Expose bindArrays(), unbindArrays() and add a draw() method that takes
an offset and a count. This makes it possible to upload geometry, call
bindArrays(), and then call draw() multiple times to draw different
subsets of the uploaded geometry.
Reimplement performPaint() in SceneOpenGL1Window and SceneOpenGL2Window.
The roles between begin/endRenderWindow() and performPaint() are now
reversed; performPaint() contains the specialized code while begin/
endRenderWindow() contains the shared code.
This reduces the state churn in the OpenGL2 backend from the repeated
calls to prepare/restoreStates().
This fixes artifacts from over-sampling along the edges of the
decorations when effects such a wobbly windows are active.
The textures are only cleared when framebuffer objects are supported.
All drivers support FBO's now, so in practice this shouldn't be
a problem.
Split WindowQuadDecoration into WindowQuadDecorationLeftRight
and WindowQuadDecorationTopBottom.
This simplifies the code in SceneOpenGL::Window::paintDecoration().
Use two textures per window instead of four, storing the left and
right borders in the first texture, and the top and bottom borders
in the second.
This makes it possible to render the whole decoration with only two
calls to glDrawArrays(). It also reduces the number of texture
allocations while resizing a window.
Add virtual resizePixmaps() and updatePixmaps() methods that resizes and
updates all the pixmaps. Make resize() and paint() regular virtuals
with stub implementations.
The new methods will be used by OpenGLPaintRedirector in the next commit.
This effect is controlled by KScreen. It fades out all windows when
KScreen requests this and gives feedback to KScreen once all windows are
faded out. This allows KScreen to adjust the screens in a flicker free
way.
REVIEW: 110661
BUG: 319994
FIXED-IN: 4.11
Do not schedule repaints in AnimationEffect if there are no animations
going on. If an animation is waiting for starting or kept after ending
the visual appearance is no longer changed, so no repaint is needed.
REVIEW: 110795
Loop directly over the window quad list and check the type instead of
using select(WindowQuadDecoration) when separating the decoration quads.
This avoids the step of creating an intermediate list, and then looping
over that list to separate out the quads that belong to the four sides.
xcb/xcb_iccm.h isn't C++ safe (some versions) because it has
a variable called "class" in function signatures. The hack
is to define "class" to something else before that header is
included, and then undef "class" immediately afterwards.
CCMAIL: mgraesslin@kde.org, fredrik@kde.org
addImportPath prepends the path to importPathList so we must add our
paths in reverse order.
Based on the fix for kdeclarative.cpp in kdelibs
400b9f2e9d10386bb175b6123fe0cdaafeaffe61
REVIEW: 110670
Let KDeclarative::setupBindings() add the import paths: it too takes
paths from KGlobal::dirs()->findDirs("module", "imports"); it adds paths
in the correct (reverse) order [1].
[1] See kdelibs 400b9f2e9d10386bb175b6123fe0cdaafeaffe61 for further
details.
REVIEW: 110670
Write the vertex data directly into the buffer object, instead of
allocating two temporary arrays, coyping the data into them, and
then copying the data from the arrays into the buffer object.
This also makes renderQuads() handle coordinates for rectangular
textures correctly.
Write the vertex data directly into the buffer object, instead of
allocating two temporary arrays, copying the data into them, and
then copying the data from arrays into the buffer object.
Unlike makeArrays() this function writes into a pre-allocated array,
and takes a matrix that's used to transform the texture coordinates.
This allows this function to handle coordinates for rectangular
textures correctly.
Note that unlike the previous commit, this doesn't fix texture coordinates
for rectangular textures. That case cannot be handled correctly without
knowing the dimensions of the texture.
This method returns a matrix that transforms normalized or un-normalized
texture coordinates, taking the texture target and y-inversion flag into
account.
KWin always updates the array buffer binding before it calls GL functions
that reference it, so there is never any need to reset it.
This should eliminate half the calls to glBindBuffer() while painting
the scene.
These methods make it possible to write directly into the buffer object
when building vertex arrays.
If the buffer object cannot be mapped, the map() method will return
a pointer to local memory which will be submitted to the buffer object
with glBufferData() when unmap() is called.
This overload makes it possible to upload data of an arbitrary size and
type into the buffer object. The intent is for this method to be used
to upload interleaved vertex data.
This commit also adds setVertexCount() and setAttribLayout().
The rationale for decoupling attribute specification from data uploading
is that the attribute formats and layout change less frequently than
the vertex data.
The vertex count is also specified using a separate function to enable
the caller to upload data for multiple draw calls at the same time.
Store the formats as an array in GLVertexBufferPrivate.
This simplifies the code for enabling the generic vertex arrays,
and also makes it easier to add new arrays.
Consolidate the code for binding and unbinding the vertex arrays into
two new methods called bindArrays() and unbindArrays() respectively.
This patch also removes the three paint implementations, since the only
difference between them is the code that sets up the arrays. The actual
painting code is moved into GLVertexBuffer::render(), which uses the
new methods to bind and unbind the arrays.
At same time also renaming variable to follow naming scheme and have a
sensible name. Also moved default value initialization into initializer
list.
REVIEW: 110283