Effects are given the interval between two consecutive frames. The main
flaw of this approach is that if the Compositor transitions from the idle
state to "active" state, i.e. when there is something to repaint,
effects may see a very large interval between the last painted frame and
the current. In order to address this issue, the Scene invalidates the
timer that is used to measure time between consecutive frames before the
Compositor is about to become idle.
While this works perfectly fine with Xinerama-style rendering, with per
screen rendering, determining whether the compositor is about to idle is
rather a tedious task mostly because a single output can't be used for
the test.
Furthermore, since the Compositor schedules pointless repaints just to
ensure that it's idle, it might take several attempts to figure out
whether the scene timer must be invalidated if you use (true) per screen
rendering.
Ideally, all effects should use a timeline helper that is aware of the
underlying render loop and its timings. However, this option is off the
table because it will involve a lot of work to implement it.
Alternative and much simpler option is to pass the expected presentation
time to effects rather than time between consecutive frames. This means
that effects are responsible for determining how much animation timelines
have to be advanced. Typically, an effect would have to store the
presentation timestamp provided in either prePaint{Screen,Window} and
use it in the subsequent prePaint{Screen,Window} call to estimate the
amount of time passed between the next and the last frames.
Unfortunately, this is an API incompatible change. However, it shouldn't
take a lot of work to port third-party binary effects, which don't use the
AnimationEffect class, to the new API. On the bright side, we no longer
need to be concerned about the Compositor getting idle.
We do still try to determine whether the Compositor is about to idle,
primarily, because the OpenGL render backend swaps buffers on present,
but that will change with the ongoing compositing timing rework.
The results of the blur and the background contrast effect will never
be seen if the screen locker is active.
In order to avoid wasting computational resources, we could temporarily
disable the blur effect until the screen is unlocked.
Furthermore, given that the blur effect shrinks the clip region, it is
guaranteed that the compositor will have to render the desktop window
behind the lockscreen window. With this change, all windows behind the
screen locker will be properly clipped away.
The main advantage of SPDX license identifiers over the traditional
license headers is that it's more difficult to overlook inappropriate
licenses for kwin, for example GPL 3. We also don't have to copy a
lot of boilerplate text.
In order to create this change, I ran licensedigger -r -c from the
toplevel source directory.
Summary:
Won't make things go much faster since everything that was
being passed by value is refcounted but still const & is a bit faster
than refcounting
For shared pointers instead of adding const & we move them into the
destination variable saving some cpu usage but at the same time making
clear the pointer is being stored by not being const &
Reviewers: zzag
Reviewed By: zzag
Subscribers: zzag, kwin
Tags: #kwin
Differential Revision: https://phabricator.kde.org/D25022
Summary:
KWindowSystem provides a plugin interface to have platform specific
implementations. So far KWin relied on the implementation in
KWayland-integration repository.
This is something I find unsuited, for the following reasons:
* any test in KWin for functionality set through the plugin would fail
* it's not clear what's going on where
* in worst case some code could deadlock
* KWin shouldn't use KWindowSystem and only a small subset is allowed
to be used
The last point needs some further explanation. KWin internally does not
and cannot use KWindowSystem. KWindowSystem (especially KWindowInfo) is
exposing information which KWin sets. It's more than weird if KWin asks
KWindowSystem for the state of a window it set itself. On X11 it's just
slow, on Wayland it can result in roundtrips to KWin itself which is
dangerous.
But due to using Plasma components we have a few areas where we use
KWindowSystem. E.g. a Plasma::Dialog sets a window type, the slide in
direction, blur and background contrast. This we want to support and
need to support. Other API elements we do not want, like for examples
the available windows. KWin internal windows either have direct access
to KWin or a scripting interface exposed providing (limited) access -
there is just no need to have this in KWindowSystem.
To make it more clear what KWin supports as API of KWindowSystem for
internal windows this change implements a stripped down version of the
kwayland-integration plugin. The main difference is that it does not use
KWayland at all, but a QWindow internal side channel.
To support this EffectWindow provides an accessor for internalWindow and
the three already mentioned effects are adjusted to read from the
internal QWindow and it's dynamic properties.
This change is a first step for a further refactoring. I plan to split
the internal window out of ShellClient into a dedicated class. I think
there are nowadays too many special cases. If it moves out there is the
question whether we really want to use Wayland for the internal windows
or whether this is just historic ballast (after all we used to use
qwayland for that in the beginning).
As the change could introduce regressions I'm targetting 5.16.
Test Plan:
new test case for window type, manual testing using Alt+Tab
for the effects integration. Sliding popups, blur and contrast worked fine.
Reviewers: #kwin
Subscribers: kwin
Tags: #kwin
Differential Revision: https://phabricator.kde.org/D18228
Summary:
as different windows can have different contrast region parameters,
store color matrices per window
BUG:339237
Test Plan: logout window doesn't break panel anymore
Reviewers: #plasma, graesslin
Reviewed By: #plasma, graesslin
Subscribers: broulik, plasma-devel, kwin, #kwin
Tags: #kwin
Differential Revision: https://phabricator.kde.org/D5048
Summary:
The glCopyTex(Sub)Image calls are adjusted to take the per output
rendering into account. In addition contrast effect sets the model view
projection matrix in each call to ensure it's on the correct screen.
Blur probably needs more changes for the cached texture to work, but
it's a start.
Test Plan: Blur and Background contrast work on multi-screen wayland
Reviewers: #kwin, #plasma_on_wayland
Subscribers: plasma-devel, kwin
Tags: #plasma_on_wayland, #kwin
Differential Revision: https://phabricator.kde.org/D3101
Following the approach how it's done for X11: only create the interface
if the shader succeeded to compile and remove support again if it failed
to compile after a reconfigure.
REVIEW: 125444
This method replaces the X-KDE-ORDERING property in the Effect's desktop
files. This change is a preparation step for integrating the new Effect
Loader which doesn't read the ordering information. Thus it needs to be
provided by the Effect itself so that the EffectsHandler can properly
insert it into the chain.
Also for the built-in Effects on the long run it doesn't make much sense
to install the desktop files. And binary plugin effects will migrate to
json metadata which also doesn't have the KService::Ptr. Thus overall it
simplifies to read this information directly from the Effect.
* this effect is way cheaper than blur, don't cache it
* use its own atom
* also pass the matrix in the x property
* remove remnants of the cache
* do just a single pass
* get rid of config ui remnants
* a copy of the blur shader to become a copy of the background contrast effect
* contrastshader actually doing the light modification
* don't expand/shrink the area