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.
Currently the GL Matrix Stack is also used with OpenGL 2.
That is pushMatrix, multMatrix and popMatrix are executed
although this does not influence the rendering at all. The
OpenGL 1 matrices are not passed to the shaders.
With this change the calls to the matrix stack are no longer
executed if the Shader based backend is used. This means we
have a few less matrix multiplications in the rendering.
Mostly affects a few effects which have not yet completely be
ported over to OpenGL 2.
BUG: 303093
FIXED-IN: 4.10
REVIEW: 105455
The public member variables for opacity, saturation and brightness
are removed in favor for getter and setters. The variables are
moved into a private class. Those are now qreal instead of double.
To make usage inside the effects easier a multiply method is added
which multiplies the current value with passed in factor and returns
the new value in a functional programming style.
This commit is the top-most of a patch series to refactor
ScreenPaintData and WindowPaintData. Other related commits are:
* 0811772
* ebdc7ec
* 2c8dd8d
* 7699726
* 68e0201
* 611cb09
REVIEW: 105141
BUG: 303314
FIXED-IN: 4.10
No effect has ever made use of contents opacity. Which means it
is not needed. Removing means faster effects as we used to
multiply the value (always 1.0) with the opacity in each frame
for each window.
New properties for the current activity and the available
activities plus related signals in scripts. Signals added to
effects.
BUG: 302060
FIXED-IN: 4.9.0
m_textureNPOT and m_limitedNPOT have not been initialized in the ctor resulting in
m_limitedNPOT being incorrectly being true sometimes for Intel drivers. For other
drivers the value had been set.
A CMake variable is used to specify the name of the binary.
By default this is "kwin" but building for PA changes the
name to "kwinactive". The variable adjusts all names, e.g.
kwinnvidiahack becomes kwinactivenvidiahack.
The remaining usage of kwinrc in core and libs is replaced
by a cmakedefine for the configuration name and all data
installations are moved to the defined name. Dynamic loading
for scripts & co is adjusted for loading based on defined name.
This change allows the side-by-side installation of both kwin
for desktop and kwin for Plasma Desktop without the known
issues like conflicts in config files or missing build options
if kwin desktop is used for Plasma Active.
Likewise the KCMs are not adjusted as they are not intended to
be used for kwinactive.
REVIEW: 104299
BUG: 296084
FIXED-IN: 4.9.0
CCMAIL: active@kde.org
Additional TabBox Mode which allows to switch between all open
windows of the current selected application. By default Alt+tilde
is used which is on qwerty just one key above tab. For non-qwerty
layouts the shortcut is unfortunately not convenient.
REVIEW: 104730
FEATURE: 299308
FIXED-IN: 4.9.0
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
Simplifies the API. An FPx2 can be defined as a single real value
or a complex object with two real values:
{
value1: 1.0,
value2: 2.0
}
For a default ctor a null value can be used.
Scripted effects follow the Plamsoid package structure and the effect
loader recognizes a scripted effect at the according line in the desktop
file. If it is a scripted effect a different loader is used which
instantiates an object of the ScriptedEffect class. This class inherits
the AnimationEffect and exports the animate method and the EffectsHandler.
A few more getters for parsed information are added to GlPlatform.
This includes the driver information retrieved through glGetString
and information like direct rendering and loose binding.
Additionally the methods to convert version, driver and chipClass
to string are added to the public interface.
These changes allow parts outside GlPlatform to get the same debug
information about the GL system.
This patch adds a new function Toplevel::addLayerRepaint, that in contrast
to addWorkspaceRepaint does not invalidate every blur texture cache that
overlaps with that region. As the name suggests it rather invalidates the
to the window associated layer at that position. This is especially useful
in the case of move/resize events in combination with oxygen-transparent,
where the altered window is almost always the topmost window and the blur
texture cache of the windows underneath are unchanged.
For the case of fully opaque windows the behaviour of addLayerRepaint
and addWorkspaceRepaint should be same.
REVIEW: 103906
This patch changes the behavior of strictly bound textures such that
they are only updated if the corresponding window has been damaged.
Additionally GLTexture now keeps track of the current filter and
wrapmode setting.
REVIEW: 103655
Property invokes virtual methods returning false by default. Deleted
reimplements the isDeleted and returns true. Client returns true for
isClient. Method is not called isManaged as this is already used
inside Client.
If possible use the property to Toplevel or Client instead of the
pure virtual methods. This makes it easier to get a stable ABI.
Adding new methods to the class no longer requires to add a pure
virtual method.
From a performance point of view this change should not matter.
Most EffectWindow methods are not invoked during the repaint chain.
But only in response to an event like a window got added. There the
overhead does not really matter as well the previous implementation
made strong use of dynamic casts which are also not knwon for being
very fast.
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
There seems to be a problem with nouveau GLES if you want to create an
EGLImageKHR more than once in a frame for the same pixmap. This patch
circumvents the problem in the way that it implements tfp the same way
as the mesa example in
mesa/demos/src/egl/opengles1/texture_from_pixmap.c does it. A nice
side effect of this is that it also avoids the overhead of recreating
the texture for every damaged window.
REVIEW: 103303
The EGL path had no support for presenting sub-regions of the screen, we can
leverage EGL_NV_post_sub_buffer for that. This wouldn't be a win if we didn't
have to opt-out of flipping.
REVIEW: 102889
EGL_KHR_image is a functional superset of both EGL_KHR_image_base and
EGL_KHR_image_pixmap, which were split off later to allow the former to be
more modular. Older drivers might only expose EGL_KHR_image if they were
released before the split happened.
REVIEW: 102879
Fixes rendering issues with R300 and similar GPUs. If the texture
uses GL_TEXTURE_RECTANGLE_ARB as target the tex coordinates need
to be adjusted. This at least fixes missing text on EffectFrames
with graphicssystem native on R300. Hopefully more issues are
resolved by the change.
BUG: 269576
CCBUG: 282882
FIXED-IN: 4.7.3
This patch adds an optional texture cache to the blur effect such that damaged windows in
front of the blurred region dont trigger a repaint of the whole blurred region which pretty
often results in a avalanche repaint of nearly the whole screen.
REVIEW: 101977
Each effect is able to declare itself as currently being active,
that is transforming windows or painting or screen or doing anything
during the current rendered frame.
This change eliminates the hottest path inside KWin identified by
callgrind.
REVIEW: 102449
Additionally:
- hide the GLTexture implementation using dpointers
- drop the unused function SceneOpenGL::Texture::optimizeBindDamage()
- Texture::load now loads a new texture and does not update the existing one
REVIEW: 101999