Commit graph

33 commits

Author SHA1 Message Date
Vlad Zagorodniy
dadcd51135 [scenes/opengl] Fix overlaps in shadow texture atlas
Summary:
If the corner shadow tiles(top-left, top-right, and so on) tiles are missing,
then the left/top/right/bottom shadow tiles will overlap.

This diff addresses that problem by changing how the shadow texture
atlas is rendered:
* corner tiles will be drawn in the corners of the atlas(buildQuads
  method expects them to be at the corners);
* top, right, bottom, and left tile will be aligned to the top-left
  corner of the inner shadow rect.

For majority of desktop themes, the shadow texture atlas looks the same.
For example, here's for Aether:

Before:
{F6190484, layout=center, size=full}

After:
{F6190488, layout=center, size=full}

Depends on D14783

Reviewers: #kwin, davidedmundson

Reviewed By: #kwin, davidedmundson

Subscribers: davidedmundson, abetts, kwin

Tags: #kwin

Differential Revision: https://phabricator.kde.org/D14784
2018-08-31 17:33:19 +03:00
Vlad Zagorodniy
5e55664de8 [scenes/opengl] Correctly draw shadows when corner tiles are missing
Summary:
Current implementation of buildQuads assumes that corner shadow tiles
are always present:

    const QRectF leftRect(
        topLeftRect.bottomLeft(),
        bottomLeftRect.topRight());

but that assumption is wrong. For example, if the default panel is on
the bottom screen edge, then the calendar popup won't have the
bottom-left shadow tile(at least on Wayland). Which means that the left
shadow tile won't be visible because
topLeftRect.left() == bottomLeftRect.right().

Corner rectangles only have to influence height of the left/right tile
and width of the top/bottom tile. Width of the left/right tile and
height of the top/bottom tile should not be controlled by corner tiles.

Overall, this is how shadow quads are computed:

* Compute the outer rectangle;
* Compute target rectangle for each corner tile. If some corner tile is
  missing, move the target rectangle to the corresponding corner of the
  inner shadow rect and set its width and height to 0. We need to do
  that to prevent top/right/bottom/left tiles from spanning over
  corners:

{F6190219, layout=center, size=full}

We would rather prefer something like this if the top-left tile is
missing:
{F6190233, layout=center, size=full}

* Fix overlaps between corner tiles;
* Compute target rectangles for top, right, bottom, and left tiles;
* Fix overlaps between left/right and top/bottom shadow tiles.

Test Plan:
* Ran tests;
* Resized Konsole to its minimimum size(on X11 and Wayland);
* Opened the calendar popup(on X11 and Wayland):

Before:
{F6190344, layout=center, size=full}

After:
{F6190346, layout=center, size=full}

Reviewers: #kwin, davidedmundson

Reviewed By: #kwin, davidedmundson

Subscribers: abetts, davidedmundson, kwin

Tags: #kwin

Differential Revision: https://phabricator.kde.org/D14783
2018-08-31 17:33:19 +03:00
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2018-07-23 05:24:40 +02:00
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2018-07-13 05:26:08 +02:00
Vlad Zagorodniy
7637cfc22b [scenes/opengl] Fix overlapping shadow tiles
Summary:
This problem appears if shadow corner tiles are too big and
some window has size smaller than 2 * shadowTileSize.

This change tries to address the problem above by exclusing
overlapping tile parts. If there are any two overlapping corners
then tile between them(top/right/bottom/left) is not rendered.

Also, because some corner tile parts can be excluded, corner tiles
are expected to be symmetrical(i.e. if we remove right half from
the top-left tile and left half from the top-right tile and
stick them together, they still look fine, there are no misalignments, etc).
Most shadows(e.g. shadows from Breeze) have such behaviour.

No tiles are overlapping

{F5728514, layout=center, size=full}

Overlapping tiles

{F5728516, layout=center, size=full}

And this is how it supposed to be

{F5728517, layout=center, size=full}

Test Plan:
* apply D11069 to Breeze
* in System Settings/Application Style/Window Decorations, choose "Very Large" shadow size
* open Konsole
* resize it to a minimum possible size

Reviewers: #kwin, graesslin, davidedmundson

Reviewed By: #kwin, davidedmundson

Subscribers: davidedmundson, ngraham, anemeth, abetts, kwin

Tags: #kwin

Differential Revision: https://phabricator.kde.org/D10811
2018-06-07 12:07:57 +03:00
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2018-04-22 05:43:11 +02:00
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2018-03-26 05:11:05 +02:00
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2018-02-11 05:09:38 +01:00
Martin Flöser
e22d9d957b Enable blending if a subsurface has an alpha channel
Summary:
While investigating BUG 387313 I noticed that blending might be disabled
for subsurfaces. Blending was disabled before rendering the subsurfaces
and it is not checked whether the surfaces have an alpha channel or not.

This change addresses this problem by disabling blending after all
subsurfaces have been rendered and enabling blending if a subsurface has
an alpha channel.

Unfortunately this does not fix the investigated bug.

Reviewers: #kwin, #plasma

Subscribers: plasma-devel, kwin

Tags: #plasma

Differential Revision: https://phabricator.kde.org/D10060
2018-02-04 14:58:50 +01:00
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2018-01-28 06:53:21 +01:00
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2018-01-19 06:54:41 +01:00
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2018-01-12 04:58:41 +01:00
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2017-12-05 05:00:30 +01:00
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2017-12-03 04:50:14 +01:00
Kai Uwe Broulik
e9a2124669 [SceneOpenGL] Port from QRegion::rects() to QRegion iterators
This code path is executed a lot. Saves creating a temporary QVector.

Differential Revision: https://phabricator.kde.org/D9081
2017-12-02 10:05:04 +01:00
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2017-11-29 07:51:37 +01:00
Martin Flöser
1c61e61119 [autotests] Support new way to run the tests without need to install
Summary:
KWin was quite good in ensuring that you don't need to install by
passing paths to the tests. The new way is much nicer, so code is
adjusted for the new way. Also if we require a newer ECM in future we
need to support the new way.

No guarantee that the tests don't pick something up from the system env,
that needs more testing.

References: https://community.kde.org/Guidelines_and_HOWTOs/Making_apps_run_uninstalled

Test Plan: The tests which loaded helpers pass

Reviewers: #kwin, #plasma

Subscribers: plasma-devel, kwin

Tags: #kwin

Differential Revision: https://phabricator.kde.org/D7543
2017-11-21 20:34:52 +01:00
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2017-11-07 04:44:27 +01:00
David Edmundson
fc887ab907 Render GL Window decorations at the correct scale
Summary:
Under wayland we support high DPI putting by putting a separation
between the logical co-ordinate system and the resolution of rendered
assets.

When a window is on a high DPI screen, we should render at the higher
resolution.

Like the window scaling this handles any combination of a 2x scaled
decoration being rendered on a 1x screen or vice versa.

---
This patch is a bit different from the other scaling stuff. We have to
generate the quads *before* we have an updated texture with the new
scale. This means the scale isn't attached to the buffer like elsewhere.

That's why I added a property in TopLevel so there's still one canonical
source and things can't get out of sync.

BUG: 384765

Test Plan:
Crystal clear breeze and oxygen decos on my @2x display
Drag windows to attached @1x display, things still look OK when across 2
screens
Changing the scale of a screen updated the decos instantly

Reviewers: #plasma, graesslin

Reviewed By: #plasma, graesslin

Subscribers: graesslin, plasma-devel, kwin, #kwin

Tags: #kwin

Differential Revision: https://phabricator.kde.org/D8600
2017-11-01 17:59:11 +00:00
Martin Flöser
a5b17b2228 Require Qt 5.9
Reviewers: #kwin, #plasma

Subscribers: plasma-devel, kwin

Tags: #kwin

Differential Revision: https://phabricator.kde.org/D8331
2017-10-31 12:45:21 +01:00
Martin Flöser
f25088c424 Merge branch 'Plasma/5.11' 2017-10-31 10:35:56 +01:00
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2017-10-28 04:38:13 +02:00
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2017-10-27 04:49:52 +02:00
David Edmundson
ded617bd1a Merge branch 'Plasma/5.11' 2017-10-26 17:40:34 +01:00
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2017-10-20 04:35:39 +02:00
Martin Flöser
8f4b6a8973 Drop the explicit fallback to XRender
Summary:
With the new try of all compositor types supported there is an automatic
fallback from OpenGL to XRender/QPainter in case OpenGL setup failed.
So there is no need to invoke a method to do just that.

Reviewers: #kwin, #plasma

Subscribers: plasma-devel

Tags: #plasma

Differential Revision: https://phabricator.kde.org/D8364
2017-10-19 18:26:57 +02:00
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2017-10-14 05:33:32 +02:00
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2017-10-13 05:05:58 +02:00
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2017-10-07 05:16:28 +02:00
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2017-10-06 05:07:46 +02:00
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2017-10-02 05:07:43 +02:00
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2017-10-01 05:17:39 +02:00
Martin Flöser
8ae37c420b Move SceneOpenGL into a dedicated plugin
Summary:
Unfortunately a rather large change which required more refactoring than
initially expected. The main problem was that some parts needed to go
into platformsupport so that the platform plugins can link them. Due to
the rather monolithic nature of scene_opengl.h a few changes were
required:
* SceneOpenGL::Texture -> SceneOpenGLTexture
* SceneOpenGL::TexturePrivate -> SceneOpenGLTexturePrivate
* texture based code into dedicated files
* SwapProfiler code into dedicated files
* SwapProfiler only used in x11 variants
* Safety checks for OpenGL scene moved into the new plugin
* signal declared in SceneOpenGL moved to Scene, so that we don't need
to include SceneOpenGL in composite

Test Plan: Nested OpenGL compositor works

Reviewers: #kwin, #plasma

Subscribers: plasma-devel, kwin

Tags: #kwin

Differential Revision: https://phabricator.kde.org/D7740
2017-09-30 13:12:10 +02:00