Commit graph

61 commits

Author SHA1 Message Date
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
Vlad Zahorodnii
a3b5266175 Drop Platform::renderLoop()
Having a render loop in the Platform has always been awkward. Another
way to interpret the platform not supporting per screen rendering would
be that all outputs share the same render loop.

On X11, Scene::painted_screen is going to correspond to the primary
screen, we should not rely on this assumption though!
2022-02-15 18:23:52 +02:00
Vlad Zahorodnii
ba000d5a4e scene: Compute projection matrix based on the render target rect
Neither SceneQPainter nor SceneOpenGL have to compute the projection
matrix by themselves. It can be done by the Scene when setting the
projection matrix. The main benefit behind this change is that it
reduces the amount of custom setup code around paintScreen(), which
makes us one step closer to getting rid of graphics-specific paint()
function and just calling paintScreen().
2022-02-15 14:31:28 +00:00
Vlad Zahorodnii
52beb213e7 kwineffects: Make GLRenderTarget and GLVertexBuffer work without global coords and scale
Because the GLRenderTarget and the GLVertexBuffer use the global
coordinate system, they are not ergonomic in render layers.

Assigning the device pixel ratio to GLRenderTarget and GLVertexBuffer is
an interesting api design choice too. Scaling is a window system
abstraction, which is absent in OpenGL or Vulkan. For example, it's not
possible to create an OpenGL texture with a scale factor of 2. It only
works with device pixels.

This change makes the GLRenderTarget and the GLVertexBuffer more
ergonomic for usages other than rendering the workspace by removing all
the global coordinate system and scaling stuff. That's the
responsibility of the users of those two classes.
2022-02-15 12:17:56 +02:00
Xaver Hugl
843cee3d66 Scene: set painted_screen in paintScreen
If it's not set but used by EffectsScreen that can cause crashes
2022-02-03 05:12:24 +01:00
Xaver Hugl
6a99bfd2f4 make software cursors work per output 2021-12-28 18:42:29 +00:00
Vlad Zahorodnii
3ad7bf01c8 Allow specifying scene geometry
The main motivation behind this change is to decouple the scene a bit
further from Screens, which is also obsolete.
2021-11-26 07:48:47 +00:00
Vlad Zahorodnii
f1e96676ef Remove boolean trap in AbstractClient::isShown()
Check shaded state where needed.
2021-11-24 08:11:35 +00:00
Vlad Zahorodnii
0ebc563e6c Drop Toplevel::bufferScale()
On Wayland, a window can have subsurfaces. The spec doesn't require the
main surface and its sub-surfaces to have the same scale factor.

Given that Toplevel::bufferScale() makes no sense with Wayland windows,
this change drops it to make code more reasonable and to prevent people
from using Toplevel::bufferScale().
2021-11-16 09:38:51 +02:00
Vlad Zahorodnii
9fca6209b7 Make Scene responsible for handling Workspace::deletedRemoved() 2021-11-11 11:33:09 +02:00
Vlad Zahorodnii
1fe8a18844 Make Scene responsible for scheduling repaint when current activity changes 2021-11-11 11:33:09 +02:00
Vlad Zahorodnii
6d0cca5c7f Move all dirty region scene repaint scheduling to Scene
The Compositor contains nothing that can potentially get dirty and need
repainting.

As is, the advantages of this move aren't really noticeable, but it
makes sense with multiple scenes.

Backend parts are far from ideal, they can be improved later on as we
progress with the scene redesign.
2021-11-11 11:33:04 +02:00
Vlad Zahorodnii
cff74b568b Decouple render backend from scene
Currently, the scene owns the renderer, which puts more
responsibilities on the scene other than painting windows and it also
puts some limitations on what we can do, for example, there can be only
one scene, etc.

This change decouples the scene and the renderer so the scene is more
swappable.

Scenes are no longer implemented as plugins because opengl backend
and scene creation needs to be wrapped in opengl safety points. We
could still create the render backend and then go through the list
of scene plugins, but accessing concrete scene implementation is
much much simpler. Besides that, having scenes implemented as plugins
is not worthwhile because there are only two scenes and each contributes
very small amount of binary size. On the other hand, we still need to
take into account how many times kwin accesses the hard drive to load
plugins in order to function as expected.
2021-11-08 18:27:22 +00:00
Xaver Hugl
6ff4de2e05 port everything away from Q_FOREACH 2021-11-08 14:19:05 +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
6851996eb2 effects: Make effects responsible for handling skipsCloseAnimation flag
This allows to make painting code more generic.
2021-10-20 13:48:38 +00:00
Vlad Zahorodnii
701902fbec effects: Port effects from int screens ids to EffectScreen
EffectScreen objects are better as they are more stable and we avoid int
screen ids in kwin core.
2021-10-20 12:09:09 +00:00
Alex Richardson
722f092b7a Fix a -Wformat warning on FreeBSD
On FreeBSD we get a long long result so %ld triggers a warning. Cast to
long long and use %lld to make it work on all platforms (including 32-bit).
2021-10-07 08:24:01 +00:00
Vlad Zahorodnii
935fa6a9e1 Move ownership of Shadow to Toplevel
This decouples the management of Shadow from the scene window and allows
multiple items share the same Shadow.

Currently, kwin has a single scene graph, but it makes sense to create a
scene graph per output as they could have different layers, etc. This
would also allow QtQuick share more textures with kwin, which is worth
doing for optimization purposes in the future.
2021-09-06 10:42:39 +00:00
Aleix Pol
30959c2efb Include a transform effect
It should be used to decorate changes on the display like rotation.
2021-08-25 14:44:03 +00:00
Aleix Pol
9a4bbdf226 Make it possible for an effect to render a screen
Useful in case it needs the contents of the screen but they can't be
blitted, as the state of the framebuffer is unknown.
2021-08-25 14:44:03 +00:00
Xaver Hugl
1be65e818c Port screenId based rendering methods to AbstractOutput 2021-08-25 13:53:33 +02:00
Vlad Zahorodnii
7f883fa724 Make EGL_KHR_surfaceless_context mandatory
We use surfaceless contexts with internal windows. We also require
the EGL_KHR_surfaceless_context extension for making context current
without outputs.

Arguably, we could use pbuffers, but since mainstream drivers (Mesa and
NVIDIA) support surfaceless contexts, the extra complexity doesn't buy
us anything.
2021-08-16 10:56:46 +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
0197d770ab Drop Toplevel::transparentRect()
It can be computed via other means (Toplevel::frameMargins()) and its
name is confusing. It specifies the inner decoration rect.
2021-08-12 17:22:49 +00:00
Aleix Pol
475993db70 kscreen effect: Work per screen
Makes it possible to apply the dpms settings per screen instead of
applying it to all of them, which is wrong at many levels.
Will be even more important with other effects like rotation.
2021-07-28 10:57:27 +00:00
Vlad Zahorodnii
ca301d1914 Drop Scene::ImageFilterType
It's unused, GL_LINEAR filter is used by default now.
2021-07-26 14:56:21 +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
4ecb00889c scene: Move overlay window resizing to backends
The concept of an overlay window is not universal, it's X11 specific.
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
3427143017 Improve thumbnail item integration
Currently, thumbnail items are rendered by kwin. This means that qtquick
code cannot do things such as applying shader effects to window thumbnails
or simply draw custom controls on top of thumbnails.

With this change, task switchers and qml extensions will be able to
place their own contents on top of thumbnails and apply custom effects
to them.

In order to integrate window thumbnails, a window is rendered on kwin
side using its own opengl context. A fence is inserted in the command
stream to ensure that the qtquick machinery doesn't start using the
offscreen texture while there are still rendering commands being executed.

Thumbnails are rendered into offscreen textures as we don't have full
control over when qtquick windows render their contents and to work around
the fact that things such as VAOs can't be shared across OpenGL contexts.

WindowThumbnailItem and DesktopThumbnailItem act as texture providers.
2021-06-23 17:46:05 +03:00
Vlad Zahorodnii
1c94e1bfc4 scenes/opengl: Move out X11 explicit sync
This moves X11 specific code to a better place, which allows us make
item rendering code less platform specific and easier to change.
2021-06-14 13:14:54 +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
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
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
a106a5aab8 Move AbstractClient::isShade() to Toplevel
This simplifies rendering code and allows to cache properly the shaded
state for Deleted windows.
2021-06-11 06:03:08 +00:00
Vlad Zahorodnii
30d0dbbaf0 Remove EffectsHandler::buildQuads()
It's currently unused and it doesn't fit the item based scene design.
2021-06-11 06:03:08 +00:00
Vlad Zahorodnii
f280423b92 kwineffects: Remove PaintClipper
PaintClipper worked only with the XRender backend, which is gone now.
2021-06-10 15:58:33 +00:00
Vlad Zahorodnii
811beb94e0 Remove Xrender backend
The Xrender backend was added at the time when OpenGL drivers were not
particularly stable. Nowadays though, it's a totally different situation.

The OpenGL render backend has been the default one for many years. It's
quite stable, and it allows implementing many advanced features that
other render backends don't.

Many features are not tested with it during the development cycle; the
only time when it is noticed is when changes in other parts of kwin break
the build in the xrender backend. Effectively, the xrender backend is
unmaintained nowadays.

Given that the xrender backend is effectively unmaintained and our focus
being shifted towards wayland, this change drops the xrender backend in
favor of the opengl backend.

Besides being de-facto unmaintained, another issue is that QtQuick does
not support and most likely will never support the Xrender API. This
poses a problem as we want thumbnail items to be natively integrated in
the qtquick scene graph.
2021-06-09 11:21:57 +03:00
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