Commit graph

72 commits

Author SHA1 Message Date
Thomas Lübking
9001af8e5a reset custom cube shaders on screen change
the reset/setup invokes the viewport dimensions...

BUG: 323311
FIXED-IN: 4.11.1
REVIEW: 112133
2013-08-27 07:53:02 +02:00
Fredrik Höglund
4b120288b6 kwin: Use glBufferSubData() when preferred
Use glBufferData() to reallocate the data store, and glBufferSubData()
to upload data to unused ranges of vertex buffers.
2013-07-08 01:23:38 +02:00
Fredrik Höglund
6562fcc665 kwin: Don't query GL_VIEWPORT in pushRenderTarget()
Assume that the default framebuffer has the same dimensions as the screen.

By not quering the dimensions of the viewport we don't risk serialization
in drivers that use threaded dispatch.
2013-06-27 00:06:54 +02:00
Martin Gräßlin
db2e6687e1 Remove dead assignment in GLVertexBuffer::draw
Variable primitiveMode is not read in the branch and there's a return in
the same branch.

REVIEW: 111192
2013-06-26 17:58:48 +02:00
Casian Andrei
8f92e2ab91 Avoid calling expensive GLShader::setUniform overload
REVIEW: 111196
2013-06-24 21:34:32 +03:00
Fredrik Höglund
15dae59999 kwin: add a GLVertexBuffer::draw() overload
This overload doesn't take a clip region. Added for symmetry
with the render() method.
2013-06-11 05:11:41 +02:00
Fredrik Höglund
7e22bd314c kwin: Add support for rendering quads using an index buffer
This reduces the size of the geometry that needs to be uploaded by
one-third, and allows kwin to take advantage of the post-transform
cache in the GPU.
2013-06-05 00:41:24 +02:00
Fredrik Höglund
993b50cf1c kwin: Add a new GLVertexBuffer::draw() method
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.
2013-06-05 00:41:23 +02:00
Fredrik Höglund
38678bb84f kwin: Don't unbind vertex array buffers
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.
2013-05-28 16:35:36 +02:00
Fredrik Höglund
159bcf11b6 kwin: Simplify the two setData() methods
Simplify the two setData() methods in GLVertexBuffer by implementing
them in terms of the new map() and unmap() methods.
2013-05-28 16:35:36 +02:00
Fredrik Höglund
188e6d04ca kwin: Expose a map() and an unmap() method in GLVertexBuffer
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.
2013-05-28 16:35:36 +02:00
Fredrik Höglund
ab8c6aeec3 kwin: Add a new setData() method in GLVertexBuffer
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.
2013-05-28 16:35:35 +02:00
Fredrik Höglund
395ff72555 kwin: Change the way attrib formats are stored in GLVertexBuffer
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.
2013-05-28 16:35:35 +02:00
Fredrik Höglund
1de20a39a0 kwin: Add convenience classes for working with bitfields 2013-05-28 16:35:35 +02:00
Fredrik Höglund
5782d5307e kwin: Add a Color uniform in GLShader
And use it in GLVertexBufferPrivate::bindArrays(). Also store the color
as a QVector4D in GLVertexBufferPrivate.
2013-05-28 16:35:35 +02:00
Fredrik Höglund
c41d05d36c kwin: Do some more refactoring in GLVertexBuffer
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.
2013-05-28 16:35:35 +02:00
Martin Gräßlin
769c746a06 Use GLSL 1.40 shaders as GLSL 300 es shaders
In case OpenGL ES 3 is provided by the driver we can use the GLSL 1.40
shaders as GLSL 300 ES shaders. The #version declarative is rewritten in
such a case.

REVIEW: 110590
2013-05-23 09:06:21 +02:00
Fredrik Höglund
19796b8263 kwin: Use the robust access functions
Use glReadnPixels() instead of glReadPixels(), and glGetnUniformfv()
instead of glGetUniformfv().
2013-05-21 00:22:57 +02:00
Fredrik Höglund
2f11f71930 kwin: Bind attributes to the same indices in all shaders
This saves us from having to look up the attribute locations each
time we update the vertex array state.
2013-05-08 18:37:39 +02:00
Fredrik Höglund
87ad8789f1 kwin: Update the GL1 code in GLVertexBuffer to match the VBO code
This saves two memory allocations in the GL1 path in setData().
2013-05-08 18:37:27 +02:00
Fredrik Höglund
e1a33cec44 kwin: Don't reallocate the vertex buffer on every setData() call
Allocate enough space to hold the geometry for multiple draw calls,
and use glMapBufferRange() to gradually fill the buffer.  Once the
data store is full, it's orphaned and a new one is allocated.
2013-05-08 18:37:12 +02:00
Fredrik Höglund
0475559120 kwin: Use one buffer object in GLVertexBuffer
Store the vertex positions and texture coordinates in the same buffer
object. This saves one buffer allocation in every setData() call.

The attributes are also interleaved as they are uploaded into the buffer
to maximize locality of reference.
2013-05-08 18:37:02 +02:00
Fredrik Höglund
54308889f0 kwin: Bind fragdata locations in ShaderManager
Fragment shaders are expected to declare a vec4 fragColor output,
which will be bound to the first draw buffer.
2013-05-08 18:33:03 +02:00
Fredrik Höglund
54b63a85a6 kwin: Add GLSL 1.40 versions of the scene shaders
Adjust ShaderManager to load the 1.40 versions when GLSL 1.40
is supported.
2013-05-08 18:33:03 +02:00
Fredrik Höglund
79db2fc98a kwin: Move the scene shaders into shaders/1.10 2013-05-08 18:33:03 +02:00
Fredrik Höglund
fe559c2f2c kwin: Refactor the ShaderManager code
This patch reduces code duplication and simplifies the code in general.
2013-05-08 18:33:03 +02:00
Fredrik Höglund
85a87bfcd1 kwin: Refactor GLShader to allow explicit linking
This patch adds a link() function, along with bindAttributeLocation()
and bindFragDataLocation().

These functions must be called after creating the program, but before
linking it.

A new ExplicitLinking flag must be passed to the constructor to prevent
automatic linking. This is to keep existing code working without
modifications.
2013-05-08 18:33:02 +02:00
Fredrik Höglund
cb81e11375 kwin: Fix FBO function resolution for core contexts 2013-05-08 18:33:02 +02:00
Fredrik Höglund
1bcf95f3f9 kwin: Fix VBO function resolution for core contexts
Mesa doesn't advertise extensions that were core in 1.5 in an OpenGL
context that uses the core profile.
2013-05-08 18:33:02 +02:00
Fredrik Höglund
63e0d32706 kwin: Fix extension list query for core contexts
Use glGetStringi() to list the extensions when the GL version is 3.0
or greater. glGetString() does not accept the GL_EXTENSIONS token
in an OpenGL core context.
2013-05-08 18:33:01 +02:00
Casian Andrei
01adbe6dc5 Implement color correction (per output)
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
2012-11-13 22:47:09 +02:00
Casian Andrei
22569f7eb9 Remove forceAlpha uniform, which is no longer needed
This was originally added by d467fc1bdbcf69bd6ef213bd909633c2edfb6878,
to prevent alpha ending up to be 0 with blending disabled. Apparently,
that was a driver issue that is no longer present.

REVIEW: 107090
2012-11-13 22:23:18 +02:00
Casian Andrei
a46d247702 Revert "Merge branch 'color2'"
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
2012-11-13 22:19:32 +02:00
Kai-Uwe Behrmann
479be668d7 Merge branch 'color2'
Conflicts:
	kwin/libkwineffects/kwinglplatform.cpp
2012-11-07 23:54:18 +01:00
Fredrik Höglund
076ea58732 kwin: Rename numberVertices to vertexCount 2012-10-29 21:31:35 +01:00
Fredrik Höglund
82c1e1168d kwin: Store the usage hint in GLVertexBufferPrivate
..instead of computing it every time setData() is called.
2012-10-29 21:31:35 +01:00
Martin Gräßlin
cf5de22586 Introduce a build option KWIN_BUILD_OPENGL_1_COMPOSITING
If the build option is enabled KWIN_HAVE_OPENGL_1 is passed as a compile
flag when build against OpenGL.

This compile flag is meant to replace the KWIN_HAVE_OPENGLES. So far code
has been ifdefed for special behavior of OpenGL ES 2.0 and to remove
fixed functionality calls which are not available in OpenGL ES 2.0.

With this build flag the fixed functionality calls which are only used in
the OpenGL1 Compositor can be removed and keeping the KWIN_HAVE_OPENGLES
for the real differences between OpenGL 2.x and OpenGL ES 2.0.

E.g. a call like glColor4f should be in an
glColor4f(1.0, 1.0, 1.0, 1.0);

while a call like glPolygonMode should be in an
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);

Building for OpenGL ES 2.0 of course implies that KWIN_HAVE_OPENGL_1 is
not defined.
2012-10-25 11:34:12 +02:00
Martin Gräßlin
a401558a43 Provide OpenGL over Egl
The Egl backend is decoupled from the OpenGL ES build option which makes
it possible to use it as a replacement for glx.

To make this possible a new build flag is added when egl is available at
compile time and any egl specific code is now ifdefed with this flag
instead of the gles flag. In addition at runtime a windowing system enum
value is passed to the various detect methods to have egl/glx specific
detection for e.g. function pointer resolving.

By default egl is used if compiled with OpenGL ES, otherwise glx is used.
But in the non-gles case the windowing system can be selected through the
new environment variable KWIN_OPENGL_INTERFACE. Setting this variable to
"egl" the EglOnXBackend is used.

REVIEW: 106632
2012-10-04 17:17:01 +02:00
Casian Andrei
8341d4406b Merge remote-tracking branch 'origin/master' into color2
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
2012-09-23 11:57:38 +03:00
Martin Gräßlin
5a6d9400b2 Split SceneOpenGL into a concrete SceneOpenGL1 and SceneOpenGL2
SceneOpenGL turns into an abstract class with two concrete subclasses:
* SceneOpenGL1
* SceneOpenGL2

It provides a factory method which first creates either the GLX or EGL
backend which is passed to a static supported() method in the concrete
sub classes. These method can test whether the backend is sufficient to
be used for the OpenGL version in question. E.g. the OpenGL 2 scene
checks whether the context is direct.

The actual rendering is moved into the subclasses with specific OpenGL 1
and OpenGL 2 code. This should make the code more readable and requires
less checks whether a Shader is bound. This is now known through the
Scene: the OpenGL1 scene will never have a shader bound, the OpenGL2 scene
will always have a shader bound.

To make this more reliable the ShaderManager is extended by a disable
method used by SceneOpenGL1 to ensure that the ShaderManager will never
be used. This also obsoletes the need to read the KWin configuration
whether legacy GL is enabled. The check is moved into the supported
method of the OpenGL2 scene.

REVIEW: 106357
2012-09-16 21:28:11 +02:00
Casian Andrei
005ab28ad6 CC: No singleton for ColorCorrection 2012-08-27 17:24:30 +03:00
Casian Andrei
a417888b0e Implement color correction support
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.
2012-08-20 20:37:25 +03:00
Martin Gräßlin
f775229a80 Don't use GL Matrix Stack on OpenGL 2 backend
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
2012-07-22 10:17:12 +02:00
Martin Gräßlin
13fcc29d40 Reset error flag in checkGLError
From API doc:
glGetError should always be called in a loop, until it returns
GL_NO_ERROR.

REVIEW: 105127
2012-06-24 18:34:47 +02:00
Martin Gräßlin
812c310dcf Fix unused variable warnings
SVN_SILENT
2012-05-27 16:35:04 +02:00
Philipp Knechtges
05a8777edf kwin: adding proper clipping for transformed windows
This patch kind of reintroduces the old PaintClipper functionality.

REVIEW: 104397
2012-05-01 23:19:04 +02:00
Martin Gräßlin
bb5dce0e3b Use KGlobal::config() instead of specifying kwinrc
Inside KWin we can just use the global configuration
instead of manually opening kwinrc which is just the
same.

REVIEW: 104754
2012-04-29 21:55:45 +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
Thomas Lübking
d845b60c6c change geometry w/o compositor restart
This possibly fails on some (older?) ati chip/driver combos
-> Waiting for bugreports

REVIEW: 103246
2012-01-24 22:27:15 +01:00
Martin Gräßlin
6e445fb75c Less unused parameter/variable warnings in kwin
SVN_SILENT
2011-12-31 15:08:54 +01:00