Commit graph

100 commits

Author SHA1 Message Date
David Edmundson
63bf811200 Update QtQuick views at the start of the frame
Right now we update QtQuick views after a composition has rendered so
that we'll have them ready for our next frame.

One of my machines (With X11 + nvidia) was quite stuttery, profiling
shows we spend a huge amount of time with the CPU blocked waiting for
the vblank from the previous main compositing to finish swapping before
we could start processing the QtQuick rendering. Time when the CPU is
blocked is wasted time.

This patch does mean kwin's compositing cycle lasts longer but a recent
patch changes the rendering policy when we start a fullscreen effect anyway so
hopefully that should still give us enough time to render that first frame in time.
2022-07-29 15:27:40 +00:00
Vlad Zahorodnii
4bfb0acc17 Make Workspace track managed outputs
This change adjusts the window management abstractions in kwin for the
drm backend providing more than just "desktop" outputs.

Besides that, it has other potential benefits - for example, the
Workspace could start managing allocation of the placeholder output by
itself, thus leading to some simplifications in the drm backend. Another
is that it lets us move wayland code from the drm backend.
2022-07-21 08:43:50 +00:00
Xaver Hugl
61b1eac5b8 platform, scenes: use std::unique_ptr for creation functions 2022-07-18 14:26:26 +00:00
David Edmundson
7292af3d04 Use floating geometry throughout
With fractional scaling integer based logical geometry may not match
device pixels. Once we have a floating point base we can fix that. This
also is
important for our X11 scale override, with a scale of 2 we could
get logical sizes with halves.

We already have all input being floating point, this doubles down on it
for all remaining geometry.

- Outputs remain integer to ensure that any screen on the right remains
aligned.
 - Placement also remains integer based for now.
- Repainting is untouched as we always expand outwards
 			   (QRectF::toAdjustedRect().
 - Decoration is untouched for now
 - Rules are integer in the config, but floating in the adjusting/API
This should also be fine.

At some point we'll add a method to snap to the device pixel
grid. Effectively `round(value * dpr)  / dpr` though right now things
mostly work.

This also gets rid of a lot of hacks for QRect right and bottom which
are very
confusing.

Parts to watch out in the port are:
 QRectF::contains now includes edges
QRectF::right and bottom are now sane so previous hacks have to be
removed
 QRectF(QPoint, QPoint) behaves differently for the same reason
 QRectF::center too

In test results some adjusted values which are the result of
QRect.center because using QRectF's center should behave the same to the
user.
2022-07-14 10:04:46 +01:00
Vlad Zahorodnii
fa78de6219 kwineffects: Strip ScreenPaintData of transforms
ScreenPaintData provides a way to transform the painted screen, e.g.
scale or translate. From API point of view, it's great. It allows
fullscreen effects to transform the workspace in various ways.

On the other hand, such effects end up fighting the default scene
painting algorithm. For example, just have a look at the slide effect!
With fullscreen effects, it's better to leave to them the decision how
the screen should be painted. For example, such approach is taken in
some wayland compositors, e.g. wayfire, and our qtquick effects already
operate in similar fashion.

Given that, strip the ScreenPaintData of all available transforms. The
main motivation behind this change is to improve encapsulation of item
painting code and simplify model-view-projection code in kwin. It will
also make the job of extracting item code for sharing purposes easier.
2022-07-06 11:10:54 +00:00
Xaver Hugl
1ff623e95e renderbackends: make SurfaceTexture creation methods use std::unique_ptr 2022-06-29 13:18:51 +00:00
Vlad Zahorodnii
773384b59f Remove unused includes in scene.cpp
QQuickWindow and QVector2D are unused.
2022-05-21 15:27:42 +03:00
Vlad Zahorodnii
0489d4a2f6 Merge Workspace::stackingOrder() and Workspace::xStackingOrder()
The Workspace has two stacks - one with managed windows and deleted
windows, the other includes windows from the first stack + override
redirect windows.

This change merges both stacks. It has several benefits - we will be
able to move window elevation stuff to Workspace and streamline the
scene stuff, for example it will be possible to have a root item.
Another advantage is that unmanaged windows will have
Window::stackingOrder() property set, which can be useful in the future
in qml effects or (qtquick scene if we push harder in that front).
Another advantage is that kwin will make less X11 calls when restacking
managed windows.
2022-05-12 14:59:55 +00:00
Vlad Zahorodnii
654313d460 scene: Remove repaint on current activity/desktop change
WindowItem has proper visibility set now, so these two interim hacks can
be removed now.

Workspace::stackingOrderChanged still needs to be kept around as the
Scene has no root item which could track the order of its child (window)
items.
2022-05-12 07:59:42 +00:00
Vlad Zahorodnii
63a866d98c Make WindowItem handle opacity
This change makes the WindowItem track the opacity and schedule a
repaint. It further decouples the legacy scene from code window
abstractions.

It's an API breaking change. WindowPaintData no longer can make windows
more opaque. It only provides additional opacity factor.
2022-05-11 09:42:35 +00:00
Vlad Zahorodnii
a7d61f7bfa Fully replace SceneWindow with WindowItem
This completes the initial transition to scene items.
2022-05-10 15:45:48 +00:00
Kai Uwe Broulik
9cb5b38970 effects: Port EffectFrame to OffscreenQuickView
This allows to toss a large amount of custom rendering code.

Furthermore, it removes the build-time dependency on Plasma Framework
for FrameSvg and Theme from KWin core as it's pulled in through QML
imports now.

It also cleans up the API and removes functions that are effectively
unused or no-op after this change.

For instance, effects often destroy their effect frames
in pre/postPaintScreen, which would now destroy an `OffscreenQuickView`,
which changes GL context. This is alleviated by delaying detruction
of the internal view.

Support for the features of text cross-fade and selection frame,
which are not used by any of the built-in effects, is dropped.

Signed-off-by: Eike Hein <eike.hein@mbition.io>
2022-05-09 17:53:58 +00:00
Vlad Zahorodnii
0860efecc3 Move SceneWindow::decorationShape() to DecorationItem 2022-05-09 09:41:39 +00:00
Vlad Zahorodnii
bc1f808f0f Move paint method from SceneWindow to Scene
That's the next step in allowing to reuse surface painting code between
the workspace and the cursor layer.
2022-05-09 08:31:13 +00:00
Vlad Zahorodnii
2c514ac593 Drop ScreenLockerFilter
Since WindowItem::visible is kept in sync with the effective visible
status of the window, window items that are not lockscreen greeter or
input methods can be hidden when the lock state changes.
2022-05-05 12:21:26 +00:00
Vlad Zahorodnii
def99b1a7c Update WindowItem's visibility
With this, the WindowItem will know whether it's actually visible. As
the result, if a native wayland window has been minimized, kwin won't
try to schedule a new frame if just a frame callback has been committed.

EffectWindow::enablePainting() and EffectWindow::disablePainting() act
as a stone in the shoe. They have the final say whether the given window
is visible and they are invoked too late in the rendering process.
WindowItem needs to know whether the window is visible in advance,
before compositing starts.

This change replaces EffectWindow::enablePainting() and
EffectWindow::disablePainting() with EffectWindow::refVisible() and
EffectWindow::unrefVisible(). If an effect calls the refVisible()
function, the window will be kept visible regardless of its state. It
should be called when a window is minimized or closed, etc. If an effect
doesn't want to paint a window, it should not call effects->paintWindow().

EffectWindow::refVisible() doesn't replace EffectWindow::refWindow() but
supplements it. refVisible() only ensures that a window will be kept
visible while refWindow() ensures that the window won't be destroyed
until the effect is done with it.
2022-05-05 12:21:26 +00:00
Vlad Zahorodnii
5ee044e6fc Some client/toplevel -> window 2022-04-29 17:47:39 +03:00
Vlad Zahorodnii
106fb66cd0 Make Scene::createStackingOrder() more efficient
Currently, there's a separate pass to filter out windows not ready for
compositing or windows that must be invisible. That has two issues: we
could merge that pass with the pass that populates stacking_order and
"windows" can detach.
2022-04-29 13:46:49 +00:00
Vlad Zahorodnii
953cf452a3 Implement DesktopThumbnailItem as a collection of window thumbnails
The main motivation behind this change is to refactor scene code in
order to allow us set WindowItem visibility upfront before compositing
starts.
2022-04-29 14:13:32 +03:00
Vlad Zahorodnii
16af4bf437 Remove redundant window filter calls
If the window filter rejects a window, that window won't be in the
stacking_order and henceforth won't be painted, so finalDrawWindow()
does extra work of checking again if the window is accepted.
2022-04-28 13:56:13 +00:00
Vlad Zahorodnii
000f3d839f Ensure that Workspace::deletedRemoved() is emitted while there's scene window
Effects may perform cleanup when a deleted window is removed. If that
happens and the SceneWindow is accessed, kwin may crash.

The Scene processes Workspace::deletedRemoved() before effects.

In order to fix dereferencing null pointer, this change makes the Window
destroy its associated SceneWindow.
2022-04-27 18:14:16 +03:00
Vlad Zahorodnii
a21aa839b1 Rename X11Client to X11Window
The word "client" means different things in wayland and kwin. Use a
better word to refer to windows.
2022-04-23 07:55:51 +00:00
Vlad Zahorodnii
f0f829bc5b Rename WaylandClient to WaylandWindow
The word "client" means different things in wayland and kwin. Use a
better word to refer to windows.
2022-04-23 07:55:51 +00:00
Vlad Zahorodnii
fb4607f5a6 Rename InternalClient to InternalWindow
The word "client" means different things in wayland and kwin. Use a
better word to refer to windows.
2022-04-23 07:55:51 +00:00
Nils Fenner
b491aeb9ae Rename AbstractClient to Window 2022-04-22 17:39:12 +00:00
Vlad Zahorodnii
b64f95b703 Integrate kwaylandserver
This makes KWin switch to in-tree copy of KWaylandServer codebase.

KWaylandServer namespace has been left as is. It will be addressed later
by renaming classes in order to fit in the KWin namespace.
2022-04-22 12:27:33 +03:00
Vlad Zahorodnii
3c69b08e49 Fix up some AbstractClient dynamic_cast<>()s
Originally, they were to check whether the given window is managed.
2022-04-18 10:42:53 +03:00
Nils Fenner
aaa429ee0a Merge Toplevel into AbstractClient
References issue #81
2022-04-18 07:42:11 +00:00
Vlad Zahorodnii
8e7a8c5a11 Rename AbstractOutput to Output
AbstractOutput is not so Abstract and it's common to avoid the word
"Abstract" in class names as it doesn't contribute any new information.
It also significantly reduces the line width in some places.
2022-04-15 17:49:49 +03:00
Fushan Wen
7f39bb1b33
scene: Check waylandServer() is nullptr in filterAcceptsWindow
This fixes compositing on X11.
2022-04-14 14:29:38 +08:00
Aleix Pol
e3fe69041f Centralise window filtering around a new SceneWindowFilter class
This way WaylandServer can implement its own filter with its own set of
rules without having Scene be too involved in it.
2022-04-13 11:17:34 +00:00
Vlad Zahorodnii
efd43f97e6 Drop Scene::qpainterRenderBuffer() 2022-04-13 10:16:16 +00:00
Vlad Zahorodnii
bfb60e3610 Add RenderTarget type
The main motivation behind this change is to unify render target
representation across opengl and software renderers and avoid accessing
the render backend directory in order to get the render target.
2022-04-13 10:16:16 +00:00
Vlad Zahorodnii
809f383d44 Take layer-local damage regions
Using the global coordinate system when specifying output layer damage
regions would be very confusing. In order to make the coordinate system
comprehensible, use the layer-local coordinate system.

The infinite region is used to tell the Compositor when it needs to
repaint the entire layer.
2022-04-07 09:38:16 +00:00
Vlad Zahorodnii
3ebe480976 scene: Simplify optimized screen prepare pass 2022-03-29 14:38:18 +00:00
Aleix Pol
4009345e10 Remove unnecessary Scene::addRepaint(QRect)
We can implicitly convert QRect into QRegion.
2022-03-28 12:52:09 +00:00
Vlad Zahorodnii
e293972eaa Run clang-tidy with -checks=readability-braces-around-statements fixit
This fixes style issues in old code.
2022-03-28 10:54:11 +00:00
Vlad Zahorodnii
7096e3ead8 Run clang-format
The .clang-format file is based on the one in ECM except the following
style options:

 - AlwaysBreakBeforeMultilineStrings
 - BinPackArguments
 - BinPackParameters
 - ColumnLimit
 - BreakBeforeBraces
 - KeepEmptyLinesAtTheStartOfBlocks
2022-03-25 13:25:15 +02:00
Vlad Zahorodnii
6ea8463ce6 kwineffects: Rename WindowPrePaintData::clip to opaque
"opaque" is more readable than "clip" and it precisely communicates
what that region actually is.
2022-03-21 09:32:41 +02:00
Vlad Zahorodnii
842e46f86f scene: Work around some effects using optimized render path
Some effects (AnimationEffect) transform windows without setting
PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS flag. Make the scene disable
render optimizations if that's the case.

Whether AnimationEffect does a right thing is up to debate.
2022-03-21 09:32:41 +02:00
Vlad Zahorodnii
c65523382d scene: Simplify the management of opaque regions
Window painting is no longer split in two phases - PAINT_WINDOW_OPAQUE
and PAINT_WINDOW_TRANSLUCENT.

PAINT_WINDOW_TRANSLUCENT is used as a hint to the occlusion culling
logic to ignore the opaque region.

Given that, the handling of the opaque region can be simplified. If no
effect sets the PAINT_WINDOW_TRANSLUCENT flag, then the opaque region
can be used as is.
2022-03-21 09:32:41 +02:00
Vlad Zahorodnii
253b0ed808 scene: Rename Phase2Data::clip to Phase2Data::opaque
It makes code easier to understand.
2022-03-21 09:32:41 +02:00
Vlad Zahorodnii
aac0609bb9 scene: Rework surface damage tracking
It's not possible to get the surface damage before calling
Scene::paint(), which is a big problem because it blocks proper surface
damage and buffer damage calculation when walking render layer tree.

This change reworks the scene compositing stages to allow getting the
next surface damage before calling Scene::paint().

The main challenge is that the effects can expand the surface damage. We
have to call prePaintWindow() and prePaintScreen() before actually
starting painting. However, prePaintWindow() is called after starting
rendering.

This change makes Scene call prePaintWindow() and prePaintScreen() so
it's possible to know the surface damage beforehand. Unfortunately, it's
also a breaking change. Some fullscreen effects will have to adapt to
the new Scene paint order. Paint hooks will be invoked in the following
order:

* prePaintScreen() once per frame
* prePaintWindow() once per frame
* paintScreen() can be called multiple times
* paintWindow() can be called as many times as paintScreen()
* postPaintWindow() once per frame
* postPaintScreen() once per frame

After walking the render layer tree, the Compositor will poke the render
backend for the back buffer repair region and combine it with the
surface damage to get the buffer damage, which can be passed to the
render backend (in order to optimize performance with tiled gpus) and
Scene::paint(), which will determine what parts of the scene have to
repainted based on the buffer damage.
2022-03-21 09:32:41 +02:00
Vlad Zahorodnii
e27ecfe88d Remove excessive damage region clipping
We already try to ensure that the surface damage is within render target
bounds. Avoid clipping surface damage in render backend, which is a bit
excessive task and perhaps it should be done an abstraction level above.
2022-02-21 15:30:30 +00:00
Vlad Zahorodnii
05de198c41 scene: Check SurfacePixmap's alpha channel to determine if surface is translucent
If the main surface is translucent (e.g. it contains only the drop
shadow) but its subsurface is opaque, the "window->isOpaque()" check
will produce a false positive.
2022-02-21 14:48:01 +00:00
Vlad Zahorodnii
dd6d0b22cc Port software cursor to RenderLayer
Software cursor has always been a major source of problems. Hopefully,
porting it to RenderLayer will help us with that.

Note that the cursor layer is currently visible only when using software
cursor, however it will be changed once the Compositor can allocate
a real hardware cursor plane.

Currently, software cursor uses graphics-specific APIs (OpenGL and
QPainter) to paint itself. That will be changed in the future when
rendering parts are extracted from the Scene in a reusable helper.
2022-02-21 09:33:59 +00:00
Vlad Zahorodnii
5933a21641 Introduce render layers
This is the first tiny step towards the layer-based compositing in kwin.
The RenderLayer represents a layer with some contents. The actual
contents is represented by the RenderLayerDelegate class.

Currently, the RenderLayer is just a simple class responsible for
geometry, and repaints, but it will grow in the future. For example,
render layers need to form a tree.

The next (missing) biggest component in the layer-based compositing are
output layers. When output layers are added, each render layer would
have an output layer assigned to it or have its output layer inherited
from the parent.

The render layer tree wouldn't be affected by changes to the output
layer tree so transition between software and hardware cursors can be
seamless.

The next big milestone will be to try to port some of existing kwin
functionality to the RenderLayer, e.g. software cursor or screen edges.
2022-02-21 09:33:59 +00:00
Vlad Zahorodnii
203d7b3b8a Move direct scanout management to Compositor
The responsibilities of the Scene must be reduced to painting only so we
can move forward with the layer-based compositing.

This change moves direct scanout logic from the opengl scene to the base
scene class and the compositor. It makes the opengl scene less
overloaded and allows to share direct scanout logic.
2022-02-21 09:33:59 +00:00
Vlad Zahorodnii
d06746fa5c scene: Set render target rect in Scene::paintScreen()
This ensures that the render target rect is set when using qpainter
render backend.
2022-02-16 16:04:29 +00:00
Vlad Zahorodnii
0c3a8e6f29 scene: Make paintScreen() clip the damage region
paintScreen() already tries to ensure that the damage region doesn't go
outside the scene geometry. With this change, it will try to clip the
damage region to the render target rect, which saves us an extra region
intersection and simplifies code that calls paintScreen().
2022-02-16 07:49:47 +00:00