Commit graph

25 commits

Author SHA1 Message Date
Vlad Zahorodnii
8681a69f47 Remove redundant usesOverlayWindow() method
Whether an overlay window is used for compositing can be determined by
checking the return value of overlayWindow().
2021-01-27 13:57:56 +00:00
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
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
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
b7bd8472f2 scene: Reduce the call cost of Platform::supportsQpaContext()
Every time Platform::supportsQpaContext() is called, we go through the
list of supported extensions and perform a string comparison op. This is
not really cheap.
2020-10-13 05:32:48 +00:00
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
Aleix Pol
cca0e15b45 Fix compiler warnings
Summary: No need to keep them around for no reason.

Test Plan: Tested the plugins I thought could be affected. Have been using it for a couple of days without problems

Reviewers: #kwin, zzag

Reviewed By: #kwin, zzag

Subscribers: zzag, kwin

Tags: #kwin

Differential Revision: https://phabricator.kde.org/D28062
2020-03-17 15:07:52 +01:00
Yuri Chornoivan
84244a7cf6 Use URL with transport encryption 2019-11-26 19:39:20 +02:00
Vlad Zagorodniy
5e0e708a76 Port away from deprecated QImage::byteCount
Summary:
QImage::byteCount() was deprecated in Qt 5.10. It is advised to use
QImage::sizeInBytes() method instead.

Reviewers: #kwin, apol

Reviewed By: apol

Subscribers: kwin

Tags: #kwin

Differential Revision: https://phabricator.kde.org/D22355
2019-07-10 02:02:15 +03:00
Roman Gilg
1e6f6700f8 [platform/virtual] Swap buffers in EGL GBM backend
Summary:
The virtual platform did not actually present content and spin the
compositor. Let's do this from now on , first for the EGL GBM backend.

Test Plan: All tests pass according to Vlad

Reviewers: #kwin, zzag

Reviewed By: #kwin, zzag

Subscribers: graesslin, zzag, kwin

Tags: #kwin

Differential Revision: https://phabricator.kde.org/D18436
2019-02-21 23:30:11 +01:00
Vlad Zagorodniy
204a05fef8 Compile the virtual backend with older Mesa
Summary:
BUG: 403326
FIXED-IN: 5.15.0

Test Plan: N/A

Reviewers: #kwin, fvogt, davidedmundson

Reviewed By: #kwin, fvogt, davidedmundson

Subscribers: kwin, fvogt

Tags: #kwin

Differential Revision: https://phabricator.kde.org/D18353
2019-01-18 15:45:13 +02:00
Martin Flöser
825aa4ac38 [platform/virtual] Drop support for vgem and rendernode
Summary:
Instead we depend on the surfaceless platform for which we recently
added support. Thus the plugin does not need to use gbm and udev
anymore. So simplifies a lot.

Test Plan: ctest (prior to breaking change) passes

Reviewers: #kwin

Subscribers: kwin

Tags: #kwin

Differential Revision: https://phabricator.kde.org/D18160
2019-01-12 07:37:25 +01:00
Martin Flöser
bedd85821f [platforms/virtual] Add support for EGL_MESA_platform_surfaceless
Summary:
Thus we don't require vgem any more which fails with latest mesa.
Kepping the vgem variant as fallback for older systems. See T10245

Test Plan:
SceneOpenGL Test passes without init vgem, not tested with
latest mesa

Reviewers: #kwin

Subscribers: kwin

Tags: #kwin

Differential Revision: https://phabricator.kde.org/D17980
2019-01-05 10:48:08 +01:00
Marco Martin
8a2b9a014f check for EGL_KHR_platform_gbm extension as well
Summary:
some drivers, like Mali have EGL_KHR_platform_gbm
but not EGL_MESA_platform_gbm

Test Plan: pending a test on rock64 board

Reviewers: #kwin, #plasma, davidedmundson, graesslin

Reviewed By: #kwin, #plasma, graesslin

Subscribers: graesslin, garg, davidedmundson, plasma-devel, kwin

Tags: #kwin

Differential Revision: https://phabricator.kde.org/D10346
2018-02-15 19:33:06 +01:00
Martin Flöser
bbf00fdd98 Require libinput and udev
Summary:
The main reason for not having it as a mandatory dependency was that BSD
doesn't support it. But as I learned recently it is available on our CI
system. So BSDs have support now.

Even more it showed that the code doesn't compile if the dependency is
missing. And there's one thing I hate: broken build configuration
options.

So let's make UDEV and libinput a required dependency and get rid of the
problems.

Test Plan: Compiles

Reviewers: #kwin, #plasma

Subscribers: plasma-devel, kwin

Tags: #plasma

Differential Revision: https://phabricator.kde.org/D10057
2018-02-04 15:00:42 +01:00
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
d29d181e7c [platform/virtual] Prefer vgem device over render node
If the system has a virtual device and KWin is run on virtual platform
we can assume the user intended that KWin should use the virtual device
and not a render node of the system.

This might fix the random test failures on build.kde.org (T6546).
2017-09-29 21:20:12 +02:00
Martin Flöser
01ddbe7d75 Make AbstractEglBackend a QObject
Summary:
Several of the subclasses are already derived from QObject.

The main reason is that the class should be moved out of KWin core in
order to move the OpenGL scene into a plugin. As Compositor calls into
the AbstractEglBackend to unbind the wayland display this creates a
problem which is easily solved by turning the AbstractEglBackend into a
QObject and connect to the signal emitted by the Compositor.

Test Plan: Compiles

Reviewers: #kwin, #plasma

Subscribers: plasma-devel, kwin

Tags: #kwin

Differential Revision: https://phabricator.kde.org/D7669
2017-09-07 19:25:28 +02:00
Martin Gräßlin
4e7392b907 [platforms/virtual] Pass ownership of gbm_device and drm fd to Platform
The Egl backend opens the drm device and creates a gbm_device from it.
From that it creates the EGL device. The EGL device outlives the EGL
backend (e.g. for compositor restart). So far the EGL backend destroyed
the gbm_device when going down which mesa did not like at all when a
new context got created on that EGL device.

Thus the ownership of gbm_device is also passed to the Platform so that
the compositor can be restarted.

This makes the TestSceneOpenGL no longer crash during the restart
compositor test.
2016-08-19 15:40:39 +02:00
Martin Gräßlin
56ce6689fd [platforms/virtual] Use rendernode or vgem device if available for egl
Summary:
The egl implementation for the virtual platform tries to use a render
node if available. If there is no render node it looks for a virtual
(kernel driver vgem) device, which unfortunately does not create a
render node in mainline kernel (there are patches in ChromiumOS).

For this the Udev wrapper is extended to search for renderNode devices
and for virtual dri devices.

If either render node or vgem dri device is found, it is tried to be
opened (without logind escalation) and on success a gbm device is
created on it. If any step of this fails the so far default behavior
of default device is tried for creating the EGLDisplay.

All of this is compile optional, so that the virtual platform does not
hard depend on udev and/or gbm.

Test Plan:
Auto tests which need OpenGL executed and verified that they
use the render node or vgem device.

Reviewers: #kwin, #plasma_on_wayland

Subscribers: plasma-devel, kwin

Tags: #plasma_on_wayland, #kwin

Differential Revision: https://phabricator.kde.org/D2216
2016-07-21 09:13:57 +02:00
Martin Gräßlin
9d7ef58b2b Support restarting the OpenGL compositor on Wayland
Summary:
KWin needs to support restarting the OpenGL compositor in case of a
graphics reset event.

On Wayland the tricky part is that the applications should not notice
this. Most importantly KWin cannot just destroy the EGLDisplay and create
a new one. But this is how a restart works: the complete compositor gets
torn down and recreated - including the EGLDisplay.

This change moves ownership of the EGLDisplay to the Platform.
The AbstractEglBackend subclasses query the Platform whether there is
already an EGLDisplay. Only if there is no EGLDisplay the EGLDisplay is
created and only if no EGLDisplay is registered with Wayland the bind
is performed.

Another change is regarding the destruction: the AbstractEglDisplay does
no longer unbind the Wayland display and does no longer destroy the
EGLDisplay. The EGLDisplay is destroyed by the Platform - so very late
on application exit. The Wayland display is unbound when the Compositor
terminates.

Test Plan:
Limited testing with the added auto-test. This one needs to
be extended to fully verify that OpenGL applications continue to work.
But this requires build.kde.org to support OpenGL on Wayland.

Reviewers: #kwin, #plasma_on_wayland

Subscribers: plasma-devel, kwin

Tags: #plasma_on_wayland, #kwin

Differential Revision: https://phabricator.kde.org/D2202
2016-07-20 14:08:23 +02:00
Martin Gräßlin
2bff90976e Move backends/ to plugins/platforms/
Summary:
Source code reorganization:
The base class AbstractBackend got renamed to Platform, thus the
"backends" are "platforms" now. As they are plugins they should go
together with other KWin plugins which are nowadays in the folder
plugins.

So new location is plugins/platforms/

Reviewers: #plasma, sebas

Subscribers: plasma-devel

Projects: #plasma

Differential Revision: https://phabricator.kde.org/D1353
2016-04-12 08:01:27 +02:00
Renamed from backends/virtual/egl_gbm_backend.cpp (Browse further)