it makes no sense and there's a good chance
that in this case m_vbo is still nullptr and
it will not be created since d->m_cachedSize
will be an empty size as well
-> nullptr access -> crash
BUG: 337090
FIXED-IN: 5.2
Use glTexStorage2D() to allocate storage for the texture. The structure
of the resulting texture becomes immutable and the texture is always
mipmap complete. This allows the driver to skip the mipmap consistency
checks when validating the texture at draw time.
Prior to this commit we didn't know if mipmaps were going to be used
when we created the GL texture, which meant that we couldn't tell the
driver whether to allocate storage for mipmaps or not.
This resulted in one of two things happening depending on the driver;
either it would allocate storage for mipmaps that in most cases would
never be used, or it wouldn't and would later be forced to reallocate
the texture when mipmaps were added.
By adding this parameter we can now explicitly tell the driver how
many mipmap levels will be used.
The parameter is only added to the non-image constructor for now. The
image constructor is changed to only allocate a single level, which
matches how textures created from images are used in kwin. This may
need to be revisited in the future.
GLTexture would set both the minification and magnification filters
to GL_NEAREST if the texture filter was set to any mipmap filter other
than GL_LINEAR_MIPMAP_LINEAR.
This code is broken in a number of different ways; firstly by assuming
that the mipmaps need to be regenerated when the texture filter has
changed. Secondly by preventing mipmaps from being specified by other
means.
This commit removes the code from bind() and adds a generateMipmaps()
method instead.
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.
This adds new API in ShaderManager that makes it possible to request a
shader based on a set of traits. ShaderManager generates these shaders
on demand and caches them in a hash table.
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.
This is the only place where it is called.
There was also no need for this function to be virtual since it's not
reimplemented anywhere.
This also fixes the GLTexturePrivate being created only to be
immediately deleted and replaced by a new GLTexturePrivate when the
GLTexture(QImage) constructor was used.
With this change the structure of the GLTexture effectively becomes
immutable to the outside world; the contents of the texture images can
change, but the texture images themselves cannot be reallocated.
QImage::Format_RGBA8888_Premultiplied is the equivalent of
GL_RGBA/GL_UNSIGNED_BYTE, so use QImage::convertToFormat()
instead.
This commit also makes the texture upload code work correctly
on big-endian systems.
All of kwin except the main function goes into a new (private) library
called kwin. Two new kdeinit_executables are created:
* kwin_x11
* kwin_wayland
Both only use a dedicated main_x11.cpp and main_wayland.cpp with the
main function and a KWin::Application subclass and linking the new
kwin library.
The main idea behind this is to be able to perform more sane sanity
checks. E.g. on Wayland we don't need to first test whether we can
create an X11 connection. Instead we should abort if we cannot connect
to the Wayland display. Also the multi-head checks are not needed on
Wayland, etc. etc. As most of that code is in the main function to
simplify it's better to split.
This will also make it easier to diverge more easily in future. The
Wayland variant can introduce more suited command line arguments for
example. This already started by having the --replace option only
available in X11 variant. The Wayland backend is still a window manager,
but doesn't claim the manager selection.
The left and right border images are rotated 90° before they are
uploaded into the atlas texture. The images are separated by a row
of transparent texels to minimize artifacts from oversampling.
With this change kwin renders the whole decoration with a single
call to glDrawArrays().
When this property is true, it indicates that the +U axis corresponds
to the +Y axis, and the +V axis corresponds to the +X axis.
This property is taken into account in WindowQuad::makeSubQuad().
It doesn't make sense to convert the extension names to QStrings.
This also replaces the QString parameter in hasGLExtension() with
a QByteArray and adjusts all callers.
Remove the manually written GL dispatch code, and use libepoxy
to resolve functions.
The only exceptions are GLX_MESA_swap_control, which is not in
the XML API registry, and GL_ARB_robustness/GL_EXT_robustness.
For the latter we want to resolve the functions to the same names
on both GLES and desktop GL, and plug in our own implementations
when the extension is not supported.
The used platform interface is passed to the ::detect method as an
argument. The value is now cached in the GLPlatform instance so that
there is an easy way to figure out which platform interface is currently
used.
So far the effects could just use the connection() and rootWindow()
provided by kwinglobals. Thus an internal detail from KWin core is
accessed directly.
To be more consistent with the rest of the API it's wrapped through the
EffectsHandler and with a convenient method in Effect.
The connection() is provided as xcbConnection() to free the very generic
name connection which could create confusion once we provide a wayland
connection to the Effects.
The rootWindow() is provided as x11RootWindow() to indicate that it is
for the X11 world.
REVIEW: 117597
* add static cleanup handlers to GLTexturePrivate and GLRenderTarget
* revert the runtime resolved features (e.g. RenderTargets are not
supported once we run the cleanup code)
* clear the extension lists
* reset the version variables
REVIEW: 117484
Adds a cleanup() method to GLPLatform which deletes the static instance.
It gets invoked from cleanupGL() in kwinglutils on tear-down of the
OpenGL backend. Thus the backend doesn't leave incorrect GL info around.
E.g. if KWin starts with llvmpipe the recommended compositor is XRender.
So the backend and the platform is created. Now KWin starts the XRender
Compositor and the GLPlatform is still valid and when trying to load the
Blur or Contrast effect this will succeed as the GLPlatform data would
allow it. But on first try to use the Effect it will fail due to no
valid OpenGL context and even crash.
REVIEW: 117480
The EffectLoader is a subclass of AbstractEffectLoader delegating all
methods to instances of:
* BuiltInEffectLoader
* ScriptedEffectLoader
* PluginEffectLoader
It's used by the EffectsHandlerImpl and replaces the complete Effect
loading mechanism we so far found in it. This also means that KLibrary
is no longer needed to load the Effects as the PluginEffectLoader uses
the KPluginTrader, which removes lots of deprecated functionality.
REVIEW: 117054