Commit graph

101 commits

Author SHA1 Message Date
Vlad Zahorodnii
6974f54149 Move EffectWindowImpl ownership to WindowItem
EffectWindowImpl affects rather the WindowItem, so move its ownership to
it. This encapsulates compositing setup so it's effectively same as
creating a window item, except some annoyances on X11.
2023-10-09 07:50:05 +00:00
Xaver Hugl
1e6f46eb0c scene/imageitem: don't crash if uploading a texture fails
BUG: 474952
2023-09-28 12:59:53 +02:00
Vlad Zahorodnii
7c43f56665 Drop scene initialization functions
They are not needed anymore since the scenes are created when workspace
exists.
2023-09-22 14:06:24 +00:00
Xaver Hugl
f223362ddf scene/cursordelegate_opengl: fix projection matrix with rotated screens 2023-09-19 13:41:00 +02:00
Vlad Zahorodnii
de36fe82e8 wayland: Integrate KWaylandServer classes into KWin namespace 2023-09-15 16:31:15 +03:00
Vlad Zahorodnii
8bf2318800 wayland: Drop "_interface" from filenames
The cpp files in the wayland directory are named after protocol names.
"_interface" does not contribute anything new.
2023-09-15 13:13:43 +00:00
Vlad Zahorodnii
6dd6e176e3 Move X11Compositor and WaylandCompositor in their own files 2023-09-08 09:49:40 +03:00
Vlad Zahorodnii
14ab38b596 composite.h -> compositor.h 2023-09-08 09:48:59 +03:00
Xaver Hugl
27f90476b4 libkwineffects: rename kwingl* files to gl* 2023-09-07 16:41:22 +02:00
Kai Uwe Broulik
dc2965efad scene: Set preferred output scale for DND icon
Otherwise the icon will have a scale of 1, leading to blurry
drag pixmaps on Wayland.
2023-09-05 18:41:29 +00:00
Xaver Hugl
ab3e517d8a libkwineffects/glvertexbuffer: simplify setAttribLayout 2023-09-05 13:23:36 +00:00
David Edmundson
10ed34bc9d Avoid painting unchanged scene layers
Currently when we move the mouse the one render loop triggers a repaint.
When the cursor layer needs a new update we end up in the compositor
repainting the main content.

Even though painting should mostly no-op it still goes through all
existing items and effects to collect damage, still potentially making
the GL context current which could stall. A waste when we know we
haven't got anything to do. It's enough to cause noticable mouse lag on
some hardware.

Co-authored-by: Vlad Zahorodnii <vlad.zahorodnii@kde.org>
2023-08-28 11:38:18 +00:00
Vlad Zahorodnii
adf8ed8f34 scene: Port qpainter rendering away from surface-to-buffer matrix
This fixes rendering of surfaces with transformed buffers in qpainter
renderer.
2023-08-21 13:12:23 +00:00
Xaver Hugl
267dd543f2 scene: port away from manual memory management 2023-08-11 15:47:36 +02:00
Vlad Zahorodnii
1687183d4d qpa: Port OpenGL code path to GraphicsBuffer
This allows us to unify graphics buffer handling for normal wayland
windows and internal windows.
2023-08-07 13:17:18 +00:00
Vlad Zahorodnii
c2dfb55c59 wayland: Implement xdg-shell v6
This change adds support for xdg_wm_base v6, which introduces
xdg_toplevel suspended state.

The suspended state is tied to the visibility of the window item so the
effects could possibily "resume" window content updates.
2023-08-07 12:21:28 +00:00
Vlad Zahorodnii
b25e7a849b scene: Make ImageItem use linear filter and clamp-to-edges wrap mode
Use the linear filter to ensure that the cursor doesn't look blocky with
some scale factors and use the clamp-to-edge wrap mode to avoid
potential artifacts when the image is scaled.
2023-07-31 07:02:00 +00:00
Vlad Zahorodnii
50bc9bb1f1 scene,wayland: Make tracking of the buffer source box less error prone
At the moment, the SurfaceItem needs to track individual properties that
may contribute to the buffer source box. That's error prone.

To fix that, this change makes the SurfaceInterface indicate when the
source box has changed and the SurfaceItem should sync its source box,
discard quads, etc.
2023-07-27 10:55:14 +00:00
Vlad Zahorodnii
762254c354 qpa: Port BackingStore to shared memory graphics buffer allocator
At the moment, graphics buffers coming from wayland and internal windows
use different code paths to update textures. However, they don't have
to.

If the internal windows are ported to GraphicsBuffer, it will be
possible to unify SurfacePixmapInternal and SurfacePixmapWayland to make
pixmap logic a bit simpler.
2023-07-26 07:29:27 +00:00
Vlad Zahorodnii
29229c5aff scene: Fix syncing buffer source box with 100% scale
The buffer source box is synchronized when the surface-to-buffer matrix
changes. However, when using 100% scaling, it's likely that the
surface-to-buffer matrix will be identity and therefore no corresponding
signal to indicate the change will be emitted.

To fix that, we need to update the buffer source box also when the
buffer size changes.
2023-07-25 14:28:01 +03:00
Vlad Zahorodnii
9a2355339c core: Rework OutputTransform type
In some cases, it's desired to know what the inverse transform of a
given output transform is. It's possible to make it work by providing
helper functions, but we tend to avoid doing so.

This change converts the OutputTransform from an enum to a class so it's
possible to have both data + methods in the same type. Unfortunately,
unlike Rust, C++ provides no way to attach methods to enums, classes and
structs is the only way to go.
2023-07-25 12:09:19 +03:00
Vlad Zahorodnii
637e3a6389 core: Move Output::Transform enum to KWin namespace
Being in the KWin namespace has a couple of advantages: the enum can be
forward declared, and the transform can be replaced with a slightly more
complex but useful type.
2023-07-25 12:09:01 +03:00
Vlad Zahorodnii
9e898c0e68 scene: Expand surface damage if the surface is scaled
If the surface item's contents is scaled, i.e. its scale factor doesn't
match the output's scale, GL_LINEAR will be applied to smooth the
contents. The unfortunate thing is that it's possible some of the
changed pixels will bleed to the neighbor ones.

In order to handle that scenario better, this change makes the
SurfaceItem expand the damage if there's scale factor mismatch.

bufferSourceBox and bufferTransform properties were introduced to detect
if the surface contents is going to be scaled. bufferSourceBox covers
both crop transform from wp_viewport and scale factor from wl_surface.
bufferTransform is same as wl_surface's buffer transform property.
2023-07-25 12:09:01 +03:00
Vlad Zahorodnii
bad25bd5c7 Revert "scene: Pad damage if scale factor is fractional"
This reverts commit 56f6bab0c3.
2023-07-25 12:09:00 +03:00
Laurent Montel
b823747c3b Add explicit moc includes to sources for moc-covered headers
* speeds up incremental builds as changes to a header will not always
  need the full mocs_compilation.cpp for all the target's headers rebuild,
  while having a moc file sourced into a source file only adds minor
  extra costs, due to small own code and the used headers usually
  already covered by the source file, being for the same class/struct
* seems to not slow down clean builds, due to empty mocs_compilation.cpp
  resulting in those quickly processed, while the minor extra cost of the
  sourced moc files does not outweigh that in summary.
  Measured times actually improved by some percent points.
  (ideally CMake would just skip empty mocs_compilation.cpp & its object
  file one day)
* enables compiler to see all methods of a class in same compilation unit
  to do some sanity checks
* potentially more inlining in general, due to more in the compilation unit
* allows to keep using more forward declarations in the header, as with the
  moc code being sourced into the cpp file there definitions can be ensured
  and often are already for the needs of the normal class methods
2023-07-15 08:40:49 +00:00
Vlad Zahorodnii
df8cb7df3c wayland: Make surface damage buffer local
This allows us to avoid losing precision when updating surface pixmaps.
Surface damage needs special handling either way.

Another advantage from switching to buffer damage is that it lets us to
decouple surface textures from surface items, which is useful for making
surface helpers more reusable.
2023-06-20 08:27:18 +00:00
Matthias Dahl
56f6bab0c3 scene: Pad damage if scale factor is fractional
Floating point arithmetic and/or the use of GL_LINEAR in the pipeline,
may result in visual glitches due to rounding (errors). As a short-term
fix until a proper (more involved) solution is in place for Plasma 6,
pad the damage slightly in all directions to alleviate those effects.
2023-06-09 15:05:06 +02:00
Vlad Zahorodnii
eea8200479 scene: Don't hide closed windows
If a closed window is kept alive, it means that somebody needs to
animate it and therefore it should be visible. Otherwise the window
would be destroyed and its item would be removed from the scene.

This change makes the WindowItem not change its visibility if the
associated window is closed. If the window had been invisible before
it was closed, the item would be invisible; if the window had been
visible before it was closed, the item would be visible.
2023-06-06 14:13:57 +00:00
Vlad Zahorodnii
b90ae2f8fc Move window hiding logic to Window
The window hiding logic is mostly the same both in X11 and Wayland
windows, so let's move it in Window to share the same code.
2023-06-06 13:58:44 +00:00
Vlad Zahorodnii
db0447b52a Rename X11Window::geometryShapeChanged to X11Window::shapeChanged 2023-06-02 07:41:10 +00:00
Vlad Zahorodnii
e5478e2d90 Move Window::geometryShapeChanged to X11Window 2023-06-02 07:41:10 +00:00
Vlad Zahorodnii
a7f41f26bb Make show desktop mode hide windows
After porting the desktop background window to the layer-shell protocol,
the desktop window is not raised up in the stack anymore when the
showing desktop window is activated. The main reason to avoid this is to
avoid fighting and overriding layer shell logic.

As another way to implement the show desktop mode, this change makes the
workspace hide windows that don't belong to desktop.

It's a better solution for a couple of reasons: "keep above" and other
overlay windows will be properly hidden and it lets us avoid touching
the stacking order.

BUG: 387593
BUG: 406101
BUG: 469827
2023-06-01 08:59:51 +00:00
Xaver Hugl
e6d2607fe3 scene/itemrendereropengl: don't do colorspace conversions if not needed
There was a check for this in the shader before, but it got lost. It's better
to completely compile it out of the shader anyways
2023-05-29 08:26:35 +00:00
Xaver Hugl
6272d1d9f3 libkwineffects/kwinglutils: fix saturation calculation with wide color gamut and document it 2023-05-29 08:26:35 +00:00
Xaver Hugl
16fb2848ed libkwineffects: handle GLTexture upload failures
This is required for properly dealing with GPU resets
2023-05-25 19:13:52 +02:00
Xaver Hugl
572bc75de4 libkwineffects: handle GLTexture allocation failures
This is required for properly dealing with GPU resets
2023-05-25 18:46:45 +02:00
Xaver Hugl
3eb5f18861 libkwineffects: make GLVertexBuffer::map safer
This ensures that in the event of a GPU reset, failure to map the vbo is
always handled without crashing
2023-05-25 16:51:57 +02:00
Xaver Hugl
f1536973d4 introduce ColorDescription and fix screen casting with color management 2023-05-23 22:49:12 +00:00
Xaver Hugl
afc5567651 Implement initial support for color management and HDR
This is done by converting from the sRGB + gamma 2.2 input from clients
to linear with the color space of the output (BT.709 or BT2020 atm) in
a shadow buffer, and then convert from the shadow buffer to the transfer
function the output needs (sRGB or PQ).
2023-05-15 17:01:03 +00:00
Vlad Zahorodnii
467a1b3b49 Move cursor delegates to scene/
They've been overlooked.
2023-05-12 07:01:35 +00:00
Vlad Zahorodnii
76e911d2cc Drop ImageCursorSource
The ImageCursorSource used to be primarily a porting aid. That is, if we
couldn't port some code to SurfaceCursorSource or ShapeCursorSource, the
ImageCursorSource was used in interim. Now, all parts of kwin have been
ported to ShapeCursorSource and SurfaceCursorSource, so the image cursor
source can be dropped.
2023-05-10 15:40:59 +03:00
Vlad Zahorodnii
0d2e361eca wayland: Drop ClientBuffer
The ClientBuffer type is empty now, most of the things have been
upstreamed to the GraphicsBuffer type. So let's drop it to simplify the
type hierarchy.
2023-04-30 15:39:31 +03:00
Vlad Zahorodnii
f4af66d167 scene: Don't touch texture sampling params in ItemRendererOpenGL
Items must be responsible for choosing texture sampling parameters.
Doing so in the ItemRendererOpenGL breaks the encapsulation.
2023-04-28 10:28:46 +00:00
Vlad Zahorodnii
07f6713a18 scene: Add pixel grid snapping debug pass
The debug shader is targeted to help with debugging blurriness when
using fractional scaling.

The shader works as follows:

- if the vertex coordinate has fractional part, the item will be
  highlighted with blue color
- if the texture coordinate (in device pixels) has fractional part,
  the item will be highlighted with red color

The shader can be toggled by setting the KWIN_SCENE_VISUALIZE=fractional
environment variable.
2023-04-18 08:16:11 +00:00
Vlad Zahorodnii
076fdebebd Revert "scene: Avoid creating SurfaceItem for Xwayland's cursor surfaces"
This reverts commit b549776b68.
2023-04-11 10:01:05 +00:00
Vlad Zahorodnii
072d5ff045 scene: Avoid changing current opengl context if the shadow has no texture
If there's nothing to be destroyed, do nothing.
2023-03-31 10:37:30 +00:00
Vlad Zahorodnii
87bfdcf1d6 scene: Port WindowItemX11 to X11Window 2023-03-29 11:10:51 +03:00
Vlad Zahorodnii
dbbcf31d0d x11: Merge Unmanaged into X11Window
Currently, managed and override-redirect windows are split in two types:
X11Window and Unmanaged. While looking at it strictly from type
perspective, this is great. But it creates other problems, e.g. we need
to put shared X11-specific code in the base Window class or mess with
"base" classes.

As an alternative solution, this change merges the Unmanaged class into
the X11Window class and disables some functionality based on the value
of isUnmanaged().

X11Window::manage() is used to create a managed Window. X11Window::track()
is used to create an unmanaged Window.
2023-03-28 18:14:32 +00:00
Vlad Zahorodnii
94f0e564be Move internal window fbo and pixmap to InternalWindow 2023-03-28 11:47:22 +03:00
Vlad Zahorodnii
e31ec802f4 Drop Deleted
Currently, the normal window lifecycle looks as follows: create Window,
wait until it's shown, add it to Workspace, wait until it's closed,
create a Deleted, copy properties from the original window to the
deleted one, destroy the original window, wait until the last deleted
window reference is dropped.

There are a couple of issues with this design: we can't nicely
encapsulate X11 or Wayland specific implementation details if they need
to be accessed for closed windows; manual copying of properties is
cumbersome and error prone and we've had a dozen of cases where effects
worked incorrectly because some properties had not been copied.

The goal of this patch is to drop Deleted and extend the lifetime of the
original window, but with a special state set: Window::isDeleted().

The main danger is that somebody can try to do something with deleted
windows that they should not do, but on the other hand, such code needs
to be guarded with relevant checks too.
2023-03-28 08:31:08 +00:00