Commit graph

57 commits

Author SHA1 Message Date
Vlad Zahorodnii
d89501a079 Move platform backends to backends directory
This improves file organization in kwin by putting backends in a single
directory.

It also makes easier to discover kwin's low level components for new
contributors because the plugins directory may come as the last place to
look for. When one hears "plugin", the first thing that comes to mind is
regular plugins, not low level backends.
2021-11-02 09:02:41 +00:00
Xaver Hugl
1626d7a51a platforms/drm: only use glDrawBuffer with desktop GL
That function is not available with GLES, and calling it is only necessary
for NVidia.
2021-10-27 11:49:00 +02:00
Xaver Hugl
49afd18018 platforms/drm: fix direct scanout check 2021-10-22 15:49:30 +02:00
Vlad Zahorodnii
baf05ec4a5 Rename PlatformSurfaceTexture to SurfaceTexture
This is, primarily, to make naming consistent with SurfaceItem,
SurfacePixmap and just "Surface" in the future.
2021-10-21 10:21:56 +03:00
Xaver Hugl
baebaa9eb4 platforms/drm: fix init with explicit modifiers
When we're adding the output to the EglGbmBackend pipelines aren't necessarily
setup yet and are thus missing the modifier list. As creating the gbm surface
immediately is useless anyways, delay that until we need it, where the modifier
list is available.
2021-10-20 10:54:24 +00:00
Xaver Hugl
d257850bd1 platforms/drm: set draw buffer for gbm 2021-10-20 10:54:24 +00:00
Xaver Hugl
dc56b03df4 platforms/drm: use gbm with NVidia driver 495+ 2021-10-20 10:54:24 +00:00
Xaver Hugl
eeb1bd5b38 Fix a few clazy warnings 2021-09-30 12:26:25 +00:00
Xaver Hugl
a7a515a0af platforms/drm: re-use buffers for testing
b38bb416 introduced flicker when restarting compositing because the
DrmGpu::findWorkingCombination method usually creates new buffers for
the commit, without rendering into them. Instead of that, re-use
existing buffers where possible
2021-09-17 11:56:20 +02:00
Aleix Pol
883dbfda17 drm: Properly check for the need for transformation
At the moment we were checking for size difference between the buffers
which works for rotation but not for flipped or up-side down screens.

This changes how we check it by comparing the effective transform vs the
supported one in drm to see if they differ.

Fixes https://invent.kde.org/plasma/plasma-phone-components/-/issues/112
2021-09-10 20:11:57 +02:00
Xaver Hugl
ed2d0979c7 platforms/drm: fix warning 2021-09-07 05:45:51 +00:00
Xaver Hugl
d6de38c1d6 platforms/drm: use drm formats instead of gbm formats
There's no need to guard the code, gbm and drm format definitions
are the same. Using GBM_BO_FORMAT_* even caused bugs, as that is
an enum and not a proper format identifier.

BUG: 441253
2021-08-27 11:56:36 +00:00
Xaver Hugl
83ccfbb571 platforms/drm: exit more cleanly if we can't find a buffer config 2021-08-26 16:10:26 +00:00
Xaver Hugl
ef48c247e6 platforms/drm: re-add some logging for egl configs
But only print it when KWin can't find a fitting config

CCBUG: 441253
2021-08-26 17:38:58 +02:00
Xaver Hugl
5cc5d81cea guard gbm version for gbm_bo_get_fd_for_plane 2021-08-25 14:39:35 +00:00
Xaver Hugl
1be65e818c Port screenId based rendering methods to AbstractOutput 2021-08-25 13:53:33 +02:00
Xaver Hugl
e6cab81b53 platforms/drm: multi-gpu buffer import with modifiers 2021-08-25 13:30:49 +02:00
Xaver Hugl
1e572a4299 platforms/drm: make debug logging less verbose 2021-08-23 21:53:21 +00:00
Xaver Hugl
26dff99f78 platforms/drm: explicit modifiers
IN_FORMATS contains information about which buffer formats can be
scanned out with a given drm plane. Using these plane-specific
format+modifier combinations as well as explicit modifiers in
general can yield bandwidth and performance improvements,
especially in multi-gpu systems.
2021-08-16 16:56:32 +02:00
Vlad Zahorodnii
7f883fa724 Make EGL_KHR_surfaceless_context mandatory
We use surfaceless contexts with internal windows. We also require
the EGL_KHR_surfaceless_context extension for making context current
without outputs.

Arguably, we could use pbuffers, but since mainstream drivers (Mesa and
NVIDIA) support surfaceless contexts, the extra complexity doesn't buy
us anything.
2021-08-16 10:56:46 +00:00
Xaver Hugl
1041ef8275 platforms/drm: introduce virtual outputs
When the last output gets disconnected, create a virtual output as a
placeholder until we have access to a physical output again. While
this placecholder never gets rendered to, with virtual outputs in
general that is possible (with gbm and qpainter atm) and can be done
for future use cases like wireless displays.

CCBUG: 420160
CCBUG: 438839
2021-08-07 17:18:40 +02:00
Vlad Zahorodnii
501298b0e0 Introduce DamageJournal helper 2021-07-24 16:32:13 +03:00
Vlad Zahorodnii
964c487d4f wayland: Switch to ClientBuffer
The main motivation behind the split is to simplify client buffer code
and allow adding new features easier, for example referencing the shm
pool when a shm buffer is destroyed, or monitoring for readable linux
dmabuf file descriptors, etc.

Also, a referenced ClientBuffer cannot be destroyed, unlike the old
BufferInterface.
2021-07-23 15:33:38 +00:00
Xaver Hugl
afcef2a6f8 platforms/drm: fix crash with secondary GPUs and buffer age
CCBUG: 433107
2021-07-15 11:42:57 +00:00
Xaver Hugl
586efe94d4 platforms/drm: Introduce DrmPipeline
DrmPipeline is now what contains all the thing related to drm calls,
instead of DrmOutput. This allows for some more flexibility and tidies
the code up a bit. Additionally instead of rolling back changes if
presentation fails, changes are directly tested with atomic test only
commits.
2021-07-10 21:18:33 +02:00
Xaver Hugl
ee4b4fc9a3 platforms/drm: refactor presentation in gbm backend 2021-07-10 20:13:01 +02:00
Xaver Hugl
da71d218c8 platforms/drm: refactor the gbm surface 2021-07-10 20:13:01 +02:00
Xaver Hugl
80a7362efc platforms/drm: refactor post processing bits
Putting the OpenGL post processing rotation into its own class cleans
the EglGbmBackend code up a bit and adds post processing rotation for
the EglStreamBackend
2021-06-22 16:35:42 +00:00
Xaver Hugl
9194c0c974 platforms/drm: some improvements for logging 2021-06-21 17:57:36 +02:00
Aleix Pol
fffd41b32e Only create the viewport as needed
So far, we were creating a model view with the complete scene rendered
(even if we didn't render the windows themselves). This required us to
have a big glPerspective spanning the entire scene and we were just
cropping it as we rendered it into a smaller texture.

This changes our scenes so we have the correct matrix set up at all
times.

Specifically in the case of the Pinephone, this solves the following
issue where we were unable to connect external displays because it
exceeded GL_MAX_VIEWPORT_DIMS:
https://invent.kde.org/teams/plasma-mobile/issues/-/issues/11
2021-06-10 10:06:35 +02:00
Xaver Hugl
19f92d731a platforms/drm: fix modifiers detection
CCBUG: 437893
2021-06-08 16:38:52 +02:00
Xaver Hugl
0208f78336 platforms/drm: make context current for direct scanout 2021-06-07 13:45:50 +02:00
Xaver Hugl
cfd7af0179 platforms/drm: support NVidia as secondary GPU with CPU copy
BUG: 431062
2021-06-07 09:23:06 +02:00
Xaver Hugl
b88b6f3bc3 platforms/drm: log when direct scanout starts and stops 2021-06-01 13:02:13 +02:00
Xaver Hugl
7bf79090cf platforms/drm: add outputs on EglGbmBackend initialisation
BUG: 437761
2021-05-31 13:15:16 +02:00
Xaver Hugl
2742e5b422 Rearrange wayland startup sequence
The backend can now optionally wait for the scene to be created before
it updates its outputs, which is necessary for better atomic tests in
the DRM backend.
2021-05-27 13:41:40 +00:00
Xaver Hugl
7de0f1f2ad platforms/drm: CPU copy for multi-gpu
Not all GPUs can scan out linear buffers, so if import with a dmabuf
fails manually copy the data into a non-linear gbm buffer instead.

BUG: 432707
2021-05-18 14:54:05 +02:00
Vlad Zahorodnii
0f2f69ad7c Decouple window pixmaps from scene windows
One of the scene redesign goals is to make wayland surface items
re-usable. So we have the same rendering path for drag-and-drop icons,
software cursors, and window surfaces.

The biggest issue at the moment is that window pixmaps are tightly
coupled with scene windows.

This change de-couples window pixmaps from scene windows. In order to
achieve that, some architecture changes were made.

The WindowPixmap class was replaced with the SurfacePixmap class. A
surface pixmap is created by a surface item.

Under the hood, a SurfacePixmap will create a PlatformSurfaceTexture
object, which contains all the information necessary for the renderer.

The SceneOpenGLTexture class was removed. However, the GLX and the EGL
on X11 backends still mess with GLTexture's internals.
2021-05-18 09:11:24 +00:00
Xaver Hugl
5bd938f0f0 platforms/drm: release gbm buffers before eglDestroySurface
BUG: 436500
2021-05-04 17:36:09 +00:00
Vlad Zahorodnii
04c3bee803 Remove unused things in drm_backend.h 2021-04-28 22:12:58 +03:00
Xaver Hugl
0284aeb7bb platforms/drm: Don't release drm buffers in EglGbmBackend
When we release the buffers that also removes the drm fbs.
This causes failing atomic commits that the atomic code
doesn't (yet) handle correctly, the result is a black
screen when compositing is restarted.
2021-04-28 13:51:06 +00:00
Xaver Hugl
40eb0e4f0e platforms/drm: only print error for direct scanout when useful
Most wayland-native apps provide buffers that aren't suitable
for direct scanout; the message usually only spams the log full
without proper reason or useful information
2021-04-27 15:22:20 +02:00
Aleix Pol
f7526f50fe build... 2021-04-21 17:42:55 +02:00
Aleix Pol
8d186efa08 drm: Do not check egl extensions before setting them up 2021-04-21 17:34:07 +02:00
Xaver Hugl
5a2177a51c platforms/drm: use surfaceless context
On multi-gpu systems it could happen that the primary GPU
has no working outputs attached, yet we still need the
egl context.
2021-04-21 09:06:17 +00:00
Aleix Pol
b82840d7e0 drm: Don't call virtual methods from a parent class destructor
We'd be relying on AbstractEglDrmBackend on calling cleanup but we'd be
doing it when cleanupSurfaces cannot be reached out anymore, turning it
into a half-baked cleanup.

Instead call cleanup from the leaf class destructors.
2021-04-20 13:02:46 +02:00
Xaver Hugl
18f857b1f3 platforms/drm: fix crash with multi-gpu 2021-04-11 20:52:08 +02:00
Xaver Hugl
50f03ac6dc platforms/drm: improve buffer handling with GbmBuffer 2021-04-06 23:18:25 +02:00
Vlad Zahorodnii
913d242bd9 platforms/drm: Fix crash in EglGbmBackend::presentOnOutput()
If the damage history is empty and EGL_KHR_partial_update is supported,
kwin may crash.
2021-04-06 11:53:26 +03:00
Vlad Zahorodnii
2ade92d69b platform: Make OpenGLBackend::scanout take SurfaceItem
This allows removing SurfaceInterface::trackedDamage().
2021-03-31 13:56:55 +00:00