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
After losing current from the EGL or GLX
context, calls to the GL or GLES functions
have undefined behavior. Perform all
cleanup that may touch OpenGL and check for
GL errors before losing current from the
context.
REVIEW: 115311
Returns true if the OperationMode requires KWin to composite to a
Wayland surface. This replaces the checks for the WaylandBackend or env
variable used so far in the construction of the Scene.
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.
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.
The pure virtual methods windowAdded, windowClosed, windowDeleted and
windowGeometryShapeChanged had identical implementations in both XRender
and OpenGL scene. They were accessing the hash with Scene::Windows which
is nowhere else used except for creating the stacking order in ::paint.
The implementations are moved to the base class, the only Scene specific
code is a pure virtual factory method to create the Scene window. This
already existed in SceneOpenGL to create either a SceneOpenGL1 or 2
window.
Also the hash of windows is a Scene private member now and the creation
of the stacking order is provided by a method, so that the Scene sub
classes do no longer need to access the stacking order at all.
REVIEW: 111207
Instead of having the Shadow factory method check the compositor type and
do the decision which Shadow sub class to create, a pure virtual method in
Scene is called which returns the specific Shadow sub class instance.
Instead of having the EffectFrameImpl check the compositor type and do
the decision which Scene::EffectFrame to create, a pure virtual method
in Scene is called which returns the specific Scene::EffectFrame.
Allow prepareRenderingFrame() to return a region that will be
repainted in addition to the damaged region.
Pass both the damaged region and the repainted region, which
may be larger, as parameters to endRenderingFrame().
Client used to have dedicated methods for different icon sizes instead
of combining all pixmaps into one QIcon. This resulted in various parts
of KWin having different access to the icons:
* effects only got one pixmap of size 32x32
* decorations only got the 16x16 and 32x32 pixmaps combined into a QIcon
* tabbox could request all icon sizes, but only as pixmap
Now all sizes are available in one QIcon allowing to easily access the
best fitting icon in a given UI.
The intersection of rects are calculated twice without need.
The function QRectF::intersected() calculate and returns the intersection.
If there are no interesection, the returned QRectF is empty.
If the intersected QRectF is equal to QRectF argument, it contains the QRectF argument.
Reviewed in: https://git.reviewboard.kde.org/r/114036/
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.
According to massif just creating the ColorCorrection costs 2 MiB, so
it makes sense to not create it if it is not used.
REVIEW: 111604
DIGEST: Smaller memory footprint in KWin 4.11.2 if color correction is disabled
Not correct crossfading
Purpose of the hotfix is to manipulate opacities of the "semi-crossfaded™"
pixmaps so that on a quick animation and sloppy check it looks somehow
believable (instead of bumping the window to full opacity)
REVIEW: 111888
* "" needs to be wrapped in QStringLiteral
* QString::fromUtf8 needed for const char* and QByteArray
* QByteArray::constData() needed to get to the const char*
Qt 5 only supports raster which means our pixmaps are always non native,
so we don't need the Extension information any more and can drop all
special code handling for mapping a native QPixmap to an X11 pixmap.
Prevents the possiblity of using shaders modified for color correction
without valid data from KolorManager. If that happened, everthing
blacked out.
Now the color correction shaders are enabled only after successfuly
contacting KolorManager.
The issue was highlighted after ab7e228d.
BUG: 321217
This backend is able to composite on a Wayland surface instead of an X11
overlay window. It can be considered as a prototype for a Wayland session
compositor.
For texture from X11 pixmap the backend uses XShm. This is far from
optimal, but the KHR_image_pixmap extension is not available in Mesa's
Wayland backend. It's a temporary solution till we have XWayland and
texture from Wayland buffer.
To use this backend one needs to specify the environment variable
KWIN_OPENGL_INTERFACE with "egl_wayland". In future KWin should probably
use this backend if the Wayland display env variable is defined.
To use this setup:
1. Have a normal X-Server running on e.g. VT7
2. Start Weston on VT1
3. Start a terminal on Weston
4. start KWin with:
DISPLAY=:0 KWIN_OPENGL_INTERFACE=egl_wayland kwin --replace &
This should map a Wayland surface to Weston showing the content of the X
setup. At the moment it's not yet possible to interact with the surface
as input events are not yet recieved in the backend.
There are still a lot of limitations as documented in the code.
Cross fading with previous pixmap is achieved by referencing the old
window pixmap. WindowPaintData has a cross-fade-factor which interpolates
between 0.0 (completely old pixmap) to 1.0 (completely new pixmap).
If a cross fading factor is set and a previous pixmap is valid this one
is rendered on top of the current pixmap with opacity adjusted. This
results in a smoother fading.
To simplify the setup the AnimationEffect is extended and also takes care
about correctly (un)referencing the previous window pixmap. The maximize
effect is adjusted to make use of this new capabilities.
Unfortunately this setup has a huge problem with the case that the window
decoration gets smaller (e.g. from normal to maximized state). In this
situation it can happen that the old window is rendered with parts outside
the content resulting in video garbage being shown. To prevent this a set
of new WindowQuads is generated with normalized texture coordinates in
the safe area which contains real content.
For OpenGL2Window a PreviousContentLeaf is added which is only set up in
case the crass fading factor is set.
REVIEW: 110578
The behavior for creating a pixmap for a window is moved from Toplevel
into a dedicated class WindowPixmap. Scene::Window holds a reference to
this class and creates a new WindowPixmap whenever the pixmap needs to be
discarded. In addition it also keeps the old WindowPixmap around for the
case that creating the new pixmap fails. The compositor can in that case
use the previous pixmap which reduces possible flickering. Also this
referencing can be used to improve transition effects like the maximize
windows effect which would benefit from starting with the old pixmap.
For XRender and OpenGL a dedicated sub-class of the WindowPixmap is
created which provides the additional mapping to an XRender picture and
OpenGL texture respectively.
BUG: 319563
FIXED-IN: 4.11
REVIEW: 110577
Reimplement performPaint() in SceneOpenGL1Window and SceneOpenGL2Window.
The roles between begin/endRenderWindow() and performPaint() are now
reversed; performPaint() contains the specialized code while begin/
endRenderWindow() contains the shared code.
This reduces the state churn in the OpenGL2 backend from the repeated
calls to prepare/restoreStates().
Split WindowQuadDecoration into WindowQuadDecorationLeftRight
and WindowQuadDecorationTopBottom.
This simplifies the code in SceneOpenGL::Window::paintDecoration().
Use two textures per window instead of four, storing the left and
right borders in the first texture, and the top and bottom borders
in the second.
This makes it possible to render the whole decoration with only two
calls to glDrawArrays(). It also reduces the number of texture
allocations while resizing a window.
Loop directly over the window quad list and check the type instead of
using select(WindowQuadDecoration) when separating the decoration quads.
This avoids the step of creating an intermediate list, and then looping
over that list to separate out the quads that belong to the four sides.
Write the vertex data directly into the buffer object, instead of
allocating two temporary arrays, coyping the data into them, and
then copying the data from the arrays into the buffer object.
This also makes renderQuads() handle coordinates for rectangular
textures correctly.
Write the vertex data directly into the buffer object, instead of
allocating two temporary arrays, copying the data into them, and
then copying the data from arrays into the buffer object.
We always reset with the complete window geometry, so the subtracting
doesn't make any sense. We can just always set the damage to an empty
region.
REVIEW: 110438
Following the approaches of other split out functionality Screens is a
singleton class created by Workspace.
The class takes over the responsibility for:
* screenChanged signal delayed by timer
* number of screens
* geometry of given screen
* active screen
* config option for active screen follows mouse
The class contains a small abstraction layer and has a concrete subclass
wrapping around QDesktopWidget, but the idea is to go more low level and
interact with XRandR directly to get more detailed information.
All over KWin the usage from QDesktopWidget is ported over to the new
Screens class.
REVIEW: 109839
Remove support for OpenGL compositing without using a composite
overlay window. With this change kwin now also requires a
double-buffered framebuffer configuration.
Ownership of decoration textures is moved from SceneOpenGL::Window to
OpenGLPaintRedirector. The PaintRedirector is responsible for updating
the textures whenever they change. For this GLTexture is extended by an
update(QImage, QPoint) method which uses glTexSubImage2D to update only
the changed parts.
The big advantage compared to before is that if e.g. only a button is
animated only the button part is updated instead of the complete deco
part.
PaintRedirector is turned into an abstract class providing a factory
method which returns either an instance of
* OpenGLPaintRedirector
* NativeXRenderPaintRedirector
* RasterXRenderPaintRedirector
OpenGLPaintRedirector is basically doing exactly the same as the parent
class used to do before. Though the idea is to extend the functionality
to have the PaintRedirector write directly into OpenGL textures to limit
copying the complete decorations.
NativeXRenderPaintRedirector is similar to OpenGLPaintRedirector by
rendering into a QPixmap and providing the pictureHandle for the QPixmap
to SceneXRender.
RasterXRenderPaintRedirector is providing the functionality for the case
that the QPixmap/XPixmap relationship is not present. From the QPixmap
containing the pending decoration paint a QImage is created and then the
relevent parts are copied directly into the decoration pixmap.
REVIEW: 109074
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.
either by
- forcing fullrepaints unconditionally
- turning a repaint to a full one beyond a threshhold
- completing the the backbuffer from the frontbuffer after the paint
BUG: 307965
FIXED-IN: 4.10
REVIEW: 107198
When correcting a color that was with premultiplied alpha, the alpha
value was not multiplied back again as a final step. This was breaking
color correction when the blend function was GL_ONE,
GL_ONE_MINUS_SRC_ALPHA. The blend function was changed for normal
windows (a workaround), but not for effect frames, i.e. the effect
frames were broken with color correction enabled.
Removes the blend function workaround.
Removes a useless setupForOutput.
BUG: 311319
REVIEW: 108189
Checks are now performed for GL errors and in case of errors everything
is aborted. The error handling mechanism introduced for this purpose
somewhat improves the color correction code.
Fix gl invalid operation in color correction, when first setting up the
lookup texture uniform.
REVIEW: 107754
If a section of comments consists of a list of links and all are broken
it's a sign that nobody has used these comments for a long time...
REVIEW: 107933
Let's assume a user knows what she is doing when she selects kwin_gles
instead of kwin. Also in gles there is no fallback to OpenGL 1 possible
so blocking is not the proper solution in the first place.
BUG: 311712
FIXED-IN: 4.10 RC 2
REVIEW: 107824
In case that one of the checks in SceneOpenGL failed the ctor of the
sub-class continued and set init_ok to true although it should have been
set to false.
Now init_ok starts with true and if a check fails it is set to false.
For 4.11 we should consider using an exception here - variables to check
that init code works are just no proper solution.
REVIEW: 107420
Add an option to kcmcompositing in the 'Advanced' tab, to enable or
disable color correction. It is specified that it's experimental and it
needs Kolor Manager.
Before painting for a particular screen, ColorCorrection::setupForOutput
should be called.
A screen property is added for WindowPaintData.
In kwinglutils, The fragment shaders are intercepted before being
compiled and they get a couple of lines of code inserted in order to do
the color correction. This happens only when color correction is enabled, of
course.
For D-Bus communication with KolorServer, everything is async.
The implementation basically manages a set of color lookup tables for
different outputs and for different window regions. These are taken via
D-Bus. Each lookup table has around 700 KB.
This commit reintroduces the changes from the former merge with the
"color2" branch. In this form, it can be easily reverted.
REVIEW: 106141
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
This merge is incomplete and it does not include the review number of
the associated review request. It should have been pushed as a single
commit, because the merged commits were not intended to be published in
their form.
This reverts commit dcba90263069a221a5489b1915c5cf1ca39d090c, reversing
changes made to 50ae07525c7fde07794e7548c3d6e5a69cb1a89d.
Conflicts:
kwin/scene_opengl.cpp
kwin/scene_opengl.h
A decoration can provide the AbilityAnnounceAlphaChannel in addition to
AbilityUsesAlphaChannel. If this ability is provided the decoration can
enable/disable the use of the alpha channel through setAlphaEnabled().
The base idea behind this mechanism is to be able to tell the compositor
that currently alpha is not needed. An example is the maximized state in
which the decoration is fully opaque so that there is no need to use the
translucency code path which would render all windows behind the deco.
In addition also the blur effect honors this setting so that behind a
known opaque decoration no blurring is performed.
Oxygen is adjusted to disable translucency in maximized state and Aurorae
is adjusted to allow themes to enable/disable translucency. For Plastik
translucency and with that also blurring is disabled.
REVIEW: 106810
Adjustment to reality. KWin has had a dependency on Mesa 8.0 for quite
some time given that it is what basically all distributions ship.
It is better to clearly state what is required. For KWin Mesa 8.0 is a
more reliable dependency as all DRI drivers which do not support DRI2
have been removed.
Packagers have been informed about this intended change some weeks ago.
REVIEW: 106799
During detecting the OpenGL capabilities also a recommended compositor
can be set. This recommendation is honoured by the OpenGL based
compositors. That is the SceneOpenGL2 requires a recommendation for at
least OpenGL2 and the SceneOpenGL1 requires at least a recommendation for
OpenGL1. If the driver recommends XRender compositing the SceneOpenGL
performs the existing fallback to XRender.
With this recommendation the hacks in the Scene are removed, e.g. it is
no longer checked whether the driver is software emulation as that is
provided through the recommendation.
To overrule the recommendation the environment variable KWIN_COMPOSE is
extended by the values O1 and O2 to enforce either OpenGL 1 or OpenGL 2.
This overwrites all other checks. As a side-effect this allows now to run
KWin on the llvmpipe:
LIBGL_ALWAYS_SOFTWARE=1 KWIN_COMPOSE=O2 kwin --replace &
But not that I would recommend to use it :-)
REVIEW: 106741
If the build option is enabled KWIN_HAVE_OPENGL_1 is passed as a compile
flag when build against OpenGL.
This compile flag is meant to replace the KWIN_HAVE_OPENGLES. So far code
has been ifdefed for special behavior of OpenGL ES 2.0 and to remove
fixed functionality calls which are not available in OpenGL ES 2.0.
With this build flag the fixed functionality calls which are only used in
the OpenGL1 Compositor can be removed and keeping the KWIN_HAVE_OPENGLES
for the real differences between OpenGL 2.x and OpenGL ES 2.0.
E.g. a call like glColor4f should be in an
glColor4f(1.0, 1.0, 1.0, 1.0);
while a call like glPolygonMode should be in an
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
Building for OpenGL ES 2.0 of course implies that KWIN_HAVE_OPENGL_1 is
not defined.
The only task of the PaintRedirector is to redirect the painting of the
window decorations into Pixmaps. So it should actually do this by also
handling the four pixmaps for the decoration. This simplifies the code
as all the logic concerning redirecting the painting is now grouped
together.
Furthermore the PaintRedirector is now a child of the decoration widget,
which means it gets automatically destroyed whenever the decoration is
destroyed - the Client does not have to care about it.
Also the PaintRedirector gets only created if the Compositor is active as
it is not needed in the non-compositing case.
REVIEW: 106620
The Egl backend is decoupled from the OpenGL ES build option which makes
it possible to use it as a replacement for glx.
To make this possible a new build flag is added when egl is available at
compile time and any egl specific code is now ifdefed with this flag
instead of the gles flag. In addition at runtime a windowing system enum
value is passed to the various detect methods to have egl/glx specific
detection for e.g. function pointer resolving.
By default egl is used if compiled with OpenGL ES, otherwise glx is used.
But in the non-gles case the windowing system can be selected through the
new environment variable KWIN_OPENGL_INTERFACE. Setting this variable to
"egl" the EglOnXBackend is used.
REVIEW: 106632
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
Results in cleaner changes.
Put all the color correction stuff from SceneOpenGL in SceneOpenGL2.
Conflicts:
kwin/eglonxbackend.cpp
kwin/glxbackend.cpp
kwin/scene.h
kwin/scene_opengl.cpp
kwin/scene_opengl.h
SceneOpenGL turns into an abstract class with two concrete subclasses:
* SceneOpenGL1
* SceneOpenGL2
It provides a factory method which first creates either the GLX or EGL
backend which is passed to a static supported() method in the concrete
sub classes. These method can test whether the backend is sufficient to
be used for the OpenGL version in question. E.g. the OpenGL 2 scene
checks whether the context is direct.
The actual rendering is moved into the subclasses with specific OpenGL 1
and OpenGL 2 code. This should make the code more readable and requires
less checks whether a Shader is bound. This is now known through the
Scene: the OpenGL1 scene will never have a shader bound, the OpenGL2 scene
will always have a shader bound.
To make this more reliable the ShaderManager is extended by a disable
method used by SceneOpenGL1 to ensure that the ShaderManager will never
be used. This also obsoletes the need to read the KWin configuration
whether legacy GL is enabled. The check is moved into the supported
method of the OpenGL2 scene.
REVIEW: 106357
The code was basically copy'n'pasted to handle both Client and Deleted
requiring to cast the Toplevel to both Client and Deleted to test whether
it is one of those.
This is now changed from runtime to compile time polymorphism. A
templated method is used to start the rendering process for the decos.
This on the one hand simplifies the code and on the other does not
require any dynamic casts any more as we use the available check on
Toplevel whether it is a Client or Deleted.
The Window implementation performed many checks whether the rendering
uses the OpenGL 1 or OpenGL 2 code path and there were quite a few
cludges around to make this work.
So instead of many if-else blocks the specific code has now been moved
into a specific sub class and calls to pure virtual method in the base
class are used to trigger this behavior. Although that adds some overhead
in a rather hot code path it should be better than the many chained
method calls used before to handle OpenGL 1 and 2.
It also makes the code a little bit more readable as all the complete
OpenGL 1 implementation is now in one block ifdefed for OpenGL ES.
The handling for creating and managing the OpenGL context is
split out of the SceneOpenGL into the abstract OpenGLBackend
and it's two subclasses GlxBackend and EglOnXBackend.
The backends take care of creating the OpenGL context on the
windowing system, e.g. on glx an OpenGL context on the overlay
window is created and in the egl case an EGL context is created.
This means that the SceneOpenGL itself does not have to care
about the specific underlying infrastructure.
Furthermore the backend provides the Textures for the specific
texture from pixmap operations. For that in each of the backend
files an additional subclass of the TexturePrivate is defined.
These subclasses hold the EglImage and GLXPixmap respectively.
The backend is able to create such a private texture and for
that the ctor of the Texture is changed to take the backend as
a parameter and the Scene provides a factory method for
creating Textures. To make this work inside Window the Textures
are now hold as pointers which seems a better choice anyway as
to the member functions pointers are passed.
The Scene has always been created and destroyed inside what is
now the split out compositor. Which means it is actually owned
by the Compositor. The static pointer has never been needed
inside KWin core. Access to the Scene is not required for the
Window Manager. The only real usage is in the EffectsHandlerImpl
and in utils.h to provide a convenient way to figure out whether
compositing is currently active (scene != NULL).
The EffectsHandlerImpl gets also created by the Compositor after
the Scene is created and gets deleted just before the Scene gets
deleted. This allows to inject the Scene into the EffectsHandlerImpl
to resolve the static access in this class.
The convenient way to access the compositing() in utils.h had
to go. To provide the same feature the Compositor provides a
hasScene() access which has the same behavior as the old method.
In order to keep the code changes small in Workspace and Toplevel
a new method compositing() is defined which properly resolves
the state. A disadvantage is that this can no longer be inlined
and consists of several method calls and pointer checks.
The implementation consists of a class in libkwineffects.
There are some slight modifications in the compositor. Regions for
different outputs are drawn at different times.
Currently only per output color correction is implemented. However, the
grounds are prepared for implementing per window color correction
easily.
The ColorCorrection class needs to communicate via D-Bus with a KDED
module, KolorServer, which is a part of KolorManager.
The only visible part for the user consists of a check box in the
advanced tab for the compositing KCM.
The actual correction is done by injecting a piece of code in the
fragment shader, code that does a 3D lookup into a special color lookup
texture. The data for these textures is obtained from KolorServer. All
D-Bus calls are async.
The public member variables for opacity, saturation and brightness
are removed in favor for getter and setters. The variables are
moved into a private class. Those are now qreal instead of double.
To make usage inside the effects easier a multiply method is added
which multiplies the current value with passed in factor and returns
the new value in a functional programming style.
This commit is the top-most of a patch series to refactor
ScreenPaintData and WindowPaintData. Other related commits are:
* 0811772
* ebdc7ec
* 2c8dd8d
* 7699726
* 68e0201
* 611cb09
REVIEW: 105141
BUG: 303314
FIXED-IN: 4.10
No effect has ever made use of contents opacity. Which means it
is not needed. Removing means faster effects as we used to
multiply the value (always 1.0) with the opacity in each frame
for each window.
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
a) fixes the texture offset calculation
b) arranges he shadow pixmaps as border in the texture to avoid interpolation issues.
BUG: 280116
BUG: 282882
CCBUG: 291161
BUG: 293325
REVIEW: 103888
a) fixes the texture offset calculation
b) arranges he shadow pixmaps as border in the texture to avoid interpolation issues.
BUG: 280116
BUG: 282882
CCBUG: 291161
BUG: 293325
REVIEW: 103888
This patch reduces the number of QRegion and WindowQuadList operations
by drawing the opaque and translucent parts of the window within the
same bottom to top pass.
REVIEW: 103671
There seems to be a problem with nouveau GLES if you want to create an
EGLImageKHR more than once in a frame for the same pixmap. This patch
circumvents the problem in the way that it implements tfp the same way
as the mesa example in
mesa/demos/src/egl/opengles1/texture_from_pixmap.c does it. A nice
side effect of this is that it also avoids the overhead of recreating
the texture for every damaged window.
REVIEW: 103303
Additionally:
- hide the GLTexture implementation using dpointers
- drop the unused function SceneOpenGL::Texture::optimizeBindDamage()
- Texture::load now loads a new texture and does not update the existing one
REVIEW: 101999
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.
All the functionality of Overlay Window is moved to its own class
OverlayWindow. It is created and owned by class Scene, since almost
all function calls are called from this class.
REVIEW: 101866
Construct window quads which will end on the screen instead of
rendering the windows several times and using scissoring to
restrict to the area which will end on screen.
REVIEW: 101765
This commit merges the two signals clientClosed() and unmanagedClosed() to windowClosed() which
is now provided by Toplevel.
The approriate slots in effects.h and effects.cpp were merges as well, since they did the
same.
The direct method calls of the method windowClosed() in SceneOpenGL and SceneXRender were
removed and are now connected to the appropriate signal in windowAdded().
This commit just makes the declaration of windowClosed() in Class Scene be a Q_SLOT.
The inheriting classes SceneOpenGL and SceneXRender are updated as well.