Commit graph

23 commits

Author SHA1 Message Date
Vlad Zahorodnii
4ce853e8e4 Prettify license headers 2020-08-07 19:57:56 +00:00
Vlad Zahorodnii
1fb9f6f13a Switch to SPDX license markers
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.
2020-08-07 19:57:56 +00:00
Albert Astals Cid
e144748c7a Add some const &
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
2019-10-30 19:23:01 +01:00
Vlad Zagorodniy
1de9648a89 [effects/showpaint] Use a shortcut to toggle the effect
Summary:
The Show Paint effect is useful when debugging repaint regions issued by
effects. The only headache with it is necessity to enable/disable it.
Consider the following workflow:

* Do some change to an effect;
* Compile KWin (or the effect);
* Go to System Settings and enable the Show Paint effect;
* Test effect, check repaint regions, etc;
* Disable the Show Paint effect;
* Go to the step 1.

This workflow is really exhausting. Also, when testing repaints in a
nested compositor, things become quite messy.

Because purpose of this effect is to debug repaints (and because this
effect is not meant for daily usage), I think that's fine to change
how it's activated.

This patch improves the workflow by changing the way how this effect
gets activated. Instead of enabling/disabling it, one can just use a shortcut
to activate or deactivate the effect.

Reviewers: #kwin, davidedmundson

Reviewed By: #kwin, davidedmundson

Subscribers: broulik, davidedmundson, kwin

Tags: #kwin

Differential Revision: https://phabricator.kde.org/D15703
2018-09-28 20:12:22 +03:00
Vlad Zagorodniy
cc1f30b43d [effects/showpaint] Modernize code
Summary:
Summary of changes:
* Use QVector to store colors
* Add Q_OBJECT macro
* Port away from QRegion::rects
* Fix coding style
* Use default member initialization
* Use nullptr
* Reserve rects in paintXrender

The behavior of this effect haven't been changed, it still acts as before.

Test Plan: Compiles, and the Show Paint effect is still a psychedelic thing.

Reviewers: #kwin, davidedmundson

Reviewed By: #kwin, davidedmundson

Subscribers: kwin

Tags: #kwin

Differential Revision: https://phabricator.kde.org/D15424
2018-09-11 17:01:17 +03:00
Martin Gräßlin
2de0b527d0 [effects] Use shader traits in ShowPaint effect 2016-01-25 14:11:54 +01:00
Martin Gräßlin
4230a0d331 [effects] Get xcb_connection_t* and rootWindow through EffectsHandler API
So far the effects could just use the connection() and rootWindow()
provided by kwinglobals. Thus an internal detail from KWin core is
accessed directly.

To be more consistent with the rest of the API it's wrapped through the
EffectsHandler and with a convenient method in Effect.

The connection() is provided as xcbConnection() to free the very generic
name connection which could create confusion once we provide a wayland
connection to the Effects.

The rootWindow() is provided as x11RootWindow() to indicate that it is
for the X11 world.

REVIEW: 117597
2014-04-16 16:05:05 +02:00
Martin Gräßlin
76efe517a7 Turn built-in effects into a library kwin links against
As all effects have always been compiled into the same .so file it's
questionable whether resolving the effects through a library is useful
at all. By linking against the built-in effects we gain the following
advantages:
* don't have to load/unload the KLibrary
* don't have to resolve the create, supported and enabled functions
* no version check required
* no dependency resolving (effects don't use it)
* remove the KWIN_EFFECT macros from the effects

All the effects are now registered in an effects_builtins file which
maps the name to a factory method and supported or enabled by default
methods.

During loading the effects we first check whether there is a built-in
effect by the given name and make a shortcut to create it through that.
If that's not possible the normal plugin loading is used.

Completely unscientific testing [1] showed an improvement of almost 10
msec during loading all the effects I use.

[1] QElapsedTimer around the loading code, start kwin five times, take
average.

REVIEW: 115073
2014-01-24 14:13:59 +01:00
Martin Gräßlin
3776160bb7 ShowPaint effect supports QPainter Compositing 2014-01-09 13:29:40 +01:00
Martin Gräßlin
98a04893a6 Use mgraesslin@kde.org for my mail address in Copyright and AboutData 2013-03-12 13:17:53 +01:00
Martin Gräßlin
cd1eab0c55 Port ShowPaint Effect to XCB render 2013-02-04 08:33:25 +01:00
Martin Gräßlin
c2a4f81927 Introduce a helper class to automatically push/pop Shaders
The ShaderBinder class can be used for the case that a block of code
should be executed with a given Shader being bound. This is useful for
all the cases where there is a if-block for OpenGL2 execution with a
Shader being pushed in the first line to the ShaderManager and popped in
the last line of the block. With the helper this can be simplified to:

ShaderBinder binder(myCustomShader);

or

ShaderBinder binder(ShaderManager::GenericShader);

The ctor of ShaderBinder pushes the given Shader to the stack and once
the helper goes out of scope it will be popped again from the stack.

In addition the helper can take care of OpenGL 1 compositing, that is it
just does nothing. So it can also be used where there is a shared OpenGL1
and OpenGL2 code path where the Shader should only be pushed in OpenGL2.
This basically removes all the checks for the compositing type before
pushing/popping a Shader to the stack.

REVIEW: 106521
2012-09-29 15:33:57 +02:00
Martin Gräßlin
f9a2ecbf33 Do not use ShaderManager::isValid to check for OpenGL2 compositing
The main usage of ShaderManager::isValid was to have OpenGL2 specific
code pathes. Now we have an actual OpenGL2Compositing type and we know
that the ShaderManager is valid if we have this compositing type and we
know that it is not valid on OpenGL1Compositing. This gives us a much
better check and allows us to use the isValid method just for where we
want to check whether the shaders compiled successfully.

In addition some effects require OpenGL2, so we do not need to check
again that the ShaderManager is valid. Such usages are removed.
2012-09-29 15:33:57 +02:00
Martin Gräßlin
6d2dfe06e7 Introduce dedicated OpenGL1 and OpenGL2 compositing types
The CompositingType enum turns into flags and two new values are
introduced: OpenGL1Compositing and OpenGL2Compositing.

Those new values are or-ed to OpenGLCompositing so that a simple check
for the flag OpenGLCompositing works in case of one of those two new
values. To make the generic check for OpenGL compositing easier a method
in EffectsHandler is introduced to just check for this.

The scenes now return either OpenGL1Compositing or OpenGL2Compositing
depending on which Scene implementation. None returns OpenGLCompositing.
2012-09-29 15:33:57 +02:00
Martin Gräßlin
1de1204ecd Drop KWIN_HAVE_OPENGL defines in effects
OpenGL is nowadays a build dependency which obsoletes the define.

REVIEW: 105023
2012-05-27 16:37:26 +02:00
Philipp Knechtges
93b2674313 kwin: dropping several gl(Push|Pop)(Attrib|Matrix) calls
This makes kwin in OpenGL2 mode more coherent with kwin_gles.
Despite some fullscreen effects they should now make the same
(pure) OpenGL calls.

REVIEW: 103804
2012-04-19 21:01:46 +02:00
Martin Gräßlin
987bc837d9 Remove define KWIN_HAVE_OPENGL_COMPOSITING
Due to changes in build system we have always either OpenGL or OpenGL ES.
This allows to remove the KWIN_HAVE_OPENGL_COMPOSITING define. In the
effects the define is kept as KWIN_HAVE_OPENGL which can be used in
future to build also an XRender only effect system.
2011-08-13 16:46:43 +02:00
Martin Gräßlin
0a7e48f7aa KWin uses kdelibs coding style. 2011-01-31 20:07:03 +01:00
Martin Gräßlin
990001c5d7 Drop GLVertexBuffer::useShader.
The vertex buffer implementation uses the shader manager to decide
whether core painting should be used or not. Shader manager is only
used by shaders using vertex attributes instead of gl_Vertex etc.
2011-01-30 14:12:02 +01:00
Martin Gräßlin
ecc4f83c09 ShowPaint uses the shared buffer 2011-01-30 14:12:00 +01:00
Martin Gräßlin
e2e4fe54ba Effects ported to GLES use ShaderManager 2011-01-30 14:12:00 +01:00
Martin Gräßlin
0011a30f5c ShowPaint effect ported to GLES 2011-01-30 14:11:59 +01:00
Lucas Murray
846496d2c1 Cleaned up the effects/ directory by moving each individual effect into
its own directory, cleaned up the effect config macros and renamed
"MakeTransparent" to "Translucency" so that it matches its visible name.

svn path=/trunk/KDE/kdebase/workspace/; revision=921749
2009-02-05 15:35:38 +00:00
Renamed from effects/showpaint.cpp (Browse further)