Commit graph

13 commits

Author SHA1 Message Date
Vlad Zahorodnii
b8a70e62d5 Introduce RenderLoop
At the moment, our frame scheduling infrastructure is still heavily
based on Xinerama-style rendering. Specifically, we assume that painting
is driven by a single timer, etc.

This change introduces a new type - RenderLoop. Its main purpose is to
drive compositing on a specific output, or in case of X11, on the
overlay window.

With RenderLoop, compositing is synchronized to vblank events. It
exposes the last and the next estimated presentation timestamp. The
expected presentation timestamp can be used by effects to ensure that
animations are synchronized with the upcoming vblank event.

On Wayland, every outputs has its own render loop. On X11, per screen
rendering is not possible, therefore the platform exposes the render
loop for the overlay window. Ideally, the Scene has to expose the
RenderLoop, but as the first step towards better compositing scheduling
it's good as is for the time being.

The RenderLoop tries to minimize the latency by delaying compositing as
close as possible to the next vblank event. One tricky thing about it is
that if compositing is too close to the next vblank event, animations
may become a little bit choppy. However, increasing the latency reduces
the choppiness.

Given that, there is no any "silver bullet" solution for the choppiness
issue, a new option has been added in the Compositing KCM to specify the
amount of latency. By default, it's "Medium," but if a user is not
satisfied with the upstream default, they can tweak it.
2021-01-06 16:59:29 +00:00
Vlad Zahorodnii
ef6fa25d90 platforms/x11: Split out the EGL for X11 backend
EGL for X and EGL for Wayland backends are quite different. The main
motivation behind this change is to prepare the EGL backends for
monitoring vblank events. Things work quite differently depending on
if the EGL backend renders onto a toplevel window or overlay window.
2021-01-06 16:59:29 +00:00
Vlad Zahorodnii
0ceff5fd24 Swap buffers after finishing a compositing cycle
The compositing timing algorithm assumes that glXSwapBuffers() and
eglSwapBuffers() block. While this was true long time ago with NVIDIA
drivers, nowadays, it's not the case. The NVIDIA driver queues
several buffers in advance and if the application runs out of them,
it will block. With Mesa driver, swapping buffer was never blocking.

This change makes the render backends swap buffers right after ending
a compositing cycle. This may potentially block, but it shouldn't be
an issue with modern drivers. In case it gets proven, we can move
glXSwapBuffers() and eglSwapBuffers() in a separate thread.

Note that this change breaks the compositing timing algorithm, but
it's already sort of broken with Mesa drivers.
2021-01-06 16:59:29 +00:00
Vlad Zahorodnii
017528956b Move Scene::isPerScreenRenderingEnabled() to Platform
This way the Compositor can know if per screen rendering is enabled
before creating the Scene.
2020-12-02 15:32:30 +00:00
Vlad Zahorodnii
f26eeb9706 Use consistent naming for begin/end frame hooks
Currently, the OpenGLBackend and the QPainterBackend have hooks to
indicate the start and the end of compositing cycle, but in both cases,
the hooks have different names. This change fixes that inconsistency.
2020-11-12 09:14:57 +02:00
Vlad Zahorodnii
76303888ab Unify begin/end frame hooks in OpenGLBackend 2020-11-12 09:14:54 +02:00
Vlad Zahorodnii
755dd81e49 Refactor how per screen rendering is handled
In order to allow per screen rendering, we need the Compositor to be
able to drive rendering on each screen. Currently, it's not possible
because Scene::paint() paints all screen.

With this change, the Compositor will be able to ask the Scene to paint
only a screen with the specific id.
2020-11-11 22:03:45 +02:00
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
David Edmundson
5d7e22e5dc Fix viewport on vertically stacked monitors
Summary:
We want to translate by the monitor position, so that needs to be
the negative of the position.

But Kwin/KScreen treats 0 as the top of all monitors. GL treats 0 as
bottom, so that all needs inverting.

Hence this should be a positive y value for the viewport.

BUG: 386099
BUG: 385655

Test Plan:
Had two monitors
Side by side was - fine
Stacked vertically - still fine

Modded X code to extend in y instead of x.
3 monitors worked fine.

Nested wayland only seems to support one screen?

Reviewers: #plasma

Subscribers: plasma-devel, kwin, #kwin

Tags: #kwin

Differential Revision: https://phabricator.kde.org/D8479
2017-10-25 23:13:44 +01:00
David Edmundson
bd1d88359f Scale xwindowed EGL output
Reviewers: #plasma

Subscribers: plasma-devel, kwin

Tags: #kwin

Differential Revision: https://phabricator.kde.org/D3500
2017-03-29 20:53:22 +01:00
Martin Gräßlin
2b196bfa29 Move the loadTexture for X11 pixmap functionality to the EglOnXBackend
Summary:
To use eglCreateImageKhr for an X11 pixmap we need an EGLDisplay created
for the same XDisplay as the X11 pixmap. This means if we created an
EGLDisplay for a GBM device, we are not allowed to load a texture from
the X11 pixmap and can result in a crash in the driver.

Similar in the nested X11 setup the EGLDisplay is created for the
rendering window, but the X11 pixmaps are from the Xwayland server KWin
started. They don't belong to the same windowing system.

This change addresses this problem by moving the loading of X11 pixmaps
from AbstractEglTexture to EglTexture of the EglOnX11Backend. Thus for
any usage on a non X11 platform we cannot hit the code path any more.
In addition the nested X11 platform can indicate that it doesn't support
it and thus also doesn't go through the code path.

Test Plan: Tested standalone and nested X11 platform

Reviewers: #kwin, #plasma_on_wayland

Subscribers: plasma-devel, kwin

Tags: #plasma_on_wayland, #kwin

Differential Revision: https://phabricator.kde.org/D1857
2016-06-14 09:10:09 +02:00
Martin Gräßlin
33dffc0fd7 Move the x11 plugin sources into a x11/windowed directory
Preparation step for having two x11 backends: the windowed for Wayland
and a standalone for kwin_x11.
2016-04-12 08:04:16 +02:00
Renamed from plugins/platforms/x11/egl_x11_backend.cpp (Browse further)