As all effects have always been compiled into the same .so file it's
questionable whether resolving the effects through a library is useful
at all. By linking against the built-in effects we gain the following
advantages:
* don't have to load/unload the KLibrary
* don't have to resolve the create, supported and enabled functions
* no version check required
* no dependency resolving (effects don't use it)
* remove the KWIN_EFFECT macros from the effects
All the effects are now registered in an effects_builtins file which
maps the name to a factory method and supported or enabled by default
methods.
During loading the effects we first check whether there is a built-in
effect by the given name and make a shortcut to create it through that.
If that's not possible the normal plugin loading is used.
Completely unscientific testing [1] showed an improvement of almost 10
msec during loading all the effects I use.
[1] QElapsedTimer around the loading code, start kwin five times, take
average.
REVIEW: 115073
Most effects had a "collection" for one action. We don't need the
action collection, all it was used for is setting the object name.
With the removal of KActionCollection the effects do not need to link
XmlGui any more, though the dependency is still pulled in through
plasma.
With QtQuick2 it's possible that the scene graph rendering context either
lives in an own thread or uses the main GUI thread. In the latter case
it's the same thread as our compositing OpenGL context lives in. This
means our basic assumption that between two rendering passes the context
stays current does not hold.
The code already ensured that before we start a rendering pass the
context is made current, but there are many more possible cases. If we
use OpenGL in areas not triggered by the rendering loop but in response
to other events the context needs to be made current. This includes the
loading and unloading of effects (some effects use OpenGL in the static
effect check, in the ctor and dtor), background loading of texture data,
lazy loading after first usage invoked by shortcut, etc. etc.
To properly handle these cases new methods are added to EffectsHandler
to make the compositing OpenGL context current. These calls delegate down
into the scene. On non-OpenGL scenes they are noop, but on OpenGL they go
into the backend and make the context current. In addition they ensure
that Qt doesn't think that it's QOpenGLContext is current by calling
doneCurrent() on the QOpenGLContext::currentContext(). This unfortunately
causes an additional call to makeCurrent with a null context, but there
is no other way to tell Qt - it doesn't notice when a different context
is made current with low level API calls. In the multi-threaded
architecture this doesn't matter as ::currentContext() returns null.
A short evaluation showed that a transition to QOpenGLContext doesn't
seem feasible. Qt only supports either GLX or EGL while KWin supports
both and when entering the transition phase for Wayland, it would become
extremely tricky if our native platform is X11, but we want a Wayland
EGL context. A future solution might be to have a "KWin-QPA plugin" which
uses either xcb or Wayland and hides everything from Qt.
The API documentation is extended to describe when the effects-framework
ensures that an OpenGL context is current. The effects are changed to
make the context current in cases where it's not guaranteed. This has
been done by looking for creation or deletion of GLTextures and Shaders.
If there are other OpenGL usages outside the rendering loop, ctor/dtor
this needs to be changed, too.
* "" needs to be wrapped in QStringLiteral
* QString::fromUtf8 needed for const char* and QByteArray
* QByteArray::constData() needed to get to the const char*
Many headers included KLocale to use i18n and co. But those methods are
defined in KLocalizedString and not in KLocale.
With KF5 klocale.h does no longer include KLocalizedString causing lots
of compile errors.
This was originally added by d467fc1bdbcf69bd6ef213bd909633c2edfb6878,
to prevent alpha ending up to be 0 with blending disabled. Apparently,
that was a driver issue that is no longer present.
REVIEW: 107090
The ShaderBinder class can be used for the case that a block of code
should be executed with a given Shader being bound. This is useful for
all the cases where there is a if-block for OpenGL2 execution with a
Shader being pushed in the first line to the ShaderManager and popped in
the last line of the block. With the helper this can be simplified to:
ShaderBinder binder(myCustomShader);
or
ShaderBinder binder(ShaderManager::GenericShader);
The ctor of ShaderBinder pushes the given Shader to the stack and once
the helper goes out of scope it will be popped again from the stack.
In addition the helper can take care of OpenGL 1 compositing, that is it
just does nothing. So it can also be used where there is a shared OpenGL1
and OpenGL2 code path where the Shader should only be pushed in OpenGL2.
This basically removes all the checks for the compositing type before
pushing/popping a Shader to the stack.
REVIEW: 106521
The main usage of ShaderManager::isValid was to have OpenGL2 specific
code pathes. Now we have an actual OpenGL2Compositing type and we know
that the ShaderManager is valid if we have this compositing type and we
know that it is not valid on OpenGL1Compositing. This gives us a much
better check and allows us to use the isValid method just for where we
want to check whether the shaders compiled successfully.
In addition some effects require OpenGL2, so we do not need to check
again that the ShaderManager is valid. Such usages are removed.
The CompositingType enum turns into flags and two new values are
introduced: OpenGL1Compositing and OpenGL2Compositing.
Those new values are or-ed to OpenGLCompositing so that a simple check
for the flag OpenGLCompositing works in case of one of those two new
values. To make the generic check for OpenGL compositing easier a method
in EffectsHandler is introduced to just check for this.
The scenes now return either OpenGL1Compositing or OpenGL2Compositing
depending on which Scene implementation. None returns OpenGLCompositing.
The Shader might have left-overs from last usage which might
cause the effect to not work properly.
BUG: 304404
FIXED-IN: 4.9.1
Reviewed By: Thomas Lübking
This makes kwin in OpenGL2 mode more coherent with kwin_gles.
Despite some fullscreen effects they should now make the same
(pure) OpenGL calls.
REVIEW: 103804
Each effect is able to declare itself as currently being active,
that is transforming windows or painting or screen or doing anything
during the current rendered frame.
This change eliminates the hottest path inside KWin identified by
callgrind.
REVIEW: 102449
Due to changes in build system we have always either OpenGL or OpenGL ES.
This allows to remove the KWIN_HAVE_OPENGL_COMPOSITING define. In the
effects the define is kept as KWIN_HAVE_OPENGL which can be used in
future to build also an XRender only effect system.
Since the EffectFrames have been moved into KWin core nothing in the
Effects lib actually used Plasma. The only remaining method is moved
to core as it's not used in the Effects. The Effects itself still
link against Plasma, so nothing changes for them.
The Plasma includes in the kwineffects header seemed to pull in
quite some additional headers, so the includes in some effects have
to be adjusted (most often KConfigGroup). This should speed up the
compilation of the library and the effects.
The vertex buffer implementation uses the shader manager to decide
whether core painting should be used or not. Shader manager is only
used by shaders using vertex attributes instead of gl_Vertex etc.
its own directory, cleaned up the effect config macros and renamed
"MakeTransparent" to "Translucency" so that it matches its visible name.
svn path=/trunk/KDE/kdebase/workspace/; revision=921749