Commit graph

8 commits

Author SHA1 Message Date
Vlad Zahorodnii
f431b6ad96 wayland: Cache last surface-to-buffer matrix
If window quads need to be generated after the wl_surface is destroyed,
the SurfaceItemWayland::mapToBuffer() function will return wrong values.

In order to fix that, we need to store the last surface-to-buffer matrix
in SurfaceItem.
2021-07-22 06:26:00 +00:00
Vlad Zahorodnii
29ff0d30ad x11: Fix BadDamage warning
The XDamageDestroy has a weird requirement saying that it can be called
as long as the X11 window is still valid. On the other hand, one could
argue that it is more intuitive if the damage handle becomes inert if the
associated window is destroyed. Unfortunately, that's not the case and
as git history shows, it's an easy way to shoot yourself in the foot, we
had the exact warning many years ago.

The problem with the XDamageDestroy API is that it is simply unreliable
given the asynchronous nature of communication between kwin and xorg.

Anyway, with X11 sunsetting, let's destroy the damage handle only when
the X11 window is unmapped and not bother too much about it.
2021-07-05 13:22:07 +00:00
Vlad Zahorodnii
1c94e1bfc4 scenes/opengl: Move out X11 explicit sync
This moves X11 specific code to a better place, which allows us make
item rendering code less platform specific and easier to change.
2021-06-14 13:14:54 +00:00
Vlad Zahorodnii
d109e7d69b Introduce Item visible property
This property can be used to control the visibility of an item and its
child subtree.
2021-06-11 06:03:08 +00:00
Vlad Zahorodnii
39e2387f9f Rename Item::scheduleRepaint()
One can think that Item::scheduleRepaint() will trigger repaint of the
whole item, but it actually only schedules the next frame. If nothing
has changed on the screen, no real painting will be done unless maybe if
the rendering backend needs to repair the back buffer.
2021-05-19 12:50:11 +00:00
Vlad Zahorodnii
0f2f69ad7c Decouple window pixmaps from scene windows
One of the scene redesign goals is to make wayland surface items
re-usable. So we have the same rendering path for drag-and-drop icons,
software cursors, and window surfaces.

The biggest issue at the moment is that window pixmaps are tightly
coupled with scene windows.

This change de-couples window pixmaps from scene windows. In order to
achieve that, some architecture changes were made.

The WindowPixmap class was replaced with the SurfacePixmap class. A
surface pixmap is created by a surface item.

Under the hood, a SurfacePixmap will create a PlatformSurfaceTexture
object, which contains all the information necessary for the renderer.

The SceneOpenGLTexture class was removed. However, the GLX and the EGL
on X11 backends still mess with GLTexture's internals.
2021-05-18 09:11:24 +00:00
Vlad Zahorodnii
a9d5b84596 scene: Refactor damage teardown in X11SurfaceItem
This introduces the markedAsZombie signal, which is emitted when the
window is about to become deleted. The X11SurfaceItem uses this signal
to determine when the damage must be destroyed.
2021-03-31 13:56:55 +00:00
Vlad Zahorodnii
47113e09b8 scene: Introduce window items
Currently, dealing with sub-surfaces is very difficult due to the scene
design being heavily influenced by X11 requirements.

The goal of this change is to re-work scene abstractions to make improving
the wayland support easier.

The Item class is based on the QQuickItem class. My hope is that one day
we will be able to transition to QtQuick for painting scene, but in
meanwhile it makes more sense to have a minimalistic internal item class.

The WindowItem class represents a window. The SurfaceItem class represents
the contents of either an X11, or a Wayland, or an internal surface. The
DecorationItem and the ShadowItem class represent the server-side deco and
drop-shadow, respectively.

At the moment, the SurfaceItem is bound to the scene window, but the long
term plan is to break that connection so we could re-use the SurfaceItem
for things such as software cursors and drag-and-drop additional icons.

One of the responsibilities of the Item is to schedule repaints as needed.
Ideally, there shouldn't be any addRepaint() calls in the core code. The
Item class schedules repaints on geometry updates. In the future, it also
has to request an update if its opacity or visibility changes.
2021-03-31 13:56:55 +00:00