So it can also be used where there is a shared OpenGL1
and OpenGL2 code path where the Shader should only be pushed in OpenGL2.
This basically removes all the checks for the compositing type before
pushing/popping a Shader to the stack.

REVIEW: 106521
2012-09-29 15:33:57 +02:00
Martin Gräßlin
f9a2ecbf33 Do not use ShaderManager::isValid to check for OpenGL2 compositing
The main usage of ShaderManager::isValid was to have OpenGL2 specific
code pathes. Now we have an actual OpenGL2Compositing type and we know
that the ShaderManager is valid if we have this compositing type and we
know that it is not valid on OpenGL1Compositing. This gives us a much
better check and allows us to use the isValid method just for where we
want to check whether the shaders compiled successfully.

In addition some effects require OpenGL2, so we do not need to check
again that the ShaderManager is valid. Such usages are removed.
2012-09-29 15:33:57 +02:00
Martin Gräßlin
6d2dfe06e7 Introduce dedicated OpenGL1 and OpenGL2 compositing types
The CompositingType enum turns into flags and two new values are
introduced: OpenGL1Compositing and OpenGL2Compositing.

Those new values are or-ed to OpenGLCompositing so that a simple check
for the flag OpenGLCompositing works in case of one of those two new
values. To make the generic check for OpenGL compositing easier a method
in EffectsHandler is introduced to just check for this.

The scenes now return either OpenGL1Compositing or OpenGL2Compositing
depending on which Scene implementation. None returns OpenGLCompositing.
2012-09-29 15:33:57 +02:00
Martin Gräßlin
aebc322a74 Fix compilation of snaphelper effect without XRender 2012-05-26 09:31:04 +02:00
Philipp Knechtges
93b2674313 kwin: dropping several gl(Push|Pop)(Attrib|Matrix) calls
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
2012-04-19 21:01:46 +02:00
Thomas Lübking
03e18bc88b Merge branch 'KDE/4.8' 2012-03-14 00:18:11 +01:00
Thomas Lübking
74078d7a91 implement xrender support for snaphelper
REVIEW: 104203
2012-03-13 21:38:55 +01:00
Martin Gräßlin
2007a7eab8 Use namespaced parameters in signals
Required to get scripting bindings working.
2012-03-12 21:37:40 +01:00
Thomas Lübking
26c0f269f1 snaphelper is also active when not in transition
BUG: 289060
2011-12-18 19:51:52 +01:00
Martin Gräßlin
fe4329a252 Only call active effects in the effect chain
Each effect is able to declare itself as currently being active,
that is transforming windows or painting or screen or doing anything
during the current rendered frame.

This change eliminates the hottest path inside KWin identified by
callgrind.

REVIEW: 102449
2011-08-29 07:06:58 +02:00
Martin Gräßlin
46fdbd26a4 Only end effect if it is not active any more
BUG: 274550
FIXED-IN: 4.7.0
2011-06-02 10:08:51 +02:00
Martin Gräßlin
f213b7da70 Drop KWin::TimeLine from kwineffects
The KWin::TimeLine class was only a small wrapper around QTimeLine
without adding anything to QTimeLine what is not present in QTimeLine.
The initial idea was to make it possible to provide more curve shapes.
This is now obsoleted by Qt shipping more useful curves with QTimeLine.

So let's clean up a little bit and use QTimeLine directly instead of
the small wrapper.

All effects are adjusted to use QTimeLine directly.
2011-03-14 22:50:05 +01:00
Martin Gräßlin
32c903b05b Rework signals for move/resize windows
First a signal is emitted when the user starts a move/resize operation.
During the move/resize operation each geometry change emits an update signal.
Last but not least a finish signal is emitted.

This eliminates the specific method for geometry updates in drawbound resize
mode.
2011-03-13 12:41:30 +01:00
Martin Gräßlin
eeb10c69d5 Signal for windowUserMovedResize
In core a new signal is added for maximizedState change of client.
Other function calls remain as direct calls for the moment.
2011-02-28 21:03:13 +01:00
Martin Gräßlin
0b85768ec5 EffectsHandler emits windowClosed signal
Client and Unmanaged use a signal to notify that they are about to be closed.
The EffectsHandlerImpl is connected to those signals and emits the appropriate
windowClosed signal to which the effects are connected.
2011-02-27 09:25:45 +01:00
Martin Gräßlin
0a7e48f7aa KWin uses kdelibs coding style. 2011-01-31 20:07:03 +01:00
Martin Gräßlin
990001c5d7 Drop GLVertexBuffer::useShader.
The vertex buffer implementation uses the shader manager to decide
whether core painting should be used or not. Shader manager is only
used by shaders using vertex attributes instead of gl_Vertex etc.
2011-01-30 14:12:02 +01:00
Martin Gräßlin
17032c66f8 SnapHelper uses shared VBO 2011-01-30 14:12:00 +01:00
Martin Gräßlin
e2e4fe54ba Effects ported to GLES use ShaderManager 2011-01-30 14:12:00 +01:00
Martin Gräßlin
91f7a70e4f Snaphelper ported to GLES 2011-01-30 14:11:59 +01:00
Lucas Murray
9f02ea9b3a Correctly reference closed windows in the snap helper effect.
BUG: 201696

svn path=/trunk/KDE/kdebase/workspace/; revision=1003327
2009-07-28 02:22:32 +00:00
Toby Dickenson
0c166b6ecb call the windowUserMovedResized hook for maximize/restore. That method has two boolean parameters which indicate whether this is the first move in a sequence, and the last. For maximize/restore we set both to true, and several effects need tweaking to handle this case. Also include an addition to the wobbly windows effect to include a slight 'throb' when maximized/restored. This makes it easier for your eye to track where your de-maxized window went to. FEATURE 185014
svn path=/trunk/KDE/kdebase/workspace/; revision=934346
2009-03-02 20:18:35 +00:00
Lucas Murray
d072b5d1b7 Added new effect: Snap Helper. This effect is useful for those
perfectionist people that want to move a window to the exact center of
the screen but can never get close enough to it for the automatic
snapping to trigger. OpenGL-only for now, gave up on XRender, if anyone
can get it to work go for it.

svn path=/trunk/KDE/kdebase/workspace/; revision=926393
2009-02-15 10:34:31 +00:00