Compile failure on KDE CI:
error: ‘GL_GUILTY_CONTEXT_RESET’ was not declared in this scope
It's not defined in libepoxy 1.2, so let's define it to the values
it has in 1.3.
So far it was bound to whether we build for GLES. But this is
semantically wrong. It might be possible that even on desktop gl
epoxy is built without GLX support, thus we need to reflect this.
This change ensures that epoxy/glx.h is only included if available,
that relevant code is bound to it and that checks are in place to
enforce EGL if not build with glx support.
In addtion the glxbackend.cpp is now only included in the build set
if available.
For a virtual rendering backend a surfaceless context is needed. Such
a context may not call glDrawBuffer as that results in a GL error.
This change allows the OpenGLBackend to announce that it's context is
surfaceless.
It doesn't make much sense any more as we do no longer link EGL since the
switch to epoxy. And epoxy pulls it in at runtime if needed.
Even more on Wayland it's just plain stupid to have EGL disabled. So
removing the option just simplifies our code base without any
disadvantages.
REVIEW: 124695
When switching virtual terminals,
suspending to ram and resizing the
screen (GL viewport) at least the
nvidia driver moves VBO data between
the video RAM and the system heap -
and something about this isn't reliable:
An often perceived resulted are scattered
windows but it may also be the cause for
entirely black screens reported for same
occasions.
As a workaround, we hook into the GL debug
messages and filter them for the suspicious
message, then re-init VBOs
TODO:
figure whether that's our fault or nvidias
REVIEW: 123936
CCBUG: 344326
Patch applies to KWin 5.4
The complete rendering is now splitted per output including present which
means that we only need to make the context per output current once per
rendering.
Unfortunately our architecture does not properly support gathering the
damage for multiple outputs. In fact the damage information is lost after
the first output got rendered. Thus we currently only support buffer age
for the first output, on other outputs full repaints are caused.
For each DrmOutput a gbm_surface and EglSurface is created. When
rendering per screen the context is made current on each of the
surfaces.
Note: viewport handling needs to be improved by e.g. passing through
the scene to restore to correct viewport after dropping an FBO.
Furthermore it seems like buffer age is not working correctly in this
setup (not overly surprising).
Dynamic changes are not yet supported.
When a sync object is deleted, the fence it is connected to must already
be signalled, or the driver will busy-wait forever.
Signal fences before deleting syncs to avoid this.
BUG: 343551
FIXED-IN: 5.3
REVIEW: 123090
Mostly refactoring to not take the global X11 information (connection,
display, etc.). Adds a dedicated ctor overload which takes the
X11WindowedBackend.
SceneOpenGL is adjusted to create an EGLOnXBackend instead of Wayland one
if the X11WindowedBackend is used.
EglWaylandBackend gains support for creating textures from a
BufferInterface. At the same time it loses the possibility to use
the Xcb shm extension to load the texture. That is Xwayland is
required.
In order to support it in a better way the WindowPixmap is passed
to the Texture for loading and updating. Which is then passed to the
backend specific implementation.
Effects currently modify the matrices by reading back the uniform
values from the shader they assume will be used to paint the window,
set new values for the uniforms, call paintWindow(), and then restore
the uniforms to their previous values.
This is both slow and unreliable, and will not work with dynamically
generated shaders.
This patch solves the problem by putting the matrices in
WindowPaintData and making it the responsibility of the paintWindow()
implementation to set the uniforms.
The DecorationShadow supports the concept of sharing shadows between
multiple Decorations and this is supported by our Shadow class. But
still the created GLTextures were not shared.
This change introduces a sharing mechanismn for all GLTextures created
for a DecorationShadow. Thus if two decorations share the same
DecorationShadow they will also share the same GLTexture.
Instead of getting size from displayWidth() and displayHeight() use
the information we have from Screens. This means there is only one
place to have the information and by that we can ensure that all
components use the same data to rely on. displayWidth/displayHeight
seem to provide the wrong information when unplugging an output
without disabling the output. This results in rendering artefacts.
But KWin::Screens has the correct information available.
Register a callback function for debug output when KHR_debug or
ARB_debug_output is supported.
Only error messages and warnings about undefined behavior are
enabled in release builds, while all debug messages are enabled
in debug builds.
Move the buffer-swap-pending state from the compositing backends to
the Compositor class. The Compositor is the only class that needs to
access the state, and this way it to do it without calling through
a chain of virtual functions. This commit adds two new functions to
Compositor; aboutToSwapBuffers() and bufferSwapComplete(). The
backends call these functions to set and reset the buffer-swap-pending
state.
This commit also renames a number of functions and variables to make
their meaning clear.
The act of promoting the contents of the back buffer to become the
contents of the front buffer is referred to as posting the buffer,
presenting the buffer, or swapping the buffers; rendering the buffer
is what paintScreen() does.
Create and import X sync fences into GL and use them to synchronize
the kwin command stream with the X command stream.
This prevents damaged windows from being composited by kwin before
the rendering that triggered the damage events have finished on
the GPU.
Requires GL_EXT_x11_sync_object.
Tested-by: Marco Martin <notmart@gmail.com>
This adds a SceneOpenGL::Texture::load(..., xcb_visualid_t) overload,
and uses it to bind window pixmaps to textures.
By taking the RGBA masks in the visual into account when choosing an
FBConfig for the GLXPixmap, we are able to disambiguate formats that
have the same depth, such as GL_RGB10_A2 and GL_RGBA8.