Commit graph

235 commits

Author SHA1 Message Date
Martin Gräßlin
17e0bad922 Drop OpenGL based color correction from KWin
Summary:
The feature has always been considered experimental. Unfortunately it is
completely unmaintained and hasn't seen any commits in years. It
requires kolor-manager to function, but that has not seen a release
based on frameworks yet. This makes it difficult to maintain. In fact I
have never been able from the introduction till now to setup a color
corrected system. One needs kolor-manager and oyranos and especially the
latter is hardly available on any linux distribution (e.g. not on the
Debian/Ubuntu systems).

Due to being unmaintained color correction in KWin did not keep up with
recent changes. Neither did it see any updates during the xlib->xcb
port, nor during the Wayland port. Especially the Wayland port with the
rendering changes make it unlikely to function correctly. E.g. Wayland
introduced a proper per-screen rendering, while color correction did a
"fake" per screen rendering. How that is going to work in combination is
something nobody ever tried. Now after the introduction of proper
per-screen rendering the solution would be to port color correction to
the new api, but that never happened.

Color correction also modified the shaders, but a newer shader API got
introduced some time ago. Whether the color correction shader support
that or not, is unknown to me. Also which shader language versions are
supported. I know it was based on 3d texture support, which back on
introduction was partially lacking in OpenGL ES. Nowadays that changed,
but color correction didn't update.

Last but not least it is completely X11 based and there is no work on
how to make it work with Wayland.

Given all the problems, especially the fact that it is unmaintained and
cannot be setup on my system, means to me that the only solution is to
remove it.

I'm open to having it reintroduced in future, but only if the
availability on Linux distributions gets addressed before. As long as
major linux distributions do not ship this feature, it should not be in
KWin. Given that I must say that it was a mistake to add it in the first
place and I need to point out that I was against the merge back then.

Reviewers: #kwin, #plasma

Subscribers: plasma-devel, kwin

Tags: #kwin

Differential Revision: https://phabricator.kde.org/D3402
2016-11-22 07:16:51 +01:00
Martin Gräßlin
730fd05f58 Move querying glx extensions into the platform plugin
Summary:
Glx extensions are only interesting to the glxbackend. Given that
querying can be moved there.

In order to simplify the extensions can be stored in the OpenGLBackend
which also provides the convenience check as before.

The egl platforms should also be adjusted to query in that way and
remove it from the kwinglutils.

There is still a usage of the glxextensions inside kwinglutils to
resolve one function. That should also be moved into the platform.

Reviewers: #kwin, #plasma_on_wayland

Subscribers: plasma-devel, kwin

Tags: #plasma_on_wayland, #kwin

Differential Revision: https://phabricator.kde.org/D3332
2016-11-16 07:47:36 +01:00
Martin Gräßlin
0bb1f2e7bf Make WindowPixmap::isValid virtual and override in concrete implementation
Summary:
If a buffer gets destroyed the texture created from it is still valid.
In such a situation the OpenGLWindowPixmap should return true for isValid
and not false as it did. Similar in QPainter compositor the pixmap is
valid if there is an image copied from the buffer.

This change ensures that for example minimizing an XWayland window
still has a texture during the minimize animation.

BUG: 368440

Test Plan:
Minimize animation plays for X windows and minimized windows
are shown in present windows.

Reviewers: #kwin, #plasma_on_wayland

Subscribers: plasma-devel, kwin

Tags: #plasma_on_wayland, #kwin

Differential Revision: https://phabricator.kde.org/D2724
2016-09-14 10:23:35 +02:00
Martin Gräßlin
142aab2e24 Introduce an EffectsHandler::animationsSupported -> bool
Summary:
A new method to tell the effects system whether the compositor scene
is able to drive animations. E.g. on software emulation (llvmpipe) it's
better to not do any animations at all.

This information can be used by effects to adjust their behavior, e.g.
PresentWindows could skip transitions or effects can use it in their
supported check to completely disable themselves.

As a first step all scripted effects are considered to be unsupported
if animations are not supported. They inherit AnimationEffect and are
all about driving animations.

The information whether animations are supported comes from the Scene.
It's implemented in the following way:
 * XRender: animations are always supported
 * QPainter: animations are never supported
 * OpenGL: animations are supported, except for software emulation

In addition - for easier testing - there is a new env variable
KWIN_EFFECTS_FORCE_ANIMATIONS to overwrite the selection.

Reviewers: #kwin, #plasma

Subscribers: kwin

Tags: #kwin

Differential Revision: https://phabricator.kde.org/D2386
2016-08-15 17:38:33 +02:00
Martin Gräßlin
248991223b Move glxbackend to x11 standalone plugin
Summary:
It's only needed by the standalone x11 variant. This allows us to
simplify the creation of the OpenGLBackend: it's created by the
platform plugin - we don't need custom complex logic.

Reviewers: #plasma

Subscribers: plasma-devel

Projects: #plasma

Differential Revision: https://phabricator.kde.org/D1392
2016-04-15 07:46:02 +02:00
Martin Gräßlin
baca72a9c4 Create sub OpenGLWindowPixmap for sub-surfaces 2016-04-07 07:59:28 +02:00
Martin Gräßlin
84b73ab2b3 Drop remaining old shader API usage from SceneOpenGL
No effect uses old API, so we don't need to setup the old shaders
any more.
2016-01-25 14:11:54 +01:00
Martin Gräßlin
3be6ff9f12 [kwineffects] Pass screen projection matrix to WindowPaintData
The screen projection matrix is needed if an effect wants to customize
the modelview projection matrix while rendering a window and keeping
the currently applied screen projection and transformation.
2016-01-25 14:11:54 +01:00
Martin Gräßlin
ad7246e010 Create the new projection matrix at start of frame rendering
For both simple and generic rendering the projection is actually the
same. So let's create it at the start of the frame rendering which
allows us to also pass it through the effects.
2016-01-25 14:11:54 +01:00
Martin Gräßlin
b1914b4b2c Add pure virtual OpenGLBackend::init() method
All backends already have an init method so far called from the ctor.
This change moves the call to init out of the OpenGL backends and makes
it the responsibility of the creating code to also call init on the
backend.

This change makes it easier to have virtual methods being called during
the initialization.
2015-11-26 08:33:07 +01:00
Martin Gräßlin
4f64b32aba Runtime depend on GLES in SceneOpenGL
Thanks to epoxy for allowing us to get rid of some additional GL/GLES
specific defines.
2015-11-03 09:29:31 +01:00
Martin Gräßlin
0fc1142ca2 Allow OpenGLBackend to hold a surfaceless context
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.
2015-10-08 15:54:24 +02:00
Martin Gräßlin
f76c18bfb8 Add SceneOpenGL::backend() const -> OpenGLBackend*
A way to get to the actual backend used by the compositing scene.
2015-08-25 14:33:50 +02:00
Martin Gräßlin
2220ae44c4 Create a plugin for each of the wayland backends
Each of the backends becomes a plugin. This allows kwin_wayland to load
the requested plugin and kwin itself doesn't need to link all the
libraries needed. E.g. libdrm is no longer linked if running kwin_x11.
Also this allows to create backends for the non-standard EGL platforms
(examples could be raspberrypi or Android devices).
2015-05-06 10:31:39 +02:00
Martin Gräßlin
2a64755b76 Improve the rendering per output in SceneOpenGL/EglGbmBackend
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.
2015-04-24 12:03:20 +02:00
Martin Gräßlin
7c8c1dac0a [SceneOpenGL] Render per DrmOutput in EglGbmBackend
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.
2015-04-24 12:03:20 +02:00
Martin Gräßlin
147af71f8a Drop Workspace dependency from Scene
Only used for one connect which can also be done outside of Scene.
Subclasses got the singleton pointer and just passed to the parent.
2015-03-17 10:20:19 +01:00
Martin Gräßlin
a0b2a938aa [wayland] Support creating Texture from Wayland shm buffer
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.
2015-03-17 10:08:27 +01:00
Fredrik Höglund
d2cb9f9bf6 Add a model-view and a projection matrix in WindowPaintData
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.
2014-12-04 19:19:30 +01:00
Fredrik Höglund
0d2b2bc8b3 Use the new ShaderManager API in SceneOpenGL2 2014-12-04 19:19:29 +01:00
Martin Gräßlin
b5a626c2d7 Introduce a texture cache for DecorationShadows in SceneOpenGLShadow
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.
2014-12-04 10:36:19 +01:00
Martin Gräßlin
c2e53b9a2f Merge branch 'kdecorations2'
Conflicts:
	effects.cpp
	paintredirector.cpp
2014-12-02 08:38:10 +01:00
Fredrik Höglund
59b5746351 Mark SceneOpenGL::Texture::discard() as override final 2014-11-26 22:01:54 +01:00
Fredrik Höglund
e47d8671e9 De-virtualize SceneOpenGL::Texture::load()
SceneOpenGL::Texture is not subclassed anywhere so there is no reason
for this function to be virtual.
2014-11-26 22:01:54 +01:00
Fredrik Höglund
fa52af4765 Remove SceneOpenGL::createTexture(QPixmap)
...and associated code.

It is no longer used.
2014-11-26 22:01:54 +01:00
Fredrik Höglund
34f1408134 Make the EffectFrame textures regular GLTextures
There is valid reason for these textures to be Scene::Texture's.
2014-11-26 22:01:54 +01:00
Fredrik Höglund
c0deadfaad Add support for KHR_debug
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.
2014-11-25 21:57:15 +01:00
Martin Gräßlin
e32da9d9e0 Merge branch 'master' into kdecorations2
Conflicts:
	CMakeLists.txt
	paintredirector.cpp
	scene_opengl.h
	scene_qpainter.h
	scene_xrender.h
2014-10-20 16:04:52 +02:00
Fredrik Höglund
32e9de1e23 Refactor the swap completion interface
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.
2014-09-18 20:21:20 +02:00
Fredrik Höglund
3b4907d060 Add support for explicit command stream synchronization
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>
2014-09-12 14:50:12 +02:00
Fredrik Höglund
4f9ea5335d Remove SceneOpenGL::Texture::findTarget()
It is no longer used.
2014-09-01 17:45:58 +02:00
Fredrik Höglund
59212e3a79 Remove SceneOpenGL::Texture::load(..., int depth)
The scene always uses the version that takes an xcb_visualid_t.
2014-09-01 17:45:58 +02:00
Fredrik Höglund
88f8078073 glx: Use the X visual when choosing an FBConfig
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.
2014-09-01 17:45:58 +02:00
Fredrik Höglund
fc56ac28fb Remove SceneOpenGL::Texture::update()
The default implementation is a no-op, and none of the current
backends reimplement it.
2014-09-01 17:45:57 +02:00
Fredrik Höglund
210df22b17 Remove SceneOpenGL::Texture::load(QPixmap)
Fold it into the constructor, since that's the only place
where it's called.
2014-09-01 17:45:57 +02:00
Fredrik Höglund
49c8827345 Remove SceneOpenGL::Texture::load(QImage)
It's never called.
2014-09-01 17:45:57 +02:00
Fredrik Höglund
ff096e532f Remove the region parameter from Texture::load()
It's never used.
2014-09-01 17:45:57 +02:00
Fredrik Höglund
1c7938e43e Don't pass pixmap handles as const references
But do pass the region in SceneOpenGL::Texture::load() as a const
reference.

This patch also replaces the Xlib types with their xcb equivalents.
2014-09-01 17:45:57 +02:00
Fredrik Höglund
70d35d602f Remove SceneOpenGL2Window::prepare/restoreStates()
Dead code.
2014-08-25 17:09:48 +02:00
Fredrik Höglund
3d3a52c32d Remove SceneOpenGL::Window::renderQuads()
Leftover from the OpenGL 1.x backend.
2014-08-25 17:09:48 +02:00
Fredrik Höglund
c9aacbc460 Remove SceneOpenGL::Window::paintDecoration()
Leftover from the OpenGL 1.x backend.
2014-08-25 17:09:48 +02:00
Fredrik Höglund
10120c6d42 Remove SceneOpenGL::Window::paintShadow()
Leftover from the OpenGL 1.x backend.
2014-08-25 17:09:48 +02:00
Martin Gräßlin
c12199a8e0 Pass Decoration::Renderer to Deleted and use it in the Scenes
The Renderer gets reparented to the Deleted. While passing it to
the Deleted the Scene's implementation can ensure that the buffers
are up to date. After passing to Deleted it's no longer allowed to
call the render method.
2014-07-25 14:02:27 +02:00
Martin Gräßlin
0030eb7f84 Initial import of support for new KDecoration2 based decorations
NOTE: this is not working completely yet, lots of code is still ifdefed
other parts are still broken.

The main difference for the new decoration API is that it is neither
QWidget nor QWindow based. It's just a QObject which processes input
events and has a paint method to render the decoration. This means all
the workarounds for the QWidget interception are removed. Also the paint
redirector is removed. Instead each compositor has now its own renderer
which can be optimized for the specific case. E.g. the OpenGL compositor
renders to a scratch image which gets copied into the combined texture,
the XRender compositor copies into the XPixmaps.

Input events are also changed. The events are composed into QMouseEvents
and passed through the decoration, which might accept them. If they are
not accpted we assume that it's a press on the decoration area allowing
us to resize/move the window. Input events are not completely working
yet, e.g. wheel events are not yet processed and double click on deco
is not yet working.

Overall KDecoration2 is way more stateful and KWin core needs more
adjustments for it. E.g. borders are allowed to be disabled at any time.
2014-07-25 14:02:26 +02:00
Martin Gräßlin
7744608a1d Drop SceneOpenGL::Window::textureForType
Dead code.
2014-07-21 15:04:44 +02:00
Fredrik Höglund
6ad4c775d7 Use a single texture atlas for the decoration
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().
2014-07-17 09:39:17 +02:00
Martin Gräßlin
aa7db138e8 Remove unused variables
Thanks to clang for better warnings than g++.
2014-04-04 13:55:57 +02:00
Martin Gräßlin
c7d986c7fe [kwin] Remove the legacy OpenGL 1 compositing backend
KWin already has a de facto OpenGL 2 dependency through QML. Combined
with the fact that the OpenGL 1 backend is basically unmaintained and
also unused, it's better to remove it for the new major release.

This change includes:
 * Removal of cmake option KWIN_BUILD_OPENGL_1_COMPOSITING
 * Removal of KWIN_HAVE_OPENGL_1 compile option and all code
   ifdef'ed with it (partially removal of if-else constructs)
 * Removal of CompositingType::OpenGL1Compositing (flags are kept
   as a core flag should get introduced)
 * Driver recommendation for OpenGL1Compositing changed to XRender
   (should be evaluated whether the drivers can provide GL2)
 * Removal of configuration option "GLLegacy"
 * Removal of fooMatrix function in kwinglutils
 * Removal of ARBBlurShader
 * Removal of legacy code path in GLVertexBuffer
 * Removal of GLShaderManager::disable
 * if-blocks with ShaderManager::instance()->isValid() removed

REVIEW: 116042
2014-03-10 08:59:11 +01:00
Martin Gräßlin
b28effff23 A Scene doesn't need to use an X11 Overlay Window
Only the X based Scenes need an overlay window, so the Compositor doesn't
need to check for it in the Wayland case.

OverlayWindow is moved from OpenGLBackend to the sub classes which need
to provide it.
2014-01-08 09:22:40 +01:00
Martin Gräßlin
c9779825d1 Support frame callback in Wayland backend
The egl wayland backend registers for the callback for a rendered frame.
This allows to throttle KWin's compositor so that we don't render frames
which wouldn't end up on the screen.

For this the Scene provides a method to query whether the last frame got
rendered. By default this returns true in all backends. The Egl Wayland
backend returns true or false depending on whether the callback for the
last frame was recieved.

In case the last frame has not been renderd when performCompositing is
tried to be called, the method returns just like in the case when the
overlay window is not visible. Once the frame callback has been recieved
performCompositing is invoked again.
2014-01-08 09:22:40 +01:00