Commit graph

35 commits

Author SHA1 Message Date
David Edmundson
fc887ab907 Render GL Window decorations at the correct scale
Summary:
Under wayland we support high DPI putting by putting a separation
between the logical co-ordinate system and the resolution of rendered
assets.

When a window is on a high DPI screen, we should render at the higher
resolution.

Like the window scaling this handles any combination of a 2x scaled
decoration being rendered on a 1x screen or vice versa.

---
This patch is a bit different from the other scaling stuff. We have to
generate the quads *before* we have an updated texture with the new
scale. This means the scale isn't attached to the buffer like elsewhere.

That's why I added a property in TopLevel so there's still one canonical
source and things can't get out of sync.

BUG: 384765

Test Plan:
Crystal clear breeze and oxygen decos on my @2x display
Drag windows to attached @1x display, things still look OK when across 2
screens
Changing the scale of a screen updated the decos instantly

Reviewers: #plasma, graesslin

Reviewed By: #plasma, graesslin

Subscribers: graesslin, plasma-devel, kwin, #kwin

Tags: #kwin

Differential Revision: https://phabricator.kde.org/D8600
2017-11-01 17:59:11 +00:00
Martin Flöser
a5b17b2228 Require Qt 5.9
Reviewers: #kwin, #plasma

Subscribers: plasma-devel, kwin

Tags: #kwin

Differential Revision: https://phabricator.kde.org/D8331
2017-10-31 12:45:21 +01:00
Martin Flöser
f25088c424 Merge branch 'Plasma/5.11' 2017-10-31 10:35:56 +01:00
David Edmundson
7e6721ece0 Scaled decorations in QPainter mode
Summary:
Under wayland we support high DPI putting by putting a separation
between the logical co-ordinate system and the resolution of rendered
assets.

I didn't include window decorations in the previous wayland scaling
patchset. They were drawn them at a standard resolution, which is
implicitly scaled up.

This uses the Qt scaling, meaning oxygen and breeze (and others) get
perfect high DPI support with zero client changes.

Like the window scaling this handles any combination of a 2x scaled
decoration being rendered on a 1x screen or vice versa.

CCBUG: 384765

Test Plan:
export KWIN_COMPOSE=Q
Had two screens of different scales
It was the right size on both (as before)
Was super-sharp on the fancy screen

Reviewers: #plasma, hetzenecker, graesslin

Reviewed By: #plasma, graesslin

Subscribers: ngraham, graesslin, plasma-devel, kwin, #kwin

Tags: #plasma

Differential Revision: https://phabricator.kde.org/D8504
2017-10-30 13:27:48 +00:00
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2017-10-28 04:38:13 +02:00
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2017-10-27 04:49:52 +02:00
David Edmundson
ded617bd1a Merge branch 'Plasma/5.11' 2017-10-26 17:40:34 +01:00
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2017-10-24 06:46:04 +02:00
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2017-10-24 05:16:57 +02:00
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2017-10-20 04:35:39 +02:00
Martin Flöser
8f4b6a8973 Drop the explicit fallback to XRender
Summary:
With the new try of all compositor types supported there is an automatic
fallback from OpenGL to XRender/QPainter in case OpenGL setup failed.
So there is no need to invoke a method to do just that.

Reviewers: #kwin, #plasma

Subscribers: plasma-devel

Tags: #plasma

Differential Revision: https://phabricator.kde.org/D8364
2017-10-19 18:26:57 +02:00
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2017-10-14 07:20:40 +02:00
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2017-10-14 05:33:32 +02:00
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2017-10-13 05:05:58 +02:00
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2017-10-07 05:16:28 +02:00
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2017-10-06 05:07:46 +02:00
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2017-10-02 05:07:43 +02:00
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2017-10-01 05:17:39 +02:00
Martin Flöser
8ae37c420b Move SceneOpenGL into a dedicated plugin
Summary:
Unfortunately a rather large change which required more refactoring than
initially expected. The main problem was that some parts needed to go
into platformsupport so that the platform plugins can link them. Due to
the rather monolithic nature of scene_opengl.h a few changes were
required:
* SceneOpenGL::Texture -> SceneOpenGLTexture
* SceneOpenGL::TexturePrivate -> SceneOpenGLTexturePrivate
* texture based code into dedicated files
* SwapProfiler code into dedicated files
* SwapProfiler only used in x11 variants
* Safety checks for OpenGL scene moved into the new plugin
* signal declared in SceneOpenGL moved to Scene, so that we don't need
to include SceneOpenGL in composite

Test Plan: Nested OpenGL compositor works

Reviewers: #kwin, #plasma

Subscribers: plasma-devel, kwin

Tags: #kwin

Differential Revision: https://phabricator.kde.org/D7740
2017-09-30 13:12:10 +02:00
Martin Flöser
551a6246a8 Move XRenderUtils init/cleanup into X11 standalone platform
Summary:
Only needed for kwin_x11 variant (required for the non-composited
Outline). As that's nowadays in the x11 platform, we can move the
complete XRenderUtils support into the platform. Thus KWin core does
no longer require to link it.

Test Plan: Compiles

Reviewers: #kwin, #plasma

Subscribers: plasma-devel, kwin

Tags: #kwin

Differential Revision: https://phabricator.kde.org/D7760
2017-09-22 15:20:55 +02:00
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2017-09-19 05:08:17 +02:00
David Edmundson
d59f5997fd Merge branch 'Plasma/5.11' 2017-09-18 16:40:57 +01:00
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2017-09-16 06:53:13 +02:00
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2017-09-16 05:08:51 +02:00
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2017-09-15 05:12:58 +02:00
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2017-09-12 04:56:04 +02:00
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2017-09-11 05:00:00 +02:00
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2017-09-10 04:56:20 +02:00
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2017-09-09 04:39:26 +02:00
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2017-09-05 04:33:17 +02:00
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2017-09-04 04:47:09 +02:00
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2017-09-03 04:47:03 +02:00
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2017-09-02 04:55:23 +02:00
Martin Flöser
535b107969 Move QPainter compositor into plugin
This change is similar to D7232 and moves the scene_qpainter into a
dedicated plugin. Compared to the XRender case it's more complicated as
the platform plugins need to implement a platform specific backend.

The base implementation for this part used to be in scene_qpainter. As
the idea is to completly move it away from KWin core it would be point
less to still have the backend definition in KWin core, but it cannot
be in the scene plugin as otherwise all platforms need to link the
plugin.

To solve this a new platformsupport subdirectory is added which contains
the scene platform backend as a static library. For the OpenGL scene such
a static library will also be required.

Test Plan: SceneQPainter test still passes, nested compositor still works

Reviewers: #kwin, #plasma

Subscribers: plasma-devel

Tags: #plasma

Differential Revision: https://phabricator.kde.org/D7259
2017-09-01 17:44:49 +02:00
Martin Flöser
054d923411 Move SceneXRender into a plugin
Summary:
First step for loading the compositor Scenes through plugins. The general
idea is that we currently needlessly pull in all the Scenes although only
one will be used.

E.g. on X11 we pull in QPainter, although they are not compatible. On
Wayland we pull in XRender although they are not compatible.

Furthermore our current Scene creation strategy is not really fault
tolerant and can create situations where we don't get a compositor. E.g
on fbdev backend the default settings won't work as it does not support
OpenGL.

Long term I want to tackle those conceptional problems together:
we try to load all plugins supported by the current platform till we have
a scene which works. Thus on Wayland we don't end up in a situation where
we don't have a working compositor because the configuration is bad.

To make this possible the switch statement in the Scene needs to go and
needs to be replaced by a for loop iterating over all the available
scenes on the platform. If we go there it makes sense to replace it
directly with a plugin based approach.

So this is a change which tackles the problem by first introducing the
plugin loading. The xrender based scene (as it's the most simple one)
is moved into a plugin. It is first tried to find a scene plugin and only
if there is none the existing code is used.

Test Plan: Tested all scenes

Reviewers: #kwin, #plasma

Subscribers: plasma-devel, kwin

Tags: #kwin

Differential Revision: https://phabricator.kde.org/D7232
2017-09-01 17:42:28 +02:00