Commit graph

30 commits

Author SHA1 Message Date
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
ec5950aedb Rename EffectQuickScene to OffscreenQuickScene
EffectQuickScene is not used strictly by effects, aurorae decorations
use it too to render window decorations.

This change renames the EffectQuickView/Scene to
OffscreenQuickView/Scene to clear up the naming scheme.
2021-11-23 09:53:18 +00:00
Vlad Zahorodnii
8518a7ea8c Drop Scene::Window::windowTexture() 2021-11-16 07:24:03 +00:00
Vlad Zahorodnii
affb640bcb Move OverlayWindow getter to RenderBackend 2021-11-11 11:49:13 +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
48f943bd75 Introduce explicit base render backend type
The main idea behind the render backend is to decouple low level bits
from scenes. The end goal is to make the render backend provide render
targets where the scene can render.

Design-wise, such a split is more flexible than the current state, for
example we could start experimenting with using qtquick (assuming that
the legacy scene is properly encapsulated) or creating multiple scenes,
for example for each output layer, etc.

So far, the RenderBackend class only contains one getter, more stuff will
be moved from the Scene as it makes sense.
2021-11-11 08:55:29 +00:00
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
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
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
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
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
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
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
e4ec955d88 Remove shadow related bits in Scene::Window 2021-05-19 14:13:47 +03:00
Vlad Zahorodnii
6f39d79d72 Remove Scene::Window::{discard,update}Pixmap
They are used only by X11Client, so make X11Client call relevants
methods on the surface item directly instead. In hindsight, it will be a
really good idea to make SurfaceItemX11 and SurfaceItemXwayland(?)
automatically manage the window pixmap. However, it can be done once
an item freezing api is added and we fix the cross-fade animation.
2021-05-19 11:10:50 +00:00
Vlad Zahorodnii
506214a632 Move repaint scheduling logic to Item
Currently, items depend on scene windows for creating pixmaps, repaint
scheduling, and caching quads.

This change moves repaint scheduling from scene windows to items to
make the scene items depend less on scene windows.

In hindsight, we may clean up the repaint scheduling machinery further
by introducing view objects.
2021-05-19 06:06:01 +00:00
Vlad Zahorodnii
bd4650482e Remove unused class forward declarations in scene.h 2021-05-18 12:24:56 +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
Alexander Lohnau
81b40966ed GIT_SILENT Add trailing comma to enums 2021-03-14 18:06:22 +01:00
Vlad Zahorodnii
38996d9725 libkwineffects: Introduce EffectScreen
This provides the compositor a way to indicate what output is being
rendered. The effects such as the screenshot can check the provided
screen object in order to function as expected.
2021-03-09 08:58:22 +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
Renamed from scene.h (Browse further)