Commit graph

22 commits

Author SHA1 Message Date
Arjen Hiemstra
85d46016a2 If SurfaceItem does not have a pixmap, return an empty WindowQuadList
Otherwise the caller needs to ensure that we're not calling on an item
without pixmap and if we don't, things crash.
2022-10-21 14:49:22 +00:00
Arjen Hiemstra
2ad497c8f9 Round buffer positions when calculating normalised UV coordinates
Otherwise we end up with UVs that are slightly off as the position is
fractional while the size is integer.
2022-10-21 14:49:22 +00:00
Xaver Hugl
e9e97e49bf backends/drm: set drm content type when available 2022-10-20 13:46:58 +02:00
Kai Uwe Broulik
1e3a81249c SurfaceItem: Use pixmap() for quad generation
This uses the previous pixmap if the current one is invalid,
which ensures the generated quads have sane coordinates.

The issue caused flickering while resizing Chrome after
2f4fa23e61

While at it, move `size` out of the loop as it doesn't change.

Signed-off-by: Victoria Fischer <victoria.fischer@mbition.io>
2022-07-28 14:15:44 +00:00
Arjen Hiemstra
2f4fa23e61 Use normalized UV coordinates for SurfaceItem
Relying on the texture matrix to normalize means we multiply every UV
coordinate with 1/scale, which leads to floating point errors and thus
errors in the UV coordinates. Instead, if we calculate normalized
coordinates directly we avoid floating point error and get proper UV
coordinates.

Longer term the plan is to make all UV coordinates normalized and get
rid of the CoordinateType altogether.
2022-07-14 11:34:45 +02:00
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
Xaver Hugl
da7dad1586 surfaceitem, surfacetexture: manage pixmaps and textures with std::unique_ptr 2022-06-29 13:18:51 +00:00
Xaver Hugl
1ff623e95e renderbackends: make SurfaceTexture creation methods use std::unique_ptr 2022-06-29 13:18:51 +00:00
Vlad Zahorodnii
0860efecc3 Move SceneWindow::decorationShape() to DecorationItem 2022-05-09 09:41:39 +00:00
Nils Fenner
b491aeb9ae Rename AbstractClient to Window 2022-04-22 17:39:12 +00:00
Nils Fenner
aaa429ee0a Merge Toplevel into AbstractClient
References issue #81
2022-04-18 07:42:11 +00:00
Vlad Zahorodnii
baf05ec4a5 Rename PlatformSurfaceTexture to SurfaceTexture
This is, primarily, to make naming consistent with SurfaceItem,
SurfacePixmap and just "Surface" in the future.
2021-10-21 10:21:56 +03:00
Vlad Zahorodnii
d58246961e scene: Fix previous pixmap ref'ing
discardPixmap() increases the reference counter, but there's no matching
place where the ref count is decreased, which results in the previous
pixmap not being released even if it's not needed anymore.
2021-09-15 16:16:42 +00:00
Vlad Zahorodnii
7e9c6587db Remove scene window traces in scene items
This further decouples scene items from scene windows. The SurfaceItem
still needs to access the underlying window, I would like to re-iterate
over that later.

With this change, it will be possible to introduce WindowItem factory
function in the Toplevel class.
2021-08-12 17:52:24 +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
49744cfc53 scene: Improve window quad management
At the moment, we handle window quads inefficiently. Window quads from
all items are merged into a single list just to be broken up again.

This change removes window quads from libkwineffects. This allows us to
handle window quads efficiently. Furthermore, we could optimize methods
such as WindowVertex::left() and so on. KWin spends reasonable amount
of time in those methods when many windows have to be composited.

It's a necessary prerequisite for making wl_surface painting code role
agnostic.
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
29cc319455 kwineffects: Remove WindowQuadType
The window quad type has become irrelevant.
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
1b2c7b248b Run clazy with qt-keywords fixit
In C++20, there will be emit() class member, which can conflict with the
emit keyword. Given that, there are plans to enable QT_NO_KEYWORDS by
default in the future.

See also
https://lists.qt-project.org/pipermail/development/2020-February/038812.html
2021-06-08 10:49:42 +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
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