With QtQuick2 it's possible that the scene graph rendering context either
lives in an own thread or uses the main GUI thread. In the latter case
it's the same thread as our compositing OpenGL context lives in. This
means our basic assumption that between two rendering passes the context
stays current does not hold.
The code already ensured that before we start a rendering pass the
context is made current, but there are many more possible cases. If we
use OpenGL in areas not triggered by the rendering loop but in response
to other events the context needs to be made current. This includes the
loading and unloading of effects (some effects use OpenGL in the static
effect check, in the ctor and dtor), background loading of texture data,
lazy loading after first usage invoked by shortcut, etc. etc.
To properly handle these cases new methods are added to EffectsHandler
to make the compositing OpenGL context current. These calls delegate down
into the scene. On non-OpenGL scenes they are noop, but on OpenGL they go
into the backend and make the context current. In addition they ensure
that Qt doesn't think that it's QOpenGLContext is current by calling
doneCurrent() on the QOpenGLContext::currentContext(). This unfortunately
causes an additional call to makeCurrent with a null context, but there
is no other way to tell Qt - it doesn't notice when a different context
is made current with low level API calls. In the multi-threaded
architecture this doesn't matter as ::currentContext() returns null.
A short evaluation showed that a transition to QOpenGLContext doesn't
seem feasible. Qt only supports either GLX or EGL while KWin supports
both and when entering the transition phase for Wayland, it would become
extremely tricky if our native platform is X11, but we want a Wayland
EGL context. A future solution might be to have a "KWin-QPA plugin" which
uses either xcb or Wayland and hides everything from Qt.
The API documentation is extended to describe when the effects-framework
ensures that an OpenGL context is current. The effects are changed to
make the context current in cases where it's not guaranteed. This has
been done by looking for creation or deletion of GLTextures and Shaders.
If there are other OpenGL usages outside the rendering loop, ctor/dtor
this needs to be changed, too.
AbstractThumbnailItem inherits from QQuickPaintedItem using QPainter to
do the fallback painting of icons.
The scene is adjusted to get the information from QQuickItem instead of
QDeclarativeItem. Clipping got a little bit more complex as the clip
path does not exist any more. To get it right the ThumbnailItem needs to
specify the parent it wants to be clipped to with the clipTo property.
E.g.:
clipTo: listView
The scene uses this clipTo parent item to correctly calculate the clip
region. Also the ThumbnailItem needs to have clipping enabled.
Note: this commit currently breaks TabBox as the qml and view are not
yet adjusted. In scripting the export of the item is disabled, but any
qml script using a ThumbnailItem would obviously also fail.
Cross fading with previous pixmap is achieved by referencing the old
window pixmap. WindowPaintData has a cross-fade-factor which interpolates
between 0.0 (completely old pixmap) to 1.0 (completely new pixmap).
If a cross fading factor is set and a previous pixmap is valid this one
is rendered on top of the current pixmap with opacity adjusted. This
results in a smoother fading.
To simplify the setup the AnimationEffect is extended and also takes care
about correctly (un)referencing the previous window pixmap. The maximize
effect is adjusted to make use of this new capabilities.
Unfortunately this setup has a huge problem with the case that the window
decoration gets smaller (e.g. from normal to maximized state). In this
situation it can happen that the old window is rendered with parts outside
the content resulting in video garbage being shown. To prevent this a set
of new WindowQuads is generated with normalized texture coordinates in
the safe area which contains real content.
For OpenGL2Window a PreviousContentLeaf is added which is only set up in
case the crass fading factor is set.
REVIEW: 110578
The behavior for creating a pixmap for a window is moved from Toplevel
into a dedicated class WindowPixmap. Scene::Window holds a reference to
this class and creates a new WindowPixmap whenever the pixmap needs to be
discarded. In addition it also keeps the old WindowPixmap around for the
case that creating the new pixmap fails. The compositor can in that case
use the previous pixmap which reduces possible flickering. Also this
referencing can be used to improve transition effects like the maximize
windows effect which would benefit from starting with the old pixmap.
For XRender and OpenGL a dedicated sub-class of the WindowPixmap is
created which provides the additional mapping to an XRender picture and
OpenGL texture respectively.
BUG: 319563
FIXED-IN: 4.11
REVIEW: 110577
either by
- forcing fullrepaints unconditionally
- turning a repaint to a full one beyond a threshhold
- completing the the backbuffer from the frontbuffer after the paint
BUG: 307965
FIXED-IN: 4.10
REVIEW: 107198
Add an option to kcmcompositing in the 'Advanced' tab, to enable or
disable color correction. It is specified that it's experimental and it
needs Kolor Manager.
Before painting for a particular screen, ColorCorrection::setupForOutput
should be called.
A screen property is added for WindowPaintData.
In kwinglutils, The fragment shaders are intercepted before being
compiled and they get a couple of lines of code inserted in order to do
the color correction. This happens only when color correction is enabled, of
course.
For D-Bus communication with KolorServer, everything is async.
The implementation basically manages a set of color lookup tables for
different outputs and for different window regions. These are taken via
D-Bus. Each lookup table has around 700 KB.
This commit reintroduces the changes from the former merge with the
"color2" branch. In this form, it can be easily reverted.
REVIEW: 106141
This merge is incomplete and it does not include the review number of
the associated review request. It should have been pushed as a single
commit, because the merged commits were not intended to be published in
their form.
This reverts commit dcba90263069a221a5489b1915c5cf1ca39d090c, reversing
changes made to 50ae07525c7fde07794e7548c3d6e5a69cb1a89d.
Conflicts:
kwin/scene_opengl.cpp
kwin/scene_opengl.h
Results in cleaner changes.
Put all the color correction stuff from SceneOpenGL in SceneOpenGL2.
Conflicts:
kwin/eglonxbackend.cpp
kwin/glxbackend.cpp
kwin/scene.h
kwin/scene_opengl.cpp
kwin/scene_opengl.h
Replace dynamic_casts to check the type for for Toplevel by isFoo()
calls and use static_casts in such blocks.
Furthermore method shape() returns now a constant reference instead of a
copy of the QRegion.
REVIEW: 106364
The handling for creating and managing the OpenGL context is
split out of the SceneOpenGL into the abstract OpenGLBackend
and it's two subclasses GlxBackend and EglOnXBackend.
The backends take care of creating the OpenGL context on the
windowing system, e.g. on glx an OpenGL context on the overlay
window is created and in the egl case an EGL context is created.
This means that the SceneOpenGL itself does not have to care
about the specific underlying infrastructure.
Furthermore the backend provides the Textures for the specific
texture from pixmap operations. For that in each of the backend
files an additional subclass of the TexturePrivate is defined.
These subclasses hold the EglImage and GLXPixmap respectively.
The backend is able to create such a private texture and for
that the ctor of the Texture is changed to take the backend as
a parameter and the Scene provides a factory method for
creating Textures. To make this work inside Window the Textures
are now hold as pointers which seems a better choice anyway as
to the member functions pointers are passed.
The Scene has always been created and destroyed inside what is
now the split out compositor. Which means it is actually owned
by the Compositor. The static pointer has never been needed
inside KWin core. Access to the Scene is not required for the
Window Manager. The only real usage is in the EffectsHandlerImpl
and in utils.h to provide a convenient way to figure out whether
compositing is currently active (scene != NULL).
The EffectsHandlerImpl gets also created by the Compositor after
the Scene is created and gets deleted just before the Scene gets
deleted. This allows to inject the Scene into the EffectsHandlerImpl
to resolve the static access in this class.
The convenient way to access the compositing() in utils.h had
to go. To provide the same feature the Compositor provides a
hasScene() access which has the same behavior as the old method.
In order to keep the code changes small in Workspace and Toplevel
a new method compositing() is defined which properly resolves
the state. A disadvantage is that this can no longer be inlined
and consists of several method calls and pointer checks.
The implementation consists of a class in libkwineffects.
There are some slight modifications in the compositor. Regions for
different outputs are drawn at different times.
Currently only per output color correction is implemented. However, the
grounds are prepared for implementing per window color correction
easily.
The ColorCorrection class needs to communicate via D-Bus with a KDED
module, KolorServer, which is a part of KolorManager.
The only visible part for the user consists of a check box in the
advanced tab for the compositing KCM.
The actual correction is done by injecting a piece of code in the
fragment shader, code that does a 3D lookup into a special color lookup
texture. The data for these textures is obtained from KolorServer. All
D-Bus calls are async.
The LanczosFilter has a FBO in screen size. When the screen
geometry changes this FBO has to be recreated. To go completely
sure the lanczos filter gets deleted on screen changes.
To achieve this the LanczosFilter is wrapped inside a
QWeakPointer so that we can track when it got deleted. This
brings an additional advantage by delaying the creation of the
shader till it is really needed, that is when for the first
time a window thumbnail with lanczos is rendered.
BUG: 296065
FIXED-IN: 4.9.0
REVIEW: 105479
This patch reduces the number of QRegion and WindowQuadList operations
by drawing the opaque and translucent parts of the window within the
same bottom to top pass.
REVIEW: 103671
Instead of calculating the elapsed time from epoch clock, using
a QElapsedTimer as well as reusing the timer object instead of
creating a new one in the scene each frame.
REVIEW: 102473
So far we have not used the information that damage events are window-specific, resulting in the
behavior that we repainted the damaged area although it might be hidden behind another window.
E.g. the CPU-Monitor plasmoid is almost all day occluded by a browser etc. and before this patch
we have been repainting the appropiate area every time the plasmoid has been updated.
Thx to Thomas Lübking for optimizing the patch.
REVIEW: 101846
All the functionality of Overlay Window is moved to its own class
OverlayWindow. It is created and owned by class Scene, since almost
all function calls are called from this class.
REVIEW: 101866
This commit just makes the declaration of windowClosed() in Class Scene be a Q_SLOT.
The inheriting classes SceneOpenGL and SceneXRender are updated as well.
The method windowGeometryShapeChanged() from the class Scene is now a slot. It is now connected to the signal geometryShapeChanged() which is sent from Toplevel instances Client and Unmanaged.
All direct method calls were deleted.
The method windowOpacityChanged is now a protected slot in class Scene. The implementations in the subclasses SceneOpenGL and SceneXRender are the same. The slots are connected to the singal opacityChanged() from Toplevel. The connection is done in the method windowAdded() in both SceneOpenGL and SceneXRender.
The class Scene now inherits from QObject and has the Q_OBJECT macro. The inheriting classes SceneOpenGL and SceneXRender are provided with the Q_OBJECT macro. Now it is possible to use signals and slots and replace direct method calls.
Removes the last bits of the self-check at compositing startup.
It seems like they were only added to XRender because they were
in OpenGL and there they are not available for quite some time.
Also removes the now obsolete disable functionality checks from UI.
REVIEW: 101756
The Shadow is clearly an aspect of the compositor. Therefore the
Shadow has to be owned and controlled by the Scene::Window.
Nevertheless Toplevel needs to know about the Shadow cause of reading
the property.
differecens to patch atteched to 258971:
- removed debug statements
- fixed indention...
- NON vsync strategy does not rely on the estimation, but on the time passed since the last repaint trigger, allowing a precise framerate
CCBUG: 258971
svn path=/trunk/KDE/kdebase/workspace/; revision=1210445
This allows an effect to fade between old and new text/icon. As an example it's added to CoverSwitch.
Currently only supported in OpenGL. XRender might be added, but I'm missing an idea for an effect to add it.
Most effects using EffectFrame require OpenGL anyway.
svn path=/trunk/KDE/kdebase/workspace/; revision=1160252
It is not always required to do a full repaint in each frame. E.g. in sliding popups the repaint areas are known and tracked.
This change reduces the painting overhead to just the window area.
Nevertheless I consider this change as experimental and will revert the commit in case it introduces rendering glitches.
Other effects which are good candidates for this flag is wobbly windows, magic lamp, minimize or in general all effects which transform just one window.
svn path=/trunk/KDE/kdebase/workspace/; revision=1158838
So it is more consistent (in KDE newspeak "elegant") with other selections and as a plus we get rid of all the custom rendering code in boxswitch.
svn path=/trunk/KDE/kdebase/workspace/; revision=1155051
Some effects (boxswitch and flipswitch) still need to be changed to not set the icon in each frame.
svn path=/trunk/KDE/kdebase/workspace/; revision=1152367
Rendering of the EffectFrame is moved into the scene as Scene::EffectFrame with a concrete implementation in SceneXrender and SceneOpenGL.
A factory method for an EffectFrame is added to the EffectsHandler, which is used by the effects.
Next step: pass the EffectFrame through all effects, so that effects can transform, blur, invert whatever it.
svn path=/trunk/KDE/kdebase/workspace/; revision=1151271
at the same time (in other words, only when activating compositing using the kcm).
Currently selfcheck causes bad flicker (due to X mapping the overlay window
for too long?) which looks bad during KDE startup. With this patch, KDE startup
is without any flicker.
svn path=/trunk/KDE/kdebase/workspace/; revision=923842
Added force mode to buildQuads() to allow refreshing the cache.
Made EffectWindow::buildQuads() no longer internal.
svn path=/trunk/KDE/kdebase/workspace/; revision=872836
and not be slowed down by going through compositing. Turned on and no UI option
in the naive hope that it won't cause any real problems. Maybe effects doing
window previews should get API to suspend unredirect though.
svn path=/trunk/KDE/kdebase/workspace/; revision=851742
qdrawutil.h doesn't seem to have a purely Qt4-style equivalent, so including the directory there disambiguates it from the Qt3 header.
svn path=/trunk/KDE/kdebase/workspace/; revision=770116
being v2+ (right now it says just GPL, which according to GPL itself
means any GPL). Decoration clients will come later.
CCMAIL: kwin@kde.org
svn path=/trunk/KDE/kdebase/workspace/; revision=742302
for use in effects (and not only). Now a list of window quads (=window areas)
is created at the beginning of the paint pass, prepaint calls can modify
the split itself (i.e. divide it into more parts). The actual paint calls
can then modify these quads (i.e. transform their geometry). This will allow
better control of how the split is done and also allow painting e.g. only
the decoration differently. Still work in progress, but it works.
Also pass data to prepaint functions in a struct, as there is
already quite a number of them.
svn path=/trunk/KDE/kdebase/workspace/; revision=684893
is discarded. Windows that have previously been mapped and unmapped now
update properly when mapped again.
svn path=/trunk/KDE/kdebase/workspace/; revision=683977
There's also a kwineffects library now, containing the effects API, which makes it possible to write
third-party effects.
API isn't complete yet and for now just two effects have been converted but I'm working on it :-)
svn path=/branches/work/kwin_composite/; revision=652226
Optionally, if SmoothScale is set to 2, trilinear filtering will be attempted instead of bilinear. This requires GL_ARB_texture_non_power_of_two, GL_EXT_framebuffer_object, and valid mipmaps.
svn path=/branches/work/kwin_composite/; revision=629453
change slides the old desktop out and the new one in. Should not
be really technically different from the cube.
svn path=/branches/work/kwin_composite/; revision=629163
Effects also get access to window's vertices. This can be used to change shape of
the window, e.g. for wobble effect
svn path=/branches/work/kwin_composite/; revision=626706
to hide the change from Client/Unmanaged and eventually also
act as the only API available to effects.
svn path=/branches/work/kwin_composite/; revision=626360
instances and keeping them around after the window is closed, create
class Deleted as a representation of a closed window.
svn path=/branches/work/kwin_composite/; revision=626356
or Xrender picture, not after every repaint.
This also allows removing the confusing initPaint()/postPaint() calls in Scene.
svn path=/branches/work/kwin_composite/; revision=607500
describe the design, add links to external docs.
Restructure COMPOSITE_TODO into sections and add sort of priorities.
svn path=/branches/work/kwin_composite/; revision=600163
translation are welcome to implement it themselves. I'm no graphics guy
after all and this seems to be far beyond me.
svn path=/branches/work/kwin_composite/; revision=559182